Jund Midnight Madness

So I put a twitter poll up a few days ago and the chosen format was Pauper. If you dont follow me you can find me as @OsoGladiator on both Instagram and Twitter.

So pauper, for those who don’t know, pauper is a mtg format that uses cards that are commons only. (Must have been printed at common at some point).

For this deck I decided to go with one of my favorite archetypes and on of my favorite mechanics; Madness and Burn.

To start off we need a burn package and no burn package is complete without Lightning Bolt.

In addition to Lightning Bolt we use 3 other one mana spells to deal 3 to our opponent’s head. Bump in the night is a easy way to hit for 3 and if its in the bin late on, it can be flashed back for another 3.

The other two are actually 3 mana cards, but can both be cast for one if you can trigger madness. Alms of the Vein and Fiery Temper can give us another set of Bump in the night and Lightning Bolt respectively.

So next comes triggering madness. Madness triggers if you discard the card, so we are going to use a few cards to do that.

We have a couple of card draw/selection engines in Cathartic Reunion and Faithless Looting. Since both of these require us to discard cards, we want to use them when we have mana open to take advantage of madness, or if we don’t have madness cards we can ditch extra lands to make room for spells.

In addition to using our burn as removal we can also use Lightning Axe since we don’t mind the discard. Lightning Axe conveniently kills Gurmag Anglar, which is one of the big bads we are likely to see. We will also use Insolent Neonate as another way to card select and/or trigger madness. Use him as a chump blocker and then sac to loot. Many times you end up taking no damage and give yourself the ability to hit them for 3. With Menace, he can also sneak in for a few points of damage early game.

Two of our creatures have madness. The first is Bloodmad Vampire. If she is not killed right away she can deal some serious damage and also trades up very well.

So maybe you are asking where the green is. Well, the second is Basking Rootwalla. This little guy can get bigger when you need him to if you can get your forest out, but does not need to. Since he can madness for 0, most of the time its just a free little piece of board presence in place of a discard.

We are also running one copy of Rummaging Goblin. He just fits all the things we need. A consistant discard outlet and a body when we need him.

To support this package we are also running 21 lands.

4x Swamp
2x Bloodfell Caves
9x Mountain
1x Forest
4x Evolving Wilds
1x Bojuka Bog.

As for the sideboard options, we are going with mostly removal to make sure we can keep the opponents threats in check while we burn them out. Being able to sideboard in the answers we need. We are also running two Gurmag anglars since we will often have a full graveyard and many times people won’t sideboard in yard hate just for our two flashback cards. So it can be a good way to muck up the board or beat face.

2x Electrickery
2x Gurmag Angler
3x Magma Spray
4x Smash to Smithereens
4x Tragic Slip

As always, please share your feedback here or via twitter @OsoGladiator.

Full Decklist

here

Happy Gaming!

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The Vampire Conquistadors (Deck Teck)

So are you ready to command the Dusk Legion to victory?

This deck goes straight beat down. Every single card here is meant to put vampires on the battlefield and use them to slaughter your opponent.

Starting out quick with Skymarcher Aspirant who has the potential to gain flying quickly if you can get tokens going.

Backing up the Aspirant is the Martyr of Dusk. This guy can sneak in for a lot of damage and even if he gets blown up in combat, you still get a lifelinking body to replace it.

The bulk of the list is vampires. Getting bodies on the ground to do some throat tearing and blood draining. Guys like Gifted Aetherborn can also help you stave off aggro or any big hitting threats your opponent may drop while you are going wide and Adanto Vangaurd can help your board survive sweepers and big blockers.

Using Dusk Martyr and Legion’s Landing to make tokens means you’ll want to grow those tokens into the soldiers they were meant to be, that means good leadership is necessary.

New Arrival Legion Lieutenant fills this spot perfectly. A 2/2 beater for 2 that also makes everyone else bigger, yes please. This will help you wear down your opponents, if not finish them outright.

In addition, you can also drop a radiant destiny, and when you get up to 10 permanents, it can really give the token deck the ability to survive late game.

Finally, once you have driven your opponents back, you use Sanctum Seeker to finish the job. He can easily drain someone in one turn.

In addition to Sanctum Seeker, I added two copies of Twilight Prophet to be a late game finisher.

This works especially well if you can get the cities blessing early with a Skymarcher Aspirant.

As for removal, we are running 4 Fatal Push. Plain and simple.

A good side-board option to get through noard stalls is also the under-rated Gruesome Fate, this card won more than a few games in testing.

Speaking of side boards, here is what I am currently running:

2x Aethersphere Harvester
4x Duress
3x Ixalan’s Binding
2x Lost Legacy
2x Dusk / Dawn
2x Kambal, Consul of Allocation

There you have it. I hope you enjoy! Feel free to send me some feedback on Twitter @OsoGladiator

Full Decklist and Sideboard

Mono-Red Invades Ixalan (Deck Tech)

Update 1/15/2018
Ramunap Ruins and Rampaging Ferocidon are now banned in standard. They had a good run…

Check out my “The Vampire Conquistadors” deck for a new take on aggro. The Vampire Conquistadors

So its time for a new release with Ixalan. My prefered play style in Standard is to be as agressive as possible. So let’s jump in.

