Depose / Deploy
Tap target creature.
Draw a card.
Create two 1/1 colourless thopter artifact creature tokens with flying, then you gain 1 life for each creature you control.
Printings View all
|Ravnica Allegiance (RNA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Depose / Deploy occurrence in decks from the last year
All decks: 0.16%
Depose / Deploy Discussion
4 months ago
Closer. Its a question of value/delay vs aggro strategies, and protecting the combo against midrange and control while stalling. Cards that make blockers and provide life or answer specific threats. Depose / Deploy for example.
Plan your sideboard- I reccomend a transformative sideboard so that you can have two distinct strategies. Against aggro, you want to gain life and throw out blockers until they run out of steam. Against combo, midrange and control, you want to sculpt a hand containing veto and your wincon, while being on enough life to make it stick (with card draw and removal for big threats). This means scry, card-draw, draw-discard and 'big' lifegain effects. Planewide Celebration and Mana Geodes might do great with some tinkering. Pulse of Murasa also points to green, and lets you repeatedly cast high impact cards, netting multiple 2 for ones.
Throw together 15 cards that stall/gain life, 15 that play midrange well, and 22 for your combo or that do double-duty, 23 lands and you will have a fairly solid list.
5 months ago
I take it you started with the Mu Yanling, Celestial Wind planeswalker deck.
Two main suggestions in general:
I would suggest to keep the deck to mono-blue if you can, as this will allow you to not get color screwed (getting too many lands of one color, but not enough of another). If you insist on going White-blue, you need to run some dual color lands (maybe a set of Glacial Fortress ).
I would also suggest you get rid of your non-flying things and stay away from 1x counts. By having more one-ofs, you are thinning the probability to get the best cards.
If you dont mind cards rotating out of standard in october, the most obvious addition to this is Favorable Winds . A mono blue version of this would make the also soon rotating Tempest Djinn really good.
Having said this, let me give you a break down on how I would upgrade your deck in its colors:
-1x Callous Dismissal -1x Bond of Discipline +2 Winged Words Since all of your creatures are flyers, you really want to be able to draw 2 cards for only 2 mana. This is also your only draw spell and Amass doesn't really make sense here.
-2x Spectral Sailor -2x Concordia Pegasus +4x Healer's Hawk Spectral Sailor and Concordia Pegasus can be easily replaced by the hawk, which will gain you life (and time) for you to get your finisher cards
7 months ago
Imho the best cards that are really going to be the ones that win games for this kind of deck are Steel Overseer , Karn, Scion of Urza , and Tezzeret, Master of the Bridge . I mean no disrespect by saying that a lot of the other cards really aren't that good; it's just the reality of the card pool you have to work with in Standard.
One thing that all 3 of them have in common is that they reward you for having as many artifact creatures in play as possible. So my recommendation would be to adopt a go-wide strategy to fuel your breadwinners, and the best engines for that would probably be Saheeli, Sublime Artificer and Dovin, Grand Arbiter . Sai, Master Thopterist could be good as well with enough actual artifacts in the deck, but it would be tough to strike the right balance between the different demands of Saheeli, Sai, and Steel Overseer, so if I had to pick one to leave out it would be Sai, since that will allow you to keep the mediocre artifact creatures to a minimum & focus more on the powerful planeswalkers that generate tokens. Since I mentioned Dovin, Depose / Deploy is another good White card that could contribute to this strategy.
7 months ago
This is a cool brew, it's definitely powerful once you have the engine in place. I playtested a few games against one of my creature-heavy decks & yours seemed to have trouble getting the right mana out, with some cases being the wrong color & others just being missing land drops early. I'd recommend upping to 26 lands given your high curve & how important it is to hit at least your first 5 land drops to get into your wraths. If you can't swing the shocklands right now, you might want to also use some gates instead of basics since you can probably afford a few lands to come in tapped.
The one other thing that seemed to be missing was life gain. Assuming Hydroid Krasis is out of the budget, some ideas that also contribute to the rest of the strategy are Depose / Deploy , Dovin, Architect of Law , Elite Guardmage , Gift of Paradise , and Knight of Autumn .
