We've got Hexproof in Standard, a new take on Nykthos, Shrine to Nix in Modern, and a sweet Derevi Commander deck for your EDH fix. It's another week, and we've got five more unique brews for your consideration.Let's dive on in:
Our first deck is a unique take on control. Last Standard season we saw UWR take down many high profile events on the back of Snapcaster Mage, Restoration Angel, and Sphinx's Revelation. This time around, the mana hasn't been quite good enough for UWR to stay on top of the metagame. That isn't stopping Masterpozos though. He's been doing very well for himself in Magic Online events with his take on UWR Control:
Blue-White-Red Control - Standard | Masterpozos, 1st Place MTGO Standard Event
- Lands (26)
- 2 Azorius Guildgate
- 4 Hallowed Fountain
- 5 Island
- 1 Izzet Guildgate
- 2 Plains
- 4 Sacred Foundry
- 4 Steam Vents
- 4 Temple of Triumph
- Spells (34)
- 2 Assemble the Legion
- 4 Azorius Charm
- 4 Counterflux
- 4 Detention Sphere
- 2 Divination
- 1 Elspeth, Sun's Champion
- 3 Jace, Architect of Thought
- 1 Last Breath
- 1 Ral Zarek
- 4 Sphinx's Revelation
- 4 Supreme Verdict
- 2 Turn // Burn
- 2 Warleader's Helix
- Sideboard (15)
- 1 Aetherling
- 2 Gainsay
- 1 Glare of Heresy
- 4 Izzet Staticaster
- 1 Jace, Memory Adept
- 2 Negate
- 2 Pithing Needle
- 2 Wear // Tear
I really like this as a starting point for this deck. I think that Assemble the Legion is well-positioned when Mono-Black and other removal- or creature-based strategies are at the top of the metagame, and is a good alternative to Elspeth. With Esper on the decline, I'm not convinced that Counterflux is better than Dissolve with Esper on the decline, but having the Last Word in the occasional counterwar is reasonably appealing.
I think the biggest draw to this deck is that you have lifegain that isn't dependent on your devotion to Black. Warleader's Helix and Sphinx's Revelation do a very good job of helping you stabilize against the creature decks of the format. I'm a little surprised that Ral Zarek is better than the fourth Jace, but Jace certainly doesn't kill Nightveil Specters.
I'm not sure that this deck is better than any of the other controlling decks already in the format, but it certainly has its draws. I'm certainly excited to find out if the addition of UW and UR Temples in the next few sets will turn this deck into a real player in the Standard metagame.
Control isn't your thing? Looking to give your opponent fewer opportunities to interact? Well, recently Hexproof has starting showing up more consistently in Magic Online events, with pilots including high profile players like Michael Jacob and Sam Pardee. Let's take a look at the list Sam has been using most recently:
[Cardlist Title= Naya Hexproof - Standard | Sam Pardee]
- Lands (24)
- 4 Stomping Ground
- 4 Temple Garden
- 4 Sacred Foundry
- 4 Selesnya Guildgate
- 1 Temple of Triumph
- 1 Temple of Abandon
- 3 Plains
- 3 Forest
- Creatures (17)
- 4 Gladecover Scout
- 2 Skylasher
- 4 Voice of Resurgence
- 2 Boon Satyr
- 4 Witchstalker
- 1 Fiendslayer Paladin
- Spells (19)
- 4 Ethereal Armor
- 4 Madcap Skills
- 4 Gift of Orzhova
- 4 Unflinching Courage
- 3 Boros Charm
- Sideboard (15)
- 2 Mending Touch
- 2 Skylasher
- 3 Banisher Priest
- 3 Fiendslayer Paladin
- 2 Holy Mantle
- 3 Chained to the Rocks
There are certainly some flex slots in this deck, but this is largely a no-nonsense, all in Hexproof deck. You've got a few concessions to Supreme Verdict, but you're basically on the traitional Hexproof plan: stick a guy, suit him up, and build-your-own-Baneslayer Angel. You can certainly make arguments for cards like Fleecemane Lion and Chained to the Rocks in the maindeck, but realistically you want to keep your interactive elements to a minimum and just focus on Voltron-ing up and killing your opponent.
Honestly, the thing that surprises me most is the lack of Nylea's Presence. This card digs you closer to your key Hexproof threats and Ethereal Armors while upping your enchantment count and fixing the deck's atrocious mana. Sure, the mana can be a little tight, but I think there's probably space for at least a few copies of this enchantment.
