Hello and welcome to my spot dedicated to Magic the Gathering, a collectible card game by Wizards of the Coast that started in 1993. It was 1995 when i began my life with Magic and it has been a major part of my life ever since. i have many fond memories of playing, trading, keeping up on new sets and even entering and winning a few tournaments. Whether playing at a local gaming store or afterwards at a nearby eatery there's been so much enjoyment i've had playing mtg with friends and others who get to meet through this, maybe you would like to get into Magic the Gathering as well

     The basics of this game... You and an opponent each have a deck of at least 60 cards, you can have more than 60 but it is not recommended so as that you draw the cards you want to, Your deck can contain up to four of any card, in classic decks there are some cards you can only have one of but that's not the style that most people are into. There are also some play styles that let you only have one of any card, this being a fun limitation as well. Each player starts the game with 20 life points, you can deplete your opponents life total by attacking with creatures and casting spells. Another way to win is to make it by effect that the other player cannot draw a card, this is termed milling as per the original card that did this, Millstone, but the earlier methods are much more prevalent. You start the game with 7 cards in hand and draw one more card at the beginning of each of your turns. Starting with the first player you are able to play one land (used to cast cards) per turn, this makes it for the most part mean that on turn one you can cast something that is one mana (energy from land) and you can get to casting a four mana card on turn four, albeit there are cards and such that can help you cast bigger spells sooner

Here are the main types of cards

Creature – An ally you cast and put on the battlefield, can attack, block or use special abilities. Has power and toughness ratings bottom right of the card
Instant – A spell that you can cast on either your or opponents turn
Sorcery – A spell that you can only cast on your own turn
Artifact – A colourless machine type of permanent, it stays on the battlefield, can generally be cast by any colour
Enchantment – Permanent that for the most part has a global effect on both players but can also just be bonus' for you
Planeswalker – Incarnations of characters from the magic the gathering world

There are 5 colours in mtg

Black – Dark magic that deals in death, basic land type is Swamp
pros: Can easily destroy creatures, gain life
cons: Cannot get rid of artifacts or enchantments

Red - Storms and energy, basic land type is Mountain
pros: Lots of direct damage, land and artifact destruction
cons: Cannot get rid of enchantments

Green – Power of nature, basic land type is Forest
pros: Great creatures, mana acceleration, artifact and enchantment removal
cons: Not much removal for creatures, no flyers

White – Pure goodness, basic land type is Plains
pros: Very good removal of creatures, artifacts and enchantments, protection from many cards, pump effects
cons: Not a lot of card draw

Blue – Mental sorcery, basic land type is Island
pros: Many counterspells, good interaction with artifacts, interesting game effects
cons: If a spell doesn't get countered it is sometimes hard to deal with afterwards

Different play styles:

Aggro
-Cost effective creatures played early to bring down your opponent with

Combo
-When two or more cards have a synergy that many times gets you infinite mana/creatures/life or just work well together

Control
-Keeping the board in check, slowly building up a formidable offence and defence

My Magic the Gathering Decks

Land
Infect
Merfolk
Land Destruction
Discard
Zur's Weirding
Our Soldiers
Rise And Shine
Plow Under
Stasis
Golems
Giants
Treefolk
Kor Spiritdancer
Scarecrows
Shrines
White Control

Land
(Modern)

Spells
3x Wilderness Reclamation
-Amazing in this deck, you can do so much with this in play
3x Winding Way
-A card that most of the time gets you two or three of the type of your choice, very good in this deck
2x Splendid Reclamation
-Great on it’s own but brutal with a Zuran Orb where you sacrifice all your lands in response to the casting of this then get all your lands right back in play
2x Life from the Loam
-Very good card, i always wanted to make a land deck and this turned out quite well
2x Zuran Orb
-Sacrifice land to give you a few extra turns if needed

Creatures
4x Sakura Tribe Scout
-First turn Tribe Scout and you’re off to a good start
4x Scute Mob
-Grows quite quick in this deck
1x Titania Protector of Argoth
-Just one of these but is nice when in play
2x Ramunap Excavator
-Let’s you play land from your graveyard to get back utility cards

Land
3x Treetop Village
-The main win condition in this deck is with these land-creatures, with Wilderness Reclamation you can attack then have them untapped to block
3x Lair of the Hydra
-Good to play at the beginning so that in enters untapped
4x Mishra’s Factory
-Classic
2x Mishra’s Foundry
-Two more Mishra lands for on their own or with the others
2x Labyrinth of Skophos
-A modern version of Maze of Ith
2x Blast Zone
-The only removal in the deck, may be worth adding a few in a sideboard
2x Demolition Field
-A Ghost Quarter that also gets you a land
3x Thespian’s Stage
-Becomes whatever land in play that you want with the ability to reshape
1x Sea Gate Wreckage
-Only one here but useful
1x Bojuko Bog
-Great against certain decks
2x Grasping Dunes
-Is minus counters not damage which is also useful and you can redo the effect if returned
1x Blinkmoth Well
-May be worth having another in the sideboard as well
3x Tranquil Thicket
-One green to discard and draw one or play tapped
2x Mortuary Mire
-For if you discarded a creature from Winding Way or had one die
1x Desert
-Not too shabby
5x Forest

Infect
(Modern)

Creatures
4x Glistener Elf
-The foremost creature in the deck, if an opponent has ten or more poison counters they lose, and with this deck you can win in two or three turns
4x Plague Stinger
-Only a few black spells in here but they are important, the special land included allows for mana of those
4x Blight Mamba
-Rounding out the sparse amount of creatures is four of these but this is all you need

Spells
3x Become Immense
-Normally castable for two or three mana after a turn or two
4x Scale Up
-Very important card as you can sometimes win turn two with this
4x Might of Old Krosa
-+4+4 for one mana? Yes please
4x Virulent Swipe
-Another black card which is very helpful and rebound plays it for free again the turn after
4x Blossoming Defense
-Close to a counterspell in this deck plus gives bonus if needed
3x Vines of Vastwood
-Another counterspell/bonus
4x Mutagenic Growth
-Zero mana +2+2 so you can cast these early to go with other ones
4x Rancor
-Amazing card and is playable in modern

Land
2x Llanowar Wastes
2x Woodland Cemetery
4x Necroblossom Snarl
10x Forest

Merfolk
(Modern)

