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Planeswalker (1)

Enchantment (1)


This deck has been a long-time dream of mine, since I have always wanted to play a super-powered, super-bad@$$ Superfriends Deck. My prolonging was from my lack of money to buy all the cool PW's and pieces needed to make it work, but I have recently noticed that all the PW's not showcased in the last Pro Tour have all continually shrunk in price this month. I think now is my time to strike, and I am going to give it my best shot to make my "Superfriends" idea come to life.

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MORE DETAILED DESCRIPTION SOON, CURENTLY (APPROX) 12-4 ON MTGO**

The gameplan right now is to, first and foremost, be a Superfriends deck, utilizing cheaper PW's and curving into a potentially devastating Deploy the Gatewatch. My secondary objective is to control through a mix of Death and Taxes, Board Wipes, and some Cruel control (hopefully more when Nicol Bolas re-enters Standard). I am not really utilizing any heavy counter spells at the moment, mostly due to the double blue needed has been poor in playtesting.

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Planeswalkers:

*Note: I didn't get a lot of choice in this obviously, since it is a budget deck. I chose WUB because of both the price, and that all the cheaper PW's in these colors do due a lot of work.

- Dovin Baan - He was cheap, but still has the good stuff a 4-drop PW should. He can both gain life, gain card draw, and shrink baddies until the bigger PW's step in to do the heavy lifting. A great setup PW, but doesn't do it on his own.

-Tezzeret the Schemer- He is the oddball of the group, and usually the PW to cut when sideboarding. He ramps which is nice, but does little else unless the board is already under control. Half the games he makes a manna artifact, then dies. However, the other half, he makes 3 or 4 manna artifacts and turns them into 5/5's to smash face or block the opponent's midrange threats. He isn't useless, but he is the first cut when it is needed. (Surprisingly the most consistent Ultimate I get, since few are scared of him.)

-Jace, Unraveler of Secrets- The "Basic B%tch" of the group. Does all the basic control stuff a PW does. Nothing too fancy. Never ultimates though, since he -2's a lot more than +1's, in my experience.

-Ob Nixilus Reignited- Kill stuff on a stick. Even better with Gideon's Oath to start with 6 loyalty. Kill two guys for one? Yes, please.

-Sorin, Grim Nemesis- The Big Brother that comes in and ruins everyone's day who bullied his younger bros. He is almost always the MVP when resolved, being able to gain life, kill (almost) unconditionally, and burning card draw.

-Deploy the Gatewatch- CoCo's them out. I have a 33% split of getting 0, 1, or 2 PW's out of this so far. The whiffs feel bad, but hitting anything is almost always worth it. Make sure to activate all your PW's on field first before casting, since Legendary rule potential.**

Creatures:

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All my Creatures are legendary, and it actually almost seems to help rather than hurt.

-Kambal, Consul of Allocation- Death and Taxes. He is usually only gaining life from the removal spell that kills him. But if he is left unchecked, he is the best turn 3 play I got. Even if he dies in one turn, they wasted a kill spell on a 2/3 that is pretty useless on his own.

-Gonti, Lord of Luxury- Wow. Wow. Wow. This guy is a mandatory player in this deck. His surprise / "F&ck You" factor is quite relevant and amazing. I have stolen a cat combo with him in a mono-black deck before, so he is a mandatory for me forever now. So far, he has stolen: Cat Combo, Ajani, Verdurous Gearhulk, Void Shatter, Dynavolt Tower, and Torrential Gearhulk, and all were at very clutch times.

-Hope of Ghirapur- In the SB for now, to use against Control. Haven't actually resolved one yet, so I am not sold on him.

Other Spells:

Card Draw through Anticipate (works even better for free from Yahenni's Expertise ) and Glimmer of Genius .

Mostly a cheaper removal suite, including board wipes and such. No expensive counter spells, no Fatal Push due to budget.

The Oaths have all been very useful when utilized, with the Liliana being the most succesful. Sacc'ing a creature, then making 2/2's all day is very helpful for stabilization. I am usually casting one PW per turn after turn 6, so her Oath gets some mileage for sure.

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