Snow Sultai mid-range built around "Jorn Snow" and the effects he enables. Play a tempo game and press your advantage on the battlefield with psuedo-vigilant creatures and Standard's new "Icy Manipulator."
GENERAL GAMEPLAN:
TECH BREAKDOWN:
Creatures
Frost Augur: Augur hits just about everything in our deck so it should help you find combo pieces early, or gas late.
Avalanche Caller: Aggressive 4/4s are great, and with Jorn on board, you'll even be able to use the mana later. Snow lands can also be called upon as emergency blockers when necessary. Late game, Avalanche Caller is one of our win-cons as a follow-up to a board-wipe (no tap symbol on the ability means you can send your 4/4s on the same turn).
Pilfering Hawk: We're mostly interested in the loot ability here. With Jorn on the field, we can loot twice per turn to find our board wipe or bigger threats.
Jorn, God of Winter: Jorn allows you to be aggressive with your attacks. It's psuedo-vigilance, so as long as the attacks remain favorable, we should remain on the beatdown. Use mana both pre and post-combat to continue pressuring your opponent.
Draugr Necromancer: A 4/4 at 4 mana is OK on it's own, and the abilty serves as extra draw so long as you're trading favorably. Without favorable trades, with Necromancer on the field or in the yard, you can feel good about dropping a Blood on the Snow while nearly guaranteeing additional follow-up plays.
Narfi, Betrayer King: Our snow lord. Narfi pumps all of creatures, helping push late-game attacks back in our favor. The three snow-mana "escape" mechanic also helps Narfi stick to the board.
Spells
Blizzard Brawl: A 1-mana fight spell is decent, and our deck should be able to take advantage of the +1/indestructible feature most of the time. It's possible that Bloodchief's Thirst (or Feed the Swarm) is correct here for sorcery speed removal.
Heartless Act: Nothing new here. Spot removal at great rate.
Blood on the Snow: Our sweeper and backup plan in case the board-state gets out of control. Avalanche Caller or Draugr Necromancer give us our best threats and are great reanimation targets post-clear. Necromancer can also play off of the opponent's board if it was also in play when Blood was cast.
Graven Lore: A 6-mana draw three isn't horrible, and we should be able to reliably scry 2-4 by the time this is castable. Graven Lore is a great reload late, or provides phenomenal value cast pre-combat to a Jorn-led attack (draw 3, then play your draws post combat after untapping)
Artifacts
Icebind Pillar: We're ideally looking to play this on T4 as a follow-up to Jorn. Reserve one mana at all times to tap down the opponent's biggest threat. With Jorn in play, you can double this effect to get in some extra damage, or to prevent both blocks and attacks. Pillar will be at it's best at forcing opponent to unfavorable combat situations, but is also a great defensive tool when beatdown isn't possible. As a bonus, Pillar will shutdown Goldspan Dragon which is rapidly growing in popularity in KHM standard. Multiple Pillars aren't necessarily a bad thing, either.
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Instant, Sorcery, Enchantment, Artifact (15) | |||
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Land (24) | |||
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$0.26€0.240.03 | |||
$0.15€0.040.03 | |||
$0.24€0.190.03 | |||
$0.39€0.410.03 | |||
$0.30€0.230.02 |
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