Sideboard


This is a different take on the popular / Approach deck. I think that adding some additional Ramp spells and going Bant will allow for a stronger early and mid-game, which is where the original version struggles. If even one ramp spell happens turn three it can power the deck to a turn four Fumigate. In this meta of Energy and Ramunap Red, the early game is increasingly important.

This started as / Crush deck that I splashed into for an alternate win condition in Approach of the Second Sun. I initially adapted my Crush deck to mirror a t8 deck from my local States. After having a lot of success and few failures with the deck in various FNM, Standard Showdowns, and Game Days I decided this was the archetype I wanted to be in after rotation.

When Ixalan rotated in, the deck had to shift a substantial amount. Approach is the main win condition now and this list (taken from a Deck of the Day by Eric Froehlich) is the one I'll be tooling with from now on. The orginal list has moved into the Updates.

What is this deck and how does it win?

This deck is a combination of two shells, it combines the ramp shell popular just before the release of Ixalan with the Blue/White Approach decks putting up good results after Ixalan's release.

The main win-con is Approach of the Second Sun and the deck is trying to do several things to enable us to win. It is trying to ramp so that we can cast Approach sooner, trying to dig and find Approach faster, and trying to survive to the late thru stall and removal.

Our game plan on ramp is fairly straight forward.- Beneath the Sands: Good early game for ramping us into a turn four Fumigate or Hour of Promise and good at helping us find Approach late game because of Cycling. The deck will always have green mana, but access to two white sources on turn four or five is key to enable our sweepers.- Gift of Paradise: This card is very good early game, and a little worse late game. It ramps us early which is desirable and it helps enable us to play Lost Legacy as an off-color card out of side. The 3 life is actually very relevant in todays meta-game against Ramunap Red and also Temur Energy.- Hour of Promise: This is the big ramp spell and has the benefit of being able to fetch ANY two lands. It can function as a makeshift tutor for our utility lands like Ipnu Rivulet and Scavenger Grounds when needed. When using this card, grabbing Desert-type lands is a must. The deck wants the two zombies as blockers against Midrange and Aggro decks, but the combined four power isn't shabby against Control decks either.
Once first Approach has been cast, we need to get to the second one as fast as we can. To that end this deck utilizes the dig package popularized by Blue/White Approach.- Ipnu Rivulet: This card is most often used for self-mill. Throwing four cards off our own deck to get us closer to an Approach put seven cards down. This isn't foolproof by any means, an opponent forcing us to draw or using their own Rivulet will make us mill our Approach. Also, on occasion we mill an Approach we we actually closer to. It's weaknesses are known, and something to keep in mind especially when playing against other players with Rivulet.- Search for Azcanta  : This card plays like Thassa, God or the Sea on the front side and like Supreme Will on the back. Both modes dig, but the flipped side of Azcanta is the more appealing option. Worth noting the transformation is a "may" so it is possible to have both sides of the card in play at the same time.- Supreme Will: Dual functioning card. A counterspell when necessary and a digger when not.- Pull from Tomorrow: The rest of the draw power is low cost, or occasional cycling, but this card is our ramp payoff draw spell. Drawing 5+ cards at the end of an opponents turn is not uncommon and if this resolves for five or more it is very likely the game is already won.- Cards with Cycling: There are fourteen maindeck cards with cycling between Cast Out, Beneath the Sands, Desert of the Indomitable, and Irrigated Farmland. These card have their own uses, but once the first Approach has been cast the main priority is finding the second.
This deck NEEDS time to get going. Keeping a hand with no removal, and no way to prevent damage is a death sentence in this meta. Ramunap Red and Temur Energy are not screwing around and keeping a removal light hand will see you dead between turns 4-6.- Cast Out: This card is the best enchantment spot removal white has in format thanks to it's flexibility. Cast Out casts a wide net, dealing with any pesky permanent outside of Hexproof creatures. It's cycling ability also fuels our late game plan.- Settle the Wreckage: Sometimes a board wipe is necessary before Fumigate can save the day. Settle gets the job done early while also having the benefit of dealing with Indestructible creatures and crewed Vehicles. The lands our opponent gains are not important in most situations.- Fumigate: The big board wipe pulls double duty. Destroying the board and gaining us life for the trouble. Both are equally relevant against Aggro and Midrange- Thaumatic Compass  : While it has a ramp-like ability, we have better ramp spells to use. Likely the front side won't have a ton of use to us unless there's no other option. The back side is a better version of Maze of Ith and having multiple Spires of Orazca in play keeps our life total safe against multiple heavy-hitters in the format.
- Wildest Dreams: This card can turn a game into our favor on it's own. Typically this is a ramp payoff card and should be thought of like a three-mana Regrowth with a Multikicker. This card gets the cards that harass our opponent the most, or that we need, back in to our hand to re-use. Normally this is going to grab our removal again, but sometimes we can pick up an Approach out of the graveyard for the win. This card is a little more useful in the control matchup if we can get back some number of Negate or Lost Legacy from our sideboard.
A special shoutout to my friend Broboaticus for whipping up a sideboard guide tuned to the current meta. He's done a pretty good job nailing the gameplan for each matchup so I'll include his guide in it's entirety.

