Frontier Abzan is a true midrange deck that relies on the individual power of its cards to win games. While it does have some nuanced interactions among its cards it does not rely on synergy like Hardened Scales or feature a combo finish like Rally or Copycat. While it is not as fast as Atarka Red or as controlling as Grixis, it shines in its versatility and ability to play roles on both sides of the spectrum.
Pros/Cons of playing Frontier Abzan
Reasons to play Abzan:
It is the best true Midrange Deck in Frontier right now. It is always at least "pretty good"
It can switch between offense and defense quickly
It has great sideboard options giving it few truly bad or unwinnable matchups
It is a flexible deck that can be customized to fit your meta with powerful choices in all three colors.
Reasons not to play Abzan:
It plays lots of Answers - sometimes can be dead cards depending on the matchup
It plays grindy games and does not win "out of nowhere".
If you play Modern Abzan it will feel powered down. There are no real replacements for Thoughtseize, Tarmogoyf, or Liliana of the Veil. The discard game is not on par with the older format making the Frontier version weaker to combo.
History
The combination of Green, Black and White has a long history in Magic. Originally the color combination was called Junk by the community, but with the release of Khans of Tarkir Wizards officially gave the color combination the name Abzan, and that is where the history of Frontier Abzan really begins. Not only did we get a name for the color wedge, much to the rejoicing of good-stuff Midrange players (and groaning from everyone else) we got an undercosted efficient creature in Abzan colors that would dominate Standard and have a huge impact on Modern: Siege Rhino.
While Siege Rhino was the best reason to play Green/White/Black, we also got two other important cards in those colors that further swayed players toward Abzan: Anafenza, the Foremost and Abzan Charm. Abzan became so ubiquitous in that Standard environment that complaints of the Siege Rhino Format and Abzan Fatigue were common talking points. It was so pervasive that when Frontier was created many players dismissed Frontier as a return to a Siege Rhino dominated format (though that is far from the truth). Here is a sample decklist from Khans-BFZ standard that the Frontier version is based upon:
Since then there have been some powerful additions to the Abzan shell that make the Frontier version even better that are explained in card choices.
Card Choices
Creatures:
1 CMC Warden of the First Tree The only 1 drop creature we would consider playing with our Midrange gameplan. Great mana sink that can take over the game if not dealt with.
2 CMC Sylvan Advocate Ability to play defense early aggainst aggro while also pressuring life totals due to Vigilance. We expect to go long to see Advocate become a 4/5 and also helps our manlands. Good late game top deck. Easy on the mana.
Grim Flayer If you care about delirium in general go with this guy. Worse against aggro than Advocate and harder on the mana, but filters your draws if he can get through. The choice between Flayer and Advocate (or both) will be the first choice you make and will influence how you build the rest of the deck.
Walking Ballista Listing as a 2 CMC card here (technically 0 CMC) because 2 is the earliest you would cast it. Scales with your mana and is a good way to fight Saheeli Combo.
Hangarback Walker In Standard Abzan lists this was used as a way to get extra value but has mostly been supplanted by Walking Ballista for the XX costing artifact.
Scrapheap Scrounger Recurring threat. Great against control, but bad against Aggro. Extra points for being very easy to cast.
3 CMC Anafenza, the Foremost Under-costed body with relevant abilities. Staple of Frontier Abzan.
Tireless Tracker Can take over the game with card draw and his ever-increasing size. Run him in builds with lots of fetchlands. Better when played on turn 4 to guarantee a clue token.
Nissa, Vastwood Seer Helps to stay on track with land drops to turn Advocate on. Takes over the game late, but can be a little slow.
Rhonas the Indomitable Undercosted, hard to remove threat. He wants more creatures in the deck than we typically run to make sure he turns on. New in Amonkhet but deserves some testing.
4 CMC Siege Rhino The reason we play these colors.
Kalitas, Traitor of Ghet Helps turn off the opponent's graveyard alongside Anafenza. The lifelink really helps.
