Creature (20) | |||
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$0.20€0.050.03 | |||
$0.15€0.020.03 | |||
$0.15€0.11 | |||
$0.20€0.100.03 | |||
$0.49€0.420.03 | |||
$1.25€0.47 | |||
Instant, Sorcery, Enchantment, Artifact (22) | |||
$0.28€0.21 | |||
$0.35€0.220.04 | |||
$0.18€0.030.05 | |||
$0.10€0.050.03 | |||
€0.10 | |||
$0.25€0.170.04 | |||
$0.15€0.090.03 | |||
Land (18) | |||
8
Plains
|
$0.15 | ||
2
Swamp
|
$0.15 | ||
$0.25€0.140.02 | |||
$1.31€1.29 | |||
$0.42€0.250.02 |
$0.25€0.180.22 | |||
$1.09€1.070.03 | |||
$0.20€0.140.03 | |||
11.17 |
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Ok, my friend, let's have a look at the deck. As you mentioned, Griffin Rider and Transcendent Envoy are the build-around cards. So, that means we're playing Griffins, Auras, and enchantment payoffs. Considering we're using Transcendent Envoy, we have to be considerate of two things. First, we can't play too many non-aura enchantments. And two, we don't want to play all one-mana spells like Ethereal Armor and Hyena Umbra, or the reduction won't work. That said, here is what I came up with.
To get Griffin Rider online, we have eight total Griffin - The four Transcendent Envoy and four Changeling Outcast. I like having this as a one-drop because you can get Griffin Rider all pumped up the turn he comes down. Without haste, it doesn't matter much for attacking, but the 4/4 body and flying are great on defense, too. And puts him out of range for a lot of burn.
I find Changeling Outcast to be preferable to something like Universal Automaton because it's unblockable. So, if you suit this up with some auras and attack, it will always get through, even if they have flyers. Sure, it can't block but that's not the end of the world, I think.
We have a total of 22 auras. Plus, there are six enchantment creatures. So, we'll have no problem triggering our Grim Guardian, Pious Wayfarer, Ethereal Armor, and Slumbering Keepguard. Or make the most of Transcendent Envoy.
Now, let's look at the auras. First up, are spells for pumping up our creatures and making them deadly attackers. Again, some of these cost more than one on purpose and will be reduced. We have:
Due Diligence adds a total of five power and toughness to the board, spread over two creatures, which is crazy. Plus, the vigilance offers us a way to guarantee we can attack and still have blockers up. This "offense and defense" 1-2 punch is something that works well for us. Fungal Fortitude, for example, can be an aggressive pump spell, but can also save your creature. Hyena Umbra too, because we have the "totem armor" as well as the +1/+1.
This theme continues in a spicy way with Floating Shield and Dog Umbra. Dog Umbra is a pseudo-removal spell, that locks down an opposing creature. But you can also put it on your own creature to give it some protection. It's the same thing with Floating Shield. If you give your creature protection from the color of their creature, they can't block. But it also can protect you from their removal spells. And the sac ability gives us some tools against two color decks as well.
In total, we have 18 lands. The four Forlorn Flats are sorta burn spells, which is excellent on a dual land. Then we have two Sunlit Marsh. In total, these duals will help ensure we can cast all our spells pretty early in the game. Then we have two Bojuka Bog as a way to deal with opposing graveyard decks. Lastly, we have 10 total basic lands.
Without knowing your meta, here is a Sideboard that I think covers the deck pretty well. For our sideboard, we have:
56 | 4 | 0 | 0 | 0 |
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11 | 4 | 0 | 0 | 0 |
Symbols | Percentage | Lands |
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