One thing I want to add to this conversation. There's a dynamic where your opponent HAS to block Hapatra. Letting her through is great for you, so, with a few combat tricks we could also make it so blocks are great for us as well. Supernatural Stamina comes to mind. I'm sure there's possibly others as well. Stamina also works well with our other beatsticks, allowing them to enter and trigger again, making more tokens with hapatra or nest, or even recycling Soulstinger for for removal.
Just seems like a lot of potential value for a 1 mana spell that's already pretty close to a blossoming defense, which sees a lot of play.
I also think bone picker is absolutely mandatory. This deck has no game in the skies at all, and it allows us to use our mana more efficiently, almost always costing 1 in a deck like this.
The removal suite is pretty straight forward, take out all the Gideons and fatal push is mainly for Copter 2.0 (Heart of Kiran)
The 22 land count may seem low but I think it will work fine with the channelers being able to make use of the -1/-1 counter mechanics.
I want to see Bone Picker in this list but I honestly cant see where to put it unless it is in the board against some sort of flying heavy deck that we've unforeseen
Beetle gives a lot of flex in the add and remove counters area of our game plan.
I think the biggest contest here will be my inclusion of Liliana, Death Wielder and hear me out on this. With the amount of -1/-1 counters being thrown around, her -3 ability is going to be recurring removal against creature heavy strategies. Her +2 is going to synergize with Hapatra as well as nest to give board presence/chump blockers/ targets for the -1/-1 counters we don't want on our good stuff. And obviously if you ult her it's gonna get plain stupid.
The sideboard is a bit tougher for me. I am thinking of switching Hapatra's Mark for Blossoming Defense as both add hexproof and I think the combat trick will work better than the removal of counters we will be removing anyway with beetle and defiant greatmaw. Scrapheap Scrounger will shore up the control game a bit. Appetite for the Unnatural against Mardu Heart of Kiran (I refuse to call it vehicles since there is only one vehicle in it). I am still unsure how to combat the aggo matchup, so if anyone has ideas please let me know.
The removal suite is pretty straight forward, take out all the Gideons and fatal push is mainly for Copter 2.0 (Heart of Kiran)
The 22 land count may seem low but I think it will work fine with the channelers being able to make use of the -1/-1 counter mechanics.
I want to see Bone Picker in this list but I honestly cant see where to put it unless it is in the board against some sort of flying heavy deck that we've unforeseen
Beetle gives a lot of flex in the add and remove counters area of our game plan.
I think the biggest contest here will be my inclusion of Liliana, Death Wielder and hear me out on this. With the amount of -1/-1 counters being thrown around, her -3 ability is going to be recurring removal against creature heavy strategies. Her +2 is going to synergize with Hapatra as well as nest to give board presence/chump blockers/ targets for the -1/-1 counters we don't want on our good stuff. And obviously if you ult her it's gonna get plain stupid.
The sideboard is a bit tougher for me. I am thinking of switching Hapatra's Mark for Blossoming Defense as both add hexproof and I think the combat trick will work better than the removal of counters we will be removing anyway with beetle and defiant greatmaw. Scrapheap Scrounger will shore up the control game a bit. Appetite for the Unnatural against Mardu Heart of Kiran (I refuse to call it vehicles since there is only one vehicle in it). I am still unsure how to combat the aggo matchup, so if anyone has ideas please let me know.
How has Decimator Beetle worked for you? I always found it way too slow and had very little impact for 5cmc. With only 22 lands (even with the Channelers) I think you'll have a hard time getting to 7 for Liliana. Even if you do kill 1 dude or put one -1/-1 seems underwhelming. Why no Crocodile of the Crossing? My 2 cents are that he and Blecher are the best cards "-1/-1" cards. My suggestion would be to cut lilian, beetle and splendid agony for some combo of Crocs and Pickers.
After some more mulling and testing I have changed this deck up a bit. The core is generally the same but I did in fact drop the beetles and one defiant great maul for 3 crocs of the crossing. I have also fleshed out my board. It may possibly be too heavy on artifact removal but with Artherworks marvel on the rise again and a continued prevalence of Mardu Heart of Kiran I think it might serve well. Looking at the PT decklists and into the top 8 there was a presence of Metallic Mimic so artifact hate is good. I decided to keep lily. It honestly just works for what im trying to accomplish. Any thoughts?
