mtg, mtg cards, magic the gathering, gaming, geeks
Rabble Red/ Mono Black Aggro:
-2 Eidolon of Blossoms-1 Karametra's Favor-1 Rattleclaw Mystic
+3 Circle of Flame+1 Retraction helix
Blue Based Control (Esper): Game one requires us to not overcommit into a wrath. Barring that, we need to set up a kill that doesn't mind if our burning anger gets countered. This means getting multiple non caryatid dorks into play. Post board we can set up something as late as even a turn 7 kill. Just spend time sculpting your hand and gathering counterspells. Don't worry if your burning anger gets countered, just keep digging for the cranial archive and recombo. Having an eidolon makes this much easier.
-1 Karametra's Favor- 1 Stratus Walk-2 Commune With the Gods-1 Shivan Reef
+4 Swan Song+1 Cranial Archive
Black Based Control (Sultai): This matchup is vastly in their favor game one. Game 2 we transition into a grindy deck that can still muster up the combo. Keranos is lights out against this deck, and eidolons will quickly overtax their removal.
+1 Keranos+2 Narset+2 Eidolon+1 Forest
Mono Red Devotion: In this matchup we have to protect ourselves from Eidolon of the Great Revel. This means finding our removal spells. This matchup often comes down to if they have it. If they do, wait for high impact spells to come up like dig through time or insight that can find you removal.
-1 Stratus Walk-1 Karametra's Favor
+1 Retraction Helix+1 Keranos, God of Storms
Green Decks (GR Elspeth, Monsters): This matchup is hilariously lopsided in our favor. Post board you can bring in the retraction helix if you feel like you'll want to bounce a polukranos, but other than that you won't need much.
General Notes. This sideboard allows us to become a grindy midrange/combo deck with the potential to just slap a stratus walk on narset and win from there. If you sideboard into narset, keranos, or eidolon, bring in the extra forest to make the math work a little better for land drops. Ramping into one of those can sometimes end the game on the spot.
Aggro is not as bad as people say it is. The nut draw hands were going to beat you anyway. Likewise, draws where you go double caryatid are a nightmare from them. This matchup is often play-draw dependent. This is true of most deck's matchups against this deck, so there really isn't much we can do about that.
Side deck seemed to be lackluster (our of some things). I have also made this more control-like because i have experienced that unearth works better with some field sweeper.
Rakdos is out (Never had a chance of using it properly. There was always that "Destroy/Exile/Bounce/... target RAKDOS" , so better another bump of the night.
Got this place back on Sept 5th with this deck. I went 2-0 in the first 4 rounds, losing 2-0 against WUB control in the fifth. No surprise there at all (should have been second place, but the other one above me had a better OGW% score).
Thanks to Khans of Tarkir coming in, I lose the 2x Garruk, Caller of Beasts and 4x Burning-Tree Emissary , replacing them with 4x Voyaging Satyr , and having 2 open spots. I need some ideas on what I can add in.
Trying out a 66 card version of the deck (Similar to what Jund does sometimes).
The Demonic Dread ends up being the worst cascader, but we need a 9th.
This deck is super competitive now... but I kinda want to play for fun. What are some fun cards to throw in that will make things crazy? Win cons are great, but I almost feel like I have too many combo win/cons and I would like to go a different route than it is going now.