Sideboard

Enchantment (6)

Sorcery (4)

Instant (3)


Standard deck I have on MTG arena. Pretty self explanatory. Ramp into smash em creatures with smash em synergies. I reached mythic with it last season, actually briefly appearing as high as 133 after a hot streak against some top ranked opponents.

I'll go over the card choices:

Llanowar Elves: self explanatory HOF mana dork. Occasionally I'll try sideboarding them out against mono red to avoid shocks, or control matchups that wipe the board (and where games go longer and pulling mana dorks late game hurts more).

Druid of the Cowl: At one point was using Drover of the Mighty in this spot and it was useful for casting Rekindling Phoenix, with the +2/+2 at times providing a boost, but I've since settled on these guys as my secondary mana dorks because of how well they defend early against aggro. Has been a key change in improving performance against that frequent match up.

Bond of Flourishing: Was eager to try replacing Adventurous Impulse with this, and it's done great work. Can fetch Kiora and Sarkhan's Unsealing in addition to your lands and creatures and the life gain is very relevant, especially against aggro.

Kiora, Behemoth Beckoner: I was initially more interested in the new Domri walker for this spot, but Kiora has turned out to be a surprise MVP for this deck. Her untap ability is very useful for both ramping and fixing (casting Rekindling Phoenix with just one red source). She provides otherwise non existent card draw as well as "vigilance", and she enables Traxos in more ways than one! (more on him later).

Sarkhan's Unsealing: The key build around me card that originated the deck, though at this moment I only run three copies. Having multiples in a game can be useful both in cases where one was countered or removed, but also because getting two out at once can provide an explosive path towards smashing you opponent's face. However unless you're going up against a control deck, spending two turns casting an enchantment that doesn't impact the board when it hits is just way too slow. Sometimes you'll desperately want to run into a copy to help wipe the board but you get it often enough with the three copies. The best thing about Sarkhan's Unsealing of course for anyone unfamiliar with it? It triggers when spells are cast, not when they enter the battlefield, so the damage isn't avoided should your opponent counter the triggering creature spell.

Rekindling Phoenix: All star stats make this guy an easy 4 of, but the synergy is nice as well. The 4 power triggers both Sarkhan's Unsealing, Kiora, and the lowered cost from Goreclaw. When it dies and comes back it can repeatedly trigger Kiora's card draw, and is often an ideal Rhonas beneficiary turning into an 8/3 flyer that can either hit hard to the face or freely trade with the biggest of flyers. It also is perhaps your most important defensive creature, trading with many of the most common threats in the format, especially the bigger flyers (other than Niv Missit, Lyra, and a few others).

Goreclaw, Terror of Qal Sisma: At times feels like one of the weaker inclusions in the deck, mostly because it dies too easily. However the lowered cost it provides sets you up for big plays, and the +1/+1 and trample buff can be relevant.

Traxos, Scourge of Kroog: One of the most recent additions to the deck, and one I'm quite happy about. It replaces Inferno Hellion as a low cmc enabler of Sarkhan's Unsealing's 7 power board wipe effect. However the synergy doesn't end there. To untap Traxos we have 8 historic permanents (9 if you count a 2nd copy of Traxos). Of those the three new WOTS additions are what really make him work. Rhonas enters on curve after Traxos, untapping him and doubling his power. Ihlarg meanwhile can cheat him into play as an attacker. Both have the potential to use their recycling ability to be cast repeatedly to untap him. Kiora is the other mvp partner for Traxos, using her minus ability to untap him directly each turn.

Bolt Bend: one of the most fun and versatile cards in the deck. I expected it to be a sideboard staple, but I've been running it in my main because almost every opponent has some targeted effect worth using it on. Even if you're playing against a control deck that lacks creatures for which you can bend their removal spells onto, you can still redirect them to hit your mana dorks or rekindling phoenixes rather than your Ghalta. There are honestly too many interesting uses for this to list buy I'll give a few more:

Bend Bolas Dragon-God's -3 back at himself

Bend Hostage Taker to a token or similarly useless target

Bend Settle the Wreckage to the defending player (it does nothing!)

