Day Zero Guilds Of Ravnica

The new standard is here now that Guilds of Ravnica has released. With the previous format being dominated by black/red decks, many people are wondering what the new format will look like. Luckily for those wondering, Team KGS has come up with some new and exciting brews. These lists include some of the hyped cards from GOR such as Legion Warboss, Assassin’s Trophy, Thief of Sanity, Divine Visitation, along with a few others. Hopefully, these builds will give you a little insight and hopefully some fun decks for the upcoming meta. You know, so you won’t have to wait for standings from the first big tournament.

The first deck that we came up with is a Boros-token strategy focusing around Divine Visitation. We tried to avoid going with the Boros mentor deck, as many of you likely know, or have heard about that deck. Divine Visitation offers a lot of synergies with cards like Tilonalli’s Summoner or Leonin Warleader, which both put 4/4 Angels into play already tapped and attacking for massive flying pressure. Alongside these cards, Legion Warboss and a flipped Legion’s Landing can continuously pump out angel tokens to keep on the pressure. Even if Divine Visitation isn’t in play, this deck can still perform well thanks to its aggro style of token generation.

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If you like controlling the game, then check out this spicy 4 color control deck. We pretty much took all the best cards from these 4 colors and mashed them into one Frankenstein creation of a deck. This deck has answers to pretty much everything. We included 4 Knight of Autumn as our only creature in the deck, as it offers several different choices depending on the situation. While this is the case, it will mostly be used to gain 4 life. Since it is a 4 color deck, Chromatic Lantern has to be highlighted as one of the most important cards thanks to its mana fixing capability. Although cards like Assassin’s Trophy and Knight of Autumn are entering the format, the loss of Abrade for aggro red decks is a major plus for artifacts like Chromatic Lantern. There is also a great x spell finisher in the form of March of the Multitudes. This card is like a mixture between Sphinx’s Revelation and Secure the Wastes, two very powerful cards. Not only can this card act as a finisher, but it can also act as a life source over multiple turns with its production of lifelink creatures. Just remember to have fun… oh, and FIRE SPELLS BAD, FIRE SPELLS BAD!

Players are trying to find a good home for Thief of Sanity, and we think we just may have found one. If dealing fairly consistent direct damage with flyers is your type of thing, then this is the deck for you! This deck has a great mix of disruption and aggression while still being super fun to play, and pretty cheap to build.

If gaining massive amounts of life is your thing, then check out this next brew we have. With a huge arsenal of powerful threats, your opponent will have to start finding answers before you completely take over the game. Aggressive players look out, this deck may just be your worst nightmare. Not only is the aggro match-up good, but the deck also has a few cards that can give control decks a run for their money. This list is one of our favorites because of its strength in just about any match-up.

Falcon Fly By: Lean Mean Black Green Machine

Hey everyone!

The Falcon is back with some modern action. If you have read any of my articles at this point you would know of my love for all things Jund. That love can fluctuate between Red and White depending on how I feel and how the meta is shaping up, but at the base of both of these decks are the two primary colors of Black and Green.

The decks skeleton and primary function come from the Black/Green base. The bells and whistles come from the third color. I’ll take some time explaining the positives of both colors and then I will go over why I believe that two colors is currently better.

RED

TerminateLightning BoltKolaghan’s CommandRaging RavineShatterstorm
Ancient GrudgeChandra, Torch of DefianceHuntmaster of the Fells

The biggest things we lose from not playing red in my opinion are Terminate and Raging Ravine. Both of those cards are the most powerful things you can be doing in these colors. One of the best man lands ever printed and one of the best removal spells. The snowball effect of Raging Ravine being able to win the game on its own is great. And having a Terminate in hand gives you the comfort of being able to deal with anything.

The sideboard cards are versatile and you have some powerful card advantage effects in Huntmaster of the Fells and Kolaghan’s Command. And the cards are very efficient for what they do.

