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.


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.


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.


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.


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.

Falcon Fly By: Standard State of Mind

Hey guys!

The Falcon is back with another fly by. This time I want to talk about where I believe Standard currently is. Frank Karsten wrote an article a few weeks ago about the equilibrium of a standard meta game with Marvel in it. The results of that equilibrium were 13/17 B/G, 2/17 Zombies, 1/17 U/R Control. This would lead the format to all decks being about 50% against the field. Also noted in his results were the win percentages for 6 broad archetypes.

The 6 archetypes listed were B/G, Marvel, Vehicles, Energy Aggro, Zombies, and U/R Control. Naturally we can remove Marvel from our studies as we are looking at what standard will look like going forward. Let’s look at a quick review of the match ups listed. I will simply list the number of match ups that are 50% or higher for each of the decks.

B/G – 4/5
Vehicles – 3/5
Energy Aggro – 3/5
U/R Control – 3/5
Zombies 2/5

Please note again that these are numbers from when Marvel was legal. They will be skewed a bit in different directions because of the loss of a deck. Also to be noted that these numbers were derived from combining variations of archetypes as well. Constrictor, Energy, and Delirium for B/G. Jeskai, Mardu, and 4C Vehicles. Pummeler and Temur energy. Mono Black and W/B Zombies. Looking at these numbers very quickly we can see that B/G in its flavors is currently one of the best decks. How you build it will be completely to your personal preference and I believe all flavors are very good right now. Something else we can find is that B/G was a whopping 66% vs Vehicles which says to me that we can anticipate some drop in the play of that deck. Knowing these two things leads me to believe that Zombies is much better than it shows. It has above 50% against B/G and if Vehicles is seeing less play then that also bodes well for Zombies.

My pick for the first few weeks of best decks will be B/G and Vehicles. These two archetypes have seen a lot of play during their times in standard. It will be very easy for people to pick up these decks as many still have them. Zombies and U/R will be seen and will be strong contenders at the second tier. I’m not sure where Energy Aggro decks will stand in the upcoming standard. It’s very possible that the Temur versions of the deck picked up some wins from people sideboarding incorrectly thinking about marvel. Pummeler will still be a very reasonable choice and can still produce combo finishes that are luckily much easier to deal with.

I personally would recommend B/G. We can now get away with playing midrange decks with wraths, planeswalkers, and tap out on our turn for things. With a few more removal spells, Liliana, the Last Hope, and Yahenni’s Expertise, we can improve the Zombies match up by a lot and help other match ups as well. We have all the tools to take over the standard format in a way that people can interact with us.

That is what I have to say about decks currently available. New Perspectives Combo and Abzan Tokens might just be great choices because they will do well versus midrange strategies. But what I really want to do is find that niche that no one else is doing. Go out to the great beyond and find they key. And I know just the card to start with.


This card is great! Now I cannot say I’m the first explorer to land on this great piece of tech. Daniel Ward has been shouting from the top of every mountain about this card. And I acknowledged that it was a good card and that his Bant Marvel deck was great because of it. Marvel mirrors seemed horrible and I wanted no part of that. But now, now we have a time where we can tap 6 mana, cast a sorcery, and smile because none of our opponents creatures are surviving or ever coming back. And sometimes we get a 4/4 Angel token. Seems good. Black Green Delirium would be a solid place to start with this card, but every time I start a list for it I’m knee deep in creatures thinking about what spots in can fit my wrath in. So I’m back to a Black White drawing board. Something with little creatures and a lot of spells. Planeswalkers, card draw, and removal. The great part about B/W is that we get so many cards that are universal at removing permanents. Cast Out, Forsake the Worldly, Never // Return, and Anguished Unmaking. There is a strong possibility that adding red will make something like this very good.

This is where I would start:

This is where I would start. There are powerful removal, planeswalkers, and creatures. This is step 1 in building our best B/W list. I am probably going to be playing this or something similar at a PPTQ this weekend. The sideboard isn’t anything spectacular. Just additional numbers to help add a few percentage points in all matchups. I chose to forego Dispossess because I don’t feel all that afraid of Torrential Gearhulk. I included Lost Legacy because I felt more inclined to interact with the New Perspectives Combo more than the U/R Control. If they lose their primary combo piece then the deck falls apart. There isn’t much of a plan B. Out of the sideboard there might be cards like Drake Haven which are also hit by the cards that I would choose to bring in. I will make sure to let everyone know how I do. And if you pick up this list or something similar please let me know how you did! Another removal spell and more wraths for the Zombies deck. And a few more grindy go big spells to help the post board Vehicles matchup.

