Historic - God's Wrath

13
6
5
5
15
23
12
0
26
Jank
Main 61 cards (34 distinct)
Instant, Sorcery, Enchantment, Artifact (12)
$0.30€0.17
$1.15
$0.35€0.230.02
Creature (23)
$13.700.16
$0.300.02
$1.79€1.210.07
$3.40€3.700.06
$4.140.02
$5.42€3.670.02
$5.23€3.310.02
$2.27€1.940.02
$2.80€2.820.02
$2.93€2.450.02
$1.55€1.120.02
$1.90€1.640.02
$0.710.02
$6.27€4.200.02
$0.490.67
$10.50
Land (26)
$13.79€11.671.02
$3.75€2.571.00
$14.48€12.961.27
$2.66€1.490.49
$4.37€2.400.66
$4.70€4.440.02
$15.09€13.800.63
$17.50€16.950.57
$3.31€1.950.56
$5.49€4.180.15
$2.70€1.530.64
$17.49€17.137.02
Side 15 cards (14 distinct)
$0.80€0.270.03
$6.47€3.440.02
$0.24€0.130.03
$6.91€6.21
$0.20€0.120.03
$0.25€0.140.02
$2.35€1.860.20
$33.97€17.000.15
$57.09€42.811.51
$4.70€4.440.02
$4.10€2.840.02
$3.75€2.440.02
$7.29€12.440.17
Maybeboard 7 cards (6 distinct)
$5.35
$2.50
$57.09€42.811.51
$0.40€0.500.04

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Description

I built this deck about an hour into the release yesterday. I loved the Gods from Throne of Eldraine, from War of the Spark and I was interested in what the new Gods could offer. Unfortuately, I didn't pull that many when I brought a few packs and I rather not spend wildcards on cards that I personally don't care much about. The deck is pure jank and a bit of a RNG nightmare. But what feels better than on turn 10 or 11 slamming 15 creates with (potentially) haste and double power.

The deck wants to ramp for The World Tree, so there is Explore, Cultivate and Uro. Which is normally quite consistant since there are quite a lot of lands. If you miss the lands you can normally survive with the few board wipes or having decent blockers. The older Gods are probably the best blockers you can have; reoccuring threats that opponents have to deal with some way. The Golos fetches The World Tree or any land so you can activate it, it is easy to activate the Golos since every land now taps for every colour. The cards you exile are free real estate, it can either be more blockers/attackers or ramp.

The New God's are interesting to play, since you are ramping quickly and quite often in the early game Cosima can be a great way to draw cards and can be a good blocker, her evasion is quite nice as well. With Esika, I spent more time casting The Prismatic Bridge, since it was one free Golos or a God a turn. Birgi has been nice to spam out cards in hand but other than that it's a blocker, the flip side might be okay to dig through the deck to find answers and with the sideboard build how it is reanimation can be viable. 

The Sideboard

I always hate building sideboards because I am such a BO1 player, but Fae of Wishes is such a great card for early defence and having things to grab is useful. So what do we have

  • A spare of The World Tree, if you haven't manage to find one or it gets destroyed. The deck pretty much revolves around this card, so you kind of need one.
  • Ramp, The World Tree's activated ability being 10 mana means you need to just focus on ramping in the early game. The Altar can be a nice way to ramp and gain life, Orrery makes things easier to cast, Mirari's Wake can give you access to a game ending 6th turn by doubling your mana. The Great Henge is card draw, ramp and can give a bit of resilence to Heartless Act's but most importantly it is 2 life a turn. Nissa is considerable ramp and can provide blockers easily, most of the time you have excess lands so sacrificing them to prolong the game is fine.
  • Control, You need to be alive in order to win, right? Grafdigger is a double edged sword since it turns off our deck completely so it's a card you never really want to grab (in fact Tormod's might be better) to shut down reanimator or Lurrus decks. Clear the Mind for mill match-ups, God's Phroah Statue to slow decks down. The Bolas' immediate pull aggro, they are easy ways to kill something and reduce the damage for a turn. If they sit there long enough they are another win condition, but I've never grabbed them myself. Teferi is the same, it pulls aggro and can slow down the opponent a turn or two having card draw can help dig for one of the few boardclears.
  • I would add more boardclears or other ways to deal with threats to the sideboard, probably a Spyglass would be ideal for dealing with Ugin's.

I've pulled off the decks end game quite a few times, it is surprisingly easy. The issue is staying alive and ramping quick enough to match aggro. The god's can make good sacrifices to prolong the game, but they can cause an endless loop instead of allowing you to ramp, which is the main decision you face when playing the deck. But when it pops off, it is hillarious to watch opponents realise that you went from 1 or 2 annoying creatures to an entire board which is now swinging for lethal. The most annoying part of the deck is, occasionally it is harder to activate some of the god's. I've very rarely had an activated Purphoros, I'll always be 1 or 2 devotion off.


About SionConnery

When it doubt, Jank it out.

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SionConnery
Last Updated: 11 May 2021
Created: 29 Jan 2021
733 345 0

Enter The Battlefield Prepared

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Mana Curve
Color Breakdown
Main/Sideboard Rarity Count
5 4 24 13 0
3 1 5 6 0
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