Showing posts with label Standard. Show all posts
Showing posts with label Standard. Show all posts

Wednesday, November 6, 2013

Standard: The Rock


Hi readers! We're back with a guest article! Remember you can send us your articles and we'll publish them!

Howdy readers who Break imprisons in his basement. I am Frozen Phoenix (some of you may know, some of you may not. Not sure which you’d prefer), and though it’s been at least a month in the making, I’ve finally gotten around to writing an article for this blog. What you all get to learn about from me, and you can thank me later for it, is the classic Green/Black Midrange deck, The Rock.

First: What is The Rock?


Originally, The Rock was a Green/Black deck back from the past, based around two notable cards.  Phyrexian Plaguelord (The Rock) and his millions (of Squirrels), brought in from Deranged Hermit.  What is The Rock nowadays? Quite moved on from that idea, The Rock is a BG Midrange deck that focuses just on grinding out card advantage through efficiency. Efficient Lifegain, card draw, removal, just all around good stuff, much like Jund was last Standard (though with a potentially more consistent mana base). With rotation, Thragtusk, Mutilate, and Disciple of Bolas said goodbye, leaving some voids. However, with Theros brought plenty of goodies, and now we reach how the current deck exists.

Second: What Rock are we on? 


Theros has brought with it a very powerful mechanic: Devotion. Look at any Top 8 of any SCG Open or Grand Prix for Standard and you can see some cards that care about it. Nykthos, Shrine to Nyx, the Gods, Gray Merchant of Asphodel, you name it. And that leaves you with multiple places you can go to when building the deck.  You can go with a base Black, heavy devotion build. This build runs Gray Merchants,  Nightveil Specters, and really only has Green for pieces of removal such as Abrupt Decay or Golgari Charm, with the few strong cards such as Scavenging Ooze thrown in there as well. Or you can go a more balanced G/B list, which runs more green cards such as Sylvan Caraytid or Polukranos, World Eater. This current article is on the latter.



Third: My Rock


This is the deck I ran at my last FNM and though it is not my current build, it is the build I have played the most with.

Creatures: 15

Enchantments : 6

Instants & Sorceries: 13

Planeswalkers: 2

Land: 24
9x Swamp
7x Forest

Sideboard: 15
2x Duress

The idea of the deck is honestly straight forward. Your victory is through attrition.  But this wouldn’t really be a good article if that was all I said, so we’ll break it down from there.

Creature Base:

4x Desecration Demon: This guy is nuts now. Last Standard, you were ever so disappointed to pull this in your pack, and I don’t blame you. Lingering Souls, all the Undying… he was just too weak.  However, now those days are gone and this 6/6 for 4 is much harder to deal with.  He will place your opponent under so much pressure, fast.



3x Reaper of the Wilds: Three may be the wrong number for this guy (and personally I have reduced the count to 2 in my current build), but Reaper is quite a mighty foe.  Between the amount of removal, Desecration Demon and Polukranos, and yes, Reaper itself, you should be scrying an awful lot.  That means cycling through your deck like crazy (especially with Underworld Connections.  More on that later). Deathtouch for 1 and Hexproof for 2 are not bad either.  Depending on the match-up however, this guy -can-  be 6 mana to play, wanting to leave up hexproof.

2x Polukranos, World Eater: I bashed this guy the moment he was spoiled. Do I regret it? Ehh, not really. However, he is very powerful. A 5/5 for 4 is frightening, especially amongst your other 2 threats.  Even more so when this threat can come down on Turn 3 thanks to Sylvan Carytid.  Late game, he’s a very large mana sink that gets chump blockers out of the way. However, Legendary and all, we don’t want multiples, so 2 is the magic number for him.

2x Scavenging Ooze: Arguably the best 2 drop in Standard. Graveyard strategies may be mostly a thing of the past, but Standard is still a heavy creature format. That means creatures dying, and the Ooze having something to feed off of.  It gains life, it gets bigger, and can eventually be just as large as a Desecration Demon. However, 2 Oozes don’t work well together, so we don’t necessarily want them repeatedly. 2 is again, the magic number.

4x Sylvan Carytid: Four may be too many, but this card is the new “Farseek.”  Sort of.  It dies to boardwipes, but this thing also has an advantage over Farseek.  It can block.  Hexproof and 3 toughness means that quite a few aggressive creatures can’t get through it (between Cackler, Ash Zealot, Burning-Tree Emmisary, and even Firefist Striker, who can’t target it with Battalion).  Four may be too many, but I do recommend this card in your build at least as a 3 of.

