Zerris here, posting my second deck. As usual, some testing has been done, but improvements and feedback are welcome.
I was having a lot of trouble with the meta at rank 30-40 - specifically, the range of good decks is so wide that it's hard to beat them all. Sign of a healthy metagame, but annoying when you can't sideboard to meet the demands of each matchup. So, my goal was to find a deck that's good against the widest possible swath of the meta.
Primary decks I wanted to have a good matchup against:
White/x Humans
Blue/x Mill
Four-Color Walkers
B/W/x Control
G/R Ramp
And at least be competitive against the rest of the field. This is obviously a tall order, but I think I've found something good.
Without further ado, a decklist:
Fireball - You! (
)
(Ramp)Threats2x
Sylvan Advocate1x
Nissa, Vastwood Seer2x
Tireless Tracker1x
Reclamation Sage2x
Mina and Denn, Wildborn1x
Greenwarden of Murasa1x
Woodland Bellower1x
Chandra, Flamecaller1x
Omnath, Locus of RageRamp/Healing3x
Retreat to Kazandu4x
Nissa's Pilgrimage3x
Explosive Vegetation2x
Nissa's RenewalFireballs2x
Twin Bolt2x
Fall of the Titans3x
Ravaging Blaze3x
Rolling ThunderLands (26)8x
Mountain10x
Forest2x
Rootbound Crag2x
Cinder Glade4x
Evolving WildsMana Source reasoningAgain defering to
Frank Karsten's math here.
Counting Evolving Wilds as a full source (we're only two colors) gives:
16
Sources
18
Sources
Of course, we also have a lot of ramp spells - but it's important to be able to cast our cards on curve even if we can't take a turn off to ramp, so let's look at just land sources. We want to be able to cast Rolling Thunder on about five mana, and Greenwarden / Woodland Bellower on curve. Per Karsten, this requires about 16 sources of red mana and 15 sources of green mana. The extra Forests are there to maximize the value we get out of Nissa's Pilgrimage and Nissa herself, as well as being basics for Explosive Vegetation and Nissa's Renewal. There's clearly enough mana to cast our spells, so there might be an argument for some value lands - most likely
Rogue's Passage.
StrategyThis deck's strategy is similar to a standard ramp deck - ramp, try to stabilize, do something big to finish out the game. The difference is that our "big stuff" is tuned to beat the meta. There are a lot of decks that can generate infinite ground stalls, kill creatures, bounce permanents, etc. However, there are very few counterspells in use - and the majority of them are taxing counterspells such as
Spell Shrivel as opposed to hard counters. Well, Spell Shrivel is usually a hard counter - just not against a ramp deck. As such, trying to win a game through combat can be a nightmare, even with
Ulamog, the Ceaseless Hunger and
Gaea's Revenge - but Fireballing for 15 is much more manageable. Against decks that don't pressure our life total, we have the secondary win condition of going huge with Retreat to Kazandu and gaining trample off Mina and Denn.
There's another more subtle point here, though - Gaea's Revenge (or any other creature payoff) is a single card, with a single use. It can attack or it can block - and in a stalled board state, it might do neither profitably. Our Fireballs, however, are multipurpose. They're a win condition on their own, reliably dealing 10+ hasty unblockable damage. A lot of the control decks in the metagame are Planeswalker based - and our fireballs can often two-for-one with a creature and Planeswalker (or two walkers). Lastly, they can also be played as four or five mana sweepers against most of the aggro decks of the format, which are playing a lot of X/1 creatures. This versatility is what allows us to have good matchups against such a wide range of decks. The ability for our endgame haymakers to also shore up our midgame allows us to run only high value cards - the one-of Reclamation Sage and the two Twin Bolts are the only bad late game top decks, and we can thin almost all the lands out of our deck in short order.
Card ChoicesThe early threats: Sylvan Advocate, Nissa, and Tireless Tracker are the best cards in our colors that can be put down before we start ramping, while still being meaningful top decks in the late game. Sylvan Advocate is incredible against aggro decks, and as a 4/5 vigilance on turn five can pressure the opponent's planeswalkers or life total. We want to get our opponent to ~12 life, so that we only need one fireball to finish off the game - the Sylvan Advocate chip shots matter. Tireless Tracker is an easy 4-5 clues, and since we can win through an unbreakable board-stall on the turn we draw our fireball, trying to chump and clue-crack to find a finisher is a very reasonable gameplan. The tracker can also attack as an 8/7 in a pinch. Nissa is generally good in a green ramp deck, especially when every land matters, card draw matters, and we play a boatload of basic Forests.
Reclamation Sage doesn't quite fit into the threat camp - she's here as our concession to a wide array of troublesome permanents, with the bonus of being tutorable off Woodland Bellower and recurrable off Greenwarden.
