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Jeskai Ensoul (PNR)
Pioneer Aggro Artifact Competitive Enchant Equip FNM Haste Jank Jegantha, the Wellspring Primer WU (Azorius)
Land (19)
- 1x Adarkar Wastes
- 1x Battlefield Forge
- 4x Darksteel Citadel
- 1x Hallowed Fountain
- 2x Mirrex
- 1x Plains
- 1x Sacred Foundry
- 4x Seachrome Coast
- 4x Spire of Industry
Enchantment (9)
Artifact (13)
- 3x Dusk Rose Reliquary
- 2x Eater of Virtue
- 2x Shadowspear
- 3x Springleaf Drum
- 1x The Blackstaff of Waterdeep
- 2x Smuggler's Copter
Creature (19)
Sideboard
Instant (7)
Creature (4)
Enchantment (4)
Maybeboard
Creature (23)
- 3x Hangarback Walker
- 1x Goldhound
- 1x Hope of Ghirapur
- 2x Rabbit Battery
- 1x Containment Priest
- 3x Phyrexian Revoker
- 1x Animating Faerie
- 1x Emry, Lurker of the Loch
- 2x Lurrus of the Dream-Den
- 1x Malcator, Purity Overseer
- 4x Skilled Animator
- 2x Hazoret the Fervent
- 1x Steel Seraph
Land (2)
Sorcery (1)
Artifact (19)
- 3x Grafdigger's Cage
- 1x Helm of the Gods
- 1x Lantern of the Lost
- 1x Pithing Needle
- 1x Portable Hole
- 1x Soul-Guide Lantern
- 3x Damping Sphere
- 3x Weathered Runestone
- 2x Aethersphere Harvester
- 1x Mindlink Mech
- 2x Mizzium Tank
Planeswalker (6)
A non-budget complete artifact aggro deck. Tries for consistency to get nut draws that win the game quickly. Let me know what you think. If you like it drop an Upvote to help me out in spreading this deck.
General Idea
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Starting Hand Explanation
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1 Land Hands
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To have the colored land in your hand and are looking for any land. This is important where if you start with mainly Boros cards and keep a Darksteel Citadel in hand, any land will not get you there as another Darksteel Citadel or a Plains doesn't give you pips removing your outs from 18 to 14.
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Be on the draw. This gives you 9 cards to dig through and 8 on the play by Turn 2. This is why you wouldn't want to keep a 1 land hand on the play. You can miss an early land drop if you have more relevant cards to play giving you more chance to draw your land in the next turn.
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To be able to cast relevant spells for about 2 turns. This typically means at least 1 creature Turn 1 or sideboard card into either removal or sideboard card on Turn 2 against Aggro or something or protection spells or sideboard cards against midrange and control or even more creatures against not board wipes.
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Have relevant spells to cast once you get 2 lands. Examples are protection spells against midrange and control or 1 or 2 enablers or removal against aggressive decks.
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Don't have a Bomat Courier in the opening hand. Everytime I keep a 1 lander and there is a Bomat Courier it takes the land I needed.
With all this taken into account hopefully the 1 land hands are beneficial and the 2nd land is drawn. Note: An additional land is counted for the combination of Ornithopter + Springleaf Drum, however, against removal based decks you'll want at least 2 creatures to ensure you and use the extra mana given by Springleaf Drum.
Turn 3 Win
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Turn 2: Land, Ensoul Artifact on the Ornithopter = 7 damage total
Turn 3: No Land required, Michiko's Reign of Truth or All That Glitters + 3 extra artifacts up until this point (1 or 2 of the lands can be Darksteel Citadel AND/OR another Ornithopter to 3 AND/OR Springleaf Drum and any combination of 1 drop artifacts (none need to deal damage but some can) = 20 damage total
Breakdown
Note: Set the sorting to "Custom" and "Name" to follow the below card descriptions in the order they are typed. Some things are in more than one category as they do multiple things.
Bomat Courier: Show
A 1 drop haster which also doubles as card draw when we run out of cards and sac it. 3 of these are run to get at least 1 in a starting hand for haste and 1 drop targets as well as a good supply of cards. We usually don't want more than one of these unless we suspect the first to die and we actually want the cards under him. We don't always want the cards under a Bomat, sometimes another artifact on the field is just what we want at the time. Typically I won't want to enable this with a permanent enabler because we will sac it at some point if we can and we want a Bomat with some cards under it to not seem menacing.
Darksteel Citadel: Show
This target isn't very fast like Bomat, can be activated as early as Turn 2 and swinging Turn 3 but allows for an indestructible attacker or blocker in case that is needed. Usually won't die to removal because of this but in the event the land or creature is removed you lose a land so be wary. 4 of these are run for more targets and to add to the Michiko's Reign of Truth 's count and The Blackstaff of Waterdeep's versatility only for the cost of slightly less color mana fixing.
Dusk Rose Reliquary: Show
As a target this is one of the better ones. It has Ward 2 so you really want to enable this thing and when you do you widen the board by enabling a noncreature. It'll be harder to remove but in the event it is we end up getting 3 for 1ed. Much harder to be but the risk is still there. We are running 3 of these over all Portable Holes as I can see this being better in almost all cases. Where it isn't is when I do not have another artifact or creature to sac in the early game but with 2 Skrelv's Hive we should be able to find some as well as other cheap artifacts we run.
Eater of Virtue: Show
The upgraded version of Ghostfire Blade (refer to the legacy description for more insight). As for a target you typically don't want equipments to be your chosen target unless you don't have much else going on as they are more valuable as an artifact that is difficult for your opponent to remove and freely add to the Michiko's Reign of Truth 's count and The Blackstaff of Waterdeep's versatility. However in a pinch they can get the job done. 2 of these are run because they are legendary and I honestly wouldn't want too many of them anyway as equipments with no creatures can get clunky.
Gingerbrute: Show
Another 1 drop haster that has an unblockable ability unless the blocker has haste and can gain life if need be against perhaps an opposing Gingerbrute where you can no longer get damage in for free. 4 of these are run to get at least 1 in the starting hand for haste and 1 drop targets for a quick 5/5.
Ornithopter: Show
Another 1 turn drop that allows us to play 2 artifacts on turn 1 which can enable a larger Michiko's Reign of Truth
the next turn or give us more options. Flying is good evasion and the 2 toughness body can block some if need be. 4 of these are run to get at least 1 in the starting hand for a turn 1 target and a quick free artifact.
Shadowspear: Show
See Eater of Virtue. Not a card we really want to animate but with the additional targets now at 36 in the main having over half the deck be valid targets helps with consistency. 2 of these are run main to have a chance at getting it Game 1 when needed against burn or aggro. We used to have a 3rd in the side but we would always end up with more than 1 of these which is a dead card.
Skrelv, Defector Mite: Show
A newer addition to the deck and possibly the card to help revitalize it. First, we run 4 of these as they are a huge target for removal, a vital reason they are in the deck. They are a 1 drop artifact similar to the rest of the deck allowing for more explosive plays early in the game. The only other text on the card, a very slight downside, is it can't block. It itself having toxic 1 doesn't do a whole lot in the deck but does synergize with Skrelv's Hive where if the opponent has 3 or more poison counters creatures with toxic gain lifelink. Because of this there is an instance where granting our big creature hexproof can also give it lifelink if the opponent has 3 or more poison already.
Smuggler's Copter: Show
The card that was banned because it was too efficient is finally back to get us some evasion and card selection! We are putting 2 of these guys in over 2x Skrelv's Hive because although the card is amazing I wouldn't want more than 1 on the battlefield at a time. For a target it can get Ensouled itself and while a creature it can be given equipments to make it larger. This could also depower an attacker and save it for a later turn say if a Wandering Emperor is thought to be cast we can use our large creature to crew this and keep the pressure on and if the Wanderer were to appear we still have our larger creature. Somewhat like Skrelv, Defector Mite is a removal magnet so is this. It would appear everything except our large creatures are now removal magnets and works with the philosophy of the deck where everything needs to be removed as it can and will hurt you.
Springleaf Drum: Show
A card that allows us to really ramp up if we have a nice small creature preferably Ornithopter to cast it, this, then still a 1 drop haster or another 1 drop card all on Turn 1. A great set up is this with Ornithopter dropping a Skrelv, Defector Mite while having a Turn 2 Enabler on Ornithopter with protection avalible in the form of Skrelv's ability all by Turn 2. This card also allows us to keep 1 land hands if this combo with Ornithopter is in our hand. This can also be activated on a Bomat Courier that has produced exiled cards but you don't want to crack it yet so to hold on you tap it for mana while still holding the ability up in case they try to destroy it and of course not swinging with it as it would die. Another form of synergy, much less so, is having a creature to tap, and a Skrelv so you can activate his ability with no pain. Also not a card I'm trying to target but is one nonetheless which adds to the Michiko's Reign of Truth 's count and The Blackstaff of Waterdeep's versatility. 3 of these are run because they get clunky when you have multiple as you don't really need all the extra mana especially tapping your creatures down to produce it. Not that more mana is bad but only having mana and nothing to do with it is.
Stonecoil Serpent: Show
Another 1 drop (typically cast for 1 unless there is a large excess of mana mid to late game) that has many relevant words on the card. It already has trample which is great once it gets larger and cannot be chumped, reach typically isn't relevant but can be if it has to and protection from multicolored allows it to get around some blockers and some forms of removal. Because it is an X card it enters with +1/+1 counters so changing its base power and toughness always gives Stonecoil Serpent +5/+5 or more. 4 of these are run to get at least 1 in the starting hand for a turn 1 target.
The Blackstaff of Waterdeep: Show
The last card I really want to target as it targets others but in a pinch it could close out a game. 1 of these are run in the main to get more enablers although this one is slower but more versatile while it itself being an artifact. This also hopefully avoids the legendary rule by only running the 1 as you really don't want another of these unless 1 has died somehow.
Legacy Targets: Show
These targets used to be in the deck but is currently not. Some insight may be made from the words typed previously so they shall remain at the end of each section where applicable.
Ghostfire Blade: If somehow you get no creature targets or really need the turn 2 hit this can help. Usually not chosen for enabling but can activate more attackers because it itself isn't a creature until it is if more attackers are needed. 3 of these are run to increase versatility but not too many of these are needed as multiple on board can be mana costly and clunky.
Hangarback Walker: Much like Stonecoil Serpent if you enable it it always gets +5/+5 or more because it's base power and toughness is 0/0. The only 2 drop (or cast for 2 as otherwise its only done with a large excess of mana), Hangarback Walker avoids removal in the form of replacing itself with an evasive creature. Hangarback Walker is typically held back to allow it to grow and gain potential for a large All That Glitters when it dies. When enabled it doesn't have much evasion so it typically isn't but can be in a pinch. 2 of these are run because you don't want them too often and only want 1 at a time if you do.
Patchwork Automaton: A 1 of replacing a 3 drop to lower the curve some. This card slots into mid to late game as a creature that doesn't necessarily need an enabler to make it large and it should help stunt removal and abilities as paying 2 extra mana will put me up mana and tempo hopefully keeping something squishier alive. After paying the ward ability on some noncreature spell most likely to remove it I can still cast a Stubborn Denial to increase their tax by 1 if I have no large creature or counter it outright. This seems better to run against removal.deck than Hangarback Walker as they fill similar roles but Hangarback Walker can be targetted by abilities and can be taxing if I want to increase the amount of counters on it to gain more creatures. This can 2 for 1 an oppoent right off the bat but if I am running a Hushbringer I don't end up with any tokens.
Portable Hole: Another 1 drop artifact that isn't the usual target much like equipments and double due to the fact that if removed the nonland under the Hole comes back, however it's still an artifact and can be activated and serve it's higher purpose if need be. 3 of these are run in the main for some Game 1 interaction (meta dependent) and if not needed can be removed for sideboard cards. Stubborn Denial is the other interaction piece we run against midrange and control where this is for more aggressive strategies. As the meta calls for it this and Stubborn get swapped for each other.
Rabbit Battery: This is a cute inclusion. It's an additional turn 1 haster, although it can only be cast turn 1 if 1 of 6 lands is used (Pain land, Mana Confluence or the Ornithopter Springleaf Drum combo or an Ornithopter is in hand and played with a Spire of Industry) but this adds to the amount of 1 mana hasters we have for more consistency in getting a turn 2 large creature swinging. Also has the ability to be a creature. Due to list constraints only 1 of these is run. I don't see this as much of a downside although I'll most likely never see it, it does give slightly more consistency for more artifacts in the main and more low drop creatures. The 1 of isn't too bad I can see realistically trying to have 2 of these as they can be equipments and do not get destroyed when the creature they are equipped to is destroyed. Also having one of these hanging around can allow a Michiko's Reign of Truth to have haste for a red mana. The red is a bit painful to come by especially if I cast this to then equip it right away. A way around this is by having a Springleaf Drum out and tapping the Rabbit Battery and drum for red then equipping it as tapping the creature then making it an equipment doesn't really matter if it's tapped or not as long as it's equipped.
Skrelv's Hive: This card is another great addition to the deck allowing us to have a bit more legs against more midrange and control strategies. This card is our artifact Bitterblossom which is just about as good as it sounds. The creatures it produces are artifacts which is the main benefit as I can enable them with anything. They do not have evasion and can't block but we usually don't care about blocking and may be able to give it evasion with Skrelv, Defector Mite or Eater of Virtue or just make it large. Granting lifelink if the opponent has 3 or more poison counters is a nice bonus as well but the main way to give them poison is through the 1/1 creatures the enchantment produces but once lifelink is granted it helps offset the lifelink from the enchantment itself. Fine in an empty board but against a more aggressive strategy this card isn't as good unless we are trying to overwhelm the opponent with producing a creature a turn, and effort that takes at least by Turn 4 to start swinging with, but doable given certain situations. As an enchantment this benefits Michiko's Reign of Truth when it first enters otherwise it doesn't do anything as it first enters. 2 of these are run in the main to help against midrange and control with 2 more in the side to ensure we get 1 after sideboarding and having more is fine as well.
Yotia Declares War: While not a Target itself it's 1st chapter can produce an Ornithopter which is a good evasive target. The enchantment also adds +2 to the artifact/enchantment count when it comes down while activating this ability. 1 of these are run for testing at this time.
All That Glitters: Show
Copies 5-6 of Ensoul Artifact. This can only enchant creatures which isn't too much of a drawback as many targets are creatures but can be if no creatures are on board. This isn't always as big as Ensoul Artifact as early but always gets bigger especially with more targets dropped down. This can also accompany Ensoul Artifact to make an even larger creature that has evasion or trample. 2 of these are run post Michiko's Reign of Truth
's addition because setting up the 2 for 1 isn't very fun and allows for more room of the Skrelv's Hive. Because of the Hive the artifact count can get fairly large if left unchecked.
Eater of Virtue: Show
(See Ghostfire Blade legacy description for more insight). As an enabler this card is wonderful. Give +2 power, no toughness but that also helps out its other abilities. When a creature equipped with this dies it's exiled under it and any keyword on the exiled creature now applies to Eater of Virtue. Notable creatures with keywords include Bomat Courier and Gingerbrute for haste, Ornithopter for flying, and Stonecoil Serpent for trample, reach and protection from multicolored (most preferable which gives more value to a turn 1 Stonecoil Serpent with this planned for Turn 2) and lastly an Ensouled Darksteel Citadel as Eater of Virtue says the card exiled with it not specifically creature so if your Darksteel Citadel get sacrificed while this is equipped your next target gets indestructible.
Ensoul Artifact: Show
The name sake of the deck. Turn 2 5/5 is just about as good as it gets but a 5/5 later can be good as well. Can enchant any artifact so it does not have to be a creature as previously discussed in the Target section. 4 of these are run for consistency.
Michiko's Reign of Truth : Show
(See All That Glitters for more insight). This is an upgrade for All That Glitters because is more versatile by not attaching directly to a creature and then flipping helping go more wide and avoid 2 for 1s. 3 of these are run because it's essentially copies 7 though 9 of Ensoul Artifact although it can only target a creature. Note: When no creatures are on the field on our side it needs to target a creature if the opponent has one. Not that relevant as if we have no creatures making their creature larger until end of our turn doesn't really matter. To help offset this downside of having no creature we run Skrelv's Hive and Mirrex to help get creatures either at the beginning of the upkeep (where we probably lose the Saga ability unless wee cna give the token haste with Eater of Virtue) The ability cannot be used on defense as it only lasts until end of turn which is the only downside I see thus far as opposed to All That Glitters. Once this flips it cannot swing unless an Eater of Virtue with haste gets equipped. However it can tap using Springleaf Drum's ability right as it enters as a creature. 4 of these were previously run but I'll was testing 1x Yotia Declares War in its place. I no longer am but will keep the 3x as it doesn't allow me to hold up a Stubborn Denial only granting increased power on my turn.
Shadowspear: Show
This card allows us to have trample and lifelink on any creature we equip it to as well as giving it a power and toughness boost. This is great for board stalls to get damage through and against more aggressive decks where the lifegain would be a killer. 2 are main to get them in Game 1 and 1 was run in side but no longer. Takes 2 to equip which is a good amount but is worth it once it's on. Because of the heavy equip cost (yes, 2 mana is heavy) its clunky to move from creature to creature unless done so later in the game.
Smuggler's Copter: Show
A way for a creature to get larger just about any creature can crew this to make the swinging creature larger by effect. This powers up a loaded Bomat Courier as once the board is blocked it no longer sits there until it's cracked but can now crew this. Any 1 power creature can crew this including tokens that just entered from Skrelv's Hive and haste is not needed as well so a new Stonecoil Serpent can also crew this as well after a board wipe to maintain pressure on board.
The Blackstaff of Waterdeep: Show
This card can enable anything at sorcery speed which helps against any removal based decks and adds to the Michiko's Reign of Truth 's count while being a low drop. Is a bit slow where you cast it then activate it so is vulnerable to removal and the like but the versatility gained by being able to untap and target another target is wonderful against removal or if another better creature is drawn and cast to target. 1 of these are run to avoid the legendary rule and because we only really need 1. I couldn't see running 3 of these as they can be a bit slow as well so in this way these are copies 10 of Ensoul Artifact although only 4/4 not 5/5 it does still activate ferocious from Stubborn Denial which is a big help and being slightly smaller isn't much of a setback. Great card to get in a grindy match later in the game as you can activate the ability right away given the mana and have it ready to swap targets by the next turn. Noted: We cannot target tokens with it's ability. a slight downside as we should have some sort of nontoken artifact on the field but a downside nonetheless but a fringe case at best.
