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Divine Afterlife **Sideboard Help Really Needed**

Standard* Combo Competitive FNM Midrange RBW (Mardu) Tokens

Genesis26


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Artifact (1)

Creature (1)


Please drop a +1 if you like this version of tokens.

Disclaimer: I was really looking for a Avenged Sevenfold wordplay since my combo exist off the Afterlife mechanic but I couldn't get anything worthwhile so Divine Afterlife is what you get. I am also a consistent Mardu player when standard permits it. What I'm looking for is some sideboard help and adjusting my mains to be able to go from midrange game1 to a little more control game2. Let me know what you think about the overall deck also :)

The main synergy in this deck is Divine Visitation + Heroic Reinforcements yes you read that correctly my greatest win combo in the deck is an enchantment featuring a sorcery. This combo allows me to swing 8 flying on turn 6. After pinging and keeping you busy on the first 5 turns. Now lets look at the creature layout.

CREATURES

Tithe Taker - not only synergizes with Divine Visitation but helps me slow down my oponent early game.

Ministrant of Obligation - plays on turn and provides Afterlife 2 for only three mana. Should be used at any point in the game.

Legion Warboss - I'm gonna call him Goblin Rabblemaster 's little brother. Anyway I use him as such. Great token generator that makes you have to get rid of him asap especially with DV in play.

Seraph of the Scales - Favorite creature in the deck. Thank you to Wizards for not making this card legendary. A 4/3 flyer for 4 that can go very offensive or moderately offensive with afterlife!? Wow. Ideally you just wanna drop it T4 and let it play. Couple it with Sheltering Light and have fun.

INSTANT

Lightning Strike - Some early game burn to get you thinking. It really helps if I pop it off early game then mid-range a Risk Factor .

Mortify - For when you get that one creature drop from an opponent you can't deal with tokens. Also a great enchantment removal for something crazy like History of Benalia , Theater of Horrors or some other pesky saga/enchantment.

Risk Factor - I don't have anything to assist in drawing but this deck makes RF playable. You either take 4 at midrange game or allow me to draw 3 so I may get to Divine Visitation faster.

Sheltering Light - I only run it for Warboss and Seraph with Seraph being the most important of the two.

SORCERY

Awaken the Erstwhile - Why run this? For one, tokens. Another reason is more tokens. This card is only playable late game after a Divine Visitation drop followed by a Risk Factor . Either way you wanna get your hand as close to 7 as possible, discard the hand and drop seven 4/4 angels. If you can't get it or don't need it, no biggy.

Call to the Feast - Playable at any point of the game on turn with Legion Warboss and he can mentor a vampire, T6 after Divine Visitation or late game for a little more pressure.

Heroic Reinforcements - Same as CtF but with haste. Preferably T6 with DV in play. That is why I run a 3peat instead of a playset.

PLANESWALKER

Huatli, Warrior Poet - Lifegain and tokens? Yes.

Enchantment

Drumroll

Divine Visitation - after all is said and done. I want on every T5 to drop this card. The double plains keep me from going playset so I am happy at a 3peat. Everything in this deck synergizes with this 1 card and I'm stoked because I haven't played standard since my The Way of Mardu days

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Date added 5 years
Last updated 5 years
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

9 - 0 Mythic Rares

20 - 3 Rares

11 - 2 Uncommons

6 - 10 Commons

Cards 60
Avg. CMC 3.21
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Dinosaur 3/3 G w/ Trample, Goblin 1/1 R, Soldier 1/1 W, Spirit 1/1 WB, Vampire 1/1 W, Zombie 2/2 B
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