Creatures
4x Rishadan Dockhand
-This card is based on the land Rishadan Port, which is a very good one for sure plus it is 1/2 for one mana and has islandwalk (cannot be blocked by a player with islands) which is important for this deck, and that's just extra in addition to the main ability. All around a great card
4x Stonybrook Banneret
-The merfolk version of this type of card. In conjunction with the Merrow Reejerey this can be very powerful, play a merfolk for one or two, untap a land then play a merfolk, untap a land and so forth. Plus this itself has islandwalk which as with the others goes nicely with Seafloor Oracle
4x Master of the Pearl Trident
-Similar to the original Lord of Atlantis but better, this creature for two mana gives +1/+1 to all your other merfolk plus islandwalk, and while there are many creatures in this deck that have that natively about half of them don't so is very welcome here
3x Harbinger of the Tides
-Pretty decent, instant speed for two extra mana but a lot of the time can be cast on your turn, it can only target tapped creatures is the only downside to this but still useful ability and you end up with another merfolk
3x Thieving Skydiver
-Two mana for a 2/1 flyer is great and you can gain control of artifacts as well if you pay that artifacts cost in addition to the base cost. One of the great things about this is you get to keep the artifact not only if the Skydiver dies but there is no enchantment that can be removed to result in losing that artifact
4x Tide Shaper
-This and the Spreading Seas are what makes the islandwalk very important, if they are not playing blue you turn their lands into islands, messing up their mana creators while letting through the creatures that have that ability. If they are playing mono blue then you can swap the Tide Shapers and Spreading Seas for other cards from the sideboard
4x Merrow Reejerey
-Such a great card, not only does it give your merfolk another +1/+1 it has the amazing effect of tapping or untapping any permanent which is amazing. This as said goes well with Stoneybrook Banneret allowing you to cast lots of merfolk, draw more cards with Seafloor Oracle and Cold-Eyed Selkie and cast more merfolk
2x Wake Thrasher
-The other creatures here whittle down your opponent quite well but this one here is a major win condition by itself as can get quite big
1x Svyelun of Sea and Sky
-Three mana for a 3/4 but it's legendary. It can be indestructible at most times and draws you cards for attacking whether it gets blocked or not if you have two other merfolk. Also it gives your other merfolk ward 1 which means if your opponent wants to target your creature with spells or abilities they have to pay an additional one mana
1x Kopala, Warden of Waves
-Another legendary that basically gives your merfolk ward 2
2x Cold-Eyed Selkie
-Two here two in the sideboard, if you have out a merfolk pumper or two this can give you quite a few cards to draw. Three mana for a 1/1 isn't great but drawing cards is
3x Seafloor Oracle
-A major part of this deck but still only three here, there is one in the sideboard though, just because it is among the most mana intensive cards at four mana to cast, which is still pretty good
2x Surgespanner
-This looks like a nice card to have here, again four mana

Enchantments
3x Spreading Seas
-These are very powerful actually, you get to disrupt your opponents mana base which is important, it gives your merfolk with islandwalk ability to go through unblocked, and also nets you a card, how good is that

Sideboard
3x Mist Cloaked Herald
-A nice card to add if you are having trouble getting through otherwise
4x Silvergill Adept
-Another two mana draw a card, the reveal isn't much of a problem as you will most always have a merfolk in hand, it is 2/1 which is also quite good and drawing the card is a main reason for this to be here
4x Crashing Tide
-An unsummon for three mana, has flash instant casting and you draw a card which is great, to put in against heavy creature decks
1x Seafloor Oracle
-Figured to add a fourth here as drawing cards is very important to the deck and would be good to have an extra for if playing versus lots of creature removal
2x Cold-Eyed Selkie
-Two more for if it's easier to get through with islandwalk
1x Spreading Seas
-An extra for especially if they are playing with lots of special lands

Land Destruction
(Legacy)

Creatures:
3x Order of the Ebon Hand
-Land destruction makes it so that your opponent can only get a few mana at a time if any so an efficient creature such as this and the mirror of it Knight of Stromgald are enough to deal with low casting creatures they cast with you being able to give first strike and increased power. At only two mana to cast these six knights do most of the creature damage and if you get out a Lashwrithe you also have the ability with that to equip your knights for a major boost to them
3x Knight of Stromgald
-Pretty much the exact same as the Order of the Ebon Hand, you can only put four of any card in a deck so went with three of each of these

Spells:
4x Sinkhole
-i've always really liked this card and it was reprinted recently so was easier to pick up. Land destruction isn't that fun to play against but if i were to enter a Legacy tournament i would have to have something competitive. This is the go-to for such a deck at only two black mana to cast, that one mana less than most makes a big difference. The only card that might be better than this although different would be Strip Mine. The reason i made this deck Legacy as opposed to Modern is that this card and a few others are only available to Legacy decks and this does look like it would be competitive in such
4x Icequake
-Standard three mana land destruction that also does a point of damage if the land was snow-covered, which has made a resurgence in recent sets but is not in here for that reason alone
4x Rain of Tears
-Again standard, there is a good amount of land destruction cards here, enough to always have one in hand pretty much especially with the Endless Atlas. The opponent should end up with no more than two lands in play to do anything with
2x Blight
-Originally from the Legends set this card has been modified from that and other versions to destroy the land when tapped not at end of turn like some of the cards say. This is also only two mana but they get to use the land once, only two of these in here but two in the sideboard as well to put in if playing against a creatureless deck or such
2x Lashwrithe
-This card is actually really great, at worst it's a 4/4 for four but it also not only grows but if the token dies you can just equip this to one of the knights
4x Black Vise
-A major win condition in addition to the knights, if you play first and put this in right away the opponent immediately takes three damage, and then with no lands to cast anything with they will take much damage each turn especially with multiples of this in play
2x Endless Atlas
-One of my favourite cards is Jayemdae Tome, and in a single colour deck with only basic lands this is twice as good as that. Amazing when you get it going and with time and mana to spare this helps a lot
4x Dark Ritual
-A Legacy card similar to Black Lotus but cheap and plentiful as it was printed in many different sets and as a common. This card is so good because it boosts you ahead a few turns, such as if the opponent plays first then on your turn you Dark Ritual, Sinkhole, black vise
4x Feed the Swarm
-There are many creature removal cards to choose from, this one is quite recent though and also gets rid of enchantments, a first for black, since their lands will be limited they will only be able to cast low mana cards so having to pay a few life is worth it
4x Chainer's Edict
-Making an opponent sacrifice a creature gets around hexproof (can't be targeted by spells or abilities) and protection from. This card also can be cast later for it's flashback cost from the graveyard later in the game, you have time with this deck so will be helpful for sure

Discard
(Modern)

Creatures:
4x Hypnotic Specter
-A card that has been in Magic since the beginning, this card is not as good as it was in Legacy without the Dark Ritual to bring it out first turn but is still the most cost effective card of it's sort available, having the discard be random is a major boost as well as some effects let them choose what card to discard
3x Asylum Visitor
-A 3/1 for two mana is good to start with, the madness ability isn't really needed but the reason it's in here is to draw you cards, it is for when either you or your opponent has no cards in hand during upkeep at the cost of one life. There are six instant creature removal cards in here so if you draw one of those on their upkeep you can cast it on their turn and draw another extra card on your own upkeep as well. If you can get three damage in per turn as well then great

