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I want ALL the threats! (Suggestions Welcome!)

Standard Competitive Five Color Midrange Ramp

Fonzii


Maybeboard


So, win conditions are fun right? Of course, everyone loves win conditions. They make you win. But too often, we are confined to certain win conditions merely because of the color of our deck. Thats terrible, and I aim to change that. That's right, it's Standard, and it's tagged with Five Color AND Competitive. But, even though I have what I believe is a pretty solid list, this undertaking cannot be done alone. So let me break down what I have so far. This deck mainly aims to safely get up to turns 4-6 and then start dropping huge threats every turn that will hopefully overwhelm the opponent with crazy awesome threats.

Early Creatures (Turns 1-3)

These creatures are vital to the early game of the deck, keeping you alive and helping you get up to your bigger cards.

Elvish Mystic Gets out those big guys just a lit faster, also allowing for some blocks or bits of damage if need be.

Sylvan Caryatid This guy (girl?) is just plain awesome. Ramps you into your fatties, fixes your colors, and is an absolutely superb blocker.

Nyx-Fleece Ram Doesn't ramp or fix, but provides an even bigger butt then the caryatid and can really keep you alive with it's humble offerings of life.

Courser of Kruphix Great at blocking, great at digging through pockets of mana in some kind of pseudo-ramp, and even gains you life to boot.

Awesome Threats (Turns 4-X)

Now we get to the good stuff. We (hopefully) have our early game going good for us, and with a bit of ramp, and some fixing, we can start throwing out huge guys to help us win. (Most of them are CMC 5, which can get weird, but just play what works best.)

Blood Baron of Vizkopa Oh Blood Baron, how I hate and love you. I have suffered many a defeat because of your annoying protection, and I hope to now spread that joy to others. Also gain a bunch of life and start beating down. He does that really good.

Stormbreath Dragon Yet another guy with a relevant protection, as well as a way to get bigger, punish them for having too many cards, and start beating down fast. A real MONSTER. Heh, heh.

Obzedat, Ghost Council A bit hard to cast, might not come down turn 5 or even 6, but very worth it once he comes out. He stabilized by giving us life every turn, as well as putting your opponent on a super fast clock and really beating face.

Xenagos, God of Revels He's big, he's bad, and he can actually be turned on fairly easily depending on your draws. But he's mostly there to play turn 6 after you've played your T5 guy and swing for big.

AEtherling Blue needs a representative, and my many days of playing control have confirmed that this guy is amazing. Dodges removal, can function as both a superb attacker and blocker if you need him to be, and can't be blocked himself. I love him.

Mistcutter Hydra Can be played early for some quick aggression, mid-game beats, or as a huge beast later on.

Utilities

Sure a deck full of creature is real swell, but the opponent is going to have things that we might need to get rid of, or we might just need a bit of extra life and a few extra cards. Here's some things to smooth out the deck.

Abrupt Decay An obvious pick, especially for standard, and can either disrupt them early on, or blow up something troubling later on (Eg. Banishing Light, Mistcutter Hydra).

Dreadbore Unsure on whether to run this or Hero's Downfall. This is cheaper, but more color intensive and is at sorcery speed. Still, we sometimes need an alternate way of dealing with Planeswalkers and creatures that punching them really hard.

Sphinx's Revelation A really solid card. I may just be including it because I love it in control, but it can really help us get back some vital life points and refill our hands with threats.

The things I really need help on with this deck are the mana base and the sideboard. I obviously have 4x Mana Confluence, but the ratio of other duals is tricky, and will probably change as the mainboard changes. I'm not really sure on what to side in yet, so I'd like help with that too. I'm also completely open to mainboard suggestions. I know it isn't perfect. So anyways, whether you read all of that or not, thanks for checking out the deck, and be sure to leave a comment!

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Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

11 - 0 Mythic Rares

45 - 0 Rares

2 - 0 Uncommons

2 - 0 Commons

Cards 60
Avg. CMC 3.11
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