Zerris here, caving to pressure and being a conformist.
Time to build a 4-Color Walker deck. In part because every time I read through the mana base of any other 4 or 5-Color Walker deck and compare it to the cards they're trying to cast, it gives me an aneurysm. Let's see if we can make a deck that doesn't concede to its own lands.
Preface: Why 4-Color Walkers?If you don't care about deck-building theory and just want a netdeck, skip to the section labeled "~~~ Decklist ~~~" in big font. Nothing here is relevant to you.Alright, imagine you had no idea what the meta of Magic Duels was, and you just wanted to build a powerful deck. Further, let's imagine that you have access to magical "rainbow lands" that can tap for any color of mana or colorless. Given that, what deck would you build?
If you wanted to build a midrange-y proactive deck, it might look something like this:
Midrange Rainbow Lands Deck (
)
2x
Knight of the White Orchid2x
Sylvan Advocate1x
Nissa, Vastwood Seer2x
Tireless Tracker2x
Matter Reshaper1x
Nissa, Voice of Zendikar1x
Archangel of Tithes1x
Erebos's Titan1x
Kalitas, Traitor of Ghet2x
Woodland Wanderer2x
Thought-Knot Seer1x
Gideon, Ally of Zendikar1x
Nahiri, the Harbinger1x
Arlinn Kord1x
Archangel Avacyn2x
Reality Smasher1x
Jace, Unraveler of Secrets1x
Ob Nixilis Reignited1x
Linvala, the Preserver1x
Woodland Bellower1x
Chandra, Flamecaller1x
Sorin, Grim Nemesis6x
Removal Spells25x
Rainbow LandThat's a nice deck, it's got a good curve, let's go build it in Duels!
Wait.
Where are my rainbow lands?
Oh right, they were theoretical. Well, back to the drawing board.
Now, instead, let's try to build that deck using real mana. First, remove all the obviously unplayable cards due to mana considerations. There's only one blue card, and it's double blue, so get it out. Double white on turn two is a non-starter in a multi-colored deck. Colorless splashes really badly with three+ colors, because there are no pain lands (i.e., Colored+Colorless dual lands) in Magic Duels. If you think
Crumbling Vestige counts, you haven't played with it yet.
Warped Landscape is closer, but can seriously hamper your development as a midrange deck - I don't think it's worth the payoffs, though I welcome some testing. My initial spitballing suggests we could get four
Warped Landscape + four
Evolving Wilds + four
Sylvan Rangers +
Wastes for a reasonable shot at turn four
Thought-Knot Seer, but the fifth color means that the Evolving Wilds and Sylvan Rangers probably don't even count as 3/4s of a colored source for each color any more and you'd stunt your development a lot cracking Warped Landscapes on turn three/four. I suspect you'd need to drop every
card (or every
card) for mana reasons to allow this - although that might be an acceptable swap. Anyway, it's all theoretical for the moment, because I'm not doing it here.
So, what does our deck look like now?
Conservative Midrange Rainbow Lands Deck (
)
2x
Sylvan Advocate1x
Nissa, Vastwood Seer2x
Tireless Tracker1x
Nissa, Voice of Zendikar1x
Archangel of Tithes1x
Erebos's Titan1x
Kalitas, Traitor of Ghet2x
Woodland Wanderer1x
Gideon, Ally of Zendikar1x
Nahiri, the Harbinger1x
Arlinn Kord1x
Archangel Avacyn1x
Ob Nixilis Reignited1x
Linvala, the Preserver1x
Woodland Bellower1x
Chandra, Flamecaller1x
Sorin, Grim NemesisAlright, how close can we come to giving this a real mana base?
Relevant Link to Mana MathIn Duels, we have four fetch lands - let's call those a total of 3 sources for each color. In order to play fetch lands, we need basics to fetch - we probably want about two per color to meet all our mana requirements. That's 12 lands already; add in 13 dual lands and you have a total of 46 sources of colored mana - distributed relatively evenly, because of all the basics and fetches, alongside the limit on true dual lands. If you instead made your entire deck dual lands (which will mostly come into play tapped) you'd only get up to 50, so there's not a lot of room to improve. This gives you - on average - 12 sources of each color. This is enough to cast single colored spells on turn 3, give or take - and nothing before that, alongside no double colored spells. Wait, most of our deck is double colored. This won't work out. We need more mana.
The naive answer is to just add more lands - but to add enough lands to cast our spells, we'd need 45-50 lands. That won't be a very good deck. Alright, how else can we clean up the mana without adding lands? First answer: more ways to fetch our existing lands. Ramp spells or creatures, with two exceptions, only fetch basics - so we're gonna have to play some basics. Now, if we play too many basics, we'll also have trouble - because then we need to hit 90-100 land-equivalent sources in a 60 card deck. Alright, we want to play the bare minimum of basics. This means that our ramp spells like
Explosive Vegetation and
Nissa's Pilgrimage will be
very bad. You can cast the first one, and all the rest are dead top decks. Even worse, they can't be cast very early, so our spells will already be delayed. An
Erebos's Titan on turn seven is not nearly as good as on turn four - and if we fetch for Erebos, we can't play
Archangel of Tithes. What's the best cheapest land tutor? Well, there are two good choices - one is the land cantrip
Oath of Nissa (bonus: can get non-basics!), and the other is
Sylvan Ranger. Let's add a full playset of each and see how that affects our math. (You might at this point suggest
Deathcap Cultivator. But - spoilers - I plan to add some wraths, and Cultivator plays very poorly with wraths. Sylvan Ranger, by comparison, can chump block while you let them develop a board for maximum wrath value. Also, Deathcap is only a good source of Black, and we badly need White as well.)