Spells:
4x Scepter of Fugue
-A cheaper version of the artifact Disrupting Scepter but only for black, the mentioned card has always been a favourite of mine so is nice to get to play this one here, so even if you don't have a discard card in hand just do this every turn as well
3x Stupor
-Pretty decent card denial at least one of the discards is random. Originally i was going to make this deck Legacy but found that the only real cards added for doing that would have been Dark Ritual's and Hymn to Tourach's so i figured just to remove those two and make it compatible with Modern
4x Raven's Crime
-Great for first turn. The retrace ability is nice as well, discarding a land and paying one mana to recast it from the graveyard and depending on what kind of deck your opponent is playing these can be swapped for the sideboard card Duress. If you are also going to be putting the sideboarded card Grafdigger's Cage these can be swapped as well
4x Wrench Mind
-Two cards for two mana unless they discard an artifact, not the best but can be alright. If they are playing lots of artifacts these can be sideboarded out
4x Liliana's Caress
-A strictly better Megrim, but since you can only have four there are two Megrim in the main deck and two more in the sideboard
2x Megrim
-The first version of Liliana's Caress
4x Shrieking Affliction
-Six “Racks” total. The reason i went with four of these in particular instead of the other way around is that artifacts can be dealt with by most colours except black while the enchantment Shrieking Affliction is also hard for red to deal with
2x The Rack
-These and the Afflictions are the non-creature win conditions
4x Geth's Verdict
-A more mana restrictive Diabolic Edict but does an additional point of life
2x Diabolic Edict
-These and the Geth's Verdict's are good for the reasons laid out in the land destruction deck but are different enough to go with alternate play styles, those are good for that deck and these are better for this deck being instants and such

Sideboard:
4x Duress
-A good card on it's own but ideally four Thoughtseizes would go here, this is somewhat of a budget deck though. These would replace the Raven's Crime especially if putting in the Grafdigger's Cage's since that would nullify the retrace ability
2x Megrim
-Two more if needed
4x Guul Draz Specter
-For if they don't have much creature removal or way to deal with this
1x Stupor
-Another one of these to put in depending on what your opponent is playing
4x Grafdiggers Cage
-This is the best of it's kind and is a one mana artifact for any deck. With this deck putting cards from their hand into their graveyard you run into the problem where if they can cast or bring back creatures and such from there, so this would be needed against those type of decks

Zur's Weirding
(Modern)

Creatures:
4x Ajani's Pridemate
-First turn one of the “Soul Sisters”, second turn this and it becomes 3/3 right away, turn after that it gets bigger as well. This is one of the main win conditions in this deck. This deck has a lot of creature triggers so is made up of mostly all utility creatures to activate the Soul Wardens and Soul Attendants etc. This deck also has a lot of synergy as in everything works well all together. This deck, a Zur's Weirding one, is one i've been wanting to build for a long time and finally found a good and original way to implement it, those are supportive though and not completely necessary to win with as the rest of the deck functions well on it's own and the Weirding's can even be sideboarded out if up against a deck that gets around it
4x Soul Warden
-Lots of versions of these in here and all make a difference. They are one of the main parts of this deck for utilization especially with Ajani's Pridemates and Dawn of Hope. Triggers with your summons and your opponents
4x Soul's Attendant
-Same card as Soul Warden except you “may” gain a life not automatic like the former
2x Suture Priest
-Two of these, not only to make sure you have something like this in play but it can stifle certain decks that run on creatures
3x Ranger of Eos
-Always wanted to have a few of these in a deck and they are a main part of this one. This card gets around the Zur's Weirding if you already have it in your hand and gets whatever utility summon you need at the moment. When said Zur's Weirding is in play every point of life makes a difference and if you can get through any blockers if there are some with your tapping of their creatures then the extra three damage helps as well
2x Giant Killer
-Adventure cards are pretty interesting and these can be fetched with the Rangers of Eos since the main part is a creature. So you can cast it right away at one mana and it goes into play, not a terrible card either at that, but you can also pay three mana to cast the Chop Down part and the card goes to exile where you can cast the creature part later. If the opponent does not have creatures above four power you can sideboard this out and replace it with the less mana to activate Goldmeadow Harrier or Gideon's Lawkeeper
2x Glorious Protector
-These were originally Restoration Angel's but the deck was looking to be vulnerable to board wipes like Wrath of God for example, so i found this card perfect to put in. With flash it can be played at any time, so if the opponent casts a board wipe you bring this out and shelter all your warriors, when their spell resolves the Glorious Protector dies and all your other summons come back into play
2x Giver of Runes
-This is an amazing card based on the original one Mother of Runes which is not playable in “Modern”, the differences are that GoR is 1/2 instead of 1/1, it can give protection from colourless, and as a downside can only give such to other creatures not itself like MoR could do
4x Mulldrifter
-Three mana for two cards is pretty decent with this cards evoke ability which puts it in play momentarily to trigger enters the battlefield effects then goes to the graveyard or for five mana you get the two cards plus a 2/2 flyer
2x Siren Stormtamer
-One mana for a 1/1 flyer that can counter spells against you or a creature you control, again you'll notice that this deck is mostly all creatures, or as i describe them to friends warriors, and they all work together here very well
4x Deputy of Detention
-i have another deck with lots of effects like this, an example would be the enchantment Oblivion Ring, but here it is as a creature for all those enter the battlefield effects. These are some of the main removal in this deck and works on anything other than a land

Spells:
4x Zur's Weirding
-The namesake of this deck which is good to get into play early if you have an advantage of some sort or even later if you are already doing well, otherwise you don't have to play it at all as the rest of the deck does well either way. The basic of this is that you gain a few life a turn which is enough to deny them any card they were to draw, and you draw lots of cards with Dawn of Hope and mulldrifters, making them pay large amounts of life to try and counter the draw of all these cards. With a decent control of the board this is a game winner
3x Dawn of Hope
-Draws a lot of cards in this deck and also makes Soldier tokens that can gain you life as well. A main part of this deck and since most of the summons are at one mana you can get a lot onto the battlefield

Lands:
2x Tranquil Cove
-Originally there was going to be four of these and two Irrigated Farmlands but i switched that up and am much happier with this way, both come into play tapped, and the Coves gain you one life point which can trigger the Dawn of Hope, but the Farmlands have cycling which draws you a card anyway and also counts as both an Island and a Plain for compatibility with the Port Towns
4x Port Town
-This dual land comes into play tapped if you don't reveal a Plains or Island from your hand as it comes into play, however the only lands that aren't that are the two Coves and other Port Towns, and with drawing lots of cards you will most often be able to do so
4x Irrigated Farmland
-Pretty good for the reasons mentioned
10x Plains