As far as what to take out, I think you could just reduce the number of copies of a few cards. Wilderness Reclamation is an awesome enabler but doesn't have any benefit in multiples, so I'm thinking just 2 of those, then depend on your draw power to see it consistently. Tamiyo is another one that seems a little much as a 4-of, maybe just 2 or 3 of her. Finally having Dovin's veto as a 4-of in the mainboard seems risky since it can be a mostly-dead draw in some matchups.
9 months ago
hi stensiagamekeeper tks for the comment. I still thinking in the build, putting and removing card. I wanted to build somenthing with Dovin's Veto and Depose / Deploy around Saheeli, Sublime Artificer . Something with more control build. But today i remove all W cards but dont remove the W mana.
I still in doubt between Saheeli and Sai. Servo can be transformed into Powerstone Shard and helps to ramp. But still hard to find the right slots
Bast zone is in and i think to use Zhalfirin Void too
9 months ago
Narset, Parter of Veils is not on this list, because I have struggled with mana fixing just a bit too much, and her ability hinders that. I replaced her with Kasmina, Enigmatic Mentor who has worked so much better. But you're right...maybe I'll replace Invoke the Divine or something in the SB for control decks.
Regarding River's Rebuke , creature removal isn't a problem, so that really would be added for walkers. However, I'm using The Elderspell in leiu of that, which works better. But then again, now that I'm writing this, it could be also good against enchantment and/or artifact heavy decks. However, to my knowledge (which isn't much about Standard meta), that isn't a big archetype. I'll just add it to the maybeboard haha
9 months ago
Okay then since you are keen on this
River's Rebuke deals with any deck including control, preventing a amass (heh) of powerful walkers
Narset, Parter of Veils should definitely be in the sideboard for preventing control from refilling their hand but maybe in the mainboard since you only run 3 creatures
11 months ago
Instead of using the Pteramander , I would highly recommend using Goblin Electromancer . It will make your cards cost less so that they can be used more readily. If you are going for budget and are using more expensive versions of better cards, then using Electromancer really helps with casting them during the game. I have used Pteramander many times and every time I use him it is too slow for my liking.
There is also a card I have been liking called Depose / Deploy . It has a nice effect in tapping a creature if you need it, and there is no need to splash another color with the hybrid mana. Plus it draws you a card and gives you 1 tick for your drakes.
If you want to make sure that you have enough tempo in order to last into the late game, you may want to take a look at Murmuring Mystic . He has a nice ability, though he does have a pretty high CMC. I have found that he is a very good sideboard card against token decks.
If you use Goblin Electromancer , you will almost always have a wizard on the field. You want him to be in your starting hand so you can play him turn two, so if you decide to go that route I would take a look at Wizard's Retort and Wizard's Lightning . They both cost significantly less with a wizard on the board, but they also cost less with electromancer in general.
As far as straight up damage goes, you have the obvious Lightning Strike , which would just be the same as a lightning bolt if you have the Electromancer. If you are looking for something more though, you can look at Direct Current . Little harder to cast because of the two red symbols, but it also has Jump-Start, so you can cast it again from the graveyard. Firecannon Blast Is essentially the same, but it has that raid trigger to do 6 damage instead if you attack (which you will be). Fight with Fire also gives you more options, as you can either choose to deal 5 damage to a creature or kick it to deal 10 wherever you want.
As far as drawing cards so that you can get your instants and sorceries into the graveyard and your drakes on the field, one of the best budget ones that I have found is Chemister's Insight . It also has the jump-start ability so you can use it again. Radical Idea is basically a smaller version of that. Warlord's Fury is a low CMC card that will draw you a card and also give all your things first strike. I found it helpful sometimes, but not enough to keep it in my deck. Something like Arrester's Admonition could also be useful with it sending a creature back to its owner's hand, but I have not tested it enough to know if it is super viable.
The version of the drake deck that I play can be found at Draken' My Bacon. I tend to run a more aggro version of the drake deck that focuses on getting the drakes out as soon as possible and casting as many spells as I can. I also have all of the expensive cards vs the non-expensive ones, but I only got that over time. I started out where you are with a budget version.