All in all I think this list is solid. If you choose to pilot this or something similar please let me know how you did. I will let every one know how I do as well.

As always, stay humble and hungry.

Falcon Fly By: For the Horde

Hello again everyone!

It’s right after the pro tour and we have a champion! Congratulations to Gerry Thompson for winning and triumphing over or new overlord Aetherworks Marvel! I am really glad that the low-to-the-ground aggro deck did so well this weekend. That’s what I want to talk about, the horde. No, not the one from World of Warcraft, the undead one. ZOMBIES!! This deck has two different versions to look at. I have been playing this deck for a few weeks now and am fully aware of how powerful it is. Right after the SCG open I saw the B/W deck and knew that I wanted to play it. After reading a little bit from other people, and going with a gut feeling, I played the full play set of Dark Salvation and boy was that card a house. Every time I drew it, great things happened, and I was sold. I played the B/W deck at a PPTQ and didn’t fair all that well. I did have a few things go less than stellar for me. Now, I’m not complaining about the variance, but more thriving in the fact that if one more thing went less negatively I would have gotten a top 8 finish and been in a great spot to possibly take down the event. After having swapped to the mono black version I believe it is the better deck, but I cannot deny how good the white sideboard cards are in match ups. Mainly Anguished Unmaking and Gideon, Ally of Zendikar, but what you lose in power you make up in brutal consistency.


I love midrange decks. They are my bread and butter. Walking a tight rope with your life total versus aggressive decks. Learning how to tempo out your control opponents’ counter magic and resolving a difficult to beat permanent. Playing all of the sweetest permanents known to your color wheel. I also have a special place in my heart for black aggro decks. The days of Tormented Hero, Spiteful Returned, and Mogis’s Marauder still resonate with me today. Where that deck had a little reach, a great creature land, and a creature that gave your team haste and intimidate. We now have the ability to flood the board with tokens, draw extra cards, and play resilient threats. Simply attacking and blocking are not what aggressive is looking for. There always needs to be something a little extra. Chaining Burning-Tree Emissary, Attacking with Hellrider, flying, haste, evasion, burn spells for reach, Inability to block, or Recursive threats.

What the new zombies decks do are things of beauty. With the new lords we have great boosts of power, and how they dodge the best removal spell against the deck Magma Spray is the best selling point. Lord of the Accursed having three toughness, Metallic Mimic giving permanent +1/+1 counters, and Liliana’s Mastery being an enchantment, dodge some of the best spells against this deck.

Cryptbreaker is a fantastic magic card. It does everything you could ever want from a deck. It’s a black Cursecatcher. A one drop creature with relevant text and creature type. You cannot utilize it as well as Cursecatcher, but there are also times when it is more powerful. Drawing multiple cards per turn rather than countering a single spell. It also makes your dead draws more relevant.

Even though I believe the black deck is better based on power level versus consistency, I am going to advocate that you play a Black White list over mono black to combat the mirror zombie decks that will be coming with the full 4 Liliana’s Mastery. To help fight through all of that, you will want things that can remove any permanent. Anguished Unmaking along with getting rid of Ulamog, the Ceaseless Hunger, Aetherworks Marvel, and Torrential Gearhulk. It also removes Liliana’s Mastery from the table. As you well know the zombie decks are great at amassing a board of X/2 creatures and a few anthem effects. Gideon, Ally of Zendikar out of the sideboard gives you both of these things. So while you are at parody on board, Gideon can slowly help you grow your presence each turn alongside Cryptbreaker and your own copies of Mastery. Wayward Servant is another card that can be very powerful in board stalls. You simply get rewarded for having zombies enter the battlefield. I also don’t believe that Binding Mummy is something we really want to be doing. I resolved the card a few times versus some aggressive opponents and outside of pushing a few extra points of damage the card wasn’t as impressive as I had hoped for.

This is the list I would be piloting going forward at any Standard events.

So nothing really big has changed from this. I simply cut the Binding Mummy for Metallic Mimic. Out classing your opponents blockers is equally as efficient as tapping them down. I also cut down a few copies of cards to make room for Kalitas, Traitor of Ghet. Against any aggressive matchup, if your Kalitas survives the turn, then you are a heavy favorite to win. With so many must answer threats prior to turn four you should then have an easy time navigating through your opponents removal. Then slam Kalitas on to the table and your opponent from the top rope. Also don’t forget how well Kalitas synergizes with zombies! You can sacrifice another zombie to give him two +1/+1 counters! That doesn’t only mean tokens made by him or other effects, that can also mean your Dread Wanderers!

