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Sunbird on Vacation

Standard Combo Ramp RGW (Naya)

Amphyros


Sideboard


Sunbird on vacation

This deck is a post rotation version of my Sunbird on vacation (Pre-rotation) deck. The goal of the deck was like the W/R approach deck to play Sunbird's Invocation into Approach of the Second Sun . But one of these combo pieces is gone now and I'll have to find another way to make use of my Sunbird's Invocation s.

In the old version of this deck I played a bunch of elder dinosaurs because of the high mana cost. That way we can trigger Sunbird's Invocation for X is 7-8-9 and play another way to strong creature. That's what the deck is completely about right now.

The deck may seem really inconsistant because of all the one ofs but when Sunbird's Invocation is on the battlefield you will be scrolling through your deck like a mad man. If that happens which it does pretty often you will be happy with all the different kind of creatures.

I also changed the colors to Naya so I can play even more big dinosaurs. Also the ramp helps and completely replaces my old ramp stratagy with Treasure Map   and Captain Lannery Storm .

I will play the deck at the coming FNMs and tweek it a lot depending on the meta and my local meta. For now I will mainboard some anti aggro like Deafening Clarion and Settle the Wreckage .

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Had some interesting results at FNM this week. Below I will explain some of my matchups.

I had some fun matches against this deck I've never seen before. I've had the most trouble against Trostani Discordant because it was out of Deafening Clarion range. but when my deck was rolling there was no stopping it and I just outvalued my opponent.

This was a really hard match to win because he always had answers against my creatures or enchantments. Though I could overwelm my opponent with too many creatures if Sunbird's Invocation stayed on the field. I also had a bit of luck in our last game because my opponent didn't have any black mana until the late game.

Like I said in my previous update, the flyers in this deck like Thief of Sanity are really hard to deal with. I adjusted the sideboard a bit with some Flyers so I wouldn't lose my entire deck to Thief of Sanity.

This deck was just amazing to see in motion. He used Experimental Frenzy to just throw whatever he had to my face and if the top card of his libary wasn't what he wanted he used Wand of Vertebrae to mill the card. I won the first game because I had to many dinosaurs when I popped off but the second game he just burned my creatures to death and outvalued me. Last game I ended up mana screwed because of Goblin Chainwhirler killing all my ramp. This made me consider to replace Drover of the Mighty with Thunderherd Migration because decks that deal with my ramp destroy my entire plan.

No matter the result I had a lot of fun playing this deck at FNM and I'm still looking to improve it. I think I'm going to give Thunderherd Migration a shot next FNM and hope for better results.

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Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

5 - 3 Mythic Rares

31 - 9 Rares

4 - 3 Uncommons

7 - 0 Commons

Cards 60
Avg. CMC 4.44
Tokens City's Blessing, Dinosaur 3/3 G, Elemental 0/1 R, Treasure
Folders Oooooh, Saved
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