Sideboard:
2x Vesperlark
-Another evoke creature to briefly come into play for it's effect of bringing back a one power summon in your graveyard. Of course you could just summon this card outright, and there are many times that would be great, but it's here mostly to evoke
1x Glorious Protector
-A third one of these in the sideboard for if you are playing against a deck with a lot of the mentioned board wipes
2x Aegis of the Gods
-Again, most every card in this sideboard is also a creature same as with the deck, there are enchantment versions of giving yourself hexproof (you can't be targeted by spells or abilities) but this is that on a 2/1 body
2x Giant Killer
-Two more of these for a total of four, very helpful
3x Leonin Relic Warder
-This goes in combination with the four Deputy of Detention for against decks that have a lot of artifacts and enchantments, if they are playing a creatureless deck take out a few of the Giant Killers and creature tappers to put these in
3x Daring Apprentice
-This is the only card i am divided on, for now it stays in. Counters any sort of spell but costs three mana and is summon sick as in it can't be tapped for it's ability until your next turn. It's in the sideboard against hard to deal with cards
1x Gideon's Lawkeeper
-A cheaper ability cost than Giant Killer but that's because you don't get Chop Down with it. Still a great card here. This is pretty much the same as Goldmeadow Harrier but with a different name to get around cards that exile all of a same name
1x Goldmeadow Harrier
-Along with the Gideon's Lawkeeper this keeps the opponents creatures tapped down and for a very efficient cost so they can't attack you and so you can get through to them with your own creatures. This and the Lawkeeper started in the main deck but put them in the sideboard to put the Givers of Runes in, the Giver of Runes can let any other creature block and give them protection

Our Soldiers
(Modern)

Creatures:
2x Everdawn Champion
-Great blocker and it being blocked doesn't result in death
3x Mentor of the Meek
-The card drawing in this deck, does pretty well
3x Preeminent Captain
-Nice to bring out some of the soldiers that have high mana cost
1x Odric, Master Tactician
-Not only can you choose who blocks what but you can choose them not to block
2x Captain of the Watch
-Kind of costly but can also be brought out with a Preeminent Captain
1x Taranika, Akron Veteran
-Very useful card here, it is legendary so only one
2x Crusader of Odric
-For three mana this can be quite big
3x Ballyrush Banneret
-There are a few of tribal cards like this for various creature types and I really like those. These go get here
2x Aegis of the Gods
-Pretty fine, two mana for a 2/1 with a great ability, shuts down many decks
4x Field Marshal
-Another tribal benefit card, the first strike is very helpful as well
3x Fairgrounds Warden
-Removal that counts as a soldier, I tried to go heavy on the creatures of this type here so this is a welcome addition
1x Kytheon’s Irregulars
-Amazing tapping ability on a good sized creature, there's only one in the deck because of the higher than most cards here mana cost

Spells:
2x Conqueror’s Pledge
-When paired with the pumping abilities this can be quite great, six creatures for five mana is definitely amazing here

Enchantments:
3x Militia’s Pride
-There are three of these in the deck to make sure to always have a good supply of soldiers and to not stall later on
2x Worship
-With so many creatures in this deck this card if not removed can be quite hard to deal with, especially against red or black that have no enchantment removal
1x Glorious Anthem
-A fifth Honor of the Pure
4x Honor of the Pure
-The best pumping effect here

Artifacts:
1x Door of Destinies
-This can get very helpful

Land:
3x Forbidding Watchtower
-Counts as a soldier, sweet. These creature lands are always fun and can avoid mass sweep effects on the opponents turn staying in play for yours
17x Plains

Rise and Shine
(Modern)

Creatures:
4x Ornithopter
-What this deck does is bring out free or cheap artifacts and artifact creatures and animate or make them formidable early. i have a friend who made this deck before me and he probably got the idea from somewhere else and so i liked and decided to make this as well, there are many differences between his and mine as i removed some cards and added in others to make what i believe is a better version of this and is my own creation. The ornithopter here is the first of the creatures and makes a nice 5/5 flyer second turn, most of the time you will for sure have a great second turn to start with
4x Gingerbrute
-What a fine card, one mana for a 1/1 haste that basically can't be blocked, the not being able to block is a main feature here as well for later in the game as he will most likely be pumped up
3x Stonecoil Serpent
-Added this card, first turn you can play it as a 1/1 to boost turn two but if you draw it later it is still helpful. Also with Skilled Animator or Ensoul Artifact they give base power/toughness so the counters on this are added to that
4x Skilled Animator
-The card with most cost at three mana here, is still quite good and needed in this deck
4x Glint-nest Crane
-A sort of tutor type card that is also 1/3 flying for two mana is a welcome addition, as most of the cards in here are artifact you will most always get a card back and have an extra blocker as well

Artifacts:
2x The Blackstaff of Waterdeep
-Added this as it's from a more recent set and is definitely nice to have as it also animates artifacts second turn
4x Darksteel Relic
-To animate. There are a few indestructible artifacts here, not bad to enliven for those two mana mentioned
2x Zuran Orb
-A card initially from the set Ice Age and a very nice one. You can stay in the game a few extra turns with this so you can get through with a Gingerbrute and such
3x Pacification Array
-A card I added, at one mana cost this can either be animated nicely or used well later in the game to get by blockers or stifle attackers. You want something to animate second turn and with the added one mana cards you can do so

Enchantments:
4x Ensoul Artifact
-A main part of this deck

Spells:
4x Rise and Shine
-Again for second turn, the overload option is great but will most likely not be reached as you can and should win before then
4x Spell Pierce
-Added this favourite card of mine as it fits well because you don't have to much worry about creatures, it can be cast early, and doesn't take up much mana to let you cast other cards

Land:
4x Darksteel Citadel
-Also counts as an artifact
14x Island

Plow Under
(Legacy)

Creatures:
4x Werebear
-These all compare to Llanowar Elves or Birds of Paradise but the extra mana to cast is worth it because it can grow to 4/4 soon enough and is one of twelve damage win condition cards in the deck
4x Vine Mare
-Again there are only a few creatures here so have to make them all worth it, hexproof is where your opponents can't target your permanent that has that so will most of the time be staying on the battlefield

Spells:
4x Plow Under
-i always wanted to build this deck and think it is pretty original to me. There is a card named Time Walk from the first sets and is only playable in “vintage”, there are similar that have been printed but none as good as the first. What it does is let you take an extra turn. With cards like let's say this one it's almost like getting two extra turns as they will be drawing cards already had in their hand or play putting them back quite a bit. This looks to be a deck that will make the opponent concede before game completion. While the opponent is busy drawing/playing cards they already had you can do damage with the creatures available including the four Treetop Village's. This is my second deck here that is “legacy” as i figured to go with another to have something to play against my Stasis one, although between the two the Stasis deck would most likely win. Also, this deck is super cheap to build which is great and will be good to have
4x Stunted Growth
-Puts the opponent three turns behind. The only thing about this card is that it can be Misdirected to you since has a single target, if you are playing against that card you might want to wait until you can also Memory Lapse their action
4x Temporal Spring
-Very good card and one of the best here, there are also other cards like this in the deck but only against creatures, this one is for any permanent because it takes two colours to cast which restricts it to a deck suited for it
3x Anchor to the Aether
-This is one of the cards mentioned before, it is strictly better than the Time Ebb's in the sideboard because it let's you scrye 1 in addition, which is where you look at the top card of your library and choose to keep it on top or put it on the bottom of your deck
2x Fallow Earth
-Half a Plow Under which can be played earlier
4x Memory Lapse
-That's a nice spell you're playing, how about you try again next turn? What is great with this as well is that you can Memory Lapse their second turn spell then Fallow Earth or such after that
3x Spell Pierce
-Since creatures aren't a major problem for this deck this card would do fine a lot of the time
4x Wall of Blossoms
-There are a good amount of cards that replace themselves, with this one you play it second turn and it blocks small attackers for a while till you get some of the costlier spells going
4x Rampant Growth
-Great for either basic lands here, also helps you get more speed in larger castings

