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Arena 5 color Superfriends

Arena*

whowasfone


Sideboard

Planeswalker (1)

Land (1)


A janky 5 color Arena Standard Superfriends shell built with the random assortment of planeswalkers and lands I got from packs. Every one of the 11 creatures in the deck (with the exception of Carnage Tyrant, who's there to combat control decks) is either a mana dork or ramp spell on a body so I can play my planeswalkers below curve. I opted for creatures over non-creature spells for my ramp because I need bodies to protect the more vulnerable planeswalkers in the early game and chump block more aggressive decks until I can get a few out on the board. In a pinch they can also crew Heart of Kiran.

The main way the deck wins is by drowning the opponent in planeswalker activations by sticking an Oath of Teferi after committing a few planeswalkers to the board. Right now I only have one of these Oaths so I've had to get creative in thinking of ways to get it out of my deck if I don't start the game with the Oath in hand. The most obvious way is just being able to draw or dig my way through the deck with cards like Chandra, Karn, Teferi, and Ajani, but I also have a one-of Planar Bridge that can tutor it straight onto the battlefield as well.

The relatively strong planeswalkers like Teferi or Karn kind of speak for themselves, while a few are here for more arcane reasons:

Tezzeret, Master of Metal -> Tez's +1 is a mini-tutor for us, grabbing either Heart of Kiran, Planar Bridge, or Thran Temporal Gateway out of our deck with each activation. Starts off with a decent amount of loyalty and has no other use once he's grabbed our artifacts so he's a pretty good candidate for crewing the Heart.

Ajani Unyielding -> Helps dig and fill my hand with nonland permanents. I built the deck with minimal Instants and Sorceries so I could get the max value out of Ajani's effect, which goes a long way with helping the consistency of the deck and closing out games.

Saheeli Rai -> Can make a copy of one of our elves to get some extra mana or lands early in the game. Other than that she doesn't really do anything major.

Nissa, Nature's Artisan -> Enters with a lot of loyalty, gains a lot of loyalty with her +3 and can get us back in the game against aggro decks thanks to the life gain. Can also help dig against slower decks with her -4.

Dovin Baan -> Great after Oath hits the field since he can build toward his ult much more quickly, which will likely lock down the game if not force the opponent to concede. A good planeswalker to have on turn 3 or 4 but he usually needs to be alongside another walker or have a couple of blockers ready to protect him as he builds up loyalty.

Thoughts, planned changes, etc.:

  • Nissa, Nature's Artisan and Chandra, Pyrogenius are pretty close to the chopping block and will hopefully get replaced by a second tutor-Tezzeret and Planar Bridge, respectively.

  • Thinking about putting in 2 copies of Raff Capashen instead of Temporal Gateway and Dovin Baan. Dovin doesn't do too much for us, and Raff would help a lot in combating counterspell-based control decks by allowing us to switch to a play-go strategy and attempt to tap them down on their end step. Temporal Gateway lets us cheat out Planar Bridge's mana cost if we get it out first (which is a definite possibility when Tezzeret is on the field) and will likely apply more pressure than Raff if it can stick early against control.

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Updates Add

Removed Draconic Disciple x1, added Drover of the Mighty x1

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Date added 5 years
Last updated 5 years
Legality

This deck is Arena legal.

Rarity (main - side)

17 - 1 Mythic Rares

14 - 3 Rares

9 - 0 Uncommons

9 - 0 Commons

Cards 60
Avg. CMC 3.81
Tokens Construct 0/0 C, Copy Clone, Dragon 5/5 R, Emblem Chandra, Torch of Defiance, Emblem Dovin Baan, Emblem Teferi, Hero of Dominaria, Pirate 2/2 B, Treasure
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