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5 Decks You Can't Miss This Week

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Five decks, five formats. From Standard to Vintage, there's something for everyone. Get ready to cast circular logic in Vintage and Mindslaver your opponent to death in Modern, because these are five decks you don't want to miss!


Most decks in Standard are topping out at Elspeth and getting there by pretty fair means. Why not play a deck that does just a step bigger? I hope you're ready to cheat some monsters into play, because we're taking a look at Jsilva's Junk Reanimator build:

So your plan is to dig into powerful cards like Sylvan Primordial and Obzedat and dump them into play by whatever means necessary. You can ramp into these enormous spells off of Sylvan Caryatid and company or cheat them in with Obzedat's Aid or Whip of Erebos. The actual monsters vary from list to list, but tend to include some combination of Primordial, Obzedat, Elspeth, Sun's Champion and Abhorrent Overlord.

This is clearly a little bit of a budget take, seeing as how we've got Golgari Guildgate over Temple of Malady, but that's absolutely fine; it's exciting to see that there are budget decks that can compete with the top tier of decks in this Standard environment.

The thing about this deck is that it seems like you're going to have a miserable matchup against some of the blisteringly fast Red and Blue aggro decks that are seeing play. You seem pretty reliant on hitting your Angel of Serenitys in the pre-boarded games, and probably want Blood Baron of Vizkopa after boarding if you expect to play against a ton of aggressive decks. Besides that, this seems like a fun deviation from what we've seen in the last few weeks of Standard.


Looking for a budget Modern deck? How about one that gets to Mindslaver and Sundering Titan people out of the game? Mono-Blue Tron has been a fringe player in Modern for a long time now, and is finally beginning to break out and be taken seriously as a contender. Let's take a look at the list Brad Nelson tried this week:

The plan is basically the same as Green-Red Tron. Assemble the Urza lands, cast powerful things. The difference is that you're not trying to cantrip into Karn Liberated on turn three. Instead, you're trying to counter and bounce your way up to your giant artifacts that can take over the game and set up an unbeatable end game with Academy Ruins.

The top end of this deck is really interesting. Because you have such powerful card selection effects between Thirst for Knowledge, Treasure Mage and Gifts Ungiven, you can afford to play a variety of powerful cards at the top of your curve. Platinum Angel backed by counterspells is just unbeatable for some decks. Sundering Titan just brutal against the three-color midrangey control decks, especially because you can Repeal or Oblivion Stone it to rebuy the land destruction effect. Finally, Mindslaver just kills most of your combo opponents. Even if you can't actually combo them out, you can do things like run their cards into either their disruption or yours, spend all their cards, or just set up a Mindslaver lock with Academy Ruins.

For quite awhile, this deck was considered strictly worse than Green-Red Tron. It may be the case that you can't steal as many games with an early Karn, but this deck has the advantage of being backed by powerful Blue cards and being able to interact with your opponent even if you can't assemble Tron on turn three or four. All told, this is certainly a fun role-player in the Modern metagame, and it's a deck I'm excited to watch evolve over the coming months.


Platinum Angel and Mindslaver are pretty big, but once we head to Legacy I think we can do a little better. How does killing opponents on turn one or two sound? Gerry Thompson is looking for ways to get edges in the combo mirrors in Legacy and one of the courses he's considering is Hypergenesis. What kind of nonsense can you vomit into play? Let's take a look:

The exciting thing about this deck is that you're no longer as reliant on your opening hand being good enough. With Griselbrand, this deck can easily set up multiple cascades on the turn that you go off. The upside of this deck is that you get to combo on turn one or two pretty consistently. All you need are Spirit Guides, monsters, and one of your eight cascade spells. That extra turn gives you a huge edge against other Griselbrand and Emrakul decks, and mean that you might steal games against disruptive decks who thought they had an extra turn to interact.

The biggest gain is that you can Hypergenesis into Griselbrand and immediately draw fourteen cards looking for Spirit Guides, Violent Outburst, and Omniscience to set up a Time Walk off of Emrakul. That means that you've got a real chance of just killing opponents instead of setting up an overwhelming board presence, which is a huge step up.

Show and Tell is an awesome backup plan, and you get to run plenty of disruption for opposing Thoughtseizes, Cabal Therapys, and counterspells in the form of Misdirection and Force of Will. Just pay close attention to which spells say opponent and which say player.


And what of Vintage? What have players started to come up with now that the format is available on Magic Online? Sam Black is interested in playing a Bazaar of Baghda deck, but not Dredge. Sam's playing Bazaar Madness, complete with Arrogant Wurm and Squee, Goblin Nabob. In Vintage. Let's take a look:

One of the issues with Tempo decks in Vintage is mana. In Legacy, you can pretty easily get out ahead with Daze and Wasteland. In Vintage, your opponents have Moxen for you to deal with, and you can't afford to have the dead draws unless you also have an engine to keep up. Gush, for example, in Blue-Red based tempo decks. In this deck, Sam is doing that with Bazaar of Baghdad.

The thing is, if the games go more than a few turns, the Bazaar engine lets you start going off. Bloodghast and Squee let you start grinding away at your opponents relevant spells. Or you can even use Bazaar to cheat on mana costs and Madness out Circular Logic and Arrogant Wurm. When you've got all these cards that you actually want to discard, Bazaar lets you hold on to your countermagic and keep the board under control.

Bazaar effectively lets you play a proactive game while keeping your hand stocked with counterspells, which is exactly what you need to do if you're going to play a tempo strategy in Vintage. Time will tell if this style of Squee/Bazaar engine is reasonable, but I'd like to think that we live in a world where this style of deck is powerful enough to be competitive.


It's hard to build a "fair" aggressive deck in Commander. Dealing 40 points o damage is hard. Dealing that much to multiple players is even harder. Most of these strategies have to resort to some kind of token aggro plan like Krenko, Mob Boss or Purphoros, God of the Forge in order to keep up with the scaled life totals. That's why it's always exciting to see new takes on traditional creature-based strategies that just focus on curving out. i_r_serlx's take on Gahiji, Honored One is an awesome example of how these types of fair decks can still get it done, even in Commander.

[Cardlist title=Gahiji Beats - Commander | i_r_serlx]

That is a pile of doublestrike creatures, all of whom are itching to get pumped by Gahiji. Gahiji plus doublestrike adds up to a lot of damage awfully fast and means that you can apply real pressure to multiple players without over-committing to the board. On the other hand, you can just curve Hound of Griselbrand into Gahiji into Hero of Oxid Ridge and be attacking for a billion damages. Just imagine if there were a Silverblade Paladin on that board as well!

Just because this deck has these powerful aggressive starts doesn't mean that there's nothing else to back it up though. There are plenty of tricks and powerful effects that give you more resiliency to removal and sweepers. Iroas and Nylea, for example, are awesome at maintaining your board presence. Restoration Angel is as absurd as it's always been, except now you've got Fleetfoot Panther doing it's best impression as well.

There are a few cards I'm surprised to see not making the cut here, perhaps over some of the top end or ramp spells. Hellrider and Instigator Gang are two awesome ways to scale your aggression up to match the life totals you have to battle in this format. Instigator Gang is better with the doublestrike theme, but Hellrider makes your tokens from Assemble the Legion and Hero of Bladehold extra lethal.


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