Real quick: What does everyone think of Heroic Intervention? Are there enough board wipes running around for it to be useful? Probably add Chandra, Flamecaller to that list. Beyond her, is it useful enough to save single creatures against spot removal? Or to save just your tokens against a Sweltering Suns? I haven't been able to play much lately, but it occurred to me as a potentially multi-purpose card.
Hi guys,
I've been trying out a similar deck over this game day weekend with sadly, little success. But I did take away a couple of notes:
-Hapatra gets blown up almost every time she's out. I'm taking her out for something faster on turn 2, maybe longtusk cub.
-Scarab generation was good enough with nest with channeler/exemplar.
-supernatural stamina wasn't as effective as I hoped, especially balista.
I did have a round where I had 3 nests out, throne of the god-pharoah and 2 channelers, which gave me 18 insects on the turn but with no way to tap them before being dealt lethal next turn.
One suggestion was to put in aethersphere harvester and on the turn the scarabs are generated, tap them all to crew. This would then trigger the throne damage on that turn itself.
I'm thinking if there's a way to flicker the channeler/exemplar to generate more scarabs? Instead of trying to sacrifice or bring them back from graveyard in order to trigger nest again.
I am running a similar deck inspired by a video on the youtube channel, strictly better mtg. I have found that Archfiend of Ifnir is a fantastic win condition when paired with noose constrictor. He is even better with a nest of scarabs on board.
I am interested in trying out dread wanderer in place of festering mummy. Also thinking that westvale abbey could be a worthwhile adddition to this deck.
I have found that this deck just rolls over to control decks (particularly sweltering suns). Aetherworks Marvel is a tough matchup, but fortunately we can put Dispossess and/or Lost Legacy in the sideboard.
There's a lot of balancing going on for this deck, nithing however that seems to make the idea competitive. I've been working on making nest/hapatra/x(-1/-1) work since a really vague idea came to mind after the 2nd week of Amonket.
I've been following this thread for about three weeks, waiting for someone to look into (and possibly test) more answers from Jund spells/aggro as a plan before setting up nests.
I think there is a good backbone in B/G/r, but it demands intensive and thoughtful Mulligans to expertly pilot a solid game plan into turn 5.
The perfect draws (and there are a few) revolve around either controlling the board until blocking with insects/snakes is a non-issue, or surviving enough damage until the board is out of control in our favor.
Yes, on both accounts. Nest Of Scarabs really fuels a hard to match go-wide strategy. However, it can take a tew turns to get going, and then a few more to really start churning out advantage. I think early board interaction is essential to keep things in control without cutting into the our life total too much before stalling the board with creature tokens.
I look at this deck working on three fronts. The first, and main gameplan, is to churn out snakes and insects. That can take some time.
The second, IMO, is to control the opponents board with -1/-1 counters and dome direct damage to creatures until they've run out of gas and are top-decking for answers. By that time, we will likely have some decent attackers/blockers to let the first game plan roll out.
The third, and through testing what seems to be fairly consistent, is a war of attrition with Bontu, the Glorified and Throne of the God-Pharaoh. This third game plan takes the main token strategy to really have effect, but it does make the race a lot quicker and less reliant on an all-out flood of token creatures to attack for lethal. Simply tapping creatures, or using tokens to sacrifice to Bontu and then attack with the God has proven, for me, to be a simple set-up with high a payoff rate.
As noted in my previous post, the main problem I'm finding with this deck is getting the plan(s) to roll out fast enough before being too far behind on life. So, the sideboard is still in flux to optimize conconsistency and hold the board against different strategies and different size/speeds of opponent's threats.
All in all, when this deck rolls out according to plan, it takes over relatively fast. It seems to work similarly to mono-black or B/W Zombies decks, and has a generally favorable match-up against Zombies. It holds thinks like Mardu at bay with it's wall of tokens, (including those darn snakes with deathtouch), and rallies up really well as the Marvel player is trying to set-up and spin for the win.
