Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$29.86

0 Likes 0 Comments
Avg. CMC 1.83
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 15 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (32)
4 Ardent Recruit
$0.08 Creature - Human Soldier
4 Auriok Sunchaser
$0.08 Creature - Human Soldier
4 Court Homunculus
$0.03 Artifact Creature - Homunculus
4 Frogmite
$0.39 Artifact Creature - Frog
4 Glint Hawk
$0.80 Creature - Bird
4 Kor Skyfisher
$0.77 Creature - Kor Soldier
4 Thraben Inspector
$0.18 Creature - Human Soldier
4 Vault Skirge
$0.34 Artifact Creature - Phyrexian Imp
Artifact (11)
4 Bonesplitter
$0.17 Artifact - Equipment
2 Flayer Husk
$0.06 Artifact - Equipment
1 Scale of Chiss-Goria
$0.18 Artifact
4 Tooth of Chiss-Goria
$0.19 Artifact
Land (17)
4 Ancient Den
$2.81 Artifact Land
4 Darksteel Citadel
$0.90 Artifact Land
9 Plains
$0.06 Basic Land - Plains
Sideboard - 15 cards, 7 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (2)
2 Lone Missionary
$0.17 Creature - Kor Monk
Instant (7)
2 Celestial Flare
$0.06 Instant
2 Disenchant
$0.08 Instant
2 Holy Light
$0.38 Instant
1 Mana Tithe
$0.42 Instant
Sorcery (6)
4 Fragmentize
$0.04 Sorcery
2 Sunlance
$0.05 Sorcery

Notes
 
Notable Interactions:

Kor Skyfisher can:1. Bounce a land to net an extra land drop if you have no lands in hand and haven't yet played a land.2. Bounce Thraben Inspector to create extra clues for card draw, especially good against control3. Bounce Flayer Husk after the germ dies to create extra creatures, good against decks plaing Chainer's Edict4. Bounce Tooth of Chiss-Goria which gives you an extra activation for free if you have three or more artifacts5. Bounce any creature post combat to give it pseudo-vigilance

Note: Glint Hawk can do all the things Kor Skyfisher does except only with artifacts.

When facing an aggro deck:

    Leverage the size of you creatures to both attack into their creatures and hold them back on defense. Trading two of their creatures for one of yours that has a Bonesplitter on it will net you card advantage in the long run which will put you ahead.

    If the ground is filling up, try to have the last flier standing. Regardless of how wide their ground force is, if you have profitable blocks and a Glint Hawk or Auriok Sunchaser left you'll be able to wear them down.

    You'll never beat an aggro deck on turn 4, don't be afraid to keep a slower hand if you have some draw power like Kor Skyfisher + Thraben Inspector .

When facing a control/combo deck:

    Mulligan more aggressively for fast hands. Control players are the ones you can kill on turn 4. Often a six-card hand with a one drop + Bonesplitter is better than a slow seven-card hand.

    Take note of how they plan to slow you down. Black decks filled with removal spells are best beaten by flooding the board and gaining card advantage with Kor Skyfisher because you'll eventually have more threats than they will have removal spells. Alternatively, if they plan to fog you into oblivion with Moment's Peace you'll need speed above all else and damage will be all that matters.

    Against combo players it's good to note that they won't risk losing important combo pieces in blocks, especiall if they know that you have Tooth of Chiss-Goria in your deck.

What to side out:

As a basic rule I will side out the Scale of Chiss-Goria first followed by 1x Flayer Husk, 1x Tooth of Chiss-Goria, and 1x Frogmite in that order. Although taking these cards out subtracts form the explosive potential of the deck in the early turns, they quickly get worse as the game progresses to a greater degree than most of the other cards in the deck.

What to side in:

Celestial Flare comes in against any deck that wants to win with one giant creature like a Slippery Bogle of an Ulamog's Crusher. It's good to know that if they attack with a tiny creature to try and protect their big threat, you can eat the small creature then play Celestial Flare at the end-of-combat step.

Dust to Dust comes in against affinity primarily because Dust to Dust turns into a double Stone Rain against artifact lands. This is probably the weakest card in the sideboard since the printing of fragmentize, I would suggest to cut this first when adding cards that better fit your local metagame.

Fragmentize is for any decks that play artifacts and enchantments. Can be very strong when used to blow up artifact lands and is incredibly efficient at one mana. I find myself boarding in all four if they have 10+ possible targets in my opponents deck.

Holy Light comes in against elves and delver, and basically any deck that plays lots of non-white 1/1's. Note: Holy Light will also hit your own germs and Vault Skirges.

Lone Missionary is primarily for burn, but you could bring in one or two against other aggro decks because gaining four to eight life can sometimes put you over the top.

Sunlance is the only removal spell in the 75 and gets brought in against decks that play creatures it can hit. Prized due to its efficiency at one mana, being able to both play a creature and a Sunlance in one turn can easily swing a game.

Note: The third Lone Missionary could be replaced with another Sunlance against creature heavy metagames or a Mana Tithe if combo is prevalent.
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