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U/G Emerge (3-0-1 FNM)

Standard FNM GU (Simic)

sev705


Sideboard


Elder Deep Fiend is still good.

Wanted to play Emerge again. Originally played U/B before kaladesh, but felt that u/g was a better fit after aether revolt launch. We lose access to great removal, but the deck has become very consistent and resilient.

The Payoffs:

  • Elder Deep-Fiend - Turn 4 deep fiend is back breaking for the opp. If chained together, they almost can't win. Deep fiend at any other point in the game is also amazing. It can delay an opponents attacks or tap blockers for the swing. Just a great card.

  • Decimator of the Provinces - Can blow out a game. Only 1 needed. Large casting cost makes this worse in multiples and really only want in a stalled game. Easily searched for multiple ways if needed.

  • Lashweed Lurker - Not an exciting play, but disrupts the opponents plans and is decent attacking. We needed some more emerge cards and these work better for this deck than the other available options.

Emerge Targets:

  • Matter Reshaper - Great card, nothing better than an opponent using removal on this only to replace itself.

  • Foul Emissary - I like this card more and more. It more often than not finds the turn 4 deep fiend. Leaving behind a 3/2 to attack with deep fiend is also really good. Only downside is it's small body.

  • Filigree Familiar - Does exactly what we want. Provides incremental advantage while also replacing itself when emerged.

  • Rogue Refiner - Great addition and another reason to be U/G. Energy only helps with aether hub, but replacing itself is the reason to play. Being a 3/2 for attacking is also good.

  • Void Grafter - Recent addition. Not the greatest emerge target, but can blank a removal spell or flash in to block.

  • Duskwatch Recruiter - Less an emerge target and more of an enabler. Helps find gas late game while also being useful if flipped early.

Other Cards:

  • Grapple with the Past - Not sure how I missed this card when originally building the deck. Much better than glimmer for this deck. This should be a 4 of. (only have 1 of them though). How is this better? Common scenario, turn 4 emerge. Turn 5 grapple get back emerge target, recast. Next scenario, Turn 4 edf to turn 5 edf, grapple for the first edf. Then turn 6 edf again.

  • Disallow - One of. This gets worse as a one of when we cut back on glimmers. Just have less chance to find it.

  • Glimmer of Genius - Good card but not what this deck wants. We don't have an energy outlet and 4 mana is too much to hold up. Grapple is just much better.

  • Lifecrafter's Bestiary - One of to help smooth late game draws and provide extra gas. Rarely want to cast on curve.

Land base : No real surprises. Sanctum of Ugin is the tutor for chaining deep fiends. Aether Hub for reshaper requirements. Single wastes for evolving wild targeting. 23 lands as even though we seem to have a high curve, we don't want to flood.

Sideboard:

  • Dispel and Negate - these did great work. Brought in for almost every sb match in different combinations.

  • Warping Wail - Extra answer for the saheeli combo. Originally had 3 sb, but only every brought 1 in. Negate was just better for that job.

  • Endbringer - High cost means more than 1 is not playable with this land base. Stops saheeli combo without having to hold mana up. Provides late game draw and helps break board stalls.

As always, any feedback it great.

Suggestions

Updates Add

3-0-1 FNM - Deck beat 4-C Saheeli, GB Counters, and UW Control. Drew into top 4 with WG Humans, but played for fun. Kept some sketchy hands and lost 1-2. Both games lost were because of having only 2 lands for a couple turns.

Changes being made for Game Day:

-1 Key to the City : Helped win a game, but never felt good playing it.

-1 Wretched Gryff : Never wanted to cast it if there were options. Is outclassed in the air by lots.

-1 Glimmer of Genius : I would like to replace all, but only have 1 grapple. Just costs too much for this deck and grapple does much better.

-1 Deadlock Trap : Had in hand several times but never wanted to cast it. Comes out too late and gets worse if we are moving away from glimmers.

-1 Thought-Knot Seer : Moved to sideboard, throws off game one plan, but definitely helps against other decks.

+1 Grapple with the Past : Would go to 4 if I had it. Also lets us cast two spells earlier. Turn 5 this get back whatever we emerged from then cast that 3 drop is much better.

+1 Aethersphere Harvester : Wanted to try out. Should help against aggro decks.

+3 Void Grafter : 3 drop that helps disrupt opponents removal while also being a good blocker.

SB Changes:

-4 eterenal scrouge : Never brought in. Doesn't provide enough value

-2 Warping Wail : Even against the combo deck I only brought 1 in.

+2 Aether Meltdown : SB tech for scrapheaps and vehicles

+2 Untethered Express : board in against control

+1 Heroic Intervention : help against boardwipes

+1 Thought-Knot Seer : Has its uses.

Comments

Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

23 - 3 Rares

27 - 6 Uncommons

2 - 6 Commons

Cards 60
Avg. CMC 3.95
Tokens Eldrazi Horror 3/2 C, Eldrazi Scion 1/1 C, Energy Reserve
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