After several months of inactivity, I am back with another deck discussion! I haven’t been posting for a long time because, as you probably know already, the previous standard format for Magic the Gathering got very stale very fast. I enjoyed playing Temur White for a long time, then moved to Mardu Green after that. Since I didn’t have anything spicy to add to the stock lists of Mardu Green, I didn’t feel that it warranted a post.
But that’s all in the past, and now we have a new format on our hands! I have been thinking about MtG a lot these past few weeks since Shadows Over Innistrad was released. Probably more than the past three months combined! The result of my brainstorming has been not one but two Standard brews that I think are quite competitive. Let’s take a look at the first one:
Azorius Thopter Control
4 Thraben Inspector
4 Silk Wrap
2 Celestial Flare
2 Immolating Glare
4 Stasis Snare
4 Scatter to the Winds
4 Planar Outburst
2 Confirm Suspicions
4 Seer’s Lantern
4 Thopter Spy Network
2 Linvala the Preserver
4 Prairie Stream
4 Port Town
4 Evolving Wilds
2 Foundry of the Consuls
5 Island
5 Plains
Sideboard
4 Negate
4 Void Shatter
4 Ojutai Exemplars
2 Hallowed Moonlight
1 Confirm Suspicions
This is a basic Blue/White control deck that wins on the back of Thopter Spy Network. As long as its controller has an artifact in play, this enchantment will produce a never-ending stream of 1/1 flying tokens that draw cards when they manage to score a hit on the opponent. It seems slow and clunky but the flyers actually cause the game to quickly snowball into an unwinnable state for the opposing player. The flying army gets bigger every turn, drawing more cards to shut down whatever the opponent has going on. Eventually they will draw into more Spy Networks which will draw into more cards and produce an even bigger army.
Silk Wrap, Celestial Flare, Immolating Glare and Stasis Snare form the creature removal suite of this deck. They are all able to deal with a variety of threats and, more importantly, do not allow the opponent to draw fresh cards. I tested this deck with Declaration in Stone early on and quickly found that, while the card was excellent in aggressive shells, it was lackluster in midrange and downright bad in control decks.
Thraben Inspector, Confirm Suspicions and Seer’s Lantern are cards that wouldn’t normally make the cut in this deck if it wasn’t for the fact that they turned on Thopter Spy Network. That said, they are still pretty good. Thraben Inspector is an early play that can block surprisingly well in the format. It profitably blocks tokens and trades with many of the early creatures in the popular aggressive white shells all over the format. Confirm Suspicions can produce a lot of value in slower match-ups. Even Seer’s Lantern can provide a smattering of ramp to let you clear the board on turn four or Scry every turn in the late game so you don’t flood out.
Scatter to the Winds and Planar Outburst are the regular counterspells and board clears that you often find in control decks. They are a bit lackluster normally, but in the late game they can animate lands and serve as backup win conditions if the Spy Network is dealt with. Linvala is a nice way to stabilize in the mid-game by producing a lot of flying blockers and providing a five-point life buffer. Finally, the Thopter Spy Network itself plays the role of stabilizer, finisher and card-drawing engine all in one. If you can ever drop an active Spy Network on a clear board, it becomes very difficult to lose the game.
The mana-base is about as boring as it gets, with twelve ways to get blue or white mana and an equal number of Islands and Plains. The Foundry of the Consuls are there to serve as additional artifact sources to enable the Spy Network. Normally you would play 26 pr 27 lands in a control deck but I’ve found that 24 is fine given the fact that the deck also plays the full set of Lanterns. In a way it’s like having 28 mana sources.
The final notable thing about this control deck is that it does not play Jace. This is not a budget-based decision. I had Jace in my early testing but to be honest this is a terrible shell for him. There aren’t enough spells to flip him early on and he doesn’t have any powerful spells to flash back either. I wouldn’t suggest bringing him in even if you owned four copies.
