Maybeboard


What is this deck?

This deck is a Sultai good stuff or in more simple way of saying, play every good card that you can find and that isn't even a joke. This deck in my opinion has the best color combination because:

  • Blue: Card draw, card selection, counter spells and 2 Best planeswalkers (Oko and Jace)
  • Green: Best beater and mid range creatures, combined with black you get the best removal and combining with blue you get Oko and Uro
  • Black: Best removal, hand attack and sweep effect or effects
  • And all colors combined you get Leovold one of my favorite cards in magic

So basicly you get everything.Deck

What is this decks goal?

You are a slow grind deck that tries to out vale your opponent with 1 for 1 trades like removing permanents or countering spells and you have answer to multiple situations because your answers have multiple types of use. Almost every card does something when it enters the battle field so you aren't going to lose much value even if it gets destroyed.

Even though I just wrote that you are slow deck that can change fast depending on match up and cards that you draw because you can have really fast hands like Turn 1 can trip/hand attack, Turn 2 Tarmo, Turn 3 Leovold, Turn 4 Questing beast and something like mono red is in deep shit because you have Goif and Questing Beast that are hard to kill or against staxx hand like that can be too fast if you have little bit disruption with those.

So how are those match ups?

Funny thing is that you really don't have good or bad match ups. Most match ups are just 50/50 so knowing your deck and importantly knowing your opponents main goal and how to disrupt it as best as you can will get you far.

But if I have to say best and worst match ups on my opinion Rock styled decks are the best possible match ups because being able to pressure them while having counterspells is just nightmare to them (also when I was playing The Scarab God I lost 0 rounds to Rock).

The worst match ups with his deck are big mana decks hands down. Almost every time I play against Eldrazi ramp, Gx Hoof, Big Red or something like that their top decks are just better and your 1 for 1 trades aren't good enough. Only difference are staxx and academy combo decks decks because their game plan can usually be disrupted rather easily but still they are hard match ups

What if you don't like some cards?

So you don't like 10 cards and you wan't to play few different lands? Well go on and do those changes. This deck has so many building choices because you are a good stuff deck and you can't fit them all in 100 deck even though you would wan't to do it.

  • Example:
  • You could take few 5 and 4 drops out and add 1, 2 or 3 drops to make this deck more aggressive or you could add cheap interaction to make this more tempo styled mid range.
  • Or you could take out mana dorks for more lands and answer cards to make this deck more controlling
  • Or you don't like dump cards like Sultai Charm or Poison the Cup and you wan't to change them to actually good cards.... you can do it but I won't do it because I like my pet cards and the can bring that surprise element (so I recommend 1-3 pet cards. It makes the deck much more fun)

Best example that I have tested with this deck is when I tried build with Narset, Parter of Veils and Vivien, Champion of the Wilds in mind.

  • Biggest difference with these build were that other had:
  • 21 creatures 38 lands and 41 hits for narset and had more controlling elements with cards like Mystic Confluence Venser, Shaper Savant and Damnation
  • and other build had 28 creatures 36 lands and 36 noncreature spells more focus on getting to the board with cards like Lotus Cobra Hydroid Krasis and more mana producing guys
  • Both were fine builds but in the end those didn't fill my play style so I tried different cards and builds and so I have ended in this build that you are seeing and yes it is still changing because new cards come and old cards go.

Building a sultai mid range has almost infinity possibilities because it just has everything

This sounds too good to be real. What's the catch?

Yeah there are small catches.

  • This deck is really really mana hungry and at the same time really greedy with its land base. Because of this sometimes you can stumble because your mana base has few lands that you usually don't want to play right away (karakas, mystic sanctuary, wasteland) and cards like Blood Moon Price of Progress Ruination and Back to Basics can feel crushing from time to time
  • Your answers to turn 1 mana producing creatures are limited and there aren't really many options and that can be huge problem when you are on a draw and if your opponent is a hyper mana deck like Craterhoof Behemoth based deck

Maybe board

Every card in maybe board has been tested in this deck against multiple different decks. I have only listed cards that have had some success or potential in different build, some work more in control and others in heavier creature mid range but every card is playable.

The one worst thing about good stuff deck is that you can't play each good card because everything is just so amazing and game winning but some don't make the cut sadly.

Want to see other Gerlander decks?

There is an account that has started collecting and making example lists of Gerlander decks and here is link to it. It is little underwhelming at the moment but I am sure that it will grow eventually.

Suggestions

Updates Add

Now that we are back in the action here are more stats to prove that this deck is banger or something like that

My LGS has started organizing Canadian Highlander tournaments and I will be writing those tournament stats here because my decks only swaps Mu Yanling to True-Name Nemesis and it shows that this deck can compete in more powerful format.

12.9 3-1 (Canlander)

1st round against 4c Midrange Lands (2-1). 1st game my opponent got Strip Mine + Life From the Loam and even though I drew Force of Negation my opponent had too many ways to use the damn mine again and again and again and then I didn't have lands. 2nd game I played 1 mana planeswalker Deathrite Shaman, with enough control of his graveyard I managed to beat him. 3rd game I resolved turn 3 Jace and my opponent couldn't kill it right away so basically Jace just drew cards and won me the game.