Enchantments:

3x Underworld Connections: If Reaper of the Wilds isn’t already cycling you through your deck, this card should be. Underworld Connections can just be insane. Often times if control lets it resolve, they’re in for trouble, as now you can continue racing them in the Card Advantage War. However, you do need to be careful on how much life you’re spending. Luckily, we have…


2x Whip of Erebos: This card is the nuts. The 4 mana Unearth effect is very powerful(even though a bit of a nonbo with Scavenging Ooze and to an extent Desecration Demon). And amazingly, there is text on the card other than that.  Lifelink to all your guys is huge when every creature bar Sylvan Carytid has the ability to at least have 4 power.  Being able to jump yourself up to 40 life off of just 3 attacks never felt so good.  However, like Polukranos, it is Legendary, and like Ooze, redundant in multiples, so 2 is once again the sweet spot.

1x Bow of Nylea: I wish I had room for a second. This card can be so powerful. Repeatable life gain, the ability to recycle cards from your graveyard (though less useful, it does stop you from being milled out), making your creatures even stronger, and of course the bit of flying hate.

Sorceries and Instants:

2x Abrupt Decay: There are quite a few permanents in Standard that this card hits.  Though it is stronger in Legacy and Modern, this card is still quite powerful as a removal spell.  Detention Sphere, Boros Reckoner, Nightveil Specter, opposing Underworld Connections, as well as Hammer of Purphorus and just miscellaneous small creatures can all be straight up removed by this card. That’s mighty.

2x Putrefy: Kills creatures. Kills artifacts (though the only relevant ones being the God weapons, however Bident and Whip are not hit by Abrupt Decay, leaving this card with that helpful aid.)

3x Hero’s Downfall: The day Black can now deal with Planeswalkers has come. "Murderbore", as this card as this card has been named is such a helpful tool in this deck. The ability to actually deal with opposing planeswalkers outside of combat is amazing, even more so at instant speed.  Three to four of for sure.

2x Devour Flesh: This is one of the only ways The Rock can deal with things such as Blood Baron of Vizkopa. It also has the notable benefit of being able to target yourself and gain 5 life off of your Polukranos or Reaper or even more off of Ooze or Demon (or even just 3 from Carytid).

2x Thoughtseize: Welcome the return of one of the greatest discard spells of all time. You don’t always Turn 1 Thoughtseize, in fact there are times I’ve sat on a Thoughtseize for a whole game and never had the need or desire to cast it (though that may just be error on my part).  But this card is such a powerful element to this deck that I wish I had more than 2 to run.  Ideally, you want at least 3 somewhere in your 75, maybe even 4.

2x Golgari Charm: This card can do everything. Ok, maybe not everything, but it’s pretty close.  This thing has a mode that can be relevant in every single match-up.  It counters Supreme Verdict, destroys every weapon, Detention Sphere, Underworld Connections, Assmemble the Legion…just so much value.  You want these in your 75.  No matter what.

Planeswalkers:

2x Vraska the Unseen: Our political assassin from Rav has her strong suits. Though her +1 is most of the time irrelevant, being able to nuke any nonland permanent the turn she comes down is quite powerful, especially when mixed in with the ability to potentially win games with the ultimate.  You don’t have to run her, but I do like her in the deck, even if you only run 1 somewhere in the 75.


Lands:

Basic land package. More Swamps than Forests due to more double black cards. Mutavault, though a good card, I feel dilutes the mana base too much with this current build.  In a more Black base deck, I would be behind a few Mutavaults however.

Sideboard:

Various hate cards. No Mistcutter Hydras was a personal meta-choice that should be changed if you don’t know what your meta is going to look like. Witchstalker may seem a slight bit out of place, however the card can do work. It is resilient against aggressive decks, especially alongside Sylvan Carytid. It’s also not bad against control decks. Only other notable thing could be that Doom Blades could be mainboarded, potentially over the Golgari Charms in the main.

Other Notable Considerations:

Boon Satyr is a consideration for the deck as a 4/2 instant speed creature is quite a surprise for opponents, especially when you can throw it on any of your other creatures (4/5 Sylvan Carytid anyone?  No?  Ok.)  Ratchet Bombs and Gaze of Granite can also be considered as sweeper effects, even though neither are the most optimal.  Lotleth Troll can be used as a cheap defensive, yet also aggressive creature if you aren’t a fan of Witchstalker.