There is still some gaps in the effectiveness of this deck, but I'm having good results (about 70% when not mana flooded--manascrew doesn't seem to be an issue with the Channeler Initiate around).
May favorite opening plays are:
Turn-1 Mountain, Soul-Scar Mage
Turn-2 Forest (or Blooming Marsh), Channeler Initiate
Turn-3 Swamp, Nest of Scarabs
from there it's good stuff, and most of the deck plays out -1/-1 counters to some extent (the soul-scar on the battlefield basically turns all damage into insects as added value.
I've found that multiple Nest of Scarabs is never a bad thing as long as you can afford the time to use a turn playing them.
Also, the full playset of Hapatra, Vizier of Poisons has not really blocked me out even in spite of her legendary status.
There's plenty more I could say about awesome interactions and wild synergies in this deck, but mostly, it can be really fun to play and watch how opponents respond to the board going out of control very, very quickly.
Happy to hear any more thoughts from those who are taking decks like this to the table.
How have you been testing it? I only see 3 cards mainboard that work with Soul-Scar Mage, at which point I'm not super sure he's worth it. I'd be all about him plus Sweltering Suns against any aggro deck, though. Get him one other prowess trigger, and he even survives it by himself. I like Throne of the God-Pharaoh as a way to push damage through, but how well does it end up working for you to just attack with the tokens? Do enough of them survive to do it again? Finally, how has Decimator Beetle been working for you? It seems good when it gets rolling, but also that it takes until turn 6 to really do that.
I've been testing live, 1v1, with familiar players. No MTGO, or tournament runs. So, this deck probably has less than 40 games under its belt.
With that said, I'm still having a lot of fun playing it, and I think that's what keeps me tuning it.
I really like adding Sweltering Suns, I was initially not for it, due to how it resets any token development I've gotten out, but you may be on to something with its inclusion. It's appealing particularly due to cycling. Throne of the God-Pharaoh has actually been really potent. Tokens en masse, it's not unrealistic to double whatever damage gets through, and that, or tapping Initiates for mana, amounts to a lot in just a turn or two.
As for Decimate Beetle, that card was originally a backbone of this build, and I continue to drop copies every time I re-evaluate the deck. Honestly, that's proven to be a pretty disappointing card choice.
I'm going to roll a few copies of Sweltering Suns for a while. (Maybe 2 main/2 side?) I'll report back.
Any other observations or ideas?
I like Glorybringer in conjunction with Soul-Scar Mage in that effect which the exert damage causes scarab triggers. I guess I'd previously thought that Glorybringer was overkill, but synergistically, it's awesome on top of the pure value the dragon itself brings. Cool idea. I want to try it.
This deck becomes more and more closer to a Rakdos cycle/discard/-1/-1 counter deck. Do we still need green ?
Maybe we can add some Fiery Temper and Ruthless Sniper ?
Im running a nest of scarabs deck online with vizier of poison. One card that really takes it to the next level is archfeind of ifnar.. long as you have a discard mech, you're pumping out tokens left and right all the while wiping your opponents board. Decimator beetle is also a nice touch. Takes all the -1s off your creatures, sends them to your opponent. You're getting 2x the tokens that way. Use the trial of ambition in a pinch, and get them back with the cartouche of ambition which gives lifelink, and deals out a neg 1.
I also like soulstinger as a drop after nest scarabs.. you can virtually have him absorb all of the -1s you're putting on your board, and he'll dish them back out for what, 5 -1s? That's enough to really take care of most threats by turn 6. Meanwhile you're attacking with him unopposed because your opponent doesn't want him to pop. Lol
Hey everyone. I've been working on this same deck idea since Amonkhet spoilers, though in a Jund line of thinking. I've checked in on this thread from time to time for pointers, so thanks to everyone for their contributions. Like many have said, this deck can hang with a lot of them, though it lacks the push to finish strong. I just put together my sideboard, and think it will be likely that some of the cards find their way into the main (Like Nissa). The first candidate to replace would likely be Consuming Fervor, but I find that card to be really useful so far. Drop one on a Decimator Beetle, and things can get ugly. Let me know what you all think of the deck.