Lands:
8x Island
8x Forest
4x Treetop Village
-These i counted as creatures mentioned as they sort of are, they come into play tapped which most of the time i am not a fan of but are kind of needed and should do okay

Sideboard:
3x Back to Nature
-A strictly better Tranquility and with no enchantments in this deck is no detriment to you
3x Gaea's Blessing
-With the Werebear having threshold i wouldn't put this in unless up against a “mill” deck
3x Time Ebb
-Still a good card, wanted to deal with creature heavy decks
2x Thrun, the Last Troll
-Very good card, legendary though so you can only have one in play at a time. i went with Vine Mare's main deck and these in the sideboard because of the extra one power on the Mare's
4x Vedalken Heretic
-Great played against decks that don't have a lot of blockers or creatureless decks

Stasis
(Legacy)

Creatures:
2x Serra Sphinx
-The blue Serra Angel from the set Planar Chaos which gave other colours staples of certain cards, this being one. In this deck vigilance, not tapping to attack, is very important and there are not a lot of blue cards with that ability. This is the most mana costing card in the deck but isn't meant to be cast right away anyhow. There are a few possible win conditions here, either damage with this card and the Black Vise's/Ebony Owl Netsuke's, or running the opponent out of cards in their deck

Spells:
4x Stasis
-While the other decks here are all “modern” this one is “legacy”, which allows you to play with mostly any card in Magic minus a few because of power level. This play type is for the most part quite expensive to get into and can be very challenging to do well in. i want one deck of these to have for such tournaments and found this to be a pretty cheap way to get in and still have a competitive deck to play with. The Stasis archtype can be considered kind of boring to play against, it is fun to play but not be facing. However if i want to do well in said tournaments i need to be prepared for other brutal decks. This deck type has been around since the card was first printed but i think the additions and changes i made make it my own and believe it will do very well
4x Black Vise
-Played first turn this one mana artifact will do three damage before the opponent even gets to play a card, this is probably the main win condition throughout the game as they will be drawing many cards and have no way to play them. This and the the Ebony Owl Netsuke's together and in combination with each other. If the opponent has a way to deal with both these and the Serra Sphinx's damage the only other way to win is having them run out of cards in their deck
1x Ivory Tower
-The opposite of Black Vise but for you, you gain life for having cards in hand. Just one as it is extra and not completely necessary to have in play just bonus if you do
4x Dictate of Kruphix
-A flash blue Howling Mine. Costs one extra but here's the thing, when you play a Howling Mine on your turn the opponent gets the first extra card free, with this you play it at the end of their turn, with flash, and then you are the first to draw the extra card. Also it gives you the option to do something else if needed before you play it, if let's say you want to counter or Boomerang something instead that turn
2x Ebony Owl Netsuke
-This card is more demanding than Black Vise and only gives one damage more than such so only two of these here, still good to have though
2x Howling Mine
-This is kind of a turbo Stasis deck, drawing multiple cards per turn helps you keep the Stasis upkeep cost paid for. With Stasis it was figured that eventually you would lose a turn after not being able to pay for it but if you can play a land every one of your turns it's possible to keep it in play while the Black Vise's and such have their effect. Your opponent gets to draw these extra cards as well but for the most part will not be able to play them with no untapped mana available
4x Spell Pierce
-One mana counterspell against only non-creature spells. This is actually great in this deck, the casting cost is minimal as i tried to go with since there is sparse mana for you as well sometimes and being against non-creatures is fine also as creatures will never really be a problem for this deck
2x Frozen Aether
-Another card that began in white as Kismet, but having a blue version is great as i went with just blue for this build. Very helpful
3x Daze
-Again with the opponent having basically no mana to spend this one mana extra will for the most part be crucial and this will counter that spell. It is also free to cast if you return an Island to your hand as the cost. I am going with a budgeted deck here but if you want you can replace these with Force of Will's, for me the Daze's will have to do and they should do pretty well
4x Boomerang
-With this the main goal is to Boomerang your Stasis at the end of the opponents turn, allowing you a full untap phase to put more out on the board then play the Stasis again. If needed and you have enough going on you can also Boomerang permanents of theirs
2x Hoodwink
-Not as good as Boomerang but does almost the same
2x As Foretold
-There's a card sort of like this called Aether Vial that allows you to play creatures on an increasing scale over time for free. This is kind of like that. With this you constantly get to cast free cards, and not just one's exactly the amount of counters but x or less, and on each turn, yours and the opponents, so a card on your turn and a card on theirs, free, you can even cast the flash Dictate of Kruphix on their turn. This card is very powerful, as with some of the other cards you are expecting to get at least one howling mine effect going so you can put a few less of certain cards because you will likely still draw them as needed
2x Propaganda
-Very good card, especially in this deck. Prevents mass attacking and even one or two attackers since they have limited lands
1x Elixir of Immortality
-If you are going for the win condition of running them out of cards this will help make sure you don't run out of them yourself, there is another in the sideboard if that's the direction you're going to go
1x Pendrell Mists
-Love this card, gets rid of most creatures after you play Stasis and stays on the battlefield

Land:
17x Islands
3x Forsaken City
-A card amazing for this deck, lets you indefinitely pay the upkeep on your Stasis by exiling one of your extra cards per turn to do so. Three of to make sure you have one

Sideboard:
2x Back to Basics
-Being that this is a legacy deck there will most certainly be many non-basic lands, if you are going against a deck with a lot of those this is a great card. Pair this with the Frozen Aether and you're set
3x Misdirection
-Destroy my land? How about you destroy your own land? This card is fantastic and can be cast for free. It's in the sideboard for if you are facing cards with single targets of any kind
2x Stifle
-So many uses for this card. Only in the sideboard because it is dependent on what the opponent has in his deck for maximum effectiveness
1x Elixir of Immortality
-Another one of these here to make sure you have one if so, they shuffle themselves into your library also so only one needs to go off at a time, this makes sure at least one goes through
2x Teferi's Tutelage
-Was looking for something exactly like this card and didn't notice it at first, on it's own this is quite good but in this deck in particular it will be amazing
3x Careful Study
-If you are against a quick deck this helps you get to what you need most right away
2x Crystal Chimes
-At first i was going to go with Skull of Orm here, also a good card, but this is a bit better for this deck as it gets all of your enchantments back at once and is a bit more cost-effective mana wise

