This is the list I am going to run at FNM tomorrow and will take to Memphis. I may make a few changes but this is very close. I will post my sideboard plans shortly. Let me know what you guys think.
Have you tried doing 2 Cast out and 2 Ixalan's Binding main deck instead of a 3-1 ration? I usually sideboard 2 bindings in and play 2 cast out main deck and it has worked great for me.
Also, I'm on the 3 Fumigate and 3 Settle the wreckage as well as 3 Baffling ends main deck as well. I don't play Censors at all though, I have never liked them in control builds and I think they are better in a tempo deck like Merfolk or energy decks. So, although I am on the ten counterspells in a deck train the counters in my deck are:
I used to play 4 Essence scatters main deck but now I cut down to 3 because I replaced one with the 3rd baffling end. I really like having 2 Negates main deck so if that people do keep a counter back for my 2nd casting of Approach I can wait to get 9 mana and then I can cast approach with Negate back up, and in the early game I can use Negate against planeswalkers or random artifacts/enchantments.
I feel that if you test play maybe 3 Negates main instead of 3 censors you might actually like that build more, I know censor can be cycled and can counter a variety of spells but it's pretty much dead after turn 4-5 and you have to cycle it only, while negate is good until the end of the game.
I don't have much to say about the sideboard since it's totally different from mine but as you know I change to a creature sideboard which makes my deck a U/W aggro deck after sideboarding. Game 1 I have only 4 creatures main deck, 3 Champion of wits and 1 Nezahal, but after sideboarding I have 13 creatures.
Here's my sideboard anyways if you want to try it out at FNM:
So, starting on turn 3 the deck can drop creatures, and Vizier of deferment is a bomb sometime, exiling an attacker and blocking another attacker, if you get to exile a bomat courier then the player will lose the cards under it.
( If Bomat Courier leaves the battlefield before you activate its last ability, any cards exiled by its triggered ability remain exiled face down for the rest of the game. If you somehow return the same Bomat Courier card to the battlefield, it will be a different object with no connection to those face-down cards.)
Against mono red they can cast bomat on turn 1, then on turn 2 I can essence scatter or baffling end whatever creature they cast, and on turn 3 when they atack with bomat and grab the 3rd card to put under it I can cast vizier of deferment, exile the bomat and block whatever other creature they have, if they don't sack bomat that turn to get the 3 cards they lose them, so it's the best possible play on turn 3 against mono red aggro.
Not to mention that vizier also kills tokens made by the scarab god since they get exiled and disappear forever, so it is a truly awesome card, or you can exile your own creatures after attacking or blocking and get their ETB abilities agLet.
LEt me know if you decided to use any of my suggestions main deck or in the sideboard and how it went for you.
Path of mettle is there to flip and help with the mana and also start to do damage to the opponent, I have 15 creatures that can help flip Path so it will happen probably every game.
I played Path to Mettle in Rw Aggro at the start of the format in a deck where every single creature triggered Path of Mettle.
You will not flip Path of Mettle every game. I didn't flip it every game I played it and I played 25 creatures.
On top of that, the creatures that are triggering Path in this deck are 2, 4, and 5 mana -- instead of 1,2 and 3 (and Hazoret).
The problem with the internet is that everyone is an expert on the internet. I try to post new and innovative decks that people can try to play instead of the 5-0 decks or whatever is played at the latest pro-tour but I always bump into "Experts" that instead of giving constructive criticism about the deck or specific cards choose to instead tell ME that the deck doesn't work, or it's not competitive enough.
I have been playing this game since 1996 and was playing competitive Standard magic between 2000-2009 and tested countless deck in the changing formats with some of the best deck builders in Canada. In 2010-2011 before I "quit" magic I was playing only Vintage/Type 1 with my own decks that I worked on to some fairly good results. That made me a much better player (vintage games are super competitive and tough)as well as deck builder.
I started magic again last year in April of 2017 and one of the first decks I built for standard was a mono red deck which I posted on here back in June, and which became knows as Ramunap red after the pros picked it up and played it at the Pro tour in late june or early july. I was the one to play most of the cards in that deck though and create the shell for it as well as winning many FNM's in those months at my LGS playing the all hasty mono red deck. That's why I picked up Hazoret for $5 a pop and Glorybringer for $4 when they came out because I already knew they would be playable in MY deck.
