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Abzan Stockpile (Ixalan)

Standard* BGW (Abzan, Junk) Tokens

GreenTy


Sideboard

Instant (2)

Creature (2)

Enchantment (1)


Maybeboard


Abzan Stockpile deck, updated for Ixalan standard! Rotation lost the deck two very important cards: Thraben Inspector and Gideon, Ally of Zendikar, but gave it an extremely powerful card in Legion's Landing  . Ixalan also gave the deck useful cards like Vraska, Relic Seeker and Duress . The deck focuses on generating an insane amount of tokens to flood the board via Anointed Procession and Hidden Stockpile, all while controlling your opponent's threats. At its core, the deck is a control-style deck, running cards that gain life, remove threats, and wipe the board.

NOTE: Ixalan also released some scary cards that could give the deck a very hard time: Rampaging Ferocidon, Ripjaw Raptor, and Demystify. Rampaging Ferocidon cuts off our lifegain and pings you whenever you summon a minion, meaning that it MUST be removed. Luckily, it can be hit by cards like Fatal Push and to an extent Start / Finish, though the latter is awkward. Ripjaw Raptor cannot be chump-blocked by your tokens, meaning it also needs to eat removal. Demystify is just a very solid enchantment-hate sideboard card that could potentially see play if any of the new legendary enchantment lands become popular. Unfortunately, there's no answer to it except for potentially splashing in blue for counterspells post-sideboard.

4 Anointer Priest - Allows you to generate a massive amount of life if unchecked properly. Using the Embalm works with both Anointed Procession and the effect itself (so if you Embalm it with 1 Anointed Procession, you would summon 2 tokens and gain 4 life).

1 Angel of Sanctions - Essentially Cast Out on a 3/4 body for 1 more mana, but you also get the ability to embalm it. With an Anointed Procession in play, you can embalm the card to create 2 tokens, which will let you exile two threats from your opponent. It creates a dynamic where your opponent doesn't want to remove your Angel for fear of it coming back and grabbing something extra.

3 Vraska, Relic Seeker - Every single ability that she has aids the deck in some way. Her +2 is insane, getting her up to 8 loyalty and summoning tokens that can be doubled with Anointed Procession. Her -3 gives extra removal by hitting key threats like Skysovereign, Consul Flagship and generates treasure tokens that also work with Procession. Her ult lets us swing in with all of our tokens, forcing our opponent to block every single token or else lose the game. The deck splashes in 1 Forest just for Vraska. She's that good.
3 Legion's Landing   - This card is absolutely great in a deck focused on generating tokens. Alone, this summons a Sacred Cat token, which means that topdecking the card when you already flipped the land is fine if you have an Anointed Procession down. Westvale Abbey   was a great token-generator, and having the option to pay 4 mana to create a 1/1 token is great once the token-engine gets started.

4 Hidden Stockpile & 4 Anointed Procession - The main combo of the deck, which allows you to continuously create 1/1 Servo tokens that will eventually overwhelm the opponent if enough time is given. Usually, I found that playing an Anointed Procession on turn 4 was fine despite the tempo loss if you could use some effect to create a lot of tokens the turn after (though this easily depends on the matchup). Also, Hidden Stockpile works with Evolving Wilds , which can help turn the combo on when you have an empty board.

3 Cast Out - This helps remove indestructible minions, planeswalkers, and other annoying stuff that normal removal can't. I think this is superior to Vraska's Contempt due to its ability to be cycled, hit artifacts/enchantments, and slightly better color requirements. If Demystify becomes more and more common, I would run Vraska's Contempt instead.

4 Fatal Push - This deck easily activates Revolt, and there are a lot of great targets for the card in the meta right now. Hidden Stockpile means that when you have to remove a 3-drop or 4-drop on-curve, you usually can.

4 Start / Finish - Being able to summon two 1/1s at instant speed is nice, and it comes with a Bone Splinters too if you need it later. The deck doesn't have many 3-drop plays, so this card helps fill out the curve and function as sorcery-speed removal at 6 mana (or 3 mana if you casted it earlier).