Ramunap Red was a break out deck towards the end of the last rotation. However, despite using some of those pieces this deck is a bit different, although… it is still Red, so the differences are subtle. There was also a budget in mond with this deck, trying to keep it around $100.

So to begin, here is the list.

Creature (25)
4x Ahn-Crop Crasher
4x Bomat Courier
4x Earthshaker Khenra
2x Hazoret the Fervent
3x Kari Zev, Skyship Raider
4x Rampaging Ferocidon
4x Soul-Scar Mage

Instant (14)
2x Abrade
4x Lightning Strike
4x Shock
4x Sure Strike

Land (21)
13x Mountain
4x Ramunap Ruins
4x Sunscorched Desert

http://tappedout.net/mtg-decks/red-burn-ixalan/

So as mentioned a lot of the same pieces from Ramunap Red are back. It is hard to be a Red deck without them. So what are some of the othet pieces. Rampaging Ferocidon is a creature I am really excited to try. I really like the no gaining life clause being an aggro deck with a burn package, and them getting pinged for their creatures is great. This is a card that will certainlynot be a 4 of in game 2 against control, but can be a good on curve beater with evaision and a good ability against all others.

Another good meta game player is Soul-Scar Mage. So lacking Haste it is no Monastery Swiftspear, but prowess does let it grow as you burn our opponents, which will be very useful. Also his ability to shrink Dinos will certainly be useful, it turns all that burn into combat tricks.

With bigger creatures than ours running around, I really like Sure Strike in this deck. Since you want to be agressive anyway, having a good combat trick will be nice, especially one that allows your Ahn-Crop Crashers and Rampaging Ferocidons to kill a Carnage Tyrant.

This deck really wants to smash in early, but with big creatures and conrol being an issue, a good burn package is necissary to finish people off. Because of this, I have included 4 ofs of Shock and Lightning Strike. Its nice to know you have 20 damage worth of burn available to you.

The damage doesn’t end with spells and creatures. In the land package we have 8 that deal damage too. Ramunap Ruins and Sunscorched Desert represent a way to hit and or finish off opponents as well.

I am excited for this Standard environment, and I am very excited to keep bolting people with Red!

The Blacksmith Soldier (Deck Tech)

So the Commander of this deck is Dakkon Blackblade. 

He is a character from way back in Magic, his story is very interesting, and I suggest you look him up. However, the part that matters for this Deck Tech is his ability, and for Dakkon there is only one; “Dakkon Blackblade’s power and toughness are equal to the number of lands you control.” So that seems simple enough right, we want to get lands on the battlefield and let him bang away at opponents. So let’s break that strategy down into a few smaller points.

First, Dakkon is an Esper commander, so even though that gives us access to a lot of fun tools, we do not benefit from Green’s ramp abilities. So we will need to be creative on how we get lands on the battlefield. The way that I have chosen to do that is in two ways, the simplest way to do this is with artifacts. Since Dakkon’s ability relies heavily on having lands on the battlefield, lands matter. So when we look at artifacts we cannot just look at mana rocks. Though those will help ramp us into casting our 6 mana commander, they are not what are going to make Dakkon into a one or two shot killer. Instead, we are going to use cards like Armillary Sphere, Journeyer’s Kite, and good old Solemn Simulacrum to get the lands out there (The full complement of land finders listed in the decklist). 

These cards will do one of two things, either ramp us into more lands, or ensure we are hitting all of our land drops, both of which are extremely important to making sure Dakkon is a powerhouse the moment he comes down. The second way to do this is through a land card like Thawing Glaciers. 

Even though this is a slower process, it does allow us to accumulate lands onto the battle field at a faster rate in the long run. The final part of the lands matter equation is making sure you can get lands back from the Graveyard if they are destroyed because this not only sets you back like it does other players, but it cripples your commander. For that reason I run Crucible of Worlds in the deck. 

This is a high priced card I understand so I will point out is I not necessary if you are looking to keep the budget down.

So now we know how we are going to ramp and make sure Dakkon is the beat stick we want him to be; now we need to protect him. So for protection, we will be running a few counter spells in case they are needed, but the main source will be trying to us a Whispersilk Cloak, Lighting Greaves or Swiftfoot Boots to do so. 

These are nice because they will not only avoid him getting Pathed or otherwise removed, but Whispersilk will give him Unblockable and the others will give him haste, either way that’s a win and a problem for your opponents.

Since we are using artifacts to ramp and to protect our commander it is pretty obvious we are going to have a lot of them in the deck, 41 to be exact. So that means that not only do lands mattet, but artifacts too. This lead me to start looking for artifact synergy as well. First I looked to cards like Efficient Construction and Contraband Kingpin to get some added value off of the artifacts being cast or entering the battlefield. 

I also added Metalwork Colossus to be an extra beater if Dakkon gets stonewalled. 

Finally I was looking for a way to get back my lost artifacts if they were sacrificed or destroyed. There were a lot of ootions here, Argivian Archaeologist and Hanna, Ships Navagator fill this role nicely, 

as well as lands like Achedamy Ruins and Buried ruin. This artifacts matter suite can really help grind out value in a late game when it is needed most, or even as a way to ramp at an accelerated rate.

