Blow Up Lands on a Budget in Modern MTG!

A new year means many things to everyone. For some, it’s an opportunity to self reflect and resolve to be a better person than they were the year before. For others, it comes with some bitter memories of traumas gone by, and offers the chance to move yet one step further from them. For me, this new year specifically offered a chance to reevaluate some of my personal stances and choices, to reflect on how far I’ve come in the past year, and to act as a jumping off point to an even deeper adventure. In the spirit of newness and renewed vigor for the things that we love, let’s take a look at a relatively new deck to the Modern scene, Jeskai BoomShine. 


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Modern Jeskai BoomShine by Darren Magnotti


The Deck

Jeskai BoomShine is an odd take on an aggressive artifact deck that ultimately looks to turn indestructible artifact lands into big beefy creatures. Thanks to the tireless efforts of Reddit user Paintrain36135, this deck has morphed from a janky looking pile to a relatively streamlined and highly aggressive deck that proves quite difficult to interact with. With heavy reliance on land-interaction and an intensive suite of removal, this deck functions as a weird mix of a midrange prison-style deck and a swift and efficient affinity style aggro build. It’s one of many decks that benefits from what some deck builders refer to as the “Rule of Eight”, wherein if you play two effective playsets of your best cards, your deck’s power output shoots up exponentially. This deck is extremely consistent with four separate instances of this rule, which makes it a very reliable shell that can reward persistent repetition and deck know-how. 

First We Rise

Breaking it down to its most essential components, the most important cards in this deck are by far the indestructible artifact lands from Modern Horizons 2. They form the basis of every synergy in the deck, and provide the means to both disrupt and overtake an opponent’s board state. Turning them into threats is staggeringly easy, and the deck packs 10 different cards to make it happen. Ensoul Artifact is the original version and the card that conceived the idea for the deck in the first place, banking on the old strategy from when the card was in Standard to create a 5/5 indestructible Darksteel Citadel early in the game.

Since the days of M15, we’ve seen two more playable versions of this effect being The Blackstaff of Waterdeep as well as part of the deck’s namesake, Rise and Shine. Blackstaff just acts as additional copies of Ensoul, though repeatable in the face of the many Solitudes, Marches of Otherworldly Light and Prismatic Endings floating around the format. Rise and Shine is more of the explosive finale than anything else with its overload ability, which can create upwards of 30 power in a single turn. 

Oh yeah, this deck unironically plays Darksteel Relic. It’s not super interesting, just acting as the 12th indestructible artifact, but that isn’t a typo and is something that I thought deserved its own line. 

In the Modern format at the moment, it’s quite difficult to interact with an indestructible land creature, let alone an army of them, as typical interaction such as Fury, Unholy Heat, Brazen Borrower or Terminate can’t touch them. Helping to fuel this game plan is the all-powerful Expressive Iteration, which as many know can help to refill a hand while hitting additional land drops. One thing that this deck really wants to capitalize on is its ability to consistently hit its land drop on each turn of the game. Because the lands are so integral to the overall strategy and act as the deck’s primary win condition, it’s imperative that a fresh one comes into play on each turn of the game.

Then We Shine

Supporting this land-based beatdown, we have a suite of land-based interaction as well. Boom // Bust offers a cheap means to slow down opposing strategies that doesn’t end up affecting this deck’s game plan as the artifact lands remove the symmetrical downside to its ability. Similarly, Cleansing Wildfire can be used to its full potential here as a split card featuring land-disruption for the opponent’s side and land-ramping for our side. On top of the attached card draw, the Wildfire is not only a boon to the deck’s overall strategy, but a crucial element to the deck’s success on the whole. 

The deck uses its artifact lands as a basis for its interactive suite as well, fueling Galvanic Blasts and Prismatic Endings to ensure that the opponent is stuck playing our game and not the other way around. Supreme Verdict, likewise, loses its symmetrical component and can majorly turn the tide of a game by emulating Living End’s one-sided board wipe effect. Lastly comes Blood Moon, yet another piece of land interaction that serves to completely blank some opposing strategies. I’m sure that we’re all familiar with the likes of the Moon at this point in time, but it bears repeating that this card can singlehandedly win a game if resolved at the correct time. 

How Does It Play? 

While not nearly as quick as other artifact aggro decks available in the format, BoomShine is a steady and sturdy machine that can and will overtake any game eventually. With draws that can line up to be quick out of the gate backed up by a tight burn spell package, in combination with the deck’s huge inevitability that comes from overloading a Rise and Shine, it’s difficult to find the lines that will lead to dismantling this deck’s strategy immediately. Some decks in the format are extremely tough matchups though based solely on how they function; things like Living End with its sacrifice ability, Elementals and T3feri decks that can bounce or exile creatures on demand, and Burn that doesn’t necessarily care about the size of the creatures in play can all be very rough. Other matchups though, typically those that can come down to a race like Hammer Time, Murktide, the unlucky Yawgmoth player who hasn’t found the combo or Rhinos with their distinctly destructible tokens can all be fair game against the likes of BoomShine. 

The deck is quite fun to play as well, and offers a unique take on midrange and resource management. While piloting the deck, you find yourself interacting with and thinking about your lands way more often than you normally would, which is something that I personally find appealing. This comes with the additional benefit of not really caring about most traditional land-hate as well, which is an added bonus. Some games and draws can be very slow, so that’s something to watch out for as mulliganing and being able to determine what the opponent is up to in the first two turns are near-mandatory skills for success here. Overall, the deck is a fun and interesting experience that appeals to Timmys and Johnnys alike. 


So the wild thing about this deck, at least the version that I had found initially on Paintrain’s page, was actually cheaper than the one I’ve shown here. I added Blood Moons to the deck, but they were finding success with an even cheaper version. Some players have added Prismatic Vista over the Ghost Quarter package as it offers yet another target for Boom that doesn’t disrupt your game plan (as you can activate the fetchland after declaring it as a target by holding priority), but the list is generally fairly solid as-is. I’m sure there is a version out there that can play some Teferi Time Ravelers or MH2 pitch Elementals, but those are by no means necessary components to the deck. 

That’s all for this one! I hope that everyone is having a stellar new year and has some big plans set for events that they want to head out to. I know that i’m looking forward to doing a little bit more traveling this year myself. Anyway, remember to stay safe, play smart and thanks for reading. 

4 thoughts on “Blow Up Lands on a Budget in Modern MTG!”

  1. firstName lastName

    Hi, how does Kaheera, the Orphanguard interact with this deck, I assume I’m missing something obvious. Thanks

  2. firstName lastName

    What about storage matrix instead of Blood Moon. 2005-08-01: Permanents with multiple types untap if any of their types is chosen. For example, an artifact creature untaps if either artifact or creature is chosen.

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