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The release of Guildpact is upon us, and the first set of building blocks for Ravnica Block Constructed are in place. I'd like to present you with a few preliminary deck ideas that may be worth looking into for the season, or what you may expect to face. First, a little introduction. I began playing around 1994 (I think, Revised was the available ‘Core Set'). I stopped just before Tempest Block, and came back when Darksteel was the new kid on the block. I've attended 3 prereleases including Guildpact. I played an Ice Age sealed deck back in the day. I've attended one FNM draft. So what on earth am I doing writing up deck lists for Block Constructed? Do I want to get told what an idiot I am for making stupid card choices, not understanding the expected metagame, or building the dumbest sideboard known to man? Yes, actually. Although preferably replace the “get told what an idiot I am” to “respectfully taught what I got wrong and why it is wrong”. You see, this article is more for me than it is for the readers. I don't have the time to get involved in Serious Magic, however, I am deeply interested in it, and have been since I came back to the game*. I am a student of the game, forever seeking to increase my knowledge and skills. I'm sure I would get better if I changed my ‘sideboard', something like: +2 nights MTGO, +1 FNM Attendance, +1 Tournament attendance on relevant dates, -1 Girlfriend. As much as I'd love to play more, that REALLY doesn't suit my metagame! For me, this article is a test to see if I can get at least a loose handle on a virgin format, rather than just follow the flock. Will some of these decks be Tier nineteen? I almost guarantee it. I love deck building probably more than I enjoy playing the game. Hopefully some of the ideas presented in the decks can be the foundation of a decent deck, even if my own execution of that idea is poor. If I can do that at least, I will be happy. In particular, the mana bases are probably all off kilter and may need some adjustment. For some of the decks I have neglected to give them a sideboard. All the ideas here are not cut and paste jobs. Of course I peruse forums and read articles the same as you. Certainly some information I may have learned from those, but none is copied ; merely my application of generally accepted ideas. (Some decks are conversions of Standard decks, which is about as close as I get to copying an existing idea). Basic Tools Before heading onto the decklists, let's look at some basic tools in the format so when discussing the decks, we have something to reference back to. These aren't going to be full on card analysis, just some cards I expect to have at least a reasonable presence in the upcoming Ravnica Block metagame. Feel free to flame me in the forums for something I missed. Mana Fixing and Acceleration Rare Dual Lands (Temple Garden etc) The highlight here is of course the rare Guild land cycle; Ravduals, shockduals, whatever you want to call them. Birds of Paradise is our one mana accelerator and fixer. Farseek is our two drop, which happens to search out the cycle of Ravduals (could they have been more obvious about it?) Civic Wayfinder sits at 3 mana, only able to find basic lands but still quite useful. I would like to note that Perilous Forays can find the rare cycle of lands (searches for a land with a basic land type , not for a basic land), but at 5 mana, I don't think it has real potential. The common duals can increase your mana base, and will be used by some slower controlling decks. Elves of Deep Shadow will also help accelerate decks, possibly even if they aren't black, or just to support a black splash. Ravnica was supposed to highlight 2 colour combinations. With the tools we have been given, I think 2 colour decks will be rare; the majority will be 3 or 4 colours due to the ease of mana fixing, whether to splash to cover a weakness, or to just have access to the best cards across multiple colours. Pinpoint Creature Removal Putrefy Putrefy and Mortify are generally the best cards here due to their flexibility. Decks of their colours are rarely going to be without these cards. While Last Gasp won't kill big creatures without some help, it still takes out a number of utility creatures (Birds, Dark Confidant), and slows down opposing decks early game. Potential Mass Creature Removal Culling Sun The closest thing we get to Wrath of God (in that it will take out virtually all creatures) is Plague Boiler, and that's a stretch as it will often take multiple turns from casting to exploding. Nearly everything else is fairly conditional, hence the inclusion of ‘ Potential' in the subtitle. I've included Necroplasm, as against a deck full of saprolings, Selesnya Guildmage and Selesnya Evangel it will quickly clear their board. Rain of Embers is similar; suboptimal against most decks but devastating against the right ones. Savage Twister will often be Wrath of God – if you can out accelerate your opponent. I think the lack of a really strong Wrath variant (read : that will consistently clear out the opponents board no matter what they are playing) makes the format more creature based. Burn Char Char and Lightning Helix are the probably the best burn here. Char sets the highwater mark at 4, creatures with a higher toughness will see play because they will be harder to remove (Helldozer, Rumbling Slum). Tutors and Card Draw Congregation at Dawn A bunch of tutors and card drawers, each with their own niche or limitation. I won't go into them in detail here. Discard Nightmare Void Nightmare Void has extra utility in that it can be dredged up any time you fear a certain card that could wreck your plans. Strands is likely to be suboptimal, but is an option. Land Destruction Rolling Spoil Now we will head into the decklists! Gruul Stompin'
