Here is another great victory for a deck which has been coming and going with success over the past year. It is a very strong package of disruption which comes in the form of aggro beatdown allowing the deck to operate on a very powerful axis. For those of you unfamiliar with Death and Taxes it is at its core The White Weenie deck. It has evolved from a deck which worked to exile the opponents permanents for value into a mash up of hate bears and resource oppression. It has a pile of the best white creatures ever printed.
The journey up the mana curve is very important for this deck as it relies heavily upon Æther Vial to ‘cheat out’ it’s creatures around counter magic and as disruption. The ideal turn one play involves either Æther Vial or Mother of Runes to let the games begin. Once ‘mom’ is out it becomes increasingly more difficult for your opponent to use spot removal on your creatures. A great turn two play would be a follow up of either Thalia, Guardian of Thraben to actively disrupt the opponents plans or even Stoneforge Mystic to start building offensive to bring the beats. And while Thalia will affect your spells as well it is a minor cost as the spells we cast are one cost and the equipment is going to be cheated in with the Mystic. Speaking of equipment the Stoneforge package in the deck is rather robust including not only a Batterskull and an Umezawa’s Jitte but also a Sword of Fire and Ice, all of which are efficient tools to boost any of your creatures into lean and mean fighting machines. As for some straight-up beatsticks the deck packs a Brimaz, King of Oreskos for value and a trio of Serra Avenger which are able to skirt the turn it can be played restriction with an Æther Vial activation. Then for disruption we find a variety of answers with Phyrexian Revoker to shut down a pesky permanent especially in response to casting a planeswalker, Spirit of the Labyrinth which absolutely ruins players hands in response to a Brainstorm, and Aven Mindcensor that can come in response to a fetchland or Stoneforge trigger to try and force the opponent to whiff. The final creature in the deck is a trio of Flickerwisp which can be vialed into play in response to removal to save a permanent or used to reset a Revoker, rebuy a Mystic and even regerm a Batterskull, not to mention suit up with a Sword or Jitte to bring the beats. There is a heavy resource denial package within the manabase with not only a full set of Wasteland but also a full set of Rishadan Port to lockdown any hope of the opponent to have a fighting chance. Also, for spot removal we find Swords to Plowshares to rid the board of any nuisance creatures trying to stand in the way.
And there we have it the first Legacy winner is a deck that is rapidly becoming a staple deck at the top tables. Of course as Legacy is a huge wide open field there is always a brick wall that every deck will run into eventually, but this deck look not only to be resilient but also a great deal of fun. I would be not only happy but confident as well to sleeve up this deck for the next Legacy tournament.
I had an interesting discussion with someone over the weekend about a previous article I wrote. I have long maintained that getting into Modern doesn’t have to be overly expensive, as I have explained in a previous article right here on Three Kings Loot. However, people still don’t seem to believe me. So, I set myself a little challenge to show another, different way to get into playing Modern.
The Duel Decks, for those that aren’t familiar, are a pair of themed decks sold together with the intent of being played against each other. This is for those players who are somewhat familiar with the game play of Magic, but aren’t really comfortable building their own decks yet. The nice part about the Duel decks, particularly those built around Planeswalkers, is that there is a surprising amount of value and very playable cards contained within each. You can’t argue when decks contain foiled Planeswalkers, solid cards like Underworld Connections, premium creatures like Hellrider and Reaper of the Wilds, and splashy counter magic like Remand. So, I periodically pick up these Duel decks, sometimes because of the sweet alternate art on the cards, or because I’m actually pretty jazzed about the cards that they contain. The only issue with the Duel decks is that, because they are pre-constructed, they contain a large number of single cards as opposed to the more powerful 3 or 4 of certain cards that get used in other constructed decks made by players. This means that your deck has a high degree of variance each time you draw. This is fun if the other deck has an equal amount of variance, but if the deck is more concentrated and loaded with high powered spells then the reality is that you are likely to get blown out. What can you do about this?