Golems
(Modern)

Creatures:
3x Blade Splicer
-Three varieties of Splicers in this deck, each very cost-effective except for the Sensor Splicer which grants vigilance to your golems which is very helpful
4x Master Splicer
2x Sensor Splicer
2x Phyrexian Colossus
-Very good evasion on this colossus, the untapping at eight life is even doable however there are ways to get around this with it being untapped with a Voltaic Key or not tapping to begin with because of the Sensor Splicer
2x Sundering Titan
-This card is worded awkwardly, what it does is destroys one of every basic land type, so in this deck you would lose a plains but the opponent would lose at least one of their basic lands, what also could be done is there are non-basic lands with the description of one or more of the land types so you could be taking down even three lands of theirs if applicable
2x Leonin Abunas
-How good is this! Four mana, 2/5, all your artifacts gain hexproof, amazing for a deck like this
2x Darksteel Sentinel
-i will point out right here that some of the creatures do not say “golem” on the description, but when you check Gatherer, which is the most complete and up to date version of cards, they are categorized as such, so they do count as such. Six mana for a 3/3 is kind of asking a lot but flash, vigilance and indestructible make up for it
2x Golem Artisan
-This golem when activated gives three abilities not covered by other cards, flying, trample, or haste, and in addition to that you can pump up your other golems beyond the other various bonus'
3x Solemn Simulacrum
-Being able to get another Plains in play for four mana is okay, you also get a 2/2 golem, and when he goes you draw a card, overall a very fine card to summon

Spells:
4x Star Compass
-Four of these and four Guardian Idols make a massive improvement to this deck, allowing for early golem plays which would otherwise take many turns
4x Guardian Idol
-These are pretty great, with a Tempered Steel in play and maybe a Splicer or two you end up with a pretty formidable hard to target golem. This, the Jade Statue, and the Dread Statuary all only turn into creatures upon activation, so will not die to sorcery creature removal. A good card to maybe put in the sideboard would be to phase out the Splicers and put in some Wrath of God's as you can cast that and still keep all your non-creature at the moment artifacts
3x Tempered Steel
-This card is a major boon to this deck, there are only three not four because you want to also be drawing the golems themselves not just the cards that help them
4x Jade Statue
-Always loved this card, and it counts as a golem. Three power is not that bad and six toughness is pretty good as well
3x Voltaic Key
-Good for many purposes, especially the Phyrexian Colossus but also to let you block with an otherwise tapped creature

Lands:
16x Plains
4x Dread Statuary
-Land that taps for colourless and counts as a 4/2 golem when activated? Nice

Giants
(Modern)

Creatures:
3x Ravenous Giant
-In black there is a creature named Juzam Djinn, a 5/5 for two black and two colourless that i still compare any similar black 4 mana creature to. This Giant is the exact same but red and uncommon, and it's still a good card
2x Bloodshot Cyclops
-This can win games when it's tough getting through an opponents defences, either lots of blockers or some sort of enchantment or artifact that is hindering you
2x Inferno Titan
-Not the best titan of the set but is a solid 6/6 pumpable with spot removal or extra damage
2x Giant Harbinger
-A bit pricey mana wise so only 2 of, with various cards in this deck you can still play this somewhat early and is a giant tutor
3x Sunrise Sovereign
-Same as with the other giants this can get out early with not only being 5/5 but having major pump for all your other giants in the deck
2x Borderland Behemoth
-This can get huge
2x Blind-Spot Giant
-Just a cheap 4 power giant with a drawback, i might rather put something else in this spot but for now this is here
1x Hamletback Goliath
-Expensive mana wise but can also get huge
2x Siegebreaker Giant
-Trample is very good against some decks and the ability to get around any blockers is an added bonus
4x Stinkdrinker Daredevil
-4 of and some cards removed from this deck that did damage to each creature, want to keep these non-giants safe. If wanted though they can be sideboarded out to put in those mass damage effects
2x Tectonic Giant
-Both abilities are pretty sweet, a nice card that can gain you plays from your library which is welcome in this deck
4x Bonecrusher Giant
-A somewhat newer card in MtG, turn two stomp on creature, turn three the 4/3 for three. 4 of so as to get these early and often. The addition of negating damage prevention is also very good late game

Spells:
3x Mizzium Mortars
-Amazing card, took out Crush Underfoot to add three of these maindeck and one more in the sideboard. Can be great early or late and saves all my own creatures
3x Foriysian Totem
-Not only extra mana early game but then turns into a 4/4 giant that can also block two creatures if needed which is kinda nice in addition to the other main abilities. Also gets around mass removal
4x Star Compass
-A great two mana drop that advances your plays to cast more cost expensive cards early. These and the Foriysian Totems help a lot in this deck
1x Hazoret's Monument
-1 of legendary artifact that would be great if not legendary but as a single one of in the deck still worth putting in

Land:
20x Mountain

Sideboard:
4x Thundercloud Shaman
-Affects both flyers and non flyers and is a 4/4 giant for five, not only that it also affects only non-giants which is super. If these go in the deck from sideboard the Stinkdrinker Daredevils get removed as they are non-giants, then relying more on the mana artifacts
1x Mizzium Mortars
-There is a card called Cyclonic Rift i mentioned before, it is the blue version of this card, however it is much more expensive cost wise compared to this which is only 1.00
3x Storm's Wrath
-The red version of Wrath of God. Very good card in the sideboard, can be played turn 3 if needed and also affects planeswalkers which is needed sometimes. Was thinking about putting in an Earthquake but decided on this as it also affects flyers
4x By Force
-Red has trouble with enchantments but is very efficient with artifact removal, this is the best one of those in this instance
1x Siegebreaker Giant
-One in the sideboard if extra needed
1x Foriysian Totem
-Another one to add for two reasons, first it adds mana if taking out the Stinkdrinkers and also if an opponent is playing mass-creature sorcery removal

Treefolk
(Modern)

Creatures:
3x Treefolk Harbinger
-This card is amazing. A turn one blocker that counts as a treefolk that tutors for not only a forest but a treefolk. Turn two Bosk Banneret if you want
4x Bosk Banneret
-There are a few of these tribal mana reduction creatures, all of which are very helpful
4x Dungrove Elder
-Very very good for three mana, four of
4x Leaf-Crowned Elder
-The best card in this deck to have in play, 3/5 for four that nets you an extra card or more every turn for free. There is an artifact named Temporal Aperture from an older set that has a similar ability and it sure was a great card, the Aperture was two to cast and five to activate, this treefolk is four to cast but free every upkeep
2x Unstoppable Ash
-Four mana 5/5 trample with a decent ability, you can champion your Harbinger as the cost
3x Dauntless Dourbark
-This can easily be an 8/8 for four
2x Everbark Shaman
-Might as well get some use out of the past treefolk, two forests even not just one
1x Orchard Warden
-This is actually a really good card, six mana though but still, great to have you'll be gaining at least five life per turn
1x Woodfall Primus
-Pretty good, eight mana to cast so only one of here but if wanted can fetch with a Harbinger
4x Wickerbough Elder
-Potential turn three cast, fourth turn ability and attack with the 4/4. There's always spots for artifact and enchantment removal

