I’m sure a lot of you are aware that Modern is currently being controlled by Snapcaster Mage, Olivia Voldaren, Siege Rhino, Cranial Plating, and Lightning Bolts. Modern players are having a tough time fighting through all the relevant removal in the new format while facing down huge threats. Worry no more! Today, I present my newest Modern deck!
Aura Hexproof is a deck that is largely focused around casting hexproof creatures on turn one, then using turn 2-5 to cast creature enchantments on these lowly 1/1s that cannot be targeted by your opponent’s removal, essentially turning them into 8/8s or 9/9s with Vigilance, Lifelink, First Strike, Reach, and Trample. This deck was popularized in the 2013 Magic: The Gathering world championships. Reid Duke brought a list that dominated the metagame and pushed him into the finals, only to lose to Shahar Shenhar’s UWx control deck. My version of Bogles may only be one or two cards off of Reid’s, but it is still super competitive.
Keep in mind this deck is very meta-dependent. You will want to play this deck if you’re used to slogging through midrange matches, or if players at your LGS have only spot removal in their decks.
Card Choices: Creatures
Slippery Bogle takes up 4 of the 8 slots for creatures in this deck. He is a hexproof 1/1 with no evasion. That is all I can really write about him. We use him in this deck because he can be cast for green mana.
Gladecover scout is the other Slippery Bogle spot in this deck. Gladecover Scout is a hexproof 1/1 with no evasion or abilities. Just like Slippery Bogle, Scout can be cast for a single green mana.
Kor Spiritdancer is the best enchantress in the game. For each Aura attached to her, she gets +2/+2. We can net almost 3-5 power per aura we stick on Kor Spiritdancer. The only problem is that she is not hexproof, making her a very valid target for any form of Removal spells. Totem Armor can give her more protection, but we mainly use her to draw our outs and auras.
Dryad Arbor is great at being the guy we can sacrifice to Liliana of the Veil to keep our Bogle alive. We never want to see Dryad Arbor in our opening hand and we definitely do not want to fetch for it on turn one. Electrolyze, Forked Bolt, and many other removal spells can just blow us out of the water in game one if we fetch for Dryad Arbor too quickly. Dryad Arbor is a great spot in the deck. Much needed and worth it.
Card Choices: Auras
Hyena Umbra gives our creature +1/+1 and First Strike, a great mechanic that allows us to “trade up,” especially with our Kor Spiritdancer. We definitely want the Totem Armor as early as possible. The metagame is full of cheap sweepers that can two or three for one us (Pyroclasm is a huge problem). You are going to want 4 copies of Hyena Umbra. Any less is a mistake.
Like I said with Hyena Umbra, we are mainly playing this for Totem Armor. Spider Umbra gives our creature +1/+1 and Reach, which is hardly relevant in the current meta. You will want to play a full play-set of Spider Umbra as well. There truly is nothing like having a creature protected with Totem Armor after Turn 1.
This is the beatstick of the deck. Daybreak Coronet is amazing at closing out games. Daybreak grants +3/+3, Vigilance, Lifelink, and First Strike to our creatures for only WW. The only condition is that our target must have an aura already attached to it in order to be a valid target for Coronet.
Daybreak Coronet also gets around the only piece of disruption that our deck truly struggles with: Spellskite. If Spellskite doesn’t already have an Aura attached to it, it cannot be a valid target for Coronet, making Daybreak Coronet a very good draw as the match moves forward with a Spellskite causing annoying disruption.
Daybreak is a fantastic card and is the reason this archetype exists. You must play 4. It is an absolute must.
The old classic +2/+0 and Trample with a return to hand effect. This card is a monster in limited formats, and gets even better with Bogles. Casting this with Ethereal Armor on turn 2 is such a beating towards the later game, especially if you can follow the Rancor up with a Daybreak Coronet. We play this card for the Trample. The additional power is nice, but Trample is even better. Recursion is also great and makes this card great with Kor Spiritdancer. What a great card. Fantastic design. You will want to play 4 of Rancor.
This is the backup plan if we don’t have a Daybreak Coronet. Ethereal Armor can add up to 5 or 6 added power and toughness. This card is probably the most respected and targetable card that this deck can produce. This card is normally the one to get hit by Thoughtseize, Inquisition, Karn, and other enchantment remvoal, but that is the only downside. You want a playset.
Keen Sense is an odd one. Hit a player, draw a card. Plain and simple. I do not think this is the best card in my deck. I play 2 of these. It just isn’t as good as our other Auras, but it is an Aura at least.
This removal spell is a must have for our deck, especially since Amulet Bloom and RG Tron are gaining popularity. There is no greater feeling than targeting Wurmcoil Engine or Primeval Titan with Path to Exile. This card is a must have for our deck. You want four.
If you have ever read my articles, then you know how much I love janky Magic cards. Mana Tithe does wonders for our deck. A white counterspell is so unexpected that many players will over-respect our two copies and will always play around it. What a wonderful card. This card also beats the heck out of Tron. It feels so good to be playing this card in this capacity. We play two copies.
Horizon Canopy is a GW Painland that can draw a card, which makes it a great late-game option since we run a play set of Razorverge Thicket. I play 3. There really isn’t much else to talk about when it comes to Horizon Canopy. It is a good card.
Razorverge is a fantastic card for this deck. We only want to ever have 3 lands in play as it is, so we can really take advantage of fast dual lands. We play four, and it is a must have.
We are playing 7 fetches, 4 Windswept Heath and 3 Wooded Foothills. We mainly use the fetches to grab Temple Gardens, our one basic forest, and Dryad Arbor. These cards are vital to our success as a deck. Being able to thin our draws into as many enchantments as possible is incredibly undervalued.
The GW shockland is an auto-include. Enough said. We play a playset
We play one basic forest.
Gaddock Teeg just hoses RG Tron and can work wonders against Sphinx’s Revelation. Play one to two in your sideboard. He just does some awesome work. At only a 2/2 you probably want to be sure to stick an umbra or something on him so he doesn’t just get bolted away.
Bye-bye Affinity and Spellskite decks. Activated abilities of artifacts cannot be activated, and it’s an enchantment! It boosts our Ethereal Armor as well! Great card in this deck. I play 3 copies.
No one really likes Torpor Orb, but I love it. Torpor Orb does some serious work against Splinter Twin and can be completely unexpected out of the sideboard. It also does some relevant things against Living End and turns off Snapcaster shenanigans. I play 2.
An enchantment that you can cast for free that gives you hexproof? Yes please! I play four. You should too. This card is irreplaceable in this deck. It just hoses Burn to the ground and also is a good option against Karn, Liliana, and any discard deck. This is the best card in the sideboard!
Standard all-star and decent modern card, Dromoka’s Command can hedge bets against Pyroclasm and is a great option against midrange creature decks. I have found myself using all four modes of this card in modern. Fantastic. I round out my sideboard with 2 copies of Dromoka’s Command.
I hope this article has been of some help to you! I enjoy playing Bogles at my LGS as a break from my normal. The deck tends to be very meta dependent and will reward strong pilots. Remember to buy all the pieces of this deck from your local game store! Until next time!
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