Conclusion: End Of The Rock


The Rock is a powerful deck to run.  It may not be the “best” deck in Standard right now, but one can argue for its viability  The deck is just a blast to play, it has so many inner workings and is just efficient.  So if you’re looking for a fun deck to play or you want a “control” deck for this Standard that is closer to a midrange deck, give The Rock a try.

-Frozen Phoenix

Sunday, November 3, 2013

Green Devotion

 I know it's been a long time coming, but here it is. Today I'll be talking about devotion to Green, splashing Red. Here's the list I've been using and one that won the SCGO: Seattle.

9 Forest
4 Stomping Ground
4 Temple of Abandon
4 Nykthos, Shrine to Nyx
2 Mountain
4 Voyaging Satyr
4 Sylvan Caryatid
4 Elvish Mystic
4 Burning-Tree Emissary
3 Scavenging Ooze
3 Polukranos, World Eater
3 Arbor Colossus
2 Nylea, God of the Hunt
1 Mistcutter Hydra
4 Garruk, Caller of Beasts
3 Domri Rade
2 Xenagos, the Reveler
SB: 1 Domri Rade
SB: 3 Mistcutter Hydra
SB: 1 Chandra, Pyromaster
SB: 3 Burning Earth
SB: 2 Wasteland Viper
SB: 2 Nylea's Disciple
SB: 3 Mizzium Mortars

 The deck works as a synergistic/combo strategy by having massive devotion to green and activating Nykthos to essentially cast everything in the deck. We have four outlets for the large amount of mana from Nykthos, those being Polukranos, World Eater's Monstrosity, and Mistcutter Hydra. The singleton in the mainboard is for that reason alone, being a highly efficient mana sink. Arbor Colossus is also included in the main to increase our devotion by 3, while being a massive beater.
 

 The deck has resilience to a lot of removal by running Domri Rade, and the very powerful Garruk, Caller of Beasts. Lead the Stampede every turn is quite hated and feared by control, or even removal-heavy midrange decks. Another card that gives reach post-wrath is Scavenging Ooze, eating up your own graveyard for life and value in the form of +1/+1 counters.


 Another quirk with this deck is Xenagos, the Reveler. His main role is to provide mana through his Gaea's Cradle-esque +1 ability, making massive mana, and allowing you to put out your hand in a single turn or two.  Xenagos also helps out against aggro strats by putting out 2/2 blockers, and their haste does work when trying to alpha strike an opponent. Some versions of this deck use Reverent Hunter, but it has been excluded from this list as it's a little too clunky, and doesn't do quite enough on it's own. In fact, it's an overkill card in the situations where it is useful, and when you topdeck it post-wrath, you have a rare Grey Ogre. Not really the best, and beaters and monsters are preferred more.


 The rest of the deck is quite straightforward, as is playing the deck. Voyaging Satyr untaps Nykthos, and ramps into your best creatures, all the while adding more dorks and threats to the board. It's a very aggressive midrange strategy with quick wins, and has some degenerate board positions at times.

 The sideboard is a little more interesting, and helps against a lot of matchups. Domri, Mistcutters, and Chandra help out against control, as Chandra's 0 is card advantage in red, quite useful, while Domri fills your hand while still increasing in loyalty, and Mistcutter's "cannot be countered" clause is quite strong in those matchups. Chandra also helps against RDW decks, killing their Firedrinker Satyrs. Mizzium Mortars helps out against Blood Baron of Vizkopa, who has become a veritable bane of the standard format as it stands now. Nylea's Disciple works wonders against RDW and quicker midrange decks, netting you a lot of life occasionally.

 Overall, what you have here is a big mana, resilient, card-advantage based midrange, and sideboarding gives you a lot of range against most of the other top decks in standard right now.

Well, that's it for today, and as always, have fun playing Magic!

Cheers,
Brick


Thursday, October 31, 2013

Brewing Theros Standard


Hi, readers (if someone's still there), I'm Beusapu. After six days of inactivity, we finally got time to write. I'm gonna talk about some decks i've been testing in the new standard, with different success. Keep in mind that most of them are a bit unpolished, and i'm not gonna write a long guide about them, the goal is to discuss possible new archetypes and roguedecks.

