Arena Standard - Mardu Warsong of Ojer Axonil (BLB)

18
13
18
15
19
0
26
Midrange
Combo
Main 60 cards (21 distinct)
Creature (15)
$0.80€0.48
$10.19€8.66
$0.49€0.370.02
$2.07€3.09
$2.00€0.89
Instant, Sorcery, Enchantment, Artifact (19)
$7.61€5.760.02
$2.05€1.43
$8.29
$3.99€1.590.02
$0.99€0.620.03
$0.48€0.310.01
$0.24€0.150.03
Land (26)
$0.25
$0.15
$3.90€2.370.51
$1.24€1.160.02
$0.19
$1.14€0.920.20
$4.50€4.19
$3.97€2.550.65
$9.20€8.521.30
Side 15 cards (8 distinct)
$0.20€0.080.03
$0.48€0.290.02
$0.26€0.20
$3.99€1.590.02
$3.681.21
$3.09€4.327.02
$0.600.33
$2.39€2.500.04

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Description

Hear the Mighty Warsong of Ojer Axonil!

A post-rotation version of a deadly combo deck!

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Introduction

This is a combo deck concentrating on a three-card combo of Ojer Axonil, Deepest Might // Temple of Powerimage, Song of Totentanzimage, and Warleader's Callimage, which can deal 20 damage in a single turn. Even though the combo is in Boros colors, the deck has been augumented by black color, which makes it possible to include great cards such as Cut Downimage, Go for the Throatimage, Deep-Cavern Batimage, and Preacher of the Schismimage. Also, Archangel of Wrathimage makes an appearance in the deck as a top-end threat.

Deck Design

The deck has been designed to cover several aspects of gameplay as follows:

Spot Removal

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Hand Hate

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Board Wipe

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The first chapter of The Elder Dragon War deals 2 damage to each creature and to each opponent. Note that the damage to an opponent can be increased by Ojer Axonil, Deepest Might // Temple of Powerimage. Since board wipes also hit your own creatures, I decided to use The Elder Dragon War in this deck, because you can read it ahead to the chapter 2 or 3, whenever the first chapter is not appropriate for your situation.

Card Selection

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The second chapter of The Elder Dragon War allows you to discard cards to draw new cards.

Life Gain

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Card Draw

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Creature Buffs

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Direct Damage

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Format

  • The deck is for the Standard format with Bloomburrow being the last legal set.
  • The deck is probably Tier 1.5 or Tier 2 caliber.
  • The deck can be played in both Bo1 and Bo3.

Source

This is my own brew.

Previous Versions

New Cards

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Fabled Passage somewhat alleviates the loss of slow dual-lands in the rotation.

Strategy

Assembling the Combo

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You can try to assemble the combo to kill the opponent on turn 5. However, there are not many tutors or card selection cards in the deck, wherefore it usually comes together by chance.

Tokens

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Another way to win is to concentrate on tokens, especially if you draw many copies of Sanguine Evangelist, Warleader's Call, and Song of Totentanz.

Virtue of Loyalty

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In grindy matchups, you can also try to win with an army of creatures buffed by Virtue of Loyalty. It's pretty slow, though.

Sideboard

Current Sideboard

Brotherhood's End

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Against artifact heavy decks, with several artifacts with mana value 3 or less. Can be good also against Urabrask's Forgeimage.

Cut Down

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Against fast aggro decks.

Duress

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Against control and combo decks.

Pest Control

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Against fast token decks, such as Boros Convoke.

Requisition Raid

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Against artifacts and enchantments. Useful against Boros Token Control. Can also be used to buff your tokens.

Rest in Peace

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Against graveyard recursion decks.

Sheoldred's Edict

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Against planeswalkers.

Torch the Tower

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Against creatures that need to be exiled, for example, those with death triggers, such as Heartfire Heroimage.

Mana Base Statistics

The mana base has been designed so that it supports 3 colors as much as it is possible without tri-color lands. Also, I've tried to include as many lands that come into play untapped as possible.

The mana base has been designed so that there are 2 of each 3 basic land types (Mountainimage, Plainsimage, and Swampimage), which provides a protection against Demolition Fieldimage, and Fabled Passageimage can be used to fetch any land needed for the situation, since the deck is usually fine having 2 mana of each color. Having 6 basic lands makes it pretty sure that you can always fetch a basic land with any of your 3 Fabled Passageimages and that you always have mana to cast your big-mana-value spells, regardless the number of Demolition Fieldimages the opponent has. The highest mana value spell in the deck is Archangel of Wrathimage with two kickers, which costs 6 mana (I don't count Song of Totentanzimage, which has X in the mana cost.)

Overview

Lands

  • Total of 26 lands
Mana Color Produced
  • 15 lands produce red mana
  • 14 lands produce white mana
  • 11 lands produce black mana
  • 3 lands can be used to fetch any basic land
Land Types
  • 8 dual-color fast lands
  • 6 dual-color pain lands
  • 3 dual-color surveil lands
  • 3 lands that can fetch any basic land
  • 6 basic lands

Starting Hand Probabilities

Land Count

Bo3 = No Hand Smoothing
  • At least two lands: 89.6 %
  • At least three lands: 66.1 %
  • At least four lands: 34.9 %

Color Count

Bo3 = No Hand Smoothing
  • At least one red mana: 88.2 %
  • At least one white mana: 86.1 %
  • At least one black mana: 77.8 %
  • At least one fetch land: 31.5 %

Probabilities on Later Turns

Probabilities are on the play / on the draw.

Land Count

With Any Starting Hand
  • At least 3 lands on turn 3: 84.6 % / 90.2 %
  • At least 4 lands on turn 4: 71.6 % / 80.2 %
  • At least 5 lands on turn 5: 56.7 % / 67.2 %
  • At least 6 lands on turn 6: 42.0 % / 53.0 %

Color Count

With Any Starting Hand
  • At least two red mana on turn 4: 78.1 % / 83.1 %
  • At least two white mana on turn 4: 74.1 % / 79.5 %
  • At least two white mana on turn 5: 79.5 % / 83.9 %
  • At least 1 fetch land on turn 4: 42.7 % / 46.2 %

Change Log

7 September 2024

Main Deck

Spells
Lands

About Tommi

Building decks and playing Magic.

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Tommi
Last Updated: 07 Sep 2024
Created: 17 Aug 2024
301 107 0

Enter The Battlefield Prepared

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Mana Curve
Color Breakdown
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4 5 1 5 0
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