Sideboard


Plenty of Junk

Hey everyone, Thanks for checking out my deck! I feel that this deck is very well positioned to take on the standard meta game. Well at least my local meta lol. Success in standard right now seems to be reliant on card advantage engines such as Courser of Kruphix, Underworld Connections and Ajani, Mentor of Heroes , versatile removal such as Abrupt Decay, Hero's Downfall, Banishing Light, and of course ways to grind out your opponent and close out games like and Elspeth, Sun's Champion and Obzedat, Ghost Council. I wanted to create a deck that utilized these engines so I started putting this list together to capitalize on the Junk colors. Cards like Blood Baron of Vizkopa and Obzedat, Ghost Council and Scavenging Ooze are all very good late game threats, as they can dodge removal, gain life and turn graveyards full of creatures into yet another resource. With most of the creatures in the deck gaining life, I decided to include an Archangel of Thune to help push us a little farther into the red zone.

Creatures

  • Sylvan Caryatid - This is usually an auto -include in green based mid range decks as it provides a solid blocker, dodges removal and is a mana source. Allows us to power out a 5 drop a turn early which can really swing a game in our favor. Also with a lot of mono black running around it provides a great Devour Flesh barrier for Blood Baron of Vizkopa as they have almost no other way to stop him. Also the mana fixing provided by Sylvan Caryatid can be invaluable when you are trying to cast spells with high color cost like Obzedat, Ghost Council

  • Scavenging Ooze - Solid 2 drop, but I almost always try to save him for a late game play, after we have filled our opponents graveyard with creatures. He is prone to eating removal so I try to play them on a turn where I can play the ooze and eat some creatures at the same time. I don't think we need any more that 2, but I may add more depending on how the next couple FNMs go.

  • Courser of Kruphix - What to say about CoK? Its one of the best creatures in standard right now, as it thins our deck of lands and provides a constant source of life gain. Also sticking one of these on the board will usually push you over the top against an opponent playing burn. CoK is also a great removal buffer. I would much rather have a Cok get removed by a Hero's Downfall than my Elspeth, Sun's Champion.

  • Archangel of Thune - Sort of a pet car of mine. I have thought that Archangel of Thune was a powerful card for quite some time now, but it is weak to removal. I tried running it in several other lists, but I have never really found amazing success with it. It's synergy with Elspeth, Sun's Champion is amazing thought and being able to essentially ult her 1-2 turns early (with the buffs from Archangel) is very appealing to me. I have won several matches using this combo against aggro or creature heavy opponents who have no real way to remove Archangel of Thune and Elspeth, Sun's Champion. I usually side Archangel of Thune out against Mono-black (I hope this is the right move). I am also considering switching a Vraska the Unseen for another Archangel of Thune.

  • Blood Baron of Vizkopa - This is one of my all time favorite cards. I love the flavor of this card, as well as its power in the current standard Meta game. Mono-black decks have almost no way to deal with him once he hits the board and he can easily close out games with his evasion and resistance to the formats premium removal. My local meta game has very many Mono-black decks as well as white based decks so he tends to be the game winner for me.

  • Obzedat, Ghost Council - Evasion? check. life drain? check. A huge body to boot? Yes please. Obzedat, Ghost Council closes our games like no ones business! Also his repeated life gain without even having to attack is huge when you have an Archangel of Thune online. If you never played this guy, make a deck soon before he rotates!

Spells

  • Thoughtseize - Auto include on any black deck. I have not run a full play set of these b/c often times 3 is enough for me to cast one in the first 1-2 turns and then finding another one around turn 6-7. I usually don't want to see these after turn 10+. If Control has a resurgence in my meta I may have to go up to 4, or add the 4th to the side board.

  • Abrupt Decay - Best removal spell in standard IMO. It hits almost all the relevant cards in standard that I cannot take out with Hero's Downfall such as Underworld Connections, Detention Sphere, Banishing Light etc. It also hits early game creatures which is also incredibly relevant. The only card that this doesn't hit that I am concerned about is Mutavault, but we have other ways to remove those.

