Bring to Light is something I've wanted to see more of since the card was first printed. If you can make the colors work and consistently have three-,four-, and five-drops that are worth tutoring up, then this is a super efficient Demonic Tutor. In a format where Cloudblazer is a reasonable target, I have a pretty hard time imagining that there's no way to make Bring to Light happen. That said, I couldn't possibly have dreamed up something quite as wacky and trigger-happy as what Chris Lansdell has:
Bring to Light Value - Kaladesh Standard | Chris Lansdell
- Creatures (24)
- 1 Arborback Stomper
- 1 Cataclysmic Gearhulk
- 1 Cloudblazer
- 1 Combustible Gearhulk
- 1 Greenwarden of Murasa
- 1 Pilgrim's Eye
- 1 Verdurous Gearhulk
- 2 Noxious Gearhulk
- 3 Reflector Mage
- 4 Filigree Familiar
- 4 Glint-Nest Crane
- 4 Servant of the Conduit
- Instants (2)
- 2 Eerie Interlude
- Sorceries (2)
- 2 Bring to Light
- Artifacts (8)
- 4 Panharmonicon
- 4 Prophetic Prism
- Lands (24)
- 2 Forest
- 2 Island
- 1 Mountain
- 1 Plains
- 1 Swamp
- 1 Hissing Quagmire
- 1 Needle Spires
- 1 Shambling Vent
- 1 Wandering Fumarole
- 2 Lumbering Falls
- 3 Holdout Settlement
- 4 Aether Hub
- 4 Evolving Wilds
- Sideboard (15)
- 2 Appetite for the Unnatural
- 2 Blessed Alliance
- 2 Ceremonious Rejection
- 2 Harnessed Lightning
- 1 Natural State
- 2 Negate
- 4 Radiant Flames
Every card in this deck is designed to net you a little bit of time and value. from Filigree Familiar and Pilgrim's Eye to Reflector Mage and Glint-Nest Crane, all you're trying to do is survive the early game so you can start casting haymakers and take over the game from there.
So what exactly do your haymakers look like? Well, they start with a pile of Gearhulks. Cataclysmic Gearhulk is particularly important for this deck because it's a powerful Creature that catches you up when you're behind and can be found off of a fully-powered Bring to Light. Cloudblazer can also do a reasonable job of stabilizing the board and ensuring you continue to hit land drops and have the volume of impactful cards you need to take over the game.
Already, this seems like a reasonable plan, but it doesn't even touch on the real engine of the deck. Prophetic Prism and Panharmonicon are what starts to tie everything together. You've already got tons of "enters the battlefield" Creatures and want to be able to cast Bring to Light for full value. Prophetic Prism generates cards once Panharmonicon is in play, helps fix your colors for Bring to Light, and gives you more artifacts in addition to Gearhulks to hit off of Glint-Nest Crane once you already have an activate Panharmonicon. But that's not even the end. Chris wants to be able to go even bigger with Eerie Interlude. This card lets you flicker all your best creatures to rebuy their effects multiple times with Panharmonicon. Oh, by the way, Bring to Light can either find a creature with an abuseable effect or the Eerie Interlude directly. Seems fair, right?
The combination of early value creatures to buy time, enormous haymakers backed by Bring to Light to make sure you have the right cards, and the Panharmonicon plus Eerie Interlude engine to help go over the top seems like exactly what I want to be doing in this kind of format. Generating a million free cards and playing a deck with lots of tricky interactions and a powerful value-engine is my favorite kind of Magic, and getting to play all the best cards from all the colors is a pretty big upside as well. If I play any Standard in the near future, I know what I'll be sleeving up.