Jeskai Control

by Gr33dy on 08 November 2021

Main Deck (60 cards)

Sideboard (15 cards)

Artifacts (1)


Enchantments (4)

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Deck Description

My take on Jeskai Control for modern

Kaheera is the companion

Deck Tags

  • Modern
  • Red
  • White
  • Blue
  • Control
  • Jeskai

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

22270110

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Jeskai Control

Another fetchable triome, in this case I'd recommend Raffine's Tower, would be fetchable, not a dead draw, and up the Prismatic Ending count to a potential 4. Fiery Islet also seems like a good fit. I'd probably cut a Steamed Vent for it. I usually opt (ha) for Consider over Preordain, but that's a matter of taste. I'd rather have the Surveil and tempo than be able to dig into a second card. White Sun's Zenith came to mind immediately as a potential win condition in here, as it gives cats to buff with Kaheera at instant speed and its reusable. The scenario I'm seeing is casting Zenith for 6 during an endphase, getting three 2/2's. Then next turn, fetch Kaheera and drop her, now you've got three 3/3's with vigilance and a three turn clock that can swing this turn. I kind of like that better than Shark Typhoon, but that's me. The cycle token is a great topdeck at speed, to be sure, but the cat/instant synergy with Kaheera seemed to fit better. Since this build doesn't care about the grave even a little bit, you're free to run Relic of Progenitus mainboarded as grave hate that doesn't hurt you and replaces itself. The Rest in Peace's you've got sided are obviously great, but since there's so much use of the grave in modern, mainboarded hate that doesn't hurt you seems tenable. I see a potential conflict with your nukes and tokens/Solitudes. Obviously it's not a likely interaction, but you'd be nuking your own stuff and have no other option. An alternative would be running one Sweltering Suns over one Verdict, so you can cycle it off if you don't need it. It's obviously a tradeoff, as its conditional and counterable, but it's also cheaper and never a dead draw. Brotherhood's End is also a good consideration, as its a great side against lots of decks. I'm personally a fan of running 4 Fire/Ice over 4 Expressive Iteration, as I'd rather topdeck an Iteration and have a Fire/Ice in the opening hand. Faster, not conditional, at least a 1 for 1, and still helps move through the deck or kill Ragavan. I don't really like Iteration in most builds at all because casting it turn 2 is a gamble at material advantage, but that's me. But its a hell of a top deck, and lets you dig through 3 cards and throw lands away if nothing else. Strangely, Lutri, the Spellchaser might be a mainboard option in here. Three-drop flash that almost certainly gives advantage, fits the companion's criteria, and is another potential damage clock the deck would enjoy. It's also easy to cast color wise, always a bonus.

Just some thoughts, no concrete criticisms. I'm a big fan of the idea of working a companion in as a guaranteed material bonus which gives you the edge on games when both players burn themselves out. Suddenly, you've got a cheap clock and opponent needs an answer.

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Posted 02 March 2024 at 23:11

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