Sideboard


So, this is my first deck where of my original creation.My 2 other main decks before this, a Green/White weenie mid-range and a Red/White/Blue control were all too familiar and could be seen at my local FNM or on this site.Wanting to try something new, I thought I would try black as I'd never played it and combined it with white and red to try a Tempo deck.

So, the main deck. 25 lands with 35 spells. An amount I have found to work really well with the mana curve; I have never been mana flooded due to all the scry, nor have I struggled for mana.

MAIN BOARD:

One Drops:

2 x Duress. A stunning card against standard decks today, possibly playing it on turn one to see what you're up against and know what you need to scry to is very useful. One mana to remove a Domri Rade, Garruk, Sphinx's Revelation etc - need I say more?

2 x Thoughtseize. The perfect partner for Duress. A very powerful card in itself, hitting anything that isn't land at the cost of 2 life. Removing a Stormbreath Dragon, Aetherling etc is fantastic. There have been plenty of times I have used Duress and seen the creature I cannot afford to let hit the board and so have used Thoughtseize right after to finish the job.

2 x Chained to the Rocks.A removal spell for one mana, not only this - an exile! This is important for those pesky creatures we all see, indestructible ones, Voice of Resurgence and even activated Gods.

Two Drops:

2 x Dreadbore.Two mana to kill any planeswalker or creature. Need I say more? Yes, it's not Hero's Downfall. But it is cheaper (money wise) and it fits my curve at this stage.

2 x Mizzium Mortars.Two mana removal again, great for early or late game. This is a must have for me because of cards like Blood Baron of Vizkopa and Stormbreath Dragon. Two very difficult cards to remove.

Three Drops:

3 x Boros Reckoner. The first creature in the deck. The ultimate of defenders. Once he hits the board, he provides big problems for decks relying on big hitters that don't have the removal for him. He holds my board state very nicely until I play a win condition and draws removal spells, allowing my bombs to enter the battlefield with less worry.

4 x Read The Bones.My source of card draw in the main board and a fantastic card. 3 mana and 2 life to potentially get 4 cards deep into your library! It may at this point sound worrying that we have enough cards in this deck to burn 12 life (2 Thoughtseize and 4 Read the Bones) not including the shock lands; but don't worry, it is solved in the four drops!

2 x Hero's Downfall.Arguably the best source of removal currently in standard. 3 mana to destroy a creature or planeswalker at instant speed is very valuable. A card I may bring up to a playset of if I can work the curve to fit it.

Four Drops:

3 x Desecration Demon.A fantastic card for a 4 drop. A sturdy blocker, attacker and form of removal. Dropping this on turn 4 applies instant pressure to your opponent, especially if they're playing a creature deck.

2 x Mogis, God of the Slaughter.The only spell from 'Born of the Gods' I wanted to add to the main board. Tried him for the first time at FNM when he was first legal and he caused havoc for my opponents. Mogis creates a real problem when combined with Desecration Demon as the opponent has to choose carefully when sacrificing a creature - if any! With cards like Desecration Demon and Boros Reckoner, it makes it easy to activate Mogis for a big indestructible body.

2 x Whip of Erebos.This is why that major self inflicted damage (or opponent damage for that matter!) is not a big issue. The size of the bodies in this deck that attack or block provide a big source of life and once again forces the opponent to question if it is even worth attacking.

Five Drops:

2 x Stormbreath Dragon.The big bad Theros dragon. A card that is a big threat when it hits the board - demanding an answer. He is a great win condition whilst at the same time providing a fantastic blocker for anything white. His monstrous ability is a real problem for the opponents that hold onto plenty of cards and like previous cards, when you have the mana up, it forces the opponent to question attacking or blocking.

2 x Obzedat, Ghost Council.Another tough creature to remove from the game. Obzedat comes in with a sturdy body and has the blink effect to provide persistent life gain and life loss. His combination with the Whip of Erebos means that even if he is killed with a spell, he can be bought back in the game and blinked out before the Whip forces his exile - making him one of the most difficult cards to see gone for good.

2 x Blood Baron of Vizkopa.Once again, a pain to remove from the battlefield. Blood Baron is a fantastic blocker for the black and white creatures and a great source of life gain. His second ability doesn't normally get off, but when it does, you know your opponent is in big trouble.

1 x Elspeth, Sun's Champion.Elspeth is Elspeth. A very powerful source for a win condition and a great source of removal. Once Elspeth hits the board, if she is not attacked or removed within in 4 turns, the ultimate ability will most likely win you the game.

SIDE BOARD:

1 x Thoughtseize.For those decks when you just need to get rid of those bombs before they hit the board.

2 x Revoke Existence.The only other spell from Born of the Gods I wanted to use. This deck struggles greatly with Gods, especially ones that don't ever get activated. This card gives me a way to deal with them and is also great against the God's weapons and enchantments that cause problems.

2 x Blind Obedience.A great way to pin down opponent's who are trying to bring you down fast with cheap creatures or wish to play that pesky Stormbreath Dragon. It is also a great card to Extort from for the extra life gain and life loss.

2 x Devour Flesh.An extra source of removal and a great way to get rid of those pesky hexproof creatures.

2 x Wear/Tear.More enchantment and artifact hate. 1 mana to remove a Detention Sphere from one of your important cards is a wonderful occasion.

1 x Erebos, God of the Dead.Erebos is not in this deck to be activated, one the rare occasion he does, it is always a bonus. He is in the deck mainly for those decks that run heavy life again, mainly Sphinx's Revelation. If my life is in a secure situation, his card draw is an added bonus, especially at the end of the opponents turns.

3 x Slaughter Games.A fantastic card that has been a pleasure to run. It has made the deck fun and at the same time, very powerful. Main Boarding this after the first round to remove the other player's win conditions is a powerful thing to do, also giving you access to look through their hand and their library, gaining the knowledge of what they side boarded and what you may want to hit with a second Slaughter Games. :)

So that's it, I hope you all find it interesting. I have never had more fun with a deck and it went 3-1 at it's first FNM which I was more than happy with.

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Updates Add

Managed to obtain 2 more Hero's Downfall today, so put them in, In place for them, I took out 2 Chained to the Rocks. Chained to the Rocks is a great source of removal, however, it can't be used on my first turn if I'm on the play. It is a great way to deal with activated Gods, and that is about it in my current deck. The value of 4 Hero's Downfall is far too powerful in comparison to running 2 of them with 2 Chained. Chained also gives the opponent the chance to remove the enchantment from the games in multiple ways, giving them their exiled card back. This would be too deadly if I had exiled a Master of Waves, God, Polukronos etc. rather than just killing it outright, and most likely on the other player's turn.

Comments

Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

9 - 2 Mythic Rares

37 - 7 Rares

4 - 2 Uncommons

6 - 4 Commons

Cards 60
Avg. CMC 3.23
Tokens Emblem Elspeth, Sun's Champion, Soldier 1/1 W
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