Legacy Enablers Show
The Antiquities War: As our finisher I am playing with 1 of these main and 1 in side. When it drops it gets another target and gets another on the next turn. On that turn you'll want to drop all targets from hand to benefit from the last chapter making them all 5/5's. A bit slower but by flooding the board with targets it forces the oppoent to win or remove them all before it pops. Not as good against aggro but it's a finisher so it comes in against midrange and control.
Ghostfire Blade: Not a strong enabler but a cheap and versatile one. Can move from body to body for cheap and can add to the All That Glitters count. Can also be enabled in a pinch.
Rabbit Battery: This 1/1 for 1 haster can also equip to a creature giving it +1/+1 and haste and if that creature is removed this creature is saved and falls off of it. A little versatile for running head first into removal and saving our precious artifacts. Can allow Michiko's Reign of Truth to attack in the same turn it flips or other large creatures just cast. This is another reason 1 of these may be fine as having 2 on board can be clunky if trying to use for equipments. Realistically I feel 2 or 3 of these is the sweet spot as 4 would push us to not equip them much and too little we would never really see them. I do not see any card to remove from the deck to add more of these in so these will remain as a single flex spot. Thinking 1 Bomat Courier could be removed for another one of these but we would lose 1) the additional card draw 2) Rabbit Battery is harder to cast turn 1 which really impedes it. This swap can be made at some point in the future if mana gets easier for turn 1 red as having too many Bomat Courier on field could be devastating if they destroy them all but it can also be good if they do not as I can remove one, get the cards under it drop all the cards then sac the other and repeat.
Skilled Animator: This Ensoul Artifact on a stick allows for another body and doesn't let the 2 for 1 happen as often unless this creature gets targeted. Lets any artifact have fun not just creatures. This creature can block as well as attack and can chip in damage this way. Being a 3-drop increases the diversity of the mana curve and lets more smooth plays happen. This is copy 8 of Ensoul Artifact for consistency. With this in play having 2 artifacts can have a brutal Turn 2 into Turn 3 hit if we play a 2 drop enabler (preferably an Ensoul Artifact) then this on another creature with no answers is pretty much game over.
Tezzeret, Betrayer of Flesh: This card is a newer addition and the highest drop we run main or side. It's a little expensive and cost but once it hits its -2 ability makes an artifact a 4/4 creature with no strings attached so the source of the abiltiy making it a creature cannot be targetted. It just is a 4/4 until destroyed or the game ends. Very powerful against decks with a lot of removal.
Yotia Declares War: A 1 of that it's last chapter can allow any artifact to have fun for a turn. This is both an upside and downside. Downside where activating it on a non-essentual artifact I would rather it maintain the ability. However it can be an upside if I activate this ability on something I don't want to stay a creature like a Portable Hole or equipment if I have no other creatures out.
Bomat Courier: Show
The ability to draw cards from this later can be a real help and not too much of a hindrance unless they are destroyed prior to activating the ability. Even still a lot of opponents try to destroy this getting rid of cards from the deck but the way I see it I didn't know what that card was anyway and there are more cards in the deck so nothing is really lost, just potential is lost. With 2 or more Bomat Courier you can also activate 1 of their abilities and with it on the stack activate the other one to get both their cards in hand and only discarding once. Without red but with a Springleaf Drum you can also tap the drum and Bomat to get red and activate the ability. It can also be activated during blocks (to a creature without trample) to deny the attack while maintain card advantage.
Dusk Rose Reliquary: Show
Our only removal spell but can remove any creature or artifact. It requires an additional cost so hopefully it doesn't get countered or we are 2 for 1ed. Otherwise this hits and usually sticks with the off brand typing and Ward 2 to boot. The additional cost is fairly easy to activate and gives our smaller artifacts an advantage by giving them more utility. The 2nd Springleaf Drum is much better now, 2nd copies of legendries are much more valuable now that we can sac other copies.
Eater of Virtue: Show
This card has the utility of taking the keyword from lost souls equipped with it and adding it to itself. It's been mentioned that taking a Stonecoil Serpent is the best move and so this helps the turn 1 Stonecoil Serpent plan as well by not being as fast as other plans but by having legs later in the game. We can equip Eater of Virtue to a creature Darksteel Citadel and if the opponent forces us to sacrifice a creature we may take the indestructible keywording. We may also grab haste or flying from other creatures. Flying to gain additional evasion and haste to allow us to attack with creature as they enter or to activate abilities of creature as they enter the battlefield as well.
Gingerbrute: Show
The gain life ability costs 2 mana to gain 3 life. It can be the difference between winning and losing and the ability can be activated immediately or after blocking before damage.
Mirrex: Show
A land to be discussed in the Land section but will replace Sea Gate Wreckage as the utility land we run because for the same cost and no exclusion of activating with no cards in hand, we may gain a token target, preferably at end step so it may attack on our next turn. This ability can make a Glitters effect 1 stronger at instant speed or provide us with a target for a Michiko's Reign of Truth on our turn (given we give it haste to use said ability).
Shadowspear: Show
This card allows a creature to get through with trample and gain life with lifelink while also having the ability to turn off hexproof and indestructible from the opponents' side of the board. Typically this part of the ability doesn't come into play but with the addition of removal, hexproof is now relevant and indestructible blockers or attackers can be a pain which this can shut off. To date the ability to turn off hexproof and indestructible has been missed 3 times. Indestructible against Bant Spirit from blocking and sacking a creature to try to save their board from my large creature, hexproof against Bant Spirits trying to remove a Spell Queller after they flashed in a Rattlechains and against Sultai Soulflayer where I could have potentially blocked an indestructible large creature then turn off their indestructible.
Skrelv, Defector Mite: Show
Mite has the ability to give another creature hexproof from a color and allow it to not be blocked by that color and give it toxic 1 (Toxic 1 only relevant in relation to Skrelv's Hive or to give 10 poison counters to win the game). This ability can be activated for white and the card cast for white, which is the majority of the deck. The ability is good at blanking removal once we can untap with it as the ability requires you tap the mite. Through a board stall it also helps reduce blockers for a creature we choose to have a more favorable outcome or straight up get by all the blockers for more evasion. Note: This ability cannot be used to get by colorless blockers or to blank colorless removal (Boseiju is colorless). The ability to blank removal, get through board stalls, and be a cheap artifact is all we are trying to do in the deck hence we use all of these. Given a certain combination of cards and outcomes we can also get one of these to have haste with an Eater of Virtue so it can use it's ability right away.
Smuggler's Copter: Show
The utility provided by this card is when it attacks or blocks we get to draw a card then discard a card. Much better than discarding a card to draw a card. This allows us to filter our draws and have more access to cards throughout the game. We know that our cards can be explosive so having access to even 1 more can be backbreaking. I don't expect the effect on blocks to really be used but this can still power up a creature on attacks or blocks.
Springleaf Drum: Show
This card allows me to run lower land counts and keep otherwise terrible hands (1 landers) by ramping more in the event of an Ornithopter and it for more explosive plays. A third option for a Turn 1 play involves this to ramp out more cards. Not as fast or perhaps even faster than the typical turn 1 haster. Otherwise, having access to additional colored mana without taking pain is nice against later game decks because I need to tap down a creature to do so.
Legacy Utility: Show
Hangarback Walker: Makes itself bigger at the cost of not being able to swing. Good for blocks and board stalls.
Ob Nixilis, the Adversary: This is the current finisher slot. A 3 mana walker fits fine in the curve albeit harder to cast, however, by the time we have him and want to cast him we should be able to. He gets extremely easier to cast if we have our Jegantha, the Wellspring able to tap for mana. Getting a walker for free by sacking a creature is nice to avoid 1 for 1 counterspells and removal to ensure I can get as much value as I can from it. It's abilities work well against grindy match ups. The +1 either makes them lose life to finish the game for get rid of a card which lowers their resources to stop me from winning. The -1 can get me a creature to target and deals damage on death. The ultimate can finish the game by itself and can be reached when its cast by sacking a large creature with at least 7 power. It is most preffered to sack a creature that has a temporary power boost such as from a Michiko's Reign of Truth after the creature swings and/or from equipments or from a Michiko's Reign of Truth that just flipped to get immediate value from the large power creature without haste. As mentioned this works nicely with Eater of Virtue and really speaks to the red portion of the deck.
Portable Hole: This card is our go-to removal spell as it hits just about anything. Anything it can't hit usually the extra Glass Caskets in the side can. It hits any nonland as well which has came up. It's a quick remove the blocker or permanent that's bothering me and keep the damage going.
Sea Gate Wreckage: A utility land. In case we run out of cards and don't hit any card draw in the deck this can use some mana to refill our hand. You can only activate this when you have no cards in hand which is when we would want to activate this anyway. Sometimes only the 1 extra card is needed and it doesn't add to our opponents hand. In this way we run 1 of these because we only need it in fringe cases where we have a lot of mana and neither us nor the opponent are doing anything useful and I can end step draw an extra card which can really make or break the Game because the cards in the deck synergies so well and are very explosive. A combo with this and a Bomat Courier with exiled cards exist where I can activate Bomat's ability, sacrificing it and discarding my hand in addition to paying the mana and with this ability on the stack I can draw a card with Sea Gate Wreckage getting the Bomat cards +1.
Stubborn Denial: Cheap counterspell that lets us save our big idiot or nullify something we don't want to happen. Only hits noncreature spells which isn't too much of a drawback as our creatures are either bigger or can get around bigger creatures. Is a hard counter once we have a target enabled. 3 of these are run Game 1 to ensure we can find one when we needed it with 1 in side.
Yotia Declares War: This 1 of has 3 chapters each of them acting as a very different mode. The 2nd chapter allows me to tap any amount of untapped artifacts to deal damage to a creature or planeswalker. This would be slightly better being able to target players with. Being able to remove a creature or walker is fairly strong, acting as an additional removal spell for us or getting rid of a walker. The potential downside is tapping artifacts before combat. Noted: I wouldn't really use this card Turn 2 against some decks and I wouldn't go Turn 2 to remove something unless I had to. This downside can be negated later in game when I have non-essentual artifacts I can tap like equipments or removal spell artifacts. These tap for free as tapping them means basically nothing. Tapping creatures or lands would most likely be the last thing I would want to tap unless I didn't need that land this turn or the creatures weren't going to attack this turn.
Tezzeret, Betrayer of Flesh: The static of this walker almost pays for the cost of it all by itself. It makes almost every ability of artifacts I have cost free (only for the first each turn) but in that case I could activate an ability for free then pay for the next one. These abilities are: all of Gingerbrute's abilities are free, all the equip and utility abilities of equipments I have are free, and The Blackstaff of Waterdeep's ability gets cut in half and now only costs making the card that much better. And that was just the static. The +1 ability draws us 2 cards and we can pitch 2 cards unless we pitch an artifact. We can either cycle 2 lands with this, cycle 2 cards pitching a useless artifact at the moment like a Darksteel Citadel or we cycle 2 and pitch a useful artifact. If we already have artifacts out we are mainly looking for an enabler anyway so we would pitch whatever artifact we find. The -2 ability has been discussed previously. The ultimate is obviously good but honestly not where we are trying to go initally with the walker. We are pretty much trying to -2 right away, then plus it so it can stay alive for another -2 and produce the static ability for us however walkers are so versatile where we can go this route or aggressively -2 twice for a quick win or +1 repeately against something like control to make them answer the walker before it ultimates. As for the ultimate everytime we swing with an artifact, or tap The Blackstaff of Waterdeep, tap Springleaf Drum and a creature for mana, or tap Darksteel Citadel for mana we will draw a card which is insane knowing the powerful cards in the deck.
The Royal Scions: A good card that has a ton of utility. It has a low cost and a high life total so it can take some hits and not die. The plus abilities are very good for the deck. Either gives something (not Stonecoil Serpent) +2/+0 trample and first strike allows attackers to get in, get damage, and not die. The second plus ability allows us to loot away bad cards or lands for other cards. It's ult ability is good card draw and is another Boros Charm damage or more to lower the opponent's life total or can hit things on board. I imagine the ult wouldn't be used as often but the threat of hitting an ult will stay.
Adarkar Wastes: Show
A new addition as a 1 of, mainly because I found a foil version for cheap, but also because I feel like when I see 1 Hallowed Fountain I see them all. I would rather take as little pain as possible so this typically taps for colorless unless the color is needed, its slightly worse than Spire of Industry in this way.
Battlefield Forge: Show
Untapped and both pain lands can tap for a colorless without taking pain. 1 of just to get the white in case somehow an all-colored land hasn't been found and to have red if needed. Split between Adarkar Wastes totaling 2 pain lands. Depending on the match up pain lands are played first to offset too much life lost too early with shock lands. Depending on the starting hand as well determines which land is best used. Typically enablers will need colored mana where targets typically don't.
Darksteel Citadel: Show
All the expensive mana fixing is needed to be able to afford to run a playset of this. A free artifact by all terms. Taps for colorless which is much of the deck anyway and can be targeted for a few spells and adds to Michiko's Reign of Truth for free. This is typically saved in hand unless it's forseen to be used as a target in the coming turns or to add to an Michiko's Reign of Truth count early. If Michiko's Reign of Truth is coming out Turn 2 this land should be on the field either first or second turn following or preceding a colored land or all-color land to cast it to have a bigger Turn 1 creature.
Hallowed Fountain: Show
Some research was done to see how much pain is taken by ourselves due to lands when we ran no shock lands and all pain and thus shock lands were added because if games go very late pain lands cause more pain. The pain is taken two-fold right away but no more pain is required thereafter. Therefore a 50/50 split between shocks and pains are run to diversify the manabase and to help lower pain to ourselves at no expense to mana diversification. Additional research was done after the inclusion of Boros Charm in the side and to maintain the white requirement of the card an additional Hallowed Fountain was added trading for a Steam Vents. White is a more important color than blue albeit close followed by red is so this is run instead of Sacred Foundry. This land is typically used first to offset more life lost if the game is anticipated to go on for long. On occasion I don't have the cards in hand to tappout every turn so this land can be played later tapped. Having this land also allows me to search for it via a Boseiju, Who Endures channel ability. After migrating more blue cards for white it would appear that white is now the most important color. This being said 4 Hallowed Fountain are now being run over any Steam Vents instead of the 3 to 1 split. After more thoughts on the shock subject I feel I only really need to see 1 in a game and thus 1 has been cut to try to keep our life total higher because it we see 1 shock land we no longer need pain for single colored mana but seeing the 2nd Hallowed Fountain we more than likely need it to come into play untapped which hurts us two-fold by doubling the amount of life loss vs the pro of no pain when tapping. So we now run 3 of these with the 4th being an Adarkar Wastes. With the addition of Seachrome Coast we have cut down our pain and shock lands and still having the 50/50 split only run 2 of each, 1 azorious and 1 boros for both as white has proven to be the most dominant color in the deck at this time.
Mirrex: Show
This card has replaced Sea Gate Wreckage as instead of the additional card we are trying to draw we may create a target for us to utilize and keep board pressure on. 2 of these are run as they don't exactly count for colorless since they have the ability to tape for any color when they first enter. This helps offset the colorlessness of the deck by having any color just once which is all we need on many occasions.
Plains: Show
I'm starting to get tired of failing to find a basic land in my deck for abilities that have me search so 1 of these is run. We have plenty of the colors in the deck so I have chosen to run the basic of the majority of the deck at this time: White. You typically will not want this in any starting hand unless you know the match up won't have you search for it or you would be OK if you had to fail to find it and you can use that colored land in the starting hand (which is most likely since it is the most prominent color at this time).
Sacred Foundry: Show
As discussed before, we are running 2 shock lands and 2 pain lands to offset life loss and the reasoning for the separation of the shock lands is due to the popularity of Boseiju, Who Endures and the ability to blow up basically any permanent we run at the cost of letting us search for a land with a basic land type. This way we cannot be cut off from our colors should they destroy a singled out land. Due to white being the most important color in the deck we chose to have the Boros and Azorious shock and pain lands now that we have the option.
Seachrome Coast: Show
Me personally, I don't usually like the fast lands as they will always be tapped in the late game should you gather 3 or more lands. The positive to this is this deck is not designed to get that many lands and therefore for the majority of the time this land will come in untapped and will provide the 2 most important colors of the deck. Red is only used with Bomat Courier and Boros Charm in the side and the later is still helped with one of these lands entering Turn 1 should we have a red source by Turn 2. All of these are run because they really are the best land for the deck and really gives it speed and less pain.
Spire of Industry: Show
The last all-colored land and now basically the only all colored land in the deck subtract Mirrex when it enters the battlefield for the turn. Works wonders as it can tap for colorless at no cost and can tap for any color as long as an artifact is on the field (tapping for a color isn't generally necessary with no artifacts on the field unless for color Turn 1 with nothing else on the field). I run as many of these as possible as it is pretty much the best land (aside from the new fast land). 4 of. Typically play this first unless a shock land is in hand then by games end less pain would be taken from the shock than taking 1 at a time by pain.
Legacy Lands Show
Mana Confluence: Probably a good call as getting any color mana wasn't needed every single turn but all mana types was typically needed every turn so this would sometimes hurt more than it potentially helped. So 2 is run just to get all the colors when required if need be. This is typically the last land from hand to play if you already have your colors and is sometimes discarded. This can be used in conjunction with a pain land or Spire of Industry since pain was going to be used anyway to cast a mono colored spell so taking 1 would happen regardless if a shock land isn't untapped.
Sea Gate Wreckage: A 1 of. In case we run out of cards and don't hit any card draw in the deck this can use some mana to refill our hand. Sometimes only the 1 extra card is needed and it doesn't add to our opponents hand. Play this land if there is a Bomat out and you think you may use the ability as this land can't be found elsewhere in the deck. Ensure you have your colored mana first before playing this land. Typically this land will be played over a Mana Confluence because we will usually have our colors by that point.