5 CMC Archangel Avacyn 5 cmc is high for this list, so play only 1 if you run her.
6 CMC Tasigur, the Golden Fang Efficient body and threat as we are usually casting this for much less than 6.
Planeswalkers:
3 CMC Liliana, the last Hope Our queen of grinding. Gets back all of our efficient threats. Best when the opponent is packing X/1s, but her +1 is still good even if it does not kill the opposing creature. Great follow-up to Advocate to ensure he wins in battle.
Gideon of the Trials Seems good though untested. 3 CMC walkers have to be considered
4 cmc Gideon, Ally of Zendikar Probably the best planeswalker in the format (Saheeli combo notwithstanding) and an auto-inclusion. Run 3 or 4.
5 CMC Ob Nixilis Reignited Great abilities but probably too slow. Consider as a 1-of.
Liliana, Death's Majesty Reanimating a Siege Rhino makes her an enticing choice, but again probably too slow. Little Liliana seems a better choice on our curve.
Nissa, Vital Force Great abilities on a Planeswalker that compliment our gameplan but probably comes down too late. 5 CMC is just hard.
Instants and Sorceries
1 CMC Fatal Push We are a Midrange deck playing black, so we play 4. This does push the manabase to be more fetchland heavy.
Duress Creatures we can typically deal with better than non-creatures, so we run this over Despise. Its restriction mostly relegates it to the sideboard, but it can be considered for mainboard if you correctly predict the Meta.
2 CMC Dromoka's Command We take advantage of our large, efficient creatures by pumping them up and fighting with our opponents creatures. Also removes enchantments such as Hardened Scales and Jeskai Ascendancy and counters burn spells. Its utility makes it a definite include.
Collective Brutality Utility makes it appealing with the versatility to kill small creatures or cast a pseudo-duress. Now that Fatal Push is in the format it may be outclassed.
Grasp of Darkness Kills most things in the format, gets around indestructible.
Ultimate Price Great rate for a kill spell but its drawback is heavy in a format full of multi-colored creatures
Declaration in Stone Use this as a last resort against a problem card. We do not play a tempo game where we can afford to give cards to our opponent.
3 CMC Abzan Charm We will typically only use the first two abilities but those are good enough to include the card. Exiling is relevant against a lot of creatures. Run 1 or 2.
Painful Truths The best pure card draw in our colors. I would run this over Read the Bones due to our individual threat quality. Drawing a card is typically better than Scry 2 here.
Anguished Unmaking The lifeloss is substantial, but it is a catch all against everything but lands.
To the Slaughter Good option vs Planeswalker decks. In delirium based Abzan with Grim Flayer and Liliana, the Last Hope it will be much easier to turn on.
4 CMC Cast Out The flash and cycling make this card very interesting despite its high cost. Cycling can help turn on delirium and flash can help against CopyCat. It is a new card that deserves some testing.
5 cmc Murderous Cut I would choose between this and Tasigur to be a 1-of.
Lands:
Creating the mana base is difficult in Abzan and is influenced by how you want to build the rest of the deck. With Fatal Push and Tireless tracker in the deck we want to run more fetchlands though we only have one naturally in our colors.
Windswept Heath - Even in builds that choose not to go heavy on Fetches, run 4.
Canopy Vista / Scattered Groves Main Fetchland Targets for Windswept Heath. Each has its pros/cons. I would go with Canopy Vista due to its ability to come into play untapped, but this deck does not run a lot of basics.
Wooded Foothills Our second Fetchland of choice as getting green early is more important than white. Include Smoldering Marsh to fetch black if you run this.
Blooming Marsh / Concealed Courtyard Painfree early untapped mana fixing. It feels bad to draw one off the top on turn 4 needing to cast a Rhino, but the color fixing early in the game makes them a necessity.
Llanowar Wastes / Caves of Koilos In general the life loss on these makes the fastlands preferable but they do not have the drawback of coming into play tapped later in the game.
Shambling Vent The deck's manland of choice as lifegain is important especially with Advocate turned on. Hissing Quagmire is also an option but typically go with Vent as lifelink is better than deathtouch here.
Forest and Plains: There is no need to run Swamps unless you decide to run a black fetchland. There is currently very little non-basic hate in Frontier outside of Thalia, but running a singleton swamp is unlikely to help enough there. She will be a problem.
