Standard - Shenanigans Two-Day Dec 21-22 STD RCQ

25 13 4 4 12
15 21 0 25
Midrange Control

Now, Overlords Ramp isn't really all that uncommon of a deck to see in the Standard meta right now. The overlords are immensely powerful, which is why we use them, and Zur, Eternal Schemerimage makes them better. Typically, you'll see it as a hard 4 color deck, Black only being used for Zur and that's the same here. We are a 5 color deck. We are essentially an Atraxa ramp deck without Atraxa.

The only non horror creature here is Zur. He is just a 1/4 flyer for Raffine costs, but makes our engine go brr. He allows our overlords to be played for their impending costs and often attack before their time to arrive naturally comes. Turning every enchantment creature into a deathtouching, lifelinking, hexproof monster. While he lowers the power of of one horror by 1, he increases the toughness and power of others so it's a good tradeoff.


Our most important Avatar Horror, Overlord of the Hauntwoodsimage as a 4 of, is here to fix our mana on the cheap. Those Everywhere lands are immensely important, instantly and rather consistently giving us domain on turn 3 to be used on turn 4. With correct play he can be beating down the opponent the next turn and gaining us life as well. 

 

While only having 2 slots in the deck, Overlord of the Mistwoors is probably our second best non airbending avatar. The tokens on enterance and when attacking is invaluable for chump blocking or pushing damage and can help mitigate incoming damage while we look to stabalize.

 

Overlord of the Floodpitsimage is a 3 of and is a fantastic card selection tool to help sift throgh what we want and don't need to continue the game and press our advantage. 3 might seem like a lot for something that does come down to situational, but it's imporant to remember that we can nulify any counter spells against it giving us much needed card advantage and selection to pull out from under oppression. Plus, the flying on top of the keywords from Zur can really help us pull out of sticky situations. However, without careful play, elongated games against control or mirror matches can see you come dangerously close to drawing yourself out, so knowing when to stop the card advantage is important and keep him back on defense. Too much of a good thing in this case can be a bad thing.

 

Finally, Overlord of the Boilerbilgesimage. This guys might just be a 2-of and is often the the guy sideboarded out, but his ETB and attack triggers can't be underestimated. The red horror deals 4 damage on entering which isn't bad for an enchantment entering for 4 mana to any target. This is phenomonal in mid range matchups to clear the board of opponents nuisance toolbox creatures. Where with Zur, his trigger as a creature, meaning you can't impend him for this, that 4 damage also has lifelink, which can be a major swing in momentum when you can swing for what amounts to 20 damage in a turn, 10 gained and your opponent losing 10.

 

Then, let's move onto our card draw engine. Much like with literally everything, Up the Beanstalkimage is absolutely broken. So we play 4 copies. Maybe 1 out of 100 casts have I hard casted an overlord, and that was just Boilerbilges, to get a 4 lifelink damage trigger and clear a creature. The Beanstalk doesn't care if you impend, though. You might have paid 3 or 4, but it's still a card of 5, 6 or 7 mana value, so you draw. Triggers on our prime removal of Leyline Bindingimage as well, though we are typically at worst paying 3 for it on turn 3 or 1 after we have found Everywhere. Just be careful, sometimes I find myself needing to lockdown my Beanstalks to not draw out when I need to apply pressure with Floodpits.

 

Speaking of which, 2 Temproary Lockdown is our early game removal. Tokens, mono red, small threats from mid-range or temp, our own Beanstalks, whatever our greatest enemy might be. We have 1 more in the sideboard in case of fast aggro and we just really need it. Sunfallimage is our late game sweeper, triggering Beanstalk for draw and wiping the field of threats via exile, which can't be underestimated with returning glimmers and undying threats and reanimation going on. 2 more copies appear in the sideboard if need be. Get Lostimage has 4 copies as a sort of catch all for creatures, planeswalkers, and enchantments. I've used it defensively on my own stuff occasionally to dodge a The Endimage that was targetted at a Huauntwoods or Zur.

Now, our flex spots of the deck, not large, but these 6 cards are fantastic. Firstly, Scrollshiftimage can help something dodge removal and draw a card. Reuse a Lockdown if more cheap threats are dropped out, turn an impending overlord into a ready overlord, bounce a leyline to change it from an early threat to a lategame threat that matters more. My favorite thing with it is always bouncing an Overlord of the Boilerbilgesimage to have it reenter and gain 4 life off it's ETB and ready to attack the next turn. So tasty. 