The Sideboard has Negates to fight Control, Void Shatter to fight Control and Ramp, Ojutai Exemplars to fight Aggro, Hallowed Moonlight to counter Collected Company at a profit, and a third Confirm Suspicions just in case you need more hard countermagic in a slow match-up.
I’ve played the above deck a lot and I think it has plenty of potential. I’ve found the match-ups against aggressive decks, midrange decks and control decks to be quite good. Bant Company, the tempo deck of the format, is harder to beat but the match-up still feels fine. The problem is the match-up against Ramp. World Breaker and Ulamog make it very difficult to win any games and winning a full match is harder still. If your local metagame doesn’t have any Ramp players I suggest giving it a try.
The second list I want to talk about is also an Azorius concept, but where the previous list was a basic control deck this is more of a gimmicky midrange strategy:
Azorius Displacer Midrange
4 Thraben Inspector
4 Knight of the White Orchid
4 Eldrazi Displacer
4 Eldrazi Skyspawner
4 Reflector Mage
4 Whirler Rogue
4 Silkwrap
4 Stasis Snare
2 Angelic Purge
2 Ojutai’s Command
4 Prairie Stream
4 Port Town
4 Evolving Wilds
5 Plains
3 Island
3 Foundry of the Consuls
1 Wastes
SB:
4 Silumgar Sorcerer
4 Negate
2 Angelic Purge
2 Dispel
3 Thopter Spy Network
This is basically a semi-aggressive deck that aims to go wide and attack for the win by removing the opposing blockers. It can also sometimes gum up the ground so that attacking is difficult for the opponent while flying creatures attack for the win. The final strategy is to generate an insurmountable amount of value by using Eldrazi Displacer to flicker the deck’s creatures and reuse the abilities that trigger as a result.
Thraben Inspector is an all-star here, as it is able to block decently in the early game while setting up for future turns by providing a clue. In the late-game it can become a card-drawing engine in tandem with Eldrazi Displacer. Knight of the White Orchid helps ramp and fix the deck’s mana. It’s the loosest slot though. I can certainly imagine something like Anafenza, Hanweir Militia Captain, Hangarback Walker or Stratus Dancer being the correct choice for this slot.
Eldrazi Displacer, Eldrazi Skyspawner, Reflector Mage and Whirler Rogue form both the midrange creature package and the late-game flicker package. Displacer blocks the many 2/3 creatures in the format very well, Sky-Spawner attacks through the eye and provides a token that can make mana. Reflector Mage takes care of blockers and Whirler Rogue allows the deck to go wide while also providing reach.
Silkwrap, Stasis Snare, Angelic Purge and Ojutai’s Command form the core of the deck’s Disruption package. They are primarily there to stop blockers and key creatures like Archangel of Tithes from ruining your day. Angelic Purge in particular can take care of troublesome Enchantments and Artifacts as well. The deck produces so many tokens that finding something to sacrifice is frequently not a problem at all.
The manabase for the deck has the same 12 duals that the control deck plays, but the rest of the lands are slanted to focus on white mana production. 17 sources of white mana seem fine to me. 15 sources of blue mana are on the low side, but I don’t want to go below eight sources of colorless mana for the Displacers. So far in testing it’s been fine but every now and then blue mana becomes a bottleneck, particularly in sideboarded games when I bring in Silumgar Sorcerer. If it continues to be a problem I will cut a Foundry for an Island.
Finally, the sideboard contains a selection of cards that allow the player to focus on fighting creatures with Silumgar Sorcerer, non-creatures with Negate, or to grind better with Thopter Spy Network. Additional copies of Angelic Purge are also available for match-ups where killing enchantments is at a premium. There are also dispels to counter decks with cheap removal and, perhaps more importantly, Collected Company.
Compared to the control deck I haven’t played with the midrange deck as much. The list is probably not yet optimal. Regardless, I do believe that the concept is a good one and I look forward to playing more of it in the coming weeks. I hope you do as well!