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I was inspired to build this in part by watching Snowdrop, which was a very strange but ultimately very enjoyable show. Locking down opponent's creatures = taking hostages, the wipes/removal are solving one's problems via coffee/trip bombs/placed high explosives. This deck is a bit experimental in that it runs a mix of catchup ramp and ways to shrink my land count together, as well as a relatively low land count. These cards usually come in tapped, so they slow the deck down, but it's awesome to turn on your Cartographer's Hawk type stuff. With the land count reducers, this deck might be somewhat viable vs metas that aren't ramping lands but still run a decent number of lands. My own land count might be too low, and I intend to fiddle with it a fair bit more.

The deck has some pump effects in it that are designed to work around my lockdown and wipes, to make them asymmetrical, and thus far more powerful. The magic number is 3, but with Vigilance I can get around this limitation, so I do have a few cards that can be locked down by my own effects. This is primarily a Voltron deck, I can make A+C hard/impossible to block, and run plenty of things to pump them, combined with fun stuff like Double Strike and the almost perfectly designed Inquisitor's Flail, which is very good with First Strike and Vigilance.

If I think it's necessary, this deck has a 2 card combo in Brash Taunter + Guilty Conscience , with Brash Taunter + Pariah also being in the deck and also being very good to set up. The deck can win via Voltron, which it prefers to, but if someone else is running a better combo than you expected you can just do either of those. The deck has a very hard time protecting it's enchantments though, so hopefully you can damage Taunter that turn with Conscience to win on the spot. I'm strongly considering tossing in some cards that can fetch out Brash Taunter, I've already got ways to find enchantments, I also might look at Enlightened Tutor, this deck really wants the option of finding an Artifact.

The deck tries to set up a situation where I can repeatedly cast an Aura on A+C, letting me draw cards potentially as well as buffing my team, and I run a small selection of budget tutoring cards to dig these auras out. This deck is generally on the faster side when it comes to eliminating it's first threat (if it's actually working right), but you can expect to need some Stax effects to gain advantage if the game goes longer.

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I pulled out Knight of the White Orchid (it's an actively bad card if it doesn't find a land, and even with my low land count I couldn't count on it), as well as Cartographer's Hawk (ditto), and I put in The Sound of Drums (which seems like a really solid dual purpose buff/removal option that has plenty of flavor) as well as Treasure Nabber (Kye (Gye? I always heard Gye, but I looked online and it suggest Kye) Boon Ok seems like a superb fit, and her consequence is Curse of Opulence).

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93% Casual

Competitive