WHITE

Path to ExileLingering SoulsSiege RhinoGideon, Ally of ZendikarStony Silence

Gideon and Siege Rhino aren’t exactly mainstays in Abzan decks. They come and go, but If I were to sign up to an event playing this combination I would auto include those cards. Path to Exile is another in the line of efficient removal spells. Takes care of just about everything at the low low price of your opponent getting a basic land. Between this and Fatal Push you have very efficient removal spells allowing you to cast two spells in one turn very early. Siege Rhino and Gideon are some of the best top end threats. Both gaining value upon entering (Drain and gain from Rhino and a 2/2 Knight token from Gideon) and both are hard to deal with.

Lingering Souls is the single best card in this color combination. It’s built in card advantage, a clock that can win the game, four flying chump blockers, and discard fodder for your Liliana of the Veil and Collective Brutality.

Out of the sideboard we lose Stony Silence, Timely Reinforcements, and Rest in Peace. All of these cards absolutely hose their competition and are great to see. Shambling Vent out of the land base is another card worth mentioning because of the lifegain and activation cost.

THE COST

That can be summed up in a few words. We lose consistency in the mana base and it costs us life for our lands to enter untapped when we need them. Do we have access to all of our colors? How much life are we spending for the first three turns of the game trying to cast a spell each turn? Also we don’t have that much room for colorless lands. Especially if we are playing Siege Rhino.

THE ANSWER

Just Black and Green baby!

For reference here is the list I ran to little success at Syracuse and to great success at a PPTQ.

You might read little success at the big event and say that maybe it’s not the best list. But when I say luck wasn’t on my side, TRUST ME.

I opened with a hand game 3 against affinity on the play with:

Verdant CatacombsMarsh FlatsFatal PushDark ConfidantAbrupt Decay
Maelstrom PulseFulminator Mage

And I lost….I even drew my sideboard copy of Creeping Corrosion. So yeah, not a great day. But in my defense I got a free ride, room, and we ended up getting free Renaissance Fair tickets, (shout out to my boy Jamal,) so I really won that weekend secretly.

Fast forward to the PPTQ, we ended up in a top 8 position on the draw versus Green White elves with the Devoted Druid combo. We had a strong tournament and I played a variety of decks. I played against G/R tron and if I could have drawn a 3rd land we could have had some game versus a turn 4 Ugin, the Spirit Dragon. That’s very difficult to say when you’re playing any form of a Black Green variant. With the mainboard land destruction, sideboard Fulminator Mage/Surgical Extraction, and 3 Maelstrom Pulses you have the ability to deal with various permanents and remove them from the game completely.

What I love about the land base, along with the ability to play Tectonic Edge and Ghost Quarter, are the manlands. Treetop Village only costs you two mana to activate and it’s a 3/3 with Trample. Trample works very well with all of your removal spells. If they try double blocking you can remove one and trample over the other. Hissing Quagmire on the other hand costs a little more and is a little smaller. But the upside is that it taps for both of your colors and has deathtouch. Which in a world of Tarmogoyfs, Death’s Shadows, Gurmag Anglers, Tasigur, the Golden Fangs, and Primeval Titans, it attacks planeswalkers and can block and trade with just about everything.

Another positive in this list is that with all the life you can save with your hyper efficient manabase you can afford to play another Thoughtseize over the 4th Inquisition of Kozilek.

The biggest question I still ask myself is about Go for the Throat. It fits the role we need it to, but there is some merit to Victim of Night and Murderous Cut.

Tireless Tracker is also great. 100% recommend you try it. And we get fetchlands!

The one mistake I made is thinking of the PPTQ as a smaller version of the Open. I should have added some Flaying Tendrils to my sideboard. I was floating the idea even before Syracuse and should have pulled the trigger. But there are a few flex options for this deck still. Eternal Witness, Traverse the Ulvenwald, Grim Flayer, Garruk Wildspeaker, and some mainboard/sideboard fluctuations.

I personally enjoy this list and very much recommend it to anyone looking to PPTQ this season. A buddy of mine borrowed this list and has been doing extremely well with it. His friend has also picked it up and went to the finals of a PPTQ.

If you have any questions please feel free to ask. Good luck at your next event!

As always, Stay humble and stay hungry.

Falcon Out.

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