Mina and Denn, Wildborn - this card does a
lot of things - some flashy, some subtle. The flashy part is that in a deck with four Nissa's Pilgrimages and the ability to turn on spell mastery to get a ton of forests in hand, this card is a bonus ramp spell every turn. It also gives us a low-investment way to get through chump blockers to finish off walkers or chip-shot before a lethal fireball. Being able to do this at instant speed is even better. The more subtle tricks with Mina and Denn involve the secondary effect of their trample ability - putting a land back in your hand. This deck contains multiple Landfall cards, but very quickly strips all the lands out of the deck. Mina and Denn let you bounce multiple lands a turn to your hand to re-trigger landfall. And, lastly, got Mina and Denn alongside Chandra, but an empty hand? Bounce half your lands to hand, then cycle them all off Chandra. The value! Free discard protection as well, in case
Liliana, Defiant Necromancer's getting you down.
Greenwarden / Woodland Bellower - The tutor cards of the deck. Greenwarden tutors your graveyard (usually for a fireball you used earlier in the game, sometimes for an Evolving Wilds to double trigger landfall) and Woodland Bellower can tutor up a 4/5 vigilance creature (Advocate), a source of card advantage (Tracker), or a removal effect for an enchantment/artifact (Sage).
Chandra, Flamecaller - If you've watched standard, you know what this card does. G/R ramp is her home. Invite her in for tea, you'll be glad you did. Notable interactions with Mina and Denn as described above, as well as softening up creatures so that a Rolling Thunder can clean up. Six hasty damage a turn is no joke either.
Omnath, Locus of Rage - go big or go home. This creature in a ramp deck is probably the single scariest threat in all of Magic Duels. With Mina and Denn and fetchlands, you can often trigger Omnath three or four times the turn he comes into play - instantly stalling the board, and often generating lethal for the next turn. Stronger than Ulamog in most situations for this deck, and three mana cheaper.
Ramp: Nissa's Pilgrimage, Explosive Vegetation, Nissa's Renewal. The usual problem with having so many ramp spells is that once you hit 10 lands, all future ramp spells (and lands) are dead draws. In a deck that wins with fireballs and landfall triggers, that's no longer an issue - every land is a good land. Thanks to Mina and Denn / Chandra, Nissa's Pilgrimage is often stronger than Explosive Vegetation (and it thins the deck better), which is why I've cut one Explosive Vegetation as my excess ramp spell. We want to get every land we can out of our deck while surviving to use them, so Nissa's Renewal is at it's best here.
Retreat to Kazandu - I originally put this in the deck as a way to gain life against aggro that couldn't be removed and still top-decked okay. Then I played with it, and watched it win half my games on its own. The choice of options is very powerful in a meta that's so extreme between multi-color walker control / mill on one end and mono-white humans on the other. Unlike
Jaddi Offshoot, this card always does *something*, and that something is usually good.
Twin Bolt / Fall of the Titans - early game removal for aggro decks. I've considered dropping the Falls for more Twin Bolts, since that's usually what they do, but the upside of Fall is so much higher, and the floor is only a little worse. We're a burn deck, which is what causes Twin Bolt to edge out
Fiery Impulse. Also plays very well against those
Kytheon, Hero of Akros into
Consul's Lieutenant draws.
Fireballs: Ravaging Blaze and Rolling Thunder. We get to play with a full six fireballs (and the two conditional Fall of the Titans). As a result, we don't need to hold on to them like precious gold; use whenever they'd get you good value. Both can hit creatures, planeswalkers, or players - and you're probably better clearing the board unless you're about to hit lethal.
Lands: I went with the simple approach until testing indicated a need to do otherwise, and so far it's served me well. Doesn't do anything fancy, but it casts the spells on curve.
Thoughts / Testing ResultsSo far, I've played ten games with the deck in its current configuration, all in the 30-40 rank range. Results are:
Victory Against: 3-Drop Creatures (and the single counterspell I saw, which almost lost me a game)
Mill
Madness
Something? Unsure, might have been Allies.
Aristocrats
Aggro-Midrange (not humans)
Walkers
Tempo Fliers
Loss Against: Ramp
Prowess
Basic observations: First, the meta is incredibly wide. Ten games, ten unique decks. Second, this deck is real. 8-2 record is pretty good at rank 30+, and I saw most of the decks I was hoping to face.
More specific notes: Creatures - A fine matchup, although the
Confirm Suspicions was a blowout I did not expect, and almost won the game on its own. Eventually out valued him in the Tireless Tracker mirror. Felt slightly advantaged.
Ramp - I kept a questionable (read: bad) seven cards on the draw and got run over by
Arlinn Kord. It was not close. Game didn't feel very representative, though - I suspect this is close to an even mirror match.
Mill - Strongly advantaged. He dropped
Sphinx's Tutelage on turns three and four alongside sweepers, but died to early Sylvan beats into a Fireball when he tapped out, with half my deck left and a hand full of threats.
