Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$57.33
Buy

0 Likes 0 Comments
Avg. CMC 3.88
Card Color Breakdown
Card Type Breakdown

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Main Deck - 65 cards, 25 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (5)
1 Gatekeeper Gargoyle
$0.06 Artifact Creature - Gargoyle
4 Metalwork Colossus
$0.39 Artifact Creature - Construct
Instant (12)
1 Assassin's Trophy
$2.64 Instant
2 Negate
$0.16 Instant
1 Nexus of Fate
$12.72 Instant
4 Pause for Reflection
$0.03 Instant
4 Root Snare
$0.05 Instant
Sorcery (12)
4 Circuitous Route
$0.80 Sorcery
4 Explore
$0.30 Sorcery
1 Radiant Flames
$0.09 Sorcery
3 Star of Extinction
$0.94 Sorcery
Artifact (1)
1 Elixir of Immortality
$0.48 Artifact
Enchantment (9)
2 Arguel's Blood Fast // Temple of Aclazotz
$0.26 Legendary Enchantment // Legendary Land
1 Fires of Yavimaya
$0.81 Enchantment
4 Guild Summit
$0.28 Enchantment
2 Sarkhan's Unsealing
$0.56 Enchantment
Land (26)
1 Azorius Guildgate
$0.06 Land - Gate
4 Dimir Guildgate
$0.06 Land - Gate
4 Golgari Guildgate
$0.15 Land - Gate
4 Gruul Guildgate
$0.11 Land - Gate
4 Izzet Guildgate
$0.10 Land - Gate
1 Radiant Fountain
$0.17 Land
2 Reliquary Tower
$2.15 Land
2 Selesnya Guildgate
$0.05 Land - Gate
4 Simic Guildgate
$0.10 Land - Gate
Sideboard - 15 cards, 15 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (3)
1 Chamber Sentry
$0.10 Artifact Creature - Construct
1 Dire Fleet Daredevil
$0.36 Creature - Human Pirate
1 Ghalta, Primal Hunger
$2.34 Legendary Creature - Elder Dinosaur
Instant (5)
1 Assassin's Trophy
$2.64 Instant
1 Fling
$0.08 Instant
1 Revitalize
$0.03 Instant
1 Ritual of Rejuvenation
$0.03 Instant
1 Sinister Sabotage
$0.08 Instant
Sorcery (3)
1 Duress
$0.04 Sorcery
1 Thought Erasure
$0.20 Sorcery
1 Thud
$0.39 Sorcery
Artifact (4)
1 Fountain of Renewal
$0.30 Artifact
1 Glaive of the Guildpact
$0.13 Artifact - Equipment
1 Sorcerous Spyglass
$0.20 Artifact
1 The Immortal Sun
$14.72 Legendary Artifact

Notes
 
This is based off the gate matters cards. The new spoiled recursive guardian is a crazy card. The goal is get to the late game and bury them in card advantage and 8/8. Guild summit is crazy too, and basically reads reanimate the guardian on landfall. Instant speed explore and circuitous route are total value and get us to the late gam faster, break the inherent weakness of gates. Glaive is a payoff, and panowar elf is a 1 mana play, glaive target, and breaks the tapped issue. Arguel's blood fast rounds out our card advantage, breaks the tap issue, and is a great combo with recordable 8/8's vulnerable to exile effects. 2 void allow us to surprise curve out, the scry is valuable especially with growth spiral, and I think we might be able to afford 2 non gates. Sarkhan's unsealing is something I found while searching, and is just nuts with recurring guardian.

The rest of the package is unclear. We have somewhere between 10-20 undesignated spots, and their purpose is to bridge us from the early to the late game. We could do this in several packages I think.

An artifact plan regolving around fountain and compass that also uses antiquities war for consistency an alternate win con.

Use our massive card advantage to drown them in removal, sweepers, and counters. Probably the best bet.

Use our card advantage to turbo fog.

Aside from this, also having interesting options to thud, fling, and maximize velocity to accelerate our primary game plan. It's an exciting shell, and I believe has strong potential. Free 8/8's and cantriping lands are inherently broken, the question is how to overcome the tempo disadvantage and get to the late game. Do we try to compensate and play at instant speed with under costed cards, or lean in to the fact that I'm playing from behind in a tap out control style and play more powerful sorcery speed answers.

My first iteration is an attempt at playing some low cost powerful interaction and elves to bridge me into the mid game immediately. Then deploy a guild summit, sarkhan's unsealing, or circuitous route to launch me into the late game. This is not resiliant to a high early pressure format, but gives rough shape to the outline of the shell. Velocity will give some number of free wins when having one present. Glaive will turn the mana enablers into seperate threats, which gives the deck resiliency, and unsealing gives the deck an out to being matched threat for threat and a combo kill. Status gives some cashing out options on elves as well, but might be better as Assasin's trophy. Manabase will require exstensive testing. The biggest whole so far is feeling like the shields are way down when deploying the sorcery speed engine cards with tap lands (route, bloodfast, summit, unsealing, glaive). Tapping out and then having my thing answered seems real likely/devastating. I think the instant speed explore helps here a lot, as I can lean back on instant speed early removal and develop my manabase until I can effectively double spell. For example, holding unsealing until land 7 where I potentialy deploy it and and can cast 1-2 guardian and getting immediate value/catch up. Or Summit with two mana up so that I can respond and start cantriping, same with blood fast. My answer cards need to be 2 mana and very effective catch alls to this end. Route is just a go for it when you can card (don't jam into a counter spell) as the advantage can't be dismantled and is worth resolving even if the shields will be down as I can often follow up with star or unsealing plays. Developing correct play patterns will be part of the deck development as this doesn't play out as a typical control, ramp, or combo deck.

1/13/2019
Well they printed the nuts for support. I don't how this can't be tuned to be the best deck in standard. Since my initial post they made three more gates matters cards, which have gotten little recognition, and mostly mis evaluated as people have a hard time understanding how to compensate for the mana disadvantage. There is a 2R x damage to each creature for the number of gates you control, which is the four of tool we were looking for. We can probably go down to one or no stars because of it, it does everything we want. We got a ram 2G 2/2 that gets +1/+1 for each gate, vigilance trample. This rate is unprecedented, as in all liklihood it will 5-6 when we cast it, or even a 4/4 on T3. Given that's it stupid, it might just be correct to jam it, but certanly in the side. It's also immune to our gate sweeper, which is also stupid. We got a non gate rainbow land that etb +3 life. Heralded as bad, contention with gates, yata yata. It's precisely what we needed. Fuck basics, we can overcome those effects through guild summit. Gate decks need 1-3 non gates to be able to surprise curve out, it's rainbow mana so smooths our consistency issues, and etb +3 life is precisely what's needed to overcome early pressure. It's a total godsend. Support cards of note are a 2U shuffle graveyard cantrip and a fires of yavimaya that makes all your creatures uncounterable haste. The former is the perfect tool for a turbo fog deck. The latter fixes the tempo disadvantage of the gates, protects me from counters. We are choked on 3 cmc, but the deck is going to be insane. We are going to go over the top of everything else, and fairly quickly. I think teferi tuck is like our only issue.
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