Description

This is a crazy idea I just had and I believe that it's just crazy enough to work.

I have no idea why I wanted to try building around Hedron Alignment, but whatever the reason was I just couldn't get this idea out of my head. The challenge with Hedron Alignment is three fold, the first being how to find all four copies fast/reliably enough. The second being how to get one into your own exile. The third is deciding what you want the rest of the deck to do while you're trying to pull off such shenanigans in the first place and live long enough to do it.

So what's the best way to do all of those things? Zombies. That's what.

Zombies is what I landed on for both color and practical purposes. You would think that White would be the way to go since it has the most options to exile permanents like Anguished Unmaking, Angelic Purge, Ironwright's Cleansing, and Quarantine Field but I think they all pale in comparison to the power of Lost Legacy. There are many things that I can do with this card and it is by far the best option to get Hedron Alignment into Exile. I'll prove it, and then get back to the Zombies.

The first reason that it is the best way to put an Alignment into exile is that it can put it there from any of three different locations as needed. You get to choose a player (yourself), and then find from among the graveyard, hand, and library any number of the named card (one Hedron Alignment, please), then exile it. Then you even get to draw a card for it. Brilliant. You can also use this against your opponent to take away key combo pieces and win conditions if you know what they are.

The other main reason that there would be four of these in the main board is for that part about card draw. Turn three you can play it, target yourself, and name Eternal Scourge. This guy can be played from Exile so there's literally zero drawback. You get all four copies even if one or two are in your hand and they replace themselves with four cards. If that's not super sweet then I don't know what is. This pseudo-zombie helps guarantee creature drops that aren't essential for the combo, but are essential for staying alive. If they die in combat and you are still digging for cards, just "Lose" them again and draw more cards. They also play well with our other pseudo-zombie Scrapheap Scrounger. The Scrounger can exile the Scourge to go back onto the Battlefield as needed and also bring along our pal Prized Amalgam. The Amalgam is another non-essential Alignment piece, but it's persistence along with the Scourge and Scrounger make your staying power in battle quite real and your recovery from board wipes a cinch.

So Exile is completely covered. Card draw is partially covered, but there needs to be more. Catalog is nice at instant speed and with the discard outlet does give you a way to drop an Alignment into your Graveyard if needed. Since there are Zombies that don't care if they are in the graveyard you shouldn't have very many bad decisions when it comes to that, but the best part is that you even get to draw first before deciding. Geier Reach Sanitarium works sort of in the same way and is a repeatable means of getting the job done as needed, but also gets you through your deck a bit faster. Finally, the Alignment itself can Scry 1 for just two mana and it's repeatable since you don't have to tap it. Since it also has Hexproof and there are few if any ways to get it off the table you can play an early Alignment and then Scry your way to find whatever you need with unused mana every turn.

Discard outlets are abundant with the activated abilities of other Zombies like the Stitchwing Skaab and Geralf's Masterpiece, and Collective Brutality enables discard while also offering hand disruption, small spot removal, and life drain. These all pair quite nicely with Alms of the Vein to keep yourself nice and healthy while you work towards your main goal. Discarding is basically the only way to get an Alignment into your graveyard so there has to be plenty of options for when the time is right.

All that life drain and Zombie action should keep your opponent busy while you dig for more Alignments. Two options to Tutor your way there are Diabolic Tutor and Behold the Beyond. Behold is like a warning that your opponent has two turns to finish you off because tutoring for any three cards you could possibly need will surely set up the win on your next turn and then all you have to do is reveal the Alignment from your hand on the second upkeep. The rest of the deck being so... Zombie... should result in a fun surprise for your opponent. If the game goes the way it should they shouldn't even notice what you are up to. The beautiful part is that there is very little they can do to get in your way either and since this type of build is completely unheard of most people will not have answers to these things in their sideboard. Most will be worrying about dealing with Gearhulks and Eldrazi Titans being cheated onto the field and the answers to those things don't line up with this deck whatsoever.

The sideboard has a little bit of counter with Summary Dismissal and Void Shatter, both are options to get an Alignment into Exile (though wasteful) but obviously give you answers to whatever your opponent is up to. The rest of the sideboard focuses more heavily on the beatdown win by enhancing Zombies with Graf Harvest for Menace and adding yet another way to Exile your own Scourge while adding tokens, as well as Shamble Back to Exile a Scourge to gain a 2/2 Zombie and 2 life for just one mana. Aligned Hedron Network seemed appropriately named for a Hedron Alignment deck, but it also serves as a means of dealing with those pesky Eldrazi Titans and Gearhulks without the possibility of Exiling any of your own creatures since all but one will never have enough power to be sucked in by it. Liliana does come to mind as a solid choice for this or any Zombie deck, but I'm more about the alternate win while also maintaining a budget.