Shivan Reef: Because untapped lands are important and a big color is blue. 1 of is good for the deck as the lands are split between shocks and pain and also split between the other pain land because white is a little more important as blue in the deck to date.
Steam Vents: Refer above for shock land/pain land split explanation but to sum up 4 shocks are run total. 3 Hallowed Fountain is run to split between Steam Vents. Thus only 1 of these are run to complete the playset of Hallowed Fountain. Depending on the opponents deck and after the land research was done playing shock lands first help offset what pain lands would deal in pain by matches end. Typically it's play shock lands then pain unless a Spire of Industry has been found first or a Darksteel Citadel wants to come in play. Also depends on the match up as facing an aggressive deck taking shock right away might not be the best play and playing pain lands until a color is needed to shock in might be best.
Authority of the Consuls: Show
When aggro decks are prominent we need a better hate card against them instead of simply running 8 Portable Hole. This card almost does the same thing but better by having each creature they control enter tapped and when each creature enters I gain life. With a Husbringer out we lose the life gain from the enchantment but the creature itself has lifegain. We do maintain their creatures entering tapped. A few token generating cards make the creature enter tapped and attacking so it still attacks but I gain life when it does enter if I do not have a Husebringer out. 2 of these are run over 2x Glass Casket against more go wide aggro strategies and can keep me in the game even when they have more creature than I have removal which seems to be the case more often than not. This also helps against flash blockers.
Boros Charm: Show
Originally Shrapnel Blast was in this slot but I have found Boros Charm to be better in almost all situations. Boros Charm can hit the opponent for 4 or a planeswalker for hopefully lethal which is essentially the same thing Shrapnel Blast was doing at 1 less damage, but loses the ability to hit a creature on board that is now negated with the inclusion of proper removal (Portable Hole). This can make the board, and all permanents indestructible or give an unblocked, or even blocked, creature double strike to close out a game. Note: One cannot give Stonecoil Serpent double strike, but can give it indestructible. Being a great card for the deck offering protection as well as a way to finish the game this card is just going to take over the slot of Shrapnel Blast and 2 is run in the side more for the protection is gives. The double strike is nice and it would be cute in the main as a finisher but everything has to be going right for that to happen and usually closing out games will want to be done against decks that are harder to deal with mainly ones with more removal and so this would be sided in anyway. Closing out the game can either come from the 4 damage to face or with the double strike. Hitting a walker with the damage can be useful as well to stop some card advantage. 2 is run in the side because 3 or 4 is too many as we only should need 1 maybe 2 in a game to negate some removal or finish the game outright.
Get Lost: Show
I switched 1 counterspell and my last Portable Hole with this. It can remove any creature, planeswalker, or enchantment (enchantment being big as I didn't have removal for that before) at the cost of giving the controller 2 Map tokens. In a hyper aggressive deck such as this the downside is mostly negated. I can also target my own things to give myself Map tokens, raising the artifact/enchantment count by at least 1, sometimes 2 if the target wasn't an artifact/enchantment or if the target is indestructible. I can do this in response to removal as well to at least get something and fizzle a removal spell. 2 of these are run to round out the removal suite.
Hushbringer: Show
This card is replacing Weathered Runestone for when combo decks aren't really meta and stopping Collected Company - etb effects and likewise is more helpful with Hushbringer as this still hurts a lot of what Collected Company are trying to do anyway. Having evasion and lifelink also help out to offset life loss against faster Collected Company decks or evasion against blockers. Getting this with a white enabler and swing games with the flying evasion and lifelink. We typically run this for its ability to shut off etb and death abilities but no one really recalls this card having lifelink either so it's a nice keyword ability to have that's somewhat unknown. Another creature is nice for the white enchantments to target as well taking into consideration that Ornithopter is a flex slot reducing my creature count at times. 3 of these are replacing Weathered Runestone 1 for 1 to ensure we can get one when we need it and get the creature count back up in cases.
Jegantha, the Wellspring: Show
A free card to have because of the restriction on it is very easy to get. A very late game card by all means. 1 is run because it's like having 8 cards in the starting hand, although one of those cards is basically an 8 mana 5/5 mana dork that can be separated into 3 mana and 5. Not a game breaking card of course but has more potential than the 3rd Shadowspear in side when I am running Hushbringer against aggro as well. Now to talk about the potential. Against later game decks I can get this in hand and get a large 5/5 that is much different than the rest of the deck. Removing it is actually a task as a lot of the removal that touches the rest of the deck cannot remove this threat due to it's large body and high mana cost. If allowed to untap with it I can cast any spell I have without taking pain (albeit having to pay any generic costs with mana). This can help me activate colored abilities of creatures as well. Starting as a 5/5 is a good deal but it does take 5 mana which we would most likely have by later game anyway.
Metallic Rebuke: Show
The same slot as Stubborn Denial with some more versatility. It can counter any spell and the tax is more than a Soft Stub, however it can never be a hard counter which is OK as long as we are aggressive we shouldn't go too late where they have too much mana and it costs 2 which tapping for 2 artifacts will make it the same cost as Stub. Just testing a 1 of in here.
Skrelv's Hive: Show
This card was talked about prior and is good against later game decks where they try to stop what we are doing. This way we can have a ton more targets or they need to remove the enchantment, saving one of our other threats from that removal. 2 are run in main to have access to it Game 1 with 2 more in side when we may need it. Running 4 total is fine as having more than 1 is fine and even pretty good in itself.
Stubborn Denial: Show
Cheap counterspell that lets us save our big idiot or nullify something we don't want to happen. Only hits noncreature spells which isn't too much of a drawback as our creatures are either bigger or can get around bigger creatures. Is a hard counter once we have a target enabled. With 2 of these in side we don't have access to it Game 1 but then the opponent does not know we could have it Game 2 or 3 to help save our creature from their removal or stop whatever noncreature card they are attempting to cast.
Legacy Sideboard: Show
Damping Sphere: Another artifact hate card. Is a 2 drop but shuts down 2 different things. Either shuts down land ramp decks or combo decks or both. Note: the combo side of the card does affect everyone even when it wasn't sided to do just that. 3 are run for consistency to allow us to find at least 1 in a match.
Glass Casket: When a deck is able to go faster than we are, mainly by having a larger creature than us, we simply can't get around it and so removal was added in the main and extra in the side. This card acts as an artifact adding to an Michiko's Reign of Truth 's count while also getting rid of the creature and being another valid artifact target. 2 of these are run in side to be copy 5 and 6 of Portable Hole to be able to find removal more often. We now run an extra removal spell in Yotia Declares War so cutting some of these doesn't hurt as much.
Lurrus of the Dream-Den: A great card that allows us to recur any mana value 2 or less permanent from the grave to the battlefield. This obviously helps out deck by being able to cast older targets, Ensoul Artifacts or Michiko's Reign of Truth s. I can also cast a Stonecoil Serpent for a max of 2. I can also cast any removed creature or any artifact that may have been removed such as Portable Hole or The Blackstaff of Waterdeep. This card cannot come in until the Skilled Animator come out which depending on the match up becomes a good flex slot. 1 of these are run because we can only bring it from our sideboard once per game and I'm not trying to run it in the deck without the companion mechanic. The lifelink on the body can also help in a pinch and has some funny synergy with Eater of Virtue but otherwise the body is a big sized target and frail unless we pump it with an Michiko's Reign of Truth or equipment card.
Hazoret the Fervent: A great finisher. Hazoret can swing into an empty board, can't be destroyed if that's an issue and activates ferocious for Stubborn Denial. 1 of these are run because this card is great as a top deck when all boards are empty and runs great in a grindy matchup. The activated ability is great in late game when cards are stacking in hand and are mainly lands. This card isn't usually played unless the main deck needs help defeating the opponent where a 1 of of this finisher could help out catching the opponent off guard. With the new card of March of Otherworldly Light the indestructible of this card gets negated a bit and becomes a bit more irrelevant but the 1 can stay against the Jund matchup.
Ob Nixilis, the Adversary: This is the current finisher slot. A 3 mana walker fits fine in the curve albiet harder to cast, however, by the time we have him and want to cast him we should be able to. Getting a walker for free by sacing a creature is nice to avoid 1 for 1 counters and removal to ensure I can get as much value as I can from it. It's abilities work well against grindy match ups. The +1 either makes them lose life to finish the game for get rid of a card which lowers their resources to stop me from winning. The -1 can get me a creature to target and deals damage on death. The ultimate can finish the game by itself and can be reached when its cast by sacing a large creature.
Phyrexian Revoker: A good later game card that shuts down activated abilities namely mana dorks to stop ramp decks and stall their game while eating their life total. Also hits any other nonland activated ability like a planeswalker or something else. Noted can be equipped with Ghostfire Blade and activate Stubborn Denial if no other 5/5 is in sight. Also swings at a good rate. 3 of these are run to get at least 1 a match when needed and doesn't clog up in hand. A debate was had as to include this or Pithing Needle. While Pithing Needle is an earlier card lowering the avg CMC Phyrexian Revoker is also a creature and can name mana abilities on anything other than lands, however, Pithing Needle can name any card but not turn off mana abilities. The usefulness to shut off a mana dork in combo type decks seemed more relevant than shutting down non-mana abilities on lands such as man-land activations.
Portable Hole: The last of the playset is in the sideboard as I am trying for more explosiveness in Game 1 and there are plenty of slots in the sideboard for it. Is a great removal spell for the deck because it's an artifact itself.
Shadowspear: 3 of these are run because it is legendary and we don't need the second anyway but could use it if one gets countered or destroyed or exiled. Gives lifelink and trample so it can race with other decks if put on a big guy and can get through chump blockers as well. The ability on the card can be relevant if they have indestructible blockers, attackers, or something has hexproof that needs to be removed. 2 are run main with the 3rd in the side in case we really need to find it.
Tezzeret, Betrayer of Flesh: This card has been discussed but it is replacing Hazoret the Fervent as the finsher of the deck. Although Hazoret the Fervent couldn't really be responded to she would only be good in an empty board in topdeck mode. Tezzeret, Betrayer of Flesh can be good in any board state as long as he doesn't get countered once he hits his static allows us to save mana on abilities, his +1 draws us a ton of cards, his -2 makes a huge threat and his ultimate is very good to help close out games.
The Antiquities War: 1 of these are in side against midrange and control for when we need a powerful finisher.
The Blackstaff of Waterdeep: This card is a new addition and I think it can have a good home. It is a smaller way to get another Ensoul in the deck at the cost of taking more time to do so while also allowing for versatility. If the target of the staff is destroyed next turn we can simply pick a new target. We usually don't have much extra mana floating around so this may take most of the turn but the versatility is why the card would be brought in. 2 of these are run because we don't need more than 1 on the field at a time.
Thopter Spy Network: This card is also used in grindy matches and can produce a blocker or attacker every turn with a Darksteel Citadel on the field. The ability to draw cards may let us out value the opponent and win the game. 2 of these are run because it is the highest drop we run (including Hazoret the Fervent) and while having multiple on the field would stack we would only want 1 at a time.
Weathered Runestone: A good target that shuts down library and graveyard decks. Artifact hate cards are run to have our opponent either try to get rid of the hate card or the 5/5 on the field early game. 3 of these are run as getting the second doesn't do anything and only 1 is really needed. This card is a slight upgrade over Grafdigger's Cage as the slight upgrade of being able to stop noncreature cards from being cast from the graveyard but at the down side of costing 1 more mana.
A typical guide on how I sideboard using the deck: Sometimes there isn't a better card to take out and therefore I take nothing out. By sideboarding I usually raise the average CMC cost of the deck in exchange for having a great card against what I'm facing. Below is a list of cards I have taken out and the reasoning.
When to take a card out:
All That Glitters: Show
Against some match ups I'm actually opting to take this out. These match ups are very removal heavy and the potential for a 2 for 1 is lessened with less of these in the deck plus the upside of the cards putting in are better than having this enabler or a more go wide strategy.
Bomat Courier: Show
If I need more cards to remove this is a very last flex slot. It does well to get early damage but has no evasion which I would try to maintain. I'll typically only take 1 out at this time as we have 3 total in the main.
Dusk Rose Reliquary: Show
If we don't need to remove anything there isn't much a reason to keep this in the main.
Eater of Virtue: Show
This falls in the same category as Ghostfire Blade where it essentially is my flex slot if I run out of other flex slots. Otherwise if facing more exile based removal the abilities of the card won't matter so this card could be taken out for that as well. Against decks with a good deal of destroy removal this stays in for sure but comes out if the opponent isn't removing anything as then the card is just a small enabler and can be supplemented for sideboard cards that do more than this without encountering removal.
Ornithopter: Show
Meta dependent at this time but this is my go-to flex slot. With no other enablers this is actually the worst creature in the deck aside from being able to Springleaf Drum Turn 1. Both pieces become my flex slots after Game 1. Winning Game 1 usually leads me to take these out as the chance of an explosive start only puts me where my opponent is mana wise by them going first which isn't really needed. When removing this creature be careful what else is kept in and what goes in from side. By removing these we cut just about a fourth of our creatures and so the white enchantments are less potent as they need to target a creature.
Shadowspear: Show
This card can come out when it's abilities are not really needed. This may come up against a control match up or a midrange match up where I don't need the slow equip of Shadowspear nor the lifegain or trample or utility abilities of the card.
Skrelv's Hive: Show
I may remove this for Game 2 or 3 against faster decks where the slowness of the card does not make up for the life loss or steady stream of attackers. If I am going first this may help Game 1 but should not be the game plan Game 2 as there isn't a backup plan to go on the defensive with this card as I can't stop the life loss nor can the creatures it produces block.
Springleaf Drum: Show
I'll take these out as another flex slot. They are nice to ensure I have enough mana to do things but once the game gets going these don't really do anything other than being an extra mana where I wouldn't need more mana unless I have a mana sink available or if I somehow have more cards in hand and can cast a few. Winning Game 1 usually leads me to take these out as the chance of an explosive start only puts me where my opponent is mana wise by going first and it lowers the card quality which isn't really needed.
The Blackstaff of Waterdeep: Show
Against aggressive match ups this can make a creature larger it takes time and mana to do so. I take this out against aggressive matchups.
When to put a Card in:
Authority of the Consuls Show
Against aggro match ups this card acts as an early game hate card that they would need to remove to get further along in the game than us. This card helps offset the difference in creatures an aggro deck can produce and slow them down to offset us going second as well. This also shuts off haste creatures while adding to the enchantment count for free and being fairly easy to cast Turn 1 even with the mana base. This also stops flash blockers as well from something like Collected Company.
Boros Charm: Show
In becoming the slot Shrapnel Blast took this also gets the sideboarding tech Blast received to a degree. Typically we don't add any of these in unless the utility it provides would be helpful. Boros Charm is good against anything trying to remove our board or to get extra damage in or to get through either with an attacker with double strike or the 4 damage to face or walker. This card is usually put in against slower decks with removal or if I foresee a board stall.
Get Lost: Show
This card comes in when I need some more creature removal, or some planeswalker removal or enchantment removal. Against more grindy matchups this will tend to come in.
Hushbringer: Show
This card comes in when I need to stop creature etb or death effects. Funny enough it basically comes in against any CoCo deck which is what the predecessor Weathered Runestone came in for.
Jegantha, the Wellspring: Show
Don't put this card in, ever. Having to cast it for 5 after getting it in hand (as a 1 of) is a lot harder than always having access to it for an additional 3 generic mana. Keep in side and only add to hand when we have a chance to and we are not planning on discarding it to Bomat (or to trick the opponent if we are planning to crack a Bomat).
Skrelv's Hive: Show
This card comes in against slower decks that try to stop what we are doing for this card provides a steady stream of targets at the cost of life every turn. The lifeloss is offset if we can trigger the card's second ability and isn't much a hinderance against slower decks without a fast early clock anyway.
Metallic Rebuke/Stubborn Denial: Show
This card comes in when we need to protect our enabled target from a noncreature removal spell or just to interact with noncreature spells that we would rather not let resolve.
Legacy Sideboard Tech: Show
The Antiquities War: In certain match ups this becomes my flex slot as I want to lower the curve and go faster plus a 4 drop would be too slow. This will stay if I think I will go late where the abilities can get me out of a pinch.
The Antiquities War: This card is put in when I'll need a finisher against slower decks.
Damping Sphere: Another great hate card, not as great because it's a 2 drop but great nonetheless. This stops any combo decks from casting many spells a turn and stops any land ramp strategy. The combo stopping part of the deck does hinder us slightly by having our second card cast a turn cost 1 more and so on but once this stops a combo deck we can play it slower to counteract this and still win. I personally haven't seen too many land ramp strategy (like Castle Garenbrig) but this does a great job at stopping Lotus Field by it only producing one colorless mana and stopping the storm aspect of the deck.
Glass Casket: This card comes in when I need more removal to ensure I can take out a threat. Due to meta shifts this has more likely become the case as decks get faster to compete with mine. This only happens when the threat I need to remove is so game-winning I'll lose if I can't get rid of it or the conjunction of creatures they control need to be removed.
Hazoret the Fervent: Another type of finisher. Instead of trying to outvalue the opponent we try to place something on board that has no responses. Being unable to remove Hazoret could allow us to get damage in with swinging or her ability and her ability to only attack when we have little cards in hand usually happens when we are in topdeck mode. Essentially this card is envisioned when both us and the opponent are in topdeck mode. When we side this in it usually means we expect to get to a point where we both run out of fuel or we need that topdeck answer to close a game out.
Lurrus of the Dream-Den: The only reason to actually put this in the deck is when we want to trick the opponent into thinking we are not a Lurrus deck while having it be in the deck. This would only be worth it if we wanted other 3 or more cmc permanents in the main which to date we run Skilled Animator and Hazoret the Fervent in the side.
Thopter Spy Network: This card is run if we need a top end and expect to be dragged into the late game by either a good midrange deck or control deck. Once this hits we do need to wait a turn unless we have an artifact on board or haster in hand before it does anything useful. This card should hopefully let us outvalue the opponent and lead to a win by drawing great cards. If other hate cards were tried in game 2 or a deck transformation a new strategy could be to remove those and slot this in to try something new that the opponent hasn't seen yet.
