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This is a rat deck. That means mischiefs, murders, and marmadons. Okay, probably not the marmadons. But this deck is designed to create rat tokens and then sacrifice those rat tokens for greater value generation.

Here are the primary goals and strategies:

Goal #1. Build up a mischief of rats. Keep yourself and your colony alive through careful Swarmyard + blocking tactics. Typhoid Rats is a particularly tasty card to regen-block with.

Goal #2. Win through liberal application of a nice Ratvalanche (that's what I like to call attacking with a good sized swarm that is buffed with one or two +1/+1's and Fear and/or Menace). Alternatively, build up a few beefy Rats (and/or a Demon) and swing those for a lethal Rataclysm.

Specific Tactics:

  1. The Ratvalanche

    a. Build rats with Marrow-Gnawer and then swing with unblockable Fear-rats (extra points if you use menace from Piper of the Swarm. - A good strategy is to cast Marrow-Gnawer on your turn, then on your opponents turn tap him and kill a rat token you have. Then on your next turn cast Song of Totentanz before tapping Marrow-Gnawer for his rat duplication again.

    b. Use Twisted Sewer-Witch on an army of Rats to buff them and then hurt your opponent whether your rats live or die. - Extra synergy if you sacrifice rats with Wicked Roles to either Piper of the Swarm or Ormendahl, Profane Prince  .

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  1. The Rataclysm

    a. Sacrifice your rats to a nice Westvale Abbey  / Ormendahl, Profane Prince  .

    b. Play an early Pack Rat and then procede to sacrifice your hand for sheer rat muscle.

    c. Use Piper of the Swarm to steal their scary creature cards and then kill 'em with that.

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How to play a game:

The Ideal Curve:

Turn 1. Play a Swamp and Typhoid Rats or play Temple of Malice.

Turn 2. Play Swarmyard and cast Leaden Myr.

This allows you to begin your unkillable-defense engine. Keep your Swarmyard untapped so that you can tap it for regen if you want to dissuade your enemy from attacking.

Turn 3. Play your third land, then either:

If you want to mana ramp or just keep your Swarmyard up for defense then cast the 2cmc card Leaden Myr. If you don’t have that card then cast Pack Rat or Piper of the Swarm.
If your opponent’s offense isn’t worth defending against then cast Adaptive Automaton, or Lord Skitter's Butcher and choose to create a 1/1 “can’t block” rat token.
Your opponent has a creature that you don’t like? Murder

Turn 4 and onwards. This turn and turn five is when you really come into your own. After you play a land, if you have one, then either:

Cast Marrow-Gnawer this turn. Prepare to cast as many rats as possible next turn. Song of Totentanz is ideal, but Lord Skitter's Butcher is a good second best.
If you will have 6 mana next turn then on this turn cast Song of Totentanz or do whatever you can to have at least five creatures on the battlefield so that you can sacrifice them next turn.
Casting the Twisted Sewer-Witch is always better to do after Marrow-Gnawer or Song of Totentanz has created a rat army for you. If you don’t have either of those though, then you can simply cast this. It’s still helpful, even if only on handful of rats.
Your opponent has a creature that you don’t like? Murder

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General guidelines for the opening hand:

  • In your opening hand you are looking for three lands and at least one, 1-2cmc creature you can cast.

  • If you have two mana you can survive, but you'll need to draw a third land. For this reason it's best if one of the two lands is Temple of Malice

  • Statistically speaking, this deck will draw a good starting hand nearly 90% of the time assuming you have a free mulligan. Otherwise it will draw a good starting hand 70% of the time.

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Examples of ideal opening hands, from best to least best.

  1. Best: Swamp, Mountain, Swarmyard, Typhoid Rats, Leaden Myr, Tangled Colony, Marrow-Gnawer.

  2. Best: Temple of Menace, Swarmyard, Swamp, Leaden Myr, Song of Totentanz, Murder, Westvale Abbey. (You'll want to draw one more land).

  3. Good: Temple of Menace, Swarmyard, Pack Rat, Pack Rat, Lord Skitter's Butcher, Murder, Piper of the Swarm. (You'll want to draw one more land).

  4. Workable: Three lands, Tangled Rats, Adaptive Automaton, Pack Rat, Twisted Sewer-Witch.

  5. Workable: Temple of Malice, Swamp, Pack Rat, Typhoid Rats, Murder, Marrow Gnawer, Adaptive Automaton.

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Date added 5 years
Last updated 2 weeks
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 1 Mythic Rares

33 - 6 Rares

8 - 6 Uncommons

7 - 0 Commons

Cards 60
Avg. CMC 2.46
Tokens Copy Clone, Human Cleric 1/1 BW, Rat 1/1 B, Rat 1/1 B w/ Can't Block
Folders 1. Favorite Decks, 1 Main Decks
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