Spells:
3x Rootgrapple
-Being a tribal treefolk instant the cost gets reduced by Bosk Bannerets and you will pretty much for sure get to draw a card for it
4x Rampant Growth
-Classic mana ramp, probably the reason for the term ramp. Better than other artifact versions of mana acceleration because of cards in this deck having bonus' from forests
2x Reach of Branches
-Lots of treefolk
2x Vernal Bloom
-Very great card, just not sure if meant for this deck, if something else i would add a few Weatherseed Totems
1x Rhonas's Monument
-If it wasn't legendary it would be too powerful but since it is just one in this deck

Land:
20x Forest

Sideboard:
2x Timber Protector
-There are cards in this sideboard that are costly financially, and i haven't put this deck together just yet, the maindeck is somewhat inexpensive but here there are a few expensive ones like this
2x Warden of the Woods
-5/7 vigilance for six mana? That's pretty good and it has a bonus of perhaps drawing some cards, in the sideboard against control decks that might tap this or other effects that would trigger that ability
2x Sapling of Colfenor
-Kind of two cards per turn, not too shabby
2x Weatherseed Totem
-Good against mass creature-removal and if extra mana is needed early
2x Gaea's Blessing
-Solely against library depletion decks
2x Heroic Intervention
-This can be a green super-counterspell, negates most any card interaction with your permanents
3x Hurricane
-Here against flyers as green has trouble with them

Kor Spiritdancer
(Modern)

Creatures:
4x Kor Spiritdancer
-The crux of the deck although also has the addition of the Yavimaya Enchantress and Aura Gnarlid
4x Satyr Enchanter
-Went with this instead of Mesa Enchantress because the mana required is more flexible for this deck and is a 2/2 to start with
4x Yavimaya Enchantress
-This along with the Aura Gnarlid grow with not only auras on itself but all on the battlefield
2x Aura Gnarlid
-Only 2x of these as it grows only with auras on the battlefield not every enchantment like the Yavimaya Enchantress

Enchantments:
3x Rancor
-With the Kor Spiritdancer this gives +4+2 and trample for one mana and if anything happens it comes back to your hand, 3x of
3x Alpha Authority
-The second 3x of, hexproof is major in this to protect the bonused creature from removal
2x Daybreak Coronet
-As if made for this deck you only really need 2x of as you are sure to draw it with all the other cards you gain from the Kor and Satyr
2x Boar Umbra
-There are a few aura's for protection here, this is one of them that also gives +3+3, if someone gets around your hexproof with a mass-removal spell like Damnation or such you can just sacrifice this to stay on the battlefield
2x Spirit Mantle
-Protection from creatures is pretty great, can block anything and get through unblocked by others in addition to effects that some may do
2x Indestructibility
-If the other aura's don't fully do it for you there are 2x of these to also protect your enchanted creature
2x Mark of Sakiko
-This card with Rancor gets you a lot of mana and when you are drawing multiple cards for every enchantment you cast you can get a lot into play with this
4x Utopia Sprawl
-First turn Forest>Utopia Sprawl, second turn Kor Spiritdancer>Rancor>draw a card, third turn Boar Umbra>attack with a 9/9
1x Curse of Exhaustion
-A card i think would do well here, only 1x of because duplicates wouldn't be helpful to draw

Spells:
2x Retether
-There's a very good card named Replenish that was too powerful for tournament play but this here is pretty much just as good for this deck. If something does happen to your enchanted creature you can cast this and be right back where you were. Very great in this deck
3x Return To Nature
-This is a more recent card with three actions to choose from, there isn't really any other removal in this deck so is very needed, there are 3x of them to make sure when you are ready with your Kor Spiritdancer or Enchantress or Gnarlid you can take out any possible prevention, the third ability is great against troublesome graveyard mechanics

Land:
10x Forest
10x Plains

Sideboard:
3x Gaea's Blessing
-With drawing so many cards it puts you in danger of decks that deplete your library, although actually making use of the actual card might hinder a Retether the other triggered effect can be much needed
4x Gladecover Scout
-If an opponent is playing Path To Exile's or other removal putting these four in the deck would be a good choice. While the aura's don't have as much of an effect like on the Kor Spiritdancer they should do quite well regardless. There are also a few extra Boar Umbra's in this sideboard to help these elves
1x Alpha Authority
-Including this in the deck makes 4x, again much needed against removal if an opponent is playing many of those
3x Pentarch Ward
-This card is in the sideboard and not the main deck because if you give your creature protection from White or Green it would make your aura's of those colors fall off, against any other colors this will do just fine
2x Barrier Breach
-A more recent card, and a very good one. Not only is it exile not destroy, it is against up to three enchantments, at instant speed. And if you don't need it at the time you can cycle it to draw another card
2x Boar Umbra
-Two reasons for putting two more of these available, first and again it lets your creature recover from mass-removal effects and extra of these are here in case you are up against many of those. Second it is to boost the Gladecover Scouts if those also get put in the main deck from sideboard

Scarecrows
(Modern)

Creatures:
3x Platinum Emperion
-The other decks i have built from scratch, this one 2/3 of it was amazingly bought at a thrift store, i added the Urza lands, 4x Expedition Maps and some Fabricates, which do help very much but i will not take full credit at all for this cool deck. The Platinum Emperion is an 8/8 for 8 that stops you from losing any life. Very helpful and can be kept in play with an active Scarecrone
4x Scuttlemutt
-2/2 scarecrow that adds mana and has another decent ability, good for a bit of mana ramp and triggers along with the others with Reaper King
4x Scarecrone
-Draws cards from sacrificing scarecrows and can bring them back, or any other artifact creatures, with it's second ability
3x Reaper King
-In this deck this creature can be cast buy turn five or so, then eats permanents from there on in and can also be brought back with a Scarecrone
2x Wicker Warcrawler
-6/6 for 5 mana, nothing major, is an artifact scarecrow though
4x Heap Doll
-Very helpful one mana card
2x Darksteel Juggernaut
-Can get pretty big and sticks around
4x Grim Poppet
-This card is similar to another i like called Triskelion, about the same mana cost but instead of ending up with a 1/1 you end up with a 4/4. Very good for a level of removal in this deck

Artifacts:
1x Argentum Armor
-Just one of these is needed, helpful if drawn but not necessary
4x Expedition Map
-Tutor for any land. Play turn one, use turn two to fecth the missing Urza land, third turn play the Urza land and have seven mana
1x Lux Cannon
-Again 1x of, goes well with the Voltaic Keys, good card either way
2x Semblance Anvil
-Very, very helpful in this, reducing not just one card cost but multiple in one turn
2x Voltaic Key
-Always one of my favourite cards as i like artifacts, many great interactions with this card
2x Blinkmoth Urn
-Extra mana and most every time you will be gaining more than your opponent