I'm just putting these here for myself to look after but I also want to show an idea for a deck I had. This deck's goal is to amass an army of creatures and manipulate -1/-1 counters to your favor in order to outvalue your opponent. Hapatra, Vizier of Poisons and Nest of Scarabs is all that is needed in order to start the shenanigans. Deck list is below:
No sideboard yet. The dream is to Driven // Despair with a field full of tokens and make my opponent lose everything in their hand. Per Standard deck Creation Rules, "If you want to post a new thread in this forum, please check and make sure there isn't already a thread on the same topic. " Merging. - hoser2
Your 3 drops seem heavy and it's a shame Grind//Dust is off color for you. Almost worth a splash I'd think.
I'd at least cut a Hapatra, I can't stand having 2 legendary in hand, and trim a croc and and ammit. Is nissa that necessary?
Feels like 3 drop lilly makes more sense to get your creatures back.
Just seems like a lot of potential value for a 1 mana spell that's already pretty close to a blossoming defense, which sees a lot of play.
I also think bone picker is absolutely mandatory. This deck has no game in the skies at all, and it allows us to use our mana more efficiently, almost always costing 1 in a deck like this.
3x Plague Belcher
4x Channeler Initiate
2x Decimator Beetle
3x Defiant Greatmaw
4x Festering Mummy
3x Hapatra, Vizier of Poisons
1x Rhonas the Indomitable
Sorceries (3)
3x Never // Return
4x Fatal Push
3x Hapatra's Mark
3x Splendid Agony
Planeswalkers (2)
2x Liliana, Death Wielder
Enchantments (3)
3x Nest of Scarabs
Land (22)
4x Blooming Marsh
7x Forest
11x Swamp
3x Appetite for the Unnatural
3x Blossoming Defense
1x Rhonas the Indomitable
1x Nest of Scarabs
4x Scrapheap Scrounger
The removal suite is pretty straight forward, take out all the Gideons and fatal push is mainly for Copter 2.0 (Heart of Kiran)
The 22 land count may seem low but I think it will work fine with the channelers being able to make use of the -1/-1 counter mechanics.
I want to see Bone Picker in this list but I honestly cant see where to put it unless it is in the board against some sort of flying heavy deck that we've unforeseen
Beetle gives a lot of flex in the add and remove counters area of our game plan.
I think the biggest contest here will be my inclusion of Liliana, Death Wielder and hear me out on this. With the amount of -1/-1 counters being thrown around, her -3 ability is going to be recurring removal against creature heavy strategies. Her +2 is going to synergize with Hapatra as well as nest to give board presence/chump blockers/ targets for the -1/-1 counters we don't want on our good stuff. And obviously if you ult her it's gonna get plain stupid.
The sideboard is a bit tougher for me. I am thinking of switching Hapatra's Mark for Blossoming Defense as both add hexproof and I think the combat trick will work better than the removal of counters we will be removing anyway with beetle and defiant greatmaw. Scrapheap Scrounger will shore up the control game a bit. Appetite for the Unnatural against Mardu Heart of Kiran (I refuse to call it vehicles since there is only one vehicle in it). I am still unsure how to combat the aggo matchup, so if anyone has ideas please let me know.
How has Decimator Beetle worked for you? I always found it way too slow and had very little impact for 5cmc. With only 22 lands (even with the Channelers) I think you'll have a hard time getting to 7 for Liliana. Even if you do kill 1 dude or put one -1/-1 seems underwhelming. Why no Crocodile of the Crossing? My 2 cents are that he and Blecher are the best cards "-1/-1" cards. My suggestion would be to cut lilian, beetle and splendid agony for some combo of Crocs and Pickers.
Did you think about Eldrazi Mimic ?
It is maybe a bit weak, but can create an early aggro !
