Hey everyone thanks for taking the time to look at my standard deck. So, this is a Orzhov Legendary deck I have been running for a while which has been changed a lot. The objective is to stall with removal/exile and create early tokens with Hangarback Walker, Oath of Gideon, and Blight Herder until you can drop Gideon, Ally of Zendikar. Also, your early exile sets up for a potential Blight Herder on turn 5, which could mean a 5/6 and 3 2/2's for five mana with Gideon emblem turn 4, ideally. Anyways, you can also drop Ob Nixilis turn 5 for some removal as well, not that you will need it, but card draw is good too. The deck transitions nicely and has plenty of removal and threats. I am always open for suggestions.
MAIN BOARD REVIEW
LANDS:
Shambling Vent: An excellent dual land than enables us to play double color spells and mid/late game becomes a lifelink beater that helps with sustain. Especially good when you get some Gideon emblems. A 3/4 lifelink is pretty sweet.
Caves of Koilos: A dual land that helps with our early game mana fixing and for 1 life we play something immediately if necessary. We want to be playing something every turn and the life loss is not severe and shambling vent generally recovers the life lost.
Blighted Fen: This card is an alternative if you don't have Westvale Abbey
. I love this card it shuts down any control decks single creature win con and it cannot be countered. Also it is just good for if you get mana flooded you can defend yourself a little. This card is mainly for hex proof creature control decks.
Westvale Abbey
: This is a cool new land that will be in Shadows Over Innistrad. It is an actual win condition considering it is fairly easy to get enough creatures to sacrifice and pay the cost. It is great because we can drop the land and immediately sacrifice it with its cost and get a crazy demon that cannot be countered and attack with it the same turn for 9 in the air, pretty amazing. I love this card, but just one seems fine.
REMOVAL:
Silkwrap: I knew this card would be great when I consistently won games in the Dragons of Tarkir pre-release. This card supports us by temp exiling early threats. This card shuts down plenty of tier 1 threats and helps us mid/late game when we play Blight Herder.
Declaration in Stone: This is a new Shadows Over Innistrad sorcery that permanently exiles any creature and the best part is it acts like a Bile Blight where it exiles multiple copies of a creature. The opponent gets investigate for each creature removed, but we don't care to much about that because it puts them behind even though they can draw they have to spend two mana to do so.
Ruinous Path: Well, it is a "Hero's Downgrade", pun (Hero's Downfall), but it is still hard removal for both creatures and planeswalkers. Still quite good and needed since many decks run at least a few planeswalkers.
Stasis Snare: It has flash I mean it stops bad things from happening, like Eldrazi. It helps us shut down anything haste/dash creatures and can even falter your opponents planeswalkers that temporarily turn into creatures, Gideon for example. It is also great for disrupting combos that your opponent may be trying to do that are dependent on a creature.
Anguished Unmaking: Another new card from Shadows Over Innistrad that is excellent instant speed removal which exiles. With all the recursion and graveyard shenanigans exile is the best answer. We do take 3 life for this but the life lost can be regained with shambling vents.
CREATURES:
Hangarback Walker: Oh man, an annoying card for sure, but it really helps us stall with early defending and can eventually explode into many tokens that help fuel our strategy by going wide. It is vulnerable to exile however, but it is still worth playing. I will say that I have been trying to find a way to incorporate a relevant sacrifice mechanic into this deck to get value out of it. It has great sustain against board wipes although with the new exile board wipe being release in SOI it may not matter. Still worth running though.
Blight Herder: This card is relatively specific that it requires you to process two cards in exile, but we can do that easily. It is the most unexpected card for most of my opponents, but is really good mid/late game. A potential 5/6 with 3 2/2's if you have a Gideon emblem out is really good and the blight herder on its own survives most forms of removal with its high toughness.
Gideon, Ally of Zendikar: In his creature form he is a 5/5 indestructible for four mana. Solid creature that can end games very quickly if not stopped.
Emrakul, the Promised End: This card is no joke and completely viable in this B/W build. We can easily have 4 to 5 card types late game to get her out, also our Blight Herder can give us the mana ramp we need to cast her. Another thing is the small potential to draw her with Sorin, Grim Nemesis and deal 13 damage to our opponent.
