Creature (20) | |||
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$0.24€0.130.03 | |||
$0.25€0.140.03 | |||
$0.49€0.320.02 | |||
$0.46 | |||
$0.69€0.790.03 | |||
$0.50€0.370.02 | |||
Instant, Sorcery, Enchantment, Artifact (22) | |||
$0.15€0.020.03 | |||
$0.25€0.130.03 | |||
$0.32 | |||
$0.20€0.110.03 | |||
$0.25€0.110.03 | |||
$0.250.03 | |||
Land (18) | |||
$2.38 | |||
7
Plains
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$0.160.03 | ||
6
Forest
|
$0.190.03 | ||
$1.89 |
$0.20€0.110.03 | |||
$0.25€0.110.02 | |||
$0.25€0.090.02 |
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Learn more Download For Windows*as every deck I post, this has been played throughly and is not a theroretical exercise, it takes weeks of tweaking to find the right formula in any meta
**this one deck reached mythic in the current 2022 season, faring very well against the many black-control-removals we all suffer, so, if you are looking for an answer to those, here you have it
This is an aggro deck, it can win t4 with a good hand (won one t3 :/), but it can also go longer and remain relevant up to turn 15, even vs a control deck. This is due to a bit of Learn, a bit of Draw, a bit of creatures Protection, the latter resulting in them emptying their hands, tapping their mana, while our response not only protects our creature, it also makes it stronger (especially if they try to kill it in our turn).
Things to know:
Lands are few (18 + 2 dfm): I did like the original formula 20-20-20 (creatures/spells/lands), but was still flooding too much. I rather quickly concede every once in a while, when I don't get the second land, than flood and drag the match to a slow loss, the game screw you regarless, so at least I account getting screwed in the deck building phase, but I don't flood.
More on lands: this deck works well with 3 lands, the 4th is good, the 5th is usually unwelcome; Learn into Environmental Sciences helps fixing; Vastwood Fortification is just great, when not needed as a land, in this deck is not only a +1 counter, it interacts with magecraft and boosts Show of Confidence, vs -x/-x removals is also protection; Hydra is not really required, I only happened to use it as a creature once.
No auto-pilot (sorry): they say that to choose between removals takes thinking (LOL), well, this deck takes thinking too (for real).
Sometimes you want to play under curve and keep a green mana open for protection - a typical question you will be asking yourself is 'can I afford to tap now?', and in 2022 the answer is often 'no'.
Often you need to read your opponent and decide if it's time to be aggressive or defensive - typical example in Wild Shape: Need the hexproof? Need to trample? Need flying to block and kill a Goldspan? (Yes! It can be done). Particular attention to trample, sometimes you might have lethal and don't realise it. Check that Clever Luminancer becoming a 3/3 trample, retaining its +1 counters, proccing magecraft once twice or trice, and maybe the Leonin guy's doing.. it easily turns into a lethal swing.
Always, you need to do some calculations on magecraft when you have potentially 5-10 interactions to account. Do the math right or you are better looking for another deck - typical example in Show of Confidence: How many times can I make it proc? How many magecraft is activating? On which creature should I put the additional counters? Often you will need to give up the Vigilance buff to favour a reactionary, but potentially lethal, apporach, you want to wait and see who is going to be blocked, so you can give it trample then <boost it with confidence>.
Mavinda: no, I won't say anything about my favourite card, the one who made me build maybe 4-5 decks. Twenty cheap spells with friendly targets, mostly instant speed, a magecraft deck.. enough said. Just wonderful.
Now... "oh my god you play no removals!!!!!! Whaaaaa, I can't play this deck! Ohmmygòd no removals, no interaction with their board, woaaah": ok, seriously, there is no need to remove anything, at first I was playing with snow and blizzard Brawl, but that's not neeed. The core concept of this deck (at least in the current 2022) is that we are the ones attacking every turn, we are the ones trampling over their creatures with huge boosted Luminancer and Dragonsguard, we counter their creatures with bigger creatures, we counter their removals with our many spells, and so doing we boost our creatures to threat level [..midnight. Anyone?]. Simple and effective.
Consider the typical black/anycolour deck: their 1/1 are no block to us, their draw we can almost replicate, their removals we nullify. By the time they reach t6 (if they do), they are exhausted, our board strong; Blood in the snow? It's ok most of the times, we kept 1-2 creatures in hand as we only need 1-3 creatures on the board and we use the mana for non creature spells.
TIP vs black and vs red: often they don't understand (yet) what deck they are facing/how the deck works, and they try to remove Clarion Spirit or Luminarch Aspirant, what do you do? You will let them do that!! We don't care about those, they are kind of fillers in this deck and almost never decisive. In t2 you should play any of them before playing anything else, unless you played Clever Luminance in t1 and are now going to cast Guiding Voice and leave the green mana open. Luminarch and Clarion are wonderful baits.
Lessons: you want 2 Environmental Sciences, 2 Basic Conjuration, 1 Academic Dispute. Nothing else needed.
Biggest fear of this deck?
Tasha's Hideous Laughter results in an average of 20 milled cards each time, and, to make it worse, they are exiled and of no use for Mavinda. However, this is not a very common matchup and, I would say, I still win 50% of the times vs red/blue mill.
21 | 22 | 15 | 2 | 0 |
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2 | 0 | 3 | 0 | 0 |
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