Ob Nixilis, the Adversary: In certain match ups I think I'll go late and I want a 2nd copy of my finisher in the deck to give me a better shot of getting one or a duplicate in case one is removed or countered or killed.
Phyrexian Revoker: This card comes in if there are any activated abilities I want to shut down. These include any mana dorks that are typically run in combo decks, any planeswalker that gives me trouble and I can't get around any other way and any other nonland card I come across that I should shut down. This decision is very open to interpretation. For instance this card can shut down equipment by not allowing them to be equip. A note: against a mirror match I may want to side this in to call Ghostfire Blade. If I do this I also cannot activate my own Ghostfire Blade. Once the card is played the opponent will typically want to remove it first before removing whatever other threat I have out so in this manner it saves my larger creature to hit an additional time.
Portable Hole: (See Glass Casket). Basically we add this in when we need the entire playset of Portable Hole.
Shadowspear: This is sided in when we want to see at least 1 Shadowspear thereby making the main board amount go from 2 to 3 copies.
Weathered Runestone: This is a wonderful hate card against anything trying to cast from the library or graveyard. Collected Company decks and Winota alike. If the opponent is trying to do anything funky with the graveyard or library and it is competitive enough to affect us we pretty much put this in.
Loadouts: Show
Aggressive Loadout: Show
In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer
Out 1x The Blackstaff of Waterdeep 2x Skrelv's Hive 3x Springleaf Drum
Midrange Loadout: Show
In 4x Stubborn Denial 2x Skrelv's Hive 2x Boros Charm
Out 3x Portable Hole 2x Ornithopter 3x Springleaf Drum
Control Loadout: Show
In 4x Stubborn Denial 2x Skrelv's Hive 2x Boros Charm
Out 3x Portable Hole 2x Shadowspear 2x Ornithopter 1x Springleaf Drum
Rakdos Midrange: Show
In 4x Stubborn Denial 2x Skrelv's Hive 2x Boros Charm
Out 3x Portable Hole 2x All That Glitters 3x Springleaf Drum
Reasoning: This match up is one of the harder ones where they pack a ton of removal. Our game plan throughout is pretty much to stick an Ensoul Artifact on a Darksteel Citadel and either get through blockers with trample or have no blocks and keep the damage going countering anything that can get rid of the indestructible creature. If we don't end up with an indestructible attacker our hope is to stun their removal until we can close out the game with a whole suite of protection spells, Skrelv, Defector Mite, and creatures. With the additional sacrifice ability Rakdos gains from the new Lilly walker having an Eater of Virtue on an Ensouled card:Darksteel is that much more useful. Rakdos seems to have lost favor in the new Lilly walker so an indestructible attacker is back on the menu.
Abzan/Mardu Greesefang Show
In 4x Stubborn Denial 2x Authority of the Consuls 2x Boros Charm 3x Hushbringer
Out 3x Portable Hole 2x Skrelv's Hive 1x The Blackstaff of Waterdeep 3x Springleaf Drum 2x Ornithopter
Reasoning: The game plan against the deck is to stick with big creature and go faster than they do. We have a few disruption cards including Authority of the Consuls that can throw them off if they play a Greesefang with the attempt to crew with the Greesefang the minute they play it. With our enchantment out there they get their vehicle back from the grave but then they can't crew it then it goes back to their hand where they would need to discard it before combat on the next turn to do what they wanted to do. In the event they do crew their amount of token creation helps offset life loss because we gain 1 life for each creature that enters on their side. Otherwise we try to stick a large creature and get around their removal maintaining the beatdown and not allow them to set up their combo win. We kept Shadowspear to hopefully gain some life to get us out of range if needed as a quick swing from them can finish the game. Husbringer is the backup plan where it'll stop their creature etb effects that helps slow them down while gaining flying blockers in the event we need them and having lifelink to keep our life total up.
Lotus Combo Show
In 4x Stubborn Denial 2x Boros Charm
Out 3x Portable Hole 2x Skrelv's Hive 1x The Blackstaff of Waterdeep
Reasoning: We have a very good match up against this deck but some cards can still be brought in. They most likely will side in removal so we bring in our protection spells and we take out Portable Hole since we can hit anything useful, The Blackstaff of Waterdeep as it's too slow and Skrelv's Hive because it's slow. We also keep the Ornithopter and Springleaf Drum combo for faster wins. In the event they do get to do something we have our Stubborn Denial that could stop them or protect us from removal.
Azorious Control Show
In 4x Stubborn Denial 2x Skrelv's Hive 2x Boros Charm
Out 3x Portable Hole 2x Shadowspear 2x All That Glitters 1x Ornithopter
Reasoning: This is supposedly one of our better match ups against a slower opponent. There are 2 versions of this deck. The 80 card version is less consistent and goes more end game. The 60 card version tries for more consistency to stop aggressive decks. Either version this is the sideboard plan although the 80 card version may be different if there are more targets for Portable Hole. Shadowspear is removed as it costs a good deal to equip and instant speed removal could really hurt if cast in response to our activation plus the gain life isn't really warranted against this match up, I would rather the free artifact so I have more cards to cast and thus more cards to deal with. We also remove All That Glitters on the same vein. The game plan here is getting a creature out fast with protection on it to keep damage going and to hold up protection in the form of Boros Charm against their Supreme Verdict or Stubborn Denial against their Temporary Lockdown. We need to force them to have the early answer while also having the response to back it up and not allow them to get to late game. The alternative is Ensouling a Darksteel Citadel as they only have a few ways to get rid of this and holding up counters when they do try.
Mono Green Karn Show
In 4x Stubborn Denial 1x Portable Hole 2x Boros Charm 3x Hushbringer
Out 2x Skrelv's Hive 2x Eater of Virtue 2x Shadowspear 1x The Blackstaff of Waterdeep 3x Bomat Courier
Reasoning: In this match up we need to stop their Karn from hitting the field as that stops our artifacts from activating and is just a lot harder match up because they can search for things like Ratchet Bomb with a Karn. By countering the walkers and having a Hushbringer we stop their creatures from gaining them value and hopefully slow them down enough to win. After dealing with the previous mentions the deck becomes a Mono Green build so we still need to get by large blockers and swing backs and lifelink and trample can help us accomplish this. Eater of Virtue was removed as they don't pack much in the form of removal. On the play we will want access to as much removal as we can to slow them down. Both on the play and draw The Blackstaff of Waterdeep and Skrelv's Hive is a bit slow and I would prefer having some Ornithopter as they can only block it with 1 playset of creatures they run.
Izzet Creativity Show
With Torrential Gearhulk:
In 4x Stubborn Denial 2x Boros Charm 3x Hushbringer
Out 3x Portable Hole 2x Skrelv's Hive 2x Shadowspear 1x Ornithopter 1x Bomat Courier
With Worldspine Wurm:
In 4x Stubborn Denial 2x Boros Charm 2x Authority of the Consuls
Out 3x Portable Hole 2x Skrelv's Hive 2x Shadowspear 1x Ornithopter
Reasoning: Against the Izzet version we run counters against their combo card and Boros Charm to hopefully win the game swiftly. Hushbringer also stops their Torrential Gearhulk from getting any value. This version is less popular as it isn't as good but still slightly more consistent being on colors. Against the Worldspine Wurm version we cut the Hushbringer idea as it doesn't do anything against the deck and run Authority of the Consuls as if they don't counter it they are very hard pressed to get rid of it and their combo turn instead gets their creatures out and taps them giving us 1 more turn to win. You may attempt, against both version, to run removal against their creatures/artifacts to lower their targets for their combo card but this is a failsafe to the Game 1 plan as their combo card targets are the only targts we have for our main board Portable Hole.
Mono White Humans Show
On the Play In 2x Authority of the Consuls 1x Portable Hole 3x Hushbringer 2x Boros Charm
Out 1x The Blackstaff of Waterdeep 2x Skrelv's Hive 2x Eater of Virtue 3x Bomat Courier
On the Draw In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer
Out 1x The Blackstaff of Waterdeep 2x Skrelv's Hive 2x Eater of Virtue 1x Bomat Courier
Reasoning: Save removal for a Thalia if you see one as they actually hurt the deck a lot. By not having too many lands and a lot of spells our noncreatures costs more. She really puts the hurt on us and stops us from casting multiple spells a turn or even any spell a turn. You pretty much need to save removal for her unless you can kill her in combat (if they allow you to). In this way we are very similar to a Boros Heroic deck and sideboard similarly having Boros Charm to finish the game quick as they don't have instant speed removal. On the play we need to very highly aggressive and shut them down with damage while protecting our creatures against their removal. On the draw we try to shut down their creatures while chipping in damage. If all goes well they are put on the defensive very quickly and their protection spells can't stop anything as well as their Skrelv, Defector Mite can't allow them to get through our colorless blockers but it can stop our removal. The Blackstaff of Waterdeep and Skrelv's Hive are once again too slow for this match up. Being in white they only kill creatures on blocks so Eater of Virtue also comes out. I put Hushbringer as it doubles how many flyers we have where they have none and has lifelink 2 good things against this match up plus a few of their creatures have ETB abilities which really helps us a lot. Springleaf Drum stays in to help with their taxation effects. I also removed some Bomat Courier as it's the only creature without evasion that they can block effectively as early as Turn 1 with a 1/2 creature.
Niv to Light Show
In 4x Stubborn Denial 3x Hushbringer 2x Skrelv's Hive 2x Boros Charm
Out 3x Portable Hole 2x Shadowspear 2x Eater of Virtue 3x Springleaf Drum
Reasoning: Pretty standard sideboard options here. The game plan is to get a Stonecoil Serpent out and basically win. Otherwise Hushbringer actually stops most of their creature etb effects which is how the deck gains most of its value and can be a target for their limited removal spell suite keeping my other threats going to win. Our counterspells are to protect our large creature or to stop their Bring to Light. With the new Leyline Binding we have to be careful not to get Stonecoil Serpent get hit by this. Skrelv, Defector Mite helps in this endevavor. Their main play is to hit us with one of their enchantment removal spells to slow us down. Some of them get by Portable Hole so we aren't attempting to counteract this in the event we can't hit their removal enchantment with Hole. The amount of cards removed and added in here do not line up. This is because Boros Charm does not com ein if they don't have any destruction effects. We plan to board out a good deal of artifacts so ensure we put in more Skrelv's Hive as we will need them.
Gruul Midrange Show
In 2x Authority of the Consuls 1x Portable Hole
Out 2x Skrelv's Hive 1x The Blackstaff of Waterdeep
Reasoning: this deck wasn't around when I last updated this list and after I cut Glass Casket. This would be a good deck to continue to run that card against. Otherwise it appears we can go quicker than this deck but we can run Authority of the Consuls to slow them down and keep out life total high. Either on the play or draw it would be beneficial to use Portable Hole on their Turn 1 dork to stop them from ramping. It appears they lack many 2 drops so they may be relying on this ramp to get them through the game. This along with Authority of the Consuls and how the rest of the deck performs should be enough to outrace this deck and keep it in check.
Izzet Phoenix Show
In 4x Stubborn Denial 1x Portable Hole
Out 3x Springleaf Drum 2x Ornithopter
Reasoning: Our removal is important to shut down Thing in the Ice as it blocks for a long while and ends the game if it flips on us. Getting rid of other low cmc blockers is good as well. The addition of counter spells acts as protection against their removal spells so our game plan ends up being to stop their blockers and keep getting damage in protecting our creatures. Sticking an Ensoul Artifact on a Darksteel Citadel is pretty much game over for them.
Selesnya Angels Show
In 1x Portable Hole 3x Hushbringer 2x Authority of the Consuls
Out 2x Skrelv's Hive 1x The Blackstaff of Waterdeep 2x Eater of Virtue 1x Bomat Courier
Reasoning: Similar to most Collected Company decks I typically just need to run Hushbringer. As backup I'll have Authority of the Consuls so they enter tapped and give me life. Otherwise we run removal against their lower pieces that act as lynch pins to the deck, remove our slow pieces and try to go as fast as we can with evasion.
Mono Blue Spirits Show
In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer
Out 1x The Blackstaff of Waterdeep 2x Skrelv's Hive 1x Eater of Virtue 2x Shadowspear
Reasoning: This deck is pretty much counters and creatures so we must provide removal for their creatures. The plan here is to get our large creatures going early to avoid counters and getting rid of their annoying creatures (card:Shaklegeist) that do more to stop us. Either this or to go wide if we can't get rid of their annoying creatures that tap us down. The Blackstaff of Waterdeep and Skrelv's Hive is too slow against this match up. I'm keeping all Ornithopter as they can block in a pinch having them have to get rid of it to go through. They don't run many noncreature removal spells so we don't bother putting in any counterspells but deck dependant we can put some in. Hushbringer stops a few etb effects as well as being able to block in a pinch as well.
Mono Red Aggro Show
In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer
Out 1x The Blackstaff of Waterdeep 2x Skrelv's Hive 3x Springleaf Drum
Reasoning: In this match up I need to stop what they are doing and stay alive or be quicker to win. To stay alive I can remove their creatures and gain life. Sometimes I can be quicker and win without sideboard cards. I do keep Ornithopter as they can block in a pinch and are evasive to their low to the ground creatures. I take out The Blackstaff of Waterdeep and Skrelv's Hive as it's too slow for too little gain. This loadout is the Aggressive Deck loadout and is pretty standard against anything aggressive. 3x Hushbringer come in less for their ability and more for the evasive lifelink creature. With the new goblin lord from dominaria running Hushbringer is now a must to stop their death effects from gaining them card advantage. This deck is going through a few changes going from Embercleave to Burn to Goblins. I wouldn't want to run counterspells against the deck but 2x Authority of the Consuls is much better against the Goblins version but Authority of the Consuls can work against any version to gain life. Note: You won't gain life when a Hushbringer is out but their creatures will enter tapped still shutting off haste.
Rakdos Sacrifice Show
With Kroxa:
In 4x Stubborn Denial 2x Boros Charm 1x Portable Hole 2x Authority of the Consuls
Out 2x Skrelv's Hive 3x Springleaf Drum 2x Ornithopter 2x All That Glitters
Without Kroxa:
In 3x Hushbringer 4x Stubborn Denial 2x Boros Charm 1x Portable Hole 2x Authority of the Consuls
Out 2x Skrelv's Hive 3x Springleaf Drum 3x Ornithopter 2x All That Glitters 2x Shadowspear
Reasoning: This match up is similar to Rakdos Midrange with removal and so we go for protection spells. Boros Charm also has the mode to hit planeswalkers if they are playing Ob Nixilis, the Adversary in the deck. Shadowspear stays in because if they can get a Cat Oven combo going they can pretty much block indefinitely but with trample they can't and the lifelink helps offset the life drain. Hushbringer can shut down the Cat from drainaing so if we run Hushbringer we don't really need the Shadowspear. Portable Hole can get rid of their Oven or Anvil if they run it as well as smaller creatures if they don't have mana up to sac them in response. The game plan here is to avoid their removal and keep pressure on so they can't develop a board state long enough to get triggers going, getting card advantage and gain life while destroying my permanents. I don't want to go with the Darksteel Citadel activation as they can gain control of it then sac it but I do keep in The Blackstaff of Waterdeep as it helps avoid removal and they don't have anything to destroy the artifact with. Against Kroxa we don't run Hushbringer as that would be very bad. However, we can't really be sure if there is a Kroxa or not. Most lists don't have it but we need to be careful not to play into it. So with a Hushbringer hold up a removal spell. Our matchup from sideboard actually gets a lot better if we can avoid Kroxa as we can run both Hushbringer shutting down most of their abilities. All That Glitters comes out if they don't have a Kroxa because this helps avoid the 2 for 1 while keeping the creatures in the list higher. Rakdos lists are trying to run the new Braids in the deck. Taking out some All That Glitters for more removal can help remove this threat after it had a chance to do something for a turn. Authority of the Consuls could be a good card against the deck being able to shut down the Cat combo without removing it as we will net 0 life when it enters and will enter tapped so it can't block and sac anyway.
Bant Spirits Show
In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer
Out 2x Skrelv's Hive 1x The Blackstaff of Waterdeep 2x Eater of Virtue 1x Springleaf Drum
Reasoning: This deck likes to get their creatures in, remove ours or halt our game plan and fly in for lethal damage. Our game plan is to remove their creatures so they can't build up a board, shut down their creature etb abilities so they can't remove anything else of ours or gain any value from Collected Company other than getting 2 creatures in, and potentially lifelink damage to set our life total far away from lethal. Counters come out with this match up because there is only 1 playset of cards in the entire deck that could get countered and I'd rather not have a dead card in hand. Save removal for Shacklegeist because once a Hushbringer is down that's the only thing they can do to stop our deck. Remove their Katilda as well as their lifelink stinks to face against.
Dimir Control Show
In 4x Stubborn Denial 2x Boros Charm
Out 3x Portable Hole 2x Shadowspear 1x Ornithopter
Reasoning: See Azorious Control. This list is similar with more spot removal against us so it acts like the bridge between Rakdos Midrange difficulty and Azorious Contorl speed. The game plan is to get something on the board and deal enough damage while keeping it alive. Hopefully we don't see any end game pieces while trying to do this.
Azorius Spirits Show
In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer
Out 2x Skrelv's Hive 1x The Blackstaff of Waterdeep 2x Eater of Virtue 1x Springleaf Drum
Reasoning: See Bant Spirits. This list is similar where it has lots of low drops, buffs the team and protects with counterspells. We won't try to touch their counter game by countering their counters but instead go on the reactive with removal and other things to lower their value on board so their counterspells aren't protecting much anyway all the while get our creatures bigger with some lifelink.
Enigmatic Fires Show
In 4x Stubborn Denial 3x Hushbringer 2x Authority of the Consuls
Out 3x Portable Hole 2x Shadowspear 2x Eater of Virtue 2x Springleaf Drum
Reasoning: See Niv to Light. This deck is similar with the differences of being a bit less control and with more creatures. We cans top their creature etb effects or have them enter tapped so they can't block our creatures. Counterspells are up to protect our hate pieces and to stop their engines from coming online. There isn't anything of value to Portable Hole here and we remove the equipments because we would rather hold up mana and not sink it into something that they can remove on end step or at instant speed.