Sandsteppe Citadel The best color fixer but enters tapped. This is an option if you want to go light on fetchlands.
I feel like there should be more Walking Ballista here; otherwise the deck will just get run over by Copycat's combo game, despite being able to compete on Copycat's grindy axis.
The Despise is the better choice because it can hit threatening PWs like AoZ and Lili. The scry on Harsh Scrutiny isn't worth whiffing on a powerful PW, but Duress will usually be better, because you have removal like Fatal Push to hit most creatures. I would run Transgress the Mind before Despise, though, because almost anything that you really want to hit with the Despise can be hit by Transgress the Mind and then some.
Private Mod Note
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Rollback Post to RevisionRollBack
Favorite Decks. WUStandard God-Pharoah's GiftWU GModern Tooth and NailG UGModern TurboFogUG WUBRGCommander The Ur-DragonWUBRG
It is the best true Midrange Deck in Frontier right now. It is always at least "pretty good"
It can switch between offense and defense quickly
It has great sideboard options giving it few truly bad or unwinnable matchups
It is a flexible deck that can be customized to fit your meta with powerful choices in all three colors.
Reasons not to play Abzan:
It plays lots of Answers - sometimes can be dead cards depending on the matchup
It plays grindy games and does not win "out of nowhere".
If you play Modern Abzan it will feel powered down. There are no real replacements for Thoughtseize, Tarmogoyf, or Liliana of the Veil. The discard game is not on par with the older format making the Frontier version weaker to combo.
While Siege Rhino was the best reason to play Green/White/Black, we also got two other important cards in those colors that further swayed players toward Abzan: Anafenza, the Foremost and Abzan Charm. Abzan became so ubiquitous in that Standard environment that complaints of the Siege Rhino Format and Abzan Fatigue were common talking points. It was so pervasive that when Frontier was created many players dismissed Frontier as a return to a Siege Rhino dominated format (though that is far from the truth). Here is a sample decklist from Khans-BFZ standard that the Frontier version is based upon:
4 Anafenza, the Foremost
3 Den Protector
2 Hangarback Walker
4 Siege Rhino
3 Sylvan Advocate
4 Warden of the First Tree
2 Wingmate Roc
Planeswalkers
4 Gideon, Ally of Zendikar
Spells
4 Abzan Charm
2 Dromoka's Command
2 Murderous Cut
1 Silkwrap
2 Canopy Vista
4 Flooded Strand
2 Forest
1 Hissing Quagmire
1 Llanowar Wastes
2 Plains
3 Shambling Vent
1 Smoldering Marsh
1 Sunken Hollow
4 Windswept Heath
4 Wooded Foothills
1 Den Protector
4 Duress
2 Self-Inflicted Wound
3 Transgress the Mind
2 Ultimate Price
2 Virulent Plague
1 Hallowed Moonlight
Since then there have been some powerful additions to the Abzan shell that make the Frontier version even better that are explained in card choices.
Warden of the First Tree The only 1 drop creature we would consider playing with our Midrange gameplan. Great mana sink that can take over the game if not dealt with.
2 CMC
Sylvan Advocate Ability to play defense early aggainst aggro while also pressuring life totals due to Vigilance. We expect to go long to see Advocate become a 4/5 and also helps our manlands. Good late game top deck. Easy on the mana.
Grim Flayer If you care about delirium in general go with this guy. Worse against aggro than Advocate and harder on the mana, but filters your draws if he can get through. The choice between Flayer and Advocate (or both) will be the first choice you make and will influence how you build the rest of the deck.
Walking Ballista Listing as a 2 CMC card here (technically 0 CMC) because 2 is the earliest you would cast it. Scales with your mana and is a good way to fight Saheeli Combo.
Hangarback Walker In Standard Abzan lists this was used as a way to get extra value but has mostly been supplanted by Walking Ballista for the XX costing artifact.
Scrapheap Scrounger Recurring threat. Great against control, but bad against Aggro. Extra points for being very easy to cast.
3 CMC
Anafenza, the Foremost Under-costed body with relevant abilities. Staple of Frontier Abzan.
