They were a bit slow against RG Ramp (as expected). I like taking out one Denial, since it’s not that hard to play against (especially if they have cards like Bile Blight, which they can play in response). Similarly, not having access to Hero’s Downfall as an easy answer to resolved creatures and planeswalkers is a big liability. Their best card is Siege Rhino by miles and most games you lose involve them drawing multiple copies. While I’ve been taking a break from grinding and content creation these past few weeks, I have been helping some friends test Standard for the Pro Tour, and I have a few notes. ... −7: Look at the top ten cards of your library. It’s weak to edicts, which prey on the low threat density while also ignoring Gods Willing and other protection spells, and the presence of the new Rally deck with its six edict effects might be enough to scare the Heroic players away. Mono-Red improved a lot from Origins, and can be built to favor Goblins or burn, but it still loses to the same cards it always has. For starters, I moved the Ashioks to the sideboard. Other cards that combo well with the Walker are ones that can pump Thopters, or any way to sacrifice the Hangarback for tokens. Echo_djinn 5 years ago #1. I gave up on the list after testing against Esper Dragons. The main difference I expect is the popularity/success of RG Ramp, which is the deck to beat. Put three of them into your hand and the rest on the bottom of your library in a random order. Other cards that combo well with the Walker are ones that can pump Thopters, or any way to sacrifice the Hangarback for tokens. Classic UB is an exacting deck, and anything from spending the wrong removal spell to playing the wrong land has a high chance of losing you the game on the spot. Constellation decks got a great tool in the form of Herald of the Pantheon, but Dromoka’s Command is still a beating, and it’s hard to race RG Ramp in the early midgame. The Rally deck that just won the Open is similar to RG in that it beats up on Abzan (and does so a bit harder) but also loses to control (again a bit harder) as well. Currently, I’d rather set aside those slots for Bile Blights since we have a good plan against Abzan and Ramp already, but Ashiok is powerful enough in those matchups to be worth the sideboard slots. User Info: Echo_djinn. Getting 2 or more dudes for the price of one is always a bonus but, add that to the fact that there is very little flying resistant in the meta game and you have a deck made to dominate. The popular removal spells in the format include burn, Murderous Cut, and soon Fatal Push, which don’t interact very well with Hangarback. A single mana to cast and a single mana to equip for a massive power and toughness bonus makes your artifact creatures tough to deal with. A single mana to cast and a single mana to equip for a massive power and toughness bonus makes your artifact creatures tough to … Meanwhile, Gods Willing is fine protection against cards that could answer Hangarback cleanly like Abzan Charm, Anger of the Gods, or Chained to the Rocks. Thopter Engineer and Pia and Kiran Nalaar are at the top of the list, but there are plenty more that should be tested. They were at their best with the Ordeals, drawing cards or gaining life immediately. Ashiok into Languish is a powerful opening, and UB/x has the tools to pick apart the ramp deck starting from turn one. Being able to use your Ghostfire Blades and other Thopters to help cast this for cheap sounds exciting to me, but all of the Thopter producers have their own strengths and weaknesses to consider. You make your deck a bit slower post-board, but you have a lot of answers to Rhino now, so you can afford to be slower. In general, I’m not keen on the Perilous Vault, but I’m even less keen on having Ugin be the only real answer to Dragonlord Dromoka, and Vault is a great catchall. It’s possible that the Crux of Fate should be the third Languish or a second Aetherspouts, but I like having a direct answer to Silumgar, the Drifting Death. Enchant a flying creature, and you build a Dragon. See cards from the most recent sets and discover what players just like you are saying about them. RG is probably the best reason to play some variant of control. This globe of myrs is one of the largest myr cards to ever exist, and it isn't here to play games. The specific draw spells matter a lot too, and UB has a wide variety at its disposal. The difference is that Esper runs 5-6 enablers (Dragons) and 7ish payoff cards while we have 8 enablers (artifacts) and 3 payoff cards, meaning that it’s much rarer for us to have a payoff card without an enabler. Combined with Lightning Strikes and Wild Slash, U/R Thopters has the ability to burn people out from double-digit life totals without needing many cards or mana. I imagine it’ll take up some 25ish% of the Day Two metagame, and people looking to take down the whole thing should play a deck with a good matchup against it. Heroic supposedly beats up on ramp, but I don’t think that matchup is good enough to be worth it in and of itself. Drawing raw cards is sweet because hitting lands for Ugin is nice and some of the lands you’re drawing into are partly spells. Another big benefit to Thopter production is the ease with which you’ll turn on Smuggler’s Copter. As far as finding the best shell, there are a bunch of exciting ways to go with it. On a Darksteel Citadel, it will be indestructible. I feel like this deck is one of the few decks in this game right now that consistently preforms well. Ashiok fluctuates in value depending on the field. Hammer, along with the basic idea that Shrapnel Blast is the best way to crack a Hangarback Walker, lead me to the following creation: Now, I wouldn’t play this deck at the Pro Tour, as it’s a bit weak to a resolved Atarka out of ramp. The Ramp matchup is fairly even. After that I put together a UB Thopter Spy Network list, basically a port of Hoogland’s deck and very similar to what Jim Davis played, but when I tried coming up with playable artifacts that could potentially let us go up to four Spy Networks I hit on Cranial Archive and Hammer of Purphoros. ChannelFireball - Magic: The Gathering Strategy, Singles, Cards, Decks. If the Ramp deck wins the die roll then the edict is too slow, and Ramp should win. Stratus Dancer isn’t just a beating in the control mirror, it’s also incredibly good against the Rally decks. The early creatures and pressure come from Inventor’s Apprentice and Ornithopter. Ghostfire Blade is a big-time enabler for this deck. Meanwhile, a Thopter Spy Network or an Artificer’s Epiphany could be a reason to keep a hand, leading to fewer mulligans and increased consistency. A 2015 Hall of Fame inductee, EFro has 4 Pro Tour Top 8s, 6 Pro Tour Top 16s, and 14 Grand Prix Top 8s. Cards that interact with +1/+1 counters are a fine start, and Dromoka’s Command can net you an extra Thopter while cracking your Hangarback. I still like a few Hangarbacks in the list, but Heroic still has its problems and the inclusion of Hangarback isn’t enough to play it at the Pro Tour. Ryan Hipp did well with an RW aggro deck running Dictate of Heliod as a way to buff the Thopters.
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