Against UWx Approach: Out:
2 Cast Out1 Settle the Wreckage1 Thaumatic Compass3 Fumigate In: 4 Negate2 Lost Legacy1 Commit // MemoryIn this match up, the addition of negates is obviously huge. Youll likely force your opponent to keep in medium cards to deal with your zombies, otherwise they do present a threat, especially with shefet dunes, and sometimes you can just get there on the back of those zombo beats. Commit//Memory should be strong just due to the potential for the game to go long, its the exact reason why wildest dreams is good. I dont think trimming all of your removal is correct, so I left in the 2 cast outs.

Against RR: Out: 1 Wildest Dreams1 Pull from tomorrow3 Search for Azcanta1 Thaumatic Compass In: 2 Deserts Hold1 Settle the Wreckage3 Authority of the ConsulsI have found, against me, that search is pretty slow. Its very good, obviously, but you want actual answers rather than something that finds you answers. By adding in 3 consuls in their place, you dramatically increase your odds of survival. The additional hard removal in the form of deserts hold and settle the wreckage is fairly self explanatory.

Against Esper & Abzan Tokens: Out: 3 Thaumatic Compass1 Approach In: 2 Negate1 Ixalans Binding1 Commit// MemoryThese games have the potential to go extremely long. Having an early negate against either a hidden stockpile or an anointed procession is really huge. Ixalans Binding can deal with problem permanents, most specifically procession and stockpile. Commit deals with it on board and removes their embalm threats from the grave. In esper, I may consider trimming a ramp spell or two for the third and fourth negates, because they will bring in their own.

Against UBx Control: Out:3 Fumigate1 Settle the Wreckage In: 4 NegateThis will be a slog, as they literally just need to wait for you to cast things and then react. I suppose, like v. UW, the zombies will help, but its going to be a pretty slow game overall. Just play it carefully and run them out of threats.

Against Temur: Out: 2 Thaumatic Compass In: 1 Settle the Wreckage1 SolemnityNothing Id really change much here. You may find you want some negates for Chandra, but cast out should be fine. The primary thing to be aware of post sideboarding is that they will bring in negates and potentially spell pierces - definitely be cautious.

Do you like this deck? Do you have any improvements or suggestions to offer? If so, please leave a +1 or a comment.

Suggestions

Comments View Archive

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 6 years
Last updated 6 years
Splash colors B
Legality

This deck is not Standard legal.

Rarity (main - side)

32 - 8 Rares

14 - 3 Uncommons

9 - 4 Commons

Cards 60
Avg. CMC 3.74
Tokens Zombie 2/2 B
Folders potential deck ideas, Standard
Votes
Ignored suggestions
Shared with
Views