Behind Enemy Lines

by WillBell on 21 December 2013

Main Deck (60 cards)

Sideboard (14 cards)

Instants (12)

Land (2)

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Deck Description

Between the sheer number of things that can get around enemy lines and the pump spells that power them up you can win by turn 4 or 5. Hexproof (on most of the creatures) is a good defence against most spells you might have to deal with, I'd be surprised if most opponents are going to use up their valuable counter spells on something as modest as a Gladecover Scout or Slippery Bogle, and board wipes are only a temporary delay against this fast-operating deck.

The biggest problem is that I don't have a lot of defences against other methods of assault, the hope is that by the time those become a concern your opponent is already dead.

Deck Tags

  • Unblockable
  • Modern
  • Aggro
  • Simic

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 922 times.

Mana Curve

Mana Symbol Occurrence

0220025

Card Legality

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

Deck discussion for Behind Enemy Lines

yep. unblockable and boost. that's how its done. good stuff.

1
Posted 22 December 2013 at 14:05

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Except that:
* He has only 16 creatures but 24 cards to pump and make them unblockable. As a rule of thumb, you pumpers and enhancers should never outnumber your critters or you'll constantly run into situations where you have a handfull of pump but no creature to dump it on.
* 12 of those cards are used to make them unblockable which is only useful if also have a pump spell the same turn which will not be the case many times. Especially since none of your pump is continous. Aqueous Form is permanent, DIstorting Strike and Artful Dodge can be used twice, the Stalker is already unblockable, you really, really don't need 12 of those cards!
* The deck has only 2 cards that cost more than one mana and no card draw. You'll run out of steam quickly, especially considering the problems above. You need to attack with a pumped creature at least 4 times, maybe 5 times, you should be able to see the problem now. You'll need 4-5 pump spells, about 2 maybe 3 cards to make them unblockable, at least one creature (but most likely more because you will be forced to block at some point) and at least 2 lands. That's a minimum of 9 and a maximum of 12 cards. If you go first and want to win by turn 4-5 you have drawn 10-11 cards. Which means those cards have to be EXACTLY what you need! And all of this is best case scenario where your opponent doesn't interfere other than playing potential blockers, if he has counterspells, board sweepers, Fogs or any other way to deal with you, you are done.

My recommodations:
This deck screams for Rancor! It may pump only for 2 and the trample seems redundant, however, it boosts the power permanently and comes back if your creature happens to die, saving you cards.
The deck, as it is, doesn't need 20 lands! But it probably needs some sort of dualland that doesn't come into play tapped to make sure you have both blue and green first turn.
Removing about 2-4 lands and reducing the number of unblockable-enhancers makes room for the Rancors and another creature, something like Silhana Ledgewalker (which has hexproof and is already almost unblockable, all you need it pump).
For the sideboard I recommend Sigil of Sleep to solve any problems you might have with too aggressive creatures on your opponent's side.

0
Posted 07 January 2014 at 09:03

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or you could wait till you had about 4 mana on the 4th turn in play with a creature on the field ready to go. artful dodge, groundswell, might and giant growth. 4+4+3=11 on a 1/1, that's 12. You would most likely already have another creature by then too. You have taken the opponent down to 8 life. It can be done. I run similar decks. The secret to winning is deception, sacrifice blocker at least once and patience. All you really need is one creature then let the boosts do their job. You do have to play that carefully though.

You are correct about rancor. such a sweet enchantment.

0
Posted 07 January 2014 at 13:17

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That's still a gamble and if you DO wait for a single attack, you'll need even less cards to make creatures unblockable. Heck, if that single creature is the Stalker, you don't need any additional cloaking! That's why I suggested Silhana Ledgewalker and Rancor to replace some of the cloakers. And either way you don't need 20 lands, at least not when you can afford to run Breeding Pool or at least Yavimaya Coast.

0
Posted 07 January 2014 at 14:32

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duel lands. A must have, no doubt. plenty to choose from. This tactic is risky but in the right hands this can be brutal. you need to have a poker face.

0
Posted 07 January 2014 at 14:56

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Puschkin, I really appreciate the advice, thanks a lot, I've tried to make some changes so tell me what you think!

0
Posted 07 January 2014 at 22:20

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When I said you could go down to as low as 16 lands you didn't have any cards above 1 mana besides those 4 Stalkers. So, with just 16 lands now I think you cannot support the Invisimancer. Keeping Aqueous Form 4 of was the right choice, the Gitaxian Probe is a nice way to decide when/if to go in for the kill, great idea. But I am unsure if the addition of the Tusker is worth the trouble of running a GG creature ... you might be better off replacing them with Ledgewalkers as well. But that's something to decide after playtesting, I guess. So, final adjustment would be to ditch the Invisimancer for something you want to try out, maybe a Sigil of Sleep? Maybe for a 17th land (even without the Invismancer the deck is slightly more expensive now).

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Posted 07 January 2014 at 22:42

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Sigil of Sleep is vintage, so not my first choice. And I do love aqueous form - probably one of my personal favourite cards from Theros.

0
Posted 07 January 2014 at 22:43

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It's actually Legacy but you are aiming for Modern now?
You could up either the Giant Growth or the Probe to 4 and call it a day.

0
Posted 07 January 2014 at 23:03

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