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More The Brothers' War Standard Decks to Get Excited About

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Hello everyone. With all of the excitement surrounding the previews and spoilers from Phyrexia: All Will Be One, it's important to remember that there's still nearly two months until these new cards release. With that in mind, I'll continue bringing you new and exciting decks that you can play at Standard events or against your friends. Let's get started with our first deck.

Esper Blink

We get started this week with a deck that looks to take advantage of blinking your own prototype creatures for tons of value. Let's take a look at the deck.


Phyrexian Fleshgorger
Phyrexian Fleshgorger and Hulking Metamorph both have the prototype keyword, which allows them to be cast with different mana and size. Because of this, you're often able to get these artifact creatures onto the battlefield much earlier than if you had to pay their full mana value. Doing this allows you to 'blink' these creatures, causing them to temporarily be exiled. When they return to the battlefield, since they aren't being cast, they will come into play as if their full mana value had been paid and their stats will be bigger than before.

In order to 'blink' Phyrexian Fleshgorger and Hulking Metamorph, this deck utilizes primarily two spells to accomplish this, Planar Incursion and Touch the Spirit Realm. Planar Incursion exiles an artifact or creature and then immediately returns it to the battlefield with a +1/+1 counter. Touch the Spirit Realm's channel ability also exiles an artifact or creature, but doesn't return that artifact or creature to the battlefield until the beginning of the next end step. It also doesn't provide the +1/+1 counter that Planar Incursion provides. Whenever possible, you'll want to use Planar Incursion before Touch the Spirit Realm, since Touch the Spirit Realm can also be cast to permanently exile an artifact or creature your opponent controls.

The best way to close out a game with this deck is by 'blinking' Hulking Metamorph while you have a copy of Sanctuary Warden on the battlefield. This allows Hulking Metamorph to come into play as a copy of Sanctuary Warden, but with 7/7 stats. Having a 7/7 or 8/8 flying Hulking Metamorph with a couple of shield counters on it, plus a 5/5 flying Sanctuary Warden can allow you to attack for a massive amount of damage, ending the game in a turn or two.

Naya Nexus

Our next deck wants to create a ton of creature tokens and give them vigilance, trample, and double strike. Let's check it out.


Jetmir, Nexus of Revels
The goal of this deck is to have Jetmir, Nexus of Revels on the battlefield alongside eight or more other creatures. This allows you to make the most out of Jetmir's three abilities. All your creatures will then get +3/+0, vigilance, trample, and double strike. The best way to get this volume of creatures into play is by creating creature tokens, and there are some great ways to do this in this deck.

Resolute Reinforcements is a 1/1 creature that brings with it a 1/1 Soldier creature token. Adeline, Resplendent Cathar and Squee, Dubious Monarch both create 1/1 creature tokens when they attack. Queen Allenal of Ruadach creates a 1/1 Soldier creature token whenever one or more other creature tokens would be created under your control. With these cards, you can build up quite a formidable fighting force. However, there is a way to turn all of these tiny creature tokens into larger threats.

If you have Jinnie Fay, Jetmir's Second on the battlefield, you can create either a 2/2 Cat creature token with haste or a 3/1 Dog creature token with vigilance whenever you would create one or more tokens. This replaces the token you would normally get. That means that the Treasure token Gala Greeters creates can now be a Cat or Dog. Reflection of Kiki-Jiki can also create a creature token that could be a Cat or Dog. Imagine a pack of 6/1 Dog creature tokens with vigilance, trample, and double strike, and the havoc they would cause, and you can see how this could quickly mean game over for your opponent.

Bant Reanimation

The final deck I have for you this week wants to get big creatures into your graveyard, so they can be reanimated. Let's take a look at the deck.


Portal to Phyrexia
As I mentioned before the decklist, this deck wants to get cards into your graveyard so they can be brought back to the battlefield. By using cards such as Thirst for Knowledge and Faithful Mending, you'll be able to cycle through your deck, drawing new cards and discarding things that you'll be able to get back later. Hopefully you can get Urza, Lord Protector or Titan of Industry into your graveyard this way, as they will both be good targets to return to the battlefield with Invoke Justice. Invoke Justice lets you return any permanent card from your graveyard to the battlefield, plus you can distribute four +1/+1 counters to creatures you control (there are no vehicles in this deck).

Even if you're unable to take advantage of the four +1/+1 counters Invoke Justice provides, it can often be worth it to return other permanents that aren't creatures. Portal to Phyrexia is a prime example of a card you might want to return. When it enters the battlefield, your opponent will need to sacrifice three creatures. Then, on each of your following turns, you'll be able to return a creature card from any graveyard to the battlefield under your control. Being attacked by your own reanimated creatures can be very demoralizing for your opponent.

In order to stay alive long enough to be able to return things to the battlefield, this deck utilizes some typical control deck strategies. There are counterspells, such as Negate and Make Disappear, to counter your opponent's most impactful spells. There are creature removal spells, such as Depopulate and The Wandering Emperor, which can help you keep your opponent's creatures under control. There's even a small bit of life gaining when you cast or flashback Faithful Mending. By using all of these tools, you can stick around long enough to begin to turn the tide in your favor.

Wrapping Up

As you can see, there are a ton of possibilities still to be explored in Standard. Whether you're a fan of aggressive decks, combo decks, or control decks, you're likely to find something that you'd like to play. Each of these decks scratches a different itch for me, and I'm looking forward to trying each of them out for myself.

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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