Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$195.62

0 Likes 0 Comments
Avg. CMC 3.14
Card Color Breakdown
Card Type Breakdown

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Main Deck - 68 cards, 22 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (2)
2 Murmuring Mystic
$0.22 Creature - Human Wizard
Instant (30)
2 Blink of an Eye
$0.11 Instant
4 Chemister's Insight
$0.05 Instant
4 Healing Grace
$0.04 Instant
2 Mission Briefing
$0.20 Instant
3 Nexus of Fate
$14.07 Instant
4 Opt
$0.09 Instant
4 Root Snare
$0.06 Instant
3 Settle the Wreckage
$2.67 Instant
4 Sinister Sabotage
$0.07 Instant
Sorcery (2)
2 Cleansing Nova
$0.40 Sorcery
Artifact (2)
2 Thaumatic Compass // Spires of Orazca
$2.59 Artifact // Land
Enchantment (2)
2 Search for Azcanta // Azcanta, the Sunken Ruin
$2.23 Legendary Enchantment // Legendary Land
Planeswalker (3)
3 Teferi, Hero of Dominaria
$8.98 Legendary Planeswalker - Teferi
Land (27)
1 Arch of Orazca
$0.24 Land
4 Forest
$0.08 Basic Land - Forest
4 Glacial Fortress
$0.82 Land
4 Hinterland Harbor
$0.86 Land
5 Island
$0.12 Basic Land - Island
1 Plains
$0.06 Basic Land - Plains
4 Sunpetal Grove
$2.32 Land
4 Temple Garden
$11.58 Land - Forest Plains
Sideboard - 55 cards, 32 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (10)
2 Carnage Tyrant
$3.51 Creature - Dinosaur
3 Knight of Autumn
$0.42 Creature - Dryad Knight
2 Lyra Dawnbringer
$4.62 Legendary Creature - Angel
1 Nezahal, Primal Tide
$6.66 Legendary Creature - Elder Dinosaur
1 Sai, Master Thopterist
$0.74 Legendary Creature - Human Artificer
1 Shalai, Voice of Plenty
$2.12 Legendary Creature - Angel
Instant (21)
1 Anticipate
$0.03 Instant
2 Devious Cover-Up
$0.06 Instant
2 Disdainful Stroke
$0.09 Instant
1 Invoke the Divine
$0.02 Instant
4 Negate
$0.12 Instant
3 Pause for Reflection
$0.05 Instant
4 Revitalize
$0.04 Instant
1 Ritual of Rejuvenation
$0.03 Instant
1 Spell Swindle
$1.08 Instant
2 Unwind
$0.33 Instant
Sorcery (10)
1 Banefire
$0.55 Sorcery
4 Chart a Course
$0.18 Sorcery
1 Entrancing Melody
$0.20 Sorcery
1 Nature's Spiral
$0.10 Sorcery
1 Selective Snare
$0.04 Sorcery
2 Unmoored Ego
$0.23 Sorcery
Artifact (4)
1 Fountain of Renewal
$0.34 Artifact
1 Navigator's Compass
$0.04 Artifact
1 Silent Gravestone
$0.41 Artifact
1 Sorcerous Spyglass
$0.19 Artifact
Enchantment (8)
1 Ashes of the Abhorrent
$0.51 Enchantment
1 Dawn of Hope
$0.32 Enchantment
1 Drowned Secrets
$0.44 Enchantment
4 Gift of Paradise
$0.03 Enchantment - Aura
1 The Mirari Conjecture
$0.21 Enchantment - Saga
Planeswalker (2)
2 Karn, Scion of Urza
$3.79 Legendary Planeswalker - Karn

Notes
 
This is the riskiest and highest ceiling of the three decks I'm considering thus far. If 80% of the meta is aggressive decks trying to win through combat and burn, a lifegain turbo fog deck seems like I'm going to get a lot of byes. Basically out of aggro decks I care about bane fire/fight with fire/negate/spell pierce/duress/firemind's research/Niv-mizzet. That's it. I should be able to blank combat for an absurd amount of time and finish one of several ways. I should also be able to build a shell that utilizes the lifegain cantrips to cycle through for fogs and buffer my life total. Using Mirrari conjecture also adds a layer to the deck. Finding the build that fits the best will be key, but not overly difficult as I already have a lot of experience with turbo fog variants and understand how to build for expected metagames. This is not all that different from maze's end or eldrazi winter, and really the only tough aggro matchups are the ones that back up their threats with counter spells and recursive damage like research, niv, and planeswalkers. I can build specifically to over come this game plan.

The other part of the metagame is control, and should slightly less represented than normal. I've long since hypothesized that a bant control shell that utilizes carnage tyrant would destroy in mirrors. Most of my sideboard would be dedicated to control, so all 6-8 fogs could be switched for CT and counter spells.

If my hypothesis of a 70% aggro metagame skewed to beat aggro is correct, and a 30% meta of control skewed to beat aggro is correct, then this deck should win a large amount of game 1's, and have functional byes through many rounds of magic. I have enough knowledge and skill base to use the card pool to more than change percentages in match ups. I have to be very confident in this approach and finding though, at this will require to gat aquire nexus of fates, carnage tyrants, and some amount of karns, all of which are irreplaceable, and have significant price tags. This can be an extra hundred dollars of investment if I can't borrow the cards.

Packages:
1.)High surveil count, dig through deck naturally, chain fogs, reduce deck down to nexus of fate more quickly, reduce 4 of Teferi and other kind of clunky 4th cards with more efficient cards. Mission briefing really overperformed in mill. This has no alternative costs, but this is another deck that prefers surveil 2 to a 2/1 body. It functions as another fog or cantrip for 4 and adds selection. If real fog was in this format it would be a complete all-star, but no such luck as of yet. Would combo with opt being in the deck as well, but would constrain an aspect of the manabase, which already has some trouble. Still, adds a great dimension to the deck.
2.) Density of lifegain cantrips. Dig deeper, buffer life, draws out early turns. dawn of hope combo, synergizes with fountain of renewal, navigator's compass, gift of paradise, thaumatic compass, and becouse of those artifacts Karn.
3.) Chart a course/Nexus of Fate/Search for Azcanta/Chemister's Insight.
4.) Using Mirrari Conjecture to replace some number of Nexus. Creates budget, explosiveness, functions similarly. Nature's spiral turns it into recusive loop.
5.) Murming mystic is well positioned. It helps to invalidate the aggro match ups while also providing an army in a can against control. Allows some amount of closing speed with chain of cantrips and infinite turns.
6.) Notably, gift of paradise adds some long game light splash options which should beconsidered in the control matchups. Unmoored ego and Banefire would be excellent against control and they would never see it coming. This can not be used for our aggro matchups, as it's just the ealry game we have to get past.
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