Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$153.83

0 Likes 0 Comments
Avg. CMC 2.4
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 17 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (24)
4 Drannith Healer
$0.05 Creature - Human Cleric
4 Drannith Stinger
$0.07 Creature - Human Wizard
4 Flameblade Adept
$0.16 Creature - Jackal Warrior
4 Flourishing Fox
$0.11 Creature - Fox
4 Hollow One
$0.88 Artifact Creature - Golem
4 Valiant Rescuer
$0.04 Creature - Human Soldier
Instant (4)
4 Zenith Flare
$0.02 Instant
Sorcery (4)
4 Go for Blood
$0.02 Sorcery
Enchantment (8)
4 Cast Out
$0.05 Enchantment
4 Footfall Crater
$0.16 Enchantment - Aura
Land (20)
1 Bonders' Enclave
$0.45 Land
1 Castle Embereth
$0.26 Land
4 Inspiring Vantage
$4.63 Land
2 Mountain
$0.09 Basic Land - Mountain
4 Needleverge Pathway // Pillarverge Pathway
$3.70 Land // Land
4 Sacred Foundry
$18.40 Land - Mountain Plains
4 Secluded Steppe
$0.07 Land
Sideboard - 24 cards, 16 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (2)
1 Sanctuary Smasher
$0.03 Creature - Rhino Beast
1 Splendor Mare
$0.17 Creature - Elk Unicorn
Instant (17)
4 Djeru's Renunciation
$0.04 Instant
1 Djeru's Resolve
$0.04 Instant
1 Forsake the Worldly
$0.06 Instant
1 Kabira Takedown // Kabira Plateau
$0.14 Instant // Land
1 Pursue Glory
$0.02 Instant
1 Raking Claws
$0.06 Instant
1 Renewed Faith
$0.04 Instant
4 Sejiri Shelter // Sejiri Glacier
$0.78 Instant // Land
1 Shredded Sails
$0.04 Instant
1 Spikefield Hazard // Spikefield Cave
$0.16 Instant // Land
1 Will of the All-Hunter
$0.02 Instant
Sorcery (1)
1 Declaration in Stone
$0.28 Sorcery
Artifact (4)
2 Abandoned Sarcophagus
$0.08 Artifact
2 Sword of Body and Mind
$17.50 Artifact - Equipment

Notes
 
I've been curious about cycling in historic, this is a peak at how I would approach it. People in standard get too hung up on having a companion for these decks, but honestly lurrus is not good in these decks for the most part. I guess you stall out sometimes and Lurrus can get you back in, but most of the time you don't want to tap 3 to put this in your hand. In historic we get hollow one and cast out main if we don't play Lurrus, which should be pretty self explanatory of why they are good. We also get abandoned sarcophagus in the side, with our opponents not bringing in graveyard or artifact hate, which is better than Lurrus, or in best of one we put a copy or two main, which is again better than Lurrus. Bonder's enclave with flourishing fox and hollow one seems like it can help with that grounding issue. We have as many 1 mana cyclers in two colors that we want, so no need to fuck up our mana to play three colors. We will just play untapped lands, utility lands, and as many one mana cycling lands as we want (because all our lands can cycle any color in this deck mostly). Castle embereth seems like a great payoff here, especially with valaiant rescuer, but these taplands may be to clunky so the right numbers need to be tested. We get flourishing fox and flameblade adept as two insane T1 plays.

In the sideboard we can break aggro matches and midrange matches with removal, lifegain, things to tap out the team, combat tricks and so forth. We got abandoned sarcophagus and sword of body and mind for more controlling matchups (or that sword any time it feels good). We have a super naturalize effect. And we have a variety of DFC options, any of which we can sub in for our 4 cycling land, the shelter is my favorite because it's so flexible.

We are doing everything the other cycling decks do, but we get real removal, more explosive openers, and T3 we are dumping some number of hollow ones into play:) Seems better.
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