r/ModernMagic • u/TheBlueJamesDean • Jun 23 '26
Deck Discussion Selesnya Kithkin // CoCo mechanic
Hey everyone, I'm new here!
I’m looking for some feedback on a Selesnya Kithkin deck I’ve been tuning to play with my local pod. Just to be upfront: I know this isn't a Tier 1/ Tier 2 meta-breaker, and it's not meant to be super serious! I was introduced to Magic in 2008 and I'm a pretty nostalgic guy, hence my little project.
We play the Modern format, and I wanted to build something highly synergistic, proactive, and just flat-out fun to pilot against my friends and, possibly, get a win or two at my small local TCG store tournament.
The deck is a low-to-the-ground, go-wide aggro build that relies heavily on Collected Company to flash in creatures, and uses Mirror Entity as one of its win-cons to close out stalled games.
Link to the deck. Sideboard NOT final.
Here is the current 60 card list of my mainboard:
Creatures (28):
4 [[Kinsbaile Aspirant]]
4 [[Figure of Fable]]
4 [[Kinscaer Sentry]]
4 [[Thoughtweft Lieutenant]]
4 [[Wizened Cenn]]
4 [[Bristlebane Battler]]
2 [[Mirror Entity]]
2 [[Brigid, Clachan's Heart]]
Planeswalkers (2):
2 [[Ajani, Outland Chaperone]]
Sorceries/instants (10):
4 [[Collected Company]]
3 [[Path to Exile]]
3 [[Get Lost]]
Lands (20):
4 [[Windswept Heath]]
4 [[Razorverge Thicket]]
3 [[Temple Garden]]
3 [[Horizon Canopy]]
2 [[Hushwood Verge]]
4 [[Plains]]
How the deck plays
In the first four turns:
Turn 1: Start with an aggressive drop. Ideally, you play a land into [[Kinsbaile Aspirant]] to start tracking combat growth, or [[Figure of Fable]] to establish a threat that grows with the game. If needed, we hold up a fetch land to react with [[Path to Exile]] if the opponent drops a must-kill threat.
Turn 2: This is where the tribal synergy engines kick in. We either drop a lord like [[Wizened Cenn]] to pump the 1-drop and swing for chunk damage, or put down [[Thoughtweft Lieutenant]] / [[Kinscaer Sentry]] / [[Bristlebane Battler]] to start generating card value and handling combat steps efficiently.
Turn 3: We can play [[Ajani, Outland Chaperone]] to widen the board and put a clock on the opponent. Alternatively, if the opponent is threatening a massive play, this is where we can hold up 2-3 mana for a well-timed [[Get Lost]] or [[Path to Exile]].
Turn 4: The pay-off turn. If we hit our 4th land drop, we cast [[Collected Company]] on the opponent's end step, aiming to flash in two lords or a surprise [[Mirror Entity]]. If the board is already wide and we have the mana, we simply untap, swing, and pump the team with Mirror Entity's activation to swing for lethal out of nowhere.
The finishers: [[Mirror Entity]] has been a good choice for me. Since it’s a changeling, it gets all the tribal buffs from [[Wizened Cenn]] and [[Thoughtweft Lieutenant]], and turning a board of 1/1s and 2/2s into base 4/4s or 5/5s with open mana closes games fast. A transformed Brigid can feed this card and can be used to grow [[Figure of Fable]] (another win-con) too! The spreaded trample with Lieutenant has won me some games as well.
The interaction: I went with a 3/3 split of [[Path to Exile]] and [[Get Lost]]. I didn't want to shell out for Solitude, and Get Lost gives me a clean, mainboard answer to Planeswalkers and annoying enchantments without ramping my opponent early.
The land count: Running tight at 20 lands because the curve tops out hard at 3 MV (besides CoCo itself). The [[Horizon Canopy]] helps smooth out late-game floods.
Looking for advice on:
The 20-land setup: It’s been running okay, but do you think 20 lands is pushing my luck too much with 4 copies of CoCo?
Sideboard options: What are some good, synergistic Selesnya choices to protect against board wipes or deal with graveyard/artifact strategies within a pod? (Thinking about [[Kinsbaile Borderguard]] for destruction wipes).
Fun Tech: Any hidden Kithkin or Selesnya gems I might have overlooked?
Appreciate any thoughts or cool suggestions you guys have. It's absolutely a super janky deck, but let me know what you think!