My solution has been to take two of the Duel Decks and to mash them together to see what I can brew up as the best deck. My starting point was to take the Tibalt deck from Sorin vs Tibalt and then to take the deck made for Vraska out of Jace vs Vraska. This means that you get R/B/G deck in terms of colours, which is normally referred to as Jund. Now, my limitations were that I could only use the cards contained in the decks. You’ll see I violated this a little bit, but that I’ll explain what I did and I don’t really think that I violated the spirit of the deck. I will also go through some of the options you could make in order to spice up this new deck that I have affectionately taken to calling Jund Mash-up.
First off, let’s review the deck list for each of the decks I’m using for the Mash-up.
Here is Tibalt-
Now, for Vraska.
These two decks give us quite a number of options to take any Mash-up in, but there are some very obvious cards that are too good to pass up. First off, Tibalt and Vraska need to make the cut because they both offer us some very powerful abilities. Both of these Planeswalkers get a bit of a bad rap, but only because there are others out there that are far more powerful. That doesn’t mean that these two can’t be solid additions to a deck such as this. Next, Underworld Connections is too good a card to leave out simply because of the card draw ability. Reaper of the Wilds and Hellrider are extremely powerful 4 drops that can’t be ignored. Terminate is an extremely efficient removal spell and Browbeat allows you to do two things you want: either draw cards, or make your opponent take damage. So let’s take a look at what I slotted in here to make up the 60 cards in the Mash-up deck.
Jund Mash-Up deck
So, there is the 60 card list. You’ll notice that the only additions I made were to add an extra Reaper of the Wild, because I had an extra, an extra Treasured Find (for exactly the same reason). I substituted Night’s Whisper and replaced it with the improved Read the Bones. Finally, Last Kiss was replaced with the virtually identical Pharika’s Cure. For the Read the Bones I was prepared to pay the extra colorless mana to Scry 2 and then draw 2 meaning my card selection was vastly improved. For Pharika’s Cure I decided that the double black in the casting cost was preferable to paying three mana (2 colourless and a black) because I could have access to it earlier.
So, with only minor substitutions I have created a Jund Mash-Up deck that can do a little bit of everything. The heavy creature removal package pretty much assures everything dies to my spells. The Underworld Connection and Browbeat and Read the Bones allow for additional card draw to keep up the pressure. Blightning is the only real source of hand disruption, but with the ability of Treasured Find I could replay this card and make use of the ability again…and I could go and craft a sideboard out of the remaining cards that will assuredly pack some pretty good discard options. Lastly, the curve of creatures is pretty reasonable. Jund decks have the ability to get out early and this deck is no different. With a number of 2 drops early pressure is almost a guarantee and by 4 mana the real heavy hitters are hitting the battlefield allowing you to really take charge. All in all, the build “feels” pretty decent, if still a little high on the variance order due to all the single cards in the deck.
The easiest way to spice this deck up would be to tinker with your land base. Now, I’m not going to go for pricey lands because you may not have the high price lands like Shocklands from Return to Ravnica. However, there are still a number of options available to you still in the form of Guildgates, namely Rakdos, Golgari and Gruul. The issue becomes if you add in these 12 Guildgates a lot of your land comes into play tapped…which is a perfectly valid observation…but with a tri-colour deck such as this you may put more of a premium on the lands that produce 2 colours instead of just playing basic lands. It also means Tainted Wood may not be a strong choice because you may not control a swamp to allow it to produce green and black mana. Other options are more of the Zendikar life-gain lands like Kazandu Refuge or Akoum Refuge. These inexpensive lands still give you access to both colours of mana, but at least you get a life when it enters the battlefield. Of course, you can keep going on down the line and find plenty of expensive lands if you want, but if the goal is to try and keep your deck cost down and at a reasonable level these choices are perfectly acceptable.
For those interested, the Duel Decks themselves run about $25 for either the Sorin vs Tibalt or the Jace vs Vraska decks at your local game shop, so you would need to shell out about $50 in order to put this together. All in all, that’s pretty decent value and gives you a starting point from which to begin to build your Jund deck to make it more competitive. This shell will give you enough of the key ingredients that you can play and not look out of place, but as discussed, you will miss out on the consistency due to the much higher degree of variance in the cards in your deck. Still, it is a beginning and a fun stepping stone to get you into Modern and ready to play…and gives these Duel decks a new lease on life outside of just being decks primed to face off against each other.
