Arena Standard - Archon's RAMPage v1.2

27 29
24 13 1 22
Midrange Jank

So after playing around with the previous iteration of this deck, I've settled for this pile of jank. The previous list was more token focused and while it wasn't awful, it just didn't have quite the OOF (not oomf, OOF) that I wanted. As such, I have leaned more towards playing big threats that benefit from Archon, primarily Voracious Hydra and Stonecoil Serpent. This deck still leans on some token generation; more on that later. It also does the ramp package, albeit better, requiring access to strictly better cards.  Let's break it down into its main components:

Ramp Package: Goose, Leafkin, and Faeburrow are the main ramp cards. Goose does loosey goosey things. Leafkin synergizes with token generation nicely, eventually providing two green mana instead of one. I debated choosing Leafkin over Paradise. While Paradise mana fixes better, I prefered the extra mana Leafkin generates and his slightly better bulk before Archon comes down. Lastly Faeburrow provides 2 mana (1G1W), has vigilance so it can attack before pooping mana, and when Archon is down, becomes a 5/5. Note: the 2 Flower // Flourish is strictly here for mana fixing, deck thinning, and possible late game combat boost.

Stompy Boys: Hydra and Stonecoil are the mvps of this deck IMO. Both of these guys get +3/+3 on top of their counters while Archon is down. Stonecoil has sweet sweet reach and trample. Hydra has trample and can enter with double counters or act as psuedo removal via the fight ability. Other stompy boys include Faeburrow who sits at a modest 5/5 and Archon himself puts in work as a flying 4/5. 

Tokens: Alarm and March are the main token generators but they are more for protection and lategame sweeps than anything else. Tokens enable Leafkin by providing more bodies. They can get in chip damage or protect face. Lastly they can provide an easy means of convoking Conclave Tribunal for some removal. Late game they are very threatening when Archon makes them all 3/3s.

Breaking Parity: When Archon makes it onto the board, all non-archon creatures have their base power/toughness become 3/3. So to give your creatures the upper hand, we need passive anthems and counters to push past our opponent's respective 3/3s. Pledge of Unity gives everything a +1/+1 coutner with the added bonus of lifegain. Trostani's anthem is fantastic and the tokens she generates are nice. Lastly Elspeth provides two creaturs a boost via here -1. Elspeth can also be used to generate tokens but really you would use her for the combat boost. There are other planeswalkers that could be subbed in this slot but I think most players should have at least one escape card to take advantage of the graveyard cuz, why not?

Manabase: Because of the ramp package and Flower to fix problematic mana, this deck can do well without shocklands. So instead I opted for 4 Temple of Plenty because the scry is very useful in all stages of the game for digging purposes. Lastly, 2 Castle Garenbrig to take advantage of the mana generating ability to use on creatures like Stonecoil or Hydra.

I belieive this is as good as this jank is gonna get and I wish more fringe cards like Harmony (Archon) would see more play. If you give this deck a go, have fun and good luck!

 

 

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elijaleeh
Last Updated: 04 Mar 2020
Created: 03 Mar 2020
739 190 0

Mainboard - 60 cards (18 distinct)

Creature (24)
$0.50€0.290.02
$0.78€0.750.02
$5.04€1.500.08
$3.75€1.780.02
$1.00€0.710.02
$3.42€2.730.02
$0.21€0.100.03
$2.25€1.550.30
Instant, Sorcery, Enchantment, Artifact (13)
$0.23€0.090.03
$0.90€0.760.02
$0.20€0.040.03
$0.43€0.170.03
$0.20€0.140.03
Land (22)
$0.20€0.070.03
$0.16€0.050.04
$5.99€3.500.31
$0.45€0.290.02
Planeswalker (1)
$1.00€0.970.02

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