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|Avg. deck rating||40.78|
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Stewie1897, this deck's mainboard is tuned to beat aggro and green devotion decks so as long as you aggressively mulligan into Anger of the Gods or multiple kill spells, you'll do perfectly fine in that matchup. In RDW matchup most you have to do is to survive their opening hand plus the first few draws. Once they run out of steam it's your game as long as you aren't too low. I've never had a chance to play against a Jund Aggro deck yet since it's not a popular archetype but it seems that I can use the same strategy and still do well. Warleader's Helix helps swing the game in your favor by a huge margin.
The deck has a decent game 1 against control but does much better post-board (against Azorius and UWR, it's a 15-card side-in). You usually lose game 1 more often than not if they manage to resolve a decent Sphinx's Revelation before you get any real pressure going. The deck has a really good post-board game however and wins more than it loses.
mephisto_pheles, my meta is too diverse for me to make a good sideboard with 3s and 4s and still cover everything I need to. It also helps diversity my threats/answers and if you think about it, the sideboard is really 5 different cards since the other 3 are just additions to existing mainboard cards :)
I like the core. Personally not a fan of Desecration Demon because everyone pack answers to him now, but he still is a perfectly good pick. I highly recommend Boros Reckoner in the main as he still synergizes with Anger of the Gods to help you against green devotion decks (if you see them at your local meta) and is very good against aggro.
I definitely would take out Boros Charm since you don't have that many pernaments for it to protect, which make it not as useful as it should be. (Browse my deck's wall for more detailed explanation if you want to. Some guy asked me why i don't run it).
Magma Jet as a 2-of just doesn't cut it in here. You're better off running more threats or answers since you already got Underworld Connections in the main for card engine, not to mention 8 scry lands, which brings me to the next comment:
Running 8 scry lands may be too slow. If you have Godless Shrine , I'd recommend running those in place of some of the scry lands and basics. You have many different spells with restrictive color cost and you'd prefer to be able to hit at least one double color more often. 6 is a healthy number for a 3-color deck. You can even run a couple guildgates to fix your mana.
I highly highly recommend Assemble the Legion either in the main or side. It's really really good against black devotion decks and is also good against control.
That's all I got for now. I have no idea what your meta is like so I can't give an effective suggestion.
Dark Betrayal is too narrow for my meta, which has recently begun to shy away from monoblack and more towards other archetypes.
Soldier of the Pantheon comes in almost strictly against control decks (Esper/America/etc.) and Selesnya decks.
This is what I do against American Control:
-1 Hero's Downfall (if you didn't see too many planeswalkers)
+1 Thoughtseize - Use these aggressively. Control decks play mostly answers and not threats.
+1 Sire Of Insanity - Play this when you feel that it is safe to do so OR when you need it to force a removal/counterspell in order to resolve a different threat
+1 Erebos, God of the Dead - Haven't drawn into him yet, but he's pretty self-explanatory.
+2 Wear / Tear - Save these for the D-Spheres
Against Esper, you hold the Mizzium Mortars for Blood Baron of Vizkopa and all 4 Hero's Downfall for Obzedat, Ghost Council . You can choose to not side in Soldier of the Pantheon in this case due to their having monocolored removals.
Against Selesnya (relatively simple sideboard), I did the following:
-1 Rakdos Keyrune - A lot of their things will either have trample or can be given trample, this is bad for the key.
-1 Assemble the Legion - Same reason as above. Also too slow.
+1 Blood Baron of Vizkopa - He and the dragon will be your BFFs in this matchup.
+2 Soldier of the Pantheon - This guy has protection from almost everything they run.
Often, I also decide to do
Hope that helped!
I have used Boros Charm in my pre-rotation version when it ran more creatures (to much success). With the new version, some things changed.
You have to take into account a few facts that prevent Boros Charm from performing at its full potential:
Half of our creatures across both of your boards have protection against Boros Charm (4 Blood Baron, 2 Stormbreath, and 2 Soldiers). That means the double strike mode only works on half of our creatures, and 5 out of those 8 are in the mainboard, which means we can pretty much rule that mode out considering most of the things that it CAN target either don't hit that hard or usually doesn't even attack at all.
We already run a set of Hero's Downfall which works much more reliably in terms of planeswalker removal, not to mention that we also have Warleader's Helix for that job as well (and also for that 4-point finisher).
The creatures that CAN be protected by it are mostly already protected thanks to their own ability. Not only that, you usually tap out or only have one mana left over at the time you need to play the spell (playing a stormbreath or an obzedat or a blood baron on turn 7 is just too slow, especially against decks that have tools to destroy these creatures like monoblack or esper). Also, I don't run many other permanents that this thing can protect. This means that the indestructible mode also isn't abused the same way Boros Aggro does.