Can't get enough Nykthos in Standard? You're in luck! Nykthos has recently started to break through into Modern with the advent of Green-based devotion decks utilizing the interaction between Burning-Tree Emissary, Nykthos, and Garruk Wildspeaker to generate unthinkable quantities of mana. Let's take a look at this Blue-Green build by hurrr:
Blue-Green Devotion - Modern | hurrr, 1st Place MTGO Modern Event
- Lands (19)
- 4 Breeding Pool
- 7 Forest
- 4 Misty Rainforest
- 4 Nykthos, Shrine to Nyx
- Creatures (21)
- 4 Arbor Elf
- 4 Burning-Tree Emissary
- 4 Coiling Oracle
- 4 Elvish Visionary
- 1 Emrakul, the Aeons Torn
- 4 Eternal Witness
- Spells (20)
- 3 Fertile Ground
- 4 Garruk Wildspeaker
- 4 Genesis Wave
- 2 Ghostly Flicker
- 1 Karn Liberated
- 2 Primal Command
- 4 Utopia Sprawl
- Sideboard (15)
- 3 Damping Matrix
- 4 Fracturing Gust
- 2 Primal Command
- 3 Spellskite
- 3 Vexing Shusher
This deck is one of the biggest things that you can do in Modern. Sure, Tron decks can cast a Karn Liberated on turn three, but can they Genesis Wave their entire deck into play? I didn't think so.
So how does this deck go about it? Well, fundamentally you're reliant on the interaction between Utopia Sprawl or Nykthos and Garruk Wildspeaker. You want to generate large quantities of mana and then start chaining cantrips into Eternal Witness and Ghostly Flicker. From there you can pretty easily set up a position where Ghostly Flicker on Eternal Witness and Nykthos nets you mana as long as you have two mana floating around. Boom. You're infinite and can probably win just about however you want.
Alternatively, you can generate a boatload of mana, and just start chaining Genesis Waves into untapped Nykthoses and Eternal Witnesses to keep the combo rolling. Just be wary of any Ghost Quarters that might be out to ruin your day, and things should work out just fine.
There are some builds of this that dip into Primeval Titan and Mosswort Bridge interactions, but those builds give up explosiveness for the resiliency and consistency of a Primeval Titan backup plan.
We've seen our fair share of Legacy Enchantress decks in this column, but never one quite like this. Usually Enchantress decks are Green-White or Green-Blue, either focusing on prison elements with Solitary Confinement or combo elements with Cloud of Faeries. Factorfictiongames has chosen to combine the best prison elements of both builds and add in the Rest in Peace/Helm of Obedience combo to boot.
[Cardlist Title=Enchantress - Legacy | factorfictiongames , 4th Place MTGO Legacy Event]
- Lands (21)
- 1 Dryad Arbor
- 4 Forest
- 1 Horizon Canopy
- 1 Island
- 1 Karakas
- 2 Misty Rainforest
- 2 Plains
- 1 Savannah
- 2 Serra's Sanctum
- 1 Tropical Island
- 1 Tundra
- 4 Windswept Heath
- Creatures (5)
- 4 Argothian Enchantress
- 1 Emrakul, the Aeons Torn
- Spells (34)
- 1 Blind Obedience
- 1 Elephant Grass
- 4 Enchantress's Presence
- 3 Energy Field
- 2 Green Sun's Zenith
- 1 Helm of Obedience
- 1 Mirri's Guile
- 1 Moat
- 3 Oblivion Ring
- 3 Rest in Peace
- 1 Sigil of the Empty Throne
- 2 Solitary Confinement
- 4 Sterling Grove
- 1 Sylvan Library
- 2 Utopia Sprawl
- 4 Wild Growth
- Sideboard (15)
- 1 Aura of Silence
- 1 Blind Obedience
- 2 Carpet of Flowers
- 2 City of Solitude
- 2 Detention Sphere
- 1 Karmic Justice
- 3 Leyline of Sanctity
- 2 Mana Maze
- 1 Runed Halo
Energy Field is the big innovation here, and it's a pretty big deal. In a format where Delver of Secrets decks are what currently define the format, Energy Field is basically a hard lock before sideboarding. Delver decks very rarely play any kind of maindeck enchantment removal or bounce spells, so as long as you don't cast spells for them to counter, they're just dead to an Energy Field. Sure, this approach doesn't exactly protect you from Emrakul, but that's what your Blind Obedience and Oblivion Rings are for.
