Monday, July 22, 2013

You have 3 months, so make them count!

As many of you know, once Theros comes out, M13 and the Innistrad block will be rotating out of Standard. So that means we are losing about half of all the cards currently in Standard. So what can you do with all 8 sets now? Here are some fun decks to play with (which I made without the cards in hand. I'm pretty sure I have all the cards to make these decks, and I think these decks may work decently well):

Junk/Necra (White/Black/Green) Lifegain

Creatures

x4 Soulmender
x3 Child of Night
x3 Vampire Nighthawk
x4 Voracious Wurm
x2 Archangel of Thune
x1 Obzedat, Ghost Council

Land

x4 Temple Garden
x2 Godless Shrine
x2 Overgrown Tomb
x2 Sunpetal Grove
x2 Isolated Chapel
x2 Woodland Cemetery
x4 Plains
x1 Forest
x1 Swamp

Other Spells

x2 Fog
x4 Rancor
x4 Divine Favor
x2 Doom Blade
x2 Mark of the Vampire
x2 Angelic Accord
x2 Alive//Well
x2 Ready//Willing

Planeswalkers

x2 Sorin, Lord of Innistrad

Sideboard

x2 Doomblade
x4 Heroes' Reunion
x4 Moment of Heroism
x2 Thragtusk
x3 Profit//Loss

Okay, so the main point of this deck is to get Archangel of Thune (AoT) out onto the battlefield to pump all your creatures with the life gain through other creatures and spells. Soulmender, of course, is used to trigger AoT's ability. Each one tapped individually triggers the ability. Then you have Child of Night and Vampire Nighthawk for lifelink, and Voracious Wurm is used as a large creature from the lifegain. Obzedat is used to drain life and then gain life, as well as potentially end the game in your favor.

All the spells are useful for pumping creatures, lifegain, avoid damage, or kill a creature. Sorin, Lord of Innistrad is used to permanently pump creatures through the emblem, or make a 1/1 lifelink vampire.

The sideboard is mainly here to provide all the things the mainboard couldn't hold within 60 cards, such as more Doomblades, lifegain with Heroes' Reunion, lifelink and pumping of creatures with Moment of Heroism, Profit // Loss for pumping your creatures and bring down opponent's creatures, and then Thragtusk for life and an additional creature once Thragtusk dies. These don't specifically help against other specific decks you may run into, just different strategies for this deck, between pump spells and extra lifegain.


Junk/Necra (White/Black/Green) Human Reanimator

Creatures

x4 Champion of the Parish
x4 Doomed Traveler
x4 Blood Artist
x4 Xathrid Necromancer
x3 Bloodthrown Vampire
x2 Angel of Glory's Rise
x1 Archangel of Thune

Land

x2 Temple Garden
x4 Godless Shrine
x2 Overgrown Tomb
x2 Sunpetal Grove
x2 Isolated Chapel
x2 Woodland Cemetery
x2 Plains
x4 Swamp

Other Spells

x4 Fog
x4 Rancor
x4 Doomblade
x4 Gather the Townsfolk

Artifacts

x2 Chalice of Life/Chalice of Death

Sideboard

x4 Quag Sickness
x3 Cartel Aristocrat
x2 Fiendslayer Paladin
x2 Silverblade Paladin
x4 Giant Growth

So the main point of this deck is to pump Champion of the Parish, and create zombies when the humans die with Xathrid Necromancer. Once humans have died and you have zombie tokens, you then bring in Angel of Glory's Rise, sacrifice the zombies to Bloodthrone Vampire, as a result triggering Blood Artist's ability. As long as Archangel of Thune is on the field, for each create sacrificed, you can pump Bloodthrone Vampire with Archangel of Thune's ability plus Bloodthrone Vampire's ability. After sacrificing the zombies and returning the humans, you can sacrifice the humans and sacrifice the zombies again. Then you can attack with the vampires and angels. Rancor is used on Bloodthrone Vampire and Archangel of Thune in order to trample through opponent's creatures.

The sideboard is used for pumping creatures (Giant Growth, doublestrike with Silverblade Paladin), extra sacrifice outlets (Cartel Aristocrat), have more humans (Fiendslayer Paladin, Silverblade Paladin), and also have Quag Sickness to also kill large creatures used by opponents.


