Bitterblossom in Standard (KLD Standard)

Standard* michael921

SCORE: 48 | 23 COMMENTS | 6521 VIEWS | IN 17 FOLDERS


2-3 at Sunday Standard —Nov. 20, 2016

0-2 versus Mardu Vehicles 0-2 versus Control Delirium 2-0 versus Grixis Control 0-2 versus RW equipment 2-0 versus Wolves 3-3 in pick up games throughout the night

I have an extremely favorable matchup against RW equipment, but ended up horribly mana screwed in both games, getting stuck at two mana with a hand of three drops. For the delirium and Mardu Vehicles, I never drew the pieces I needed to have a successful game, either drawing no removal or too much removal. In addition, in those four games I saw only one animation module, but had no creatures on board to actually get value from it.

Underperformers

  • Weaponcraft Enthusiast never actually did anything, as his inclusion was designed for synergy with the militia captain and a good target for collective defiance. As it turns out, an 0/1 and two 1/1s on their own don't actually have any board presence.
  • Hanweir Militia Captain  Flip only ever flipped once, as I ended up going way less wide than I was anticipating through testing. However, it was still a good magnet for removal to have my other cards dodge some.
  • Collective Effort is an underperformer becuase I never saw a creature with more than 4 power. Through the entire night, the only target for that mode was a Goldnight Castigator, and as I hardly ever drew both it and an animation module, I didn't get to test the +1/+1 mode.

Overperformers

  • Animation Module generated immense value whenever I actually managed to draw it. Building my deck around this card was in fact worth it as in one game I played two, and using its ability was creating three or four servos a turn.
  • Fretwork Colony whenever he stuck around for more than a turn, the colony would crunch in for immense points of damage. People eventually caught on how dangerous he was, and his only drawback was his inability to block, which did cost me against Mardu Vehicles.
  • Smuggler's Copter I knew that this card was amazing, and turned out to perform better than expected. The card is amazing.

clayperce says... #1

michael921,
I playtested against Joey Manner's White-Blue Flash and Gruul Pummeler (KLD). The results don't really matter, since I'm 100% certain I was not playing your deck optimally. But here are some thoughts:

  • Pummeler made for a very poor Game 1. Games 2 and 3 will probably be close though, as your sideboard is really deep against it.
  • The Flash deck was a tough match up as well. If they stumble you're OK, but if they're on curve I found it REALLY tough to overcome all the Creatures with Flash. Maybe Long Road Home in the sideboard, for Drana and Copter? It could be useful with Enthusiast too.
  • I found Syndicate Trafficker to be pretty meh. He was fine and certainly went off one game, but I was never overjoyed to see him in hand. Especially against the Flash deck, I seemed to always have two bad options: Let him be, which means he trades unfavorably with a Thraben Inspector (never a good place to be), or pump him up, which means he's just a big Reflector Mage target.
  • Collective Effort was MVP, and Fretwork Colony was a close second (which was super-surprising to me ... but the relentless triggers for Animation Module were really solid).
  • With all the Copters around, I had a VERY hard time getting Drana, Liberator of Malakir through. Have you considered Key to the City? Or maybe even go Mardu and add Pia Nalaar? Not sure either is really needed, but wanted to mention for your consideration.

Your manabase seems really good by the way; I was never flooded nor screwed. That said, there are a couple tweaks you may want to consider:

  • Have you tested with another Westvale Abbey  Flip? If the manabase can support it, that might be a great add ... I found myself with enough Creatures for Ormendahl and a win a couple times, but no Abbey in hand :-(
  • I was very surprised that I never activated Shambling Vent ... I always seemed to have something better to do with the mana. If you find that as well, you may want to swap one or two for basics, just so they can enter untapped.

Bottom line: This is a really fun deck; good luck (and good skill) with the brew!