JUNK REANIMATOR:

During last standard, Junk (BGW) reanimator decks dominated for a long time. Unburial Rites bringing back Thragtusk and Angel of Serenity created a lot of value and card advantage, specially against aggro. But many key cards of the deck have rotated, specially our reanimation spell, Unburial Rites, so... how is it possible to keep the monsters coming? The answer is simple:

Junk Whip Reanimator

Creatures:

Spells:

Lands:

Sideboard:
SB: 1 Ashen Rider
SB: 2 Obzedat's Aid

This deck has a similar gameplan to the reanimator decks from last season. It's a midrange deck, with cheap mana producers, cards like Loxodon Smiter to put pressure on the early game, and a graveyard package consisting on 2 Grisly Salvage and 4 Commune with the Gods. The main difference is that here our reanimation spells won't just fall to the graveyard like Unburial Rites did, we need to have a Whip in play if we want to get value (that's why the list plays 4 Commune with the Gods).


Once we get Whip online, we can start getting a lot of value and grinding our opponents. Obzedat, Ghost Council works perfectly with the Whip (once we get him back, we can exile him and get him as a "normal" creature), and we can get many ETB effects.

An interesting spot is the 4-drop creature. I've chosen Reaper of the Wilds over Desecration, simply because it's infinitelly better against aggro decks, and it's more resilient against control.

Our best matchup is probably aggro. The lifelink from Whip makes it impossible to race us, and our creatures will be big enough to hold our opponent's hordes. Against control, we can enter the "fatty mode", and start dropping bombs every turn, and recovering them with whip later. The matchup against Mono Black devotion is tough, and games get really grindy, but we have helpful cards in the side.

BIG PROPHET BANT

Our next deck is a midrange deck that can generate absurd amounts of mana, and kill with a huge army of creatures:

Big Bant:

Creatures:
Sylvan Caryatid
Elvish Mystic
2 Voyaging Satyr
2 Scavenging Ooze
2 Prime Speaker Zegana
3 Prophet of Kruphix
3 Polukranos, World Eater
2 Kalonian Hydra

Spells:
2 Sphinx's Revelation

Lands:
4 Temple of Mystery
4 Breeding Pool
3 Nykthos, Shrine to Nyx
4 Forest
1 Island
4 Temple Garden
3 Selesnya Guildgate
2 Plains

Sideboard:
SB: 1 Scavenging Ooze
SB: 3 Mistcutter Hydra
SB: 2 Cyclonic Rift
SB: 3 Detention Sphere
SB: 3 Ready // Willing
SB: 3 Negate

This deck tries to generate a lot of mana early (we have 10 mana dorks), drop big creatures, and then play a huge draw spell like Sphinx's Revelation or Prime Speaker Zegana to finish the game. Prophet of Kruphix is one of the key cards. Once our hand is full of cards and we have a lot of mana, we're just going to drop a lot of creatures every turn until we kill our opponent. Nykthos, Shrine to Nyx usually makes great Revelations.


Our biggest problem, as you probably have noticed, are board wipes. UW and esper control are awful matchups, and we need 3 copies of Ready // Willing or Rootborn Defenses in the side if we don't want to see all our creatures killed by one Supreme Verdict. Our aggro matchup is good, obviously much better on the play. MonoU devotion can be a problem sometimes, since we don't have enough maindeck removal. The deck is a bit fragile, but it's fun to play and it can win epic games.

JUND MIDRANGE

This is the classic midrange deck using big creatures, good removal, and hand disruption. It's an effective deck, the best example of a "fair" deck that can win against any opponent.

Jund Midrange:

Creatures:
4 Sylvan Caryatid
4 Elvish Mystic
3 Reaper of the Wilds

Spells:

Lands:
4 Forest
4 Overgrown Tomb
1 Swamp
4 Temple of Abandon
4 Blood Crypt
4 Stomping Ground
3 Rakdos Guildgate

Sideboard:
SB: 3 Lifebane Zombie
SB: 2 Underworld Connections
SB: 3 Golgari Charm
SB: 1 Doom Blade
SB: 2 Mistcutter Hydra
SB: 3 Flames of the Firebrand
SB: 1 Hero's Downfall

We have 8 mana dorks, and a lot of high impactful 4-drops. Our removal and discard package has the best options avalible: Hero's DownfallThoughtseize, and Rakdos's Return. It might be confusing that we're running Mizzium Mortars over Dreadbore, but it has the option of becoming a wipe, and it also kills Blood Baron of VizkopaDoom Blade is a good option too, and it depends on the metagame you're expecting.



