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Welcome to the Jungle. The Jungle of our Galaxy, that is. The following is a psychogenic fugue on par with Fear and Loathing in Las Vegas.

In Space, No One Can Hear You Scream

  • A Golgari colored () deck, this build is meant to Exile your entire deck.

  • This deck is completely consumed (pun definitely intended) by it's purpose- Cosmogoyf.

  • If space houses a vessel fueled by glitter and the screaming masses of the planets devoured.. , I'm pretty sure this holographic celestial God-muncher is what is being described.

  • In a way, this kind of feels like Swamp Thing meets Galactus.

Your Existence is Null, Your Purpose is Void

  • Historically I think I've seen decks that focus on Exile concepts, but most of them don't really have a solid mechanic that lends itself to deck building. Skaab Ruinator is still a graveyard driven focus, and Eternal Scourge doesn't really do anything in a vacuum.

  • The difference here is that I'm attempting to Exile the maximum amount of cards from my deck - make no mistake - as fast as possible.

  • so rather than taking an inefficient route such as Stitcher's Supplier into a Deadly Dispute, etc. And a Tormod's Crypt, we have spells that potentially cast for free.

  • Things with the potential to exile a large portion of our deck in one move are making up the majority of our list, with Spoils of the Vault being a prime example. No guts, no glory.

-Alright, it's time to get disgusting.

  1. Cosmogoyf is the goal of our deck, and we're meant to win with hopefully one, really devastating swing. So here's how I'm doing things, currently. Any changes to our mainline goal will come with hefty updates and explicit instructions. This is a deck unlike any I've ever built, so bare with me, as I'm sure the community will speak up if they notice a piece out of place, as I would always encourage and hope they would! So, to digress..

"..A little brittle vial keeps you awake for awhile.."

  1. We lead our hand as early as the opening decisions, where we determine what land we're taking. In our opening hands, if we happen to come across Serum Powder, it becomes an incredibly easy task to speed run this game. I've tested up to 37 playtests with the Serum Powder at this point and have these stats to the testing; of 37 games, 28 of them used Serum Powder before taking the hand. Of those 28, I won 16 of those games. Of the 16 games won, I used Serum Powder twice, taking 5 cards opening (on the play) only 2 times. The Serum Powder move seems to increase my chances of surviving up against more aggressive concepts, things like RDW and aggro focused builds, and then obviously Stompy decks.

  2. So if we're lucky, we are holding 6 cards in hand, exiled 7 to begin with, and that leaves us with a bit of an advantage. From here, I feel as though we have a few options that get determined by whether or not we're holding the cards we WANT to be holding. Which.. is kind of the hope for the build that allows us to continue piling cards into Exile. I like to flow chart our plays, but on our turn one (on the play) we should cast either Spoils of the Vault or Molt Tender to get the functions online. Opening with Spoils is something I tend to ignore when I'm facing aggressive decks, opting for the Molt instead.

  3. 3a. Nethergoyf could also be a strong lead on turn 1, but it is very dependent on the matchup and favoring of playstyle. It has a strong presence that only gains traction with our gameplan, ibid the below statements regarding Demonic Bargain.

One of the steps is Bargaining

  1. On turn 2 we're squared away to do one of a few things; we could keep playing the long game and betting against our life total early, maybe eat a chunk or two between this turn and the next. Assuming we're holding up a Molt Tender, we can land down for the turn and have enough to use a Demonic Bargain, which is truthfully my favored tutor in the deck, and here's why. The Bargain forces 13 cards to be exiled and only then does it begin to go find the pieces you want. The statistical analysis and likelihood of ruining the play by hitting each and every Cosmogoyf is somewhere in the ... less than half a percent likelihood range. So if we nail that move, we get to +1 the exile count, and fetch whatever we needed- in this case it could have been either an Aloe Alchemist, Rancor, or the Goyf themselves.

  2. 4a. The possibility to stack our presence of 'this card needs to be in this zone for us' is furthered by the boomer presence of Dark Confidant. This is where I remind the audience that these plays require guts in order to receive the glory. This movement is a little more planned and balanced because you'll effectively gain another card each turn for hopefully not too much life to trade. This was the moment where it made sense to include Cling to Dust as a potential card. Only time will tell after playtesting.

  3. 4b. Cling to Dust is confirmed to be of use, and I find that it balances it's presence better in matchups where I'm cringing after casting a Scavenging Ooze and it gets destroyed immediately, countered, etc. The numbers of that change are yet to be confirmed.

Escape, Trample, Boardstate

  1. On our turn 4 is where I have found the most success when 'going for the win, with security'. So if I'm lucky and I've already Plotted the Aloe Alchemist, this is where it takes little work up to nail the opposition to the wall. This is also the moment where simply casting Rancor would matter, and we could afford to exile a few more cards to make it happen, reinforce a boardstate, etc.

Weighing your options on a Cosmic Scale

  1. From about the first three cards you see on the opponents side of the table, especially when you're on-the-play, it should become apparent how to avoid the second and third punches that your enemies throw. Unfortunately for us, decks like Infect and specifically Murktide tend to just.. come out of nowhere for a one-turn win. In some cases the first punch must be ate so you can telegraph how the rest of the match up is going to go.

  2. 6a. When Burn, make sure you hold up Scavenging Ooze, Cling to Dust, and throw Shadowspear into the mainboard.

  3. 6b. When Aggro/Stompy, make sure you hold up more bodies and maybe slot in the three copies of March of Wretched Sorrow. This is also a key time to make sure that Dismember is getting slotted in because you HAVE to make sure your own punch hits. If all else fails and for some reason you can't have Trample on time, it's important to prevent your enemies from chump-blocking you. Ehergo, this is where Lost Jitte makes the mainboard too.

  4. 6c. When Control, this is where having Apostle's Blessing, Lavaspur Boots, and Shadowspear becomes almost required in order to keep your friends swinging. I think in the Control matchups I was doing my best to not stray from the concept too far, and in doing so only ended up swapping out about 6 cards total, but those Mardu-colored matchups REALLY make us crumble.

  5. 6d. When artifacts/affinity, obviously keep the Force of Vigor at the ready. Other key things here that also apply to Storm type decks is that March of Burgeoning Life is truly helpful as a way to guarantee you get Cosmogoyf onto the field, while also reinforcing it's strength upon entry.

  • Without a doubt this deck would not have come together without a little love from the community, this time with gratitude for SaskiaKnight711 who had a lot to say about exiling stuff efficiently.

  • the other person to thank is Balaam__ who i knew for sure would be excited about a whacky thing like this. Cheers!

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Revision 3 See all

(4 months ago)

-1 Apostle's Blessing side
+3 Cling to Dust main
-1 Dismember side
+1 Scavenging Ooze side