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Melding in BRO Standard

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Hello everyone. Back when Eldritch Moon came out, there was a new mechanism called meld that allowed you to merge two cards into one large, oversized creature. It was flashy; it was splashy; it was powerful. For me, I have great memories of melding Hanweir Battlements and Hanweir Garrison into Hanweir, the Writhing Township, and horrific nightmares of having Gisela, the Broken Blade and Bruna, the Fading Light melding on my opponent's side of the battlefield into Brisela, Voice of Nightmares. When I saw meld was back in The Brothers' War, I knew I would have to try out the three pairs of cards that are able to meld with each other. This week, I have one deck for each pair that you can try out. Let's get started.

Urza, Planeswalker

We'll start by taking a look at a deck featuring the most powerful planeswalker Dominaria has ever seen, Urza. Let's get started with the decklist.


Urza, Lord Protector
Urza, Lord Protector is a 3-mana creature that has good stats. With him in play, all artifact, instant, and sorcery spells will cost one colorless mana to cast. That reduction is important, as there is only one other creature in this deck, Terisian Mindbreaker, which has a mana value of seven. That means you'll be relying on your spells to keep things under control on your opponent's side of the battlefield. Terisian Mindbreaker is also an artifact, so being able to play it a turn earlier is a huge benefit.

Another artifact to benefit from this mana reduction is The Mightstone and Weakstone. When this legendary artifact enters the battlefield, you'll choose whether to draw two cards or to give a creature -5/-5 for the turn. While both options give you an immediate bonus, the most important reason to get The Mightstone and Weakstone into play is because it provides you with two colorless mana when tapped. Since it comes into play untapped, this mana can be accessed right away. The only drawback to this two mana is that it cannot be used to cast a nonartifact spell, but that's really not much of a drawback.

You can use that mana to pay for activation costs, such as the mana required to meld Urza, Lord Protector and The Mightstone and Weakstone into Urza, Planeswalker. This is definitely something you'll want to do as quickly as possible, because Urza, Planeswalker is incredibly powerful. He starts with seven loyalty, and you are able to activate his loyalty abilities twice during your turn. You can activate two different abilities or activate the same one twice. With five loyalty abilities, all of which are amazing, you'll likely see your opponent concede the game before getting the chance to reach ten loyalty counters.

Mishra, Lost to Phyrexia

Next, we come to the deck featuring Mishra and his Phyrexian cohorts. Let's take a look at the decklist.


Mishra, Claimed by Gix
Mishra, Claimed by Gix is a very powerful creature that will help you win games in multiple ways. While Mishra is on the battlefield, whenever you attack, your opponent will lose an amount of life equal to the number of attacking creatures. You'll gain that same amount of life. This ability on its own is amazing and could easily help you win games, simply by attacking with a lot of creatures and creature tokens.

Moving over to Mishra, Claimed by Gix's partner in crime, Phyrexian Dragon Engine also has what it takes to win games. For three mana, you'll get a 2/2 creature with double strike. Phyrexian Dragon Engine also can be unearthed from your graveyard for five mana. This can be useful because you'll need to attack with both Mishra, Claimed by Gix and Phyrexian Dragon Engine at the same time in order to meld them into Mishra, Lost to Phyrexia.

Once the melding takes place, Mishra, Lost to Phyrexia comes into play tapped and attacking. You'll also get to choose three of six different modalities that will happen. These encompass a variety of effects that allow you to destroy an opposing artifact or planeswalker, give creatures you don't control -1/-1 until the end of the turn, or deal three damage to any target. You can also give creatures you control menace and trample until the end of turn, which can allow you to quickly crush your opponent.

Titania, Gaea Incarnate

The final deck I have for you this week features the melding of Titania, Voice of Gaea and Argoth, Sanctum of Nature, showing how truly powerful one can become with the power of nature. Let's start by looking at the deck.


Titania, Voice of Gaea
Titania, Voice of Gaea allows you to gain two points of life whenever one or more land cards are put into your graveyard. This encourages you to play lands like Brokers Hideout, Cabaretti Courtyard, and Maestros Theater. Each of these lands gets immediately sacrificed when it enters the battlefield, allowing you to search your library for a basic land to replace it. In addition, you gain a point of life from these lands, so when Titania, Voice of Gaea is on the battlefield, you'll end up gaining a total of three life points by playing these lands. You'll also need four or more lands in your graveyard to be able to meld.

Argoth, Sanctum of Nature is the land Titania, Voice of Gaea melds with. Argoth will enter play tapped unless you control a legendary Green creature, such as Titania, Voice of Gaea. However, you could also have either Tatyova, Steward of Tides or Slogurk, the Overslime in play for Argoth to enter untapped, as they are also legendary Green creatures. Both of them also have abilities that trigger when a land enters the battlefield under your control, so they fit within this deck very nicely.

Once melded, Titania, Voice of Gaea and Argoth, Sanctum of Nature become Titania, Gaea Incarnate. When this happens, you'll return all land cards from your graveyard to the battlefield tapped. These lands help Titania, Gaea Incarnate grow in size, as its power and toughness are each equal to the number of lands you control. Titania, Gaea Incarnate also has an absurd amount of keyword abilities, providing it with vigilance, reach, trample, and haste. This allows you to attack for a large amount of damage during your turn, while also being able to block nearly any opposing creature on your opponent's turn.

Wrapping Up

If you thought the first creatures that melded together were powerful, you haven't seen anything yet. The Brothers' War amps things up to eleven where meld is concerned. Plus, the pre-melded creatures are amazing in their own right. Meld is definitely one of the more pushed mechanics in this set, so give these decks a try and feel that power for yourself.

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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