Lands (22) 4x Darksteel Citadel 3x Foundry of the Consuls 7x Island 4x Mountain 4x Swiftwater Cliffs
First up is Artifacts/Affinity/Scissors that took second at the PT! A synergistic aggro deck, this is looking to drop your opponent from 20 to 0 ASAP. Plan A is to Ensoul up a cheap artifact, be it Ornithopter, Drum, Blade, or Citadel, and beat down, finishing off the opponent with Shrapnel Blast. Plan B is the use your token producers with a Chief of the Foundry to create a deadly flying armada, and play the slightly longer game.
The only thing we lose to budget is Hangerback Walker, which makes our long game a bit worse, but instead we play more token producers and can swarm the board a little bit faster.
Our second deck, fresh off of a GP win, attacks the opponent in a totally different way but is just as fast out of the gates. The entire deck is built to abuse Sphinx’s Tutelage. Once you have the enchantment in play, your goal is to simply draw cards until your opponent drops dead. Red draw spells are cheap and help you filter through your deck to find a Tutelage, and Treasure Cruise’s raw power helps you put the game away. Cards like Anger and Roast keep the board clear so that you can keep on millin’.
The real version of this deck runs 4 Jace, Vryn’s Prodigy, but he costs 25 bucks right now! We’ve replaced with him a playset of Humble Defector’s. They cost the same, and can draw you a lot of cards. The deck is fast enough that you’re quite happy to get the Defector back and to keep on drawing.
Both of these Izzet builds are quite explosive, and we hope you enjoy crushing your opponent in the name of science!
Ok. So, first off, Keranos is there because I like him. Secondly, Trent is currently planebound, so I stuck with Ravnican cards. As an OC, I’m really happy with how this is. But boy, I need to start writing his story.
BUT THAT’S OKAY because about halfway through round 2 I started to get a feel for what I was doing wrong and the kinds of cards I should be running. I sided in a one-of Epic Experiment, and any game I played it in I won. So I switched out some stuff and put in three of those for starters. I’ll continue tweaking throughout the week and I’ll post a 2.0 decklist some time tomorrow hopefully.
It was, as always, tons of fun taking this deck on its maiden voyage. I’m excited to see what i can do with it after a few weeks when it’s in better shape.
Preface: This is our favorite deck. The whole squad spent two nights on Skype crafting this beauty, and we’ve all fallen in love (some of us with the deck, others with Gin Jitaxias). It started out as an Izzet Tron deck, and evolved into what you see before you today. If anyone makes a video series with this deck, whether it be in real life or on MTGO, I will make you a special prize/fall in love with you.
The main strategy of the deck is to cast a Blue Sun’s Zenith on end-step for a huge pile of cards, and then untap and burn the opponent out with Master of the Way. Simple, right? We just need to acquire a ludicrous amount of mana to draw 8-10 cards off of Blue Sun’s.
Enter: the rest of the deck. This pile is all about making a lot of mana. So much mana. Crazy amount of mana! Explore, Urban Evolution, and Sakura-Tribe Elder drop extra lands onto the battlefield. Arbor Elf and Garruk combo with Utopia Sprawl (Arbor Elf into Sprawl with 2 Forests is 4 mana on turn 2!). And bounce lands synergies nicely with Explore effects and Garruk’s untap.
But the deck can’t always pull off its main combo fast enough. Our secondary win-con is Rampaging Baloths. With all these land drops going on its easy to go crazy with these guys. Try to cast them with at least one land drop remaining, that way, even if it meets a Terminate you still get a 4/4. The Baloths can be just as deadly as the Master after the Blue Sun’s as well. Dropping these and following up with a few Explores is a surefire way to overrun the board (and combos nicely with the Overrun ultimate from Garruk!).
And of course, blue is hanging around to give us some card protection and selection. Sleight of Hand smooths out our draws and helps us dig for the combo/ramp pieces we need, and Mana Leak will help stop early aggression while we’re setting up.
Isn’t it beautiful? Like many home-brew combos, it’s a little prone to losing to itself, but when it goes off it feels fantastic. If you like big mana, drawing cards, burn, or making enormous armies (so…if you’re a Magic player) then this deck has something for you!
#B (with creative credits also going to -G, ~T, and -i)