Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$149.51

0 Likes 0 Comments
Avg. CMC 3.85
Card Color Breakdown
Card Type Breakdown

Remove ads
Main Deck - 60 cards, 19 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (16)
1 Aegar, the Freezing Flame
$0.02 Legendary Creature - Giant Wizard
4 Bonecrusher Giant // Stomp
$0.23 Creature - Giant // Instant - Adventure //
4 Quakebringer
$2.15 Creature - Giant Berserker
4 Realm-Cloaked Giant // Cast Off
$0.26 Creature - Giant // Sorcery - Adventure //
3 Thryx, the Sudden Storm
$0.21 Legendary Creature - Elemental Giant
Instant (8)
2 Mystical Dispute
$0.28 Instant
4 Saw It Coming
$0.20 Instant
2 Squash
$0.01 Instant
Sorcery (7)
1 Alrund's Epiphany
$3.86 Sorcery
4 Glimpse the Cosmos
$0.09 Sorcery
2 Shatterskull Smashing // Shatterskull, the Hammer Pass
$6.67 Sorcery // Land
Artifact (1)
1 Midnight Clock
$0.29 Artifact
Enchantment (4)
4 Invasion of the Giants
$0.05 Enchantment - Saga
Land (24)
3 Gates of Istfell
$0.06 Land
4 Hengegate Pathway // Mistgate Pathway
$4.98 Land // Land
4 Needleverge Pathway // Pillarverge Pathway
$3.70 Land // Land
4 Raugrin Triome
$12.94 Land - Island Mountain Plains
4 Riverglide Pathway // Lavaglide Pathway
$5.51 Land // Land
5 Snow-Covered Island
$1.42 Basic Snow Land - Island
Sideboard - 15 cards, 5 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (3)
3 Frostpyre Arcanist
$0.03 Creature - Giant Wizard
Instant (9)
2 Mystical Dispute
$0.28 Instant
3 Negate
$0.12 Instant
4 Shock
$0.05 Instant
Sorcery (3)
3 Doomskar
$0.62 Sorcery

Notes
 
I just threw this together to explore giants. I've enjoyed limited giants a lot, and I think the two mana cantrips are astounding (glimpse the cosmos and invasion of the giants). After reviewing Giants in standard, it's clear that your base Izzet, but get some perks for splashing other colors. Izeet is naturally strong in countermagic and damage based removal, with or without the snow package, and a color splash gives the deck dimension. Three color manabases are super easy right now too, so there isn't a compelling reason not to. Youo can even go tri snow. For example black gives you kroxa, while green gives beanstalk giant and snakeskin veil. I Like white the most though.

White gives you realm-cloaked giant. Realm-cloaked giant will be a one-sided plague wind at 5 in most matchups that you play 4 of that has a giant attached to it for later. The only giant that is really played for it's own merit is bonecrusher, and our larger giants and removal have an easy enough of a time dealing with it. The card in it's own right is undervalued, and for a giant tribal deck seems like a huge payoff. Also, I know from adventures and Haakon stromgald, the sweeper counts as a giant. This means that it also gets cost reduced by invasion of the giants. A curve of T1 raugrin triome, T2 Red/blue untapped land, T3/T4 untapped white pathway or T3 tapped whit land leads to a 3 mana sweeper plus mana left over for interaction. This is a very powerful line. Along with this we get quakebringer, our own bonecrushers, a lone Aegar for value and density, and 3 Thryx who pulls a lot of weight in the shell.

With all the early cantrips we are hitting our landrops. We are rich in interaction, largely because we are able to utilize lands as spells. For example, I cut two squash for two shatterskull smashing, increasing our land count and removal. I also am featuring 3 gates of istafell. We can deploy the 7 taplands pretty easily, so no big concern there. It allows us to not play behold the multiverse and instead have more countermagic. We only use it to reload, so falling on mana isn't a concern when we are looking to use it. And in the midgame we get to hold up interaction, thryx, and card draw. Just nuts. Our early cantrips, the gates, and the back half of glimpse the cosmos, as well as the one Aegar, should keep us pretty gassed, considering we are mostly deploying a spell a turn. Thryx allows us instant speed play and the cost reduction and forcing through interaction of our upper curve is powerful. Thryx into untap epiphany is going to be a blowout. Most of the interaction is self explanitory, but the maindeck copies of mystical dispute may seem odd. This deck either wants to trade 1-1 generically, or have protection for our large threats, which the dispute does, with upside of being a blowout against rogues, other izzet decks, the emergent ultimatum ramp decks, and control decks. This also let's we have a large counterspell suite that matches these decks well post board. Have another early piece of interaction against low to the ground blue threats is pretty good at present, and serviceable otherwise. The last cool maindecks synergy is have the 4 quakebringer and glimpse gives us alot of value for cards that sit in a graveyard, turning every top deck giant into something a little more. Quakbringer and stomp gives us a surprising amount of incidential reach.

The side board is pretty straightforward, outside of doomskar and the giant. Frostpyre is a great cantriping giant that basically going to come in most matches. It helps keep the gas on the spells that matter, and a 2/5 is a great wall for aggressive decks. Doomskar is a hedge against decks that employs a good number of giants that allows me to play my gameplan mostly post board when realm-cloaked isn't hitting like it should. Some decks also just top decking up 7 sweepers will be a lot more than they can manage, and I can basically play protect the queen on every creature in my deck.

As an aside, I could see two raugrin triome or midnight clock being good instead of alrund's epiphany and should test them. They pair well with invasion to cast my 5 drops ahead of schedule, always a winning strategy, and both have card draw implications. Midnight clock is sweet, as refueling that much should be lights out, and may jut be strictly better. I currently have one of each on arena, so I will start with a split and weigh them against each other.

I'm quite a few wildcards off this list at the moment, but I can't wait to try it out!
Comments
    No comments yet.