Fianlly, With all of these value engines producing card draw and small creatures, I added Elspeth, Sun’s Champion to potentially take advantage of a go wide strategy should it present itself. 

To all of this I added a basic removal pacakge, a few combos to make mana or more 1/1s and the usual card draw to make the deck more competitive. The deck does its best when it is grinding out value and then either going for the allstar finish with Dakkon or by chipping away with all the value 1/1s.

Below is the full decklist, please fell free to take a look and comment!

http://tappedout.net/mtg-decks/the-blacksmith-soldier/

Artifact (31)

Land (35)

Instant (11)

Commander

Creature (15)

Enchantment (5)

Planeswalker (2)

Going Tribal

So we will soon have 4 new tribal commanders and 4 decks to play with them. So rather than speculate on which tribes we will get, or if they decks will be balanced, or even what colors they will be. I thought it would be fun to explore one of my favorite tribes.

Zombies!

I sincerely doubt that Zombies will be one of the tribes that we end up seeing in the 2017 printing of commander product. They are already a very well supported tribe, and other than perhaps receiving a five color commander there is not much more they need; in comparison to many of the other tribes in magic, I am looking at you Minotaurs. They also were shown a lot of love recently in the ripped from a horror novel plane of Innistrad and with the mummified servants on Amonkhet.

So why Zombies? For me it has always been a fascination with the lore of zombies, they have always been one of the most fearsome beasts of the old horror genres. I feel with the amount of pop culture screen time they have received of late, they have lost some of their fervor, but to me the slow, methodical, and relentless aggression was always much more troublesome than any of the werewolves, vampires and other creatures that the heroes of my youth used to face off against.

So how to get that idea, that relentlessness, that ever growing threat to appear upon the battlefield of Magic? Well the game designers at wizards have given us quite a few ways to slowly drag down your enemies with the hordes of the undead. Cards like Diregraf Captain and Plague Belcher give us a way to make ever opponent pay for wrathing or killing parts of our board; draining each opponent one life at a time. Having sacrifice combos in conjunction with that drain like the Phyrexian Alter and Grave crawler can also be a sure way to win. Other creatures like Diregraf Colossus or Unbreathing Horde grow stronger the more Zombies you control, and you even get credit for those in the graveyard. Finally there are cards like Empty the pits and Army of Darkness to grow your horde quickly.

Currently my favorite commander to run them with is the Siblings, Gisa and Geralf, although with the coming of hour of devastation I may look to The Scarab God to take their place. I have also toyed with the idea of having Sidisi, Brood Tyrant take command to add green to the mix. I can post my list later if there is interest; it is a bit different than some of the other ones I have seen floating around.

So there you have it, that is my favorite tribe for commander, or I should say in all formats.

What is your favorite tribe? Do you have a certain tribe you would want to see in this year’s release?

Let me know!

Edit: I included the Zombie Tribal Deck I built below, feel free to check it out.

http://tappedout.net/mtg-decks/the-scarab-gods-onslaught/

Creature (32)

Land (37)

Enchantment (8)

Instant (3)

Planeswalker (2)

Commander

    Artifact (14)

    Sorcery (3)

    Mirrorpool and EDH

    Magic the Gathering and Wizards of the Coast like to give us hidden gems for EDH all the time that are just waiting to be discovered. Then again, there are cards that are just asking to over perform. Mirrorpool is one of those cards. 

    With the ability to be a utility land in many decks, this card can be an allstar, yet I very rarely see it across the table. Mirrorpool has a couple of obvious uses, giving good value off of good spells. But when used to double a spell like Exsanguinate, it can end the game in a hurry, especially for only 3 mana. 

    The second ability is no joke either. Think about copying saskia and picking a secomd person. Now when you attack someone, you can effectively hit 3 people. 

    This is one of those cards that is often over looked, but can very easily turn into a game ender. It also is rarely a dead card since at the worst, its a land that that taps for colorless. 

    What are your thoughts on Mirrorpool?

    Image is used for reference only and is the product of Hasbro and Wizards of the Coast. 

    Proxies, Stand ins and Gold Boarders

    So have you ever sat down to play a game of Magic and been surprised to see your opponent was playing a proxied card? In general I tend to think it is bad form to not notify your opponent(s) ahead of time that you will be using cards outside of the regular tournament legal varity. Admittedly this has never really been a problem with the write “Force of Will” on an island proxies. I have however, run into individuals that use printed proxies.

    These proxies tend to be direct copies of the card, magic back and all. Now, as a player who has collected or paid for cards it does bug me when I am not told of a card being fake ahead of time. This also extends over to the gold boardered cards from the World Championship Decks. I think these cards were fun to play with the championship decks for fun or practice, but not to be used against unsuspecting opponents.

    I should be clear, as long as its discussed ahead of time, all is fair. I have run into a few playgroups now who use proxy cards, without notification or notice and it was just surprising. So am I in the minority? Is this something that many playgroups do? Or maybe just for certain formats like commander?

    Let me know your thoughts.