Tireless Tracker Can take over the game with card draw and his ever-increasing size. Run him in builds with lots of fetchlands. Better when played on turn 4 to guarantee a clue token.
Nissa, Vastwood Seer Helps to stay on track with land drops to turn Advocate on. Takes over the game late, but can be a little slow.
Rhonas the Indomitable Undercosted, hard to remove threat. He wants more creatures in the deck than we typically run to make sure he turns on. New in Amonkhet but deserves some testing.
4 CMC
Siege Rhino The reason we play these colors.
Kalitas, Traitor of Ghet Helps turn off the opponent's graveyard alongside Anafenza. The lifelink really helps.
5 CMC
Archangel Avacyn 5 cmc is high for this list, so play only 1 if you run her.
6 CMC
Tasigur, the Golden Fang Efficient body and threat as we are usually casting this for much less than 6.
3 CMC
Liliana, the last Hope Our queen of grinding. Gets back all of our efficient threats. Best when the opponent is packing X/1s, but her +1 is still good even if it does not kill the opposing creature. Great follow-up to Advocate to ensure he wins in battle.
Gideon of the Trials Seems good though untested. 3 CMC walkers have to be considered
4 cmc
Gideon, Ally of Zendikar Probably the best planeswalker in the format (Saheeli combo notwithstanding) and an auto-inclusion. Run 3 or 4.
Sorin, Solemn Visitor Helps with lifegain which our deck needs. Consider as a 1-of
5 CMC
Ob Nixilis Reignited Great abilities but probably too slow. Consider as a 1-of.
Liliana, Death's Majesty Reanimating a Siege Rhino makes her an enticing choice, but again probably too slow. Little Liliana seems a better choice on our curve.
Nissa, Vital Force Great abilities on a Planeswalker that compliment our gameplan but probably comes down too late. 5 CMC is just hard.
Fatal Push We are a Midrange deck playing black, so we play 4. This does push the manabase to be more fetchland heavy.
Duress Creatures we can typically deal with better than non-creatures, so we run this over Despise. Its restriction mostly relegates it to the sideboard, but it can be considered for mainboard if you correctly predict the Meta.
2 CMC
Dromoka's Command We take advantage of our large, efficient creatures by pumping them up and fighting with our opponents creatures. Also removes enchantments such as Hardened Scales and Jeskai Ascendancy and counters burn spells. Its utility makes it a definite include.
Collective Brutality Utility makes it appealing with the versatility to kill small creatures or cast a pseudo-duress. Now that Fatal Push is in the format it may be outclassed.
Grasp of Darkness Kills most things in the format, gets around indestructible.
Ultimate Price Great rate for a kill spell but its drawback is heavy in a format full of multi-colored creatures
Declaration in Stone Use this as a last resort against a problem card. We do not play a tempo game where we can afford to give cards to our opponent.
3 CMC
Abzan Charm We will typically only use the first two abilities but those are good enough to include the card. Exiling is relevant against a lot of creatures. Run 1 or 2.
Painful Truths The best pure card draw in our colors. I would run this over Read the Bones due to our individual threat quality. Drawing a card is typically better than Scry 2 here.
Anguished Unmaking The lifeloss is substantial, but it is a catch all against everything but lands.
To the Slaughter Good option vs Planeswalker decks. In delirium based Abzan with Grim Flayer and Liliana, the Last Hope it will be much easier to turn on.
4 CMC
Cast Out The flash and cycling make this card very interesting despite its high cost. Cycling can help turn on delirium and flash can help against CopyCat. It is a new card that deserves some testing.
5 cmc
Murderous Cut I would choose between this and Tasigur to be a 1-of.
Windswept Heath - Even in builds that choose not to go heavy on Fetches, run 4.
Canopy Vista / Scattered Groves Main Fetchland Targets for Windswept Heath. Each has its pros/cons. I would go with Canopy Vista due to its ability to come into play untapped, but this deck does not run a lot of basics.
Wooded Foothills Our second Fetchland of choice as getting green early is more important than white. Include Smoldering Marsh to fetch black if you run this.
Blooming Marsh / Concealed Courtyard Painfree early untapped mana fixing. It feels bad to draw one off the top on turn 4 needing to cast a Rhino, but the color fixing early in the game makes them a necessity.