4x Channeler Initiate
3x Crocodile of the Crossing
2x Defiant Greatmaw
4x Festering Mummy
3x Hapatra, Vizier of Poisons
3x Plague Belcher
1x Rhonas the Indomitable
Sorceries (3)
3x Never // Return
3x Blossoming Defense
4x Fatal Push
3x Splendid Agony
Planeswalkers (2)
2x Liliana, Death Wielder
Enchantments (3)
3x Nest of Scarabs
Land (22)
4x Blooming Marsh
7x Forest
11x Swamp
1x Manglehorn
1x Hapatra, Vizier of Poisons
1x Blossoming Defense
3x Appetite for the Unnatural
2x Dissenter's Deliverance
3x Hapatra's Mark
3x Supernatural Stamina
1x Nest of Scarabs
R.I.P. Wash
Don't click this. I mean it. No, seriously. I said not to click it. The world might blow up. Even if you just think about it. BOOM. See? The whole world could've just blown up and it would've been all your fault. Just don't click this.
What are your tournament results ?
I've been trying out a similar deck over this game day weekend with sadly, little success. But I did take away a couple of notes:
-Hapatra gets blown up almost every time she's out. I'm taking her out for something faster on turn 2, maybe longtusk cub.
-Scarab generation was good enough with nest with channeler/exemplar.
-supernatural stamina wasn't as effective as I hoped, especially balista.
I did have a round where I had 3 nests out, throne of the god-pharoah and 2 channelers, which gave me 18 insects on the turn but with no way to tap them before being dealt lethal next turn.
One suggestion was to put in aethersphere harvester and on the turn the scarabs are generated, tap them all to crew. This would then trigger the throne damage on that turn itself.
I'm thinking if there's a way to flicker the channeler/exemplar to generate more scarabs? Instead of trying to sacrifice or bring them back from graveyard in order to trigger nest again.
Looking to try this out:
4x Greenbelt Rampager
2x Longtusk Cub
4x Channeler Initiate
4x Exemplar of Strength
Artifacts(8)
4x Aethersphere Harvester
4x Throne of the God-Pharaoh
Instants(6)
2x Heroic Intervention
4x Fatal Push
4x Nest of Scarabs
Sorceries(4)
2x Wander in Death
2x Never // Return
Lands(24)
10x Swamp
10x Forest
4x Blooming Marsh
3x Manglehorn
4x Dissenter's Deliverance
2x Stinging Shot
4x Panharmonicon
2x Crocodile of the Crossing
Best case scenario:
T1: Land > Greenbelt Rampager (Returns), 1 energy
T2: Land > Longtusk Cub, 3 energy
T3: Land > Nest of Scarabs, Pump Cub, 1 energy
Dmg: 3(Cub)
T4: Land > Channeler/Exemplar x 2, 6 scarabs
Dmg: 3(Cub)
T5: Land > Aetherworks harvester + Throne of god-pharaoh, Crew, Tap if Channeler > Greenbelt Rampager, 1 energy
Dmg: 3(Cub) + 4(Exemplar x2)/2(Channeler/Exemplar)/0(Channeler x2) + 9(Throne) = 12
T6: Land > Crew
Dmg: 3(Cub) + 6(Exemplar x2)/3(Channeler/Exemplar)/2(Channeler x2) + 3(Harvester) + 3(Rampager) + 11(Throne) = 26
In place of having a 2nd Nest out, perhaps Panharmonicon could act as a substitute?
I am interested in trying out dread wanderer in place of festering mummy. Also thinking that westvale abbey could be a worthwhile adddition to this deck.
I have found that this deck just rolls over to control decks (particularly sweltering suns). Aetherworks Marvel is a tough matchup, but fortunately we can put Dispossess and/or Lost Legacy in the sideboard.
I've been following this thread for about three weeks, waiting for someone to look into (and possibly test) more answers from Jund spells/aggro as a plan before setting up nests.
I think there is a good backbone in B/G/r, but it demands intensive and thoughtful Mulligans to expertly pilot a solid game plan into turn 5.
The perfect draws (and there are a few) revolve around either controlling the board until blocking with insects/snakes is a non-issue, or surviving enough damage until the board is out of control in our favor.
R.I.P. Wash
Don't click this. I mean it. No, seriously. I said not to click it. The world might blow up. Even if you just think about it. BOOM. See? The whole world could've just blown up and it would've been all your fault. Just don't click this.
