This deck focus to abuse the power of multicolor cards in RNA.
Colors BRW, using a Mardu Aggro shell and the best removals in Standard.
Creatures pump spells, haste and tokens can deal big bursts of damage.
1. Card selection
1.1 Cards that care about multicolor:
Hero of Precinct One will build a board of tokens, triggering with almost everycard in the deck
Glass of the Guildpact makes our board bigger, haste creatures and afterlife spirits hit harder
Guildmages' Forum Makes creatures relevant when not played on curve. With the Glass anthem, multicolor creatures enters with +2/+2
Rampaging Monument just came to my attention, but I don't think its worth main decking
1.2 Multicolor Creature shell:
1-Drop
Footlight Fiend: the only multicolor creature with CMC 1, the ping death trigger can be useful to kill creatures or to make good trades in combat and keep attacking
2-Drop
Imperious Oligarch has good defensive and offensive value against decks that plays the board, doesn't care much about being traded and gets great synergy with Glass anthem. Is sometimes slow against more controlling decks
Swiftblade Vindicator & Fireblade Artist are good offensive 2 drops, are great with Glass and Guildmages' buffs and give reach with its abilities (double strike + trample is hard to block). But are easy targets for removal.
3-Drop
Judith, the Scourge Diva is good for going wide, killing small creatures and making good combat trades
Tajic, Legion's Edge hits hard, entering with haste buffed if not answered deals big bursts of damage. His abilities protect from red removal and allows to keep attacking while growing the creatures.
Midnight Reaper can be a good card draw engine and keep the gas
4-Drop
Aurelia, Exemplar of Justice can be great at offense and defense, dodges red dmg spells, trample and vigilance are sometimes useful and +2 atk on the turn it enters is good for keeping the pressure.
Seraph of the Scales gets a lot of value with Glass anthem, leave value after being removed and carry itself in combat with flying, vigilance and deathtouch
Teysa Karlov doubles all death trigger effects and one of the few ways the deck can gain life
1.3. Removals, combat tricks and utility
Mortify & Bedevil are the best removals in RNA, always have targets and can adapt to different opponents, usually removes their most important permanent.
The game plan is to be aggressive, make favorable trades while building up the board and getting value out of death triggers. If anything is big enough to stop the attack we have answer to different targets.
I'm still working on it and would appreciate some feedback and insights on improvements!
I feel it sometimes lack gas/card draw, but it's hard to address that without giving up aggro power.
2.2 Decklists:
First list below is version 1.0.
Share your builds, card choices and results and help improve this archetype.
-VS Mono-UAggro = Good: fiend and carnival kill their early creatures and we win the damage race
-VS Mono-RAggro = Decent: The greed mana base pays its price sometimes. Our creatures outvalue theirs, if they waste damage spells removing our creatures its usually a win. Imperious Oligarch blocks for days, but careful with Goblin Chainwhirler 1 area dmg.
-VS WWeenie = Decent: similar to mono red matchup, even more important to control de board
-VS UGx Gates/Nexus = Decent: Curving is important, pressure early and avoid losing everything to Gates Ablaze, sometimes the deck lacks the reach to finish the opponent before their combo goes off.
-VS UBWEsper Control = Hard: If we can't curve out we are easy prey to their discard, mass removal and counters which really slow down our game. In the long game we lose due to lack of draw spells.
-VS UGBSultai Midrange = Hard: Develop a good board and play timely removal to keep advantage on the board, if they can resolve and sustain wildgrowth walkers, Planeswalkers (Viviens e Vraskas which kills our Glass), Krasis life gain and card draw walker usually creates a big advantage for them.
-VS URIzzet Drakes = Good: usually its easy to deal damage while they draw cards and keep pressure removing the first couple drakes. Izzet doesn't play as much removal as control decks, but their 4 thoughness creatures can be a roadblock sometimes.
Thats usually what I deal with in mtga.
Testing other cards:
Gutterbones never really worked, only felt as a nice 2 power 1 drop.
I will test Dauntless Bodyguard because it protects relevant cards, but I might cut it because its not multicolored. Rix Maadi Reveler might be a nice choice for card draw, but it doesn't trigger Glass anthem, only Hero tokens Theater of Horrors was too slow and not very useful when testing, it didn't give reach like Experimental Frenzy gives red Response // Resurgence could be a nice multicolor addition, removal and extra combat phase could be relevant to close games
I wonder if cutting answers for more focus on the damage and reach could benefit the game plan.
I hope you enjoy the deck techs, several powerful multicolor cards!
Colors BRW, using a Mardu Aggro shell and the best removals in Standard.
Creatures pump spells, haste and tokens can deal big bursts of damage.
