Standard - Divine Dance (Updated)

30 18 16
0 30 6 24
Combo Jank

Hey all


Our plan is to get [[fires of invention]] down as early as possible preferably with a [[outlaw's merriment]] immediately after. 

If we get lucky we can then play [[divine visitation]] and start generating [[serra angel]]s every turn! So basically, with that being

said we are looking for these cards using [[omen of the sea]] or [[golden egg]] so we can start doing the thing.

This is why we play [[shatter the sky]] and [[banishing light]]s in our mainboard because it's very likely it will be some time 

until we are firing on all cylinders. The 2 [[dance of the manse]] are in the main because we will be able to fire them off 

basically whenever we find them, and it will help us stay in the game assuming we run into control game 1 or some kind of 

mainboard enchantment removal gets the best of us. This deck can be very resiliant to removal sans exiling our graveyard. 

Imagine opponent smiling as they [[planar cleansing]] you or [[heliod's intervention]] and the next turn you cast [[dance of the manse]] 

to bring back 6 of your best cards including banishing lights, outlaw's merriment, and divine interventions. Very rarely are we going to 

bring out our new addition to the deck [[kiora bests the sea god]] but it can definitely happen. The ability to bring this enchantment

back from the grave is very scary. I will say that it doesn't interact favorably with [[divine visitation]] but I mean, if we have a 

divine visitation and kiora bests the sea god down, we're probably already winning without the 8/8 hexproof we would have gotten, right?

[[elspeth, sun's nemesis]] is here to get some sneaky damage in with our 1/1's we've produced or to -2 and give us two [[serra angel]]s.

She does nonbo with dance but in game 1 it can be beneficial choosing between focusing on dance or elspeth. 


[[Teferi, time raveler]] this card is self explanatory for the most part, though I will say that I didn't add it to the mainbaord because it's

not contributing to what this deck is aiming to do in game 1, getting the opponents life total to zero.

[[devout decree]] great against monoblack, and jund, mono red

[[aether gust]] takes care of Nissas for us, helps with mono red and their embercleaves

[[shatter the sky]] extra threat protection

[[mystical dispute]] here for the same reason teferi is, I would probably cut fires of invention while putting these 6 cards in. the other 2 

being removed are of course your choice and situational.



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Last Updated: 06 Feb 2020
Created: 16 Jan 2020
2204 173 0

Enter the Battlefield Prepared

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Mainboard - 60 cards (22 distinct)

Instant, Sorcery, Enchantment, Artifact (30)
Land (24)
Planeswalker (6)

Sideboard - 15 cards (6 distinct)


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Main/Sideboard Rarity Count
12 8 29 11 0
0 10 5 0 0