Hopefully you guys enjoyed my little intro into the Zombie Horde. If you guys found any of this helpful please let me know! I am considering heading to Montreal this weekend, and as much as I hyped up this deck, I am still unsure what I will be piloting. I have a few options on my plate currently and I will be taking this week and testing deck, bouncing opinions off of my friends. If any of you want to chime in please do! Currently I am considering the above Black White Zombies list, A Temur Marvel list (preferably with 3-4 copies of Chandra, Flamecaller), or a good old Green Red Electrostatic Pummeler. We shall see what the weekend brings!

As always,
Stay hungry and stay humble

Falcon Fly By: What Are Thoseeeeeee?

Welcome back to the next installation of the Falcon Fly By!

Today I want to talk about how much I enjoy doing ridiculous things in Magic: The Gathering. I absolutely love it. Outside of winning matches it’s my favorite thing to do.

I’ve gone from playing extra copies of Mulch and Borborygmos Enraged in my Unburial Rites decks.


To playing 1 of Jund Aggro, where I had a single copy of every non-land card in the deck. Some notables from that deck included: Rakdos Cackler, Experiment One, Scavenging Ooze, Burning-Tree Emissary, Varolz, the Scar-Striped, and Falkenrath Aristocrat.

To playing Myth Realized in a U/W control deck with Gideon, Ally of Zendikar and blue draw/counter magic.

Myth Realized

All the way to playing R/B Dragons in Modern. Thunderbreak Regent and Kolaghan, the Storm’s Fury are very powerful cards that don’t die to many things in modern, and with disruption Goblin Rabblemaster, can take over games by himself.

Kolaghan, the Storm’s FuryGoblin Rabblemaster

Today we come here to see a few of the idea’s that we have for Modern, Legacy, and the upcoming Standard format! I am going to start with Modern, move to Legacy, and then finish with Standard.


I have an unhealthy desire to play Myth Realized. I realize along with all of the Fatal Pushes and Abrupt Decays in a room this isn’t exactly the best idea. With all of the discard and the fact that it is simply an enchantment until you activate it, allows us to play around some of the removal floating around a room. Along with the fact that each of your spells nets you something else with Monastery Mentor and Myth Realized, you aren’t simply trading 1 for 1 when casting each of your spells. Your planeswalkers will also help disrupt their hand and generate a lot of long term value. Lingering Souls is just an auto include in any deck that can cast either side of the spell and is looking for value. In this deck with Gideon’s emblem giving all creatures +1/+1 and Vault of the archangel giving lifelink and deathtouch they can turn any race into a nightmare for your opponent.

Mishra’s Bauble may look a bit out of place but it really helps this deck draw a few more cards and trigger the non creature spell clauses on Myth Realized and Monastery Mentor on the turn that you play them opening you up to play around discard and counter magic a little more. It’s very possible that we play cards like Slaughter Pact as well. The biggest issue with that is the current format is full of black creatures so the card would be very inefficient. It would probably be an auto include in the sideboard as well as Kalitas, Traitor of Ghet because of all of our cheap interaction. Having the black catch all discard spells and white sideboard cards we should have a very powerful deck here. I look forward to getting this together and playing some awesome games with it.

I was really struggling to figure out what I wanted to play this past weekend. Punishing Jund and I were not doing well online (mostly my fault). So I started searching for Underground Seas. The next thing in line for me was Shardless BUG, but that deck has morphed into Sultai Control mostly. Either way I needed Underground Seas. I could only barely scrape together 2. I needed at least 3 so I really pondered my choices. “How bad would it be to play 1 Watery Grave?” That question morphed into, “Can we play Death’s Shadow in Legacy?” From there we remembered that Gitaxian Probe isn’t banned in that format. We also have the incidental life loss from Force of Will which is a basic auto include in any blue deck as well as Thoughtseize. My first deck building wall came in the form of, “What is our Temur Battle Rage? Should we play some red sources for Ghor-Clan Rampager or Temur Battle Rage? Is there a BUG colored spell that does it better?” One gatherer search later and we found Berserk. Boom! Problem solved. It even costs less, allowing us to play less lands with all of our extra free draw spells. Our worst matchups will likely end up being Burn and Death & Taxes. Burn will be able to toss a few spells up top and end most of our games. That is why we are including copies of the actual duals in the deck. We want to be able to play our spells without taking too much damage. The sideboard will be littered with disruption spells. Abrupt Decay, Sylvan Library, True-Name Nemesis, and more discard/counter magic. I really love the idea of playing a deck like this. Nimble Mongoose is very underrated right now and I don’t think anyone will see a Berserk coming from us, allowing for a few free wins in a deck that can see a lot of cards very quickly.

