Casualties of War is Where You Want to Be

Casualties of War can destroy an enchantment… Or pretty much anything else

Jeskai Fires Does Away with the “Fancy”

Now that Oko, Thief of Crowns has been banned in Standard, Jeskai decks with Fires of Invention have positioned themselves among the top strategies. These decks have been present since Throne of Eldraine debuted… But were overshadowed by Simic and Sultai Oko decks.

The new-ish technology for Jeskai Fires?

Sphinx of Foresight.

This strategy is simply no longer interested in “fancy” Silver Bullet Magic around Fae of Wishes. It’s all about using Sphinx of Foresight for greater consistency + maximizing the likelihood of getting Fires of Invention on the battlefield as quickly as possible (ideally turn four).

This deck is like two different decks: It’s optimized to drop Melokus and Keigas assuming Fires of Invention is on the battlefield… But it’s a clunky control deck without Fires.

Conventiently for Fires players, “enchantment” is a tricky permanent to remove once on the battlefield. Which brings us to…

Casualties of War Might be the Best Top End in Cat Food Decks

Cat Food seems to have survived as a possible archetype choice. Oko was a great source of Food… But it turns out that Witch’s Oven has a lot of things it can do still.

Cauldron Familiar and Gilded Goose still open up the Cat Food decks, but they are divided as to what they should be doing deeper in a game… Everything from Garruk, Cursed Huntsman to Liliana, Dreadhorde General.

… But can we recommend 4x Casualties of War?

First off, Casualties of War is simply the most devastating card for the mirror. Artifact. Creature. Enchantment. Land. Planeswalker.

Most Cat Food decks play all those kinds of permanents. Witch’s Oven is a great artifact to blow up… But if you have to settle for a Food token, that might not be that bad… At least as long as you can nab some of the other stuff.

There are no shortage of creatures. Massacre Girl cost the opponent five mana, and some maniacs are even summoning Feasting Troll King! Trail of Crumbs is an ideal enchantment to destroy; but like we intimated before, Fires of Invention (not in the mirror, presumably) has a singular position in this format, and Casualties of War can help you destroy that with value.

Everyone’s got lands. Lots of folks have Planeswalkers. Punish them, any and all!

Also in this Podcast: Why You Should Play 4x Gadwick, the Wizened

… And in a variety of color combinations!

Find out why now:

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Oko, Thief of Crowns is Finally Banned in Standard

Oko, Thief of Crowns was banned in Standard (and Brawl!) this week

We all knew Oko, Thief of Crowns had to Go

Standard was not, in many players’ estimations, in a healthy place.

Oko — along with some of his buddies, many of which are still legal — ushered in an era of unprecedented dominance. Six of the eight decks playing the single elimination rounds at Mythic Championship VI were Oko decks; and all eight were on Once Upon a Time.

There were alternatives to banning the best Planeswalker in recent memory, though. Unfortunately, any effort to keep Oko alive would have necessitated banning an enormous swath of [probably] innocent bystanders.

“A lot of innocent Planeswalkers and Geese would have to be sacrificed,” says Mike.

Here he’s talking about Gilded Goose and Nissa, Who Shakes the World. Nissa’s main offense is just being green. Arguably not even in the best [pre-bans] deck.

Once Upon a Time and Veil of Summer ate the Ban Hammer too

Once Upon a Time…
This card was legal in Standard

Veil of Summer was even more ubiquitous than Oko! Almost all the Oko decks played it (or even played four), and non-Oko decks also did. For example, Gruul beatdown or Gruul Adventures decks.

Where to go next? one of the big jokes is that losing four copies of Once Upon a Time means that you might have to add as many as four lands to your deck!

You’ll just have to listen to this week’s podcast to find out!

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Wow these Mythic Championship VI Decks

Mythic Championship VI decks were rife with Oko, Thief of Crowns

To Begin With, Mythic Championship VI was “the most lopsided, the most homogeneous, Pro Tour in history”

Right before coverage started, Pro Tour Historian Emeritus Brian David-Marshall called up Mike.

He asked: “What was the percentage of Rebel decks at ‘Pro Tour Rebels’?”

“Pro Tour Rebels” was of course Pro Tour New York 2000… The first and last song of Lin Sivvi, Defiant Hero in Masques Block; famous for an overwhelming representation by one archetype (the aforementioned “Rebels”)… Despite being won by a Mono-Blue Rising Waters deck.