First off, if we hit Oath of Nissa, all of our Planeswalker costs are paid for. Now, we would still need to draw an Oath - but this means that each one can count as one of our mythical rainbow lands - for Planeswalkers only. For everything else, we'll count them together as 0.5 of each land source (except Green - because without it we couldn't play the oaths!) per Karsten's math. The Sylvan Rangers are roughly fetchlands - I'll count them as 3 sources per color (again, except for green, unless we need double green). Now what do our land needs look like?
Sources (before dual lands):
Green: 5
White: 8.5
Black: 8.5
Red: 8.5
To which we can add 26 mana sources from dual lands. Consider this to be 2 sources better for each non-green Planeswalker. Combined total, 56.5 sources.
And we need... 19 Green, 22 White, 22 Black, 15 Red, or a total of 78. Yeah, that's still not going to work. Let's shave off a few more hard to cast cards - Nissa, Voice of Zendikar, Archangel of Tithes, and Erebos's Titan are not helping us out. They're also the only cards that force us to go that deep into those colors; we don't lose out on any decent removal or other creatures by not having 1WWW.
Now, with those three cards removed, we're down to needing:
15 Green, 18 White, 18 Black, 15 Red - except those color requirements (in White and Red) are from Planeswalkers, so we can lower them by two, and the Green is for double green - for which we should be counting an extra 3.5 from Sylvan Ranger and Oath of Nissa. Let's remove those from the data, since they don't affect our land needs. Let's also concede that we won't cast Oath of Nissa on turn one, because there's no world in which we have 14 basic Forests.
Adjusted source requirements: 13 Green, 16 White, 18 Black, 13 Red, for a total of 60. That's remarkably close to our expected total of 56.5 sources. If we're willing to give up a little consistency and be very careful with our mana base, we can cast all of these cards mostly on curve:
More Conservative Midrange Rainbow Lands Deck (
)
2x
Oath of Nissa2x
Sylvan Advocate4x
Sylvan Ranger1x
Nissa, Vastwood Seer2x
Tireless Tracker1x
Kalitas, Traitor of Ghet2x
Woodland Wanderer1x
Gideon, Ally of Zendikar1x
Nahiri, the Harbinger1x
Arlinn Kord1x
Archangel Avacyn1x
Ob Nixilis Reignited1x
Linvala, the Preserver1x
Woodland Bellower1x
Chandra, Flamecaller1x
Sorin, Grim NemesisWhich is 23 cards, alongside 25 lands, leaving us 12 slots for removal / curve filling.
The first thing to notice is that, absent the Sylvan Rangers, every creature in this deck has (or can have) at least five toughness. You can probably see where I'm going with this -
Radiant Flames and
Languish are one-sided sweepers, making them even better than usual - and as a midrange deck, we need some protection from aggro. Both of these cards already fit our mana base - perfect!
Also,
Oath of Gideon seems like a good idea, at least on a first attempt: we've got a million Walkers, and many of them (Gideon, Chandra, Ob Nixilis, Sorin) benefit significantly from that extra point of loyalty.
That leaves us 6 slots - let's start by shoving in the two most efficient, universal removal spells at two each:
Declaration in Stone,
Anguished Unmaking.
And at this point, you'd notice we're dealing ourselves a lot of pain, with little healing. How do we survive burn? Simple - a card I haven't seen in any decks in a while:
2x
Lantern ScoutWhat's that, you say? We're not an Allies Deck?
Sylvan AdvocateOath of GideonGideon, Ally of ZendikarWoodland Bellower for
Sylvan AdvocateGives us six other ally sources - and usually, a single lifelink swing is enough to close out a game, so two certainly is.
Short Diversion: Delirium math and
Mindwrack Demon.
Is Mindwrack Demon playable in this deck? Well, first, how many card types can we reliably get into the yard. Creature and Sorcery are easy, and will happen naturally. We have ways to put lands / enchantments / instants / planeswalkers into the yard (and Nahiri does it on easy mode) but what're the odds of hitting two of those types when we already have Creature/Sorcery and just cast Mindwrack hoping for good luck? Well, we have 25 lands and 12 non-land non-Creature/Sorceries. Our odds of failing to hit at least one of each are slightly less than (no lands)+(no non-lands)-(none of either) = 11%+41%-2% = 50%. So, just off the Mindwrack flip, we're 50-50 for hitting Delirium with two types in the yard. If you get land as your third type, the odds improve to 60%. If a Planeswalker dies or you cast an
Anguished Unmaking, it instead improves to 95%+ odds of hitting Delirium off the flip. Basically, casting him is risky until you get a Planeswalker, Instant, or Enchantment into the yard. This means he is
not a good turn four play. This is bad for a deck trying to cast things on curve. That said, if you're a gambling man, he might be a good replacement (or companion) to
Kalitas, Traitor of Ghet.