Standard U/G/X Drake Haven

Noose ConstrictorServant of the ConduitDrake HavenBounty of the LuxaRogue Refiner
Tireless TrackerManglehornDissenter’s DeliveranceCensorCurator of Mysteries
Pore over the PagesJust the Wind

This is where I will start when I am putting this deck together. Noose Constrictor and Drake Haven Play very well together. Bounty of the Luxa allows us to draw extra cards and play some of our very important spells for free! Being able to cast our Tireless Trackers, Rouge Refiners, Manglehorns, and even Drake Haven for free are all awesome. This will allow us to play at instant speed while generating value. The servant of the conduit is in there to help us cast our spells early and get to two spells per turn territory quicker as well. Casting a Bounty of the Luxa on turn 3 followed by a free Drake Haven on turn 4 with up to 5 mana available will be very powerful. The issue with this list however is dealing with the two problem childs of the Standard format. We need something else to be able to combat them while we get our own synergies online. From everything I have listed already the best thing we can turn to is countermagic. The bad part about that is everyone has cheap spells that they can sneak in under counterspells. So what I would turn to is another color. The new cycle lands and Cast Out are extremely appealing at first, but the more I look into red, the more excited I get about playing this deck. The potential cards that we can add to our deck is very good.

Fiery TemperLightning AxeNahiri’s WrathHazoret the FerventMagma Spray
Chandra, FlamecallerHarnessed LightningGalvanic BlastShockImplement of Combustion

This list is a great combination of threats and removal. Some of which giving us an outlet to activate our Drake Haven. Hazoret The Fervent, Nahiri’s Wrath, and Lightning Axe all have a discard outlet for us to be able to activate our Drake Haven or get a little value out of our Madness spells, Just the Wind and Fiery Temper. We easily play the red green Bicycle land (l….o….l…) Sheltered Thicket, but I am fairly certain that we play some off color lands as well. Some of the blue/x lands will be fine in this deck as well. Hopefully we will receive the other five lands in the next set.

This is where I am going to start. Maybe we can break the two deck mold of standard. Hopefully you guys enjoyed the brews and you get the urge to test them out! If you happen to make a Drake Haven deck please let me know!

Thanks for reading everyone have a fantastic day and brew away!

As always stay humble and stay hungry!


Twitter @MTG_Falcon
MTGO: CaptainSarang

Falcon Fly By: When the Zoo Fights Back

Welcome back!

Today I would like to talk about one of my favorite things to do in every format! No, I mean besides playing Jund. Chaining Burning-Tree Emissary! It really is a great feeling. I’ve done it in every format that it was legal in, minus Vintage. Some of you might be thinking, “Wait, you did this in Legacy?” Why yes, yes I did. It was some of the most fun I have ever had playing magic and I was the talk of the tournament that day. While talking to friends about how I did random bystanders would say to me, “You’re the guy!” It was a blast. The opponents I beat, and those that I didn’t, were all interesting. Ranging from those who loved the idea to some who were probably pretty close to choking me out after we were done.

My very first round opponent was on Temur Delver. The board state was my two Burning-Tree Emissary’s versus his Tarmogoyf. I had either Path or Swords in had as a removal spell and a Ghor-Clan Rampager. So I lead with the removal spell. It was met with a Force of Will pitching blue card. I accepted my fate and moved to combat (no need to crew, so it was a safe move) I attacked with both of my Emissaries. He elected to block with his Tarmogoyf. I tapped the two required mana and attempted to bloodrush my Ghor-Clan Rampager. It would give my Emissary +4/+4 and trample until end of turn. It was met with a Stifle. I got a Ghor-Clan Rampager bloodrush stifled. To this day I am fairly certain that I am the only person in magic history to have a bloodrush stifled. It was really terrible for me at the time. My opponent ran away with the game after that.

I ended the day at 5-4 which is a positive record! The deck was primarily Standard with a few actual legacy cards. Lightning Bolts, Path to Exiles, and a few Taigas. I even beat Omni Tell. It was a fantastic day. I played the deck again with more fetches and dual lands in a legacy tournament. I ended up in the top 8 falling to Temur Delver in the first round. After losing two matches to that deck I am convinced it is a bad matchup, but that’s okay. Moving onto what I am really talking about.