All things considered I believe the fastest you can "win the game" is 7-9 turns though the fastest I've literally pulled it off is 10 turns.

Actually since posting I've run through dozens more hands and successfully pulled off the setup in 7 turns with Behold the Beyond on turn 7, then played and held onto Alignments on 8, and ready for the insta-win on my 9th upkeep. That's what I think to be the most specifically "win-able" turn. I still had three Zombies on the board during that time to stave off death too.

In any case, that seems fair and "reasonable" for a setup with so many conditions and pieces. Without it I feel that you can comfortably flood the board with zombies by turn 6 and aggro a win by turns 7-9, which I think is also acceptable since that aspect of the deck is very easily achievable and difficult for most decks to overrun any faster. The beauty is that both of these things build up at the same time which is even better. Of course there are plenty of combo decks available now that don't care how many creatures you have or what you are trying to set up yourself that can assemble in as fast as 4-5 turns, but those rely on near-perfect draws and do not have nearly the same consistency and typically lack in the mid-range.

Thanks for reading along with my take on setting up the Hedron Alignment victory. I like how it doubles as a fun Zombie aggro deck as a solid backup plan.

Updates

I love this deck.

It's by no means a guaranteed victory but the tricks are strong and the zombie aggro is real. The Alignment strategy is usually a little slow for my group because I get singled out for some reason... and sideboarding in for full zombie mode means I am not to be left alone.

The combination of Brutality and Alms is huge and always dynamic and I've been very fortunate with the Stitchwings and Amalgams. The draw game is strong also and I'm usually not short of options.

Very fun and surprisingly explosive deck to play. Ditching a Stitchwing on turn two with Brutality and then passing on turn three to activate the ability and discard Amalgams or Alms and then swing out on turn 4 for 6-9 damage after they've already taken 2-5 is absolutely no joke.

I highly recommend giving this build a try.

Comments

Hobbez9186 says... #1

Harbynger,

We've joked about building around this card since Zendikar and I've finally done it :)

What do you think?

November 18, 2016 4:58 p.m.

usurphling says... #2

An another fan of Hedron Alignment and you will definitely get +1 from me hehehe!

You might get some ideas from me since Im brewing hedron alignment for the longest time and also help me improve it more hehe:


Emrakul Host of Hedron Alignments [KLD]

Standard usurphling

SCORE: 8 | 9 COMMENTS | 1420 VIEWS | IN 3 FOLDERS


As for your deck, I would suggest removing diabolic tutors for any zombies that can help you win games more. I understand that it helps you find the last alignment but I'll rather have some more zombies that can finish the game earlier than your original plan. Also, you dont want to have the expensive tutors on your opening hand; instead, I will start building walls of zombies then win the game eventually. From my simulations, building hedron alignment in standard is more of a sneaky alternate wincon than main. Gone were the days of Dig Through Time and Treasure Cruise and we dont have Intuition in standard to help us align the hedrons easier. Still if you want to have at least a tutor is up to you but ill suggest leave 1 or remove them in the deck. Just play grinding and resilient games with your opponent.

November 19, 2016 12:45 a.m.

Hobbez9186 says... #3

usurphling,

I think before I tweak any more numbers I need to do real play testing against real decks. I actually started at four Diabolic Tutors and dialed it back to two since I found it less and less useful beyond the single use. I did try a few hands with just one, but I never saw it and then when going back to two I got it the once a game as needed.

As far as more zombies I don't think two slots really changes anything, but from the sideboard if I'm up against a deck that is too fast I can ditch the Alignment strategy to focus on zombies which means I can drop the three tutor cards and all four Alignments to give me 7 slots for more zombie support like another Scrounger, Graf Harvest, and Shamble Back.

I'm intrigued by the name of your deck, when I get home I'll have to see how you built around Alignment and Emrakul :)

November 19, 2016 9:53 a.m.

lbsmooth0850 says... #4

I built a deck similar to this and made Hedron Alignment work, Transgress the Mind is also another way to exile their cards or if you have Hedron Alignment in your hand, you can exile it that way or hit one of their key cards in your opponents hand.

November 22, 2016 4:34 p.m.

Hobbez9186 says... #5

I'd considered Trangress but couldn't make room for it. Legacy takes care of the Exile too efficiently to need more exile anyway, but I'm not sure it'll be needed until I get an opportunity to test out against some decks. I'll be keeping it in mind for sideboard. What other cards did you use in your build? I'm still considering other possible outside the box options.

November 22, 2016 5:11 p.m.

