Sideboard


Maybeboard


To start, this deck is completely post-Theros because I won't be able to play again until after Origins hits. Also, a disclaimer: do not suggest Deathmist Raptor because I don't really want to spend that kind of money on this deck. I intend to keep the budget around $70, excepting whatever dual lands are printed with Zendikar.

The basis of this deck is incredible synergy between enchantments. [[Obscuring AEther + Trail of Mystery] is a really wonderful combo to have on the field, garnering a great amount of field advantage and thinning your deck.

How the Deck Plays:

Early in the game, you want to have Obscuring AEther or Trail of Mystery on the field to help you gain mana advantage. Usually, having a Rattleclaw Mystic is helpful, too, so that you can trigger morph abilities sooner. In the mid-game, you want to have boardstate, so Megamorphed Stratus Dancer s and Icefeather Aven become really important because they are both flyers, and they both gain you advantage by saving a creature or by bouncing one. In the late game, you want to morph your Sagu Mauler , which should win you the game. If you've lost control of the board, morphing Thousand Winds should put you in a place to win.

The Card Selection

Creatures:

Stratus Dancer : This is one of my favorite cards in this deck because it both works to save your creatures as well as provides a flying body once it is flipped. It's one fault is its inability to counter planeswalkers... Along with Icefeather Aven , this is one of your aerial beaters.

Den Protector: He is incredible value, and I will equate him to Snapcaster Mage for standard. (It's a hyperbole, I know, but he recurs your Disdainful Strokes and Reality Shifts as well as brings back your fallen creatures). Moreover, his static ability is really nice because he can't be chumped.

Icefeather Aven : I have loved this card from its beginning, but paying 6 to bounce was always a little expensive for me. With Obscuring AEther , however, this card has found a very nice home in this deck. Bouncing Rhinos is terrible, though, unless you have a Stroke in hand. As mentioned before, it works to hit your opponent from above.

Rattleclaw Mystic: Pretty basic really. It provides ramp to morph your creatures sooner as well as provides another morph trigger for Trail of Mystery , allowing you to block RDW stuff better or get a surprise 4/3.

Kheru Spellsnatcher: This spot is a toss-up. I have considered Mistfire Weaver and Salt Road Ambushers in this spot, but I am theorizing that a counter and steal will be more important than a cheap morph cost, flying, and buffs. Salt Road Ambushers does have incredible synergy with the rest of the deck, though, so this is a tough call.

Sagu Mauler : The Mauler can come in in the mid to late game to protect you from Rhinos or to simply ruin RDW's day. A 6/6 with trample usually secures a decent amount of tempo, and, when combined with Trail of Mystery , either swinging or blocking with an 8/8 is fantastic.

Thousand Winds : A one-of strictly because of the morph cost. If the morph cost were 6, I would definitely be running two. The tempo provided by removing all of their attacking creatures from the board is incredibly strong, and a 5/6 flyer will usually get some solid hits in.

Hooded Hydra : This is a wild card that I put in for its resiliency as well as its ability to make immediate impact on a boardstate.

Spells:

Reality Shift: Strong tempo shift. Even hitting a Goblin Rabblemaster (though irrelevant to this deck, since it's for post-Theros block) is a big gain for you. Paired with Den Protector, this card becomes even stronger, allowing you to exile a total of 6 creatures in one game (if you see every one of them before the game's end).

Disdainful Stroke: Against most decks, this takes care of a great deal of threats. Especially against Abzan and Esper Dragons. It is weak against RDW and any aggro shell, and will be sided out quickly in those matches.

Enchantments:

Obscuring AEther : Get three out and have a helluva time.

Trail of Mystery : Fetches lands when you play cards, and allows you to block RDW creatures better with a morph, making most of your creatures invulnerable to silly Draconic Roar or Zurgo Bellstriker .L

Sideboard:

This is subject to change based on Origins and BFZ.

Now that much of Origins is spoiled, I am curious if there are cards y'all would consider useful additions. Let me know! Thanks.

