pie chart

How Many Nerds Does it Take to Summon a Demon?

Standard Aggro Competitive GW (Selesnya) Jank Midrange Tempo

thuzra


Sideboard


About as many as you'd expect...

Now, I'll be the first to say that I am not a fan of Aggro decks. They're just a step above Midrange. Anyway, I think I've stumbled on something good here. This is more or less fresh from the lab, and I will continue to refine it til perfect, rest assured.

This began, as many great decks do, as a draft deck. My first card was Bygone Bishop , and I knew what I was playing from that point on. Every card I picked was green or white and fit the Bishop-curve gameplan. What I noticed was really good, though, was Ulvenwald Mysteries . And I had two. Do you know how backbreaking two Mysteries is at once? Especially in limited! This card is the reason I survived a deck that cast two Devils' Playground and The Gitrog Monster in one game - I stalled to time, and it was hard to say who would've won. Awesome game.

Anyway, I took this deck philosophy home and immediately set to work coming up with this. Obviously, development is still going on, and I'll keep the Description as up-to-date as I can!

Do not be misled - this is an Aggro deck, but it is not a true Aggro deck. I have a penchant for shenanigans, and this deck exhibits that to a decent extent. At first glance, it looks like your stock G/W Humans list, or the Abbey Aristocrats archetype people have been brewing since spoiler season. However, this is an entirely different animal. Investigate, I have found, is not as disappointing as I expected; I was disappointed in how little I was disappointed. In fact, I was impressed. I think it's one of the best things to be doing right now, honestly.

With this in mind, the deck came to be. I have the ability to kill quickly, but if need be, I can grind out a long game because of my many Clues. I never have an empty hand if I can help it, but I'm always applying pressure.

By following the pattern I had set forward in the beginning, I have labeled my cards under the following categories: Nerds, Threats, Engine, and Utility. My Nerds are the dorky creatures that don't really do anything and/or trigger Bygone Bishop for no lost value. The Threats are my obvious game-enders. The Engine is what keeps me going, but all engines require fuel. Utility denotes everything else; cards that just don't fit in the other categories.

Each of these is very important to the proper function of the deck - they're the bones and sinew that make the deck possible. They are also the primary resource of fuel in the deck, if you check the Engine panel.
  • Dragon Hunter - It's just strictly better than Expedition Envoy, to be honest. I needed one-drops, don't judge me.
  • Kytheon, Hero of Akros   - Better than Envoy, as well, but he also turns into a bigger body and an insurance policy.
  • Kor Castigator - You'd be surprised how effective a 3/1 for is. Honestly, this is so good I ran seven of them in the first version of the deck (read: Devilthorn Fox ).
  • Duskwatch Recruiter   - Now, this one's a sleeper. I don't really need it, it's mostly just a bear. But, as you will see soon, creatures with no text are more than capable of being massive value swings. He does, however, have text. Basically, if it doesn't flip, I'm fine. But when it does. OH BOY. Oh boy.

These are non-negotiable. All of these are here because they are the best at what they do and they provide simply massive bodies. These are the muscle and brains of the deck.
  • Veteran Warleader - I mean, it's a Voice of Resurgence token and an Ally - what's not to love?

  • Hanweir Militia Captain   - A bear that flips into a Voice token. Amazing. And the flipside adds at least two power to my board every turn.
  • Westvale Abbey   - I mean, if we get there and they don't have Clip Wings , we win. GG.

  • Also non-negotiable, at least to an extent, the Engine pieces are just that: Engines. For a given input, they will produce a different output, one that I can either use with the fuel or more effectively than the fuel. This is the digestive property of my deck, in a way feeding off of itself to advance the endgame.
  • Bygone Bishop - This is the main powerhouse, here, and is legitimately the reason this deck exists at all. Every creature will trip it.

  • Ulvenwald Mysteries - This card isn't the best card in the deck (cough Abbey cough), but it is the most important. My deck is aggressive, sure, but it isn't always fast enough to get in under Control. This is my insurance.
  • Tireless Tracker - This one, honestly, slipped under my radar, so thanks to amhood for bringing it to my attention! I draw a lot of cards, and sometimes they are lands. Oh well. I guess I'll draw more cards and pump my dude-bro right here.

  • The immune system of the deck, these slots are my removal and protection package.
  • Declaration in Stone - I mean, it's our new premier removal spell in Standard, and one of the reasons I would argue that White is the best colour in Standard right now. I don't care if they Investigate, because I'm probably doing more of that.

  • Dromoka's Command - It only does everything! It's a pseudo-spot-removal spell, it pumps, it protects... Yes.
  • Cryptolith Rite This one's new to the scene for this deck, but it shows enough promise that I have included it. The plan is to ramp better into Ormendahl and to keep my mana under control since that seems to be the most consistent problem with the deck so far.

  • As sad as it is to say, we don't have everything we could possibly need in the main. Sorry to be the bearer of bad news.
  • Clip Wings - If you have to ask, maybe Standard isn't your format right now.

  • Hallowed Moonlight - More of same, but this is for more specific problems. Reanimator and the like. I'm waiting for the game that ends with Eerie Interlude...
  • Lantern Scout - This is for those matchups where I need a massive Tempo shift and I need it NOW. Also Mono-Red and B/R Vampires, &c. Whenever it's good.
  • Dromoka's Command - Sometimes I need more everything. Those times are answered with a Command.
  • Ulvenwald Mysteries - If the game goes especially long or if I'm in the Control matchup, or if they have enchantment-hate, I have an extra one of these handy so I can more consistently generate the obscene value I love so much.
  • Stasis Snare - I mean, I have yet to use them, but I think they'll become better over time. I can conceive of a time when I would need these and so I have them.
  • Natural State I cannot beat Brain in a Jar, so I have to kill it. My thanks to itsbuzzi!
  • I know this is more or less what you've all been waiting so long for, and while I may not have a lot of data, I have more than zilch, so let's go.

    Mono Blue Brains Show

    Red/Green Dragons Show

    Ally Aggro Show

    Green/White Insert Creature Aggro Show

    Red/Black Eldrazi Show

    Assault Formation.dec Show

    And this is what I've got, for now. I'll be adding to this as more and better data are gathered, so stay tuned!

    Suggestions

    Updates Add

    Comments

    Revision 9 See all

    (8 years ago)

    -3 Caustic Caterpillar side
    +3 Natural State side
    Top Ranked
    • Achieved #37 position overall 8 years ago
    Date added 8 years
    Last updated 8 years
    Legality

    This deck is not Standard legal.

    Rarity (main - side)

    2 - 0 Mythic Rares

    37 - 6 Rares

    9 - 3 Uncommons

    6 - 6 Commons

    Cards 60
    Avg. CMC 2.23
    Tokens Clue, Human Cleric 1/1 BW, Human Soldier 1/1 W
    Folders Decks, SOI Standard Plan., GW, Selesyna (Modern/Standard), Standard decks to build, to build, Decks, Decks, cool decks
    Votes
    Ignored suggestions
    Shared with
    Views