Sideboard


Innistrad has seen better days.

So, hopefully for some of you this will look familiar. This is actually a strange day for me, because it's not often that I meld two of my own decks together, but here we are - this is the horrible spawn of my precious brews: How Many Nerds Does it Take to Summon a Demon? and The Monster Mash. I have come to love this deck over this last week, and in fact I own it in its entirety, and I'll be updating it and providing data on matchups and such. So let's get into the primer!

Like I said above, this is the lovechild of two of my decks. It keeps the aggresive drive and sustainability of the Investigation gimmick deck, but with a few tricks thrown in from Monster Mash. I maintained the Investigate engine and kept my serious threats, and now I get to introduce the new kid: Hanweir Garrison is deserving of a slot anyway because it is an absolute house, but being able to turn into the formidable Hanweir, the Writhing Township is pure cheese. Plus, we have Nahiri, the Harbinger for some dig, some ground control, and she's why we run a single Ulamog, the Ceaseless Hunger.
Since the functionality of the deck is very similar to old one, I'll organise the primer the same way.

This deck is an Aggro deck, but make no mistake - this is not a true Aggro deck. I am not the biggest fan of the archetype, so I have let the side of me with a penchant for shenanigans help design this.

By following the pattern I had set forward in the beginning, I have labeled my cards under the following categories: Nerds, Threats, Engine, and Utility. My Nerds are the dorky creatures that don't really do anything and/or trigger Bygone Bishop for no lost value. The Threats are my obvious game-enders. The Engine is what keeps me going, but all engines require fuel. Utility denotes everything else; cards that just don't fit in the other categories.

Each of these is very important to the proper function of the deck - they make the deck possible. They are also the primary resource of fuel in the deck, if you check the Engine panel.
  • Expedition Envoy - It's aggresive, and I run one for my Veteran Warleader s.
  • Dragon Hunter - It's just strictly better than Expedition Envoy , in some ways.
  • Kytheon, Hero of Akros   - Better than Envoy, as well, but he also turns into a bigger body and an insurance policy.
  • Kor Castigator - You'd be surprised how effective a 3/1 for is. Honestly, this is so good I ran seven of them in the first version of the deck (read: Devilthorn Fox ). And it's also my primary removal spell, paired with Dromoka's Command, we can kill most anything.
  • Duskwatch Recruiter   - Now, this one's a sleeper. I don't really need it, it's mostly just a bear. But, as you will see soon, creatures with no text are more than capable of being massive value swings. He does, however, have text. Basically, if it doesn't flip, I'm fine. But when it does. OH BOY. Oh boy.

These are non-negotiable. All of these are here because they are the best at what they do and they provide simply massive bodies.
  • Veteran Warleader - I mean, it's a Voice of Resurgence token and an Ally - what's not to love?

  • Hanweir Militia Captain   - A bear that flips into a Voice token. Amazing. And the flipside adds at least two power to my board every turn.
  • Hanweir Garrison - Great on its own, amazing with my Voice tokens, devastating with Hanweri Battlements.
  • Westvale Abbey   - I mean, if we get there and they don't have Clip Wings , we win. GG.
  • Ulamog, the Ceaseless Hunger - Do I need to explain?

  • Also non-negotiable, at least to an extent, the Engine pieces are just that: Engines. For a given input, they will produce a different output - one that I can either use with the fuel or more effectively than the fuel.
  • Bygone Bishop - This is the main powerhouse, here, and is legitimately the reason this deck exists at all. Every creature will trip it.

  • Ulvenwald Mysteries - This card isn't the best card in the deck (cough Abbey cough), but it is the most important. My deck is aggressive, sure, but it isn't always fast enough to get in under Control. This is my insurance.
  • Tireless Tracker - This one, honestly, slipped under my radar, so thanks to amhood for bringing it to my attention! I draw a lot of cards, and sometimes they are lands. Oh well. I guess I'll draw more cards and pump my dude-bro right here. He is, unfortunately, not so aggressive as the other beaters, and he's not evasive, so there's just the one. It may be correct, however, to swap one Bishop for one Tracker. We'll see.

  • These slots are my removal, protection, and fix-it package.
  • Declaration in Stone - I mean, it's our premier removal spell in Standard, and one of the reasons that White is the best colour in Standard right now. I don't care if they Investigate, because I'm probably doing more of that.

  • Dromoka's Command - It only does everything! It's a pseudo-spot-removal spell, it pumps, it protects... Yes.
  • Cryptolith Rite The plan is to ramp better into Ormendahl and to keep my mana under control since that seems to be the most consistent problem with the deck so far.
  • Nahiri, the Harbinger - Last, but certainly not least, the most versatile removal spell in the deck is also a game-ender. You know what she does.

  • Just some justifications and concerns.
  • Hallowed Moonlight - Lookin' at you, CoCo.

  • Clip Wings - Beats a flipped Abbey pretty well, and gets rid of annoying angels like Avacyn.
  • Stasis Snare - I haven't had to use it yet, but I can imagine a time that it would be good, so I keep it in here.
  • Ulvenwald Mysteries - Sometimes it comes down to the grind, or in a really controlly matchup I just need more Engines to keep me from falling behind.
  • Thalia's Lieutenant - Yeah, I know she should probably be mainboarded, but I'm not doing that yet, at least. For now, she's here as insurance against Languish, and when that rotates I may have lost enough pieces by then to add her to the main.
  • Lantern Scout - If I need a good tempo swing, some lifegain, or just another Ally, this guy comes in. In a lot of cases, it's good to bring them in, but just not quite enough to mainboard.
  • Natural State - I don't care if evryone's playing it or no one's playing it, but I am Bound and fucking Determined not to lose another match to Mono-Blue Brains.
  • Collected Company?I am not convinced that the card is at all good in this deck for many reasons: It is mana-intensive, my creatures don't do anything upon entry, I don't need to swarm even though it helps, and the card will rotate soon, anyway. Not investing in the card.
  • Archangel Avacyn   - Just like CoCo, she's way to expensive to realistically cast on time consistently. Plus, I generally don't care about my creatures dying, because that triggers Mysteries and sets me up. Alternatively, her flipside is quite nice...
  • Sigarda, Heron's Grace - See above.
  • more to come

    Stay tuned!

    And that is that - if you have any questions, comments, or suggestions, please leave them down below, and if you absolutely love the deck, you can always give me an upvote. Thanks!

    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 7 years
    Legality

    This deck is not Standard legal.

    Rarity (main - side)

    4 - 0 Mythic Rares

    38 - 7 Rares

    7 - 2 Uncommons

    6 - 5 Commons

    Cards 61
    Avg. CMC 2.60
    Tokens Clue, Human 1/1 R, Human Cleric 1/1 BW, Human Soldier 1/1 W
    Folders Favorites
    Votes
    Ignored suggestions
    Shared with
    Views