Modern Umori's Hoard-Competitv

by dknight27 on 27 February 2024

Main Deck (60 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Umori- one of the uncommon but still usable companions

This build tries to use Umori to supplant a Death & Taxes-esk weenie build, but with twist of being restricted to MOSTLY only creatures. Umori has a few loopholes that can be exploited, adventure cards and artifact critter equipments being the primary example.

Here's the theory- modern has long since moved away from critter focused decks and evolved into control with splashed value critters, crazy synergy combos, or acceleration mechanics. There are complexities there of course, but the main idea being, spot removal has long since replaced nukes as the mainboard answer to critters. As such, the chances of getting nuked game 1 are practically zero, and the chances of a sideboard having enough nukes to be a reliable answer are also quite low. Thus, critter-focused decks that don't do anything except throw meat at faces are proportionately more viable.

The other major advantage of being forced to be an all critter build is the supersaturation of critters upping the chances of cards like Vizier of the Menagerie making an impact. Thirty nine critters in the build makes it pretty likely that you've got a critter on top of the deck, and twenty one lands and a low curve means you've got the mana to swim through topdecked critters. Vizier and Kellan can go a long way to making a deadly boardstate, and the best part is that Vizier has a wonderfully fat ass. It can't be bolted, almost certainly can't be dealt with by Prismatic Ending, needs a fully activated Fatal Push or Unholy Heat to knock it out, goes over the top of Ragavan like he's not there, etc. So, even though its a four-drop, you've got a good chance of keeping it on the field long enough to make the difference, especially if it's topdecked.

Every other piece of the build either gives you +1 in material (or at least has the chance for it), or says 'no' to something modern uses consistently. Throw it all together and out material/tempo opponent for the W.

Some other notable synergy:

Stoneforge- can fetch the reconfigure boys, which work with Umori. Lion Sash is fetchable grave hate that has a shit ton of possible targets to pump itself/equipped creature up. Ogre-Head Helm is well worth the red splash, as it's a 2/2 for 2 that lets you 'dump your hand' for 3 cards. In reality, with such a small curve, the Helm is a force of nature, as you can reconfigure it then sac the creature per its own effect to draw 3. Next turn, dump the 3 cards, reconfigure again (which is now easier) and do it all over again. Unless spot removal breaks this cycle or you get unlucky, you're gunna build a dreadnaught.

Kutzil- say goodbye to instants, plus you've got a good shot at the draw bonus. Equipments, Hexdrinkers, and Map counters up power stats which let you draw with damage. Equipments are fetchable, meaning there are really 15 cards that can (potentially) trip this effect, 25% of the deck.

Umori- Low curve means you can fetch Umori relatively quickly and always be at +1 material that's hard to remove. The cost reduction has 23 targets, and when paired with Vizier and/or Helm becomes a force of nature.

Samwise- plenty of permanent targets that die for your benefit, such as Helm, Fetch lands, draw lands, chump blocks, and spot removal. As it has Flash, you can throw it in to save a bolt target, or just fetch back a land to keep the train going. It's Ring ability isn't bad, and gives you a little damage clock insurance/enhancement.

Feedback appreciated.

Deck Tags

  • Modern
  • Companion
  • Creature-Based
  • Competitive
  • Umori

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

2900217

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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