NOTE: Because apparently this needs to be pointed out, this deck is JANK and is tagged as such. Don't play it if you want to play a perfect meta-deck, it's rewarding if you stick with it in order to see the late-game control swings.
Hello all! I've updated the deck to move from Standard to Historic, have some fun!
The goal of this deck is, you guessed it, to ramp into our big creatures and/or combos! Our primary colors are G/U/B with splashes of R/W.
General Idea:
Gaea's Blessing and Notion Rain make it so we can repeatedly shuffle our graveyard into our library.
Platinum Angel and Chance for Glory makes it so Platinum Angel has to be exiled and you won't lose the following turn because of it. Thousand-Year Storm works quite well with Chance for Glory, allowing for multiple extra turns (they stack).
The Immortal Sun controls strong planeswalkers like Teferi, Hero of Dominaria and lets you draw an extra card each turn.
Board wipes galore against go wide decks through Settle the Wreckage / Shatter the Sky. Vraska's Contempt kills any single creature or planeswalker threats we need to get rid of.
Banefire and Carnage Tyrant are our finishers against Ux Control.
Strong Against:
This deck is particularly strong against Midrange and non-burn Control because of our lifegain and wipes, we should usually out-value them. The longer the game, the stronger our possible plays get.
Weak Against:
This deck is only as weak as its' draws. It's made to be as wide as it can go in order to deal with most threats. U-Tempo and Counterburn can be kind of rough though.
Wincons:
Mulligan Guide:
Ideal starting hand:
This allows for steady ramp and removal opportunities, also getting life from Gift of Paradise can be very useful if against aggro. Typically this type of starting hand will allow you to draw into more valuable cards, while the ramp should keep you alive. Paradise also allows for early double devotion spells (double black, red, etc) like Vraska's Contempt / Shatter the Sky. Alternatively, Chromatic Lantern can fix mana needed to cast anything.
Now because variance is a thing, your hands may or may not be something that you get in your starting hands/mulligans. Sometimes RNG will screw you. To make the best out of your hands, try to have a hand that includes USABLE early ramp (Paradise is best because of the lifegain), early removal, and/or card draw.
The biggest general tip I can give you is: ALMOST NEVER MULLIGAN BELOW FIVE CARDS. The statistical likelyhood of getting anything after mulling that low is abysmal and you're more likely to win with a mull-to-5 5 land mulligan than you are if you go any lower than that.
Notes:
21 comments
Creature (8) | |||
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$7.10€3.770.02 | |||
$2.45€2.130.02 | |||
$4.10€4.470.14 | |||
$0.25€0.140.02 | |||
$20.75€22.191.39 | |||
Instant, Sorcery, Enchantment, Artifact (27) | |||
$2.99€1.910.13 | |||
$3.30€1.990.02 | |||
$0.35€0.230.02 | |||
$0.29€0.31 | |||
$1.09€0.820.02 | |||
$1.35€1.260.02 | |||
$3.32€1.770.02 | |||
$3.48€1.270.02 | |||
$0.20€0.070.03 | |||
$0.30€0.170.03 | |||
$15.77€11.700.03 | |||
$3.93€3.26 | |||
$1.46€0.800.02 | |||
$6.79€6.660.24 | |||
1
Banefire
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$0.75€0.480.02 | ||
$0.60€0.520.02 | |||
$0.20€0.110.03 | |||
$2.80€1.370.02 | |||
Land (25) | |||
$11.91€10.240.15 | |||
$10.04€9.740.24 | |||
$13.36€13.600.29 | |||
$1.65€1.320.02 | |||
2
Plains
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$2.47€0.570.03 | ||
3
Swamp
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$1.64€0.820.03 | ||
$1.00€0.750.02 | |||
3
Island
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$1.99€0.830.03 | ||
$2.92€2.200.03 | |||
$0.47€0.210.02 | |||
3
Forest
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$1.16€0.680.03 | ||
$1.15€0.870.02 | |||
2
Mountain
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$1.59€0.690.03 | ||
$1.64€1.390.02 | |||
$1.58€1.070.02 | |||
$2.67€2.030.02 | |||
$0.99€0.850.02 |
$0.39€0.240.02 | |||
$4.10€4.470.14 | |||
$0.25€0.110.03 | |||
$0.50€0.360.02 | |||
$0.25€0.120.03 | |||
$6.29€4.930.02 | |||
$0.30€0.170.03 | |||
$0.39€0.240.02 | |||
$0.70€0.610.02 | |||
$0.40€0.200.02 | |||
$1.05€0.660.02 | |||
$0.99€1.190.02 | |||
$0.30€0.150.02 |
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Fiz uma conta no site só para dizer que aprovo isso.
First game: Banefired the bajeezus out of some poor sod playing a U/G mer, deck.