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Shadow verdict feels really good in this deck where it can win a rogues game or a rakdos game by itself. 4 Jwari Disruption: With two color decks, you get more liberty in how many utility lands you can add to your deck. I see it the opposite way, it’s not that I happen to play Yorion in this deck, it’s that I GET to play Yorion in this deck. I replaced some of the Atris’ & Simulacra with Master of Winds due to lack of wildcards, feels surprisingly decent so far especially vs the Rogue fliers. However, inspiration struck me in the middle of the night, as it did with 8 Shark. Portions of the materials used are property of Wizards of the Coast. 2 Bloodchief’s Thirst: I like Thirst to have some versatility in your removal spells and it’s excellent against Rogues. This matchup is not great game one, but then you just throw your sideboard at them which completely flips the match into your favor. I figured that Control had too tough of a time in the current metagame to be viable and I functionally gave up. This site works best with JavaScript enabled. If you get to blink even one permanent, Yorion functionally did it’s job and if you ever get to blink multiple, you’re likely winning that game. Sequencing can be hard sometimes because there are so many things you want to do in one turn but most of the time you don’t have enough mana for it (I feel like I scry more than I draw for mazemind tomb which is tough since you really want the draw as a control deck). Post was not sent - check your email addresses! Expand your options of fun home activities with the largest online selection at eBay.com. Ads by Fandom. This matchup is quite good for UB as you are a significantly better Control deck than they are. Sorry, your blog cannot share posts by email. Despite the fear of missing a creature, most decks run a lot of creatures in the same CMC slot (Rogues plays a lot of 1s, Gruul a lot of 3s), so a full board wipe is quite common. As a tip, try to avoid making small Shark tokens that can get hit with the first chapter of Elspeth’s Nightmare. Yorion Control is a powerful archetype and I’m very surprised that the community functionally gave up on it after one bad weekend. In fairness, the Azorius version really couldn’t beat Rogues and the Gruul matchup was rough, so it does make sense that there wasn’t really space for it to continue being a player. Always play the 4. 2 Ashiok, Nightmare Muse: Ashiok really hasn’t had their time in the sun since it came out, but the card is quite powerful. Updated November 16, 2020. Ugin has seen a huge uptick in play and it makes sense why, Ugin is just ridiculously powerful. I figured that even if Control was good, Rogues would be there to gatekeep me, but that hasn’t been my experience in the slightest. However, Atris is not to be messed with. Social Network for Magic: the Gathering MTG Just for quick reminder how many cards should you play in each format: Draft: 40 cards; Sealed: 40 cards ©Wizards of the Coast LLC. I prioritize the land over the spell as this deck is very mana hungry, but you can keep it if you’re already land heavy or you can near guarantee a counter soon. Adjust the Scatter and Negate numbers as needed. 4 Mazemind Tome: Standard’s premiere value engine and excellent with Yorion. I think the 1 main is fine for now as there’s a decent amount of win conditions in the main deck and drawing an errant Shark Typhoon late in the game is excellent. I don’t want to say I hit it big, but the results are rather convincing. Surprisingly, playing a draw go Control deck is rather effective against Rogues when you actually have enough Instant speed interaction to keep up with Rogues. Powering out Ugin is really nice and occasionally getting to blink it is just extra value, but I frequently throw it under a creature the first chance I get. Companion: Yorion, Sky Nomad: I’ve gotten a lot of questions about why I play Yorion in this deck instead of just playing 60 cards.I see it the opposite way, it’s not that I happen to play Yorion in this deck, it’s that I GET to play Yorion in this deck. The 40 card deck that is being discussed here isn't as literal as you think it is. Please, why is it a 80 cards deck? Great deals on MTG Commander Player-Built Decks. Clearly this deck has some serious legs if this win rate and matchup data has any worth to it. Companion: Yorion, Sky Nomad: I’ve gotten a lot of questions about why I play Yorion in this deck instead of just playing 60 cards. It’s the same logic as the 1 Shark Typhoon in the maindeck, drawing it early is fine but it scales well into the late game. I took it for a spin and it was fun. Unlike ugin which can remove multiple threats if resolved (insta value), ashiok sometimes feels very slow and the threat that we bounce back up will likely be played again since there are so many ways to draw cards in standard with the meta decks (village rites for rakdos, adventure + henge for gruul, into the story for rogues, etc). However, when I thought about it, the solution seemed obvious to me. Have a great day! Deck Building is the process creating a deck. 3 mana Duress is significantly worse if it doesn’t kill a creature of yours as well. Building a deck can be fun but making it competitive can be a difficult process. This matchup is a breeze as you have counterspells and they don’t. Zendikar Rising Commander Decks are designed to make learning Magic through Commander a great experience for those new players. A 4 mana 3/2 menace that nets at least one card is a rather powerful effect. Zendikar Rising Commander Decks - Set of Two Commander isn't only one of the most popular Magic formats - it's also how a lot of people learn to play. Thoughts on subbing out 1 or 2 jwari disruptions for 1 or 2 sea gate restorations in this list? 4 Heartless Act: This Standard’s Doom Blade and a big reason to play Black over White in this deck. The nightmare creatures feels insignificant when everything has flying or trample. Exiling is very relevant and not letting your opponent ever draw a card at the cost of potentially missing a creature on board is worth it. When you get to play this on turn 2 against anything but an aggro deck, the game becomes so much easier as you can happily hold up interaction and draw a card if you aren’t forced to do something. This deck is quite happy to have excess lands so the 2 will almost always be a land and a decent spell and the 1 is a good spell, so you still get a lot of value from it. Keep reading to find out. Instant speed Preordain is fine, but the threat of blinking it later in the game is really why we play it. I talked about this card back in 8 Shark, but Barrens has somehow only gotten better. As long as you can keep their most powerful threats off the board, the deck can’t pressure you that quickly and you should be able to outgrind them in the long game. 4 Ugin, the Spirit Dragon: “Everywhere I go, I see his face” – Spiderman and Standard players. The cycling ability is nice but I only do that when I’m desperate for a land or an answer to something on board that’s going to kill you. Stop by, or leave me a message on IM if you need something or want to chat. You can even look at Gruul where having a Scatter early is great where Negate is useless, but Negate is important for countering a Vivien, Emberclave, or The Great Henge. Killing a creature and getting a Duress is excellent value for 3 mana. 4 Mystical Dispute: This card is very good against Blue decks or super greedy decks.

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