Earlier yesterday, I posted the list to my newest standard deck, "The Avengers". However, I have received many request to explain in more detail how a typical game goes and how I set up my win conditions. I felt those were good questions. So today, I would like to take a few sample hands and break down the average game.
Lets assume we are on the play for this game. Lets draw our opening hand.
Opening Hand:
- Caves of Koilos
- Forest
- Nomad Outpost
- Jace, the Living Guildpact
- Sarkhan, the Dragonspeaker
- Sylvan Caryatid
- End Hostilities
This hand has some potential. We can play a turn two Caryatid into a possible turn three Jace and turn four Sarkhan.
Turn One:
Turn Two:
Turn Three:
Turn One:
- Nomad Outpost onto the battlefield tapped
Turn Two:
- Draw Divination
- Play Forest
- Cast Caryatid
Turn Three:
- Draw Battlefield Forge
- Cast Divination - Draws Sylvan Caryatid and Courser of Krupix
- Play Caves of Koilos
Turn Four:
- Draw Xenagos, the Reveler
- Play Battlefield Forge
- Cast Xenagos and make a Saytr token
Turn Five:
- Draw Nissa, Worldwaker
- Cast Courser of Kruphix revealing Divination
- +1 Xenagos and add RRR to mana pool
- Cast Sarkhan, the Dragonspeaker
- +1 Sarkhan and attack for 4 damage
Turn Six
- Draw Divination and reveal End Hostilities
- Cast Divination - Draws End Hostilities and Garruk, Apex Predator
- Reveal Urborg, Tomb of Yawgmoth
- Play Urborg, Tomb of Yawgmoth revealing Sultai Charm
- +1 Sarhkan
- +1 Xenagos adding GGGG to your mana pool
- Cast Garruk, Apex Predator
- +1 Garruk and destroy their Planeswalker or make a deathly beast. (We will make a beast.)
- Attack with Sarkhan
Turn Seven
- Draw Sultai Charm revealing Jace, the Living Guildpact
- +1 Sarkhan
- +1 Xenagos adding GGGGG to your mana pool
- Cast Nissa, Worldwaker
- +1 Nissa making Caves of Koilos into a 4/4 trampler
- -3 Garruk to destory their pesky creature and gain some life
- Attack with the team
From this point, your opponent is unlikely to come back. This game saw a serious lack of blue mana production in the form of lands, but that didn't deter us from continuing with other options. Xenagos is a powerful planeswalker that can give you large amounts of mana. Because of the defensive nature of our main board creatures, they can live long enought so that Xenagos can add two to four green mana with his +1 ability.
Lets move on to Game two and this time we are on the draw.
Opening Hand:
- Forest
- Temple of Mystery
- Temple of Plenty
- Urborg, Tomb of Yawgmoth
- Ajani, Mentor of Heroes
- Garruk, Apex Predator
- Nissa, Worldwaker
This hand is a bit tricky. The temples seem like they are going to be helpful. Lets keep the hand and see where it goes.
Turn One:
- Draw Jace, the Living Guildpact
- Play Temple of Plenty and take a peek at Sylvan Caryatid. Lets keep that right there.
Turn Two:
- Draw Sylvan Caryatid
- Play Forest
- Cast Sylvan Caryatid
Turn 3:
- Draw End Hostilities
- Play Urborg
- Cast Jace, the Living Guildpact
- +1 Jace - Seeing Cave of Koilos and Battlefield Forge. Pitch the Caves.
Turn 4:
- Draw Battlefield Forge
- Play Forge
- Cast Ajani, Mentor of Heroes
- -3 Jace to bounce opponents threat
- +1 Ajani seeing Utter End, 2x End Hostilities, and Xenagos, the Reveler. Take Xenagos.
Turn 5:
- Draw Elspeth, Sun's Champion
- Play Temple of Plenty peeking at Sultai Charm. (We're keeping that)
- Cast Xenagos and make a Satyr token
- +1 Ajani to give three +1/+1 counters to the Satyr token.
- Attack with Satyr token for 5 damage
- +1 Jace seeing Temple of Plenty and Sultai Charm. Pitch the Temple.
Turn Six:
- Draw Sultai Charm
- Cast Elspeth
- +1 Elspeth and make three Soldier tokens
- Xenagos makes a Saytr token
- +1 Ajani to give new Satyr token three +1/+1 counters
- Attack with both Satyrs for 10 damage
- +1 Jace seeing Kiora, the Crashing Wave and Divination. Pitching Divination
Turn Seven:
- Draw Kiora, the Crashing Wave
- +1 Jace seeing Ajani, Mentor of Heroes and Temple of Enlightenment. Pitching Ajani.
- +1 Elspeth to make three Soldier tokens
- +1 Xenagos adding GGGGGGGGG to your mana pool
- Cast Garruk, Apex Predator
- -3 Garruk to clear the way
- Cast Nissa, Worldwaker
- +1 Nissa to make the Forest into a 4/4 Trampler
- +1 Ajani to put three +1/+1 counters on the Creature Land
- Swing with the team for 17 damage
This game seem to similar path as the previous game at the end. Xenagos continued to demonstrate the great amounts of mana he can generate that can lead to playing multiple threats each turn.
When playing the deck, I have found that players tend to become uneasy when multiple Planeswalkers are on the field. It gives them extra thinking to do and puts them in a panic. Questions of "Who should I attack?" and "Can I kill the player before the walker kills me?" arise. I cannot tell you how many times that my Planeswalkers have acted as life gain spells for me. The more I put down, it becomes more and more likely that my life total will not move down again.
Keep in mind that these test games are played with no interaction from the opponent. In the control match-up, your first couple of walkers may become countered. However, with the saturation of Planewalkers in the deck, your opponent will often times cast nothing on your turn so they can counter your next spell. This is where having early game Coursers are great. They can get in most often unchallenged.
When sideboarding for game two, I usually bring in Chandra, Liliana, and Sorin along with Unravel the AEther (Keranos is a thing). While taking out the mass removal that is unneeded for the control. Upping the count of walkers insures that a number of them will resolve and apply even more pressure on your opponent.
In the aggro match-up, having early game Caryatids and Coursers and protect you from unwanted company. Typically, most aggro decks don't have the tools to flat out deal with planeswalkers. So, they must use their creatures and hope to connect. End Hostilities often times can solidify my control of the game by turn four or five, and then walkers come down and shut them out.
For game two, the cards I sideboard can differ. For the RDW match-up, Anger of the Gods makes an appearance. If the majority of the creatures I saw were X/1's, the I bring in Chandra. Hornet Nest can also make an appearance in this match because of its ability to just stop combat. In my game against RDW at FNM this last week, I brought in Sorin to give my blockers that extra edge.
In the Mid-range match-up, the decks have similar beginning turns like mine. They play their Caryatids and Coursers hoping to gain advantage with early mana. Unlike those decks, our threats are harder to kill and have repeatable effects, Kiora and Jace can delay opponets plans and sculpting draws.
I feel that the deck is generally set up to battle mid-range decks. So, when sideboarding against these types of decks, I bring in Abzan Charms and Banishing Light to deal with their creatures. To make room for these cards, I usually take out Divinations and Jaces. Jace seems like a bad plan when battling Siege Rhinos. Abzan Charms have a similar role as the Divinations but have that little added bonus to exile their beaters.
The deck is really fun to play and can make for a very interesting experience each game you play. I am currently testing a few changes that I have made for the deck. However, I will report on those changes next time.
Have a wonderful day spellslingers!
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