This is an idea I've been toying with, since standard is becoming a midrange format, driven by Grixis midrange, GB and RG monsters: play 3x profane procession, which completely wrecks decks that play 1 expensive threat a turn.
One way we could go is to play yahenni's expertise: sweeping up the early creatures AND dropping a PP for free? Sign me up!
But I also think PP wants you to keep mana up, so perhaps a less tap-out, more draw-go control is better: enter settle the wreckege: if they attack with few creatures to play around settle, you can take it and exile a dude EoT; if they attack all in, you just settle. Seems like a sweet squeeze to put the opponent in.
So, Lets start with 3x PP and 3x Settle. Also, we are playing UB, so 2x The Scarab God seems mandatory. PP even gives you contempt protection, since you can exile your god and replay it later (PP allows you to target your own creatures!).
On to our cheap spot removal suite: we want our sport removal to have two properties: cheap (because PP is mana hungry) and that can target small creatures we don't really want to steal with PP. I'd go with 4x fatal push, 2x moment of craving, 3x essence scatter, 2x consign // oblivion 1x negate. Consign is a nice ``catch all" that has card advantage attached, and can also protect your procession. Negate does the same. I could see changing one of these last 3 to a duress or a failure // comply for similar purposes (failure is a cheap way to save your procession form a counterspell while still being relevant vs creatures as a way to buy time).
I would like to fit an ixalan's binding but we already have 7 4-drops, and I'd like to keep the draw-go theme going. Since procession needs 5 mana, I coud see a play patter that taps out on 3 and 4 for procession and binding, switching to a draw-go plan starting on turn 5 onwards, but I do like the squeeze settle+procession puts on opponents.
On to the card draw/fitlering. With TSG in the deck, 4xTorrential Gearhulk and 4xglimmer of genius is a great combo. 1 Arch of orazca has always been great for me going long, and matches up with search for azcanta to overtax field of ruin. We are quite mana hungry, and with the variety of mana costs that we have (consign costs 7 for the purposes of mana costs), we can have azor's gateway. A weakness we seem to have is a lack of disallow. Given that pure control is not that popular, I'd rather keep the countermagic in the board; our setup is pretty great vs creature decks, so we can easily devote 7-9 SB slots for control.
So I'm thinking of testing this deck for my next league in MTGO. Any ideas? Anyone want to test the deck also?
One way we could go is to play yahenni's expertise: sweeping up the early creatures AND dropping a PP for free? Sign me up!
But I also think PP wants you to keep mana up, so perhaps a less tap-out, more draw-go control is better: enter settle the wreckege: if they attack with few creatures to play around settle, you can take it and exile a dude EoT; if they attack all in, you just settle. Seems like a sweet squeeze to put the opponent in.
So, Lets start with 3x PP and 3x Settle. Also, we are playing UB, so 2x The Scarab God seems mandatory. PP even gives you contempt protection, since you can exile your god and replay it later (PP allows you to target your own creatures!).
On to our cheap spot removal suite: we want our sport removal to have two properties: cheap (because PP is mana hungry) and that can target small creatures we don't really want to steal with PP. I'd go with 4x fatal push, 2x moment of craving, 3x essence scatter, 2x consign // oblivion 1x negate. Consign is a nice ``catch all" that has card advantage attached, and can also protect your procession. Negate does the same. I could see changing one of these last 3 to a duress or a failure // comply for similar purposes (failure is a cheap way to save your procession form a counterspell while still being relevant vs creatures as a way to buy time).
I would like to fit an ixalan's binding but we already have 7 4-drops, and I'd like to keep the draw-go theme going. Since procession needs 5 mana, I coud see a play patter that taps out on 3 and 4 for procession and binding, switching to a draw-go plan starting on turn 5 onwards, but I do like the squeeze settle+procession puts on opponents.
On to the card draw/fitlering. With TSG in the deck, 4xTorrential Gearhulk and 4xglimmer of genius is a great combo. 1 Arch of orazca has always been great for me going long, and matches up with search for azcanta to overtax field of ruin. We are quite mana hungry, and with the variety of mana costs that we have (consign costs 7 for the purposes of mana costs), we can have azor's gateway. A weakness we seem to have is a lack of disallow. Given that pure control is not that popular, I'd rather keep the countermagic in the board; our setup is pretty great vs creature decks, so we can easily devote 7-9 SB slots for control.
So I'm thinking of testing this deck for my next league in MTGO. Any ideas? Anyone want to test the deck also?
4 concealed courtyard
4 irrigated farmland
4 fetid pools
4 drowned catacomb
4 glacial fortress
3 island
2 plains
1 swamp
1 arch of orazca
3 search for azcanta
1 azor's gateway
4 glimmer of genius
4 torrential gearhulk
1 pull from tomorrow
Interaction (20)
4 fatal push
3 essence scatter
2 moment of craving
2 consign // oblivion
1 negate
3 profane procession
3 settle the wreckage
2 The Scarab God
Needs moar Delver.