 

Lastlly here we have 3 copies of Joint Explorationimage. Seems like a weird choice, but hear me out. 2 cost scry 2 cantrip. If you kick it, you can play an extra land. This is such huge draw currating for your next two turns, drawing a card, and playing a land, all for 3 mana in a ramp deck. Even after sideboarding, I find myself removing a copy of Zur or BoilerBilges or Scrollshift over this guy. Joint Explorationimage is easily the uncommon you can run in a deck such as this.

 

Lands, are lands. We have a diverse land base here to help keep Leyline cheap and make sure we can play Zur and our Overlords, primarily Hauntwoods.

We have 6 basics, 2 plains, 1 island, 1 swamp, 1 mountain, and 2 Forest.

Beyond this, we have 1 Meticulous Archiveimage, 1 Shadowy Backstreetimage, 1 Underground Mortuaryimage, 2 Lush Porticoimage, 2 Hedge Mazeimage,and 1 Commercial Districtimage. Yes, they are tapped on enterance, and many would run Speplunking over my decision on Join Exploration, but joint is just better from my play with this deck. The basic land types on these guys means they are imporant. They help turn on our next set of lands. I remember how the temples used to be some of the best lands you could play, but for what downside surveiling a dead draw away is, the land types send these over the top for any sort of strategy using any sort of domain.

We got the Verges from Duskmourn. 1 Floodfarm Vergeimage, 1 Thornspire Vergeimage, and 3 Hushwood Vergeimage. These are probably the second best lands in a cycle ever released, behind the previous surveil lands. Needing one of two types of basics to be two different colors is easy to turn on and well worth their inclusion.

Rounding out of lands we have 2 Cavern of Soulsimage. I struggled with 3 of these, but settled on 2 to include 1 copy of Fountainportimage. We have a lot of tokens we can make be it from the Overlord of the Mistmoorsimage, using Get Lostimage defensively, an incubation token, an everywhere land Heliod forbid. Plus, can make a chump blocker for 1 life to save potentially a lot. 

The last land is a single Echoing Deepsimage. Opponent on Dimir Mid-range destroy your Cavern? Turns out Echoing was a Cavern all along! Opponent surveiled aggresively and binned a Restless Reefimage? Echoing Deeps was a shark all along! It also can copy a surveil land you binned a while back giving you an important late game surveil or even copy an opponents Demolition Fieldimage if need be such as the first example for Dimir Mid-Range.

 

 

Our sideboard is just a bit of catch all. To reitterate, we have 1 more copy of Temporary Lockdownimage to bring in on fast low cost aggressive decks. We have 2 copies of Sunfallimage for the later game and mid-range deck to deal with annoying recurring threats.

Other than this, we have 3 copies of Not on My Watchimage for cheaper exile removal for things such as Screaming Nemesisimage, Unstoppable Slasherimage, or one of the many Enduring Glimmers. These are great to bring in in place of Get Lostimage to not give your opponents map tokens to buff up their aggro creatures and mice.

3 copies of Negateimage to stop some combo and protect us from board wipes and removal. Remember, we are allowed to cast Sunfallimage, but the opponent is not.

3 copies of Authority of Consuls for the aggro hastey decks. Now, this is mostly for Arena, but the paper Standard environment where I live is almost non-existent so I just kept these the same. I honestly have no idea what I'd put here otherwise. Just don't bring these in if the opponent is using a Kona, don't give them a free activiation the first turn he comes down.

Lastly, as more hate for the recurring threats or any deck wanting to reanimate, 3 copies of Ghost Vacuumimage. Target their reanimation target or just keep their graveyard empty. Can also be used against Deadly Cover-Upimage to save a card from deck removal. Also, can be used late game to create a bunch of creatures with abilities for a swing back to win.

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Last Updated: 20 Dec 2024
Created: 20 Dec 2024
25 5 0

Mainboard - 61 cards (29 distinct)

Creature (15)
$3.07€3.07
$4.88€4.13
$21.00€15.98
$8.20€6.84
Instant, Sorcery, Enchantment, Artifact (21)
$0.35€0.200.02
$0.25€0.120.03
$7.480.55
$3.35€2.39
Land (25)
$44.11€36.425.43
$7.52€6.16
$0.15
$4.29€3.82
$0.15
$0.15
$0.15
$0.15
$5.92€4.84

Sideboard - 15 cards (6 distinct)

$0.99€0.100.03
$0.20€0.140.03
$9.29€4.680.02
$5.35
$7.480.55

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Main/Sideboard Rarity Count
11 7 26 17 0
3 3 9 0 0