Gruul Bushwhacker Show
On the Play: In 2x Authority of the Consuls, 3x Hushbringer, 2x Boros Charm
Out 2x Skrelv's Hive 2x Eater of Virtue, 1x The Blackstaff of Waterdeep, 1x Gingerbrute, 1x Bomat Courier
On the Draw: In 1x Portable Hole 2x Authority of the Consuls, 3x Hushbringer
Out 2x Skrelv's Hive 2x Eater of Virtue, 1x The Blackstaff of Waterdeep, 1x Springleaf Drum
Reasoning: Generally this deck falls into the category of aggressive deck. Therefore we will want our removal and white hate pieces on the draw. On the play we will try to go over them or around them with large creatures with perhaps lifelink to finish out the game. 2x Boros Charm comes in on the play and not on the draw because of this. Most of their creatures have haste so Gingerbrute comes out over Ornithopter. Bomat Courier also does not have evasion at all but can sacrifice itself to get me cards if it had the chance to swing at any point.
Esper Greesefang Show
In 4x Stubborn Denial 2x Authority of the Consuls 2x Boros Charm
Out 3x Portable Hole 2x All That Glitters 2x Shadowspear 1x Ornithopter
Reasoning: This deck is somewhat a combination of control with Greesefang as the finisher. That being said our plan to stop Greesefang for a turn still applies where we can get our cheap enchantment unmenacingly on the field until it stops them for a turn. Otherwise we run control match up cards. Protect our permanents and disrupt their card advantage. We cut All That Glitters to reduce 2 for 1s and Shadowspear for it's large equip cost.
4C Auras Show
On the Play: In 1x Portable Hole 2x Authority of the Consuls 2x Boros Charm
Out 2x Skrelv's Hive 2x Eater of Virtue, 1x The Blackstaff of Waterdeep
On the Draw: In 1x Portable Hole 2x Authority of the Consuls
Out 2x Skrelv's Hive 1x The Blackstaff of Waterdeep
Reasoning: There isn't much we need to do against this deck. One play we try to do is to get a Shadowspear out and cast a Portable Hole getting rid of their hexproof thus getting rid of many cards they own at once. We try to buff our creatures as much as we can against this one and try to go for this play above. On the play we will try to go faster than they do and on the draw will go for disruption.
Grixis Midrange Show
In 4x Stubborn Denial 2x Skrelv's Hive 2x Boros Charm
Out 3x Portable Hole 2x All That Glitters 3x Springleaf Drum
Reasoning: This sure looks like Rakdos Midrange to me so the gameplan isn't much different at all. If they have a Kroxa we can't try to run a Hushbringer otherwise we stop a few of their value gaining effects. There isn't much they can do against an indestructible attacker either.
Golgori/4C Elves Show
On the Play: In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer 2x Boros Charm
Out 2x Skrelv's Hive 2x Eater of Virtue, 1x The Blackstaff of Waterdeep, 3x Bomat Courier
On the Draw: In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer
Out 2x Skrelv's Hive 2x Eater of Virtue, 1x The Blackstaff of Waterdeep, 1x Springleaf Drum
Reasoning: See Bant Spirits or another Collected Company deck. They will want to go wide where we will need to go tall with trample lifelink to have a chance. If we can set up early with a sideboard card we can slow them down enough to win. On the play we will try to go faster than them with Boros Charm on an evasive creature and on the draw try to slow them down enough until we can win.
Boros Aggro Show
On the Play: In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer 2x Boros Charm
Out 2x Skrelv's Hive 2x Eater of Virtue, 1x The Blackstaff of Waterdeep, 1x Gingerbrute, 1x Bomat Courier
On the Draw: In 1x Portable Hole 2x Authority of the Consuls 3x Hushbringer
Out 2x Skrelv's Hive 2x Eater of Virtue, 1x The Blackstaff of Waterdeep, 1x Springleaf Drum
Reasoning: This deck wants to deal direct damage and get in chip damage with creatures. Unless we have lifelink or go quicker than them they may have us in this game. We will aim to slow them down and run Hushbringer pretty much for evasion and lifelink. On the play we want to be quicker than they are to sneak a win in.
Mono Black Midrange Show
In 4x Stubborn Denial 2x Skrelv's Hive 2x Boros Charm
Out 3x Portable Hole 2x All That Glitters 2x Shadowspear 1x Bomat Courier
Reasoning: We want to get our control cards on board and protecting our creatures while taking out Portable Hole, potential 2 for 1s, slow equip costs and 1x Bomat Courier because they can have a decent board.
Golgari Midrange Show
In 4x Stubborn Denial 2x Skrelv's Hive 2x Boros Charm
Out 3x Portable Hole 2x All That Glitters 2x Shadowspear 1x Bomat Courier
Reasoning: See Mono Black Midrange. We want to get our pieces online and protect them and go for the win.
Neo Atraxa Show
In 4x Stubborn Denial 2x Boros Charm 3x Hushbringer
Out 3x Portable Hole 2x All That Glitters 2x Shadowspear 1x Ornithopter 1x Bomat Courier
Reasoning: A more typical combo type deck with some removal and their pieces. We can't really stop them from getting their Atraxa other than countering the Neoform but having a Hushbringer softens the blow even if the swing back is killer. We aim to kill them as soon as we can forcing them to attempt to disrupt our plans while wee go on the offensive.
Gruul Vehicles Show
In 1x Portable Hole 2x Authority of the Consuls 4x Stubborn Denial
Out 2x Skrelv's Hive 1x The Blackstaff of Waterdeep 2x Eater of Virtue 1x Ornithopter 1x Bomat Courier
Reasoning: A strange deck for us. It seems we are favorable because we are faster but they can get some strong power on the board quick. We will want to have their creatures enter tapped to reduce the amount of crewing and haste attacks they can manage while also having counterspells for their many noncreature spells or other disruption type spells. We remove the slower more control cards and Eater of Virtue as our creatures would only really be dying in combat and if not we would lose too much tempo to try to equip again.
Esper Legends Show
In 1x Portable Hole 4x Stubborn Denial 2x Boros Charm
Out 2x Skrelv's Hive 1x The Blackstaff of Waterdeep 2x Eater of Virtue 1x Ornithopter 1x Bomat Courier
Reasoning: An interesting deck. It seems they want to swing in with many better than average creatures and gain value from it. We can slow them down by removing a few and keeping our large threats away from their removal as well.
Mono Black Waste Not Show
In 4x Stubborn Denial 2x Skrelv's Hive 2x Boros Charm
Out 3x Portable Hole 2x All That Glitters 2x Shadowspear 1x Ornithopter
Reasoning: A fairly control deck, and an unfortunate one at that. It would take some time for them to get their value engines online and by then we may have no cards in hand anyway. We can play a typical control package against this cutting potential 2 for 1s, high equip costing cards and our removal that hits almost nothing of importance.
4c Transmogify Show
In 4x Stubborn Denial 2x Skrelv's Hive 2x Boros Charm 3x Hushbringer
Out 3x Portable Hole 2x All That Glitters 2x Eater of Virtue 2x Shadowspear 2x Ornithopter
Reasoning: A weird deck for sure. We want to have our control cards so we can always have pressure on and can respond to their effects and protect our creatures. We take out our removal package, potential 2 for 1s, our equipments and we put in Hushbringer to hold up for when they may try to Transmogify to stop their ETB effect and to force them to respond to our creature instead to buy us some time.
Mono Red Midrange Show
In 1x Portable Hole 4x Stubborn Denial 2x Boros Charm 3x Hushbringer
Out 2x Skrelv's Hive 1x The Blackstaff of Waterdeep 2x Eater of Virtue 3x Springleaf Drum 2x Ornithopter
Reasoning: A very scary deck for us. They are trying to deal as much damage as quickly as possible. We keep in all lifegain effects and add in more also adding in removal, counters for their scary cards and Boros Charm to try to win the game quickly. Our plan is to get a large enough creature that won't die and swing in with lifelink to stay out of range.
Dimir Rouges Show
In 1x Portable Hole 4x Stubborn Denial 2x Boros Charm
Out 2x Skrelv's Hive 1x The Blackstaff of Waterdeep 2x Eater of Virtue 1x Springleaf Drum 1x Ornithopter
Reasoning: Basically a Dimir Midrange build. 2 colors that are good at removing our creatures. We need protection for all of those while also running removal for their creatures. We remove slower cards that may get countered. The plan is to stick a creature, protect it, and swing in.
Boros Historic Show
On the Play: In 2x Boros Charm 4x Stubborn Denial
Out 1x The Blackstaff of Waterdeep 2x Skrelv's Hive 2x Eater of Virtue
On the Draw: In 1x Portable Hole 2x Authority of the Consuls 4x Stubborn Denial
Out 2x Skrelv's Hive 2x Springleaf Drum 1x The Blackstaff of Waterdeep 2x Eater of Virtue
Reasoning: This deck is very similar to mine, protection spells, enablers, creatures, so we need to decide nice and early if we are the aggressor or reactive player. As the aggressor on the play we go for nut draws with Boros Charm as more of a finisher with double strike or direct damage than protection. They have a playset of instant speed removal and 4 sorcery speed ones but the instant speed can only deal 4 damage for 1 red if they have a creature out. On the draw we are the reactive player so the game plan is to remove their creatures and swing in. Keeping in lifelink is an obvious help and keeping in Stubborn Denial as both a protective spell when the aggressor or a stop-what-you-are-doing spell as the reactive player. They don't kill many of our creatures so Eater of Virtue is taken out as well. The Blackstaff of Waterdeep is unfortunately too slow so he is taken out as well and if run their removal spell can deal 4 damage which is exactly as much as it needs to kill. On the play Patchwork Automaton and Springleaf Drum stay in as the creature is hard for them to remove with 18 lands and Springleaf Drum can help me ramp out and get ahead.
Jund Food Show
In 3x Hushbringer 4x Stubborn Denial 2x Boros Charm 1x Portable Hole
Out 3x Springleaf Drum 2x Ornithopter 2x All That Glitters 2x Shadowspear
Reasoning: See Rakdos Sacrifice as this is basically the same thing with the addition of green which can add more removal for us. Currently the meta is more towards Jund Sac which is better for us. The game plan is pretty much the same, remove their board so they can't build anything up and keep the pressure on while raising our life total to offset incremental damage. This deck is actually a lot better for us as they typically don't play Kroxa and we can get away with running Hushbringer. Keeping the Hushbringer stops just about all their triggers A 1 of could come in if they are running any secret tech. We will typically want to counter their removal and gain control of creature cards until end of turn but even if we can stick a Portable Hole on their Oven the large beat stick Korvold, Fae-Cursed King can sac things for them. Stonecoil Serpent does a fantastic job at blocking this creature so as long as we can keep one of them alive and not gained control of while getting damage in we should be able to finish this match.
Sultai Soulflayer Show
In 2x Boros Charm
Out 1x Portable Hole 2x The Blackstaff of Waterdeep
Reasoning: This deck is a bit weird where it's somewhat Combo. Here we want to take out removal as it doesn't hit anything useful and go nuts. We make the deck faster and switch around some protection spells for their limited removal or perhaps a graveyard filling card is we feel they can get ahead. This is one of the only match ups where I would rather I have Unlicensed Hearse in the side. The game plan is to go nuts swinging get large creatures protect them and gain life and if need be have the options up to remove indestructible from their attacker and give our defender indestructible to kill their creature. Otherwise give it double strike for a quick win for a quick block depending on what keywords they have.
Update 3-11-21 Sideboard Revision, Other Sideboard Card Thoughts Show
Side: -2 Experimental Frenzy, -2 Aethersphere Harvester, -3 Grafdigger's Cage +2 Thopter Spy Network, +1 Hazoret the Fervent, +1 Shadowspear, +3 Weathered Runestone
Details Show
After finalizing my build this is the first update I have made to the deck. Updates are posted to enable a revert back in case the change doesn't go as planned.
I took out 2 Experimental Frenzy and added 2 Thopter Spy Network. It is the same role, slightly harder to cast, but Thopter Spy Network seems like a better pick. Upon first casting both cards they do nothing. On the next turn I potentially could use my mana to cast cards with Experimential Frenzy but the consistency of Thopter Spy Network to just produce an artifact every turn (given I have an artifact, namely Darksteel Citadel and produce card draw when I deal damage with anything.
I'll also be testing with 1 Hazoret the Fervent instead of 2 Aethersphere Harvester. They will play similar roles against control and midrange with lots of removal. Hazoret the Fervent can't be destroyed which is a plus. Both can be countered so that point is mute and Hazoret the Fervent is a better game finisher than Aethersphere Harvester which just allowed me to continue the game and get some damage in. For the last slot adding in my 3rd
Shadowspear will be tested.
A direct swap with Grafdigger's Cage and Weathered Runestone will take place. The mana efficiency of cage doesn't replace the upgrade of Runestone being able to block non creatures from coming back from the graveyard.
Sideboard Discussion Show
Cards I may take out:
Grafdigger's Cage: I've had this card since the beginning and I feel I never side it in and it doesn't do a lot when it comes in. It shuts off graveyard decks and Collected Company but I'm not sure I should be trying to shut these decks and cards off and instead should be working towards winning.
Damping Sphere: I may have found a better slot for this card in Deafening Silence. Being a cheaper drop helps but it also isn't an artifact. It stops me from casting more than one noncreature spell a turn but that isn't as big a deal as counting every spell I cast and adding one generic mana to it's cost per card as Damping Sphere does. However, Damping Sphere also stops any land ramp strategy but once again, should I be trying to stop these?
Cards I may add in:
Rest in Peace: Up until recently I ignored this card given Grafdigger's Cage did what I needed to and a little more. Rest in Peace could be better, but do I need it?
Deafening Silence: This is a pretty good card at stopping any combo decks. It stops my own slightly but not to the extent of Damping Sphere. Damping Sphere does stop land ramp and being an artifact might be easier to remove?
Karametra's Blessing: This card protects whatever I need to from anything Stubborn Denial can't counter and makes my guy a little bigger. Is the additional protection warranted?
Boros Charm: This card does a lot, being another Shrapnel Blast, protecting my creatures or giving a creature double strike to finish the game. This card does a lot, but is this finisher/protection spell needed?
The Royal Scions: I really like this card in the deck. Do I add more copies in the side when this card could be valuable? It draws, lets my creatures survive combat and can deal damage with a ult. Could I use more of this card?
Update 5-7-21 Main Board Shrapnel Blast Swap Show
Main: -3 Shrapnel Blast, +3 Boros Charm
Previous Update Report Show
After testing with the previous update I am glad to report from the previous update testing:
I took out Grafdigger's Cage and replaced with Weathered Runestone and honestly because of the slow play style of any deck recurring from the graveyard or playing from the library no notable difference has been noticed with the increase in mana cost, however no upside has been noticed as well. The upside all depends on how many Lurrus decks or noncreatures-come-back-from-the-grave-decks I see play.
Thopter Spy Network has been running great over Experimental Frenzy. Frenzy gave us access to more cards while Thopter Spy Network also gives us access to more cards as well as a supply of targets. The ratio of card advantage generated from Frenzy as opposed to Spy Network has not been calculated but I imagine the upside of a target supply would counteract any assumed increase in card advantage from Frenzy over Spy Network. The in the casting cost hasn't caused much pain in casting and is worth it regardless.
Hazoret the Fervent was a great addition as well. The slow play of Aethersphere Harvester was too slow and the increase in speed is great for the deck. Being a 1 of Hazoret the Fervent only came out occasionally but in all times was not responded to as predicted although the addition of trample and lifelink given from Shadowspear would be great as Hazoret can swing and not die but if the blocker is larger there is no point in swinging.
In addition to the removal of Aethersphere Harvester another Shadowspear was put in. This change greatly increased the percentage rate I find Shadowspear and the game I put it in against (aggro and other decks I need lifegain) the additional chance to get it is a must.
Details Show
This update will discuss the replacement of a long time playset in the deck: Shrapnel Blast. This card was wonderful at closing out games or destroying something but that value and more comes with Boros Charm. Charm hits for 1 less and doesn't hit creatures and costs an additional white instead of colorless which may cause casting issues but it does give the protection of all my permanents from any destruction and allows for double strike on a creature which can close out a game as well. I think Boros Charm will make a fine replacement in the deck.
No other cards will be removed at this time.
Update 10-19-21 Minor Tweaks Show
Main: -1 Steam Vents, +1 Hallowed Fountain Side: -1 Damping Sphere, +1 Soul Shatter
Previous Update Report Show
With events starting up again I have taken another look at the deck.
After testing with the previous update I am glad to report from the previous update testing:
The only new removal from the deck was Shrapnel Blast in place of Boros Charm. Charm has been doing everything I wanted and more. It also hits face, for one less, and doesn't hit creatures anymore but this mode is niche. Boros Charm also adds more damage by allowing a creature to have double strike and with certain cards this can cause more damage than Shrapnel Blast ever did but even in the case of an extra 5 damage it still feels like Shrapnel Blast. The extra protection on permanents is also good to avoid uncounterable boardwipes and such that Stubborn Denial can't counter. The only drawback is the change in mana cost adding white into the mix. This change will lead into the next update
Details Show
Because of this, this update will test removing 1 Steam Vents and add 1 Hallowed Fountain. This change has been included to maintain the amount of blue in the deck (needed minimum turn 2 for Ensoul Artifact) removing 1 red from the deck (needed minimum turn 3 for The Royal Scions which isn't as important) and adding the white which has always been needed at a minimum turn 2 for All That Glitters. At this time only one color is needed at each time except for a turn 4 sideboard Thopter Spy Network which includes , the easiest color in the deck to produce and also a late game piece. Here's to hoping this change adds even more consistency to the deck.
One more edit I am going to make is replacing Damping Sphere in the sideboard for Soul Shatter to contend with the match ups where the opposing deck can go faster than us. Damping Sphere is good against combo decks which I'm not sure we need the assistance in. This may come as a permanent swap instead of just a local meta swap.
No other cards will be removed at this time.