Forty-three percent.

To give you a frame of reference, Mythic Championship VI featured…

  • Over 70% Oko, Thief of Crowns,
  • Nearly that many Gilded Goose, and
  • A whopping 75.76% Once Upon a Time!

The top decks were Simic Food, Sultai Food, and Bant Food. Differences among them were not super pronounced; but if you weren’t one of them… You mostly got trounced. For its part, Simic was first, second, and third in this tournament when the dust settled!

All eight decks in the Top 8 — including one dissenting Golgari build and one Selesnya — packed not only Once Upon a Time but Veil of Summer.

Mythic Championship VI was, as Patrick says, “the most lopsided, most homogeneous, Pro Tour in history.”

Despite the Best Mythic Championship VI Decks Being Known, the Format Managed to Break!

Now despite the convergence around the core Food strategy, largely topping up on Nissa, Who Shakes the World and Hydroid Krasis, a dissenting Food — rather Cat Food — deck emerged and distinguished itself.

Somehow, amidst a Caw-Blade like line in the sand at this Pro Tour, Sultai Sacrifice managed to perform even better than its cousins. Trading in a Cauldron Familiar + Witch’s Oven for the default top end, Sultai Sacrifice performed even better than the three main Food decks against other Food decks… And absolutely murdered everyone else.

Playing an important event this weekend? Patrick heartily recommends Sultai Sacrifice!

In Other News, Veil of Summer was Banned in Pioneer This Week…

Basically, we think this is great.

Permission was already terrible in Pioneer; and Veil of Summer made it even worse. It also sets a great precedent for Standard…

What’s Next for Standard After Mythic Championship VI?

Clearly, if we are looking for any kind of a playable, balanced, format at all, Oko, Thief of Crowns has got to go.

The question is… Will anything else?

There are a lot of heavily played cards in Standard… But most of them don’t deserve a ban. Gilded Goose is just a fun creature; banning it would make Standard worse. Nissa, Who Shakes the World is a perfectly balanced, fair — if powerful — card… That just happens to be in the same colors as these broken Throne of Eldraine spells. Wicked Wolf? Come on!

The cards that have to be banned are Oko, and…

Once Upon a Time is an option. Michael doesn’t think this is going to happen in Standard, but maybe Once Upon a Time will become a thing of the past in Pioneer.

Veil of Summer, though? It’s already been banned in Pioneer. Why not Standard? The rate on Veil of Summer is just too good. It’s a permission spell, and an anti-permission spell. It’s a cantrip Dispel… But more flexible. You can just burn it to draw a card! Perhaps least civil of all, think about the poor Thought Erasure people. Oftentimes they have to play Thought Erasure to fix their hands… And then Veil happens?

Exactly.

We won’t know entirely what will be banned in Standard until next week; but it sure is fun to speculate. Listen now (but make sure to check back next week!):

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The Evolution of Fires of Invention

Fires of Invention is a rule-breaking card that’s already re-writing its own rules!

Fires of Invention – Week Two

We looked at a Jeskai Planeswalker deck last week that used the Fae of Wishes / Fires of Invention engine last week. Mike thought the combo was cool… But might be more funny than good.

One week in, and the combo is playing alongside Golos, Tireless Pilgrim and Field of the Dead!

One of the key differences given the shift in archetype is that the Golos version wants to keep playing its lands. Previously, a deck that topped up on five or six mana might not have an incentive to play additional lands. After all… It’s not using lands to cast any spells. That would allow a Jeskai Planeswlker deck to use excess lands to bounce Fae of Wishes for more and more uses of front-side Adventure, Granted.

Fae of Wishes gives you a dump for mana you’re not otherwise using, as well as something to do with excess lands.

But in a Field of the Dead deck, you actually want to keep playing lands! That’s how you get more and more 2/2 Zombie tokens (especially in the mirror match or pseudo-mirror).

Check Out this Cool Fires of Invention Play Pattern…

All the Golos / Field of the Dead Ramp decks are capable of big and powerful plays. But there’s big… And then there’s Big. What about this? [With Fires of Invention already on the battlefield]:

  1. Play Granted for 0 mana. Go and get Planar Cleansing.
  2. Fire off Planar Cleansing. You’ve now spent nine mana worth of cards but haven’t actually tapped any lands. You’ve also just destroyed your own Fires of Invention.
  3. Hard-cast Hydroid Krasis! This is a great use of lands you weren’t otherwise going to tap and you simultaneously unlocked your ability to cast more than two cards in one turn. If you’re really lucky, your giant Hydroid Krasis might have just given you another copy of Fires of Invention. At the very least, you have the biggest — if not only — creature in play and probably a whole new hand.

