Main Deck - 60 cards, 22 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (8) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Brazen Borrower // Petty Theft | $6.03 | Creature - Faerie Rogue // Instant - Adventure | // | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Yidaro, Wandering Monster | $0.18 | Legendary Creature - Dinosaur Turtle | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (20) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Azorius Charm | $0.42 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Censor | $0.17 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Commit // Memory | $0.36 | Instant // Sorcery | // | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Hieroglyphic Illumination | $0.08 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Neutralize | $0.06 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Zenith Flare | $0.06 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (2) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Supreme Verdict | $1.94 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Planeswalker (4) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Narset, Parter of Veils | $0.93 | Legendary Planeswalker - Narset | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Teferi, Time Raveler | $6.89 | Legendary Planeswalker - Teferi | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Land (26) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Castle Ardenvale | $0.33 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Castle Vantress | $1.20 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Field of Ruin | $0.18 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Geier Reach Sanitarium | $1.34 | Legendary Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Hallowed Fountain | $7.97 | Land - Plains Island | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Island | $0.09 | Basic Land - Island | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Ketria Triome | $14.45 | Land - Forest Island Mountain | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Mountain | $0.11 | Basic Land - Mountain | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Plains | $0.09 | Basic Land - Plains | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Raugrin Triome | $15.35 | Land - Island Mountain Plains | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Steam Vents | $13.95 | Land - Island Mountain |
Sideboard - 66 cards, 60 distinct
Notes
Contingent pioneer control package:
-If Field of ruin + 4xAzorius charm,
-Then 1 Geier reach sanitarium, 2 Narset, PoV, 2 Commit//Memory, 2 teferi, TR
I saw this package in action in the early days of pioneer by Josh slip and slide. All these cards function as cards on their own just fine. They also have synergy. 10 crads as a package seems like a lot, but as mentioned they cover their own bases and are worth a full card on their own, and all of them are cards that control wants. Charm and Commit pair with field by tucking and then force shuffling. Aether gust out the side also synergizes with this. If you've gone this far, 2 narset offer the option of casting a one sided time twister off memory, which is extremely tasty. A single geier reach is included at this point as it is the grindiest tool with a narset in play: I filter, you discard in your draw step. Once you have all of this, 2 teferi goes over the top, as it pairs with your tempo based removal, ensures your spells resolve, and allows memory to be cast on our opponents end step. This all predicated on a playset of azorius charm, but this card is fine as said, and the lifelink mode in the yidaro deck can be massive.
The initial list for this to try out is actually pretty easy. 56 cards come very easy actually. If this deck is sufficient is TBD, but it's a good base to start to test from. I have only 8 cards on 2 that interact, so that last 4 probably go towards 1-2 mana interaction. Surprisingly, the 56 naturally precludes troublesome permanents, so zirda is basically free if I can resist the urge to put 4x Brazen borrower main. I'm not sure if I can though, as zirda is a fine pickup if free, but borrower acts as both another low curve piece of interaction and a flash threat with a significant clock, as well as CA. Shark typhoon is the next big pull as a 4 of, it coalesces with my whole theme, and get's the free zirda. I have to get at least one copy, if not two, of supreme verdict and/or settle the wreckage in, so either of the above will likely be less than a full playset. I have to answer if a split of boon/hieroglyph's is worth it, or if I squeeze a few copies in. On the margin squeeze there is also cast out (whose spot is occupied by Commit and zenith flare) and mystical dispute to functionally pre-sideboard. Not the most hoops actually, and really I could get 4-10 more cards and try all these base directions and build off the best one. I do think that brazen borrower is going to overperform, and it will be in the sideboard as a 4 of, but I'm going start the maindeck list with 2 shark typhoon, 2 supreme verdict, and a zirda in the side. This is slightly slower less interactive version, but I think it will show the power and viability of the archetype, and I can tune it as neccessary. Less about wins than discovering play patterns and how to optimize them. Mecause of MTGO, I can now start with a rougher base and starting gathering testing info before honing on the "best 60". I believe in games I stabilize, at 6 mana and potentially a counterspell up, I can grab a zirda, deploy it on the next turn, and from that point on all my cycling will be 1, which should significantly increase my ability to close the game. Zirda's second ability even helps make sure Yidaro swings for the fences. The build is basic, with the control full boat 26 lands, 30 noncreature spells, all but 6 things having instant speed modes, and cards that are better in the mid to late game or more situationally at a 2 quantity, 10 total. Most hands then will have at least 1 later game play, and I should be able to draw more naturally into them given how much cycling I have. I think I deally I land a ruagrin triome on T1, and then cycle the other 7.