Spells:
2x Fabricate
-Three mana artifact tutor, the only blue card and yet i have 8 Islands in the deck, after the Urza land i don't really have any other additions to make land-wise, this is the only thing about this deck that might potentially change

Land:
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
-This set of land is very powerful in MtG, seven mana turn three? Yes please
8x Island

Shrines:
(Modern)

Spells:
4x Obliterate
-Red has trouble getting rid of enchantments, even with a card like this, however this will work in our advantage with this deck, clearing the table of everything except for them. This spell cannot be countered so will for sure go off, the only problematic card might be Cyclonic Rift, however if you can get out a few land, a Darksteel Ingot and a Sanctum of Fruitful Harvest Obliterate can and usually should be cast on turn five or so, leaving the shrines to keep going while you rebuild more and more repeat
2x Regrowth
-Any card cast in your graveyard for two mana is a good deal, great for most cards in this deck
4x Maelstrom Pulse
-There should always be a decent amount of removal in any deck, this is one of the best ones that this and the Dreadbore's are from another deck i had but are perfectly suited to this deck as well
4x Dreadbore
-Remmoves creatures and planeswalkers and is a few good cards to have for early game
2x Anger Of The Gods
-This is the only card that i am questioning for this deck, it is great early game to clear the board a bit but still, maybe it's more meant for a potential sideboard

Artifacts:
4x Darksteel Ingot
-This, the Sentinel, and a few lands also survive the Obliterate and will do very well after such

Creatures:
2x Darksteel Sentinel
-With Ingots and Sanctum of Fruitful Harvest this can be played early as a versatile creature and also do very well mid/late game after said Obliterate

Enchantments:
1x Honden Of Cleansing Fire
-This deck is mainly three colors with one Cleansing Fire and two Calm Waters in addition to that that can be cast with an Ingot, there is also the five color Sanctum of All that can be cast with any one of the four Cascading Cataracts
2x Honden Of Infinite Rage
2x Honden Of Life's Web
2x Honden Of Night's Reach
2x Sanctum Of Calm Waters
3x Sanctum Of Fruitful Harvest
2x Sanctum Of Shattered Heights
2x Sanctum Of Stone Fangs
2x Sanctum Of All

Land:
4x Cascading Cataracts
-Good for whatever's needed but especially Sanctum of All
2x Darksteel Citadel
-Also stays after Obliterate
3x Savage Lands
-Three color land that comes into play tapped, normally am not a fan of that drawback but in this deck it's doable
4x Mountain
3x Swamp
4x Forest

Sideboard:
3x Return To Nature
-With Obliterate getting rid of everything except enchantments you want to make sure your opponent doesn't get to keep any of theirs
4x Barrier Breach
-Again this card is pretty spectacular, the reason it is in the sideboard here is mainly for if you go up against another shrine deck of some sort, as they are legendary and there can only be one of each type in play at a time. These decks listed try to be budget friendly, if you want though you could add Heroic Intervention somewhere in the sideboard to protect your own shrines from someone playing this card
2x Anger Of The Gods
-Two more of these for a total of 4x, if you are playing against a quick horde deck having these early should help you stick around until you are more equiped to deal with them
1x Honden Of Cleansing Fire
-An extra of this for if you are in danger of taking recurring damage of some sort and want to make sure of some life gain to counteract that
3x Tormod's Crypt
-One of the best ways to deal with an opponents graveyard interactions
2x Gaea's Blessing
-In here to quelch decks that try to put cards from your library to your graveyard

White Control
(Modern)

Artifacts:
2x Disrupting Scepter
-Great for late game to get rid of reactionary spells like Counterspells etc
4x Scepter Of Dominance
-Every turn stops the biggest threats on the battlefield

Enchantments:
3x Oblivion Ring
-This and Banishing Light are good removal but can be countered by getting rid of said enchantment, very fine against Black and Red which have trouble against enchantments. This deck has enough removal that losing one or two of these along the way isn't very problematic
3x Banishing Light
4x Runed Halo
-This card is amazing and is far underplayed in my opinion. It protects you from almost any win condition, Grapeshot? Protection from. Hogaak? Protection from. and so forth

Creatures:
2x Angel Of Sanctions
-A flyer that not only is a 3/4 Oblivion Ring but comes back again if anything happens to it, very nice
4x Figure Of Destiny
-This creature is always playable, from turn one to onward and is always useful
3x Serra Avenger
-i went with Serra Avenger as you can play it turn four and still have two mana left for any other of the cards castable for that. This deck tries to make the most use of every mana and every creature to it's full ability, you will never be at a loss of something to do each turn
1x Shalai, Voice Of Plenty
-A one of as is legendary but is very helpful when in play
2x Brightling
-There are quite a few "ling's", all are also quite good. For the Brightling it stands pretty tall at only costing 1WW and the three color specific abilities it has are very powerful

Spells:
4x Disenchant
-Never at a loss of a target for this card
4x Path To Exile
-The best white removal after Swords To Plowshares, which at the moment isn't in "Modern", which these four listed decks all are
4x Declaration In Stone
-An overlooked card as far as i'm concerned, it may be third on the list for white removal for me. It is a sorcery not instant, but it is any creature, multiples if same name, tokens all get removed and if they weren't a token they get a card if they pay two mana, overall still very good

Land:
20x Plains

Sideboard:
4x Leyline Of Sanctity
-Nice to have in your opening hand against quick combo-spell decks
4x Sorcerous Spyglass
-Runed Halo can be played on the fly and still be great against many cards, Sorcerous Spyglass lets you look at their hand to get an idea of what card to name, Nevermore is along with this in the sideboard for games after the first when you have knowledge of what kind of deck they are playing. Although i like this deck very much it may be better piloted by someone with more of an idea of what the competition is playing, but those are again in the sideboard and the deck works just fine either way
4x Nevermore
-A great card at times
3x Revoke Existence
-A Disenchant that exiles but at sorcery speed, still well received



MtG Basic and Comprehensive Rules:
RuleBook

Card Database:
Gatherer
Card Set Archive

News/Articles/Decks:
Wizards
MTG Goldfish
TCGPlayer Infinite
MTG Salvation

Stores:
United States
Card Kingdom
Star City Games

Canada
Wizard's Tower

Tournaments:
MTGMelee



Updated July 2nd 2023

-Added Land deck
-Added Infect deck
-Added Merfolk deck
-Added Rise and Shine and Our Soldiers decks
-Added Plow Under deck
-Stasis sideboard: 1x Stifle/1x Daze -> 2x Tefari's Tutelage
-Added Stasis deck
-Added Golem deck
-Added introduction
-Added Giants and Treefolk decks
-Added MTG Salvation to News/Articles/Decks
-All card titles clickable
-Added TCGPlayer Infinite to News/Articles/Decks
-Added Wizards to News/Articles/Decks
-Added sideboards for Kor Spiritdancer and Shrine decks