Up first, we have an aggro deck that utilizes some cards and strategies that many have considered. However, I think this is a rather well tuned list, though perhaps not complete, as the metagame has yet to fully flesh out.
Creatures (29)
- 4 Soltari Priest
- 4 Icatian Javelineers
- 3 Amrou Scout
- 2 Cloudchaser Kestrel
- 4 Knight of the Holy Nimbus
- 4 Serra Avenger
- 4 Calciderm
- 4 Stonecloaker
Lands (22)
Spells (9)
The majority of the creatures have been selected especially to fight Wall of Roots, Sudden Death, and Damnation. The maindeck enchantment hate is primarily for Wild Pair, which most have only begun to tap into. I will get to a decent Wild Pair list in a bit. Trust when I say that its power is worthy of maindeck hate.
I wish there was another one-drop to play. Even a Suntail Hawk would be fine, but I just can’t rock the Sidewinder, not today anyway. Javies are quiet solid though. The Shade is an option, I suppose, but he is clunky and slow, so as of this week, I run zero.
Serra Avenger is the nutz0r. I wish I could play 12. She is the ideal creature to sandbag versus Damnation, as you can follow one with her and a Scout or something. (Okay, Calciderm isn’t bad either…) It is worth so much to have access to a good fourth-turn play, even if you don’t hit your fourth land. Dropping two Avengers can be backbreaking versus many opponents.
Stonecloaker is one of the most versatile creatures ever printed. It is a high-power flying threat that must be dealt with. It is graveyard control, such as anti-Teachings technology (with the buyback, I might add). It can generate card advantage multiple different ways. It can generate tempo, again, multiple different ways. It is a combat trick and an endstep threat. It resets Calciderm (or Javies). All this and a power equal to its casting cost!
Calciderm is an obvious addition that is every bit as good as you might think. You may not have Fires of Yavimaya, but you do have Stonecloaker.
The rebel engine is not accentuated here, as it is more just a way to fill the two-slot. The Scout is for slower than Ramosian Sergeant. Griffin Guide is nuts, just don’t walk into a Sudden Death in response. People will play Snapback and Dead / Gone largely because of this card.
Mana Tithe is a controversial choice, but it just randomly wins so many games. The verdict is far from in, but so far I have found the added dimension of disruption invaluable.
We have a variety of versions of W/x decks splashing each of the other colors, but in general, none perform with the consistency that straight WW does. This is not a mindless beatdown deck, and in a format with Damnation, even the beatdown must be well thought out.
Up next, a fresh look at the new engine on the block.
Creatures (19)
- 4 Mystic Snake
- 4 Wall of Roots
- 4 Mangara of Corondor
- 4 Riftwing Cloudskate
- 1 Teferi, Mage of Zhalfir
- 2 Whitemane Lion
Lands (22)
Spells (19)
This deck’s basic assumption is that if you are activating Wild Pair, you are most likely going to win on the strength of Cloudskates and Snakes. As such, it seeks to employ a variety of synergies during the times it does not have Wild Pair. Blink or Whitemane + Mangara, Cloudskate, and Snake. Mystical Teachings can serve as a source of tutoring or as pure card drawing. Teferi is essentially on super mana short duty.
I am not sure whether this list warrants the inclusion of a Swamp to help the teachings, as 4 Gemstones and 4 Lens is probably enough. Still with black in the sideboard, it may be worth adding 1.
In case you are not familiar with the combo, the fundamental plan is to drop a Wild Pair with a Whitemane Lion in hand. At this point, if your opponent plays a spell, you can play the Lion, fetch a Snake and counter it while furthering your position. Whenever you get a moment, play the Lion and fetch a Cloudskate. Remember, the Lion can bounce itself, ensuring a supply of counters and Boomerangs. If you can, remember, it is often worthwhile to use the first Lion to fetch the second to protect the combo.
If you don’t actually have the Lion in your hand when you drop your Pair, you can use almost any creature to fetch it, including Wall of Roots (add a counter before Wild Pair’s ability resolves). Remember, you only have 4 Snakes and 4 Cloudskates, so you do not have a hard lock, though you can also recurse them by gating them or Blinking them. Also, split second must be kept in mind. Typically though, the tempo and card advantage generated will be enough to overcome the opponent.
The Mangara plan is a way to fight early and often you can just win games by untapping with Mangara in play. Against aggro, he greatly slows the assault, especially with Lion or Blink. Against control, he often destroys storage lands, disrupting their mana base.