So, before you turn your nose up the next Duel Deck you see, take a second and give it a deeper look. Is there something more you could be doing with this collection of cards? What pieces could you put together in order to maximize what you get out of these deck lists? The possibilities are just about endless even with such a limited card pool and it won’t break the bank…and has plenty of fun available when you play.
Thanks very much and if you guys have any feedback or suggestions on things you would like to see me explore, I’m all ears and would love to hear what you guys want to see me dig up and bang on next.
So, until next time, Keep it fun, keep it safe…Keep it Casual.
Bruce Gray
Nothing has really changed in the creature department with the requisite Pack Rat followed by Lifebane Zombie, Desecration Demon and Gray Merchant of Asphodel. The manabase also allows for the full set of Mutavault which have the added benefit of being rats as well to pump up the pack. This new version runs a one of planeswalker that hasn’t been seen for a while, Vraska the Unseen as a part of the dabble into Green. She is super versatile as she is able to remove almost any non-land permanent, and will often take down creatures trying to destroy her. Vraska compliments an already very strong removal package, which is extremely common for this style of deck. We start with Hero’s Downfall to rid the board of both creature and planeswalker threats, a trio of Devour Flesh which can skirt protection or hexproof, and with the foray into Green we find the other card added to the list Abrupt Decay which is just a good all around answer to a plethora of problem permanents. In order for the deck to keep ahead we have Underworld Connections for draw which also doubles as additional devotion count when you are draining with a Gray Merchant. The final piece of the puzzle comes with the discard powerhouse Thoughtseize that will not only strip your opponent of the most relevant card but also provide you invaluable information about his game plan.
Another old favorite once again proves it’s dominance by taking the top spot over the weekend. RUG Delver also known as Canadian Thresh is a Tempo-Control build that is packed with some of the most efficient spells from the history of Magic. Putting together a complete package of threats, disruption, draw and removal this deck can do it all. And the curve of the deck lies in a gentle slope between one and two mana, with only one at three and the five mana spell almost exclusively cast for free.
Starting with the threats the decks ideal first turn play is a Delver of Secrets with the hopes of a blind flip or an upkeep Brainstorm to start the 3 power beatdown. Alternately there is a second one drop from Nimble Mongoose which will also turn into a 3 power beater with just a few turns of casting spells or cracking fetches. What was once called the best Blue creature of all time is next with Tarmogoyf, so called because it is so efficient Blue decks would splash Green solely to cast this big bad green dude. We round out the package with a True-Name Nemesis which is a fantastic creature, but in my opinion is almost wasted outside of a Stoneforge Mystic deck. For our permission suite there is a well rounded bunch headed by Legacy staple Force of Will and Daze, both of which will often be cast free for their alternate costs, backed up by Spell Pierce and the situationaly good Spell Snare. The draw power starts with another format staple Brainstorm and Ponder with a pair of Gitaxian Probe which double to also reveal your opponents gameplan. Finally for removal there is Ponder and Chain Lightning to either remove pesky creatures or dome the opponent, and a set of Wasteland in the manabase to disrupt their mana in such a dual land dependent format.
Since the printing of Return to Ravnica and with it the Azorius guild UW has had an arsenal of weapons that each decklist has been build on the foundation of. This deck is no different with four copies of each Jace, Architect of Thought, Sphinx’s Revelation, Supreme Verdict and Detention Sphere. That group alone is able to provide the deck with so much power and consistency, giving it answers to a plethora of threats. For permission we have a full set of Dissolve, which also help as pseudo-draw, and a pair of Syncopate, which can be key at stopping a dangerous two drop like Pack Rat. For removal you have primarily Detention Sphere to pick off pesky threats of varied permanent types or Supreme Verdict to sweep the board free of creatures, but also a Celestial Flare and two Last Breath as pinpoint removal. We also find the inclusion of Fated Retribution as a catchall reset against all creatures and planeswalkers if necessary. The deck keeps your hand full through the draw power of Sphinx’s Revelation and Jace, which both also help to keep your life total from falling too low, and also a couple of Divination. The finishers are a very tight package which has a one of Ætherling and two Elspeth, Sun’s Champion which you must be very mindfull to deploy only once you have taken over the game. Also, because the deck only runs two colors we find room to squeeze three Mutavault in the manabase which while small over time will produce more then enough damage on an empty board. Another versatile spell in the deck is the Azorius Charm which can either help gain back some life to stable against aggro decks, cycle itself away to dig for a necessary answer or as removal for a bothersome threat. The final card in the deck is some old tech in Elixir of Immortality which just keeps the deck churning even after you’ve depleted so many spells.
