Standard - Chaos midrange

6 6 33 11
13 18 4 25
Midrange
The Cards
 
Whirler + Status, this is a 4 mana combo that deals 1 damage to all your opponents minions, but this damage has deathtouch so therefore kills all their stuff. To perform this combo on arena, before you play chain whirler press Ctrl+Shift so that "hold control enabled" appears, play your chain whirler out, until the deal 1 to all is on the stack, then stack your status on top targetting the chainwhirler, once this is done you can press ctrl to disable full control.
 
Mainboard
2x Rekindling Phoenix - I think 4 is perfectly reasonable (I only own 2) especially if you want a more minion centric deck, I think 0 is reasonable too as this card isnt really a huge threat with all the contempt floating around, but thats likely because I only had 2, with 4 it increases your targets to 8 with planeswalkers so maybe thats preferable.
**4x Chainwhirler** - This card is the bussiness. If you draw it + Status/Statue versus any board centric deck it is basically a free win, Sultai isnt as heavy as this deck so you can easily grind them out long game, so they usually need to commit early and kill you with damage, and this punsihes that hard. It's also really good at stalling games, and unless your opponent is control you will always win grindy games, the longer the game goes the higher your chances of winning. Try to not play this card on a turn where they have mana open, most midrange decks run some kind of removal, and they can stack removal onto status to kill the whirler before it death touches.
3x Gruul spellbreaker - The original list ran legion warboss and I personally dont think that card is very good, It dies to 1 and 2 mana removal which for a 3 mana card is awful. Gruul spellbreaker however is a 3 mana 4/4 which is good, plus against control it hits them in the face for 3, all my wins versus control came down to drawing this and going face, it really messes with their mana turns since they cant use removal on it in our turn it forces them to float a bunch of mana, which comes up a fair amount and gives you time to SMOrc. Plus it has trample, which has a neat little synergy with Status, where you deal 1 damage to the minion and 4 uptop. I want to put 4 of this in my main deck, really solid card.
4x Hydroid Krasis - Or how I ended up putting more colours into my jund deck. Turns out with 8 blue sources and 4 copies of treasure map resolving a krasis isnt even hard, and you can easily drop 2-3 in a game, shout out to the aggro red guy who lost to 4 krasis in top 19 cards, poor dude. Treasure map really pushes the limits on this card, dropping a 6/6 krasis and drawing an extra 2 cards on turn 5 is just insane.
4x Treasure Map - The non-blue players azcanta. This card really rounds out the colour package, it performs a lot of mana fixing, operates as a draw engine, and the early scry's let me keep some powerful 2 land hands, it taught me to always set stops on MTGA at the end of my opponents turn and during my upkeep, usually its better to scry during upkeep than make a 3 mana play so dont be afraid to skip early turns against midrange decks to stack up those counters.
6x Shivan Fire/Shock - Basically do the same thing. I never changed the Ratio from Jim Davis original list because I think it's probably right. They're rarely if ever more than just deal 2 to llanowar elves, a fistful of these is generally how you beat RDW. Shivan Fire came up a lot versus izzet drakes, and won my top 8 game against a relatively unfavoured match up. Generally 3/3 is fine because they cover more situations, you never feel bad having 1 of each going in blind game 1, but if youre facing stacked fields you can swap in where needed.
4x Status/Statue - This card is so good in this deck, its a 4 mana remove most of the things so acts as your anti Enchantment/Artifact/Niv Mizzet hate card, and then sometimes you just eat your opponents board with chain whirler, plus synergies with spellbreaker and carnage tyrant. Just a really good card in the deck.
4x Lava coil - More removal, never changed from Jim Davies list, never feels bad in the hand against decks that actually play the game, not much to say really, lines up really well versus izzet drakes that dont draw dive down.
25 wild cards of land - This is what is going to put most people off, the mana base cost is ridiculous on wild card count, but you absolutely need the 8 red splash colour lands for each colour otherwise its not enough. Upside is that crafting lands is mega important, if youre new to arena lands will win you more games (unless youre a mono player) than any other card, having a solid mana base is important to the game as much as it sucks not crafting that sick rare. I hope that wizards introduce some kind of intro/land bundle set that gives you all the lands for a specific guild for a relatively reasonable price total, heck I'd pay like £50+ for all of the lands just so I could dump my wild cards into the janky rares I want to play.
Play lands relative to what you want to play, take some time to think about your turns coming up and when you want to play what, when you want free mana open, if youre holding a 1 mana removal its ok to take 2 on turn 1 to leave the option open, even against mono red so dont be afraid to do that. Sometimes you get hands of 3 check lands and thats ok to keep as long as the rest of your hand is good generally your cards can come back from behind so its not a big deal.
2x Mommy Angrath, the Flame-Chained - To round out the chain theme, we've got the Tauren God card itself, The Chained Flame of Gra. So basically we've got this +1, that goes face, and generates you card advantage, like, youre telling me I can SMOrc AND get ahead card wise at the same time? Sign me up baby. Ironically this is better against agressive decks because usually they hold their bomb cards till later so you can slam this and snipe the hydra in their hand. Then we get to the real spice, like captain ahab, Angrath has his own moby dick skewer (arena even gives you a sick animation), your -3 ability reads "steal your opponents krasis and smash it into their face, then it dies (horribly)", Im sure I dont need to explain why this is nuts, but against Sultai, usually they will exhaust their hand, and if youve whirlerd them they reload with krasis, tapping out all their mana, you can now play an uncontesteed Angrath, kill their krasis, hit them for whatever arbitrary number their krasis had, and now they have to spend their turn killing your angrath or you start going hammer time on their hand, blows out Sultai pretty hard once they're even slightly behind. Easily the coolest card in the meta. Only reason I didnt run 3 is becaus its kinda hit and miss against other decks, stealing adanto vanguards and benelish marshalls is fun, but not against teferi, teferi is not fun for Angy SadFace.
2x Ral, Izzet Viceroy - I call this the lightning round. Basically I had this bright spark idea to replace Karn in the original list with Ral because I think Ral is better, but then someon askeed me, Izzet? Puns aside, late game drawing 2 cards a turn where one of those cards is a better of two choices is just good, the +1 is better than Karns, hands down, plus it synergises nicely with treasure map scry getting you to see 4 cards a turn which is super good. The power level against non sultai decks made me want a 2/2 split with Angy as opposed to a 3/1 of either. The -3 is better than Karns, and worse than Angraths, usually youre getting to deal 3 damage versus something.
 