Llanowar Wastes / Caves of Koilos In general the life loss on these makes the fastlands preferable but they do not have the drawback of coming into play tapped later in the game.
Urborg, Tomb of Yawgmoth Hitting double black is important for Liliana so running 1 is advised.
Shambling Vent The deck's manland of choice as lifegain is important especially with Advocate turned on. Hissing Quagmire is also an option but typically go with Vent as lifelink is better than deathtouch here.
Forest and Plains: There is no need to run Swamps unless you decide to run a black fetchland. There is currently very little non-basic hate in Frontier outside of Thalia, but running a singleton swamp is unlikely to help enough there. She will be a problem.
Sandsteppe Citadel The best color fixer but enters tapped. This is an option if you want to go light on fetchlands.
Hallowed Moonlight: Bring in versus token generators, Collected Company, and Rally the Ancestors
Flaying Tendrils: Our best sweeper vs Aggro
Tormod's Crypt: Anti-Graveyard
Scarab Feast: Anti-graveyard card that cycles
Duress: Great discard vs heavy non-creature decks such as control, ramp, combo, and mill
Transgress the Mind: Good vs CopyCat and decks that go big
Kalitas, Traitor of Ghet: If not used in the main he is good in the side to further help shut down graveyard shenanigans
Virulent Plague: Permanent answer to token strategies
Surge of Righteousness: Good against aggressive red decks
Matchups
In general Abzan has good matchups against Aggro and other Midrange decks. It is built to out-grind other fair decks.
Control and Ramp are difficult as their top end threats outsize ours. A resolved Ulamog, the Ceaseless Hunger or Ugin the Spirit Dragon against us is lights out
Combo can be problematic as discard is not good enough to be included in the main board.
Sample decklists:
Decklists vary from build to build as there are a lot of considerations and cards that are borderline between sideboard and main board.
Current Sample Decklist
4 Warden of the First Tree
4 Sylvan Advocate
3 Anafenza, the Foremost
4 Siege Rhino
3 Tireless Tracker
1 Tasigur, the Golden Fang
Planeswalkers
2 Liliana, the Last Hope
3 Gideon, Ally of Zendikar
1 Sorin, Solemn Visitor
Spells
4 Fatal Push
2 Abzan Charm
2 Painful Truths
2 Dromoka's Command
3 Shambling Vent
4 Wooded Foothills
4 Windswept Heath
1 Canopy Vista
2 Blooming Marsh
3 Concealed Courtyard
1 Urborg, Tomb of Yawgmoth
2 Plains
3 Forest
1 Llanowar Wastes
1 Smoldering Marsh
2 Hallowed Moonlight
3 Flaying Tendrils
4 Duress
2 Manglehorn
1 Kalitas, Traitor of Ghet
1 Virulent Plague
2 Surge of Righteousness
Walking Ballista and to a lesser extent Hangarback Walker should be included in the Card Choices. I'll add them.
I haven't played a lot of Frontier, but having a card cost 3 mana as opposed to 4 seems like a bigger deal than the difference in abilities.
Also, no mention of Languish, blessed alliance, or smuggler's copter in the primer?
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
4 fatal push
4 despise
4 collective brutality
4 Abzan charm
2 Liliana, the last hope
2 Gideon of the trials
4 languish
2 Nissa, Vital Force
Creatures 10
4 bloodsoaked champion
4 siege rhino
2 Tasiguir, the golden fang
4 Santsteepe Citadel
4 concealed courtyard
4 blooming marsh
4 windswept Heath
2 shambling vent
2 plains
2 Forrest
2 swamp
3 hallowed moonlight
2 duress
2 dromoka's command
2 Fragmentize
2 display of dominance
2 surge of righteousness
2 self-inflicted wound
What do you guys think?
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
WUStandard God-Pharoah's GiftWU
GModern Tooth and NailG
UGModern TurboFogUG
WUBRGCommander The Ur-DragonWUBRG
WUStandard God-Pharoah's GiftWU
GModern Tooth and NailG
UGModern TurboFogUG
WUBRGCommander The Ur-DragonWUBRG