Nest Of Scarabs really fuels a hard to match go-wide strategy. However, it can take a tew turns to get going, and then a few more to really start churning out advantage. I think early board interaction is essential to keep things in control without cutting into the our life total too much before stalling the board with creature tokens.
I look at this deck working on three fronts. The first, and main gameplan, is to churn out snakes and insects. That can take some time.
The second, IMO, is to control the opponents board with -1/-1 counters and dome direct damage to creatures until they've run out of gas and are top-decking for answers. By that time, we will likely have some decent attackers/blockers to let the first game plan roll out.
The third, and through testing what seems to be fairly consistent, is a war of attrition with Bontu, the Glorified and Throne of the God-Pharaoh. This third game plan takes the main token strategy to really have effect, but it does make the race a lot quicker and less reliant on an all-out flood of token creatures to attack for lethal. Simply tapping creatures, or using tokens to sacrifice to Bontu and then attack with the God has proven, for me, to be a simple set-up with high a payoff rate.
This is a build that I have working:
4 Soul-Scar Mage
4 Hapatra, Vizier of Poisons
4 Channeler Initiate
4 Soulstinger
2 Bontu, the Glorified
1 Decimator Beetle
Spells
4 Nest of Scarabs
4 Splendid Agony
2 Diabolic Tutor
2 Throne of the God-Pharaoh
2 Magma Spray
1 Deem Worthy
1 Stinging Shot
2 Foul Orchard
2 Blooming Marsh
2 Sheltered Thicket
7 Swamp
7 Forest
5 Mountain
2 Decimator Beetle
2 Manticorfe of the Gauntlet
2 Heart-Piercer Manticore
2 Insult//Injury
1 Magma Spray
1 Cartouche of Ambition
1 Trial of Ambition
1 Trial of Zeal
1 Baleful Ammit
1 Plague Belcher
1 Exemplar of Strength
As noted in my previous post, the main problem I'm finding with this deck is getting the plan(s) to roll out fast enough before being too far behind on life. So, the sideboard is still in flux to optimize conconsistency and hold the board against different strategies and different size/speeds of opponent's threats.
All in all, when this deck rolls out according to plan, it takes over relatively fast. It seems to work similarly to mono-black or B/W Zombies decks, and has a generally favorable match-up against Zombies. It holds thinks like Mardu at bay with it's wall of tokens, (including those darn snakes with deathtouch), and rallies up really well as the Marvel player is trying to set-up and spin for the win.
There is still some gaps in the effectiveness of this deck, but I'm having good results (about 70% when not mana flooded--manascrew doesn't seem to be an issue with the Channeler Initiate around).
May favorite opening plays are:
Turn-1 Mountain, Soul-Scar Mage
Turn-2 Forest (or Blooming Marsh), Channeler Initiate
Turn-3 Swamp, Nest of Scarabs
from there it's good stuff, and most of the deck plays out -1/-1 counters to some extent (the soul-scar on the battlefield basically turns all damage into insects as added value.
otherwise,
Turn-1 Forest
Turn-2 Swamp (or Blooming Marsh), Hapatra, Vizier of Poisons
Turn-3 Mountain, Nest of Scarabs
from which, the token plan really plays out hard when Channeler Initiates come down; or basically anything else.
I've found that multiple Nest of Scarabs is never a bad thing as long as you can afford the time to use a turn playing them.
Also, the full playset of Hapatra, Vizier of Poisons has not really blocked me out even in spite of her legendary status.
There's plenty more I could say about awesome interactions and wild synergies in this deck, but mostly, it can be really fun to play and watch how opponents respond to the board going out of control very, very quickly.
Happy to hear any more thoughts from those who are taking decks like this to the table.
R.I.P. Wash
Don't click this. I mean it. No, seriously. I said not to click it. The world might blow up. Even if you just think about it. BOOM. See? The whole world could've just blown up and it would've been all your fault. Just don't click this.
With that said, I'm still having a lot of fun playing it, and I think that's what keeps me tuning it.
I really like adding Sweltering Suns, I was initially not for it, due to how it resets any token development I've gotten out, but you may be on to something with its inclusion. It's appealing particularly due to cycling.