4 Char 8 Forest 7 Mountain
Sideboard If a 2 colour deck might have a chance without a 3 rd colour splash, it may as well be Gruul, having strong undercosted creatures. This deck does what Gruul does; lays Bad Debts 4 Putrefy 4 Mortify 1 Ghostway
5 Forest 3 Swamp 2 Plains
Sideboard 2 Ghostway This deck controls the early game through Putrefy, Mortify, and Pillory of the Sleepless. Pillory may be marginal in some matchups (those where creatures are easily I see the potential for some other cards in variants; Congregation at Dawn can find the pieces you need once you have Debtor's Knell on the table (for example, Savra, Angel of Despair and Golgari Guildmage, or triple Loxodon Heirarch if the life gain/regeneration will give you inevitability). Perhaps even a single Perilous Forays as a sacrifice outlet, which would also make the guildmages stronger. Helldozer Control 4 Farseek 4 Putrefy
2 Svogthos 7 Swamp 7 Forest
Sideboard This deck seeks to control your opponents creatures in the early game through Putrefy and Last Gasp, and blocking with Caryatid. It can also force discard through I was originally going to splash white as well as blue (to support Guildmage) for Moratorium Stone to prevent Life From the Loam from messing up the plans, but Leyline of the Void is probably better in most cases; prevention is better than cure, apparently. Ghazi-Glare
Sideboard This deck obviously exists in Standard, and most of the relevant pieces belong to the Ravnica Block. My build is surely less than optimal, but I'd like to highlight a few things. One of this decks main weaknesses is that it's creatures are small, and thus susceptible to cards like Orzhov Pontiff, Rain of Embers, Rolling Spoil etc. In matches where you suspect those cards, I think it is important to fetch out the Oathsworn Giant (and sideboard the others in), or failing that, keeping a Guildmage alive and keeping W3 open as much as possible. Another option may be to maindeck Veteran Armourer (perhaps in place of Fists of Ironwood). Savage Twister can devastate this deck however, and your only hope is a Loxodon Heirarch with GW open. Graven Dominator can be a surprise play; attack with your tokens, letting your opponent block to kill off some of your horde. Then either hard cast or Chord this guy out, and your opponent will be left with 1/1's that have been dealt 1 damage. Hour of Reckoning could also find it's way into the main deck. Germination Station 4 Putrefy It should be readily obvious this deck centres around Bloodbond March. I have little doubt that my build is missing some key pieces (for example, Wild Cantor has nice Sunglare 3 Char
4 Forest 2 Plains 2 Mountain
Sideboard 2 Ghostway In attempting to figure out what to do with Sunforger, I figured it was easier to just build a Fungus Fires Block deck. This isn't copied or adapted directly from a particular I'm sure the land base needs some work. I threw all the relevant duals in there, plus Vitu-Ghazi and a top up of basics. I preferred Civic Wayfinder over Farseek as he has the ability to hold big flamin' hammers. Perhaps 4 Wayfinders and 4 Birds means maximum duals aren't necessary. Or you could put in Farseek so you can find the duals easier and lower their number a bit. I think Sunforger is a card in block that will spawn a multitude of varied decks, particularly by having different colours. I wanted to splash black for Mortify, as a Helldozer who doesn't want to attack will be troublesome, among other things. I was oringally excited by Sunforger and Izzet cards, especially Cerebral Vortex and Electrolyze. Then I theorised you've got better burn already, and if you are spending mana tutoring up cards every turn, do you really need to draw extra cards anyway? Nevertheless, I think this is just one build of many varied possibilities. Singularity Complex 4 Repeal
11 Swamp 9 Island I'll freely admit this is a block conversion of a deck I just read about. I had intended to look into the Leyline of Singularity/Hunted combo anyway, this just gave the deck I think Dimir Doppleganger could be exciting in the sideboard. Let's face it, your Hunted Horror is going to get Putrefied or Mortified some times. Got a Horror in the yard? Clone that fatty! I'd say this comes in against dredgers or when you think removal may be high. Thunder Reborn 4 Mortify 9 Plains 9 Swamps This deck was put together very haphazardly (inception to decklist less than 2 minutes), but when Ravnica came out I was looking for something to Break Sins of the Past Preserve your life total, by removing threats as early as possible by attacking their hand, and permanents with Mortify, Faith's Fetters and Devouring Light. Discard Storm Herd into your graveyard. All discard in this deck can target any player, so you would have to be wary to keep some discard back. 3 Cast Sins of the Past targeting Storm Herd, hopefully with a decent life total. Now that is definitely a one trick pony. You could beat down with Blind Hunter and Shrieking Grotesque, perhaps recurring Nightmare Void if they hold any cards, but that path is unlikely. With all those controlling cards, it shouldn't be too hard to maintain a life total over 10 by the time you cast Sins, meaning you can kill them in two swings. But is that fast enough? There are a few cards which can simply spoil that plan, such as Culling Sun, Savage Twister and Rain of Embers. Even on an empty hand they could rip these off the top. Viable? Probably not, but this article is about ideas, not PTQ quality deck lists. Perhaps the two flagship cards will be used in other ways; perhaps something is waiting for Sins of The Past in Dissension, and Storm Herd might be something that a Boros/Orzhov control deck casts late game (or Azorious for that matter). Blood Rush 4 Char 2 Wildsize 9 Forest 9 Mountain