2nd round against Oath Storm (2-0). Both games I just made my opponent to go for the kill but both times I had an answer for one of his pieces.

3rd round against Time Vault Academy. 1st game I had very clunky hand with missing land drop 3 and my opponent bouncing my Sylvan Library but when I got to 3 mana I started developing my board with Sedgemoor With so basically I developed my board while interacting and using card advantage cards that I found with library. 3rd game took us 40 minutes because my opponent had Urza's Saga + Crucible of Worlds and Zuran Orb but he was locked thanks to Leovold and thanks for Grist I had removal for his Karnstructs. In the end he didn't do much and finaly died at 5th extra turn.

4th game against Mono Red Wildfire (0-2). 1st game my opponent played T1 Sol Ring -> Sphere of Resistance T2 Worn Powerstone T3 Wildfire and T4 Crucible and I scooped. 2nd game my opponent mulliganed to 4 but his hand was Mountain Mox diamond and Sphere of resistance and I never drew 3rd land and I died while having 2 mana spells in my hand. Good thing that the deck drew very poorly in this match up because it is worse than cancer.

1.8 2-2 (Canlander)

1st round against Temur Tempo (2-0). 1st game my opponent didn't have a 1 drop while he was on draw and thanks to that I got us to situations where both needed to trade resources and simply this deck is better at it. 2nd game I slipped Endurance on the field and my opponent only had small flying creatures and even with his planeswalkers I slowed the game enough for my victory.

2nd round against Temur Tempo (1-2). 1s game my opponent had unfortunate mulligan to 4. 2nd game my opponent slammed Managorger Hydra with free protection and Ancestral Recall and that combination is nightmare to deal with, so he won thanks to his fast trample clock. 3rd game I hand disrupted my opponent twice and got his turn 1 and 2 plays but he top decked Dreadhorde Arcanist to cantrip and from that Sprite Dragon and my I drew lands and counterspells and just died.

3rd round against UW control (2-0). 1st game I started and played fast Tracker while my opponent sculpted his hand and I just made my land drops while protecting my Tracker and grew my board presence with other creatures like Questing Beast. 2nd game I played 2 of this decks "best" designed cards aka Oko and Uro and UW control has hard time just with Oko and my opponent couldn't win that game.

4rd round against Gruul Aggro (1-2). 1st game Magus of the Moon. 2nd game I had T1 hand disrupt (took his 2 drop while he had mox) T2 Tarmo and T3 True-Name Nemesis and there we sat until I just had more resources and won. Game 3 T1 Scab-Clan Berserker thanks to moxes so again no game and I lost. I may have been little bit salty after losing to dual mox start but what can you do.

25.7 4-0 (Canlander)

1st round against Gruul Aggro (2-1). 1st game I lost to turn 4 Magus of the Moon when I tapped out for Liliana. 2nd game I played Endurance on turn 2 thanks to 1 mana dork and the tempo swing from that was too giant for my opponent because he played 2 mana haste dude that die to Endurance. 3rd game my opponent had scary fast hand with turn 1 Hierarch and Turn 2 Goblin Anarchomancer to 2 drop buy turn 3 he only played 3 drop while I killed his creature, cantripped and played Tarmo who held the board until I stabilized and won.

2nd round against 4c Underworld Breach Storm (2-0). In both games my opponents deck just didn't want to do its thing. 1st game I won by playing creatures and having 1 counterspell and 5 dead removal spells. 2nd game I mulliganed to 5 and my 7 had 4 lands and 3 removal spells but in the end I still won because I drew Tarmo and Remand and my opponents deck just shitted on itself.

3rd round against RDW (2-0). 1st game I traded resources with must kill threats on turn 1 and 2. On turn 3 I played Endurance and started to out value my opponent until I found Eldritch Evolution and got Uro and the game ended there. 2nd game my opponent started with double Mox opening but his actual hand was little bit threat light so I stabilized fast and his burn spells weren't enough to drop my life to zero

4th round against 4c Kiki-Pod (2-0). 1st game my opponent got to Epheremate his Imperial Recruitter and I almost panicked when I saw Palace Jailer but thanks for missed land drop I got the time to get my shields up. The game started to go for long grind that I won with DT and turn after that DT again With Snapcaster. 2nd game my hand was really awkward against my opponent because he had karakas and I only had Leovold and Cligue as my creatures and my opponent almost started to run away with the game thanks to the Karakas and Courser providing him with deck manipulation but his clock was slow while my Leo drew me cards and Clique manipulated both of our hands and I got my hands to Scavenging Ooze and oh boi against creature based toolbox deck it had lots to eat and with the life gain I got to be the offensive side and won.

Comments View Archive

Date added 6 years
Last updated 2 years
Exclude colors WR
Legality

This deck is Highlander legal.

Rarity (main - side)

30 - 0 Mythic Rares

51 - 0 Rares

9 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.38
Tokens Beast 3/3 G, Clue, Elk 3/3 G, Emblem Liliana, the Last Hope, Food, Insect 1/1 BG, On an Adventure, Pest 1/1 BG, Treasure, Zombie 2/2 B
Folders Highlander
Votes
Ignored suggestions
Shared with
Views