Sideboard


Midnight Gond is name for the main combo in the deck, Midnight Guard + Presence of Gond . With a Guard enchanted with Presence, you can tap the guard to create an Elf, and the Guard's ability will untap him, letting you repeat the process to make infinite elves.

The secondary combo is Sprout Swarm + untappers. With 4 untappers and a Sprout Swarm , you can make infinite Saprolings. Tap your 4 untappers + 1 more mana/creature to convoke + buyback the swarm. Untappers will all untap, and along with the Saproling you just created, you now have 5 creatures to repeat the process. Although you can go infinite, it isn't always necessary to win. Sometimes making 1-3 saprolings a turn while gaining life off of Soul Warden will pull you far ahead of your opponent to where you can win.

Disclaimer: Currently, my sample size of games is very small, so any data here is probably unreliable. Also, as most of my testing here is done at my LGS, the decks I play against aren't an accurate representation of the overall metagame.

Overall Winrate Show

Bogles Show

Seven Dwarves Aggro Show

+1/+1 Counters Show

Match 1: Bogles

1-2. Game 1 they got off to a fast start with a Gladecover Scout , Ethereal Armor , and a couple mana fixing enchantments and are too fast for me to do anything. Game 2 I bring in 2x Electrickery and 2x Celestial Flare . I manage to overload an Electrickery after my opponent plays 2 Bogles, and they fail to find another Bogle while I attack with a couple of Nettle Sentinel s and Soul Warden s. Game 3 I keep a risky hand with the combo, but only 2 lands. I never find the 3rd land.

Match 2: +1/+1 Counters

2-0. Game 1, 3 Soul Sisters and a Sprout Swarm keep me alive for long enough to start Sprout Swarming multiple times a turn until I can overrun them with Saprolings. Game 2 I get a great draw and hit t3 Midnight Guard into t4 Presence of Gond for the win.

Match 3 Seven Dwarves Aggro

2-0. Game 1 we both mulligan to 5 to find a hand with lands in it. I manage to draw more Benevolent Bodyguard s than opponent draws Lightning Bolt s or Skred s, and eventually find the combo. Game 2 I have a bodyguard to stop the first Bolt on my Midnight Guard, but he has a Spell Pierce for my Presence of Gond , but luckily I draw another one within a few turns and have enough mana to get around the 2nd Spell Pierce .

Suggestions

Updates Add

In:

4x Ponder

4x Zephyr Scribe

1x Azorius Chancery

2x Island

1x Thornwood Falls

3x Tranquil Cove

(Sideboard)

1x Celestial Flare

2x Dispel

Out:

4x Faithless Looting

4x Thermo-Alchemist

1x Boros Garrison

2x Mountain

1x Rugged Highlands

3x Wind-Scarred Crag

(Sideboard)

2x Electrickery

1x Weather the Storm

After playing the deck, I feel like it could greatly benefit from better card selection. While Faithless Looting can dig, I think Ponder can get the job done better. To replace Thermo-Alchemist I have Zephyr Scribe. While being a 3-drop is a little annoying, and dying to Gut Shot/Electrickery might be a problem, I think that looting is better than pinging, and his untap is slightly easier to trigger (Presence of Gond will untap him in addition to instants/sorceries). Then to accommodate the new color, I've switched out Red lands for Blue ones. Finally in the sideboard we lose Electrickery with the red, but replace it and a Weather the Storm with Dispel and Celestial Flare. A 3rd Celestial Flare helps against Bogles, while Dispel protects the combo against control.

That said, I'm not 100% sure switching to blue is correct. Also, not positive on the correct cantrip for this deck between Ponder/Preordain/Brainstorm/etc. I went with Ponder because it digs 3 cards deep, and I don't think I have the shuffle effects for Brainstorm to be great.

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Date added 4 years
Last updated 4 years
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 1.86
Tokens Elf Warrior 1/1 G, Saproling 1/1 G
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