Rotation Proof Decks - Pt. 2
Back with part 2 of my look at some “Rotation Proof” deck shells, seeing which cards or themes could potentially have an impact post rotation. To preface, I am not claiming the below decks will be tier 1 in the new Fall Standard, as we are still expecting a big shakeup from the new set which will account for about 20% of the card pool. What I am looking to do is offer up some decks that people can feel safe crafting in some variant at the present moment without having to worry about the cards becoming obsolete in the next few months. This also provides us with a thought exercise in seeing what constraints certain decks may have with the departure of less flashy cards likeas a 2 drop removal spell. Finally, we can see which current decks have little to no shakeup after rotation, or decks that will not be a thing come the Fall (looking happily at you Nexus).
Main 60 cards (16 distinct)
|Instant, Sorcery, Enchantment, Artifact (5)|
Side 15 cards (6 distinct)
This first deck is building aroundgenerating huge amounts of mana. Simic or Bant ramp variants have seen a number of variations in the current standard format, with the deck only really losing in the main. Gameplay of the deck consists of getting down early ramp to ideally cast a turn 3 Nissa, then refill our hand with a big . serves dual purpose in the deck; allowing even faster early ramp and a late game mana sink to make our dorks larger. Although the deck loses as a mind control effect, it retains which can really swing games. I liked having a couple copies of to help dig for relevant cards or get multiple casts of key cards like Mass Manipulation.
I wanted to test out a couple utility cards in the deck, hence why some of the numbers are odd.has the flexibility to be both removal or worse case just a massive beater. was mainly in for the reoccurring fight effect, with the upside of putting counters on our smaller creatures. Overall, I was disappointed with her and would cut her as our big threats already have trample. Finally is a nice top end ramp effect that can return a card upon it dying. Going forward I would go – 1x Voracious Hydra, -1x Vivien, +1 Leyline of Abundance, +1 Cavalier of Thorns.
Out of the 8 decks I’ve played, this deck felt the most powerful. An early unchecked Nissa just wins games, while Hydroid Krasis gives us long game value. The largest Krasis I got off was 19/19, but it is not unreasonable to be able to go larger. Further options for the deck include adding in white foralong with some more hard removal such as or a sweeper in .
Main 60 cards (18 distinct)
|Instant, Sorcery, Enchantment, Artifact (20)|
Side 15 cards (7 distinct)
One of the most requested Guilds to build off the Arena Subreddit cross-post was Dimir Control. We have seen Dimir be the base colors for many 3 color control builds thanks to solid mana and the ability to destroy troublesome permanents like enchantments and artifacts. With the rotation of the checklands (ex.), the smoother mana of Dimir may become more appealing. For this build, I have opted to go more tap-out control, not playing any mainboard counterspells. A signature Dimir card in helps disrupt our opponent's early turns along with to turn off opponent’s card draw. Removal package consists of ways to deal with early threats with + tyrant’s scorn, while Ob Nixilis’s Cruelty and Enter the god Eternals cleans up the bigger threats.
In terms of closing out the game, the deck packs a mix ofand . Both are large flyers, which upon death get shuffled back into our library. This means that we have resilient threats that can be used defensively early, yet large enough to close out the game when needed in a few turns. Both also provide us card advantage either upon entering the battlefield or at our upkeep. My favorite thing to do with the deck is while Kefnet is out, we get to copy for 2 UU mana, effectively creating a replica .
The deck does miss flexible answers like Vraska’s Contempt, which were live in almost all matchups, while having the added benefit of life gain. If aggro is very prevalent,can serve as a replacement for .
Main 60 cards (12 distinct)
|Instant, Sorcery, Enchantment, Artifact (17)|
Side 15 cards (6 distinct)
With this deck, we are exploring a mono color deck that has seen some amount of play in the current format. The deck is built around exploiting, where we utilize a variety of 1 power creatures to get extra damage in. Chandra’s Spitfire has the interesting interaction where any triggers from cavalcade resolve prior to combat damage so spitfire gets +3/+0 for each instance.
and serve as a token generation engine to keep a steady supply of attackers going. The deck can also easily trigger spectacle to take advantage of the reduced casting cost of and .
After playing some games with the deck, it did feel a bit like a glass cannon. I found the deck itself would either kill on turn 4-5 or fizzle out. I think the deck would benefit from having 3-4to keep up with more of the midrange/grindy decks. Overall the deck is fairly budget friendly with only 13 Rares between the main and side boards, however it does feel much less powerful than current mono red.
Main 60 cards (17 distinct)
|Instant, Sorcery, Enchantment, Artifact (6)|
Side 15 cards (6 distinct)
Rakdos Sacrifice or better known as Aristocrats looks to benefit from sacrificing our creatures for value. This is another deck that has a few variants that have seen some level of success as a more aggressive option. Priest of the Forgotten Gods is the main engine of the deck, forcing the opponent to sacrifice a creature, lose life, while drawing us a card and netting 2 black mana. Priest also synergizes incredibly well withwhich creates 2 creatures each turn that can be sacrificed to Priest. This nets us further advantage if we have out which let’s us ping any target for damage.
and Knight of Ebon Legion can provide really aggressive draws that punish the opponent's slower/clunkier draws. , , and Theatre of horrors all serve as various forms of card advantage for the deck to help grind against midrange mirrors.
This is another deck similar to Simic ramp that doesn’t lose that many key cards come rotation. The most notable cards rotating areas an early aggro threat that has upside of sacrificing and which is a key, enter the battlefield untapped land.