Ono-Sendai

by planBfan on 19 January 2026

Main Deck (57 cards)

Sideboard (6 cards)

Artifacts (2)

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Deck Description

Inspired by William Gibson Novels - the O.G. Matrix

Tutor equipment and cheat it into play for cheaper. Several ways to cheat equip costs as well. I'm kind of infatuated with Ephemerate right now so I wanted to incorporate that into the build.

Only the best for this cowboy!

Missing:
3x Enter the Avatar State

Deck Tags

  • Mono White
  • Equipment
  • Modern

Deck at a Glance

Social Stats

1
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This deck has been viewed 193 times.

Mana Curve

Mana Symbol Occurrence

330000

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Ono-Sendai

Seeing builds like this makes me ever so nostalgic for the days when you could run a deck off of Stoneforge Mystic and have its material/wincon mechanic be pretty much all you needed to get the W. Long gone, but not forgotten.

That being said, I don't think a build like this can keep up with the tier 1 stuff in modern, but it can definitely hold its own in a tier 2 environment. I would however suggest a few tweaks.

The Urza lands aren't going to consistently work in a build where you've got no ability to fetch lands and you're only running 2 copies of each. You'll get your full set maybe one game in fifty and the rest of the time they'll actively slow you down, so you're much better off with a different land gimmick. We'll come back to this, as it depends on which way you want to go.

The first major decision I'd say you could make is to keep going with the mono-white or do a two color build to take advantage of some of the good red cards that fit with equipments, such as Giott, King of the Dwarves and Raubahn, Bull of Ala Mhigo. Going two colors means you'll have to dump some cash into your lands, but if that's not a problem, it's worth considering.

You also want to look at the play pattern you've got here, cause it's sort of a problem with the curve currently. Here are the plays this deck wants to make:

A- turn 1 Sigard's Aid, turn 2 critter, turn 3 equipment auto equipped and swinging, turn 4 and onward free to do something else with your fielded wincon. This plan is good, but it relies on Sigard, and without it you'll be spending turn 3 fielding the equipment and equipping turn 4, at which point you'll be so far behind that it probably doesn't matter

B- turn 1 do nothing, turn 2 Stoneforge, turn 3 cheat the equipment into play. Solid playpattern, but again relies on Stoneforge being in the hand and surviving the turn cycle

C- the slow way (field stuff normally, equip normally, everything is slow)

You've got fifteen 1-drops, but you're really only running eight you actively want to play turn 1. So, this deck is going to always be a turn behind in development, which is further a problem, as you NEED to play one of your critters turn 2 and spend turn 3 either using your cheat abilities to get the equipment into play and equipped, or hardcasting the equipment. The problem being, you're then going to have to spend turn 4 equipping the equipment, and now you're a world behind. You've also got the major problem of all three options (A, B, C) losing to the same sequence, which is basically just Lightning Bolt. If opponent has a Bolt, option A fails because opponent can bolt the critter in response to the equipment entering, so Aid fizzles and you've got a dead equipment with no critter. Option B fails because opponent Bolts Stoneforge before you can use its ability to cheat the equipment into play, and you've got a dead equipment in hand and nothing fielded. Option C fails for the same reasons and is even more slow. And, in all three options, opponent only had to pay 1 mana to make this happen, so could spend the rest of his turns working on his plan, in which case the game's over. You've got no way to protect your critters or interfere with opponent, so you're basically praying you get the fast sequence and opponent has no spot removal, which is almost certainly gunna see you dropping games, especially games 2 and 3 when opponent subs in the spot removal.

The only real way around this is to hybridize the deck to play around this with some control mechanics to protect your critters, or dramatically attempt to speed up the build like the old Hammertime shells that were popular a few years ago. So, I'd advise sort of shifting plans to either make the build wicked fast, slower but more control oriented, or an all-out combo build that wants to field the big critter/big stick combo.

To that end, and regardless of which way you'd want to go, I'd advise checking out some staples of the sub-genre like Lavaspur Boots, Shadowspear, Lion Sash, and Kemba, Kha Enduring, as well as Urza's Saga, which we'll get to with an asterisk below.

Urza's Saga is obviously super expensive, but it would work wonders in a build like this. This deck needs equipments and critters to put them on, and the Saga does both and nets you MASSIVE advantage as long as you've got the time to do it. If you invest 3 turns into Saga, you get two 3/3's and an equipment, so opponent can't spot removal the threat away basically at all. It also lets you get the equipment you need to fix the problem at hand, which is extremely helpful. I'd highly recommend putting in two or three copies here, especially if you want to keep this mono-white, but obviously only if that's in the budget.

I'd also recommend in general cutting some of your higher cost/lower impact cards and streamlining the whole thing for speed, regardless of what you choose. Settlement Blacksmith is too slow, too low impact, and is only conditionally useful. Stroke of Midnight is too slow and helps opponent either survive another turn or start a slow clock, and just isn't worth it, especially mainboarded. Your equipment choices either need to be strong 1-drops (see above), huge heavy hitters (basically just Kaldra), a few tech toolboxes (Lion Sash), and a middleground like Bustersword that you run 1 copy of and take advantage of only if you get into the middle game and can afford to sink a two-turn cycle into fielding and equipping it.

Lot's of thoughts, I know. Take em for what they're worth, leave the rest behind.

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Posted 19 January 2026 at 22:32

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The deck was never meant to be Tier 1 competitive, just something I wanted to make. I doubt I'll actually build it to play. I see what you're saying with some of the slower/more expensive cards, I was hyper-focused on finding removal and card draw... Deck doesn't need it with the tutor ability. The Urza Lands definitely don't fit and are going as well.

I was super close to putting in Urza's Saga with many of the artifacts you just mentioned, but opted instead to go the route of heavy-hitter. I think I want to push it back in that direction, and definitely stay mono-white thematically. It's basically the same price as a Scalding Tarn and has great longevity so price isn't a concern there.

After all, a cyberspace cowboy's best advantage is speed & stealth!

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Posted 20 January 2026 at 03:53

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