UR GLASS CANNON

Our last deck today is, like the title says, a glass cannon. It can win extremelly fast, even on turn 4, but it's also easy to disrupt.

The gameplan is to use creatures that reward us for casting spells, cypher cards, and cheap removal/disruption. Our key creatures are Nivmagus ElementalAkroan Crusader, and Young Pyromancer. One of our best starts is a turn 1 Crusader, followed by Hidden Strings or Trait Doctoring. Now, we can encode our cypher spell on the haste token, and swing for another effect. Add Nivmagus or Pyromancer, and you just get an army that will make any monoR deck feel ashamed.


UR Glass Cannon:

Creatures:
Young Pyromancer
Nivmagus Elemental
Akroan Crusader

Spells:
Hidden Strings
4 Quicken

Lands:
5 Island
5 Mountain
4 Steam Vents
4 Izzet Guildgate

Sideboard:
SB: 2 Mizzium Skin
SB: 3 Izzet Staticaster
SB: 2 Frostburn Weird
SB: 1 Island
SB: 3 Negate
SB: 1 Izzet Charm
SB: 3 Spellheart Chimera

Trait Doctoring might look a little clunky, and in fact, the whole deck is a bit clunky. But it's awesome when it works, and all our creatures have synergy with it. The deck is obviously fragile. We have only 16 creatures, and sometimes our turn 1 Nivmagus dies to a Shock and we have nothing to do. 18 lands is the correct number, as all our maindeck cards cost 2 or less, and we have another land in the side if we side in our 3 drops.


The rest of the deck includes cheap removal spells, like Lightning Strike or Mizzium Mortars, and disruption. Spell Rupture isn't Mana Leak, but with Nivmagus Elemental it can be even better, and it's great at stopping early blockers. Keep in mind that Hidden Strings can let you have the mana untapped for the counterspell.

Well, that's all for now. I hope you liked the decks, and we'd like you to suggest us your ideas and discuss how to improve the decks!

Have fun playing!
Beusapu

Sunday, October 20, 2013

Standard: UW heroic


Hi everyone! For today, we have a guest article! Remember you can send us your articles about standard or limited, and we'll publish them!

Hey there! CheeseMeistro here with a quick write up about my Blue/White Heroic Standard deck. Some of you may know me from Cockatrice but if you don’t, feel free to chat to me on Cockatrice. Sometimes I won’t be at the keyboard but most of the time I will. Time for a little bit about myself.

I am currently 20 years old and have actually only been playing Magic: The Gathering for around 3.5-4 months. Since I started I mostly focused on EDH and got really, really into the deck building side of it. When I started Standard a month ago the same thing happened and I got really into the deck building aspect of it. When I first started the decks were awful but when I got a hang of what cards were good in standard and what were bad I decided I started getting a bit better at it. After drafting Theros for a while I decided I wanted to build something based around Theros cards and thus this deck was born.

Why did I make this deck?
My very first physical Magic: The Gathering event was about 3.5 weeks ago. I drafted Blue/White heroic. It was my first time drafting and I went 3-0 and got first place. The next week I decided to test it again if it was luck and went 3-1 and got second, just losing to a red/blue burn deck. After that I decided I HAD to make this deck Standard legal as we had a Standard event coming up!

Why U/W Heroic and not U/W/X, Y or Z?
I decided to make it a heroic deck after some successful trials and deciding that I wanted a deck in these colours that played the way I wanted and was effective. Many people have told me I should ditch the heroic creatures and some other creatures and put X Y Z in to basically turn it into U/W control. But heroic is an incredible mechanic, and blue/white is probably the best colours for it, maybe tied with red/white (Which I plan on making and maybe an article about soon!).

Why play this deck over any other deck? Well, from my testing so far it has proved quite effective against a wide variety of decks. The only major deck I haven’t had a chance of playing against often so far has been RDW but I have a feeling I could still pull a win out. Basically it’s a fairly cheap deck to build if you take out the Hallowed Fountains (Fiendslayer Paladins are required) being only approximately 50 dollars without them and is very, very effective for the price.