Update 11-18-21 Side Board Revision Show
Side: -3 Phyrexian Revoker, -2 Damping Sphere, -1 Soul Shatter, +1 Lurrus of the Dream-Den, +2 The Blackstaff of Waterdeep, +3 Glass Casket
Previous Update Report Show
So I'm glad to report from using Soul Shatter is helped me win a match so it is a useful card, however, I think I can make the slot more useful by swapping it with Glass Casket to act as another artifact. In doing so I had some thoughts on other versions of this deck and their successes compared to my own. I can run my version while simultaneously running theirs.
Details Show
The reasoning behind the removal of cards is Damping Sphere doesn't really do me any good against any match up where I do not have the favor as shown by swapping it for another card to act as removal. Adding Glass Casket in this slot will allow me to still have the removal I'm looking for with plus side of it being an artifact that can be brought back by Lurrus of the Dream-Den at the downside of it needing to target to remove.
I'm also thinking of removing Phyrexian Revoker in this update because once again this card hasn't done anything for a long while. It can shut down many things like Pithing Needle but I don't think I need to necessarily do this plus I haven't seen many times where I would want to use this card anyway. I would add 1x Lurrus of the Dream-Den and 2x The Blackstaff of Waterdeep in this slot. Lurrus of the Dream-Den is a card I've thought about for a while but needing to remove Skilled Animator was tough because of the curve out plays available with it. It feels better by swapping it with another card that can do something similar to it in the form of The Blackstaff of Waterdeep. I think I would want 3x of these but 2x can be tested to see how it does. The Blackstaff of Waterdeep does seem slower than other forms of Ensoul but at around the same pace as Skilled Animator but casting for 1 to cast and activate right away. The adaptability of the card to activate something, then move on to another target when the target dies is wonderful as well as being another target itself or an addition artifact for All That Glitters.
The complete thought process here is to run Game 1 normally with the option to remove The Royal Scions and Skilled Animator for The Blackstaff of Waterdeep and another 3x sideboard card such as Weathered Runestone, Shadowspear, or Glass Casket all cards I can see myself playing while also activating Lurrus of the Dream-Den for Game 2, something they haven't seen Game 1. I believe another option would be to go wide instead of recursive by doing Thopter Spy Network on Game 3 to keep them guessing all the while keeping the Hazoret the Fervent for heavy removal match ups where Lurrus of the Dream-Den might not end up well by using 6 mana (3 mana most likely on different turns) to play it from sideboard and get a card back when it could just die that turn. Thopter Spy Network allows me to get a target every turn and has proven to be a great top end card against control type decks to have me draw more cards while always maintaining pressure.
To sum up the cards this update seems like it can add a lot of value to the deck, perhaps too much in the form of too many options, at the down side of taking out cards I haven't used from sideboard in a long time. In this update I would remove 3x Phyrexian Revoker and 3x Damping Sphere/Soul Shatter for 1x Lurrus of the Dream-Den, 2x The Blackstaff of Waterdeep and 3x Glass Casket and see how it plays out. This update may take a week or two to start because I doubt I have any of the cards to add in.
No other cards will be removed at this time.
Update 12-3-21 Consistency with non-4 ofs; Sideboard Swaps Show
Main: -2 Hangarback Walker, -1 The Royal Scions, -3 Boros Charm, +2 The Blackstaff of Waterdeep, +1 Shadowspear, +3 Springleaf Drum Side: -2 The Blackstaff of Waterdeep, -1 Shadowspear, +3 Boros Charm
Previous Update Report Show
I'm happy to report the additional removal and enabler helped in Game 2 as well as giving us access to Lurrus for Game 2 and perhaps 3.
Details Show
After some thinking and bad hands the last time playing I think I need to make the deck more consistent by cutting not 4 ofs and moving some things around. This update will address taking out Hangarback Walker and The Royal Scions, moving Boros Charm to the sideboard and adding The Blackstaff of Waterdeep, Shadowspear and Springleaf Drum to the main.
First removing Hangarback Walker and The Royal Scions was going to happen at some point as they removed consistency from the deck by not being 4 ofs and really added mana drain to the deck. Boros Charm is moving to the sideboard because it's only good in certain matchups and I usually don't want it Game 1 anyway; I'm trying to get a quick win Game 1 then figuring out what to do for the next game or so. Adding The Blackstaff of Waterdeep to the main adds more targets and enablers to the deck which is always a big help. Shadowspear always gets added into the main Game 2 it seems so this is a sure sign it should start there. Springleaf Drum is a card to just add consistency to the deck and really ensure I can keep lower land hands thus adding to that consistency while providing another target main.
Doing these changes really removes the red from the deck as it wasn't a major part even at the start but the lands will remain as red may be needed in the future or from the side and the split of blue and white is still great post update.
I'm also noticing my track record for card breakdowns are getting unruly so I attempted to update them slightly but while wanting to keep older descriptions they seem to look a bit messy I moved them to Legacy headers.
No other cards will be removed at this time.
Update 1-24-22 Removal Test Show
Side: -1 Glass Casket, +1 Portable Hole
Previous Update Report Show
The previous update goes as follows: The Blackstaff of Waterdeep is much better than I thought being slow but versatile it adds another 2 Ensoul Artifact to the deck and then some. The addition of Springleaf Drum allows for very fast turn 1 hands and more mana later in the game especially with a free Ornithopter in play. Another Shadowspear hasn't hurt yet and adds another artifact and lifegain.
I feel like taking out Hangarback Walker and The Royal Scions really helped the speed of the deck as they are slower cards that don't do too too much to win the game for me by themselves. Boros Charm was a good move to the side and now that it's in the side I have this update.
Details Show
I'm not sure when I would want to put all 4 in the deck from side, this would be too many and one time I did I had 2 in hand at one point; I should only really need 1. I will be replacing 1 with a Portable Hole to 1) add more removal and 2) test Hole against Glass Casket.
No other cards will be removed at this time.
Update 2-9-22 Removal & Counter Board Switch. Neo Dynasty Card Discussion Show
Main: -3 Stubborn Denial, -1 All That Glitters, -3 Ghostfire Blade, +3 Portable Hole, +1 Michiko's Reign of Truth , +2 Eater of Virtue, +1 Rabbit Battery Side: -2 Thopter Spy Network, -1 Portable Hole, -2 Glass Casket, +2 Mindlink Mech, +3 Stubborn Denial
Previous Update Report Show
The Portable Hole and Glass Casket was a good inclusion but I think I added it to the wrong board. The meta has changed where it's less decks trying to stop what I'm doing than decks trying to go faster than me.
Details Show
I will be moving Stubborn Denial to the side and putting in Portable Hole. I only have 1 at the moment so only 1 is moved but once I have 3 they will all be switched. I think I will leave the 4th as a Glass Casket to see how it does being a slightly different card. It may end up getting swapped for something else.
Neo Dynasty comes out soon and there are a few cards I want to test out added to the maybeboard. Michiko's Reign of Truth seems useful in a matchup where committing to one creature could get both cards killed where the saga allows me to move the glitters ability to another creature. It's not permanent so I'm not sure how it'll work out. I'm thinking throw one in to see how it works.
Thopter Spy Network almost never sees play in the deck unless I think I'm going late game and feel the Lurrus change won't help. A card of the same drop Tezzeret, Betrayer of Flesh seems really good. The static to just move equipment can prove worthy. Being able to draw 2 and hopefully only discard an artifact seems good worst card I chuck both best case I get an enabler with an artifact on board and discard a useless Springleaf Drum late game. It seems decent. The -2 ability looks really good to be able to apply pressure and the ult is obviously amazing. I'm looking forward more to the -2 than the plus which isn't a good sign although I can use the -2 twice which may win the game.
The only card competing with Tezzeret, Betrayer of Flesh is Mindlink Mech. It's a lower drop and reminds me of the old Aethersphere Harvester we used to run in times just like these. Mindlink Mech is of course better by changing into the creature and hitting for more damage and getting some additional benefits as well. Using a Bomat Courier or Gingerbrute to crew seems ideal for haste and some evasion but even Skilled Animator comes to mind having just played it and enabling another artifact then tapping it to crew seems good as well as Stonecoil Serpent for additional protection. The vehicle acts like an enabler in this way and at 3 drop 4/3 I shouldn't sit on it.
The card that really caught my eye is Eater of Virtue. It does everything Ghostfire Blade does, can equip to a noncolorless for 1 still, loses the toughness boost that I almost never needed and now can gain more keywords when a creature with it dies. Similar to Mindlink Mech what comes to mind is haste to have something swing in quickly but what could really be wonderful is if a Stonecoil Serpent dies for a ton of keywords. I think when the set drops I'm replacing 2 Ghostfire Blade with 2 of these because it seems strictly better. The only downside I potentially seeing is when Lurrus comes into play my creatures are exiled. I usually try to get back non-creatures but I do occasionally get creatures back. It'll be something to test.
On this note the thought came up with Grafdigger's Cage vs Weathered Runestone. The only difference is 1 more mana for runestone and runestone stops non-creature permanents from ETB'ing (mainly against Auras) but the thought is: what if I use this to my advantage. I could have both Grafdigger's Cage on the field turning off a Collected Company or Kroxa or Winota while having my Lurrus bring back Auras not restricted by Grafdigger's Cage. It seems like magic Christmas land so I won't be going out and picking up my Cages again but it could be a good thought.
The last card that seems good, but not too good, is Rabbit Battery. It's basically another 1 drop haster 1/1 but can equip on a creature. It seems versatile and when swapped with the last Ghostfire Blade can provide a little more consistency with getting creatures out when I only get equipment.
To sum up I will be removing 1 All That Glitters for 1 Michiko's Reign of Truth to see how it works, I am unsure what to replace Thopter Spy Network with. It seems Mindlink Mech might be easier to get than a new planeswalker out of a set so I think I'll shoot for those, all Ghostfire Blade are being removed for 2 Eater of Virtue and 1 Rabbit Battery.
No other cards will be removed at this time.
Update 3-2-22 Minor Updates & Lurrus of the Dream-Den Banned Show
Main: -3 All That Glitters, +3 Michiko's Reign of Truth side: -2 Mindlink Mech, +1 Portable Hole, +2 Glass Casket, -1 Lurrus of the Dream-Den
Details Show
So I took a hard look at the deck and determined I was going to try out all the Michiko's Reign of Truth instead of All That Glitters. It worked out and I see the advantages. I can't get 2 for 1'ed as the Saga sticks. The extra body is nice when it flips for the match ups where another large body going wide is better than tall. A downside I have seen is you can't use Michiko's Reign of Truth for defense purposes but that's where removal comes in.
I also removed the 2x Mindlink Mech I was going to run in the side for 1x Portable Hole and 1x Glass Casket for extra removal. Where Mindlink Mech would be good against Control and such I feel like I have a good enough match up there anyway and struggle to deal with threats so a total of 6 removal spells should suffice there.
No other cards will be removed at this time.
EDIT 3-7-22: So Lurrus of the Dream-Den just got banned. We haven't used it for long in this build but it was in pretty much every sideboard deck of any color close to Mardu, rakdos, orzhov, mono-white, mono-black, on and on down to Jeskai here. I'm a little glad it's gone as I don't have to worry about it anymore. It hurts my Game 2 and 3 but I've run without it for so long. I added 1 Glass Casket in it's place for now but I feel the 7 removal spells may be how many we end up running.
Update 4-21-22 Minor Tweak Show
Side: -1 Boros Charm, +1 Stubborn Denial
Details Show
Due to meta shifts with more control in the form of XW mainly Azorious and even some Esper I have opted to swap 1 Boros Charm adding in 1 Stubborn Denial. Both cards can come in in this match up but the counterspell works better by evading all removal (except an uncounterable board wipe in which Boros Charm can handle). The addition of counterspells came to my attention because I needed at least 1 in the match up to offset their removal package and keep my damage getting in. This may hurt other match ups but usually both these cards come in against match ups like these and the lowering of the Boros Charm doesn't allow me to get around Abrupt Decay as often but this is much less common than a Supreme Verdict.
No other cards will be removed at this time.
Update 5-16-22 Skilled Animator Removed. Mana Base Fixed Show
Main: -3 Skilled Animator, -1 Steam Vents, +3 All That Glitters, +1 Hallowed Fountain
Details Show
I have no idea why I haven't made this change already, it's only been 2 months but still. I will be testing swapping 3 Skilled Animator for 3 All That Glitters. Glitters was such a good card and finding an almost strict upgrade in Michiko's Reign of Truth made me trade those 2 cards 1 for 1 where I should have looked more in the deck. This swap will make the deck slightly faster (I didn't think it could get any faster) at the down side of removing more artifact enablers and not just creature enablers. This subject was touched upon slightly in the deck breakdown where if you don't have any creatures you can't use Michiko's Reign of Truth or now All That Glitters. This 3 to 1 swap will keep 7 artifact enablers and now have 7 creature only enablers. I wouldn't want to get caught needing an artifact enabler and only getting a Glitters or Truth.
Due to the shift in blue spells to white the deck is a little more white than blue and therefore the 1 Steam Vents has been swapped with the entire playset of Hallowed Fountain.
No other cards will be removed at this time.
Update 7-25-22 Rabbit Battery for Portable Hole, 4th Glass Casket in Side Show
Main: -1 Rabbit Battery, +1 Portable Hole Side: -1 Portable Hole, +1 Glass Casket
Details Show
I want to test removing the Rabbit Battery and putting in a Portable Hole from the side then putting the 4th Glass Casket in the side for more removal as it's good against most decks like spirits, mono red, karn, where the Rabbit Battery is just another haster that hurts me to use. The main upside to Rabbit Battery is I can swing with a flipped Michiko's Reign of Truth right away but I still have this ability with Eater of Virtue after getting a haster killed. I may look more into other ways to make the deck even more consistent in this way than it already is but maining that playset with another playset of removal in the side adds more removal and doesn't offset the CMC of the deck nor the artifact count. This change seems like a good one albeit being a 1 card change. I believe extremely fine tuning of the deck like this is exactly where it is at until more cards drop.
No other cards will be removed at this time.
Update 8-5-22 Finisher Tweaks Show
Main: -1 Skilled Animator, -1 Shivan Reef, +1 Island, +1 Tezzeret, Betrayer of Flesh Side: -1 Hazoret the Fervent, +1 Tezzeret, Betrayer of Flesh
Details Show
I'm going to test with swapping out my 1x Skilled Animator with a Tezzeret, Betrayer of Flesh. Since he was spoiled I thought I would be running him eventually. The reasoning is I need something better for the Rakdos Midrange matchup. It's only 1 card but it's pretty much the only slot I can see to change. The increase in curve goes from Avg CMC of 1.12 to 1.15 and I lose a creature for my white enchantments but the benefits I get are the static ability which allows me to activate equipment abilities and Gingerbrute abilities all for free once on each turn (mine and my opponents) and it discounts The Blackstaff of Waterdeep making it that much better and somewhat offsetting his higher cost. And that's just the static and not activating. It's +1 draws me 2 cards and I can cycle 2 cards or discard a single artifact. Good for throwing away late game Springleaf Drum and helping me find enchantments. It's -2 is the all star allowing any artifact to permanently be a 4/4 with no risk of 2 for 1. This ability can also be activated twice if need be. It's ultimate, which not really trying to use, is obviously bonkers where I can end step float mana with my Darksteel Citadel and in turn draw cards. Being a 1 of makes sense as I used to love running 4x Skilled Animator but now that it's a 1 of I can increase the curve for all these benefits.
I will also be testing swapping out a Shivan Reef for an Island. Very daring change I know but with things like Assassin's Trophy, Settle the Wreckage and Field of Ruin maybe it would be nice to not be down a land for free on my opponent's part. I only lose out on a red source here and by cutting the Rabbit Battery I only really need it for Bomat Courier which only needs 1 at some point not too early in the game, Boros Charm from the side as early as Turn 2 but very rarely there most likely Turn 4 and for Hazoret the Fervent.
The last change if I can get my hands on another is another Tezzeret, Betrayer of Flesh for Hazoret the Fervent to make the deck a bit more consistent with the 1 ofs. The I'm slightly worried about but for Turn 4 less so. This cuts the need for red ever so slightly but increases blue some. I don't forsee any issues and can only see switching this out with a different card at the top end again because it's only a 1 of slot. Against match ups I don't think this changes much. They both saw play against Control and Midrange. Control can still counter it so that's the same and I get a 4/4 forever (or until removed) with repeatable abilities. Their survivability against this match up are alsmost the same, less so for Tezzeret. Against Midrange the same rules apply so it may be slightly worse because he is more vulerable but also has more utility.
I will not update the descriptions for these changes until I can solidify this change by playing on Friday and Saturday (RCQ).
No other cards will be removed at this time.
Update 8-15-22 Removal & Counter Swaps, Finisher Update Show
Main: -1 Tezzeret, Betrayer of Flesh, -3 Portable Hole, +3 Stubborn Denial, +1 The Antiquities War Side: -1 Tezzeret, Betrayer of Flesh, -3 Stubborn Denial, -3 Portable Hole, +1 The Antiquities War
Details Show
Due to testing Tezzeret, Betrayer of Flesh a bit I have found him a little underwheling. The meta is not in favor for him to stick around and he will be replaced in kind with The Antiquities War. Slightly easier to cast but takes a bit longer for the enabler ability to go off but if resolved and not removed it can deal some damage especially if I can somehow ramp into it.
On Wednesday I will be running Portable Hole in the main and Stubborn Denial in the side as that local meta is pretty aggressive. On Fridays and any larger event at this time I will swap those two as Hole isn't as good as counterspells against RB Midrange, MonoG Karn and likewise.
Edit: I think a good split would be to run 3 Stubborn Denial in the main with 1 Portable Hole.
No other cards will be removed at this time.
Update 8-17-22 Minor Tweak & 3 CMC Walker Disscussion - Finisher Show
Main: -1 The Antiquities War, +1 Ob Nixilis, the Adversary Side: -3 Weathered Runestone, -1 The Antiquities War, +3 Hushbringer, +1 Ob Nixilis, the Adversary
Details Show
First I will be replacing 3 Weathered Runestone in side for 3 Hushbringer as that stops the Mono Green Karn creature abilities pretty well and stops Spirits as well. It doesn't stop much Combo anymore but combo isn't much in the meta and I need to respond to the meta.
