Rise of the Eldrazi helped ensure that the final nail was put in the coffin of the Turbofog and Jacerator archetypes. The big three Eldrazi – Kozilek, the Butcher of Truth, Ulamog, the Infinite Gyre and Emrakul, the Aeons Torn – all have the ability of shuffling their owner’s graveyard into their library when the card hits the graveyard. Good bye mill strategy.
This is a little like my current list:
|
Obviously, due to budget, there are some cards missing. Jace, the Mind Sculptor would be nice. Elspeth, Knight Errant would be handy. However the strategy of the deck is sound and reasonably consistent. Use counters and removal to stay alive long enough to drop a threat then win in 3 turns. Meanwhile Ponder, Jace Beleren and Jace’s Ingenuity provide enough card advantage to keep the answers coming.
Threats
My chosen threats are:
Celestial Colonnade cannot be underestimated. It survives Day of Judgment, it is evasive and its mana is still available for a Path to Exile in response to combat or on your opponent’s turn.
A resolved Sphinx of Jwar Isle is really hard for most decks to deal with. The only decent answers once it hits the deck are Day of Judgment, Consuming Vapours or Gatekeeper of Malakir. The opponent is on a four-turn clock.
Baneslayer Angel is a force to be reckoned with and her arrival on the table changes games. In two turns this card can change a 5-20 losing score line into a 15-10 winning position. Admittedly, she’s no longer quite as awesome as she was when M2010 was the current core set, however she still demands to be removed to lost to.
Sun Titan is a powerhouse in this deck. If you haven’t read its ability then do so now. It recurs Tectonic Edges, Arid Mesas, Misty Rainforests, combat casualty Celestial Colonnades as well as removed Oblivion Rings and exhausted Jace Belerens. It’s a little bit ‘win more’ but it certainly makes it very clear that you’re winning and you intend to keep it that way. I would love to make more room for cheap permanents in this deck, may Ice Cage or similar or possibly even Eel Umbra, but the cheap counters and removal are more useful.
What Does the Deck Lose After Rotation?
The main card this deck loses after the release of Scars of Mirrodin is Ponder. Ponder is a handy little utility card that smooths draws, gets rid of dead cards and replaces itself. There’s an almost perfect replacement for it in Preordain. Scry 1, draw 1 is a great ability but I’m not sure it’s as powerful as look at 3, maybe suffle, draw 1. The thing is that a deck like this, everything is an answer and the answers are designed to be as broad as possible so there are very few dead cards at any given moment. So I guess any card that allows you to stack the top of your deck is useful, despite whatever else it might or might not do. Having said that, there’s no worse feeling that dropping a Halimar Depths and seeing three lands when you already have 10 out and need something big, or seeing 2 Sphinxes and Baneslayer when you’re on 3 mana and are about to die to a Vengevine.
Additionally the deck says goodbye to Path to Exile, the most efficient removal spell currently in Standard. However, it’s to be replaced with Condemn, which is in some case better.
Oh, and Oblivion Ring rotates out, too. The only replacement we have for that at the moment is Journey to Nowhere which is too narrow to be as useful. That said, I can see aggro making a resurgence and exiling a primary threat is always a good thing.























































