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Three Color Decks for Thunder Junction Standard

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Hello everyone. In the past, the decks that could be created in Standard were much more limited by the lands that were Standard legal. This was especially true in the period right after rotation. But it seems as though those days are behind us. Since the mana in Standard is so good, why limit yourself to playing decks with only one or two colors. This week I have a few three-color decks for you that you can play without fear of being mana screwed. Let's get started.

Sultai Mill

We'll start this week with a deck that features one of my favorite alternate ways to win, milling your opponent. Let's take a look at the deck.


Deepmuck Desperado
The goal of this deck is to mill your opponent's deck out in a single turn. You can accomplish this by getting a copy of Deepmuck Desperado onto the battlefield. This will force your opponent to mill three cards each turn as long as you commit a crime that turn. The other creatures in this deck are included simply to help ramp up your mana, as you'll want a lot of mana available for the next part of the plan.

With some extra mana available, you'll want to cast Doppelgang, targeting your Deepmuck Desperado to create as many token copies of it as possible. With these copies in place, you can cast a spell such as Bitter Triumph, targeting one of your opponent's creatures, which will trigger the crime clause on Deepmuck Desperado, hopefully milling your opponent's deck of all cards in one fell swoop.

Temur Terror

Next, I have a Temur deck that can deal a lot of damage when your creatures enter play. Let's check it out.


Terror of the Peaks
Terror of the Peaks is the star of the show in this deck. When it is on the battlefield, it will deal damage to any target equal to the power of any other creature you control that enters the battlefield. Deal that damage directly to your opponent, or use it to pick apart their defenses and attack in the air for the win.

In order to get Terror of the Peaks or any of your other large creatures into play, you can 'cheat' them into play with the help of either Smuggler's Surprise or Storm the Festival. Smuggler's Surprise is a great way to drop two big creatures into play after your opponent has declared their attackers. This will allow you to block those attacking creatures in the most effective manner possible.

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Jeskai Slickness

The next deck I have for you features a pair of cards that are both very 'slick'. Let's take a look at the deck.


Slickshot Show-Off
Slickshot Show-Off is the first card that meets the 'slick' requirement. With its ability to gain a +2/+0 boost for each noncreature spell you cast each turn, you'll be able to deal some serious damage to your opponent's life total. It also has flying and haste, making it difficult to block and able to attack right away, which might mean your opponent didn't hold back a creature for defense.

Slick Sequence is the other 'slick' card in this deck, and it plays very nicely alongside Slickshot Show-Off. When you cast it, you'll be able to deal 2 damage to any target, plus if you've already cast another spell this turn, you'll get to draw a card. Since it's a noncreature spell, it will boost Slickshot Show-Off's stats, and the extra card could possibly do the same, allowing you to deal a ton of damage.

Naya Legends

The final deck I have for you features no non-legendary creatures. Let's check it out.


Angelfire Ignition
It should come as no surprise that legendary creatures usually have some powerful abilities that help to offset the penalty of only being able to have one copy of them in play at any given time. This deck features a ton of great legendary creatures which synergize with each other and produces a bunch of +1/+1 counters that will invariably make your opponent's life more difficult.

Speaking of +1/+1 counters, one of my favorite spells that grants a creature +1/+1 counters is included in this deck. Angelfire Ignition, though, provides so much more value than the pair of +1/+1 counters it gives a creature. That creature also gains vigilance, trample, lifelink, indestructible, and haste until the end of the turn. By casting this on your biggest threat, you'll be able to plow your way through your opponent's blockers, potentially still dealing damage directly to your opponent and gaining a bunch of life in the process. Plus, your creature will stick around no matter how much damage your opponent deals to it.

Wrapping Up

If you like being able to play three-colored decks, there's no better time than the present. With so many sets currently legal in Standard, it doesn't look like our mana bases are going to be limited for the foreseeable future. By playing multiple colors, you shore up the weaknesses your deck might otherwise have. Enjoy it, because three-colored decks are a lot of fun to play!

What do you think of these decks? 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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