I feel like the 4 mana finisher is too much to be able to cast. I feel like the type of finisher I need is also a planeswalker as they get value immediately before they can be responded to and isn't as easily removed against Azorious Control although a bit easier to remove from Rakdos Midrange. This update will look into potential 3 mana walkers and their ability to help us close games out as I feel against grindy games we have them on a lower life total. These match ups are Rakdos Midrange, Mono Green Karn and Azorious Control. Otherwise the other decks are aggro which is taken care of by removal and lifegain and combo decks need to be raced and counterspells at the ready.
I will be evaluating each walker with the assumption that they have responses at the ready and can remove the walker on the next turn and a creature at instant speed for a worst case scenario. I will go as far to include walkers that have 1 mana off color because we can get any color with Spire of Industry, Mana Confluence and Springleaf Drum. Typically, I like walkers that I can use the + activation to do something useful, and - activation if I need to and for it to be a decent ability and the ultimate is neglected assuming I can't activate it right away and I won't hold the walker for multiple turns. In this way we evaluate their minimum potential to see if the initial 3 mana investment is worth it.
Ajani, Caller of the Pride: This walker has potential as the +1 will get a counter on something making it bigger but the -3 is very powerful and can allow us to fly over with double strike. However if the creature is removed at instant speed this could feel really bad. The safe play with the +1 counter is also reproduced on other walkers. So while Ajani is a contender he is pretty aggressive in this manner.
Basri Ket: Very similar to Ajani above, but the +1 is enhanced to give indestructible to a creature, however, planeswalker abilities can be responded to and the creature can still die this way. The -2 ability isn't as good either as it would make a few 1/1 soliders that doesn't synergize with the deck at all.
Dovin, Grand Arbiter: He looks somewhat interesting. He makes a target and gains a life on the -1, the +1 can get him to the ultimate quicker but I am looking for something that gets more immediate value.
Gideon Blackblade: I would consider Gideon but with creature exile removal this can really hurt us. The +1 doesn't do too much as he comes out and once again can be responded to. I'm also looking for a different type of permanent to avoid more types of removal. Being a creature on my turn can be a hinderance plus he doesn't get very much value immeditely.
Gideon of the Trials: This one is interesting where the 2nd 0 can allow us to stop them from winning the game until they remove him. That's not really the issue we are having though and other than that he doesn't do too much other than bubble a permanent the opponent has.
Narset, Parter of Veils: This would actually be a hilarious inclusion. Control doesn't have much to remove walkers and this one actively stops them from drawing extra cards. The -2 also helps us by looking for enablers and enchantments. I may consider this one but it doesn't win the game by itself of course but a strong contender.
Ob Nixilis, the Adversary: So albeit hard to cast this can do some work. By sacking a creature we get 2 walkers so it avoids counterspells in that way and I would get 2 activations unless they have instant speed removal for the token or counter one. By sacking a small creature we just give us counter and removal insurance. The +1 ability is really good against these grindy games by making them lose life (since we need a finisher this would be a hard choice for them against an aggro deck) or discard a card lowering the resources they have available to them. The +1 ability needs to be taken with caution if they have something with flashback or can be recurred from the graveyard. The -1 ability gives us a creature that can deal direct damage which is good and another creature for white enchantment buffs. The ultimate ability, that can actually be reached immediately with the token sacrificing a large creature, could potentially win me the game by 7 direct damage or deal 7 to myself and get a whole new set of cards. I am really considering this and he is high on my list.
The Royal Scions: As an earlier inclusion in the deck I know exactly how to run them. Their first +1 ability to loot is helpful for card draw, the 2nd +1 to get through damage and keep my creature alive with first strike and trample along with a power buff is nice to help get damage through and the ultimate (which never reached before or perhaps once) will deal at least 4 direct damage and net me 4 cards in hand. For a more conservative choice I would pick these siblings up again.
I think my choice is clear with Ob Nixilis, the Adversary to be risky to run away the game with. The casting isn't actually that hard. Without Springleaf Drum as is the choice against Rakdos Midrange the odds to have a black source by the 3rd draw is actually good with an expected value at this time of 1 meaning on average we should have 1 by Turn 3. Red is easier (assuming the black source is also a red source) the expected value by Turn 3 is 1.333, slightly better. I think the risk is worth it especially if I can get an ultimate right away and knowing I only run 1 or 2 so the odds of having it, let alone trying to cast it Turn 3, are improbable.
I will be adding 2 Ob Nixilis, the Adversary replacing The Antiquities War in both main and side.
No other cards will be removed at this time.
Update 9-12-22 Jegantha, the Wellspring for Shadowspear Show
Main: -1 Michiko's Reign of Truth , +1 Yotia Declares War Side: -1 Shadowspear, +1 Jegantha, the Wellspring
Details Show
The previous update seems to be doing well. Hushbringer does well against aggro with lifelink and flying as well as other decks with it's negation ability. The finisher has only come in on occasion and isn't cast all the time, but when the time comes Ob Nixilis, the Adversary has won me 2 games to date.
This update will discuss removing 1x Shadowspear from the side in place of 1x Jegantha, the Wellspring. It's a free card by all accounts and only takes up a sideboard slot. This slot, currently taken by my 3rd Shadowspear, will be tested with.
The pros for Shadowspear are it is good against aggro match ups, but I already have 2 in the main. The inclusion of the 3rd in the side account for an increase of approxiamtely 6% to see it in a game with 5 turns, with an increase of 6% to see a duplicate copy of it. This second point is a downside since it is a legendary artifact but can be a plus in case the 1st copy is destroyed. This sudden upside of running Shadowspear can be negated by a recent card's incusion: Hushbringer. We are generally using this card for its negation abilities however it's another body that has evasion and the lifelink keyword. Most aggro match ups are already running Hushbringer in from the side but those that don't can simply replace the 1x Shadowspear with a Hushbringer. Otherwise I am most likely cutting an Ornithopter that I can slot back in.
Jegantha, the Wellspring on the other hand is a free card in hand that typically would come in against grindy match ups of course but has slight utility in using it to activate abilities or cast an Ob Nixilis, the Adversary without taking pain, or casting anything without taking pain. The additional body would come in against interaction decks like RB midrange or UW control where they want to clear my field so I have nothing left. When I actually do have nothing left I can have 1 more card in the form of this Jegantha, the Wellspring.
I will also be testing a new card from the new set Yotia Declares War. It would slot into a very aggressive spot with all the 2 mana enchantment enablers but I feel the utility of this can help out in a pinch where Michiko's Reign of Truth only helps finish the game and get me a body. The reason for the swap with that card is the 2nd copy of Michiko's Reign of Truth is usually clunky and not needed. The new card on the other hand can be versatile by staarting with any ability. From down the list it spits out an evasive artifact creature that ups the creature count annd gets me a target and another count to the artifact/enchantment count, then I can tap any untapped artifacts to deal damage to something for the most part to remove it. This acts as another removal spells with the best case tapping things like equipments and removal artifacts where tapping them is pretty much free. The worst case I would need to tap creatures or a land but this enchantment can give me a creature already so that's 1 less to tap down. The 3rd chapter gives anything The Blackstaff of Waterdeep ability until end of turn. While this would have been a lot better if it was permanent it's still not terrible as it can allow any artifact to play for a turn which negates the downside of permanently ensouling a Portable Hole or something like that.
I will update the deck descriptions to remove Shadowspear and input Jegantha, the Wellspring as well as cutting a Michiko's Reign of Truth for 1x card:Yotia Decleares War and update the sideboard guide (I would sideboard 1 less card against aggro, or sideboard the same and throw in a Hushbringer or keep my Ornithopter). I'll be doing this in anticipation of getting these cards. If I do not have these cards by the time a record comes up I will make a note that the decklist is almost final by then.
No other cards will be removed at this time.
Update 9-15-22 Bye Ob Nixilis, the Adversary hello more consistency Show
Main: -1 Ob Nixilis, the Adversary, +1 Patchwork Automaton Side: -1 Ob Nixilis, the Adversary, +1 Boros Charm
Details Show
Being so soon since the last update I didn't get to see my tests in motion nor have I gotten to pick up a Jegantha, the Wellspring yet. However, there were some instances where my card:Michoko's Reign of Truth wuold have been better as a Yotia Declares War. But the power of a card:Michoko's Reign of Truth still stands as long as I control a creature which is what this update will look into.
With basically every deck running red black or white acting as removal.deck I need to ensure I can keep a creature on the field to suit up. My suite of protection spells don't seem to be cutting it at the moment where I either don't get one or when I do and I counter the end step removal they go to remove it on their next turn.
Because of this I will be saying goodbye to my finisher of the deck Ob Nixilis, the Adversary because what do I need a finisher for when I can't get the game to a place where I need to finish the game. Boros Charm also acts as a good finisher spell as well as long as they are at 4 or less or I can get them to this place. So I will be adding another Boros Charm over my finisher in the side for another protection spell and still a finisher.
In the main I will be cutting Ob Nixilis, the Adversary for a 1 of of Patchwork Automaton. This lowers the curve of the deck and helps offset the terrible mana cost of 2 on the creature. With one of them around I'll be more likely to untap with it and suit it up, it also grows by itself too. These abilities do not warrant me running more of it as the mana cost is honestly too steep to pretend it's good enough. I can see instances where I can drop it Turn 2 for it to be removed by a 1 drop removal spell on the opponents next turn. This leads me to think that putting in 1 should help enough, albeit I need to find it in the deck first.
No other cards will be removed at this time.
Update 9-22-22 Land change & Aggro hate piece Show
Main: -1 Hallowed Fountain, +1 Adarkar Wastes Side: -2 Glass Casket, +2 Authority of the Consuls
Details Show
I still haven't gotten my Jegantha, the Wellspring yet. Taking out Ob Nixilis, the Adversary seemed to help the deck. Patchwork Automaton is pretty good and may stay as a 1 of and the extra protection spell and finisher in the side is appreciated.
A slight change first. With the new lands I wasn't anticipating adding in Adarkar Wastes as I already had my mana base set, however, I feel like if I get 1 Hallowed Fountain I get them all. Taking out 1 still allows me to have a shock land Turn 1 but I am less likely to see more than 1 which is where I would want to be. Keeping 3 is good for this case and when searching for a land via Boseiju, Who Endures getting either an Island or tapped (or untapped) Hallowed Fountain is pretty nice.
Now for the harder change. I feel aggro matchups are hard to win and are no easy game by any feat. Making this match up slightly better I think I'll test with removing 2 Glass Casket and adding in Authority of the Consuls. As long as Mono Green is still top tier Mono White Aggro will be a deck and it inadvetently hoses us with a Game 1 Turn 2 Thalia, Guardian of Thraben. To make this match up, and other aggro deck match ups better, I'll be using Authority of the Consuls. This card can come down very early and all their creatures enter tapped. This part of the ability helps more against mono red aggro where haste no longer matters when they enter. The second ability when a creature enters on their side of the field I gain a life. This help with all the token generating threats that allow them to go wider than me. Now for the cons of the card. I used Glass Casket against Mono Green to get rid of a Turn 1 dork and against Izzet Phoenix to get rid of their cheaper blockers mainly Thing in the Ice . With Izzet Phoenix still Tier B I can't cut too many of these, however, I do have card:Yoita Declares War in the main which can count as a removal spell against a Turn 1 dork from Mono Green easily but less so as a removal spell against Izzet Phoenix having to tap 4 artifacts to kill a Thing in the Ice and a varying amount against Ledger Shredder. I believe the pros outweigh the cons slightly and really depend on the meta. With more aggro decks Authority of the Consuls becomes better with less Glass Casket is still better but with the amount I'm playing with, 2, plus there being an additional removal spell Saga in the deck I believe this change can be made.
I do not have Authority of the Consuls at this time so I will not be editing the Specific Sideboard Guide but will edit everything else awaiting the cards. The Specific Sideboard Guide will consist of removing 2x Glass Casket and adding in 2x Authority of the Consuls in most places, including the aggressive loadout, except for against Mono Green where the tapped creatures don't matter and neither does the life and against Izzet Phoenix where they don't run many creatures anyway and the best case scenario of the namesake of the deck not being able to swing right away doesn't help me enough to make me care to run this. Notably this helps greatly against Coco decks where the namesake of their deck gains us 2 life and they can't block when they enter.
No other cards will be removed at this time.
Update 2-3-23 (Got cards 3/30/23) Redesign from ONE Show
Main Enchantments: -1 All That Glitters, -1 Yotia Declares War, +2 Skrelv's Hive
Main Creatures: -1 Bomat Courier, -1 Patchwork Automaton, +4 Skrelv, Defector Mite
Main Artifacts: -1 The Blackstaff of Waterdeep, +2 Portable Hole
Main Instants: -3 Stubborn Denial
Main Lands: -1 Battlefield Forge, -1 Island, -2 Hallowed Fountain, -1 Sea Gate Wreckage, -2 Mana Confluence, -1 Shivan Reef, +2 Mirrex, +4 Seachrome Coast, +1 Sacred Foundry, +1 Plains
Side: -2 Glass Casket, -2 Portable Hole, -1 Boros Charm, +3 Stubborn Denial, +2 Skrelv's Hive
Details Show
From the previous update: The land change was nice to not have to shock first turn less often. Authority of the Consuls is also pretty good against the hyper aggressive decks and decks that like to make blockers and many creatures.
Initial Speculation Show
I am going to spec some cards here as many look like nice fits for the deck. First off Seachrome Coast is totally amazing and will replace all of my shock lands. These lands mainly come in first turn anyway to reduce the damage to myself in the long run and so it's a strict upgrade on all of my first turns. Another land I want to talk about is a little odd, but I like it. It's Mirrex. To be able to make a Target at end step seems very powerful and will replace my 1x Sea Gate Wreckage. At the same mana cost I draw a card when I have none in hand or I make a creature on the battlefield. I can see the case for both but the creature is potentially stronger with an Enabler in hand or just to force instant speed removal.
Onto nonlands. A card that looks good is Malcator, Purity Overseer. He makes an artifact on entry and is a body himself and with the potential changes the deck may be able to spit out 3 artifacts a turn with an enchantment that makes one on upkeep and a land that can make a creature at instant speed. I really like Skrelv, Defector Mite because it's a 1 drop artifact that can protect my large artifact at instant speed for no mana. The ability to gain evasion is also very powerful and exactly what this deck wants. Being a legendary is a bit rough as my general rule is to run a max of 3 of the same legendary to ensure you get one a game, 2 if you don't want duplicates. We may be looking at 3 or 2 for our deck here. Another card that peaks my interest is Skrelv's Hive. It's basically Bitterblossum for us being able to make an artifact for us every turn. I'm not sure where it belongs. I have a feeling it should be more sideboard than main as it can be slow and we can outrace faster decks Game 1 and can't afford to be slow given a Game 1 loss into a potential Game 2 loss as well. We may cut Glass Casket from the side as with Skrelv, Defector Mite we can now get around larger creatures. However, with this change we need to make some other adjustments to ensure we are quick Game 1. This involves the potential to take out 1x The Blackstaff of Waterdeep as we know this is a slow card, 1x All That Glitters just to find room, 1x Bomat Courier as I almost never want more than 1, 1x Patchwork Automaton as he is good but Skrelv, Defector Mite can give a similar ability to anyone.
Looks like I wasn't too far off the mark at initial spec. We are changing 1/4 of the deck with this update, mainly land but still. To start we are adding 4x Skrelv, Defector Mite. You want it all the time and it gets targetted with the removal it can save others from so we can afford to run all of them here. I'm also running 2x Skrelv's Hive main. It's a slower card against aggro but it is in main to counteract slower matchups to try to gain the edge there. We are also going to move some cards around as the meta has changed quite a bit. We will be moving the Stubborn Denials to the side and putting in the Portable Holes as we need to go faster and another artifact can help with that.
To cards we are cutting. To fit in the new changes I'm cutting 1x All That Glitters, 1x Yotia Declares War, 1x Bomat Courier, The Blackstaff of Waterdeep and 1x Patchwork Automaton in the main. Let's start here. All That Glitters is good but with these changes I can afford to not have as many Enablers and try to stick them all on one creature and protect it to survive. This was the initial goal of the deck. We are also cutting Yotia Declares War. It did a little of everything and I still feel it could have a place (if this deck was RW or even R) but other cards do what it does better and we need the room. The Blackstaff of Waterdeep is in a similar spot as Yotia where other cards are better and it was in there to get a win Game 1 where we shouldn't. We still have 1 in the deck that we can get to eventually. 1x Bomat Courier is coming out as I always get at least 2 where I only want 1 of them each game. Patchwork Automaton is also coming out as it doesn't really have hexproof and what it's trying to do is supplemented with what Skrelv, Defector Mite can do way better.
Onto the lands. The deck went from UWR to mainly W splashing both UR. In this way we can change up the lands a bit. Cutting 2x Hallowed Fountain and 2x Mana Confluence will save us from some pain and replaced with 4x Seachrome Coast which does basically the same thing as both of these with much less downside (Am I going to get 4 lands in a game anyway). Because we are more W than anything I also changed the basic from U to W. Typically when we need colored mana it may be for just that turn. Because of this, and for other reasons alike, I'm adding in 2x Mirrex in place of 1x Battlefield Forge and 1x Shivan Reef. On the other side of Mirrex, making a creature, it'll replace our mana sink Sea Gate Wreckage. I'm also adding in 1x Sacred Foundry as it seems a little crazy we can't get R mana without taking pain, and having another searchable dual is nice if we needed the red as opposed to blue.
For the sideboard we are removing all of the Glass Casket and replacing them with Skrelv's Hive as I think the card is that good in the deck. We also moved some Portable Hole as described above and I'm removing 1x Boros Charm as I don't find a lot of places I use it anyway. Stubborn Denial is going in the place of each of these card I'm removing.
I'll be testing with these changes but I haven't played in a while or picked up any cards so this testing may take some time. I will not be updating the deck as the tests are pending.
I will update the description when time allows.
No other cards will be removed at this time.