Hobbez9186 says... #6

More and more tests done with the current build and I've now gotten the instant win as fast as the 8th upkeep. In the last twenty or so trials it has never taken me longer than the 11th upkeep to achieve Alignment, and I was a couple of times able to dish out a gratuitous amount of damage with turn 4 Brutality and discarding two Alms for an 8 point swing in life followed up by a Masterpiece on turn 5 which was able to swing out with a Skaab on turn 6 for another 9 in the air. The zombie aggro is real.

Love this deck.

November 24, 2016 9:45 a.m.

Free_Edgar1 says... #7

Interesting deck! +1 just for using Hedron Alignment! (Also for being a fan of Calvin and Hobbs).

November 24, 2016 9:03 p.m.

Hobbez9186 says... #8

Thanks

I proxied the extra cards I did not have to play it against my friends at our weekly game and it has been exciting.

This deck is no guaranteed win, but it's absolutely fun to play. It's not at all something I expect, but twice now I've gotten the nut draw that resulted in two to three Amalgam's and a Masterpiece brought back to the table on my opponents fourth turn and ready to attack for 13 to 16 damage on turn 5. On turn three I discarded the Masterpiece to Collected Brutality and paid the Madness cost on Alms to put them down to 15. I just played a land and passed turn on turn 4. I had one or two Amalgam left in hand and one already in the graveyard from Brutality on turn 2 to kill a creature and peek at my opponents hand so two to three come back when I discarded my hand to zero to bring back the Masterpiece. It was beautiful. These cards should never be that clumped together near the top of the deck, but I'll take it lol.

December 18, 2016 8:30 a.m.

Zaueski says... #9

Compelling Deterrence may be a good sideboard option if you're facing too much hand attack. Allowing you to rely on the hexproof until you're ready to put it into your hand or graveyard... The zombie back up plan seems as solid as it can get, but I am worried that it just wouldn't be enough because of how popular zombies got their at the end of EMN, most decks have a lot of exile to deal with them and that could work against you here.

December 22, 2016 2:16 p.m.

Hobbez9186 says... #10

I forgot about that card, it could be decent in the sideboard. I'll have to give it a try, I know I have a few laying around somewhere.

Exile I'm not quite as worried about since I can always fall back on Eternal Scourge being able to be played from Exile so I'm never completely out of options. I could definitely be put on rough shape, but there's always a harder match up and U/W control is usually up there. It would be a long uphill battle for sure, especially if my tutors get countered.

I don't expect much in the way of Zombies at all in Aether Revolt, but the cards I'm starting to see are really quite gross and there might be some awesome support and control that I'll be interested in adding in as well.

December 23, 2016 7:11 a.m.

usurphling says... #11

Yay we just got this card:

Secret Salvage

That will add another way to win with the hedron alignment.

January 4, 2017 2:50 p.m.

Hobbez9186 says... #12

Ooh, nice. I can see running one or maybe two of these. Five is a little steep, but to just straight up find your missing Alignments it's a nice card. I am not sure that it's strictly better than Behold the Beyond, but it works in a different situation so I would likely run both side to side. Worste case scenario I can use it to find and replay Lost Legacy or use it to dump Eternal Scourge to give fuel for the Scrapheap Scrounger.

Nice find, I hadn't seen the newest spoils yet, this is exciting :)

January 4, 2017 3:09 p.m.

whompkin says... #13

Have you considered updating this for AER? Secret Salvage tutors all copies in your deck for you. This means you can get all the hedrons where you want them on turn 6. Here's my version: Hedron Salvage Turbo Digger, in case you're interested.

February 2, 2017 6:06 a.m.

whompkin says... #14

Oh, guess i should have read the comments above o_O

February 2, 2017 6:08 a.m.

Hobbez9186 says... #15

I do like that card, I think I'll be putting one in if I pack one or can trade one.

I do find myself on the zombie plan more often than not because most of the decks my friends play right now are pretty fast. In the right match up its fun to go for it though :)

February 2, 2017 9:03 a.m.

whompkin says... #16

Secret Salvage is about as cheap as a rare gets, but i guess it would diminish the usefulness of Lost Legacy in your deck. I like the legacy combo with Eternal Scourge btw.

Aggro decks can be a problem. Was thinking of adding a couple of Cryptbreakers and Just the Winds to my deck to slow the early game down a bit. Just have to work out what to take out...

February 2, 2017 9:25 a.m.

Hobbez9186 says... #17

$.28, lol, I see will you mean. Yeah I'll probably lump that in with another card order. Just the wind would be nice, especially against cards that get cheated onto the field...

February 2, 2017 9:35 a.m.

Please login to comment




Compare to inventory
Date added 4 months
Last updated 2 months
Exclude colors WRG
Legality

This deck is Standard legal.

Cards 60
Avg. CMC 3.16
Folders Standard Decks, Cool decks to try, CoolStd, Potential decks, Standard Deck Ideas, Decks
Top rank #25 on 2016-11-28
Views 2604