5 More The Lost Caverns of Ixalan Decks for Other Crazy Ideas Post-Release
More decks post-release? Hell yeah! Back with early access, we were just scratching the surface on the number of new decks that The Lost Caverns of Ixalan could provide for current MTG Standard. Even among those I skipped during my initial post, newer ones immediately came around as soon as all players got access to the cards as early as the 14th.
And now, we get to see a bigger picture of what is possible… starting with these five decks below:
Ojer Anvil Strikes while Hot
Ojer bringing new life to red pinging sources is also another interesting mechanical highlight of The Lost Caverns of Ixalan. Some players opted to focus on its damage aspect purely, adding a lot of pingers as the deck could bear. Cards such as, , among other familiar picks.
But this specific brew goes for a more balanced take, mixing in slightly bigger players of typical meta Rakdos and mono-red builds to create different options, or to simply switch up the game as necessary., for example, might not be as synergistic with Ojer, but is still a very reliable mono-red pick for any aggro strategies at this point in time. speeds up Ojer in any match, and is quite easy to use given that the deck is centered around card cycling and sacc effects.
But perhaps the biggest surprise piece of this deck is. A singleton piece that could leave other players dumbfounded (if not dead yet) with its occasional team-ups with the bigger boys of this deck.
(credit via Ashlizzlle)
Main 60 cards (22 distinct)
|Instant, Sorcery, Enchantment, Artifact (16)|
Side 15 cards (9 distinct)
Artifact-Loving Azorius Pirates
Given the tribal pieces offered by the new set, most pirate builds opt to take the Izzet route and connect as many of them as possible for a single, unified, treasure-hunting strategy. It definitely works well, and is quite a lot of fun to play, especially with the presence of just doing all sorts of havoc so long as you have other pirates on the swing.
But, to shake things up a little bit, we are instead going to the Azorius route and pair up our venerable blue pirates with well… artifacts. Gnomes and Phyrexians to be precise. To be fair, cards such asand already play the part for such a theme, so the basic framework is already there. But if you add cards like and , you still create a pretty coherent strategy that matches the advantages presented by blue LCI pirates.
Just… don’t get too attached to its pirate identity, though. You are more than likely to focus on point-to-point combinations provided by the effects of each side of the creature/artifact spectrum than anything else for its win condition.
(Credit via Crokeyz)
Main 60 cards (19 distinct)
|Instant, Sorcery, Enchantment, Artifact (14)|
Side 15 cards (7 distinct)
A Squirmy Fathomless Descent
There was very little fanfare forwhen it was first spoiled. To most people, it simply seemed like a chump hazard devoid of any tricks. That is indeed true. But, it is only a single component of an even bigger strategy. One that involves reviving many older mill cards from Standard into this new version of a Sultai “descent” build.
Suddenly, something as unimpressive as a commonall the way back from The Brothers’ War suddenly becomes this major cog. As in, it is now a very important piece of a very consistent engine that grants perfect control of any graveyard. The largely unnoticed of the previous set also becomes a powerhouse for this build, probably even more so than Souls of the Lost in terms of overall utility.
Then cards likeand add to the consistency of the deck even further, by introducing alternative threats that synergize at the same level when it comes to the milling objectives of this deck. More notably, acts as the recurring permanent-type removal for the deck, evading not only indestructible effects, but ignoring temporary setbacks by counterspells as well.
Not satisfied with this brew? You can try this alternative brew instead.
(Credit via Hexamyn)
Main 60 cards (24 distinct)
|Instant, Sorcery, Enchantment, Artifact (7)|
Fight Rigging with an Ancient One
The first combo for The Ancient One, the one that paired it up withprovides better situational versatility, as it can gain most of the advantage of the combo on the spot. For Fight Rigging, the stakes are a bit higher, and the combo is considerably riskier. However, you also potentially get the benefit of actually using The Ancient One in combat as it was originally designed.
This is because you have the chance to selectfrom the Hideaway options provided by Fight Rigging. Once the spell is cast freely, you dump a bunch of cards to the graveyard, and then hopefully get an instant Descent 8 online and going. On top of that, Breach itself should provide you with additional goodies from the deck. Given that this is a Fight Rigging deck, you should have a lot of beatstick and bruiser options to choose from.
Even if you don’t get the optimal set of plays for The Ancient One, at the very least you have yet another new option for getting this type of deck online. Besides, this deck should still have the expected baddies on board, including a fresh newas one of the brand new options for the endgame side of things.
(Credit via Hexamyn)
Main 60 cards (25 distinct)
|Instant, Sorcery, Enchantment, Artifact (15)|
The Grim Captain’s Ominous Countdown
At a glance, Throne of the Grim Captain feels like one of those wonky jank MTG cards that seems too “acrobatic” to use perfectly. Well… the craft mechanic actually turned out to be quite easier (and more fun) to do than it seemed to be. It does require a bit of luck, and some proper milling choices to get things going. But with the correct pieces, the consistency of transformingis actually quite high. A vampire for extra discards/hand fixing, a merfolk for extra mills/land draws, a pirate for ramping, a dinosaur for destruction utility, and so on.
In fact, the consistency is reliable enough, that it usually tilts the game heavily in its owner’s favor if the captain manages to even survive a single turn. Even better, if you can pull off ahaste combo, you’d start saccing, reviving, and regaining a bunch of life the moment the crafted monster becomes online.
But, before wasting those Wildcards, a word of advice: always keep The Grim Captain company. Board wipes are at least costly enough that the value evens out when countering the captain. Edict effects, however, can waste a whole lot of your investment in a single turn without much trouble. This is especially the case if you cannot use Bitter Reunion to get a swing out of the captain immediately.
Oh and,actually counts as either a dinosaur or a vampire for the craft effect. Don’t forget, it is either, not both!
(Credit via LegenVD)