Here I am with my first article about a Modern deck. The initial list and the only one I played so far I got from Tom Ross (@Boss_MTG) who has been working on it for a long time. This is the build I refer to for the rest of the article:
| Modern Yawgmoth by Tom Ross | ||
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| Main Deck | Sideboard | |
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The Deck
This is a combo deck in a color combination not necessarily known for combos, so of course we have some strange cards in here. Basically we run a bunch of different combos and some pieces that give us additional angles of attack, some of which are also combos. Playing both

You have a bunch of mana creatures in
As basically all other cards are for different combos, let's look at them in that context.
The Combos
Let's get down to business, starting with the most basic combo this deck has to offer:

As long as you have more life points than your opponent to begin with, you can pay 1 life and sacrifice one of your undying creatures to
The basic loop has a bunch of variations: First of all, you can replace the second undying creature with a second Messenger, which allows you to kill opponents who have up to twice your life total. Secondly, you can incorporate a copy of either
Next up is a combo that the addition of Modern Horizons 2 brings to the table, consisting of

To start this combo off you need to either play the Oak while Denizen is in play or the Oak to be small enough so that playing the Denizen triggers it. Otherwise you'll need another green creature. Adding
The last combo does not go infinite by itself, but given enough life points it kills your opponent's whole board:
These are all the basic combos, but there are quite a few. In most games, as long as you have some pieces and a tutor, you'll probably be able to figure something out.
The Sideboard
The sideboard is a bit wild, featuring twelve one-ofs. I don't have fixed sideboard plans for the more than 30 decks populating Modern, not to mention a metagame on the move right now. Instead I want to try to give some rough explanation for which matchup which card is.
Before we get to that, let's discuss shortly which cards you cut most often. It's the
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: Prowess, Burn, Scales, other aggro decks -
: Control and combo decks of any sort -
: Scales and Green-White Heliod -
: tribal decks (shocker) -
: Jund, control decks, not against decks with, like, four -
: Mill, not as graveyard hate -
: Burn-esque decks, graveyard decks like Dredge -
: graveyard decks like Dredge -
: Burn, Prowess, grindy decks like Jund -
: any deck with a strong four-of like and additional targets -
: decks, decks with a lot of removal, Scales (works on modular} -
: artifact/enchantment decks, decks of any sort, anyone who might have -
: artifact/enchantment decks (not as flexible as Sage, still, if you want one of them, you often want both)
The Conclusion
The deck is quite sweet and has a lot of play to it. The sideboard in particular gives you a lot of flexibility. If those things appeal to you, you should give it a spin. One thing you need to be aware of, though, is that the deck is extremly bad against
Have a good time—until next time,
Kristof
Opinions expressed in this article are those of the author and not necessarily Cardmarket.
