Inexorable Machinations

by dardabos on 16 May 2017

Main Deck (60 cards)

Sideboard (15 cards)

Artifacts (1)


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Deck Description

Inexorable ooze and nahiri's machination were the first two drafts i picked at fnm I didn't realize their potential till midway through my second match I then realized how much fun it was to have an evergrowing threat with those two and getting archangel avacyn to turn flip alongside westvale abby

How to Play

Opening hand: There should be enough land/situational tutoring early game and ramping with wierding wood and the loam dryads that you should only need to want two to three lands(at the leat one plains and one forest) in your opening hands Westvale abby played early can really come out of nowhere and turn the tides if you opponent forgets about it if you get a forest westvale abby and vessel of nascency in your opening hand you should be ok if you sac nacsency and get a plains or fortified village on turn two

Step one:Get delirium online early with wild-field scarecrow warped landscape, vessel of nascency, open the armory(only use to get wierding wood if you dont have one or both) and stern constable(if defense is necessary).

Step two: Get inexorable ooze and nahiri's machination into play, repeat when possible, enjoy!

Step three:Maintain and grow your board presence and drop lands every turn with or without tirless tracker if you cannot overwhelm them with numbers of oozez and win its time to crank up the heat

Step four: Try to keep archangel avaycyn and westvale abby on the DL unless needed and when you have enough oozes or chumps before your opponents combat phase or after flash in archangel avacyn and on your next main phase transform westvale abby(for the love of god do not sac avacyn for this purpose) now watch during your opponents next turn as avacyn flips and you use silverstrike during their combat to wipe away their big bad if you havent fait unbroken it yet.

Play tips

try to keep some basic lands in your hand to use situationally after yove gotten passed your fifth land drop either for stern constable or a late tireless tracker play hell even to fuel skeleton keys for card draw should you have your wierding woods in play

Tireless tracker and nahiri's machination can be a real beast midgame if your holding onto land during during turns to pump him up and keep card advantage.

Threat removal is limited so make it count DO NOT JUMP THE GUN ON silverstrike should be used to take out their biggest threat as late as possible use stern constable and expose evil and aim high(for flyers) in place of it early on on to sorcery rabid bite is wicked whenever and root out should be used at your discretion be mindful of your enchantments as gryffs boon is value from the grave and faith unbroken should be played late as well
Sideboarding

If you are against a pack of flyers switchout a devilthorn fox for another dawn gryff get and if you dont think you have enough rabid bite to deal with it bring in give no ground another aim high and ulvenwald hydra in place of westvale abby or archangel avacyn

If you have trouble keeping or getting your star players in the game bring in grapple with the past, eerie interlude, traverse the uvenwald and seasons past

Bring in briarbridge patrol, Ordric lunarch marshal, haunted cloak, and autumnal gloom and hope against hope for a tireless tracker build

And finally the vessels of ephemera are for when you need a creature cushion for westvale abby just in case you can't keep up your numbers

Let me know what you think and enjoy

Deck Tags

  • Green
  • White
  • Token
  • Combo

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

1800018

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

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