Limitations and Opportunities of the Fires of Invention Sideboard

The joke about Fae of Wishes / Fires of Invention setsups is that, while they can access a great many options to win Game One… They tend not to be able to sideboard very much. The deck that finished second at last weekend’s Open, for instance, had fourteen distinct sideboard cards… Most of which stayed in the sideboard in between games. Sure, you might want to shave a Deafening Clarion or three… But most of the time? You don’t sideboard much with this archetype.

Another subtle area of opportunity for the archetype is that much of the sideboard is constructed as if you already had both Fae of Wishes and Fires of Invention already in play. So… Tons of sweepers. Tons of cards that are difficult if not impossible to cast the old fashioned way.

Patrick in particular believes that the deck might get a little better if it had access to more cards that assumed Fae of Wishes, but not necessarily the powerful red enchantment.

The Best of the Rest…

This week’s podcasts includes but is not limited to…

  • Other Golos decks
  • Fun tricks with Kenrith, the Returned King
  • Teferi or Oko?
  • Infinite aggro

… And, honestly? Quite a bit more. What are you waiting for?

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In for Doom Foretold Esper

Believe it or not, Patrick thinks Doom Foretold is better than The Abyss!

Doom Foretold has drawn some tall comparisons…

  • Is it kind of like a Smokestack? Sure… The same total casting cost, but in this case it can’t manascrew an opponent the way Smokestack did. Still, the comparison is apt.
  • How about The Abyss? Doom Foretold has some different limitations, but it can at least act like The Abyss… And incidentally, it’s more flexible against more types of permanents.
  • When you lose your Doom Foretold, it’s also like a mini-Cruel Ultimatum. A little of this, a little of that; your opponent loses a little something more… Payoff!

There are multiple possible homes for this card; Michael is toying with the idea of putting it in a deck with creatures like District Guide that produce cardboard. Patrick would try it in an Orzhov Knights deck for all the obvious synergies.

But most of all, Doom Foretold is an enchantment for Esper, allowing that strategy to win with Dance of the Manse. Teammates like Wishclaw Talisman and Golden Egg can also help fill out the 4/4 line.

Doom Foretold is increasingly good against increasingly good cards

By contrast, it seems to be less effective against fast Red Deck creatures.

But if you are up against Planeswalkers? Few of them have very good answers to this enchantment. What will Teferi, Time Raveler do? Bounce it?

You’ll probably just re-play the Doom Foretold and eat their hapless Teferi.

Generally speaking, the more, and expensive, cards in the opponent’s deck, the more Doom Foretold can punish them.

The Best of the Rest

With tons to talk about driven by the early MTGO results, we couldn’t focus on just one card. How about…

  • The ferocious Red Deck with Cavalcade of Calamity.
  • “The Patrick Chapin All-Stars” … Basically all his favorite cards from the last couple of weeks, all in one deck.
  • Cauldron Familiar + Witch’s Oven. Boom. (aka “the best Forcefield ever”)
  • Jeskai with Fae of Wishes… Is it more funny or just flat-out good?
  • An actual Simic Flash deck with Wildborn Preserver

What are you waiting for?

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Get Ready for Stoneforge Mystic

This week, Ian Duke announced many, many changes to the Banned & Restricted lists. Three tournament-competitive formats all had their B&R lists changed simultaneously:

Standard:

  • Rampaging Ferocidon: unbanned

Modern:

Vintage:

  • Karn, the Great Creator: restricted.
  • Mystic Forge: restricted.
  • Mental Misstep: restricted
  • Golgari Grave-Troll: restricted
  • Fastbond: unrestricted.

Rampaging Ferocidon is back in Standard!

Rampaging Ferocidon

The second-best red 3/3 for three may be the first un-ban in Standard history!

