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Let's Make the Henge Great Again! (GB Adventure)

Standard Arena BG (Golgari) Competitive Midrange

MrBoombastic


Sideboard


At long last rotation is upon us and with it a new meta!

Another one of the big baddies (Omnath, Locus of Creation) bites the ban hammer and once again we lose nothing. Is it finally time for The Great Henge and the Golgari adventure boys to take the spotlight?

This deck does what the best of Golgari and Sultai decks do - it has a wide variety of answers for different decks, strong removal, some graveyard recursion and a good amount of card advantage.

This is an old list that has been updated for Zendikar Rising Standard. Did I miss any new additions?

The Breakdown

  • Agadeem's Awakening   Is basically free to play and brings some great value in the late game. No big thoughts here, there's just no good reason not to run it. Awakening + The Great Henge is a mean machine and should be a win most of time, every time!

  • Bloodchief's Thirst Strong removal at all points of the game. It's a little bit overcosted at 4, but makes up for it by being awesome early removal.

  • Chevill, Bane of Monsters This guy has proven to be really good. Red decks hate him, as they usually don't have spells that can kill him, while he trades with all their creatures and also gains life and draws cards. Aside from creatureless decks, he does a lot of work and a cool brickwall imitation alongside Foulmire Knight.

  • Edgewall Innkeeper This boosts early starts and helps grinding late game. The cost/effect is strong with this one and if you get to curve him into some early adventurers, he can easily run away with the game. Unless you're sure he'll survive the turn, he should be kept in hand until he can be played alongside an adventure creature. It's also a good bait for removal, if needed.

  • Elder Gargaroth Is a big wall of text that mostly reads "adjustable to anything". It just does a whole lot for a 5-drop and can easily win the game by itself, if it isn't immediately answered. Vivien has also been great in this spot though, so it might turn into the 3rd copy of her at some point.

  • Foulmire Knight Holds down the fort well for a very cheap cost and can add a little extra draw in a pinch. The adventure part sometimes comes up, but more often than not, you'd rather just play it (preferably alongside Innkeeper) than wait for a good time to draw the extra card.

  • Kazandu Mammoth   Has proven to be a strong card to have in any beatdown deck that plays green. Think of this as a land with strong upside. There shouldn't be a need to run through hoops just to play it as a creature.

  • Lovestruck Beast Helps smooth out the curve, brings some strong beats and works wonders as a show-stopper vs. aggro. There are plenty of 1/1's in the deck, so it'll be able to attack most of the time. Noice!

  • Murderous Rider Has almost entirely disappeared from Standard. The 2 dmg from Hero's Downfall can be tough if you're behind, but the body is usually passable in those situations. With Omnath, Uro and most of the other unfair cards banned to oblivion, it has once again become very decent removal.

  • Primal Might Goes well with both the big guys, but also lets Foulmire Knight snipe stuff and it doubles as a strong pump spell lategame, which can help close out the game.

  • Vivien, Monsters' Advocate I've wanted to find a shell for Vivien for a long time, and I think I've finally succeeded! She's a strong walker, but has been largely outshined by many of the now-banned baddies. Given that several creatures double as spells (adventures) and lands (Mammoth), we have a high amount of hits for her to play from the top of the deck. Being able to pop out flexible tokens also makes her able to adjust your board to your opponent - especially reach vs. Rogues has been nice. The tutor ability is suboptimal, as we don't have a lot of great targets, but still good to have.

  • Rankle, Master of Pranks I've really been liking the versatility of this guy. He plays some nasty pranks, always adjusting to the board state (given that he gets dmg through). Try your best to figure out how to work his abilities to your advantage - drawing cards is the one I use the least, unless I really want the extra 1 dmg or I'm drawing for something specific. The ping from the draw can help push lethal, so keep an eye out for that one.

  • The Great Henge The whole reason for putting together this lot of adventurous bros. Thanks to some great stat/cost creatures, it can come down turn 5 without too much difficulty. Once it is on the board, the opponent is really pushed for ending the game or answering it, as they will be outvalued hard if they don't.

  • Scavenging Ooze This one has a bit of everything - it grows big real fast as long as there's food for it, it messes with graveyards and it gains life, which often comes up clutch vs. aggro. With Omnath, Locus of Creation and Adventure in general hammered out of Standard, Rakdos might rise to be one of the new final bosses. Scooze is MVP vs. that.

The sideboard

  • Agonizing Remorse Thoughtsteal effects are usually great against control and other slower decks. Being able to take out (and exile) the opponents best card while also making sure that the coast is clear for your own bombs is always nice.

  • Bloodchief's Thirst Great against mono red and Rogues, good against most other creature decks.

  • Chainweb Aracnir Is in here solely for the mill/Rogues matchup, as it fights them really well. It's a big recursive threat that the opponent fuels for you and it doubles as removal and a blocker for their abundance of fliers.

  • Elder Gargaroth Since the deck already has a lot of card advantage, it's mostly in here for blocking and gaining life against aggro. But it's also very much able to play the long game against any slower deck.

  • Extinction Event This should be able to do some work against aggro, as long as you don't play too hard into it yourself.

  • Heartless Act Another card for aggro and Rogues matchups. There might be a bit too much removal in the sideboard as is, but I don't currently play enough Bo3 to test it.

  • Scavenging Ooze For a little extra fight against graveyard decks. Rakdos in particular.

  • Wilt For any pesky enchantments and artifacts. Being able to cycle it away makes it always able to do something.

All in all, the deck is quite straightforward. Play a strong curve and then pressure the opponent down and/or outgrind them. I've had a lot of fun playing this on/off since the release of Throne of Eldraine. Let me know what you think!

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Date added 5 years
Last updated 4 years
Legality

This deck is not Standard legal.

Rarity (main - side)

14 - 2 Mythic Rares

23 - 2 Rares

11 - 9 Uncommons

0 - 2 Commons

Cards 60
Avg. CMC 2.90
Tokens Beast 3/3 G, Human 1/1 W, On an Adventure
Folders Competive
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