Hello everyone. Thematic decks can be a lot of fun to play. They usually offer tons of synergy, since the majority of cards in the deck are focused on the same theme. This week, I have a few examples of some thematic decks you can try out for yourself. Let's get started.
We'll start with a deck whose theme is Artifacts. While many decks run a small number of artifacts, this deck includes a whopping 25. Let's take a look at the deck.
Mono-Blue Artifacts | SNC Standard | Hattrik_swayze, aetherhub.com user
- Creatures (15)
- 2 Jin-Gitaxias, Progress Tyrant
- 2 Mirrorshell Crab
- 3 Myriad Construct
- 4 Circuit Mender
- 4 Patchwork Automaton
- Planeswalkers (2)
- 2 Tezzeret, Betrayer of Flesh
- Instants (4)
- 4 Fading Hope
While Tezzeret, Betrayer of Flesh isn't an artifact himself, he does help provide a lot of synergy for this deck. His static ability provides a reduction in the mana cost of activating the first activated ability of an artifact each turn. He can also turn an artifact into an artifact creature using his -2 loyalty ability. This is a permanent change, so using it multiple times over the course of a game will leave you with a fair-sized force. Both his +1 loyalty ability and his 'ultimate' -6 loyalty ability offer you extra card drawing, enabling you to find what you need quickly.
With so many artifact creatures in this deck, you'll want to get a copy of Forsaken Monument into play quickly. This legendary artifact will help boost all of your colorless creatures by giving them a +2/+2 bonus. While this doesn't help Mirrorshell Crab, all of your other artifact creatures will become more formidable. Forsaken Monument also provides additional mana when you tap Dungeon Map for colorless mana. Finally, Forsaken Monument will reward you with two points of life whenever you cast a colorless spell, of which there are many in this deck.
This deck features a couple of great ways to finish your opponent off. First, you can cast Jin-Gitaxias, Progress Tyrant. While Jin-Gitaxias is in play, your opponent will find it difficult to mount any offense, since you'll automatically counter the first artifact, instant or sorcery spell they cast each turn. You'll also copy your first artifact, instant, or sorcery spell each turn, giving you tons of value. You can also use Invoke the Winds to steal an opponent's artifact or creature. You'll control it for the remainder of the game, unless your opponent destroys it or figures out a way to take control of it for themselves. Beating an opponent with their own creature feels great, but can leave some opponents salty.
Next, I have a deck that features one of my favorite alternative ways to win. Let's take a look at the deck.
Sultai Deathtouch | SNC Standard | SwayzeMTG, aetherhub.com user
- Creatures (18)
- 3 Henrika Domnathi
- 3 Vengeful Reaper
- 4 Fynn, the Fangbearer
- 4 Needlethorn Drake
- 4 Tajuru Blightblade
- Enchantments (4)
- 4 Security Bypass
Since I love other alternate-win conditions, it shouldn't come as a surprise that I love dealing poison damage. Why try to deal 20 points of actual damage when 10 points of poison will do the same thing? The problem with this is that creatures that deal poison counters aren't legal in Standard. However, while Fynn, the Fangbearer is in play, your creatures that have deathtouch will give an additional two poison counters to any opponent dealt combat damage by them.
To make sure that you have the best ability to deal combat damage to your opponent, there are a variety of creatures with deathtouch in this deck. Early on, you might be able to sneak in an attack with Tajuru Blightblade. Once your opponent has any creature of significance in play, you'll want to hold this Elf Rogue back for defense. The rest of the team has flying plus deathtouch, so you're more likely to manage dealing poison counters from above.
To make your job easier, this deck includes a few ways of dealing with your opponent's creatures that don't result in your creatures getting destroyed. Master's Rebuke is a great way for any creature with deathtouch to deal damage to a threat of any size, destroying it in the process. Security Bypass can enchant your own creature to make it unblockable. Tamiyo's Safekeeping makes its target indestructible. Finally, you can cast Slip Out the Back on an opponent's creature, leaving it unable to block for the turn. Alternatively, this spell can also be used to save your own creature from targeted removal.
My final deck this week focuses on the added benefits that venturing into the dungeon can provide you. Let's check it out.
Orzhov Dungeons | SNC Standard | powrdragn, aetherhub.com user
- Creatures (17)
- 2 Barrowin of Clan Undurr
- 4 Luminarch Aspirant
- 3 Tenacious Underdog
- 4 Nadaar, Selfless Paladin
- 4 Triumphant Adventurer
- Enchantments (3)
- 3 The Meathook Massacre
Dungeon delving can provide you with a myriad of benefits. You can scry some cards, gain some life, or create some tokens. And that's just in the earliest levels. While only a few of the creatures in this deck allow you to venture into the dungeon, you should still be able to reap some good rewards with them. Nadaar, Selfless Paladin and Triumphant Adventurer both allow you to venture into the dungeon when they attack. Nadaar and Barrowin of Clan Undurr both allow you to venture into the dungeon when they enter the battlefield. While these are the only ways to venture, they should be more than enough to provide you with some additional benefits.
In order to make the most out of attacking with Nadaar, Selfless Paladin and Triumphant Adventurer, you'll benefit from some help from Luminarch Aspirant. By adding a +1/+1 counter to either of these creatures, you'll make them less likely to be blocked effectively by your opponent. This is especially true in the case of Triumphant Adventurer, who gains first strike as long as it's your turn. Combine this with the deathtouch it always has, and you'll have a nigh unstoppable creature before you know it.
You can also gain additional +1/+1 counters when you activate the +1 loyalty ability of The Wandering Emperor. This ability also provides first strike, which can be helpful when attacking with Nadaar, Selfless Paladin. The Wandering Emperor's other abilities are more defensive in nature, but by using them, you'll be able to stay alive long enough to finish a trip through a dungeon. Doing this will provide each of your other creatures a +1/+1 bonus from Nadaar's ability, as well as the ability to return creatures from your graveyard to the battlefield when Barrowin of Clan Undurr attacks.
Thematic decks are a lot of fun to play. They can also be very good as well. I know I've only scratched the surface of thematic decks. Let me know in the comments of other thematic decks you enjoy playing.
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!