The real problem with a deck like this is that you're incredibly reliant on a few critical spells. If you can't find and resolve an Enchantress effect early on in the game, then you're just a bad control deck trying to ramp into singletons that may or may not have an affect on the board. But when you get the engines revving, it can be pretty hard to beat an Argothian Enchantress deck.
Last week we looked at our second Jund deck in two weeks, and this week we're going to take a trip to scenic Bant with our guide: Derevi, Empyrial Tactician. This deck by IBSPathfinder is all about Efficient value creatures, ramp, and tons of awesome interactive spells. This deck may not be the most objectively powerful, but you don't have to be when Derevi keeps coming in for two damage:
[Cardlist title=Food Chain Prossh - Commander | IBSPathfinder]
- Commander (1)
- 1 Derevi, Empyrial Tactician
- Lands (39)
- 1 Academy Ruins
- 1 Breeding Pool
- 1 Command Tower
- 1 Diamond Valley
- 1 Flooded Grove
- 1 Flooded Strand
- 5 Forest
- 1 Hallowed Fountain
- 1 High Market
- 6 Island
- 1 Kor Haven
- 1 Marsh Flats
- 1 Misty Rainforest
- 1 Mystic Gate
- 5 Plains
- 1 Savannah
- 1 Scalding Tarn
- 1 Strip Mine
- 1 Tectonic Edge
- 1 Temple Garden
- 1 Thawing Glaciers
- 1 Tropical Island
- 1 Tundra
- 1 Verdant Catacombs
- 1 Windswept Heath
- 1 Wooded Bastion
- Creatures (17)
- 1 Snapcaster Mage
- 1 Stoneforge Mystic
- 1 Eternal Witness
- 1 Knight of the Reliquary
- 1 Stonecloaker
- 1 Academy Rector
- 1 False Prophet
- 1 Glen Elendra Archmage
- 1 Heliod, God of the Sun
- 1 Mystic Snake
- 1 Phyrexian Metamorph
- 1 Venser, Shaper Savant
- 1 Voidmage Husher
- 1 Azami, Lady of Scrolls
- 1 Sun Titan
- 1 Elesh Norn, Grand Cenobite
- 1 Sylvan Primordial
- Spells (29)
- 1 Altar of Bone
- 1 Regrowth
- 1 Cultivate
- 1 Kodama's Reach
- 1 Wargate
- 1 Reap and Sow
- 1 Skyshroud Claim
- 1 Rout
- 1 Austere Command
- 1 Mystical Tutor
- 1 Arcane Denial
- 1 Cyclonic Rift
- 1 Eladamri's Call
- 1 Mana Drain
- 1 Unexpectedly Absent
- 1 Bant Charm
- 1 Beast Within
- 1 Blue Sun's Zenith
- 1 Chord of Calling
- 1 Dismantling Blow
- 1 Hinder
- 1 Oblation
- 1 Spell Crumple
- 1 Sphinx's Revelation
- 1 Cryptic Command
- 1 Fact or Fiction
- 1 Reins of Power
- 1 Vanish into Memory
- 1 Force of Will
- Artifacts and Enchantments (14)
- 1 Sylvan Library
- 1 Martyr's Cause
- 1 True Conviction
- 1 Relic of Progenitus
- 1 Sol Ring
- 1 Sensei's Divining Top
- 1 Ashnod's Altar
- 1 Diviner's Wand
- 1 Loxodon Warhammer
- 1 Phyrexian Altar
- 1 Sword of Feast and Famine
- 1 Sword of Fire and Ice
- 1 Batterskull
- 1 Tezzeret the Seeker
Who needs to cast spells on their own turn? All of IBSPathfinder's effects are either ramp spells, incredibly bomby creatures, or interactive instants. Sure, you've got some value artifacts like Swords and whatnot, but by and large you're going to be playing on your opponents end steps. Did they try to cast Tooth and Nail? Counter it. They didn't? In comes Derevi to sneak in some damage!
This is the kind of deck that can very easily sneak in wins. Sneak in a couple of points here and there, counter a Wrath, cast a Sword, and suddenly your opponent is almost dead. You may not be doing the most powerful things on the board, but you're always doing something relevant, and you get to choose which things are the most important.
If you're very good at assessing threats and enjoy winning games by the skin of your teeth, this is certainly the deck for you. There will be very few easy victories, but you'll always be able to put yourself in a position to win.