|Instant, Sorcery, Enchantment, Artifact (30)|
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NOTE: Because apparently this needs to be pointed out, this deck is JANK and is tagged as such. Don't play it if you want to play a perfect meta-deck, it's rewarding if you stick with it in order to see the late-game control swings.
Hello all! I've updated the deck to remove rotating cards and include some new GRN cards, have some fun!
The goal of this deck is, you guessed it, to ramp! Our primary colors are G/U/B with splashes of R/W.
[[Gaea's Blessing]] and [[Discovery]] or [[Notion Rain]] make it so we can repeatedly shuffle our graveyard into our library.
[[The Immortal Sun]] controls strong planeswalkers like [[Teferi, Hero of Dominaria]] and lets you draw an extra card each turn.
Board wipes galore against go wide decks through [[Settle the Wreckage]], [[Cleansing Nova]], and [[Star of Extinction]]. [[Vraska's Contempt]] and [[Assassin's Trophy]] kill any single threats we need to get rid of.
[[Banefire]] and [[Carnage Tyrant]] are our finishers against Ux Control.
This deck is particularly strong against Midrange and non-burn Control because of our lifegain and wipes, we should usually out-value them. The longer the game, the stronger our deck gets.
This deck is only as weak as its' draws. It's made to be as wide as it can go in order to deal with most threats in Standard. U-Tempo and Counterburn can be kind of rough though.
Ideal starting hand #1 (full ramp):
With this hand, it's possible to get up to 12 mana by turn 5 (if you draw your second Paradise/Grow, 9 mana if you don't). This includes life gain through Paradise which is good against non-control decks and Thaumatic Compass stops a creature from bumping your face. Ideally you'll draw a draw source (The Immortal Sun/Notion Rain) or, if needed, removal (Sweepers/Vraska's/Trophy) and from the draws get value cards for the board like Carnage Tyrant or Zacama, Primal Calamity.
Ideal starting hand #2 (removal/ramp mix):
Paradise allows for early double devotion spells (double black, red, etc) like [[Vraska's Contempt]] / [[Cleansing Nova]]. [[Chromatic Lantern]] can fix mana needed to cast anything.
Now because variance is a thing, these hands may or may not be something that you get in your starting hands/mulligans. Sometimes RNG will screw you. To make the best out of your hands, try to have a hand that includes USABLE early ramp (Paradise is best because of the lifegain), early removal, and/or card draw.
The biggest general tip I can give you is: ALMOST NEVER MULLIGAN BELOW FIVE CARDS. The statistical likelyhood of getting anything after mulling that low is abysmal and you're more likely to win with a mull-to-5 5 land mulligan than you are if you go any lower than that.