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Since we have four copies of Painter's Servant, the idea is that we can change everything to whatever color we want and then use Celestial Purge to destroy any of our opponent's permanents, or Flashfreeze as an even better Counterspell. $ 0.00 $ 0.00 $ 0.00 $ 0.00 $ 0.00 $ 0.00 $ 0.00 $ 0.00įinally, plan C involves a sideboard made up of cards that hate on specific colors like Celestial Purge and Flashfreeze. So, we simply make a bunch more mana with Pili-Pala, give all of our Scarecrows Haste, and attack for lethal! Part Three: The Sideboard Plan Eventually, we'll find our single copy of Jawbone Skulkin, which can give a red creature haste for two mana. We choose Red and then keep drawing through our deck. Sooner or later, as we are drawing our entire deck, we'll find a copy of Painter's Servant, which turns everything into a color of our choice when it comes into play. Assuming we can beat the clock, how do we actually win the game with infinite mana? As a result, it's definitely possible for us to go infinite but not be able to win the game before running out of time. Interestingly, this combo creates an interesting Against the Odds sub-game, since pulling it off is immensely time intensive on Magic Online. Then, we do this over, and over, and over again, generating 1 additional mana each time we go through the loop. If we have a Whisper of the Muse, we also have the ability to draw our entire deck. Finally, since Pili-Pala is an artifact, we can use the two mana to activate Pili-Pala's untap ability to make a mana of any color. How does this work, I hear you asking? Well, first, we turn Pili-Pala into a blue creature with the first ability on Grand Architect then, we tap Pili-Pala using the second ability on Grand Architect to make two mana to be spent on artifacts or artifact abilities. While we certainly are not a combo deck, and we aren't playing any tutors or Transmute cards to find our combo pieces, we can just randomly draw into Pili-Pala plus Grand Architect, which gives us infinite mana in any combination of colors. It seemed silly to build a Scarecrow deck without taking advantage of the combo potential of Pili-Pala. The good news is that Reaper King is really powerful when it sits out on the battlefield, allowing us to Vindicate a permanent whenever another Scarecrow enters the battlefield. Plus, our lord costs somewhere between five- and ten-mana, depending on how many different colors of mana we can generate. The problem is there simply are not a lot of aggressive Scarecrows in the game of Magic, so we are left beating down with 3/2s for four-mana like Shell Skulkin. Plan A with Modern Scarecrows is to play a typical tribal aggro strategy by playing a bunch of Scarecrows and then following them up with a Reaper King to pump the team and hopefully push through enough damage to win the game. As a result, we ended up with a pretty weird mash-up our deck essentially has three different parts, each built around one of the "good" Scarecrows, but the parts only lightly synergize with each other. On the other hand, most of the Scarecrows are horrible, and the few good ones don't necessarily work all that well together, so building a Scarecrow deck that actually has a chance of competing in Modern is super hard. On one hand, there really aren't that many Scarecrows in Magic (40-something, I believe), so it's not like we're digging through 15,000 cards in an attempt to find the best options.
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These scarecrows are led by the Reaper King.Scarecrows is somehow both one of the hardest and easiest decks to build. Over time, some of them got lost or outlived their creators and took on a life of their own, often attempting to continue performing their intended actions. Some say the first scarecrow-makers used the enchanted wood of dead treefolk, and their movements are indicative of the wood's intrinsic rage. The scarecrows of Shadowmoor were created by kithkin cobblesmiths and hedge-mages to help them with farming. One card remained One-Eyed Scarecrow discourages flying creatures just like the original Scarecrow and the intended purpose of real life Scarecrows. R&D had considered Scarecrow tribal for artifacts in Innistrad, but decided it didn't fit cleanly into the ally-colored “monster/victim” tribal. Mechanically they often deal with colors and -1/-1 counters. Shadowmoor block added 23 Scarecrows at once. The first creature to bear the type Scarecrow was the original Scarecrow from The Dark, though it only gained the subtype first in the Grand Creature Type Update, together with Straw Soldiers from Portal Three Kingdoms. With the exception of Straw Soldiers all Scarecrows are artifact creatures. Scarecrow is an creature type used for cards depicting vaguely humanoid objects dressed in old clothes.
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