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Under the Radar Standard Decks

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Hello everyone. Over the past few weeks, I've been taking a look at some decks that have done well online. This week, I'll be moving over to some decks that are not quite as proven that I think look interesting. Let's get started.

Orzhov Dungeons

The first deck I have for you is similar to the deck Eli Kassis recently played at the Neon Dynasty Championship. Eli's deck was an Alchemy deck, specifically playable on Magic Arena, while the deck I have for you is capable of being played online or in paper for Standard play. Let's take a look at the deck.


Triumphant Adventurer
In this deck, you can gain a lot of value by venturing into the dungeon. Triumphant Adventurer will often go unblocked thanks to it having both deathtouch and first strike. Unless your opponent blocks it with multiple creatures, you can survive being blocked by any blocker and emerge unscathed. Even with multiple blockers, you'll often be able to kill multiple opposing creatures thanks to spells like Infernal Grasp and Power Word Kill. You can even make sure your opponent won't be able to reanimate those creatures by casting Vanishing Verse or March of Otherworldly Light, exiling your opponent's creatures in the process.

Another creature that allows you to venture into the dungeon is Nadaar, Selfless Paladin. Due to having vigilance, you can attack with Nadaar and still be able to use him as a blocker. He will also provide a +1/+1 benefit to other creatures you control once you have completed a dungeon. This will be of great value to Triumphant Adventurer, in particular, allowing it to deal a little more damage as well as making it unkillable if double blocked.

Leisa, Forgotten Archangel provides a lot of value for this deck. If she had no ability, she would still be a 4/5 flying creature with lifelink, and would still be quite playable. As it is, though, she does have an ability that will greatly benefit you while potentially hindering your opponent. By returning your other nontoken creatures to your hand when they die, you'll have a repeatable source of creatures to play. You can utilize Graveyard Trespasser // Graveyard Glutton's ability when it enters the battlefield again and again, turn after turn. This can be a great way to deal those final few points of damage to your opponent. Leisa also exiles any creature that your opponent controls when it dies, leaving them with fewer options as the game goes on.

Gruul Legendary

Next, I have a deck for you that is capable of having a huge board presence very quickly. Let's check it out.


Bard Class
Bard Class is what allows this deck to run so smoothly. Level 1 of this enchantment will provide an additional +1/+1 counter to each legendary creature you play as it enters the battlefield. Once you reach Level 2, the real magic begins. Level 2 reduces the mana cost of legendary spells you cast by one Red and one Green mana. That will allow you to play multiple legendary threats each turn, which will typically be larger threats that your opponent will have at the time. Getting a second copy of Bard Class onto the battlefield will provide you with multiple reductions of mana, enabling you to cast threats like Vorinclex, Monstrous Raider for just four mana.

Since each legendary creature you cast will likely get a +1/+1 counter from Bard Class, you'll be able to have a large formation of your creatures that are modified. Once you get a copy of Kodama of the West Tree onto the battlefield, those modified creatures will gain trample. Kodama of the West Tree will also allow you to search your library for basic land cards whenever those modified creatures deal combat damage to your opponent. You can get a lot of benefit from this if you have Phylath, World Sculptor in play. Those extra lands will also allow you to quickly play more creatures on following turns.

Since the majority of the creatures in this deck are legendary, you might run into the situation where the only creature spells in your hand are duplicates of the creatures you have on the battlefield. For situations like this, you'll be happy to know there is a playset of Mirror Box in this deck. Mirror Box allows you to ignore the 'legend rule', so you'll be able to have multiple copies of any legendary creature in play. Mirror Box also provides anywhere from a +1/+1 bonus to +5/+5 to your legendary creatures, depending on how many of each creature you have on the battlefield. Bonuses like this should allow you to quickly overwhelm your opponent's defenses.

Simic Poison

The final deck I have for you features one of my favorite alternative ways to win, poison counters. Let's take a look at the deck.


Fynn, the Fangbearer
Back when Kaldheim came out, I wrote about a deathtouch deck featuring Fynn, the Fangbearer. With Fynn on the battlefield, whenever a creature you control with deathtouch would deal combat damage to your opponent, that player would receive two poison counters. Since only ten poison counters are needed to finish off your opponent, it's possible to score these poison counters very quickly.

While most of the creatures in this deck have deathtouch, not all of them do. Toski, Bearer of Secrets is one such creature. By pairing Toski with Saryth, the Viper's Fang, the other creature in this deck that doesn't have deathtouch, you can create a nearly invincible source of destruction. Toski has to attack each turn. Attacking will cause Toski to be tapped, and if Saryth is on the battlefield, Toski will have deathtouch while it is tapped. Toski also offers you a way of drawing extra cards, every time you deal combat damage to your opponent.

Kappa Tech-Wrecker can be a great addition for this deck. Kappa has nunjutsu, allowing you to sneak him onto the battlefield unexpectedly. This can be a great way to get those last couple of poison counters onto your opponent if they decide to start blocking your other creatures with deathtouch. This Turtle Ninja also offers you the means of exiling an artifact or enchantment your opponent controls, but this comes at the cost of removing its deathtouch counter. You'll only want to use this ability when it's absolutely necessary. Remember, you can always attack with Kappa when it doesn't have a deathtouch counter and replace it with another copy of Kappa from your hand via nunjutsu as a way to reset that counter.

Wrapping Up

If you're looking to try a new deck that's off the beaten path, you might consider giving one of these decks a try. I plan on building each of them on Magic Arena and trying them out. All of these look very fun and I can't wait to see how I do with each of them. They're also great to use to complete your daily challenges, because they cover all five colors in Magic.

What do you think of these decks? Do you have any suggestions for improvements? Let me know by leaving a comment below. Also, feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!

-Mike Likes

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