I love spoiler season! The new cards start to open up so many crazy and neat new ideas to make decks, revisit old ones, and brew up some silly things that I can take with me to my next Casual card night. Well, Journey into Nyx is no different and has offered up loads of fun new ideas already and I wanted to take some time to share some of the Casual new brews I’ve been piecing together even before Nyx drops in May.
The first deck I started brewing up was for our return to “Hobo” night at our Casual card night. I wrote about Hobo night in a previous article, but basically we all agreed that we would play no Rare or Mythic Rare cards in our decks, but we could play commons and uncommon from any set. This really challenges you because many of the most potent spells that we all like to play are Rares or Mythics, so to force ourselves to play commons and uncommon is healthy and refreshing, and usually evens out the power level of the various decks. Yes, this format is usually called Peasant, but that just sounds dull, so we opted to call it “Hobo” and the name has stuck.
My inspiration for the deck came from watching the coverage of the MTGO championships a couple of weeks ago where I saw a Standard take on a “dredge” style deck. The deck exploited the power of cards in the graveyard to deal some pretty healthy amounts of damage and looked pretty exciting, so I sat down to see if I could create something similar for Hobo night.
I started with the auto include cards for this sort of deck, namely Satyr Wayfinder and Grisly Salvage. These cards allow me to start to burn through the top of my library to find land or creatures and fills up my graveyard to be used at a later time. These are the “raison d`être” for this deck and need to be there in suitable quantities to fill up your yard, but more importantly ensure you never lack for land so that you can chain together powerful spells as the game moves along.
The next creature that is an automatic in this sort of deck, particularly in a Hobo variant, is Nemesis of Mortals. The 5/5 for 6 mana sees the cost to cast him reduced by 1 colourless for every creature in your graveyard. As a result, you could be casting this guy for much less than the 6 mana in the casting cost without much trouble. However, Nemesis of Mortals gets better from there because his Monstrosity 5 ability gets reduced in cost by 1 colourless for each creature in your graveyard. This guy can very easily get silly big for a bargain basement price thanks to all the graveyard shenanigans in your deck and makes the prospect of going into combat very difficult because it is such a huge monster.
However, what happens when some of my key components end up in the graveyard because I’ve put them there myself? There are a number of ways to return lost creatures to your hand and have them be available to you again. Now, I will be honest, this isn’t the same dropping them onto the battlefield and cheating big fatties into play because you still need to cast the spells again, however it does ensure that you have access to the creatures and a chance to re-use them, which is very helpful. Pharika’s Mender, Odunos River trawler, and other “Raise Dead” effect cards allow you to get your most potent threats back again and force your opponent to burn more removal spells on things that just don’t stay dead.
The final piece is the plethora of Bestow creatures that this deck packs. Bestow has proven to be a very valuable ability in Limited formats, and once again this is a form of limited format. Baleful Eidolon and Nyxborn Wolf can come down early as blockers to plug up the ground and play solid D to get us through to the point where our bigger bombs can take over. Nyxborn Wolf, at 3/1 can trade up to take out larger creatures, but the Eidolon can shut down attacking by virtue of the Deathtouch ability. Once they have served their purpose they can then be brought out of the yard and used to Voltron up another threat and really do some work.
Here’s the deck list.
Hobo – G/B “reanimator”
So, people will point out that this decklist isn’t Standard and my response is, you’re 100 percent correct. However, without much trouble you could make this Standard playable. A few minor adjustments like replacing Sign in Blood for Read the Bones would be the first switch. I could absolutely replace the Disentomb, and Raise Dead with Treasured Finds. So without breaking the spirit of the Hobo deck I could make some adjustments and make it completely Standard Legal, but sifting through my boxes I came across these cards and they did the job just as well and for less mana. It can also be ramped right up to match the Standard “Dredge” decks running around these days making this a decent skeleton upon which to build a more robust Standard deck.