I'm still working on it and would appreciate some feedback and insights on improvements!
I feel it sometimes lack gas/card draw, but it's hard to address that without giving up aggro power.
Share your builds, card choices and results and help improve this archetype.
3 Footlight Fiend
3 Hero of Precinct One
4 Imperious Oligarch
2 Fireblade Artist
1 Swiftblade Vindicator
2 Midnight Reaper
4 Judith, the Scourge Diva
1 Tajic, Legion's Edge
1 Rekindling Phoenix
2 Seraph of the Scales
2 Teysa Karlov
2 Unbreakable Formation
2 Mortify
2 Bedevil
1 Heroic Reinforcements
1 Carnival // Carnage
1 Revival // Revenge
1 Bedeck // Bedazzle
1 Find // Finality
Artifacts
3 Glass of the Guildpact
4 Godless Shrine
3 Isolated Chapel
3 Blood Crypt
3 Dragonskull Summit
3 Clifftop Retreat
3 Sacred Foundry
1 Guildmages' Forum
1 Memorial to Folly
*Update 1.1: Deck version trying a multicolor focus, Glass of the Guildpact really pumps Seraph of the Scales
3 Footlight Fiend
4 Hero of Precinct One
4 Imperious Oligarch
2 Fireblade Artist
2 Swiftblade Vindicator
1 Midnight Reaper
3 Judith, the Scourge Diva
1 Tajic, Legion's Edge
3 Seraph of the Scales
1 Teysa Karlov
1 Unbreakable Formation
2 Mortify
3 Bedevil
1 Heroic Reinforcements
3 Carnival // Carnage
1 Find // Finality
Artifacts
4 Glass of the Guildpact
Lands 21
4 Godless Shrine
3 Isolated Chapel
3 Blood Crypt
3 Dragonskull Summit
3 Clifftop Retreat
3 Sacred Foundry
1 Guildmages' Forum
1 Memorial to Folly
*Update 1.2: Having success using a version without Hero of Precinct One
4 Footlight Fiend
4 Imperious Oligarch
4 Fireblade Artist
4 Swiftblade Vindicator
4 Judith, the Scourge Diva
3 Tajic, Legion's Edge
2 Seraph of the Scales
3 Aurelia, Exemplar of Justice
2 Mortify
1 Bedevil
1 Heroic Reinforcements
1 Carnival // Carnage
2 Integrity // Intervention
1 Revival // Revenge
Artifacts
4 Glass of the Guildpact
4 Godless Shrine
3 Isolated Chapel
3 Blood Crypt
3 Dragonskull Summit
3 Clifftop Retreat
3 Sacred Foundry
1 Guildmages' Forum
1 Memorial to Folly
Matchup info:
-VS Mono-U Aggro = Good: fiend and carnival kill their early creatures and we win the damage race
-VS Mono-R Aggro = Decent: The greed mana base pays its price sometimes. Our creatures outvalue theirs, if they waste damage spells removing our creatures its usually a win. Imperious Oligarch blocks for days, but careful with Goblin Chainwhirler 1 area dmg.
-VS WWeenie = Decent: similar to mono red matchup, even more important to control de board
-VS UGx Gates/Nexus = Decent: Curving is important, pressure early and avoid losing everything to Gates Ablaze, sometimes the deck lacks the reach to finish the opponent before their combo goes off.
-VS UBW Esper Control = Hard: If we can't curve out we are easy prey to their discard, mass removal and counters which really slow down our game. In the long game we lose due to lack of draw spells.
-VS UGB Sultai Midrange = Hard: Develop a good board and play timely removal to keep advantage on the board, if they can resolve and sustain wildgrowth walkers, Planeswalkers (Viviens e Vraskas which kills our Glass), Krasis life gain and card draw walker usually creates a big advantage for them.
-VS UR Izzet Drakes = Good: usually its easy to deal damage while they draw cards and keep pressure removing the first couple drakes. Izzet doesn't play as much removal as control decks, but their 4 thoughness creatures can be a roadblock sometimes.
Thats usually what I deal with in mtga.
Testing other cards:
Gutterbones never really worked, only felt as a nice 2 power 1 drop.
I will test Dauntless Bodyguard because it protects relevant cards, but I might cut it because its not multicolored.
Rix Maadi Reveler might be a nice choice for card draw, but it doesn't trigger Glass anthem, only Hero tokens
Theater of Horrors was too slow and not very useful when testing, it didn't give reach like Experimental Frenzy gives red
Response // Resurgence could be a nice multicolor addition, removal and extra combat phase could be relevant to close games
I wonder if cutting answers for more focus on the damage and reach could benefit the game plan.
I hope you enjoy the deck techs, several powerful multicolor cards!