Sideboard


This is a budget standard deck that capitalizes on Panharmonicon trigger doubling inside a tool-box style deck with a number of come into play abilities.

Pre-sideboarding there are 26 creatures or spells that will get a Panharmonicon trigger as they come into play. There are cards that will produce creature tokens, gain you lives, draw you cards and get you energy counters. This will all lead to your inevitable victory as you flood the battlefield with creatures and out-race your opponent with card advantage.

Additionally, there is also the small combo involving Wispweaver Angel x 2 + Ninth Bridge Patrol. What happens is, with one Wispweaver Angel in play alongside a copy of Ninth Bridge Patrol, you cast the 2nd Wispweaver Angel targeting the 1st angel. This triggers your Ninth Bridge Patrol getting a +1/+1 counter while sending the 1st angel out of play. It then returns to play and you target the 2nd angel. This triggers the patrol again and then you send the 2nd angel out of play. When it returns you target the 1st angel while triggering the patrol again. You do this an arbitrary number of times until you have a Ninth Bridge Patrol big enough to defeat your opponent and then swing him into the red zone for the win. You can also give it evasion with other cards in the deck. Even without a second angel you have many good targets for flickering with a single angel.

If you have a Panharmonicon in play and then cast a Wispweaver Angel targeting any of your creatures with enter the battlefield abilities you will get 2 triggers each time. This can create huge tempo swings very quickly. Then the rest of the deck is comprised of a small control/permission suite of cards that includes counter spells, self-bounce and redirection spells. Here is a card breakdown:

The Creatures:

Aviary Mechanic: This is a decent 2 drop that lets you bounce back to hand any of your other utility creatures allowing you to setup a mini-engine depending on whether you have a Panharmonicon in play or another creature that lets you bounce creatures or permanents.
Cloudblazer: This card is the heart of your card advantage and tempo swing in the deck. Every time you play this card you gain life and draw cards. And there are a lot of ways to bounce or blink this card. You will outrace your opponent so fast they won't know what hit them. And it is an evasive attacker as well.
Eddytrail Hawk: This little flyer is in the deck to give flying to your other attackers of course. Particularily the Ninth Bridge Patrol after it gets frighteningly large.
Experimental Aviator: Sometimes just going wide is all you need to win and this card lets you do it very easily. The ability to bounce this and play it over again to build a storm of tiny flying attackers is great in this deck and you will rarely be unhappy to see this mid-game.
Herald of the Fair: Sometimes a small combat buff really speeds up the clock on your opponent and this card will keep boosting your attackers every time he hits play.
Ninth Bridge Patrol: It may not look like it but this is your big power hitter in the deck. Gaining permanent counters every time a creature comes into play under your control will mean this thing grows very fast. Then if you get the infinite recursion engine with the Wispweaver Angel then this guy just gets as big as you like!
Wispweaver Angel: This is, of course, the infinite part of the deck. With one in play, you play the other and target the one in play. It exiles then returns to play and you then target the other angel. This lets you repeat this over and over again. Setting off any come into play triggers like the Ninth Bridge Patrols in the deck. Since you control what it targets you can end it at any time as well. And it is a big flying body in case you just need to throw some combat damage at your opponent.

The Other Spells:

Acrobatic Maneuver: This card is amazing in this deck. At instant speed you can use it to protect your creatures from removal or direct damage by blinking them with it. It then cantrips and lets you draw a card. If you target something with a come into play ability then that also triggers. And you can just use it whenever you feel like it to blink something with utility like your Cloudblazers.
Disappearing Act: This is a great counter spell in this deck. It counters something you do not like which is awesome. But then you get to bounce a creature you control to hand. Letting you re-play a creature that does something you like when it enters the battlefield. Great card in the main deck.
Insidious Will: This card is for those special moments when what it can do just distorts the heck out of the battlefield. Not only is it a hard counter but it's other 2 modes can just have huge impacts on the game state depending on what spell you are targeting. A couple of these in the main are like aces in the hole versus your opponents.
Paradoxical Outcome: This card is in here for a few reasons. One, it is a great way to survive a sweep when it happens. Someone throws Wrath of God and you respond with this. All your non-token creatures can be selectively returned to hand. And then you get to draw a card for everything you returned this way. It can also be used defensively to save your Panharmonicons and Captured by the Consulates as well. Since it can bounce those as well. Finally, It can be used to bounce any of your utility creatures to get more enter the battlefield plays to advance your game strategy. Great all around card in this deck.
Panharmonicon: So the only thing better than these fun enter the battlefield abilities of your creatures is the chance to get them to trigger twice when they happen. And this card does exactly that. With this in play you can have some giant plays; Creating 4 1/1 thopters at a go, gaining 4 lives and drawing 4 cards, bouncing two creatures or permanents at a time. This artifact can hugely ramp up your triggers and give you giant tempo swings. Amazing card and well-utilized in this deck.
Captured by the Consulate: This is a great way to stop your opponent's game plan. It can keep a creature from attacking you. But, even better, it is a magnet for targeting spells which means your opponent will not be able to use removal on your stuff without using it on anything you cast this on first. Remember you can also return it to your hand with cards like Paradoxical Outcome or Aviary Mechanic in case something else you rather play it on comes along.

The Sideboard:

AEther Tradewinds: This may not seem like much but it can create excellent swings in the game when you play it. Casting it, you return one of your permanents like a Cloudblazer to your hand. Then bounce your opponent's most annoying card. This forces them to re-cast it, and what if you happen to have a counter spell in hand? Very good versus speedy decks to slow them down and let your game state grow. Sometimes a good combo breaker too.
Aviary Mechanic: An additional one of these in the deck if you find your game 1 did not get as many triggers as you like. Just adds another source of repeat play to the main deck.
Nimble Innovator: If you find yourself not getting enough draws or need to increase your card advantage swap these into the main for something not helping you.
Ninth Bridge Patrol: Bring in more copies of this when facing aggro on the ground. These make great speed bumps that quickly grow very big.
Revolutionary Rebuff: More counter spells when you need them versus control or combo decks.

That is it for the deck!

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 7 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 0 Rares

12 - 0 Uncommons

17 - 15 Commons

Cards 60
Avg. CMC 3.54
Tokens Thopter 1/1 C
Folders Magic Marc Cards
Votes
Ignored suggestions
Shared with
Views