If you don’t remember it, the Ixalan dinosaur had an extraordinarily short initial career in Standard; was banned; and now has only a few weeks to play before rotation. We speculate there are two reasons for this:

  1. It’s a great foil to Field of the Dead strategies. This card really punishes decks that want to put a lot of creatures in play [at the same time], and can exploit a lead you’ve already got. And of course…
  2. “This is a silly, silly card to be banned.” -Patrick

To the surprise of no one, Hogaak, Arisen Necropolis and Faithless Looting got banned

Hogaak’s performance in Modern since its [very recent] printing in Modern Horizons has been spectacular. In three Grand Prix events in August, Hogaak…

  • Dominated! Hogaak took 5/8 of the Top 8, with the win
  • Regressed to “only” 3/8 of the Top 8, with “only” second place as its top performance
  • Once again owned 5/8 of the Top 8 with the second place mage from the last Grand Prix jumping to first.

Wow!

This creature (and sidekick Faithless Looting) both more than deserved their forcible ejections from Modern. This card was not only a four-of alongside Hogaak basically everywhere Hogaak performed, it was a four-of in Dredge, Izzet Phoenix, and even some Mono-Red Aggro decks!

Patrick’s hot take? Dredge will remain Tier One.

The “good” news? Hogaak will live on in Legacy.

Speaking of which…

Stoneforge Mystic is poised to be the Next Big Thing in Modern

Stoneforge Mystic

Michael and Patrick speculate wildly about what will happen given the premiere of one of Legacy’s proudest two-drops in Modern…

  • Will we see the emergence of a Modern Caw-Blade? Stoneforge Mystic and Jace, the Mind Sculptor are like peanut butter and chocolate
  • How about a “Tom Martell”-style U/W? More controlling with Lingering Souls?
  • Can Stoneforge Mystic take the Goblin Engineer role next to Urza, Lord High Artificer? A Sword of the Meek is still a Sword!
  • Which Sword should Stoneforge Mystic find? Patrick makes the case for Sword of Feast and Famine… Alongside Tasigur, the Golden Fang (Esper)
  • How about Manriki-Gusari? Talk about a way to win the mirror!

Vintage and More!

What are you waiting for? Give “Get Ready for Stoneforge Mystic” a listen now!

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Combo off with Kethis, the Hidden Hand

Meet Kethis, the Hidden Hand

Kethis, the Hidden Hand is the center of Standar’s most exciting strategy
  • Effect of Card: Legendary spells you cast cost (1) less to cast. Exile two legendary cards from your graveyard: Until end of turn, each legendary card in your graveyard gains “You may play this card from your graveyard.”
  • Converted Mana Cost: 3
  • Type: Legendary Creature – Elf Advisor
  • Sets: Core Set 2020

Okay… There is a ton to unpack here. Kethis, the Hidden Hand is, first and foremost, a nice creature. For three mana (albeit of three different colors) it provides a 3/4 body. Not insane by itself, but no slouch, and more than big enough to defend the battlefield while you’re setting the game up.

More importantly come the Hidden Hand’s two lines of text:

  1. The first makes Legendary spells — including not only creatures by Planeswalkers and big endgame stuff like Urza’s Ruinous Blast cheaper.
  2. The second is a kind of card drawing engine, provided you have sufficient Legendary cards and a way to stock your graveyard.

Diligent Excavator + Kethis, the Hidden Hand

By itself, Kethis, the Hidden Hand might have been able to drive a serviceable midrange deck. After all, its power and toughness are full-on “okay” for its casting cost, and if you have enough Legendary cards… It can do some good grinding.

But combined with Diligent Excavator and Mox Amber, this Elf Advisor can weave some legen — wait for it — dary game states.

Diligent Excavator sets up Kethis.

Unassuming in the abstract, Diligent Excavator makes for an extremely cost-efficient source of self-Mill. If you have this card in play, you can Mill yourself for zero — zero mana — using a [Legendary] Mox Amber. Go ahead and tap that Mox for a mana.

When you play another one, you will not only Mill yourself again, but the Legend Rule will put your original Mox Amber into the graveyard; you know, where you can cast it again using the Hidden Hand’s shenanigans.

Between these cards and a discount on Oath of Kaya, the Standard Kethis Combo deck can play for a Storm-like recurring Fireball plan, grind the opponent out with card advantage, or mold a plan to the other mage’s specific configuration.

Sure, there are ways to nerf the graveyard, but this deck plays Teferi, Time Raveler to bounce a Leyline of the Void, and conventional disruption like Duress is a little blunted (most of the combo pieces being creatures); as is creature removal (stuff like Cast Down is rather poor against all the Legends).

In sum: Awesome!

