Bombs Away -- MODERN

by zeroarrival on 30 September 2025

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

Having a bad day? Need to get out some harmless aggression? Then this deck is for you. Great way to subtract people from your friend group one game at a time.

How to Play

Halt play by bolts, creature destruction, land annex, land destruction until you have enough to mana to slam down absolutely nasty 6 drop bombs. Huge creatures to smack your friends around until they rage quite. ;)

Deck Tags

  • Grixis
  • Nicol Bolas
  • Annex
  • Bombs
  • bad friend

Deck at a Glance

Social Stats

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This deck has been viewed 358 times.

Mana Curve

Mana Symbol Occurrence

01922210

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

Deck discussion for Bombs Away -- MODERN

A troll deck without a single Troll of Khazad-dûm, irony incarnate. In all seriousness, that card fits this build extremely well, even discounting the joke.

I do love a good build that just wants to piss off a friend group. I do see some things that could be tweaked in here to make that happen a little more efficiently. Right now your deck sort of doesn't do anything until you hit six lands, which is a major problem. You can interfere with opponent a little bit, but you've got no acceleration and very little interaction that's going to deny opponent the means of getting down what he needs to get done in time for you to pull off your curve and field and protect an asset. As such, I'd advise working on your interaction, cutting your mana curve down, and tightening up your middle game so you can accelerate faster and survive more efficiently.

Mind Stone would be a perfect fit here, as you can play it turn 2, accelerating you a turn in land development, then sac it off later when/if you don't need it anymore. Remand has a similar idea, as you're basically denying opponent a turn early on, which helps you much more than it hurts you (you aren't doing anything in the early game anyway). Fire // Ice does something similar to Remand, as you can use it turn 2 to tap down a land in the upkeep, potentially denying opponent a turn as well as using it as semi-reliable spot removal if necessary. Hard Evidence keeps you sort of protected for cheap as well as letting you invest in card advantage and take advantage of the early turns where you won't be doing anything. Pyroclasm will keep you alive and help neutralize the damage clocks that will otherwise eat this deck alive.

As for tightening things up, Stock Up is just a better version of Steam Augury and Browbeat, but it costs 8 bucks so there's that. Mind Grind, Poison the Well, and Decimator Web are too slow/inefficient/out of place in the build, and would be better served by interaction that keeps you alive or even four copies of Annex, which is actually pretty interesting in this build as it hurts opponent and accelerates your mana.

Just some thoughts.

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Posted yesterday at 21:41

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