Planeswalker (16) | |||
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$3.15€3.910.06 | |||
$17.96€20.460.03 | |||
$0.93€0.750.02 | |||
$0.67 | |||
$2.27€1.490.02 | |||
$2.22€1.680.03 | |||
$3.82€2.830.02 | |||
Creature (15) | |||
$4.30€4.290.55 | |||
$4.21€5.810.87 | |||
$0.250.03 | |||
$4.40€2.870.03 | |||
$12.71€13.440.97 | |||
Instant, Sorcery, Enchantment, Artifact (6) | |||
$0.25€0.270.03 | |||
$0.20€0.110.03 | |||
$0.67€0.350.03 | |||
Land (24) | |||
$3.31€3.582.03 | |||
$18.89€16.600.57 | |||
8
Forest
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$1.000.03 | ||
2
Swamp
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$0.640.03 | ||
1
Island
|
$0.500.03 | ||
$4.610.59 | |||
$5.72€4.120.15 |
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Learn more Download For WindowsHey everyone! With the new rotation I've mainly been playing Dimir Rogues (and my goodness, it's performing extremely well in the early meta), but I also wanted to have a bit of a project list as well, and since I usually prefer more controlly lists, I decided to throw together a Sultai Superfriends deck to see how it performed. It's basically just all the good stuff currently available to Sultai (in terms of planeswalkers at least), and can ramp up very quickly and drop a lot of bombs onto the field fast. Onto the cards!
Creatures
Lotus Cobra - I. Love. This. Card. I really hate Gilded Goose, and while the snek is also situational ramp, playing a ramp creature that can actually add to an offensive board state and triggers off of things you would normally do in the first place feels so much better than the stupid duck that needs to lay eggs to contribute anything more than chump blocks. 13/10 would play 8 copies if I was able.
Uro, Titan of Nature's Wrath - He's good. Ramp, card draw, recursion and a huge body. Is it any wonder he's seen so much play over the past year?
Questing Beast - An extremely potent 4 drop, the deathtouch and vigilance make him a real midgame force to be reckoned with. The fact that he ignores chump blockers and hits planeswalkers at the same time as players makes him a very threatening presence.
Elder Gargaroth - He's a little bit less impressive than some of the other cards here, but if he resolves and sticks around, he can snowball pretty quickly with the added value from attacking and blocking. Reach is an under appreciated ability as well, and he'll have a place blocking Nighthawk Scavenger for the rest of the year.
Beanstalk Giant - More ramp and an absolutely gigantic creature. Not the best play, but having an untouchable creature on standby can be nice.
Instants / Sorceries
Eliminate - Early game removal. Basically keeps you kicking until you can start ramping out planeswalkers to take over the game.
Heartless Act - Additional removal. It's situational and with the advent of more +1/+1 counters this probably won't be super great going forward. Especially against aggressive decks like mono green. Still a decent option of course.
Cultivate - More ramp. You can never go wrong with more ramp and thinning your deck.
Planeswalkers
Jace, Mirror Mage / Teferi, Master of Time - I'm currently testing to see which one of these walkers carries more weight. I'm leaning towards Jace, thanks to his kicker and scrying capacity, where Tef really only sifts so he doesn't really give much card advantage. Tef can phase scary beaters out which can be extremely helpful though, so I'm currently weighing options with these two blue mages.
Garruk, Unleashed - Against aggro you'll often find yourself a bit behind on the board, so Garruk coming in and having effectively a -1 for a 3/3 beast is pretty decent. And if you're ahead he'll help you race more effectively with his +1 ability. Pretty solid.
Liliana, Waker of the Dead - She acts as removal for the most part, and her discard actually works pretty well against aggro. I don't want to drop her against control for the most part, but she usually pulls her weight when she drops.
Nissa of Shadowed Boughs - I haven't actually had the opportunity to cast her yet. She's mostly inferior to Nissa, Who Shakes the World, but she will come down a turn early and the landfall ability should be able to keep her standing for a lot longer, as well as easily dropping in big creature threats with her -5. Her +1 is nothing to scoff at either, untapping your land for further use if needed or filling your board with pseudo-evasion on every land.
Vivien, Monsters' Advocate - She basically serves the same purpose as Garruk, Unleashed, flooding the board with 3/3 beasts with varying abilities as your needs dictate. She also has a bit of interaction with Jace, Mirror Mage and Teferi, Master of Time giving them the ability to see what they'll be drawing and sometimes saving Jace from having to be cast with Kicker. She's not my favorite card in the deck, but she's still pretty solid.
Ashiok, Nightmare Muse - I really like this walker. He drops in viable creatures at 2/3, bounces big threats and forces discard, and if it comes down to it, his ultimate can really swing games for you. I managed to hit a Cragplate Baloth with it, and being able to pay the kicker ended the game immediately.
Garruk, Cursed Huntsman - Chonky Garruk is a powerful drop with his capacity to flood the board even more quickly than the other walkers that create tokens. The fact that they boost Smol Garruk on death as well add to his capabilities as one of the more expensive cards in the list. His removal is also very welcome, especially since it comes with card draw. His ultimate will also straight up end games, especially with all of the token generation that the other walkers offer.
Ugin, the Spirit Dragon - The best walker in standard is the absolute best way to spend your mana. Especially on turn 5 if everything lines up. Prepare for scoops if he resolves that early.
Mana Base
Even with the new spell lands, I decided to keep the mana base traditional with this list since it focuses so heavily on walkers. There's probably room for some options (especially on instants and sorceries), but right now I'm trying to keep it as simple as possible while refining the deck.
Conclusion
I've played a few games with this in the new standard, and ,while a bit janky, it feels like it's going in the right direction. It needs multiple refinements obviously, but I feel like the bones are solid. Let me know what you think if you decide to try it out!
Edit 1: -2 Liliana, Waker of the Dead, -1 Teferi, Master of Time. +1 Jace, Mirror Mage, +1 Nissa of Shadowed Boughs. Lili never felt super awesome to play, and was mainly present for her -3. Unfortunately for her, the -3 doesn't interact very well with Uro, and wasn't particularly relevant against anyone but mill so I had to cut her from the list. I decided on Jace over Tef for this deck, mainly thanks to his card advantage since I don't have much additional card draw. Increased Nissa to a 3-of since she's actually quite the nice drop on turn 4, and thanks to everyone's past experiences with Nissa, Who Shakes the World, she draws all sorts of hate that she might not otherwise (like I said, she's actually pretty much inferior to that version especially since the lands don't stay creatures like I had initially thought). I'm considering going to a 2-of for Vivien, as her ability to look at the top card of the library is actually pretty fantastic, and her -2 allows Gargaroth to pull any other creature on casting him.
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