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Big Winners in NEO Standard

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Hello everyone. Kamigawa: Neon Dynasty has finally been released and is beginning to see play online. Magic Online (MTGO) recently held a Standard Challenge, so this week I'll be looking at a few decks from that tournament to see what new cards are doing well. Let's get started.

Mono-Red Aggro

We'll begin by taking a look at the deck that came in second place, Mono-Red Aggro. Here's a look at the decklist.


Rabbit Battery
This deck focuses more on creatures with reconfigure than burn spells. That allows it to remain a little more competitive against other decks that have bigger creatures. You want to begin by playing Rabbit Battery, Oger-Head Helm, and Lizard Blades. By getting these artifact creatures into play, you'll be able to begin reconfiguring them as you want. If needed, you can attach these to one another, but you'll often want to attach Rabbit Battery to a creature that just entered the battlefield this turn due to the haste it provides.

When choosing what creatures you want to attach your creatures with reconfigure abilities, it's your choice, but it will often be better to attach them to multiple creatures instead of just one. Doing so will allow you to deal more damage to your opponent when you attack with Thundering Raiju. While this damage doesn't count Thundering Raiju if it is modified, you might want to consider attaching Oger-Head Helm to it. That will make it a 5/5 creature, which will be much more difficult for your opponent to block and destroy.

Both Kumano Faces Kakkazan // Etching of Kumano and Chandra, Dressed to Kill can help you out immensely. With Kumano Faces Kakkazan, once this saga has transformed into Etching of Kumano, you'll be able to exile creatures that are destroyed by your creatures and spells. There are a fair number of ways to return destroyed creatures from your graveyard to either your hand or the battlefield, so by exiling them, they're gone for good. Chandra acts as a great source for additional cards. Her second +1 loyalty ability gives you access to an additional card you can cast this turn. Once you're able to create her emblem, you'll be able to deal additional damage simply by casting spells. This will allow you to deal the damage directly to your opponent, or target their creatures and potentially exile them.

Azorius Control

Next, we'll take a look at the fourth place deck, Azorius Control. Let's see what new cards shake up this archetype.


Hullbreaker Horror
As has been typical of a deck like this lately, the plan will be to counter your opponent's threats or return them to your opponent's hand until you've gotten enough mana to flash in Hullbreaker Horror. After that, it's usually a simple matter to chain together enough spells so that you're able to attack with Hullbreaker unimpeded. Control decks have been using Hullbreaker Horror as a finisher for a few months, and that trend doesn't look like it's going away.

Kamigawa: Neon Dynasty provides a few cards that this archetype can utilize quite well. Farewell is a replacement for Doomskar, for the most part. Being able to exile all creatures is superior to simply destroying them. However, this deck still runs a single copy of Doomskar in the main deck due to the fact that Farewell costs six mana to cast, while Doomskar can be cast for as little as three mana. March of Otherworldly Light is another spell that will exile an opponent's artifact, creature, or enchantment. Being able to cast it with a reduction to its cost is a great bonus and makes things vulnerable any time you have an untapped White mana source.

Making this deck even more dangerous is The Wandering Emperor. Since she can be flashed into play, you'll want to make sure to cast this on your opponent's turn. Her +1 loyalty ability is great to use on a blocking creature, allowing you to destroy an opponent's attacking creature with ease. If all of their attackers are too large to defeat with first strike damage, you can opt to use The Wandering Emperor's -2 loyalty ability to exile a tapped creature and gain two points of life. Most of the time, you won't activate her -1 loyalty ability, but it's nice to have available for those times your opponent isn't able to mount any sort of offense.

Rakdos Midrange

The final deck I want to take a look at is the twelfth place deck, Rakdos Midrange. It includes a Ninja, a Dragon, and a Vehicle from our newest set. Let's take a look at the deck.


Biting-Palm Ninja
Biting-Palm Ninja comes into play with a menace counter. That makes it difficult to block and sets up its ability that allows you to exile a card from your opponent's hand. Menace is also an ability that Junji, the Midnight Sky has. This legendary Dragon Spirit also has flying, making it doubly evasive. By attacking with it, you're likely to take a healthy chunk out of your opponent's life total. However, on the off chance that your opponent is able to block Junji and destroy it, you'll be able to choose between two abilities that trigger when Junji dies. One forces your opponent to discard two cards and lose two points of life. The other one allows you to put any non-Dragon creature from either player's graveyard onto the battlefield under your control, at the cost of two points of life. It's a great way to attack your opponent with one of their own powerful creatures.

Reckoner Bankbuster is a Vehicle that allows you to draw three cards over three future turns. Once this has happened, you'll be able to use its activated ability to create a Treasure token and a 1/1 Pilot creature token that can crew Reckoner Bankbuster. This deck also includes a pair of very useful sorcery spells from Kamigawa: Neon Dynasty. Invoke Despair forces your opponent to sacrifice a creature, an enchantment, and a planeswalker. For each they are unable to sacrifice, they lose two points of life and you draw a card. While its casting cost is very Black intensive, it's well worth it. Soul Transfer offers you the potential of both exiling an opponent's creature or planeswalker, and returning a creature from your graveyard to your hand.

This deck also includes a fair amount of creature removal spells. Infernal Grasp and Hagra Mauling // Hagra Broodpit are both instants that will straight up destroy an opponent's creature. Bloodchief's Thirst also will destroy an opponent's creature or planeswalker, but only if that card's mana value is two or less. Crippling Fear gives -3/-3 to all creatures that aren't of a creature type of your choosing, which seems a bit odd outside of a tribal deck. Finally, The Meathook Massacre offers you a way of destroying all creatures no matter how big they are, as long as you have enough mana to spend when playing this enchantment. This deck also includes a playset of Abrade, which can destroy any artifact creatures or vehicles. With all of this removal, you ought to be able to push through enough damage to defeat your opponent.

Wrapping Up

While the results of this early tournament show that some previously established decks are still strong, it's nice to see a fair amount of new cards in a lot of these decks. I'm looking forward to seeing future tournament results to see how things continue to get shaken up by the cards in Kamigawa: Neon Dynasty.

What do you think of these decks? Do you have any suggestions for improvements? Let me know by leaving a comment below. Also, feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!

-Mike Likes

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