Izzet (Blue/Red) Spells

Creatures

x4 Delver of Secrets
x3 Augur of Bolas
x4 Blistercoil Weird
x3 Goblin Electromancer
x2 Guttersnipe

Land

x4 Steam Vents
x4 Sulfur Falls
x4 Izzet Guildgate
x4 Island
x4 Mountain

Other Spells

x2 Turn//Burn
x4 Dynacharge
x4 Izzet Charm
x4 Talrand's Invocation
x4 Teleportal
x4 Skullcrack

Planeswalkers

x2 Ral Zarek

Sideboard

x4 Ash Zealot
x4 Frostburn Weird
x4 Fog Bank
x2 Chandra, the Firebrand
x1 Turn//Burn

Yes, we're using Delver of Secrets... No Snapcaster Mage. All the creatures either assist with the casting of instants and sorceries or else revolve around revealing an instant or sorcery card. All the other spells are for creating creatures, pumping creatures, or dealing damage to your opponent(s). Ral Zarek is for tapping creatures or deals damage to your opponent.

The sideboard is for either extra defense or for dealing damage/copying instants and sorceries.


Naya (White/Red/Green) Combat Shenanigans

Creatures

x4 Doomed Traveler
x2 Trained Caracal
x2 Vexing Devil
x4 Rubblebelt Maaka
x4 Gladecover Scout
x4 Young Wolf
x4 Ghor-Clan Rampager

Land

x4 Temple Garden
x4 Stomping Ground
x4 Sacred Foundry
x4 Sunpetal Grove

Other Spells

x4 Giant Growth
x4 Titanic Growth
x4 Phytoburst
x4 Rancor
x4 Moment of Heroism

Sideboard

x4 Shock
x4 Fog
x2 Armed//Dangerous
x2 Vexing Devil
x3 Spire Tracer

This deck's purpose is for having simple one drop creatures that you pump with the pump spells as well as discarding the Bloodrush creatures. Sideboard includes burn spells, fog, more pump spells, and more creatures for discard. Vexing Devil is perfect for this given that you can play it turn one and deal four damage to an opponent (or leave it on the battlefield if they don't want to take the damage). This deck only includes 16 land, but most everything costs one mana. Well, except Titanic Growth, Phytoburst, and Moment of Heroism (and discarding Ghor-Clan Rampager). But nothing costs more than two mana, so not much land is needed.


Dimir (Blue/Black) Mill

Creatures

x4 Jace's Phantasm
x1 Jace's Mindseeker
x3 Fog Bank

Land

x4 Drowned Catacomb
x4 Watery Grave
x2 Swamp
x10 Island

Other Spells

x4 Dream Twist
x4 Thought Scour
x4 Tome Scour
x4 Mindsculpt
x4 Paranoid Delusions
x4 Pilfered Plans
x2 Mind Grind

Planeswalkers

x2 Jace, Memory Adept

Artifacts

x3 Trepanation Blade
x1 Sands of Delirium

Sideboard

x1 Trepanation Blade
x4 Inquisitor's Flail
x1 Fog Bank
x1 Jace, Memory Adept
x2 Mind Grind
x3 Dimir Keyrune
x3 Laboratory Maniac 

This should be somewhat self explanatory. Blue and black cards used to take out your opponent's library so that when they draw a card, they lose the game. Alternatively,, there are three Laboratory Maniac cards in the sideboard for you to switch them in, mill yourself and win the game by having Laboratory Maniac on the field. The sideboard is for extra creatures, using Inquisitor's Flail for double strike on Jace's Phantasm or mixing it with Trepanation Blade.


BUG/Ana (Blue/Black/Green) Unblockables

Creatures

x4 Tormented Soul
x4 Invisible Stalker
x4 Latch Seeker
x4 Phantom Warrior
x4 Keymaster Rogue
x4 Elusive Krasis

Land

x4 Drowned Catacomb
x4 Watery Grave
x1 Woodland Cemetery
x2 Overgrown Tomb
x1 Hinterland Harbor
x2 Breeding Pool
x3 Island
x1 Forest

Other Spells

x4 Giant Growth
x4 Titanic Growth

Artifacts

x4 Trepanation Blade
x4 Inquisitor's Flail
x2 Elbrus the Binding Blade

Sideboard

x4 Negate
x4 Essence Scatter
x3 Cancel
x2 Dimir Keyrune
x2 Aetherling

This deck is also self explanatory. All the creatures are unblockable, there are eight pump spells, and then artifacts to increase the damage dealt by the unblockable creatures. The sideboard is for counter spells and Dimir Keyrune and Aetherling to act as more unblockable creatures.

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