NOTE: huge updates have been made to the deck, which I haven't changed below yet. I have reformed it now to be a main board that should be fairly Easily able to beat most aggro/midrange archetypes, though leaving us quite vulnerable to control in game 1. However the sideboard will help with that and I will e swapping 13-14 cards in that match up to make it much better. I wanted to do it that way rather then have ok matchups against all archetypes. Let me know what you think and more testing will conclude if it works as well as I envision it will.
Hey what's good? I'm a big fan of Chavest and I think right now it's in a pretty good spot in Standard, even with all the mono colored craziness going on!
This deck is designed to be able to handle Control, Midrange, or even Aggro. It features a very wide array of spot removal, hand disruption, and fatties who can all win games on their own if left untouched and their board is cleared (which we aim to do). Let's take a peek at what's in the main board and why...
Whip of Erebos - A nice bonus with the lifelink, and even though the deck only runs 11 creatures, having the synergy with Ghost Daddy which everyone knows about is too good to miss if they're playing removal of their own, so a 1 of main board shall suffice.
Blood Baron of Vizkopa, Desecration Demon, and Obzedat, Ghost Council - 3 of the sickest creatures in the format, who all pass the Doom Blade test, 2 of whom gain me life and all 3 can take over games in certain match ups.
Sin Collector - A decent body attached to hand disruption, works for me.
Underworld Connections - Some people will probably recommend Read the Bones to me, but I prefer sticking this early game against control or midrange much better. Against Aggro they can go into the SB game 2 and 3
Doom Blade - Great cheap removal that works against anything but the mirror creatures.
Hero's Downfall - Kill any creature or planeswalker at instant speed, yup $10 removal spell.
Warleader's Helix - More removal attached to some lifegain!
Dreadbore - Guess what!? More removal, creatures or planeswalkers again!
Mizzium Mortars - Yes, even more, sometimes a good wrath effect also.
Rakdos's Return - Catch a control deck tapped out and ruin their day.
Thoughtseize - Start the game off right, by taking the most important card in their hand, very frustrating to play against, so why not use it!
Elspeth, Sun's Champion - This lady can win games on her own and her wrath effect is VERY relevant in the current format. If you had doubts about her, you shouldn't!
So, we have 9 hand disruption spells main board alongside 13 spot removal spells and a pseudo-wrath with both Mortars for smaller things and Elspeth for the big freaks!
Tested upwards of 10 best 2/3 matches so far and won them all, pretty much destroyed stock Esper control which is a very top tier deck, mono green, mono white, Izzet Guttersnipe blitz, so the deck is holding it's own against many different archetypes. More testing will conclude what needs to be tweaked, but so far I think this is a great shell.
Sideboard:
Pithing Needle - In the current format with so many targets, I would normally run 3, but with 6 removal spells that hit planeswalkers I'm mostly worried about AEtherling.
Lifebane Zombie - You opponent is playing green or white creatures? Swap with the Sin Collector and take em to school!
Wear / Tear - Say no to Detention Sphere and opposing Assemble the Legion or God's weapons.
Anger of the Gods - Why not have some more wrath against the weenie decks and ramp decks!
Duress - Control opponent? Let's make it 12 hand disruption spells for them :)
Slaughter Games - Can come in against anything but Aggro pretty much, and hitting a control player's Sphinx's Revelation is pretty close to a scoop, especially when you already wrecked their hand the first couple turns!
That's what I have so far, and if you have any suggestion feel free to shoot them off me! If you like the deck please hook it up with a +1, thanks for stopping by!
~Mogz