The List:
Creature:                                                            
4 Fabled Hero                                                  
4 Favored Hoplite                                        
4 Phalanx Leader                                           
2 Cavalry Pegasus                                          
3 Banisher Priest                                            
4 Fiendslayer Paladin                                    
Instant:                                                              
3 Gods Willing                                                 
2 Syncopate                                                                                                           
Sorcery:
Enchantment:      
3 Ordeal of Thassa         
2 Ordeal of Heliod                                                                
Land:
11 Plains

Sideboard:

Budget options:
If you’re on a tight budget you can trade out 4 Hallowed Fountains for 2 Island and 2 Plains, dropping the price of the deck by 50 dollars. That leaves the only big expense being Fiendslayer Paladin. Unfortunately these can’t be removed or the deck just falls apart against the huge amount of red burn and black removal. If they must be removed (Due to major budget concerns) there isn’t really a good replacement so I would put another Banisher Priest and either (Meta call here) 3 Wavecrash Triton or 3 Brave the Elements. If your meta has a lot more targeted removal take Brave the Elements but if they just like to play lots of big fatties (Or RDW with Boros Reckoners) then Wavecrash Triton or something else that controls creatures goes in this slot. Wavecrash is a meta call of mine as there is a lot of people who play RDW or big fatties at my local game store while not having the 4 damage burn spells to remove Wavecrash.



Mana Distribution and Converted Mana Cost:
Using deckstats.net we can see that our Mana Distribution is 77% white and 23% blue while our Mana Source Distribution is 63% white and 37% blue. This was done on purpose to ensure that we have blue early game for Aqueous FormHidden Strings and counterspells. We will be relying a lot on our dual lands and if you have to pay 2 for Hallowed Fountain it is ALWAYS the right call, we have a lot of life gain. 
The average CMC of our deck, without sideboarding, puts us at a 1.97. This is a very, very low mana curve and means that in the worst case scenario where we only hit 3 lands for a number of turns, we can still play all of our deck as the highest cost card (Before sideboarding) is three. That means that we are less likely to be hit with mana screw as we don’t need all that many lands to begin with.

Strenghts & Weaknesses:
·          
      Strenghts:
      Speed
This deck is fast. I frequently get a turn 4 or 5 win and end up with over 35 life at the time. Even if the deck doesn’t win that fast (It should about 40-50% of the time with the right hand) we have a lot of stuff to deal with longer games such as the Fiendslayer PaladinFabled Hero, etc. Mostly you want to get your stuff down and swing fast with it though, win before the opponent has a chance to react to it.

·          Unblockable 
One of the major things about this deck is making our creatures not able to be blocked. The obvious provider of this is the Aqueous Form but we also have two of the Cavalry Pegasus for a reason. Every creature in the deck except for the Cavalry Pegasus is a Human. That means that the Cavalry Pegasus gives all of our creatures flying. Most of the time people won’t use a Shock/Lightning Strike/Doom Blade on the Pegasus so we don’t even have to waste a Gods Willing keeping it alive to get our flying attacks the next turn.


·       
      Strong Early Game:
The best thing about this deck is its ability to keep a strong field early game even if the opponent has removal. We have a lot of very low cost spells and the ability to get 4 things down/cast by turn 2. We can then protect our creatures with Gods Willing to keep our early game board state and cause the opponent to not set their board state up because they are too busy focusing on removing our creatures.

Weaknesses
·          Spot Removal
Probably the biggest threat to this deck is spot removal in the form of Mizzium Mortars, Magma Jet, Lightning Strike and any number of black removal spells. A good turn two play won’t matter if you play second and they just bolt your Favored Hoplite when you are tapped down or don’t have a Gods Willing in hand.


·       
      Protections
One of the biggest problems I have run into is creatures that have protection from white. Creatures that are protected from white completely stop us from swinging through if we don’t have an Aqueous Form on our creatures or a Cavalry Pegasus on the field (Assuming they don’t have a flying protection from white) to get us over the creatures. Unfortunately there isn’t a whole lot we can do about these except sideboard in Voyage’s End to remove them. 

·          Slow starting hand
A slow starting hand can really mess our deck up. If we don’t get some creatures down and start the train rolling early enough our opponents will be able to set up their board state before we can do anything to them. Also, if we lack a Fiendslayer Paladin or two against black/red decks we won’t be able to keep our board state, buying them time to get mana down for their big bomb spells.

