Main Deck - 60 cards, 26 distinct
Sideboard - 83 cards, 69 distinct
Notes
The idea here is pretty interesting, and there's enough cards available to do it. Pioneer has been a very hyper linear format at the outset here, and the progressive bans are pushing us into midrange and control territory. Generally this kind of deck building is favorable for me as others need established packages to develop decks where as I'm able to do my own thinking.
I've been positing that the format seems like it doesn't have a great spread of answers but that in actuality there is are great answers that require deck building requirements. Everyone thinks that fatal push and wild slash are the only efficient removal spells. Drown in the loch is like the best terminate ever printed that has pretty low hoops to jump through.
Another fallacy is that there is no selection or velocity. People are just looking for what they already know, not re-evaluating cards in the new context. 1 C cycling is vastly under rated, and there are really good control spells for doing so. Similarly merfolk secret keeper offers a high velocity spell that enables early dig through times, early drown in the Loch's, early Approach's, with a fail rate wall that stifles early aggro when needed. If you think about it as a higher ceiling lower floor wall of omens it's stock goes way up.
The deck concept is simple then utilizing a package of versatile removal, high velocity, and a mixed closing speed in torrential gearhulk and approach. I'm toying with a mid tempo deck where I create a bubble by devastating early resources and win in the recovery time. In this play style I have long game, but I don't need to answer anything, just what would preclude me from winning on T7-9.
Also mana wise U/W duals are not awesome. Esper manabase is actually functionally more elegant.
I've been positing that the format seems like it doesn't have a great spread of answers but that in actuality there is are great answers that require deck building requirements. Everyone thinks that fatal push and wild slash are the only efficient removal spells. Drown in the loch is like the best terminate ever printed that has pretty low hoops to jump through.
Another fallacy is that there is no selection or velocity. People are just looking for what they already know, not re-evaluating cards in the new context. 1 C cycling is vastly under rated, and there are really good control spells for doing so. Similarly merfolk secret keeper offers a high velocity spell that enables early dig through times, early drown in the Loch's, early Approach's, with a fail rate wall that stifles early aggro when needed. If you think about it as a higher ceiling lower floor wall of omens it's stock goes way up.
The deck concept is simple then utilizing a package of versatile removal, high velocity, and a mixed closing speed in torrential gearhulk and approach. I'm toying with a mid tempo deck where I create a bubble by devastating early resources and win in the recovery time. In this play style I have long game, but I don't need to answer anything, just what would preclude me from winning on T7-9.
Also mana wise U/W duals are not awesome. Esper manabase is actually functionally more elegant.
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