Update 4-21-23 Diversifying counter spells, top end redesign, Aftermath Leaks Discussion Show
Main: -1 Skrelv's Hive, +1 Steel Seraph (or other 3 drop from Aftermath) Side: -1 Stubborn Denial, +1 Metallic Rebuke
Details Show
The previous update is working wonders. Skrelv and his hive are great for the deck, the mite more so. The hive is slow but great against control. Because of this I'm thinking about swapping 1 main hive for this Steel Seraph. A few people use it as a finisher and I was looking at it when it got released. It seemed OK at 3 mana but if played during the first main phase it can do something right as it enters (and with a springleaf drum still can do something when it enters). The abilities are decent, all abilities Stonecoil Serpent doesn't already have which is great. Flying can get around some things =, vigilance is only good when I want to keep something large enough to block up and anyother way to get lifelink in the deck against aggro is great as well. As a 1 of top end 3 drop card this could do wonders. The mana base wasn't ready for it until the redesign from ONE where now 15 of my lands can produce white and 3 Springleaf Drums to help out, needed to get this double pip card in.
The other card I looked at was Metallic Rebuke. I didn't want it before but now with Portable Hole in main, Skrelv's Hive producing artifacts and with our Springleaf Drums we should be able to cast this while having 2 artifacts up. The pros of the card agaisnt Stubborn Denial is it can hit creatures as well. This doesn't come up too much but may against control's larger creatures and otherwise. Another pro is if we are set to soft countering this taxes more than Stubborn Denial does as well all the time. The cons of the card is I need 2 untapped artifacts to get this to the same mana cost as Stubborn Denial. At 2 mana it may be OK but at 3 it isn't. Testing with just 1 will let me know over time if I can get the 2 artifacts or not.
MOM Aftermath Leaks Discussion Show
New leaks from the next standard set (and so Pioneer legal) March of the Machines Aftermath have been revealed. I can't recall the last time leaks were fake so I take these as the real thing. I will discuss potential with some cards that were showcase but cannot link them here as of yet but will link as soon as it becomes available. I will only discuss 3 drops or less as anything larger I don't see in this version of the build but still may have potential in another similar build.
The first I see is Danitha, New Benalia's Light. For it's a 2/2 vigilance trample lifelink with "Once during each of your turns you may cast an Aura or Equipment from your graveyard." The potential I see here is casting this (very much splashing the green from our 9 sources available at the moment) by Turn 5 to then cast either an Ensoul Artifact or All That Glitters. We could sometimes cast one of our 2 legendary equipments but I see that as much less so. This seems very powerful and reminds me of Lurrus with much more limitations.
The next card with some potential, not here but some, is Pia Nalaar, Consul of Revival. For she is a 2/3 with Thopters you control have Haste and "Whenever you play a land from exile or cast a spell from exile, creature a 1/1 colorless Thopter artifact creature with flying". This seems to have some potential, but not here as I cast nothing from exile.
Next up is Gold-Forged Thopteryx that for is a 1/3 flying lifelink artifact creature with each legendary permanent you control has ward 2. Not bad to give Skrelv ward by Turn 2 and other legendaary stuff. Might have some potential but I will not be using it as it seems slow without haste.
The last card, and card I may be toying with, is Calix, Guided by Fate. He costs (Slightly off color again) and is a 2/2 with "When he or another enchantment ETB put a +1/+1 counter on something. When he or an enchanted creature deal combat damage to a player you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn. With this, I can make copies of any enchantment I have, but I need to deal damage with him or an enchanted creature. This only works with Ensoul Artifact or All That Glitters and I need the cards on the field as well. This ability can also happen when I play him which is nice. Between this and Danitha, New Benalia's Light I would run 1 of them somewhere I would think.
No other cards will be removed at this time.
Update 12-4-23 Removal update, SMUGGLER'S COPTER UNBANNED THIS IS NOT A DRILL Show
Main: -3 Portable Hole, +3 Dusk Rose Reliquary -2 Skrelv's Hive, +2 Smuggler's Copter
Side: +2 Get Lost, +1 Metallic Rebuke, -2 Stubborn Denial, -1 Portable Hole
Details Show
Honestly, I have no initiated the previous update. It could be done for sure but I have no done this but may at some point. In the meantime Ixilan has all been revealed and while some cards seem decent (Spring-Loaded Sawblades ) the only card that actually makes the cut, and for great reason, is Dusk Rose Reliquary. This competes directly with Portable Hole but I believe it can replace it entirely. While this new card can only hit artifacts and creatures it can hit any costed ones, so this card is decent mid and late game. The only issue that may arise is early game where we no longer can reliably drop Portable Hole Turn 1 unless we have an Ornithopter out. Otherwise this card is better and enabling the removal spell itself is just about the best move as well because it has Ward 2. This allows me to go wider by enabling my noncreature artifacts more often and gives more power over to Ensoul Artifact and The Blackstaff of Waterdeep where it should be. Now the only question is how many.
Edit: SMUGGLER'S COPTER HAS BEEN UNBANNED. We shall put in 1x Smuggler's Copter over 1x Skrelv's Hive as that's all I have right now and probably won't find in the near future. These cards act against the same type of boards so a quick swap out between them works out. I also want to implement the change of 1x Metallic Rebuke over 1x Stubborn Denial as I like the benefits of both cards and would like to test out Rebuke having access to Skrelv's Hive now.
I have decided to keep my 4th Portable Hole in the side and replace all the main board ones to really test this card out, it has some potential. EDIT: Having looked at the deck and noticed I can't remove artifacts I am going to replace that last Portable Hole and another Stubborn Denial to run a total of 3 counterspells. A bit low I suppose but we now have 5 removal spells that can hit any creature, artifact, planeswalkers and enchantments.
No other cards will be removed at this time.
2023 Show
March 30th - 2 - 0 - 1
Details Show
Round 1: Jund Removal
Game 1 I took handily with creatures getting by removal and blocked removal with Skrelv, Defector Mite. Game 2 in the play they kept 2 Thoughtseize and was able to take all my targets and shut me out. Game 3 I was able to go quick with 4 1 drops with haste in the opener with The Blackstaff of Waterdeep. They didn't take Blackstaff with their Thoughtseize and it proved to be their downfall after I got a bunch of chip damage and got some big hits with it. They played a big blocker but a Gingerbrute had the Blackstaff ability so I was able to swing by them with his unblockable ability.
Round 2: Selesnya Humans
Game 1 I took with some quick plays and by getting rid of a Thalia early. Game 2 they went a bit quicker than me while I played conservative as they had Thalia and a creature that can kill enchantments so I couldn't make a large enough creature to block. Game 3 I went first and had some good plays making a board with a Hushbringer. They retaliated with Adeline, Thalia and the creature that can kill enchantments. I had enough lands to Portable Hole the enchantment killing creature and getting a Michiko's Reign of Truth on my Hushbringer getting in for 2 large lifelink hits and getting ahead. The board got larger and with their board clear of removal I got an Ensouled Darksteel Citadel and the flipped Michiko's. They got 2 Collected Company with limited value from my Hushbringer to try to get by the board stall but couldn't deal enough damage to me to finish me off. I got a Shadowspear in a topdeck and equipped it to my largest creature for the win.
Round 3: Lotus Field
Due to how the event was played we agreed for the official record to be a tie so we both can get rewards but played these following games afterwards: Game 1 I kept getting full hands of lands and had to settle on 5 cards with an Ornithopter and lands. I ramped up to get my companion out but died before I could do anything useful. Game 2 I had a Bomat Courier and an Ensoul Artifact Turn 2 with Eater of Virtue on the way after they had to use their Turn 2 to search for a Boseiju, Who Endures. I got the Eater on my Bomat Courier and it got killed but gave haste to my 4 power Stonecoil Serpent the next turn. They had to fiddle around to get a Fading Hope for their turn because they were at 3 and destruction of my creature with Eater on it on their turn would lose them the game giving any creature (Minus Ornithopter) haste and enough power to win. Regardless, I had my counterspell ready for the Fading Hope and won. Game 3 I had 2 lands with a Gingerbrute, Michiko's Reign of Truth and Ensoul Artifact and got some early damage until Turn 3 they got their blocker. I had a Stonecoil Serpent with a Michiko's ability on it swinging but missed some land drops and couldn't give my Gingerbrute unblockable to get enough damage in to win and lost the next turn.
April 13th 2 - 1
Details Show
Round 1: Rakdos Midrange
Game 1 I kept a Skrelv's Hive in hand and got 2 Skrelv, Defector Mite along with some other cards that would have allowed me to keep this hand against an unknown oppoent. They removed both Skrelv, Defector Mite with hand disruption and removal and I was left with a Skrelv's Hive topdecking another and a Michiko's Reign of Truth and they didn't have any removal for it. Game 2 I sideboarded accordingly and kept a 5 card hand and didn't see any sideboard cards. They however saw 3 of their 2 drop creatures and was able to outrace me. Game 3 I kept a 7 card hand with a Ensoul Artifact, Ensoul Artifact, Bomat Courier, Eater of Virtue, Michiko's Reign of Truth , Stubborn Denial and another land, most likely Azorious or an all colored land. I played out the Bomat Courier with Eater of Virtue on it because they took away Michiko's Reign of Truth with hand disruption leaving me my Ensoul Artifact. I kept my counterspell up and they played a Fable of the Mirror-Breaker Turn 3 expecting me to counter it but I was saving my counterspell for removal of the Ensoul Artifact as a Darksteel Citadel animated can win this game and they only have a few outs for it. I played out my Ensoul Artifact on Ensoul Artifact and saw another Ensoul with another Darksteel too. They Thoughtseized me with the Stubborn Denial in hand and figured I'll let them take 2 damage. I swung in and they weren't able to remove either of them.
Round 2: Izzet Creativity
Game 1 I went first and wasn't sure what they were on until it was too late. They removed my creatures and saved their life total but I didn't remove the Fable of the Mirror-Breaker token when I could have so they were able to combo off the next turn. Game 2 I went first and kept a 5 card hand looking for sideboard cards to stop the combo but instead found a Springleaf Drum, Darksteel Citadel, 2 Ensoul Artifact and a land with a blue source. My first Ensoul Artifact got countered but the 2nd on my Dakrsteel Citadel hit. I got a Boros Charm off posing lethal the next turn with my Darksteel Citadel Ensouled but they were able to get the combo off the next turn. In hindsight I think I should have held back the Boros Charm until they were at 10 because they weren't planning on blocking and they may have not tried to combo off the turn they did.
Round 3: Dimir Control
Game 1 he went first and I slow played into my enablers so they didn't get countered or my creature get removed in response. They Turn 3 Narset, Parter of Veils and with a Springleaf Drum I got a Stonecoil Serpent with an Ensoul Artifact and a Michiko's Reign of Truth for 11 damage with a Gingerbrute out to ensure the game. Game 2 going second I had an Ensoul Artifact and 2 Stubborn Denial in hand. They tappedout for a cheap removal spell in response to a Michiko's Reign of Truth trigger on my only creature and I soft countered it to ensure I would get both triggers and some good damage in. I then soft countered a Teferi later in the game as it could have turned the game around. After that turn I kept the Ensoul Artifact in hand until I had a Darksteel Citadel for it and cast that unopposed to win the game.
April 20th 2 - 1
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Round 1: Izzet Creativity
Game 1 I went a little slow but they had the Turn 3 Fable of the Mirror-Breaker with their combo card and won faster than I could have. By the time I figure out I need to finish them it was too late. Game 2 on the play I played very quick with a fast Ensoul Artifact Turn 2 on a Springleaf Drum bringing them low fast when they drew a creature and conceded. Game 3 I had an Authority of the Consuls Turn 1 to which the opponent said it's basically a free time walk on them so they tried to play slow getting 1 creature out to then plan to swing the next turn. I stuck a Michiko's Reign of Truth on a Stonecoil Serpent with a card:Skrev, Defector Mite out and got in for some good damage with another saga in hand for the win.
Round 2: Izzet Spells
This deck was slow using the new Baral and Kari Zev to cast large spells and copy another. I had the advantage as they only have a few pieces of removal, notably Divide by Zero getting all 3 in Game 1 bouncing The Blackstaff of Waterdeep, the only enabler I could get this game. I got mana flooded utilizing cracking a 3 card Bomat Courier to get 3 more lands and got my companion to try to finish them off. I had them at 4 before they could stabilize Game 1 and with the mana flood I didn't have much I could do. Game 2 on the play keeping a 2 lander I also got mana flooded again getting my companion but they were a turn or 2 faster this game and I didn't have them as low in life.
Round 3: Abzan Phrexians
Game 1 we both had a ton of lands but I had more larger creatures that could get through theirs and won. Game 2 I sided against aggro and got an early game Hushbringer after they wasted their Fatal Push on my Turn 1 card:Skrev, Defector Mite when their game plan showed itself with Pyre of Heroes and Hushbringer appeared extremely detrimental to them. I didn't get an enabler and they had an ability only allowing me to cast 1 spell a turn slowing me down so I got to put my companion in hand and play and got some very large card:Stonecoil Serpents in and won the game with chip damage with Hushbringer and large card:Stonecoil Serpents which also proved to be very valuable against multicolored blockers and trample.
April 27th 0 - 2
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Round 1: Mono Green Karn
Game 1 they were able to take a quick win and I couldn't finish them off. Game 2 I kept the pressure on going first and was able to overwhelm them. Game 3 we were fairly tied as I killed some Karn with larger creatures but with Karn's ability they were still able to get value and pick the right cards to stop my creatures. Killing a Hushbringer stopped me stopping their etb triggers and took away my flyer that could get over all their field. Without much drawing at this point they were able to get a chariot and get a leveler and finish the game out by swinging.
Round 2: Rakdos Midrange
Game 1 they played really well with tons of removal and a well timed Kolaghan's Command destroying a Shadowspear and dealing damage to my Skrelv, Defector Mite leaving my flipped Michiko's Reign of Truth during attackers much smaller. They outgrinded me. Game 2 I stuck a large Stonecoil Serpent and they didn't get removal for it and lost. Game 3 I kept a hand with 4 lands that I shouldn't have with a Bomat Courier and cracked it discarding 3 lands and drew another one. I ran out of gas very quickly this hand. I dropped from the event at this point. People getting ready for the RCQ on Saturday so they are on their A game for sure.
June 14th 2 - 0 - 1
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Round 1: Izzet Control
Game 1 I thought it was an Izzet Creativity deck but played through removal and bounce spells and had them with 1 more swing left but they took it with some learn spells and Mascot Exhibition. Game 2 I took it by getting my companion and they misplayed by not getting enough removal with me putting them at 1 when they were tappedout with a Boros Charm and they didn't have the removal for all my creatures, some with haste from that turn. Game 3 we tied as I couldn't get past all their counters and removal even saving my Ensoul Artifact for last but they still had a counter for it. They tried to win with some quick swings and creatures but I was able to hold out and hold onto a Skrelv's Hive so I wouldn't lose more life noticing I cannot win but can still lose at this time.
Round 2: Mono Red Dragons
Game 1 I took it with a fast play getting larger than their dragons before they could play them. Game 2 I kept a 1 lander and they were able to get their dragons out able to kill me before I could do anything. I had 3 enablers costing 2 mana in hand as well. Game 3 I played well like Game 1 and got them.
Round 3: Abzan Midrange
Game 1 I only saw black lands and cards so I thought he was on mono black aggro playing a 1/2 vampire, Fatal Push and Thoughtseize. Game 2 I sided some more removal Hushbringer and played faster. They played some more cards like Duress taking my Ensoul Artifact that I was planning to put on a land Turn 2. I got a Shadowspear on a Stonecoil Serpent and had a Michiko's Reign of Truth that made the Stonecoil Serpent large after they killed my Hushbringer on the first Michiko's Reign of Truth trigger. With my 2nd Ensoul artifact now on my land and a Shadowspear on it the next turn they couldn't remove it and lost.
June 22nd 1 - 2
Details Show
Round 1: Izzet Control
Game 1 they had a good deal of removal stopping me from doing what I wanted to do. I got a Bomat Courier to give me cards but they still had enough to get rid of them. Game 2 I had a quick start and was able to outvalue them with my Skrelv's Hive constantly getting creatures that they couldn't keep up with. Game 3 I got fairly flooded and needed a Hushbringer to live so they couldn't get value with Torrential Gearhulk because that's all I had.
Round 2: Strict Lotus Control
Game 1 control did what it typically does. I played through a board wipe seeing it coming with foretell and got an Ensoul Artifact on my land but they had the Wanderer on the next swing and shut me down after that with a very interesting list. Game 2 I got Skrelv's Hive early and stopped their wipes with a quick counter spell getting the win with an enabler that cares about amount of artifacts and enchantments. Game 3 I had Skrelv's Hive again and a Boros Charm finally getting my red source later from Springleaf Drum and the mite token that can't attack yet. I also had a Michiko's Reign of Truth and an All That Glitters to get them low on life. They had 2 Lotus Field and a land and passed turn to me to hopefully end my turn with an instant so I cast Boros Charm for lethal on their end step to force them to respond on their turn and mine pushing them to not have enough lands on my turn to respond correctly as they had 7 mana but in the form of only 2 lands. They needed to Dovin's Veto the Boros Charm only having 1 Lotus Field untapped for my turn.
Round 3: Gruul Atarka
Game 1 they went first and these match ups just depend who goes first really. I was 1 swing away and started blocking perhaps a turn too late this game as they got 2 sagas that flip into a 2/2 with haste and had some other creatures swinging in. Game 2 I went first and took it very quickly utilizing my Authority of the Consuls and Portable Hole on their Cindervines to ensure I could get a large creature out to win. Game 3 they went first and had a removal spell for my 4/4 Gingerbrute with All That Glitters on it and that was what they needed where I needed lifegain or the Authority of the Consuls like the previous game to slow them down. I needed to mull the hand Game 3 until I got some sort of lifelink or a card to slow them down knowing I can't outrace them on the draw.
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Top Ranked |
|
Date added | 5 years |
Last updated | 6 months |
Exclude colors | BG |
Splash colors | R |
Legality | This deck is not Pioneer legal. |
Rarity (main - side) | 4 - 0 Mythic Rares 32 - 10 Rares 17 - 4 Uncommons 6 - 1 Commons |
Cards | 60 |
Avg. CMC | 1.07 |
Tokens | Map, Phyrexian Mite 1/1 C |
Folders | Pioneer, Neato, Pioneer, Competitive Pioneer |
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