Sideboard 2 Wildsize The plan is simple. Start beating with critters, get the benefits of bloodthirst, and swing some more. Add burn as necessary. While that sounds like a simplistic plan, I imagine Char is obvious. I was worried about how to get rid of Carven Caryatid; a turn 2 or 3 wall is going to cause a few problems. I wasn't really happy about throwing an attacker into it and then using Char, which would have ultimately been a 3 for 1 (plus 2 damage). I glanced at Fiery Conclusion which is even worse than Char. Then I hit Wildsize, and that might be just the ticket. That plan is slightly flawed in that only 8 of our creatures inherently have the 3 power to kill it when Wildsized, plus 4 more if you get a bloodthirsted Scabclan Mauler. But that way you are likely to kill the blocking creature, keep your own, and draw a card. While Drift of Phantasms can't kill our creatures (at least not without some help) this plan also helps against that pesky blocker. There are plenty of other options for this deck, some of which I've chucked in the sideboard but could be maindeckable. Tin-street Hooligan blows up artefacts, which I am guessing will mostly be relevant against opponents who run signets for acceleration. I think against a Sunforger deck you would be beating them down and forcing blocks before it came online, but I could be wrong. I've thrown Frenzied Goblin into the sideboard, but he probably doesn't belong there. He is either maindecked, or not in your build I suspect. He can force a turn 2 bloodthirsted Pit Sulk; but that costs the same as any other 2 drop who is likely better. He can help with the aforementioned Caryatid problem however. I chucked a couple of Scion's in the sideboard. Against an opponent who doesn't put up an early defense or at least doesn't remove your creatures, Scion could be a decent size. I've kept the curve to top out at 3 mana, including the sideboard, but this may be a mistake. At least a couple of Rumbling Slum could make it into the deck, if not the full complement. It's a big creature that guarantees the bloodthirst of your clan. Similar to Scion, Ulasht might be a decent sideboard option. There are 16 creatures in the deck which are both green and red, plus all your mono-coloured ones. Untapping with a 5/5+ Ulasht in play should make for an exciting attack phase. I also wonder whether Stoneshaker Shaman could make for an interesting sideboard option. I have no idea whether it is good or not, but thought I would put the idea out there. I think I'll leave it at that as far as discussing decks go. There are plenty more options to explore, and there are some powerful cards I haven't even touched; Dream Leash, Moonlight Bargain (which should probably go in my Thunderous Return deck now that I think of it), Cerebral Vortex, Djinn Illuminatus, the Nephilim, Niv-Mizzet, Quicken (I estimate this will have more impact in other formats than Block though), Skarrgan Firebird, Sword of the Paruns (this card hasn't made much of a splash, but I'm going to peg it as playable in block), Flickerform/Auratouched Mage, Blazing Archon, Bottled Cloister, Circu, Cloudstone Curio, Firemane Angel, Followed Footsteps, Gleancrawler, Golgari Grave Troll, Life From The Loam, Plague Boiler, Searing Meditation, Vigor Mortis and Vulturous Zombie. I've looked at Warp World, and I don't think a viable block deck exists, but I'd love to be proven wrong. I've also only got 1 deck with Bob in it, when he will certainly be in plenty more. I haven't touched Izzet, but that is mainly because all the ideas I can think of suck. Attacking with 3/3 Wee Dragonauts isn't going to make it in constructed. Or is it? I do have wet dreams of having a Djinn Illuminatus in play with 12 lands untapped, and playing Cerebral Vortex on my opponent 4 times after they've draw their card for the turn to deal them 24 damage; that would be supercool. I doubt a milling deck would be viable due to the speed of the aggressive decks; Drift of Phantasms is it's best defense, followed by Stinkweed Imp I am guessing. There will also be certain matchups where you dump exactly what they want into their graveyard. Prior to Guildpact, I felt Firemane Angel would be a solid card for Red/White control. However, it can be nullified by Moratorium Stone, which can go into anybody's sideboard. Red/White/Black could be the way to go, with black giving hand destruction such as Castigate, plus Angel of Despair as another finisher and Mortify to partner with Lightning Helix. Searing Meditation could also fit here, but lacks some of the cards in Standard that work better. B/U/G could be fun with the Vulturous Zombie/Glimpse the Unthinkable combo, or Vulturous Zombie could simply be a good sideboard card against dredge decks. As you can see, there are many option available, and it will be interesting to see what happens when Block season gets underway. Have fun modifying any of these ideas, using them as the base for your own deck, or create your own concoction that will rise above the rest. Thanks for listening to a ‘wannabe'. Michael Howell Bacchus on the forums * I bought a Darksteel Box and built an Arcbound Deck. I wondered what the hell just happened when my opponent put 2 Darksteel Colossi on the table on turn 4, facing down my Arcbound Crusher. That experience certainly piqued my interest! |