October 20, 2016 noon

HeavyR says... #2

I really feel like animation module could be broken in the right deck. Maybe standard isnt that golden opportunity, but this brew is interesting. I think Gideon, Ally of Zendikar is a slam dunk in this too, but finding room and coin is tough.

November 9, 2016 10:02 p.m.

liljramos88 says... #3

Plus 1 from me love the Deck I was also working on a Fretwork Colony deck here is my list feel free to check it out "Born from Aether (Budget Orzhov Fabrication)". Have you ever tried playing with Aetherborn Marauder and Angel of Invention they work wonders in my deck is there a reason why no Syndicate Trafficker?

November 11, 2016 12:48 a.m.

michael921 says... #4

HeavyR and liljramos88, thank you for your comments! I'm pretty happy with the build as it is, but there's always room to improve!

Card Recommendation Breakdown

  • Gideon, Ally of Zendikar would probably make this deck a lot better, but as someone without much disposable income, it would be hard to justify dropping so much money to put him in the deck. Also, what would you recommend taking out in place of him?
  • Angel of Invention and Syndicate Trafficker are both already in the deck liljramos88, just in the sideboard. As for why the two of them aren't in the mainboard, they are just slightly more matchup dependant than the other cards in my main IMO. The syndicate trafficker is good against agressive decks, bad against control, and only mediocre against other midrange decks because I have to sacrifice a lot of resources in order to have him perform optimally. Similarly, the Angel of Invention is my sideboard plan against other midrange decks and combo decks, as she costs too much to make it worthwhile in either the control matchup or the aggro matchup.
  • Aetherborn Marauder is intentionally not included in the deck for a couple reasons. Primarily, the Marauder is is oftentimes a "win more" card, where I would have to either already be in an advantagous position or at board parity in order to do very well. In addition, between Murder and Reflector Mage, any tempo or control matchup that I go against, the Marauder is stone cold useless. If those types of decks aren't very large in your meta however, I can see why he would be very good.

Thank you for your comments again!

November 11, 2016 1:03 p.m.

_Delta_ says... #5

Looks good +1.

Just one little note, in your description you mentioned Collective Defiance rather than Collective Effort.

November 11, 2016 3:29 p.m.

michael921 says... #6

Delta-117, thanks for the catch! I'll fix it right away! I should also have a more detailed description coming soon!

November 11, 2016 4:45 p.m.

sitri_ says... #7

Fun deck. Beat Esper Controllers pre-board, but I got the next two after. Of course you might board different than I did.

Post-board, I was constantly able to keep your +1 creatures off the board, but the whole time I was thinking "I really wish I could use those on modules on my walkers!" I don't know I could justify squeezing Animation Module into my deck, but I think you could easily justify adding a walker or two into yours. If Gideon isn't a good price point, I am running both Sorin and Ob Nix in mine and find them both fantastic. They are a little heavier on mana cost though; perhaps sideboard options when you see more lengthy games?

November 13, 2016 10:36 p.m.

Leatherankh says... #8

Take out the Looter Scooters and I'll give you a +1. :-P. J/K nice deck.

November 15, 2016 8:47 p.m.

KingEnma says... #9

Does Endless One actually trigger Animation Module? His ability isn't an ETB trigger so it seems as worded that he would be recognized by Animation Module as a 2/2 and not a 0/0 getting +2/+2.

November 18, 2016 3:12 p.m.

KingEnma says... #10

Just confirmed with a judge. Nevermind. Good Work! +1

November 18, 2016 3:14 p.m.

clayperce says... #11

KingEnma,
Yeah, I was wondering the same thing too early on, but the Gatherer text on Animation Module helped clarify: Abilities that trigger when counters are placed on a permanent trigger when a permanent enters the battlefield with counters and when a player puts counters on a permanent (emphasis added).

November 18, 2016 3:33 p.m.

Atanih says... #12

Do you think this is fast enough to kill the other player without losing your own life? Lots of hitting yourself, but no real life-gain.

November 19, 2016 4:25 a.m.