What we have received recently is a godsend. We have received more copies of Burning-Tree Emissary! Hidden Herbalists is the newest BTE on the block and they are just as awesome! They don’t have the ability to chain into a Reckless Bushwacker, but we have ways of fixing that. We also have a better Kird Ape in Narnam Renegade. With all of these tools the old Bushwacker Zoo decks have gotten much better. Old lists included both the Reckless Bushwackers and Goblin Bushwacker. With the upgrades this deck has received, I believe that it is finding its way to tier 1.

Here is the list I would start with:

What I love about this deck is how it can be degenerate while still being a creature deck. On my spectrum of combo decks this one falls into the least consistent while being the most explosive. When I speak of consistency I mean decks along the lines of Burn and Affinity. Generally all of their cards do the same thing. So any reasonable seven card hand is okay to work with. The less consistent, but more explosive decks being Goryo’s Vengeance. Or the new Eldrazi version playing Kari Zev’s Expertise, Sram’s Expertise, Breaking//Entering, and Beck//Call. Where some seven card hands are unbeatable and others are well off the spectrum of playable, but when you are playing the decks with much less consistency and more explosiveness, you will generally have ways to filter your draws. The ability to sculpt your hands and find the lines to win is a big part of playing these style of combo decks.

Revolt Zoo happens to be one of the more consistent decks with a lot of explosive power. You will have some hands with just a bunch of one drop creatures and a spell. They are very reasonable keeps, and if you can start double spelling early then you can get ahead. You can also have the turn one 14 damage attack hand. This hand just received a boost in consistency with 8 total Burning-Tree Emissary effects. Your hand simply needs a fetchland, Simian Spirit Guide, Burning-Tree Emissary, Reckless Bushwacker, and 3 more of either Burning-Tree or Hidden Herbalists. This totals into a 14 power, hasty attack on turn 1 and a win on turn 2, even through a removal spell.

With a list like this I am okay with sacrificing some consistency for a lot of explosive power. Something like this will be very hard for decks to handle. Everyone assumes you can gain life and be okay, but without actually dealing with the threats on the board, no amount of life will suffice. Other than infinite life out of the Abzan Company decks, of course. Wraths should generally be too slow to handle something like this as well.

Also with Death’s Shadow being the most recent flavor of the month, and not having a combo finish anymore, your opponent contributing to their life loss is always welcomed. We also have four creatures with deathtouch to deal with the larger threats from the Jund decks. I am okay with serving for 1-2 damage with my Narnam Renegade after I have attacked for 10+ damage.

One tiny thing that people will forget about, and something that reminds me why Rancor is in the deck (other than being really, really ridiculously good looking, of course), is how well it plays with the two newest Aether Revolt cards. Trying to equip it to a creature creates a need for your opponent to respond and stop it from happening. Boom, revolt triggered. It plays well with Hidden Herbalists which adds double green upon entering with revolt. The best part is how well it plays with Narnam Renegades. Deathtouch and trample play very, very well together. Trample states that anything beyond lethal damage to the creature can be assigned elsewhere. Deathtouch requires only 1 point of damage to be dealt to the creature to destroy it. The rest tramples over. So your 4/3 Renegade always tramples over for 3 damage.

As for sideboarding, what I would recommend to you is less on the play and more on the draw. You will be ahead when you are on the play and will not need all of the Tin Street Hooligans, Stony Silence, and Forked Bolts vs Affinity. I personally would just side in the Tin Streets and the Forked Bolts. They are still threats and burn spells on an empty board where Stony Silence sits there and doesn’t do anything by itself. When you are on the draw I can see boarding a bit heavier and planning for a bit longer of a game.

The hardest thing about this deck that I have found is creature sequencing. In which order do I cast my creatures? A general order would be as follows:

Turn 1:

Experiment OneWild NacatlNarnam RenegadeKird ApeGoblin Guide

Turn 2 With a Reckless Bushwacker:

Hidden HerbalistsBurning-Tree Emissary

Turn 2 with multiple green cards:

Burning-Tree EmissaryHidden Herbalists

Now how is that so hard? Well, not all hands flow into these simple examples. Take for example this hand:

Experiment OneNarnam RenegadeWooded FoothillsKird ApeRancor
Hidden HerbalistsGoblin Guide

Which do we cast first? The given pick order clearly states how we go about this. In this a hand we are getting all green mana when we revolt our two drop. To try to stay as mana efficient as possible we would actually cast the Kird Ape first. To increase our damage potential we would cast the Experiment One. What if it takes turns before we draw our second land? We would cast the Narnam Renegade first to get the most effect out of our cards. It becomes more and more complicated with hands like this.

Thanks for reading everyone!

As always stay humble and stay hungry!


Twitter @MTG_Falcon
MTGO: CaptainSarang