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Sorcery (1)

Creature (1)


Disclosure: I seldom design Standard format decks, and thus I have almost no knowledge of the current top tier archetypes and metas and such.

For an even more budget friendly build, try these suggestions:

Questing Beast -> Moss Viper

Chevill, Bane of Monsters -> Bloodchief's Thirst

Darkbore Pathway  -> Jungle Hollow

It’ll make it a bit more difficult to guarantee that fat stack of poison counters, but it’s still playable.

With how limited the cardpool is in Standard it was both fairly easy and rather depressing to settle on lands.

Darkbore Pathway   and it’s inverse are about as close as we’re going to get to a decent dual land. Maybe Jungle Hollow has a place here, since I’m not quite sure exactly how important speed is in Standard. Coming from Modern, anything that enters tapped is anathema and so I’ve eschewed the official dual for its faux dual cousin.

•Some things never change. Play a Swamp or a Forest to cover anything requiring or .

Access Tunnel can be tapped for so it isn’t completely useless early on, but we’re including this land for another reason to be detailed later.

Fynn, the Fangbearer is the focal point of the deck. We want to have him enter the battlefield Turn 2 if possible, and once there he alters the state of affairs in a significant way. Any creature we control bearing the Deathtouch keyword ability now becomes deadlier still. Each and every time a creature outfitted with Deathtouch deals combat damage to the opponent, that player receives a mandatory 2 poison counters. As we all know, when one accrues 10 of these counters it’s lights out. Since all of our creatures possess Deathtouch, and since between Questing Beast and Access Tunnel at least some combat damage will absolutely get pushed through, the plan is to rack up those poison counters with a quickness.

Fynn, the Fangbearer is commander in chief of our deadly menagerie. A capable Turn 2 creature in his own right, we need him on the battlefield leading the charge at all times. We run 4 copies, no question.

Foulmire Knight is a great Turn 1 drop, whose utility is not voided if he’s drawn later. Thanks to the Adventure portion of his card, we can make use of him for draw power if necessary.

Chevill, Bane of Monsters represents both the medic and supply lines of our figurative tabletop battle. Owing to all our creatures being armed with Deathtouch we’ll be gaining life and drawing cards quite often, thanks to Chevill and his bounties.

Fetid Imp is here for aerial bombardment. The flying characteristic can help push combat damage through, and since he can be Deathtouch-buffed that’s another 2 poison counters for the opponent.

Hooded Blightfang has wonderful synergy with the direction we’re taking the deck. Whenever itself or another of our creatures with Deathtouch attacks, it’s a life lost for the opponent and a life gained for us.

Varragoth, Bloodsky Sire is as close to a decent Tutor as Standard will get us. If we haven’t yet drawn Fynn, cast this fellow Turn 3 and we’ll have Fynn in hand in no time flat.

Questing Beast is a finisher of sorts. If Turn 4 rolls around and things are looking grim, once this beast hits the table it’ll turn the tide in our favor. Combat damage from our creatures will automatically go through and the opponent will be stacking poison counters like poker chips.

We have a few different spells whose purpose is to help us reach our goal.

Cling to Dust will help us shake off early burn spells or combat damage we aren’t ready or able to deal with. Cast it, ideally targeting a creature in the opponent’s graveyard to gain 3 life. Alternatively, gas up with a fresh draw by selecting a non-creature card to exile.

Malakir Rebirth   can help preserve our momentum by saving Fynn if he should fall in battle. In a pinch this MDFC can enter as a land instead for that extra you’ll need.

Eliminate is an answer to pesky early game creature threats, as well as their Planeswalker overlords. It’s no Dismember , to be sure, but...yeah. Standard.

•Cast a bunch of Deathtouch enabled creatures

•Retain a couple support spells, ready to remove blockers, guard Fynn, or regain some lost life

•Cast Fynn, the Fangbearer and attack, inevitably pushing combat damage through. For each creature that successfully broke through enemy lines, stack 2 poison counters on the opponent. Remember, 10 poison counters is game over.

Mostly just extra utility spells here. We have Mystic Repeal to bounce enchantments; some extra card advantage in the form of Village Rites ; additional protection for key cards like Fynn or the beast with Heroic Intervention and some more creature/enchantment removal with Feed the Swarm .

As mentioned at the outset, I am not at all familiar with the current meta and decks of choice in the format, so any and all help is appreciated. If it’s garbage I’d like to know, but more importantly I’d like to know why. I can’t improve if I don’t know what I’m doing wrong.

”He has besieged me; he has surrounded me with bitter poison and hardship.”

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Casual

93% Competitive

Revision 1 See all

(2 years ago)

+4 Feed the Swarm side
-1 Heroic Intervention side
-3 Return to Nature side
Top Ranked
  • Achieved #31 position overall 2 years ago
  • Achieved #1 position in Standard 2 years ago
Date added 2 years
Last updated 2 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

12 - 3 Rares

24 - 4 Uncommons

4 - 8 Commons

Cards 60
Avg. CMC 2.00
Folders Standard, Liked Decks, Decks for tabletop
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