Stay Tuned for…

The best of the rest. We talk everything from Grixis Control to innovations in Golos for Field of the Dead. Standard is so dynamic nowadays! Enjoy!

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All the Ways to Play (and beat) Field of the Dead

Field of the Dead from Core Set 2020 defines the best decks in Standard

Scapeshift into Field of the Dead

Scapeshift is a longtime combo enabler. In Modern, it is liable to stack so many triggers from Valakut, the Molten Pinnacle some players have broken the sixty card rule just to cram more Mountains into their decks.

Some enterprising beatdown mages have cast Scapeshift with Steppe Lynx in play to get a ton of short-term buffs. Short, maybe; but you don’t need that many +2/+2 triggers if you’re just going to kill the other guy RIGHT NOW THIS TURN.

Now in Standard with Core Set 2020, Scapeshift combines with Field of the Dead to make a ton of 2/2 Zombie tokens. With any seven lands you can reliably Scapeshift into a two-turn clock. With eight you can get two copies of Field of the Dead and produce over thirty power!

Field of the Dead: Plan B

If for some reason your opponent neutralizes your Scapeshifts (maybe with an Unmoored Ego) you aren’t dead-dead.

I mean, they probably should have named “Field of the Dead” … But that doesn’t work so well if you already played a Field of the Dead. In this case, at some point (provided you have the minimum number of different lands in play) you can make a 2/2 Zombie every turn.

That might not be the best-sounding plan, but the Scapeshift deck is not apt to run out of lands any time soon. It’s real card advantage, and might be inevitable. Otherwise? Leverage your lands into Hydroid Krasis and cross your fingers.

Some Great Ways to Beat Field of the Dead

If no one is allowed to update their decks, Scapeshift with Field of the Dead is the best deck in the format by a wide margin; Bant Scapeshift in particular. There are other viable Scapeshift decks, but Bant’s ability to combo off at the end of the opponent’s turn (or just guarantee that Scapeshift resolves) with Teferi, Time Raveler puts it ahead of other aspiring lists.

But… We are allowed to update our lists! Here are some ideas for how to best Scapeshift (and where to play them):

  • Deputy of Detention – If you’re looking to play White Weenie, we recommend splashing blue for Deputy of Detention instead of red (or no second color). This card deals with as many 2/2 Zombies… As the opponent has on the battlefield.
  • Unmoored Ego – If you can resolve this card before the opponent successfully casts Scapeshift you can prevent the combo kill. If you can cast it and name Field of the Dead itself (instead of Scapeshift), the opponent will be in a truly desperate situation.
  • Ashiok, Dream Render – Our favorite answer! Ashiok prevents the opponent from successfully using Circuitous Route and its cousins to get ahead on resources (let alone a game-winning Scapeshift).
  • Simic Nexus – The Wilderness Reclamation strategy is just faster than Scapeshift. If you’re behind the 2/2 Zombie tokens, you can always Root Snare to buy more time.

Tons more in the podcast proper! Give “All the Ways to Play (and beat) Field of the Dead” now!

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Chandra’s Spitfire and Key Changes to Mono-Red

It’s All About Chandra’s Spitfire

Chandra’s Spitfire gives Mono-Red a whole new endgame.

Aaron Barich took down the first big Standard event of Core Set 2020 Standard with… Mono-Red Aggro!

But Aaron’s Mono-Red was a whole new flavor. While related to previous incarnations of the deck, the Barich build featured four copies of Chandra’s Spitfire. What a weird three drop, you might muse to yourself: But this isn’t just a creature that you might play… It’s a dramatically different direction for Mono-Red that preserves most of what made the deck good before, but adds a Pyromancer’s Ascension-like end game.

Aaron’s build chooses Ember Hauler over Viashino Pyromancer, and consequently, Skewer the Critics over Wizard’s Lightning. While Viashino Pyromancer kind of always burns for two (and Ember Hauler only sometimes burns for two), the ability to choose when you do this for buffing Chandra’s Spitfire or setting up Skewer the Critics is a big deal in this more strategic build.

Of note: Both Runaway Steam-Kin and Chandra’s Spitfire are Elementals. As such, they don’t die to the sweeping [-3] of Chandra, Awakened Inferno.

Ember Hauler versus Viashino Pyromancer

Ember Hauler costs RR instead of R1… Which isn’t an issue in a deck with literally 20 basic Mountains.