Bend a counterspell to your Bolt Bend (the counter fizzles)

Bend Ixhalan's Binding style effects to your opponent's own permanents

Bend Priest of Forgotten God's ability such that she sacrifices herself

etc etc

Unfortunately there are some spells that specify "target opponent" which you won't be able to bend, or effects like that of Expansion that include more than one target but this card still does nice work more often than not.

God-Eternal Rhonas: I know this card's viability is questioned by some, but in this deck it's a strong addition as a one of. Not only is the deck filled with high powered creatures with evasion which maximize the doubled power ETB effect (again, that Traxos Synergy!) but that it's a creature that has staying power against control decks is very relevant allowing you to trigger Sarkhan's Unsealing over and over again.

Ilharg, the Raze-Boar: While there are definitely going to be decks that build around Ilharg better than mine does, as a one of he still fits quite well here. Traxos, Ghalta, and Carnage Tyrant are huge partners for his cheating into attacks ability. Regisaur Alpha leaves behind a 3/3 when he enters, and Rhonas doubles Ihlarg's power. The creatures cheated into play can also repeatedly trigger Kiora's card drawing. Like Rhonas the god ability is useful in the control matchup, and Ilharg is particular can help end games quickly against control/combo decks when paired with Rhythm of the Wild from the sideboard.

Regisaur Alpha: This guy is essential for his ability to enable big game winning plays attacking with a hasty Carnage Tyrant or Ghalta. There will even be times when you can drop one of these and a Ghalta on the same turn and hit for 15 out of nowhere (since the 7 power from Regisaur Alpha and it's token get you most of the way towards a GG Ghalta cmc). He's also just useful for giving your board some width and defense. If anything I'd be tempted to find room for 3 or 4 of these.

Carnage Tyrant: I feel like this guy needs no explanation at all. Uncounterable and hexproof means a control player has to wipe the board to take him out, and his 7 power triggers your own board wipe effect with Sarkhan's Unsealing. The haste from Regisaur Alpha, the doubled power from Rhonas, the cheated in attacks with Ilharg and the lowered command cost from Goreclaw are all gravy beyond his base superstar stats. Would consider making him a 4 of.

Ghalta, Primal Hunger: I am aware that there are very successful aggro stompy decks build around getting a Ghalta out as early as possible and winning the game right then and there. While this deck is not that, Ghalta is still a great weapon for you. The abundance of high power creatures makes him easy to cast save for a control opponent who's wiped the board and/or countered and killed your creatures. I'll often sideboard 1 or even 2 of these out depending on the matchup, but the upside makes playing at least one worth it in most matchups.

On the sideboard you have Lava Coil to deal with aggro opponents, as well as some of the more dangerous flyers, and a few creatures that you'd want to exile rather than destroy.

Cindervines works well against control players, pinging away all game, or pairing along with Crushing Cannopy to deal with the very annoying to play against Wilderness Reclamation decks. Though the format is full of powerful enchantments for which you'd want to bring these in.

Crushing Canopy might also be useful against decks featuring the most dangerous flyers, especially if Lava Coil isn't enough to take them down.

Rhythm of the Wild is probably the key to defeating a control player, though of course even with it you're far from a guarantee.

The Immortal Sun is a one of I try using specifically for matchups against Teferi, though now likely against Bolas Dragon God as well.

Vivien's Arkbow I haven't actually started using yet, and I know it doesn't work with Sarkhan's Unsealing, but aside from that I think it's the perfect card to help apply pressure against control matchups that drag, especially because it puts creatures directly into the battlefield, avoiding a counterspell.

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Date added 5 years
Last updated 5 years
Exclude colors U
Legality

This deck is not Standard legal.

Rarity (main - side)

9 - 1 Mythic Rares

19 - 4 Rares

10 - 7 Uncommons

8 - 3 Commons

Cards 60
Avg. CMC 3.89
Tokens Dinosaur 3/3 G w/ Trample, Elemental 0/1 R
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