Sideboard
2x Carnage Tyrant - Play this go face hope they dont remove it.
2x Dire Fleet Daredevil - I kept 2 in from Jims list because I never get to use this card, its more like a 5 mana removal than a 2 mana creature. I only really ever sided it in versus izzet drakes, and sometimes I stole their lava coils with it. There's probably better tech cards for izzet drakes idk. Generally I found it wasn't really a usefull sideboard slot so feel free to cut it for other stuff or something. I probably will. Still a really cool and flexible card though.
2x Banefire - I put 2 banefire in because the control match up is bad and I wanted a breadth of different answers to try out what worked best, banefire didnt work at all. It either got discarded of duress, or I didnt draw it, but also I didnt play a huge amount of control games, maybe 1 or 2 all tournament? The biggest let down was how rigid it was as a tool, it was only good for control and that was it. Tyrant had utility in other match ups, same with find/finality e.t.c. and flexibility seems to be essential right now. So feel free to cut this for more tyrants or finds or whatever takes your fancy. Ill probably cut it for 2 more tyrants.
4x Fountain of Renewal - Card was put in to beat aggro, card beat aggro, thats all there is to it. Deck has a solid aggro match up pre board, and then post board we get 4 powerful heal cards, and 2 finality if needed to. Insta 4 of dont cut good cardu.
2x Find/Finality - Really powerful card, most people didnt really expect it and youre already main decking 4 aoe and this really pushes the limit, plus you have utility against midrange decks and combo decks. Honestly I could see this being main decked, or maybe even 4 copies side board it was just so powerful in all the games I put it in. Flexible cards like this is really what makes this deck shine, lots of flexibility in the card options, I love when I can make 10 different decisions.
3x Cindervines - I didnt have much respect for this card, I cut 1 copy from Jims list because I was like it cant be that good right, boy was I wrong. Was good against the 1 control opponent I sided it in for, is good on ladder versus esper. 4 copies of this and I wont even feel bad about it.
 

More indepth breakdowns from the tournament I participated in on reddit: https://www.reddit.com/r/spikes/comments/amt4ip/standard_aliasv_tournament_1st_place_red_splash/

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1 comments

Derael
Daredevil are great vs monowhite and monored, rakdos, all the guilds that play 2 toughness creatures basically, and not bad against control, I usually just slam them to steal opt if I have northing better to do.

But I guess with Chainwhirler they night be a bit redundant. Still great utility in most matchups except midrange guild like Golgari.
Last Updated: 05 Feb 2019
Created: 01 Feb 2019
3194 300 1

Mainboard - 60 cards (18 distinct)

Creature (13)
$1.09€0.640.02
$0.75€0.660.02
$0.47€0.380.02
$2.59€2.120.15
Instant, Sorcery, Enchantment, Artifact (18)
$0.15€0.040.03
$0.19€0.040.03
$0.25€0.140.03
$0.94€0.960.02
$0.20€0.090.03
Land (25)
$15.52€13.970.55
$2.00€1.690.02
$3.63€2.750.02
$11.20€9.651.27
$14.27€11.911.16
$1.43€0.770.02
$17.50€14.990.29
Planeswalker (4)
$2.96€3.490.02
$0.99€0.650.02

Sideboard - 15 cards (6 distinct)

$0.66€0.380.02
$5.50€5.300.13
$0.54€0.640.03
$0.49€0.280.02
$0.28€0.100.02
$0.85€0.450.02

Maybeboard - 8 cards (5 distinct)

$5.50€5.300.13
$0.75€0.660.02
$0.47€0.380.02
$0.49€0.280.02
$0.28€0.100.02

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Main/Sideboard Rarity Count
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