Suggestions

Updates Add

In this deck's final FNM run, it reminded me of how much fun it can be to pilot, and it will now join my Mono-Blue Tempo and FogWalkers decks as one of my favorite Standard Brews I've made.

Match 1: Esper Dragons (0-2)

In the first game, I could not combat an early Ojutai very well, and I got wrecked as he continued to kill off my morphs. There wasn't much that was interesting to note on this game; it is how Dragons generally works.

For game 2, I sided out 4 Rattleclaw Mystics, 2 Obscuring Aethers, and Hooded Hydra for 1 Murderous Cut, 2 Negate, 2 Cancel, 1 Silumgar's Command, and 1 Gaea's Revenge. The early stages of the game went according to plan as I countered many of his early threats, bounced Jace, Vryn's Prodigy  Flip in response to him trying to flip, and used Den Protector to get back a Disdainful Stroke and counter a Dig Through Time. However, I eventually ran out of cards in hand, and I could no longer keep pace as I began to flood out and get beat in the face with Silumgar, the Drifting Death and Dragonlord Ojutai. A good game, but a game in which the draw power of control proved unmatchable.

Match 2: UG Eldrazi (2-0)

I was on the play, and throughout most of the first game, I had a larger boardstate than my opponent, making it quite easy to deal more damage than my opponent each turn. I eventually flipped a Sagu Mauler and dealt enough damage off of him to win it.

For the second game, I swapped out the Obscuring Aethers for Virulent Plagues because he was flooding the field with Eldrazi Scions. This worked heavily in my favor, preventing chumps and stopping much of the ramp he tried to create. I went for the beatdown, and it worked.

Match 3: RB Sacrifice (0-2)

This was a match against one of my friend's decks, and I knew all the cards he had in his deck as he knew mine. I felt confident going in because I had beaten him the week before, but T1 Bloodsoaked Champion into several Fleshbag Marauder effects makes Sagu Mauler and friends just look silly. Game 1 was summarized by early beats with 2 Bloodsoaked Champions into a few sacrifice creatures into Smothering Abomination, which drew him cards for days while also giving him an essentially unblockable creature.

Knowing he ran 4 Dragon Fodder and 4 Hangarback Walkers, I sided in 2 Virulent Plague, a Murderous Cut, and Silumgar's Command. Unfortunately, I got stuck on 3 mana for a few turns, which is enough to play Morphs, but not enough to flip them. It happens at least once a night, so getting mana screwed against a friend was fine for me. I move to 1-2.

Match 4: RW Allies (2-1)

Game 1 was extremely grindy. Though my opponent got me to 4 life, he could not eek out the final few points of damage as my board state grew overwhelmingly larger. It helped me, of course, that I saw both of my Kheru Spellsnatchers, one of which stole a Stasis Snare, and the other stealing an Angelic Captain. Both of those flips changed momentum drastically in my favor, and he could not come back despite having been at 32 life thanks to some Lantern Scouts.

For Game 2, I sided in Silumgar's Command and a Murderous Cut for the Obscuring Aethers. I had fewer threats in my opening hand in this game, but I had a Trail of Mystery. The lack of blocks in the early game really hurt, though, and I could not rebound against his Menace, Double-Striking, Lifelink Allies.

Game 3 was an interesting repeat of Game 1. The early game, again, dominated by my opponent, but as the game drew into it's later stages, he could not get damage through. Silumgar's Command did some work for the first time in a while, killing a creature and bouncing another to keep my health afloat, and it helped me stabilize at 2 life. Ultimately, that was the end of the game because I could build my board state faster with Morphs than he could with allies thanks to Disdainful Strokes and removal on my end. While I had already won, Kheru Spellsnatcher countering Inspired Charge truly ended the game as I came back with a brutal alpha strike (Note: I also had 2 Trail of Mystery out, so any unmorphed creature was going to do unfathomable damage).

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

32 - 4 Rares

12 - 7 Uncommons

2 - 4 Commons

Cards 60
Avg. CMC 2.58
Tokens Manifest 2/2 C, Morph 2/2 C, Snake 1/1 G
Folders standard, Morph, Retired Decks
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