4 Fumigate - Extremely useful to remove your opponent's threats. Wiping your own board doesn't matter, since your board is comprised of 1/1 tokens. The 5 mana usually isn't as much of a problem as it would seem, as a lot of lands are run in the deck. I always try to leave at least one token up on my side when I use this to activate Hidden Stockpile and refresh the board a bit.

3 Dispossess - This is great against decks that completely rely on an artifact to win. It's useful versus Gift decks in order to remove God-Pharaoh's Gift, and I prefer running this over Sentinel Totem or Crook of Condemnation due to our own graveyard synergies. It can also remove Torrential Gearhulk from U/R and U/B Control decks and remove Electrostatic Pummeler from R/G and U/G Pummeler. Some off-meta decks also rely on artifacts that can get removed by this, like Metalwork Colossus and Aetherflux Reservoir. This also removes Walking Ballista , but I can't think of a deck where you can afford to lose tempo just to remove that card, as decks like BG Constrictor will still function without it.

3 Lost Legacy - Extremely useful against decks that rely on a singular win condition that isn't an artifact. The best use for this is against U/W Approach, as it can remove Approach of the Second Sun. Without drawing and resolving this, the matchup versus U/W Approach is very hard. Funny enough, you can also tech in this card to combat your opponent's Lost Legacy (usually game 3), as this card is also really good at removing Anointed Procession. It HAS actually come up before for me, so keep that in mind.

2 Dreamstealer - Great card versus slow decks in the format, as without graveyard hate, the threat of Eternalizing this remains the entire game. Your opponent has to deal with both the initial cast and the threat of Eternalizing it as a 4/4, which also works with Anointed Procession. It's usually safe to Eternalize it after your opponent uses a board clear to wipe your stuff. Even if it gets countered initially, the threat is still there. The only efficient answer to this is Magma Spray, but most U/R decks would sideboard that card out going into G2 (but keep it in mind for G3 if they sideboard again). Also, don't run this against Gift decks, that's a really bad idea. Decks running The Scarab God can also be annoying, so try to Eternalize it the turn after they play it so they don't steal it.

4 Duress - Allows you to gain useful card knowledge and discard a potential answer. Usually, I try not to use this Turn 1, as it is most useful when you can remove a necessary answer on an important turn (like removing a board clear or a counter). Great versus control decks, but I've also found it to be very useful against Temur Energy, which usually techs in cards like Negate and Spell Pierce.

2 Settle the Wreckage - I am slightly conflicted over running 2 board clears in the sideboard when we already run 4 Fumigate main (U/W Control seems to be doing this too, though). While it's an experimental inclusion, the idea is that against Temur Energy, you really want to resolve at least one board clear past their Negate and Spell Pierce. Running 6 board clears (along with 3 Duress ) helps remove Glorybringer, Skysovereign, Consul Flagship , and The Scarab God if they're attacking. Also very useful versus Ramunap Red with Hazoret the Fervent, but the matchup versus Ramunap is extremely easy anyway. I prefer this over Dusk / Dawn, as that card is sorcery-speed and doesn't help get much with Dawn. I may decide to take this out to bump up Duress to 4 copies and Arguel's Blood Fast   to 2 copies.

1 Arguel's Blood Fast   - The idea behind this card is that if you stick it, you can fix your card draw problem by adding Warlock's Hero Power from Hearthstone. You'll never flip this card ever in the matchups where you would tech this in, so ignore that part of the card. Since you have lifegain in the deck, the lifeloss from this card is negligible. It's very similar to Vampiric Rites, except it doesn't require a creature to sacrifice.

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Date added 6 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

15 - 11 Rares

21 - 0 Uncommons

11 - 4 Commons

Cards 60
Avg. CMC 3.27
Tokens Angel of Sanctions 3/4 W, Anointer Priest 1/3 W, Dreamstealer 4/4 B, Pirate 2/2 B, Servo 1/1 C, Treasure, Vampire 1/1 W, Warrior 1/1 W w/ Vigilance
Folders Standard, Ixalan Standard (Budget League: Under $150), ixl standard, Ixalan STD, Standard Ideas, GBW
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