Some things get figured out just doing some sample hands. Zirda is not really worth anything special. Shark typhoon is obviously very good, but I was glutted on 4 and desperately needing more early plays. Zenith flare is good, but 4 of made it show up too often in my hand, especially early when I am kind of lucky if its even 2 damage. Better to draw into later than be in the opener. Brazen borrower is exactly right then. Also, the deck is color hungry, I went down to 2 field of ruin (which is more realistic anyway) to keep the sanitarium, went up one island. Now it feels playable.
-If Field of ruin + 4xAzorius charm,
-Then 1 Geier reach sanitarium, 2 Narset, PoV, 2 Commit//Memory, 2 teferi, TR
I saw this package in action in the early days of pioneer by Josh slip and slide. All these cards function as cards on their own just fine. They also have synergy. 10 crads as a package seems like a lot, but as mentioned they cover their own bases and are worth a full card on their own, and all of them are cards that control wants. Charm and Commit pair with field by tucking and then force shuffling. Aether gust out the side also synergizes with this. If you've gone this far, 2 narset offer the option of casting a one sided time twister off memory, which is extremely tasty. A single geier reach is included at this point as it is the grindiest tool with a narset in play: I filter, you discard in your draw step. Once you have all of this, 2 teferi goes over the top, as it pairs with your tempo based removal, ensures your spells resolve, and allows memory to be cast on our opponents end step. This all predicated on a playset of azorius charm, but this card is fine as said, and the lifelink mode in the yidaro deck can be massive.
The initial list for this to try out is actually pretty easy. 56 cards come very easy actually. If this deck is sufficient is TBD, but it's a good base to start to test from. I have only 8 cards on 2 that interact, so that last 4 probably go towards 1-2 mana interaction. Surprisingly, the 56 naturally precludes troublesome permanents, so zirda is basically free if I can resist the urge to put 4x Brazen borrower main. I'm not sure if I can though, as zirda is a fine pickup if free, but borrower acts as both another low curve piece of interaction and a flash threat with a significant clock, as well as CA. Shark typhoon is the next big pull as a 4 of, it coalesces with my whole theme, and get's the free zirda. I have to get at least one copy, if not two, of supreme verdict and/or settle the wreckage in, so either of the above will likely be less than a full playset. I have to answer if a split of boon/hieroglyph's is worth it, or if I squeeze a few copies in. On the margin squeeze there is also cast out (whose spot is occupied by Commit and zenith flare) and mystical dispute to functionally pre-sideboard. Not the most hoops actually, and really I could get 4-10 more cards and try all these base directions and build off the best one. I do think that brazen borrower is going to overperform, and it will be in the sideboard as a 4 of, but I'm going start the maindeck list with 2 shark typhoon, 2 supreme verdict, and a zirda in the side. This is slightly slower less interactive version, but I think it will show the power and viability of the archetype, and I can tune it as neccessary. Less about wins than discovering play patterns and how to optimize them. Mecause of MTGO, I can now start with a rougher base and starting gathering testing info before honing on the "best 60". I believe in games I stabilize, at 6 mana and potentially a counterspell up, I can grab a zirda, deploy it on the next turn, and from that point on all my cycling will be 1, which should significantly increase my ability to close the game. Zirda's second ability even helps make sure Yidaro swings for the fences. The build is basic, with the control full boat 26 lands, 30 noncreature spells, all but 6 things having instant speed modes, and cards that are better in the mid to late game or more situationally at a 2 quantity, 10 total. Most hands then will have at least 1 later game play, and I should be able to draw more naturally into them given how much cycling I have. I think I deally I land a ruagrin triome on T1, and then cycle the other 7.
Some things get figured out just doing some sample hands. Zirda is not really worth anything special. Shark typhoon is obviously very good, but I was glutted on 4 and desperately needing more early plays. Zenith flare is good, but 4 of made it show up too often in my hand, especially early when I am kind of lucky if its even 2 damage. Better to draw into later than be in the opener. Brazen borrower is exactly right then. Also, the deck is color hungry, I went down to 2 field of ruin (which is more realistic anyway) to keep the sanitarium, went up one island. Now it feels playable.
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