Sideboard

Creature (4)

Sorcery (4)

Artifact (1)


Bolas's citadel is a war of the spark card that has been getting some combo hype for good reason. In standard if you can gain a lot of life you can go off with citadel our main way of doing that is verdant Sun's avatar. The combination of verdant Sun's avatar and citadel basically makes all of are creature spells free. There are two problems with this. One is we fizzle when we hit lands. Doom whisperer fixes this problem by surveiling them away when we see them on top by just paying life. Another way to do this eventhough it is less evicient is treasure map. This scrys the lands to the bottom. It also is an amazing way to ramp and find are citadel. The second problem is we would eventually die by paying a lot of life to doom whisperer combined with the cmc of our cards. Verdant Sun's avatar alone wouldn't be enough to keep us alive. This is why almost every non-land card in are deck gains life. Pelaka wurm is the main card that gains us huge chunks of life especially with verdant Sun's avatar. In the early game ways we have to set up but still gain life when we combo are revitalise, knight of autumn, moment of craving and gift of paradise. Gift of paradise also functions as good ramp. Even though, this sounds janky the only card we really need to combo off is Vilas citadel. When you play bolas citadel with nothing else out you might find yourself winning just because some of the pieces where on top of your deck. And even if it is hard to win through the combo, the midrange beat down isn't bad. Doom whisperer is a 6/6 flample and palaka when is a 7/7 trample.

So for the sideboard we mostly try to get better against counterspells since they can easily answer anything big we drop. For this we have 4 duress and 2 carnage tyrant. Against fast decks who have big creatures that can't get hit by moment of craving we bring in 4 cast down and maybe some of the 2 assassin trophies. Against combo decks that are faster than us take there combo pieces away with 2 assassin's trophies and 4 duress. Against aggro more life gain such as 2 inspiring cleric is good. Against all the new planeswalkers and grindy match ups 1 immortal sun is good.

Now this deck is probably not the most optimal build but this is just the beginning. I feel like this type of shell has potential if built right. So keep on a brewing everyone.

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Date added 5 years
Last updated 3 years
Legality

This deck is not Standard legal.

Rarity (main - side)

13 - 3 Mythic Rares

29 - 2 Rares

4 - 6 Uncommons

8 - 4 Commons

Cards 60
Avg. CMC 4.11
Tokens Treasure
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