Hey all! Welcome to my attempt to give you a primer on this (possibly) spicy lil' Homebrew. I'm still pretty new to Magic & have never built a 4-color deck before & it seemed like a fun challenge.
I love the aristocrats archetype, Moldervine Reclamation seemed like a fun card, and so it began.
I'm playing a much jankier version of this on Arena & am actually seeing OK results so far; slowly moving to making the list look more like this as I open packs & get more wildcards.
Please, share any thoughts you may have!
Also, being new, I also don't have much experience w/ making an effective sideboard, so what I have is my best attempt atm given the matchups I've faced & vague knowledge of the current meta.
I also don't have much experience breaking my own decks down, so here's my attempt.
This deck might be classified as mid-range, though I'm not totally sure if that is accurate. With that said, it's very combo/synergy-oriented, and I tried to include a few routes to victory in the build.
Here's my attempt to break most of it down:
- Hopefully, you're starting w/ either
Gutterbones
or
Footlight Fiend
on turn 1
- then into either
Cruel Celebrant
or
Priest of Forgotten Gods
turn 2. Depending on how you've drawn & the course of the match, one route might seem more appealing than the other.
Glowspore Shaman
can help you make sure you hit your land drop for turn 3, and give you some options for recursion w/
Find / Finality
, or
Revival / Revenge
.
- Ideally on turn 3, we're either playing
Chandra, Acolyte of Flame
, or
Mayhem Devil
. The synergy here is huge, especially if your early-game creatures are still on the board. One difficulty here is manabase, but that's to be expected with a 4-color deck. If you haven't drawn well,
Light Up the Stage
is here to help, and even if you can't trade well in an attack, you can hopefully get at least 1 damage in by way of
Footlight Fiend
,
Cruel Celebrant
, or
Priest of Forgotten Gods
to activate spectacle, draw a few cards, and make some sort of play to keep you in the game. I feel turn 3 is a big turn for this deck (and for most, I imagine).
- On turn 4, depending on how the game has gone, you may have the opportunity to ramp a bit w/
Priest of Forgotten Gods
, get some damage in w/ her effect, clear their board, and hopefully cheat a turn 4
Moldervine Reclamation
out. In the little bit of testing I've done w/ this deck, this card has been quite helpful against control/hand-hate, and can get out of hand pretty quickly (no pun intended) if things go well for you. My thoughts aren't backed by much experience, but this feels a bit like a "win-more" card, which is ok with me!
- At turn 5-6, it's
Cavalier of Night
's time to shine, if you've drawn it. This card is great in this deck & offers some recursion that is very much needed, given how often we want to be sacing our own bois. I only included 1 because more than that felt like too much; it's not a card that feels great to draw w/ this deck if your board is empty, though maybe I'm just a dingus & should include more. The Finality side of
Find / Finality
is a kinda hilarious thing to do at this point as well, especially if you have anything that will survive the wipe, and even if you don't, it's likely you'll be benefiting from it regardless.