Notable Interactions and Synergies:
This deck is all about synergies and card interactions and here is a list of the main ones that will help you win the game (hopefully).
If we can get our Fiendslayer/Fabled hero to stick to the board with a Hidden Strings ciphered onto them AND managed to swing through, we are in a great spot. This is because of how Cipher works with first strike damage. After first strike damage our Cipher triggers occur meaning that we can pump triggers onto Phalanx Leader or any other Heroic creature to buff them up before normal damage occurs.
Heroic Creature + Ordeals:
All of our heroic creatures have the staple that they get a +1/+1 counter when they are cast upon. This means that casting an Ordeal on one of them then swinging nets us an immediate 2 counters. The next turn? That turns to three and it pops. Bonus points if we manage to get another ordeal onto the creature that turn giving us 3 counters, then 5 when we swing triggering both and either refilling the hand or getting us loads of life.

Gods Willing + Heroic Creature:
Super simple here, we get a Heroic trigger giving us a +1/+1 counter, protecting from the colour of whatever we need to protect against and scrying one. All for one W mana and one card. That is huge.
Banisher Priest + Phalanx Leader + Heroic Triggers:
This is quite a minor interaction but basically getting the heroic triggers on our Phalanx Leaders buffs our Banisher Priest up making him more resilient to red burn spells. Ideally you want him at 5/5 to prevent Mizzium Mortar kills. This also has the side effect of making him a good blocker. It must be noted that this will occur very, very rarely and is just noted here as a way you can save a Banisher Priest (exiling a Boros Reckoner, Purphoros etc.) from a Shock or Magma Jet.

Sideboarding:

What we’re using our sideboard for here is certain specific situations. Sometimes we may come up against a deck that has a lot of protection from red creatures that we can’t remove. What about that guy playing big blue bombs and cheap counters on instant spells? Or the other guy with heaps of tokens or counters on creatures, making them too big to remove normally? This is what the sideboard was created for.
Gainsay is probably my favourite counterspell in blue. We can sideboard this card in after one match when we know the opponent is casting lots of spells with blue in them, making it cheaper to remove these spells over the alternative Dissolve or Syncopate. Two of these swapped in over Syncopate against mono U or predominantly blue decks.


Aetherize deals with so much so easily for a measly four mana. This card can remove that huge token army that’s swinging at you for lethal. It can remove that army with 5 +1/+1 counters on it that’s about to kill you. It can do so much. Two of these swapped in over Cavalry Pegasus against these types of decks.
DispelGoing up against nothing but instant speed removal from black and/or red and can’t deal with it after game one? This card stops them completely for just one mana. Nice. Two of these in over Cavalry Pegasus against instant speed removal decks that don’t use many creatures.
Render Silent is quite a powerful card. It is two cards combined into one. Counterspell (UU) and Silence (W). Basically this card lets you cast two spells spliced together for the same cost. It didn’t make the main deck as sometimes you don’t need the silence effect. Really shuts down RDW from dropping 4 creatures in a turn when you counter that first Burning Tree Emissary or Boros Reckoner. Two of these in over Syncopate against decks that like to cast lots of spells in one turn.


Glare of Heresy is actually a meta call on my part. At my store approximately every person that isn’t me managed to pull an Elspeth or Foil Elspeth (Some people got two foils and a non-foil…) so I sideboard this to deal with that. It has the bonus effect of being able to easily deal with Boros Reckoners or any other painful white creatures. Two of these in over Cavalry Pegasus’s.
Voyage’s End lets us bounce any creature the opponent controls unless they have protection from blue or hexproof. This means that big fatty that cost most of their mana just got removed or we can have it early game to disrupt their big creature play early (If they ramp). We can also target remove creatures with counters on them if they aren’t swinging. A good example of this is Gyre Sages who are being overloaded with tokens and just used for mana. Two of these in over Cavalry Pegasus’s.
It must be noted that if you need multiple of these sideboard cards against a certain deck you will have to judge yourself on what to remove to put both in. Good targets are removing one Hidden Strings and one Phalanx Leader (Or two Phalanx leaders if it is that bad) if you need the Cavalry Pegasus’s to swing into the opponent.

Well, that's all for now. I hope you liked the deck. Comments and suggestions are welcome!

CheeseMeistro