The ability to deal two damage to a creature is of course an upgrade over Viashino Pyromancer’s 187 ability.

The downside, of course, is that Viashino Pyromancer always hits, and “hits” even if it would die in combat or to removal. That’s not necessarily true for Ember Hauler. Under Sixth Edition rules, Ember Hauler would have had the benefit of “damage on the stack” … But those rules haven’t been in play for years. If Ember Hauler is going to trade with something in combat, it will not also be able to deal its extra two.

There are pros and cons to both two drops. Ember Hauler is a little better with Skewer the Critics and Chandra’s Spitfire. Viashino Pyromancer is a little better at loading up damage against Planeswalkers.

The tiebreaker?

2/2 versus 2/1!

The second toughness on Ember Hauler, combined with the presence of the three-toughness Spitfire, makes Aaron’s Red Deck a bit more resilient against other people’s Goblin Chainwhirlers.

And that’s not a small thing if Mono-Red is once again Standard’s early leader…

But Don’t Sleep on Cerulean Drake…

Cerulean Drake is absolutely incredible against Mono-Red.

It’s like a Sea Sprite — and Sea Sprite was a legendary sideboard card against Deadguy Red “back in the day” — but has an additional ability!

Cerulean Drake’s most important function in the modern age is being able to wear a Curious Obsession. Decks that only have red removal (like Mono-Red, but probably not only Mono-Red) will probably just lose to that two-card combo.

But Cerulean Drake can be played in more than just Mono-Blue Tempo! This card seems like an outstanding sideboard card for Esper Control. Not only will it buy you a ton of time and life against the hated Mono-Red deck… It’s outstanding for Planeswalker defense!

Putting it All Together…

Patrick thinks the Mono-Red deck may want to be splashing green in the longer term.

Cindervines is one of the best sideboard cards in the format; and a great tool if Wilderness Reclamation decks return to popularity.

But maybe more importantly? Kraul Harpooner to knock Cerulean Drake out of the sky!

For more sick tech like this, listen up to this week’s podcast now!

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We are ALL ABOUT this New Nightpack Ambusher Deck

Meet Nightpack Ambusher from M20:


2GG
Creature – Wolf
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn’t cast a spell this turn, create a 2/2 green Wolf creature token.
4/4

It’s all about the Risen Ree… Err… Breeding Pool

The new Standard is chock full of awesome new Breeding Pool decks. Big mana ramp is giving our old buddy Hydrod Krasis new life.

Risen Reef is appearing in a variety of Temur Elementals decks, slapping palms with two different types of M20 Chandra, going wide, and going tall.

There is an unbelievable new Simic Deck with an infinite combo driven by Drawn from Dreams. Imagine having four permanents in play and then free-playing Omniscience (and everything else you might want to do right after). Mike thought this was going to be his favorite deck — or at least Simic deck — of the week.

That is, until Patrick introduced him to Nightpack Ambusher.

Nightpack Ambusher in Simic Flash

We’ve seen Azorius Flash decks for years… But URZA2109 gave us a sweet new Simic deck… That plays almost entirely on the opponent’s turn!

Check out this lineup:

  • Brineborn Cutthroat – Flash… And a ton of upside based on your other 16 flash guys (and permission)
  • Frilled Mystic – Flash… That utterly destroys last season’s crop of “big spell” decks
  • Merfolk Trickster – Flash (and flashy)
  • Spectral Sailor – Flash; flashy on one… and really flashy on five (Whispers of the Muse, anyone?)

The unbelievable beauty of Nightpack Ambusher in this deck is that you almost never cast anything on your own turn. The only card in the entire main deck that plays main phase is Mu Yanling, Sky Dancer. That means that — unless something is going waaaaay wrong — you are making a 3/3 Wolf every turn.

With 10 permission spells (and 3 Unsummons for those Frilled Mystics) this is a tough setup to beat once you get the big Wolf down.

Shifting Ceratops Ain’t no Slouch, Neither

URZA2109 put together a heck of a sideboard. All these cards are great; but the Core Set 2020 additions are super great!

There are already four Shifting Ceratops to kill Teferi, Hero of Dominaria to death (with haste); we just think a fourth Aether Gust might make sense… To counter other players’ Shifting Ceratops 😉

There were a ton of new Core Set 2020 decks revealed this week, from B/W Vampires to Jund Dinosaurs. Check them all out now!

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