At this point, we just need to sort out the mana base. We probably don't need two full mountains just for Chandra, but at least two of every other basic, all four evolving wilds, and every dual land gives us:
2x
Forest2x
Plains2x
Swamp1x
Mountain4x
Evolving Wilds2x GW
2x GB
2x GR
2x WB
2x WR
2x BR
2x BW again?
Which is a total (alongside our Sylvan Ranger and Oath of Nissa math) of 11 Green, 16.5 White, 16.5 Black, 13.5 Red out of our goal of 13 Green, 16 White, 18 Black, 13 Red. Okay, that's a little off.
We'd like about +2 Green, -1 White, +1 Black, -1 Red. Let's remove the RW duals and replace them with a GW and a GB.
2x
Forest2x
Plains2x
Swamp1x
Mountain4x
Evolving Wilds2x GW
2x GB
2x GR
2x WB
2x BR
2x BW again
1x GW again
1x GB again
That's a total of 13 Geen, 15.5 White, 17.5 Black, 11.5 Red out of our goal of 13 Green, 16 White, 18 Black, 13 Red. We'll be a little off curve with Chandra some games, but otherwise this is workable. It also gives us the all-important
Shambling Vents for our midrange
Sylvan Advocate deck. We definitely need that second basic Forest, if only for
Nissa, Vastwood Seer, so that's as many dual sources as we can afford.
What dual lands does this actually get us, though? If we have two basic lands (usually different, because most basics will be explicitly fetched for) in play such that a battle land would enter untapped, so will all but one of our check lands. If we have a single basic land, half our check lands will be untapped, but none of our battle lands will be. I think we do better maximizing the number of checklands and minimizing battle lands - which gives us the following deck:
~~~ Decklist ~~~You skipped here from the top, right? Well, here's the action:Super Friends (
)
(Midrange)Threats2x
Sylvan Advocate1x
Nissa, Vastwood Seer/
Nissa, Sage Animist2x
Tireless Tracker1x
Kalitas, Traitor of Ghet2x
Woodland Wanderer1x
Gideon, Ally of Zendikar1x
Nahiri, the Harbinger1x
Arlinn Kord/
Arlinn, Embraced by the Moon1x
Archangel Avacyn/
Avacyn, The Purifier1x
Ob Nixilis Reignited1x
Linvala, the Preserver1x
Woodland Bellower1x
Chandra, Flamecaller1x
Sorin, Grim NemesisRemoval2x
Declaration in Stone2x
Anguished Unmaking2x
Radiant Flames2x
LanguishEverything Else2x
Oath of Nissa4x
Sylvan Ranger2x
Lantern Scout2x
Oath of GideonLands (25)2x
Plains2x
Swamp2x
Forest1x
Mountain4x
Evolving Wilds2x
Shambling Vent1x
Hissing Quagmire1x
Canopy Vista2x
Woodland Cemetery2x
Rootbound Crag2x
Isolated Chapel2x
Dragonskull Summit2x
Sunpetal GroveStrategyEverybody should know how to play four-color walkers by now. You're playing all the best cards in the game, so try your hardest to make the mana line up and wreck somebody by throwing mythic rares at their face until they concede. Given that, I'll only note interactions specific to my build of the deck.
First, this is a Midrange deck. It is
not a control deck. You are trying to kill the other person. This means we don't have as much planeswalker removal as you might expect - we remove opposing walkers by attacking them. It also means things like
Arlinn Kord's best ability is her day side +1. Our big threats all have trample, evasion, or create multiple attackers. But if the game goes long, you will die to
Rolling Thunder and similar shenanigans.
Second, the threats in this deck are all meant to be individually good. I have no explicit
Nahiri, the Harbinger targets - but I have a bunch of creatures that are good and happen to work well with Nahiri. There are no explicit
Woodland Bellower targets - but it does have targets, and they're good. We have no
Call the Gatewatch and no
Read the Bones, although both are reasonable - but instead of tutoring for a threat, why not just replace the tutor with another equally good threat? This lets us play aggressively on curve more than most walker decks. After your first few turns sorting out the mana, it should be haymaker after haymaker.
Third, this is a proactive deck. There are no "sideboard" cards, with
Lantern Scout being the closest. The best way to deal with a troublesome permanent is to kill the player controlling it, and we aim to do that.
Lastly, this is not a budget deck -
Sylvan Ranger and
Evolving Wilds are literally the only non-rares in the deck. There is no budget version. Without the lands - at the very least - the deck simply fails to function.
Tuning would likely involve differences of opinions on what the strongest cards are in these colors (should
The Gitrog Monster have a spot?
Ever After?) and how much filler is needed (
Oath of Gideon?
Lantern Scout?
Read the Bones?).
And that's a wrap...I welcome any feedback - and feedback about card choices in particular - as long as they fit the theme and playstyle of the deck. I've put consideration into each of the current cards, but there's not enough space in this post for a full side-by-side comparison across four colors.