Historic - UW Aura Tempo

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Aggro Control

The Historic Best of One ladder is a chaotic roil of Elves, Goblins, and combo decks right now. there are however, a few creative, competitive, and most importantly, affordable decks that are able to face up against these overwhelming and expensive archetypes. My contribution is this blend of Blue Tempo and Aura Enchantress, two archetypes that you don't often see together empowered by the addition of a few very high impact cards from jumpstart. 

The core card of this deck is one of my favourite creatures from one of my favourite creature types, Kor Spiritdancer. She is easily the best finisher in the entire deck and can save you from many hopeless situations thanks to her excellent ability to generate card advantage and her overwhelming power once she sticks to the board. 

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The deck also has a suite of aggressive and disruptive creatures. This build is very low to the ground and can function on a minimum of two mana, but if a game ends up going longer than anticipated Lurrus can mean the difference between a win and a loss, no one can escape the nightmare. Mist-cloaked herald is unblockable and is another evasive and cheap creature that can close out games. Alseid of Life's Bounty provides protection from removal, damage, and troublesome targeted abilities, and very easily locks down the late game in drawn out matches in tandem with Lurrus. Siren Stormtamer is an efficient flyer that grants an extra bit of protection that Alseid can't. Merfolk Trickster is exceptionally good at slowing down fast decks and saving lives, tapping an Elvish Archdruidimage to deny a Craterhoof Behemothimage, or to disrupt a potentially lethal swing from a swoll Muxus, Goblin Grandeeimage, the Trickster does it all. And finally a single Transcendant Envoy, it provides a little extra speed by reducing a few of the two cmc auras in the deck and another evasive body on the field. 

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Thanks to the abilities of Kor Spiritdancer this deck doesn't need to run many finisher Auras, in fact it runs only one, the multi-format all-star All that Glitters. This aura generates stacking power beyond Spiritdancer and can close out games on any of our creatures. 

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The rest of our auras provide ultility for a variety of situations. Sentinel's Eyes give any one of our creatures vigilance and a slight buff, In tandem with a lifelink creature it can stall out a game and allow attacks into small but aggressive board states. Curiosity is cheap and guarantees card draw when attached to an evasive creature, you might wonder why Curiosity and not Curious Obsessionimage, well the latter tends to be a liability in complicated games, sometimes you'll want to retain a consistent form of card draw while staying on the defensive and that flexibility is worth more the +1/+1 in stats. Arcane Flight provides a cheaper evasion giving aura and can make a creature a flying attacker or blocker, and both can be valuable depending on the situation. 

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Staggering Insight gives not only another form of card draw but lifelink as well, an ability that can easily stall out and win games on a big Spiritdancer. Aether Tunnel makes our threatening creatures an inevitability, it makes wide boards with multiple blockers a trivial obstacle. Lastly Starlit Mantle is a little extra protection that can also trigger Spiritdancer, a uselful tool against decks with a lot of removal and targeted damage and abilities. 

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Lastly we have our tempo tools, all dispense instant speed utility. 

Karametra's Blessing not only gives both hexproof and indestructible, making it possible to have the target weather destructive board wipes and single target removal. Dive Down is only a one of because it has limited utility, but the fact that it gives unconditional protection and can make blocking easier in the early game. A single copy of Spell Pierce can catch a comboing opponent out and just allows an extra little bit of disruption that can change the flow of the game. Finally we have Settle the Wreckage, this card is probably the best board removal against aggressive decks hands down, owing to the fact both Elf and Goblin decks rely on overwhelming boards with zero protection against Settle the Wreckage. It is also a one sided effect, allowing you to clear the way while retaining a threatening board. 

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The rare lands in this deck a 100% optional, I've found this deck still functions quite well without the dual lands of Fabled Passages. Nonetheless, the rare lands are just a little more flexible and really help the deck alot. I'd also like to mention the two major utility lands, Ghost Quarter can slow down Field of the Deadimage decks and remove other troublesome lands, while Riptide Laboratory is just a preference, there are a few important Wizards in this deck that it can save or recur and the very few times I've used it have been very satisfying. Finally we have the Blue and White castles, Vantress can filter a draw or two if we're flooding and Ardenvale gives us a disposable blocker in the face of an aggressive opponent. 

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And that's my deck, It's fun and competitive and can demolish those overhwelmingly popular tribal aggro decks. Let me know if there is anything I've missed or overlooked, enjoy :)

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Coorow
Last Updated: 22 Jul 2020
Created: 19 Jul 2020
651 342 0

Mainboard - 60 cards (26 distinct)

Creature (15)
$0.37€0.310.03
$0.88
$1.12€1.220.03
$0.25€0.100.03
$1.99€2.300.03
$0.42€0.470.03
Instant, Sorcery, Enchantment, Artifact (24)
$0.35€0.280.03
$0.25€0.150.03
$0.15€0.040.03
$0.25€0.210.03
$1.00€0.890.45
$0.35€0.230.03
$0.25€0.130.03
$4.24€2.310.02
$0.25€0.180.03
$0.20€0.100.03
$0.15€0.090.03
Land (21)
$9.00€9.550.33
$1.90€1.670.02
$0.49€0.35
$6.35€4.660.14
$0.33€0.230.03
$0.25€0.200.03
$0.64€0.870.02
$0.80€0.690.03
$1.34€0.900.02

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