UTILITY:
Oath of Liliana: The new oath from Eldritch Moon that essentially gives a free 2/2 blocker for our planeswalkers and makes our opponent sacrifice a creature. I'm sold.
Oath of Gideon: Sometimes I wonder if I should run four. Anyways this card is the bees knees it gives us early tokens and enables our planewalkers to enter with 1 extra loyalty counter. You almost always want to Gideon emblem when you have an Oath out as Gideon will survive with one loyalty and he will have two 2/2 kor allies with emblem to defend him. Also, Ob Nixilis enters with 6 loyalty that if defended can destroy a creature each turn for two turns if you need to. The new Sorin from SOI will enter with 7 loyalty counters and using his first ability would put him at 8 which is hard to deal with if you have a board, which we always will. Super good.
Succumb to Temptation: Great new instant speed draw that doesn't lock our turn down so we can potentially play removal or draw.
Dark Petition: A one of which lets us find anything we need. It is basically like having an extra card for every spell/creature that you have.
Secure the Wastes: My favorite turn five or six play after getting a Gideon emblem. You can get four or five 2/2 tokens at the end of your opponents turn so on your next turn you can attack with them for a lot of damage. Not to mention if you already have a Drana out your attacking tokens will be 3/3's when attacking. This card is also great removal since you can instant speed cast and block with them killing some creatures. Good, good.
PLANESWALKERS:
Gideon, Ally of Zendikar: The bread and butter of this deck and in my opinion is one of the best planeswalkers currently. This planes walker alone can amass and army of 2/2 tokens, become and indestructible 5/5 creature, or permanently give +1/+1 to every creature you control. His versatility makes him a large threat. With a Oath of Gideon in play you will almost always want to make an emblem. It really isn't uncommon to get at least two Gideon emblems in a game. The best.
Ob Nixilis Reignited: Oby as I call him is rather slow, but excellent when you have board presence and tokens to defend him. He can draw you cards and murder creatures. He is removal/utility which makes him versatile just like Gideon. On his own is not so great as he will die most of the time, but with creature support he can make your opponent fall behind.
Sorin, Grim Nemesis: Honestly, I wasn't to sure if I wanted to add the new Sorin, but he has utility/removal just like Ob Nixilis, but also grants us sustain with the lifelink removal and draw that can potentially damage our opponent. He is definitely a one of as this deck originally capped at five converted mana cost for spells. I think he will be good just like Ob as long as you have a field to help defend him, otherwise he is not so good. Fortunately we run tokens so it should be pretty okay. Not to mention he also can make a ton of tokens potentially which is cool, but you will almost always want to draw or lightning helix a creature or planes walker for X damage.
So, hopefully this gives you a good idea of the decks capabilities.
The sideboard is really focused towards disrupting your opponents combos or major threats against you, pretty simple, but depends a lot on the meta. The sideboard will always be shifting with the meta so we will just have to wait and see how things change with Shadows Over Innistrad.
SIDE BOARD REVIEW
Starfield of Nyx: Alright I know what you are thinking, "This is a weird sideboard card", am I right? Anyways against control this card is great and lets us abuse all of our oaths since they are legendary we can bring them back every turn at our upkeep. Make them sacrifice a creature every turn or make two 1/1 ally tokens every turn which can really annoy our opponent. Also we can bring back our other removal enchantments. It can also make our enchantments threats late game.
Duress: Fairly well known, but this card enables us to stop mostly control ,or decks with a lot of instant/sorcery from stopping our spells by removing counters or removing other potentially harmful instants/sorceries.
Transgress the Mind: A great card for removing any annoying card that we don't want to hit the board like maybe a hex proof creature or big eldrazi. Anyways, this is mostly against control to disrupt their win conditions.
Infinite Obliteration: This is a card that didn't catch on quick, but can devastate any deck that runs combos like Rally decks etc. It also allows you to gain information about your opponents deck so you can make counter measure and prepare yourself for what they have. This is also a very good card against recursive creatures such as Deathmist Raptor, for example.
Hallowed Moonlight: This card is specifically for non-casted creatures and is for mainly stopping Collected Company decks and other shenanigans. As for the meta it is still relevant.