This deck takes a fair amount of skill to operate properly and should definitely be shuffled up a few times before entered into a tournament. Going long against control, look to chain your Teachings into each other as well as a Teferi, Careful Consideration, a Snake and a Lion or a Blink. Against aggro, you have got to race. The big consideration here is whether or not they play enchantment removal. If they do, you may need to wait until you have a Wall of Roots and six land. Use the Wall and five land to make the Wild Pair. Then on your opponents turn, you have the Wall and a land to cast Lion in response to a Disenchant. The thing is, if you are going to commit to this plan, you may have to do nothing with your mana on their turn, so as to not over-extend. Don’t try to play around Disenchant if you can’t. Sometimes you just have to say “if you got it, you got it.”
Besides…who plays Disenchant? Heh.
Up next is an interesting take on one of the most obvious archetypes, Blue/Black control.
Creatures (8)
Lands (25)
Spells (28)
This particular build features a number of interesting innovations. First of all, the creature elimination suite is based on the strongest black kill available. Sudden Death is obvious against Teferi, but is also invaluable for so many other targets. Combine that with the ability to search for it and you have a winner. Damnation is obvious and a must.
The Chronic is really what makes this deck tick. It is an uncounterable card drawing engine that wins the mirror and builds advantages against anyone. Pull from Eternity will be played solely because of this card. It is difficult to describe just how good this guy is. I can show you better than I can tell you. He is the kill card of choice in this format and will be splashed in a number of non-Blue decks. Remember, if you need, you can pay 4U and get a cantrip Maro that is particularly effective versus control. Another common play is to pay 5U, then Damnation the following turn. The turn after, the Chronic takes over. Another note, he is actually the most effective creature against Extirpate, as you can hide him out of the game, safe from Extirpate, in the event one dies. Teferi will be Extirpated all too often.
The one Phyrexian Totem is a back up road to victory that combines well with Damnation. It is fairly self-explanatory. Being immune to Sudden Death or Damnation is very powerful in this format. The Urza’s Factory is another alternative road to victory, as there is nothing worse than establishing control, only to lose to your victory conditions being Extirpated.
The Krosan Grip will probably surprise a number of readers, but I think it is warranted. Wild Pair is so good, plus, if you don’t have a Stormbind deck in your gauntlet, you are only lying to yourself. Krosan Grip is selected over Disenchant due to the importance of resolving this. When the other guy drops his Pair, he will usually have the Lion to protect it against you, as control will be forced to give him time. WW can apply enough pressure that Disenchant will often be enough. U/b/x control, however, must give it all the time in the world. One Grip is sufficient, as it is un-Snakeable and can be summoned with Mystical Teachings.
I know a lot of people swear by the Brine Elemental lock, but I have found it to be a case of Grey Ogre / protect all too often. Also, I think the lock is too slow versus aggro, and dies to Sudden Death versus control. Why sip Brine when you can hit the Chronic?
One last deck to contemplate today, then I’m out of here.
Creatures (18)
Lands (20)
Spells (18)
This deck is pretty straight forward, a G/R mid-range aggro deck with heavy hitting creatures with a nice side plan of madness via the Stormbind, Greenseeker, or Seer. Yes, you did not read that list wrong, there are no Scyrb Rangers. The thought there is that if you are hitting someone with a Spectral Force, you are winning anyway. Still, it does combo with Stormbind, so maybe there is room for one or two.
This deck is deceptively good. At first glance, it would appear that it can be dealt with any number of ways, and while this is true, will you always have the right answer at the right time? Spectral Force hits mighty hard, that is no joke. Stormbind if left unchecked provides inevitability. There is even a fair amount of card advantage included. If Seer is allowed to run amok, it is difficult for most decks to overcome the edge he provides.
So, there you have it. Hopefully these decks will be of use to anyone exploring the current Block format, one that appears fairly interesting. There is no question that plenty of other strategies are viable, but I think that the level of technology, at least that of the online community, needs to take a big couple of steps forward. Yes, we get it. Teferi is good. You know what is better, though? Teferi and the CHRONIC. Mark my words. The Chronic is where it is at!
What I am looking for is a good sliver deck. What do you support them with? There are so many good Slivers (especially that Frenetic Sliver!), but what else do you play? Tromp the Domains? Maybe you just play a mini-sliver package like 8 or 12. I dunno. Maybe just Sinew, Cautery, and Frenetic (and maybe Bonesplitter?)
Still, that won’t be the best deck, if you ask me. I predict the best deck will be a well-tuned base-White or base-Green aggro deck, or a U/B/g (maybe G/B/u?) control deck with a lot of split second, card drawing, mana, and Damnation, winning with the Chronic. Wild Pair is a real good look though and may end up being the deck to play, perhaps without the Mangara combos. I am not sure yet. I sure wouldn’t mind Think Twice in it. Edt wants the Chronic in the Wild Pair deck. Then again, he wants the Chronic in WW.
It is safe to say that Edt is a man who appreciates the Chronic.
Okay, I am out for this week. Sorry, no girls this time out, though I’ve just moved to Detroit, so hopefully there should be no shortage of women in the weeks to come…
Patrick Chapin
“The Innovator”