  • Devour Flesh - Versatile early game removal. This is good against mid-range or control decks who often only get 1 creature out at a time. I would have opted for something else such as Ultimate Price or Doom Blade but there are a few Hexproof decks in my local meta and this is my only real way to interact with their creatures.

  • Hero's Downfall - Best black removal spell in standard.

  • Banishing Light - This is my "catch all" removal spell. It hits everything

  • Underworld Connections - This card pairs amazingly well with Courser of Kruphix. Allowing me to dig a little deeper every turn is amazing. The card advantage generated is also amazing, and we gain enough life to spend a little every turn.

  • Vraska the Unseen - Mostly another catch all. It allows me to destroy anything that may be troubling my board state. I may drop this spot for another Archangel of Thune or another Ajani, Mentor of Heroes. Let me know of what you think.

  • Ajani, Mentor of Heroes - Great card advatage engine that lets me dig for my finishers, or I can buff some of my creatures to help get into the red zone. overall very strong. I only own 1 currently but I am looking for another one.

  • Elspeth, Sun's Champion - Elspeth is the finisher. This is our main win con. Ulting an Elspeth will almost always win you a game, and even 3 1/1s a turn is enough to put some games away.

Mana Base

  • Temple Garden, Overgrown Tomb, Godless Shrine - Shock lands provide a great mana base allowing me to play them untapped when I need the mana, and leaving them tapped when I don't. After rotation I will be replacing these with some amount of pain lands and Mana Confluences.

  • Temple of Plenty, Temple of Malady, Temple of Silence - Scry lands are amazing and I will probably bump all of these to play sets after rotation. I may remove some amount of these for pain lands when M15 comes out. The Selesnya Guildgates will be replaced by Temple of Plenty as of right now I only have 2.

  • Mana Confluence - I am a bit skeptical about this land. I do gain enough life that it should not be a problem but I have never been in a situation that I needed the versatility of this land. I may be interested in changing this and a basic for Mutavaults.

  • I have 26 lands which feels like it could be a bit much. Let me know if I should tweak the number of lands.

Sideboard

  • Note: I just made this deck and the sideboard is copied from a similar starcity deck list. Let me know if you have any thoughts or suggestions. My local Meta consist of mostly mono-black, red based aggro/ burn and mid range constellation/ heroic decks. There are a few jund decks as well and maybe 1 control list.

  • Bile Blight - Eats Pack Rats. 'nough said.

  • Deicide - Amazing card in standard right now. you can main deck this card and find relevant targets in almost any deck. Also it takes care of Erebos, God of the Dead which can really hurt this deck.

  • Golgari Charm - Pretty much the same use as Deicide in the meta, but its other modes are also incredibly relevant against cards like Elspeth, Sun's Champion, Young Pyromancer and Supreme Verdict.

  • Lifebane Zombie - Mostly for Jund Monsters, not sure if I like this choice or if I would rather Drown in Sorrow

  • Nyx-Fleece Ram - Damage control against burn.

  • Sin Collector - Best card against control, and is also very good against Mono-black Devotion.

  • Underworld Connections - Another copy of connections for more grindy games.

  • Whip of Erebos - great for the burn match up. Also great in games where Obzedat, Ghost Council is how you are going to close out games.

Closing

Thanks again for checking out my deck. I will be updating this with FNM results throughout the rest of Full standard. Please leave your thoughts and suggestions!

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Summary

Tonight was my first time playing the deck. It preformed very well for me as I ended the night 3-1 in 4th Place. I played 2 Mono black decks, a GB Constellation deck and a WG Heroic Deck. The Archangel of Thune and Elspeth, Sun's Champion combo was the MVP of the night for me as it closed out every Match I won. Cards that didn't perform for me: Ajani, Mentor of Heroes was pretty lack luster, but I think it was just because I had Bad luck with his +1 and he died after 1 activation every time. Vraska the Unseen also Under preformed and was often killed as soon as I played her. I think I will be trying to add a 2nd Archangel of Thune in favor of Vraska the Unseen.

Match #1

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Comments

Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

9 - 0 Mythic Rares

40 - 7 Rares

4 - 8 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 3.09
Tokens Assassin 1/1 B w/ Player Killer, Emblem Elspeth, Sun's Champion, Soldier 1/1 W
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