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GRN Standard Golgari Lands

Standard* BG (Golgari) Jank Scapeshift

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Sideboard

Sorcery (6)

Artifact (2)


Maybeboard


Janky graveyard/lands brew integrating Golgari additions from Guilds of Ravnica like Underrealm Lich and Assassin's Trophy with Dominaria land interactions like The Mending of Dominaria and Multani, Yavimaya's Avatar!

The Early Game

The core goal of the deck is to use early drops to simultaneously self-mill, gain card advantage, and ramp, and it does all three well. Then, we use some big threats and land jank to close out the game. Stitcher's Supplier is our deck's only one-drop, starting us off with 3 (hopefully 6) cards in our graveyard. Our decks go-to two-drop is Dryad Greenseeker, which essentially allows us to scry and draw half a card every turn. Assassin's Trophy is also a slam-dunk two mana four-of in the deck, but is usually best held for use later in the game. Either Elvish Rejuvenator or Wayward Swordtooth are great turn three creatures, both accelerating our ramp and hopefully enabling a five-drop play on turn four. Sylvan Awakening serves both as a finisher when our board has grown full of lands and our best defense against flier decks.

The Late Game

Crucible of Worlds and Scapeshift's classic combo allows us to, in essence, double our available lands for play and buffing Multani. The cards rounding out the top of the curve are The Mending of Dominaria, Underrealm Lich, and Multani, Yavimaya's Avatar. Mending is a crucial card to the deck, allowing us to reanimate creatures either killed or milled while giving us an excess of lands in play and shuffling other cards back in. Ideally, we'd like to Scapeshift on the second chapter of Mending to maximize land dropping capabilities and then get it, along with other Mendings, Trophies, and Scapeshifts back into the deck. Underrealm Lich allows us to see three times as many cards per turn in a deck that benefits greatly from filling the graveyard as well as easily becoming indestructible if necessary. Finally, Multani is very self-explanatory and our primary win condition.

Lands

The mana base includes a few copies of Field of Ruin, Evolving Wilds, Memorial to Folly, and Memorial to Unity, which do crucial things for the deck while being able to be re-played with Mending or Crucible. Arch of Orazca is great in the late game when we have plenty of mana as well as a thinned deck as well as synergizing with Lich. There's also a playset of shocklands and checklands, as well as basics for fetching due to Evolving Wilds or Field of Ruin.

Sideboard

In the sideboard we have Duress and Sorcerous Spyglass for control. Plague Mare comes in against white or token decks, which I've found have been seeing more play and will most likely continue to as GRN rotates in. Ritual of Soot is also good against tokens and aggro, Thrashing Brontodon gives lots of utility versus artifacts or enchantments while easily being reanimated in our deck, and Vraska's Contempt is obviously great removal, especially against reanimating threats.

Maybeboard

I initially had included two copies of Golgari Findbroker and Vraska, Golgari Queen in the deck but removed them after some playtesting. The new Vraska is pretty good when you have lands to sac that you can bring back, but seems lackluster in this deck otherwise. Her ultimate is really cool and works well with a horde of awakened lands or Multani, but by the time she ults on turn seven at the earliest we'll be looking to win in other ways. Golgari Findbroker was in pretty much as Vraska reanimation and support while also bringing back Crucible and creatures, but was cut due to other methods of bringing cards back from the yard. I really wanted these two to work, but ultimately cut them for cards with better synergies. I may also throw in a copy of Detection Tower just as protection from large hexproof threats we'd struggle with otherwise like Carnage Tyrant.

Conclusion

I'm looking for any kind of feedback and open to all suggestions. Specifically, after removing Vraska and Findbroker, the four drop slot feels unnecessarily empty. This isn't usually an issue as the deck will hopefully have ramped to five mana on turn four, but still may go down a copy of Trophy or a land to include a Vraska. We'll have to see where standard goes, but at this point this brew feels consistent and moderately powerful. Thanks for reading up on my deck!

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Date added 6 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

11 - 0 Mythic Rares

23 - 5 Rares

13 - 6 Uncommons

4 - 4 Commons

Cards 60
Avg. CMC 3.09
Tokens City's Blessing
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