The Mod Squad - decklist and primer


As [card] enters the battlefield is not a trigger.

Also, acrbound ravager, hangarback walker, and walking ballista do not have enter the battlefield triggers either. They enter the battlefield with those counters, nothing ever triggers.

So panharmoica does actual nothing.

last edited by gkraigher

@cutlex what does your current list look like? I am interested in running a more streamlined aggro list that is resilient to null rod (to the point of possibly running it in my board).

@gkraigher said in The Mod Squad - decklist and primer:

As [card] enters the battlefield is not a trigger.

Then why can you Stifle a Phyrexian Dreadnought's effect as it comes into play? Is it the difference in wording between "as" and "when" ?

@Minkar indeed. "when" triggers, "as" does not

@Minkar fun fact: you used to not be able to Stifle the dreadnought.

@studderingdave the list he provided is resilient to null rod. If you want to make it even less impacted, you could remove some mix of Steel Overseers, Hangarback Walker, and Animation Modules to maindeck the Foundry Inspectors. Then you can put something fun in its place in the sideboard: probably Chief of the Foundry, Precursor Golem, or something to help against Dredge.

Alternatively, you could check out some of Montolio's lists that Brassman mentions.

@cutlex I like a dedicated flyer as well. Even a hellkite is a great beater under null rod.

Basilisk Collar seems like a great 1-of in lists with 4 walking ballista

last edited by gkraigher

Took down a small vintage tournament with this list tonight. I played against shops aggro, not sure, show and tell, dredge,dredge, Mario karts. I think I only lost one game

playing the deck a bit more i did cut an animation module.
It's good to have one online but 2 is awful.
However, i'm not convinced with this sideboard...

Any concern about the presence of Animation Module turning on your opponent's Mental Missteps game one, when they would otherwise be dead?

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