As for Haunted Plate Mail , the card works much better in a control deck where you really don't control any creatures about 95% of the time (save the few times with AEtherling and/or sideboarded Blood Baron of Vizkopa or soldier tokens), which allows it to be the evasive 4/4 that it is intended to be. Also consider that its equip cost is 4. This means that the soonest you can slap this thing onto someone (likely Boros Reckoner , is turn 5. What does this do? This locks up our 5-drop window in exchange for a CHANCE at a 7/7 that could very easily be killed in response to us paying the equip cost (especially that far into the game in a meta that all kill spells usually run between 2-3 mana) AND that can still be killed by just a kill spell. I can see the appeal in control matchups, but the benefit just isn't enough to justify even one slot for it, at least not in this list.
Remember that in a control matchup, we play this deck like Death and Taxes deck in Legacy (at least in a remote way), which means we play relatively aggro with tons of disruption and annoying sticky threats. We side out Boros Reckoner against UWx control (since they are just a 3/3 with restrictive mana cost in that matchup) and we substitute that early game with playing more spells like Sin Collector and Thoughtseize and Underworld Connections and Soldier of the Pantheon to either remove any answers OR force answers. They eventually HAVE to remove those 2/1's somehow, and sometimes that means a Supreme Verdict cast before our beaters come out. Also remember that we still have Stormbreath Dragon which is immune to a lot of conventional removals control run save the black kill spells. When you play against control, you basically create a gauntlet lineup of creatures to play, with the most important ones saved for last (or when they tap out), to force your way through counters and removals. This way, you eventually get one or two to stick and start taking a few points off of them while they dig for answers. You have to keep them playing defense (or at least hope your draws help you to) so that they have no time to safely resolve something scary like a big Sphinx's Revelation or an AEtherling with mana open. Control is one of the harder matchups for this deck, but the matchup is not hopeless.
P.S. If I end up keeping Boros Reckoner AND Anger of the Gods in the deck after game 1, it is most likely that I'm playing a green devotion or an aggro deck, both cases of which I just Anger the board and either redirect 3 to the face or use the 3 to kill a bigger creature for a clean wipe (Both Polukranos, World Eater and Arbor Colossus fall within this kill range before they become monstrous) or use the 3 to pop a planeswalker. It is hardly a loss when used that way.
When I say awkward openers, I mean a hand full of double- or triple- colors spells that can be dead in your hand if you don't find (or keep) the right color lands.
Boros Charm is not as good in this deck considering how few creatures we run. This means it can protect fewer things than if it was in an aggro deck.
Lightning Strike didn't make the cut in this deck since it has access to much better removal and noncombat finishers.
I've used Elspeth, Sun's Champion in this deck in the past and she has been mostly a disappointment. She is much easier to remove especially in a meta like yours. Assemble the Legion is much more likely to stick against black decks due to obvious reasons (or at least force them to inefficiently use resources to try to remove it).
If there is a significant amount of Selesnya decks in your local meta, I highly highly recommend going with the third Soldier of the Pantheon . It has protection from pretty much everything they run except the wurm tokens and occasional Scavenging Ooze and lets you gain some life in the process. Very very handy.
Apoptosis, in place of those three cards, I'd recommend (at least based on a balanced meta):
1x Doom Blade or 1x Warleader's Helix in the main - I've been trying to fit a third helix in because of how swingy the spell is especially against monored which you can sometimes have trouble against if you don't draw into an early Anger of the Gods . Doom Blade is just an all-around good spell with the drawback of it being turned off against a good amount of creatures.
As for the two cards in the sideboard, you can throw in a fourth Thoughtseize or a third Slaughter Games . I prefer the first option because Slaughter Games just isn't as powerful as it used to be during the Thrag-Resto era where it had more decks to side in against across the format, but it is still a very good choice against monoblack and UWx control decks.
The second card I would recommend is a third Soldier of the Pantheon or a third Assemble the Legion . Both are great against control (that little weenie has done more work than I ever expected him to). The soldier gets in a few points early that may force control decks to be low enough to be playing defense (instead of doing their usual lockdown) by the time you hit the top of your curve and you probably know how well Assemble works against control. They don't deal with it, they die.
Assemble the Legion also is a finisher against black devotion decks since they really don't have anything that can remove it unless they splash green or white for their respective enchantment removal spells. It also turns off their Desecration Demon s.
That's all I got for now. The real key to doing well with this deck is knowing what openers to keep. This deck has the habit of giving you very awkward opening hands thanks to the restrictive mana costs of its early spells.