Throne of the God-Pharaoh has actually been really potent. Tokens en masse, it's not unrealistic to double whatever damage gets through, and that, or tapping Initiates for mana, amounts to a lot in just a turn or two.
As for Decimate Beetle, that card was originally a backbone of this build, and I continue to drop copies every time I re-evaluate the deck. Honestly, that's proven to be a pretty disappointing card choice.
I'm going to roll a few copies of Sweltering Suns for a while. (Maybe 2 main/2 side?) I'll report back.
Any other observations or ideas?
4 Soul-Scar Mage
3 Hapatra, Vizier of Poisons
4 Channeler Initiate
3 Hazoret the Fervent
3 Archfiend of Ifnir
Spells (19)
4 Magma Spray
4 Cut // Ribbons
4 Incendiary Flow
4 Nest of Scarabs
3 Sweltering Suns
3 Canyon Slough
3 Sheltered Thicket
3 Evolving Wilds
7 Mountain
5 Swamp
3 Forest
3 Appetite for the Unnatural
3 Dispossess
3 Prowling Serpopard
4 Manglehorn
1 Sweltering Suns
1 Hapatra, Vizier of Poisons
I like Hazoret the Fervent as he can trigger Soul-Scar Mage and Archfiend of Ifnir. However, I have been thinking about removing the Archfiend of Ifnir to add another Sweltering Suns in the main board and maybe including something like Glorybringer or Throne of the God-Pharaoh
Maybe we can add some Fiery Temper and Ruthless Sniper ?
4 Blooming Marsh
3 Foreboding Ruins
5 Forest
3 Game Trail
3 Mountain
5 Swamp
Creatures:
3 Bone Picker
4 Channeler Initiate
2 Decimator Beetle
4 Exemplar of Strength
4 Hapatra, Vizier of Poisons
4 Soul-Scar Mage
4 Magma Spray
4 Shock
Enchantments:
4 Nest of Scarabs
4 Consuming Fervor
2 Bontu the Glorified
2 Grasp of Darkness
2 Dispossess
2 Lost Legacy
3 Nissa, Voice of Zendikar
2 Rhonas the Indomitable
2 Soulstinger
I'm just putting these here for myself to look after but I also want to show an idea for a deck I had. This deck's goal is to amass an army of creatures and manipulate -1/-1 counters to your favor in order to outvalue your opponent. Hapatra, Vizier of Poisons and Nest of Scarabs is all that is needed in order to start the shenanigans. Deck list is below:
4 Hapatra, Vizier of Poisons
4 Ammit Eternal
4 Obelisk Spider
4 Baleful Ammit
3 Crocodile of the Crossing
2 Decimator Beetle
2 Bontu The Glorified
4 Fatal Push
2 Splendid Agony
Planeswalkers
2 Nissa, Vital Force
Sorceries
2 Driven // Despair
1 Lethal Sting
Enchantment
3 Nest of Scarabs
7 Forest
6 Swamp
4 Blooming Marsh
2 Hissing Quagmire
2 Ifnir Deadlands
2 Westvale Abbey
No sideboard yet. The dream is to Driven // Despair with a field full of tokens and make my opponent lose everything in their hand.
Per Standard deck Creation Rules, "If you want to post a new thread in this forum, please check and make sure there isn't already a thread on the same topic. " Merging. - hoser2
I'd at least cut a Hapatra, I can't stand having 2 legendary in hand, and trim a croc and and ammit. Is nissa that necessary?
Feels like 3 drop lilly makes more sense to get your creatures back.
4x Blooming Marsh
4x Channeler Initiate
2x Driven / Despair
4x Exemplar of Strength
4x Fatal Push
6x Forest (BFZ)
4x Hapatra's Mark
4x Hapatra, Vizier of Poisons
2x Hissing Quagmire
3x Key to the City
3x Nest of Scarabs
4x Obelisk Spider
2x Rhonas the Indomitable
8x Swamp (AKH)
2x Westvale Abbey *F*
I am sorry on my phone can't make it a deck style. But this is where I would start as far as a shell is concerned.