Madness - Tried to kill me with the embarrassing double
Goblin Arsonist beatdown plan, while holding up removal for small threats that I didn't have. Finally dumped
Lightning Axe and
Avacyn's Judgment to clear out a Woodland Bellower + Sylvan Advocate, but died to two fireballs in a row. Looked like an aggressive deck that misjudged its role in the matchup.
Something - never really got off the ground, saw a
Bloodbond Vampire and three attacks from
Shambling Vent before he died to creature beats and burn.
Aristocrats - Poor guy. He had a good hand -
Blisterpod, something,
Smothering Abomination,
Ob Nixilis Reignited,
Kalitas, Traitor of Ghet. The Blisterpod and Smothering Abomination were forced to chump to stop 8 damage on turn four (courtesy of Retreat to Kazandu), the Ob Nixilis ate half a Rolling Thunder, and Kalitas ate half a Ravaging Blaze for lethal. Unsure how the matchup is in general, but my draws were backbreaking.
Aggro-Midrange - some weird white variant running a playset of
Felidar Cubs alongside more typical faire. Had to choose between beatdowns and clearing out a Retreat to Kazandu, got me down to 7 life before three consecutive sweepers stole the game.
Prowess - this was a stomping, and felt like an honest weakness for my deck. An aggressive deck with all its threats being X/2s and X/3s is an excellent strategy against a control deck trying to sweep with Rolling Thunder. This matchup felt very bad for me - so bad, in fact, that I'd avoid trying to do anything about it and just hope to dodge it.
Walkers - I saw
Gideon, Ally of Zendikar,
Nissa, Sage Animist,
Ob Nixilis Reignited,
Chandra, Flamecaller, and a
Woodland Wanderer. No idea what the blue was for. Gideon and his token ate a Ravaging Blaze, Nissa and Ob Nixilis ate a Rolling Thunder, and Chandra got killed by my own Chandra a turn afterwards. Had me down to five life, but Retreat to Kazandu pulled through. In the end, he ran out of cards while I still had a hand of threats and clues. He played very aggressively, and I'm not sure if that was the right choice - might have been better served plus-ing every walker every turn to keep them out of burn range. Either way, a close game, but my fireballs had exactly the utility I hoped they would.
Tempo Fliers - One of the more challenging games I played, mostly on the back of
Thought-Knot Seer getting
Essence Fluxed. First one had a choice between Nissa's Pilgrimage, Rolling Thunder, and Chandra (chose Rolling Thunder), second was a choice between Chandra and Woodland Bellower (took Chandra). I kept pushing through damage on the ground with Retreat to Kazandu while he pushed damage in the air. Finally had him on the ropes, and a two-for-one with Twin Bolt sealed the deal. Matchup felt close the whole way.
Specific Card NotesFor the most part, the deck behaved exactly as I had expected it to in theory when I built it. There were a few outliers, though, which suggest room for alterations or improvement.
Mina and Denn, Wildborn were great every time I played them. Started at zero, went to both. It's the sweet spot of reasonable threat, ramp spell, combat trick, and landfall enabler. I was worried about Languish, but Retreat to Kazandu shored that up reasonably well (and the rest of my deck is pretty Languish-proof, so it wouldn't be a blowout).
Speaking of
Retreat to Kazandu, this card is insane in this deck. It took over every game I played it in, with either mode. Can't praise it highly enough.
Greenwarden of Murasa felt surprisingly lackluster. All my strongest plays with it involved getting back Evolving Wilds to enable Retreat or Omnath, in which case
Ulvenwald Hydra would probably be better. Got back Retreat to Kazandu once, and Ravaging Blaze a few times, but the fact that you can't fireball the same turn you get it back hurts a lot. Probably still good in grindy black control matchups, though - the two decks of that style that I faced both got run over before he would have mattered.
Fall of the Titans is not very good in this deck. It might be the best card for the slot, but it never made me happy. I cast it twice, once as an overcosted Twin Bolt, and once for XX = 3. Never got to surge it, which seems like it'll be an issue a lot of the time. That said, if I took it out, I'd probably just replace it with two more Twin Bolts. I think it has to be better than that on average, even if you never surge it? Unimpressed, though.
I never missed Gaea's Revenge or Ulamog, but I did miss having a true sweeper and I missed having value lands. This deck might be a good home for
Chandra's Ignition replacing Fall of the Titans, and there's almost certainly something better you can do with that mana base. Even a single
Island to enable
Radiant Flames is worth considering. I never faced a pure aggro deck like mono-white humans or mono-red, and I think they'd be tough without another way to sweep the board. Probably an unfavorable matchup with this configuration, and I'd like to turn it even/favorable.
And that's a wrap...Suggestions and comments welcome!