Sideboard


INTRODUCTION:

It's Monday night EDH day at your local game store and evils are roaming about. Grand Arbiter Augustin IV threatens to lock out the board, inhibiting anyone from playing the game. Meren of Clan Nel Toth arrives with her Grave Pact and Fleshbag Marauder slaughtering all of the innocent creatures. Baral, Chief of Compliance is ready to counter all of your spells, oppressively controlling the table. Nicol Bolas, the Ravager   has come to invade Ravnica, harvesting all of the Planeswalker sparks, like he tried to do in a half-assed, poorly written, dull as shit novel produced by Wizards of the Coast(the real supervillain), or worse the real evils arrive. Atraxa, Praetors' Voice is revealed, here to lock out the game with misguided heroes with a single goal on their evil agenda, give a bad name to the superfriends archtype.

Well no more.

Now we show our local gaming store what it means to be a hero, today we will learn how to save the meta and make Planeswalkers great again. Today we will assembler the Avengers.

THE GOLDEN RULE:

Ever since Ixalan and the printing of Jace, Cunning Castaway, there has been a new rule, the planeswalker uniqueness rule has been replaced with the legend rule. Before Planeswalkers had a Planeswalker type, such as Jace, Gideon, Chandra, etc. But Wizards changed that so that you can multiple planeswalkers of the same type but not the same name such as Tamiyo, the Moon Sage and Tamiyo, Field Researcher are allowed to both be on the battlefield under your control, at the same time, whereas before, you couldn't.

I myself found this rule to break immersion among the game and to me immersion is half of the fun of the game. Otherwise you're just playing uno, slapping down cardboard cards with pretty pictures to win some self satisfaction of winning a card game that people spend hundreds of dollars on.

However, avoiding that pessimistic view, Magic was always a game of creativity and expression through these cards and characters depicted on the cards. Using flavor and theme to create a deck that best represents the player. For myself I enjoy the story and artwork of the mind that people bring to the table, which is why I hate the new Planeswalker Legend Rule, it encourages people to ignore the idea of summoning a Planeswalker and just playing cards with pretty pictures rather than acknowledging the character (That and the fact that wizards are really pushing planeswalkers to have less and less counterplay and giving the already strongest permanent type in the game more of a buff that they really do not need.).

Anyways the golden rule of the deck is such: When calling the avengers, we play by the original Planeswalker Uniqueness Rule, not the Planeswalker Legend Rule, with the except that Planeswalkers are indeed considered Legendary. So only one of each Planeswalker type in the deck.

After all, having two Captain Americas would not make sense. Now onto how to pilot the deck itself.

THE SUPERFRIENDS DECK ARCHETYPE

In all of my time of playing Magic, I have found Planeswalkers to be the most enjoyable cards to play. They reminded me of superheroes, which in lore they practically are. I have learned how to fully optimize Planeswalker themed decks and it is sad to say but Superfriends style decks are not that strong of a deck archetype. On the scale 1-5, 1 being the cream of the crop competitive and 5 being complete and utter jank, 3-4 is the average power level that most people. Superfriends, being fulling optimized at just barely pushing towards a 2 on the scale. They are indeed strong and can win easily against decks that are 3-4, but will struggle against other decks that match in tier 2, though you still have a good chance to win if you play it right.

So if Planeswalkers are the community accepted as the strongest permanent type, why are they not considered Competitive and often time have a hard time winning most of the time? Well it is because Planeswalkers were created to enable other existing deck archetypes but not each others. Until recently there were no planeswalker synergies and cards that supported the archetype. During the Gatewatch set, Wizards printed the Oath Cards and then there was that one sorcery from Eldrich Moon. However those support cards do not enable the planeswalkers to win, just have a few more benefits.

So how do Planesalkers win on their own? Honestly most people just go for a lock with planeswalker emblems since they cannot go away and hope everyone scoops with a grindy actual win process. This is why people hate out planeswalkers, because their ultimates often time just make the game harder to play. However we are above that, we are the real heroes of the table.

Alright now that we know the general idea of Superfriends, let's get into the deck itself.

THE HEROES In order to save the day and win the game, we need the best of the best. Now how do we pick the best? Well we need planeswalkers that strong at every point in the game. We judge our walkers based on their pluses and minuses more than their ultimates and their synergies with each other. Here are the easiest win conditions

Nicol Bolas Dragon god + Oath of Gideon + Jace

Suggestions

Updates Add

Wanted a chiller superfriends deck that values harder but doesn't win through the normal lock everyone hates but I gotta add power to it so there we go, pulling into darker powers, even the Avengers call upon unlikely forces.

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31% Casual

69% Competitive