The next deck is entirely Casual based on one of recurring theme in Theros block on Kraken, Octopuses, and other sea creatures. Whelming Wave was given to us in Born of the Gods, and now with the spoilers from Journey into Nyx we have Scourge of Fleets. With these two sweeper effects in Blue’s arsenal the possibility exists for a viable Kraken/Control deck. Don’t believe me? Check this out.
Mono-Blue Kraken Control
The idea behind this deck revolves around the interaction between Archaeomancer and Mnemonic wall and Whelming Wave. When you hit turn 4 you are banking that you have Whelming Wave in your hand and return all creatures that aren’t Kraken, Leviathans, Octopuses or Serpents to their owners hands. Then on turn 5, cast your Archaeomancer or Mnemonic wall, buy back your Whelming Wave and restart the cycle. You will continue to cast the wave and buy it back with the Archaeomancer/ Menmonic Wall interaction as you stall looking for one of your bigger Sea critters. So, hit the Sealock monster and when you wash away your opponent’s creatures Sealock Monster stays and can now attack into a open board. If you get stuck, Sea God’s Revenge approximates the same effect as you wait to piece together the combination and the dissolves are there to protect your creatures, should things get ugly. Scourge of Fleets is another possible sweeper condition that comes with a huge body and is asymmetrical in design, so he’s sort of like Plan C if you need to go down that road. The last pieces of this deck, the Hypnotic Siren and the Voyage’s End are to play some early interference as you set up your board.
Now, you may have missed it, but I stated that this was a Casual deck list. There is no way I’d even attempt to play a Tier 1 Standard deck with this list, but the hilarious interactions between Archaeomancer and the Whelming Wave are well worth the risk. I can’t wait to see the face of my opponent when I repeatedly wash away his stuff as I stall…and then swim across the table with my Sealock Monster and crush him. That would be priceless. It would certainly be entertaining and very flavourful with all that we have seen from Standard.
So, there you have it. Some fun deck ideas that are flavourful, relatively inexpensive, and fun to play. By all means, give them a try and see what think. The Hobo Dredge deck might be really good for a player who isn’t convinced playing B/G Dredge is for them, but once they get the hang of it with this less high octane model might be willing to speed matters up and go play with the big boys of Standard. The Wave deck is just funny and I can’t wait to put it together.
If you have other ideas or more fun ideas for funky decks I would love to hear about them. I`m always working on some new deck ideas that could make playing at my Kitchen table fun, entertaining, and fresh.
As always Keep it fun, Keep it safe…keep it casual. Until next time!
Bruce Gray
We start with the namesake creature Delver of Secrets which is one of the best one drop creatures, when build properly into its deck. With a 28 of the cards in the deck able to Transform him from the triggered ability you’re basically a 50/50 shot to be smashing in with a ‘flying lightning bolt’ every turn. He is paired up with the very tricky True-Name Nemesis which while not unbeatable demands an answer or will make short work of your opponent. They are both supported by Legacy staple Stoneforge Mystic which has options to tutor up either a Batterskull or an Umezawa’s Jitte to speed to victory. A heavy disruption package finds full sets of Force of Will, Daze and Spell Pierce to suppress any plans the enemy may try to push forward. There is also a set of Wasteland in the manabase to try and limit their access to crucial mana. For removal we have both Swords to Plowshares to exile any creature threats and Lightning Bolt which can go either to a creature or straight to the dome to finish opponents fast. Finally there is both Brainstorm and Ponder to ensure that there is no taking the foot of the pedal once we get up to speed by streaming constant gas directly to the hand, and fetchlands in the manabase help to reset the top of the library when necessary.
The most apparent difference in this list from those past is the exclusion of Nightveil Specter for a very different evil in Lifebane Zombie. It looks like taking the extra precautions to hedge against Green Monsters and White Weenies paid off. His removal package, which is usually constructed for what you’re idea of the meta calls for, consisted of a full four Hero’s Downfall, a trio of Devour Flesh and two copies each of both Ultimate Price and Bile Blight. The other interesting point of note is that he went for two sets of Temples for the Scry power, which is very handy in conjunction with Underworld Connections when you’re low on life but absolutely need to find something specific.