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A Fresh Batch of Standard Brews

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Hello everyone. With so much of the focus lately being on Commander, it might come as a shock that Standard is in a really good place right now. Many decks are viable, and there are a lot of them that are fun to play. This week I have a few new decks that you can try out at your next Friday Night Magic tournament or against your friends. Let's get started.

Boros Dragons

We get started this week with a deck in my favorite colors, Red and White. It also features one of my favorite creature types, Dragons. Let's take a look at it.


Velomachus Lorehold
Most people really like Dragon creatures, and this deck features a lot of great Dragons. Let's start off with Smoldering Egg // Ashmouth Dragon, which will eventually 'hatch' into Ashmouth Dragon. Once this happens, you'll be able to deal two damage to any target when you cast an instant or sorcery spell. This can be a great way to destroy an opponent's blockers, or to knock your opponent's life total down, making your attacks that much more potent. This deck also includes Goldspan Dragon, which will create Treasure tokens for you when it attacks or becomes the target of a spell. Those Treasure tokens can be used alongside the only non-Dragon creature in this deck, Goldhound, to cast bigger spells more quickly.

One of those bigger spells should be Velomachus Lorehold. While Velomachus costs seven mana, this Elder Dragon is well worth it. You'll get a 5/5 flying creature with vigilance and haste. Plus, whenever Velomachus attacks, you'll be able to cast an instant or sorcery spell from the top seven cards of your library for free (since all of your instants and sorceries have a mana value of five or less). One of the best spells to cast with this ability is Invoke Justice. This spell allows you to return a permanent from your graveyard to the battlefield. You can then place four +1/+1 counters on any of your creatures as you would like. You can get a lot of additional damage with these counters.

In addition to Dragons, this deck also features a small dungeon theme. Nadaar, Selfless Paladin is a Dragon Knight that allows you to venture into the dungeon whenever he enters the battlefield or attacks. You'll also be able to venture into the dungeon when Kick in the Door resolves. Kick in the Door also provides you with an additional +1/+1 counter, further strengthening one of your creatures. Once you complete a dungeon, Nadaar, Selfless Paladin will provide a bonus of +1/+1 to all of your other creatures. With all of these +1/+1 counters and bonuses, you can finish off your opponent very quickly.

Dimir Ninja Aggro

Next, I have a deck featuring Ninjas. It's another aggro deck, so I'm excited to give it a try. Let's take a look at it.


Prosperous Thief
The ninjutsu ability found on Ninja creatures allows them to enter the battlefield unexpectedly, provided that you have an attacking creature that is unblocked. Because of this, you can get a lot of value out of the abilities Ninjas have that trigger when they enter the battlefield. Prosperous Thief will allow you to create some amount of Treasure tokens. Moon-Circuit Hacker allows you to draw a card. Thousand-Faced Shadow creates a token copy of another attacking creature, helping you deal extra damage, and possibly getting additional bonus effects.

These abilities that happen when a creature enters the battlefield (ETB) make this deck sing. There are a couple of ways to be able to use these ETB abilities again and again. You can simply return an unblocked Ninja to your hand, replacing it with another Ninja by paying its ninjutsu cost. You also have a Ninja crew Getaway Car, as Getaway Car forces you to return up to one creature that crewed it to your hand when it attacks or blocks. Both of these are great ways to be able to play your Ninja repeatedly. March of Swirling Mist might seem like it would allow your creatures to get their ETB abilities again when they phase back in, but unfortunately it doesn't work that way. Phasing doesn't actually cause any creature to leave or enter the battlefield, so keep that in mind.

One non-Ninja creature that I want to talk about is Reservoir Kraken. For four mana, you'll get a 6/6 creature with trample that might be difficult for your opponent to deal with. It has ward 2, so any targeted removal spells your opponent might have that would remove it from the battlefield will be more costly for them to cast. Reservoir Kraken also makes combat more and more difficult for your opponent. Initially, they can choose to tap one of their creatures to tap Reservoir Kraken, making it unable to attack during combat. Doing this will create a 1/1 Fish creature token that can't be blocked. As you can imagine, after a few turns of doing this, you'll have a number of creatures that cannot be blocked and are prime targets to be replaced by your Ninjas.

Mono-Green Stompy

The final deck I have for you is a Mono-Green deck that features The Tarrasque. Let's check it out.


The Tarrasque
As a Dungeons & Dragons player and dungeon master, I have both feared and loved the power of The Tarrasque. While its conversion into Magic didn't come with all of the trappings that made it such a feared opponent, it still has a lot going for it. First, it's a 10/10 creature, so it can hold its own against nearly anything. It also has haste and ward 10, providing you with an unsuspected attacker that your opponent quite likely can't deal with. Whenever The Tarrasque attacks, it also fights an opponent's creature, likely defeating it in the process. While that will leave it vulnerable to being ganged upon by blockers, there are ways to mitigate this.

Unnatural Growth will double the power and toughness of the creature it is enchanting for the turn. This effectively makes The Tarrasque a 20/20 creature once the combat phase has started. That will often be enough toughness to ensure that your opponent can't block it with enough blockers to destroy it. Fight Rigging can also be used to provide +1/+1 counters for The Tarrasque. Both of these will classify The Tarrasque as a modified creature. That's when you want to have a copy of Kodama of the West Tree on the battlefield. This Spirit will give trample to any modified creature you control, plus it offers some mana ramping when a modified creature deals combat damage to your opponent.

Another key player in this deck is Titan of Industry. While not as big and imposing as The Tarrasque, Titan of Industry is still a 7/7 creature and naturally has trample. It also has reach, providing you with a measure of protection against flying creatures. When Titan of Industry enters the battlefield, you get two benefits from four possible choices. My favorite of these is to put a shield creature on a creature you control. This shield counter is another way to modify a creature, giving it trample from Kodama of the West Tree. As you can see, each part of this deck is powerful on its own, but when combined can become nearly unstoppable.

Wrapping Up

Each of these decks speaks to a different part of the player in me. I can cast big flyers with the Boros deck. I can be a little sneaky with the Dimir deck. Or I can simply play big threats that must be dealt with quickly with the Mono-Green deck. It's difficult to decide which of these to try out first.

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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