Now, I understand that many people can't build a deck to save their own life, they also probably suck at sealed for that very same reason, and also they probably can't evaluate non-creature cards and know how to use them. I am not one of those people, I can pre-evaluate cards before they become famous and played in popular decks.
path of mettle is such a card, it is a mid-game card that is meant to be flipped on turns 6-9 and help to end the game or do the last few points of damage to the opp much like ramunap ruins was used. It's not meant to be flipped over on turns 3-5 unless you need to use the extra mana ability.
Which brings me to the quoted text above, if you have a deck where most of your creatures are 1 drops or 2 drops it means that by the time you will get to cast path and flip it you will already have won the game, or you will not have any creatures on the board because you opp will have killed them. A 1/1 or 2/2 will simply not survive more than one turn, so if you draw path of turn 5-6 and want to cast it and flip you won't be able to because you won't have any creatures on the board to attack with, or maybe you'll have one only.
Path was not meant to be played in an aggro deck, but in a "big red" or mid-range deck that can flip it any turn past turn 5, so having creatures that come down on turn 4 or 5 and can survive past turn 5-6 means that path will get flipped on those turns. That is the reason why this card works in a deck with Hazoret at 4 mana and Glorybringer at 5 mana and both of those cards can flip it.
To make a long post short, if you have never or hardly ever built decks from scratch then stick to playing decks built by others and don't be snarky and comment on people's decks that were build from scratch and use the cards in the way that they were designed to be used. Also, don't say I am using hazoret, glorybringer and khenra and am copying some other R/W deck because remember I created the original mono red Ramunap deck last year so I can hardly be copying my own deck.
'Nough said. I find the above text that I have changed to Red to be trolling/flaming. You proposed a deck that you apparently hadn't even played and asked for feedback. You got feedback from someone that had played some of the cards. You don't have to agree with the feedback, but I expect posts to be constructive. Please run the deck and prove it good rather than get defensive about feedback that may be helpfully intended.
I find the text in orange to be marginal. In context, I don't see how the person you are responding to could find it to be helpful. -hoser2
As one of the original people to be playing Ramunap Red which I started playing before anyone else back in June of last year I am always looking to innovate in the deck building area. I posted a version of this deck in the R/X deck thread in the Proven forum and got kicked out from there saying that this deck is not "competitive" enough and too much like a dino tribal deck so here I am.
The deck plays like the mono red or R/W normal aggro deck except that the burn is only to take care of creatures and we win by hitting the opponent with ours. Most of the creatures are unblockable or "flying" which also makes them pretty much unblockable.
Kinjalli's sunwing works better than ahn-crop crasher in this R/W build since he also keeps creatures from blocking the turn they are cast, also he has a 3 toughness so he can get around magma spray or shock, the opp would need to waste an abrade or lightning strike on him and of course he is flying so he can keep attacking to do damage.
Sky Terror is a very underrated card as a two drop, it comes out fast and hits every turn since it's almost impossible to block due to flying and menace.
Relentless raptor just attacks comes out fast or in doubles once I hit 4 mana and he can also block for us and will kill other two drops or three drops that people play in the format. They also help to flip path of mettle as well.
Earthshaker khenra does what she used to do in mono red, stop creatures from blocking and also come back later in the game, and she can help to flip PAth of mettle as well.
Hazoret is well...Hazoret.
Glorybringer is there to add even more attacks in the air, take care of smaller creatures by exerting and finishing the game. They are at the top of the mana pyramid and the only 5 drops aside form Huatli.
Huatli, warrior poet is there to help us gain life in the mirror match, also she can make a 3/3 dinosaur every turn for free and can help finish the game with her last ability. I have one main deck and one in the sideboard that can come in against mid range and control decks.
The burn spells are pretty self-explanatory, I am just testing the creature only spells now, and if I feel that I need to hit the player as well then I will change the magma sprays to shocks, but I need to use those along with other damage to remove the scarab god from the game or other creatures that can come back, they also kill all the 1/1's and 2/2's that other red decks play.
Path of mettle is there to flip and help with the mana and also start to do damage to the opponent, I have 15 creatures that can help flip Path so it will happen probably every game.
The sideboard is kind of a mess now, but I am looking at Cast out to come in against decks with planeswalkers and the scarab god, sweltering suns will come in against token decks or merfolk decks. Slaughter the strong will come in against mid range decks, scarab god or R/G dinosaur decks. Chandra's defeat and aethersphere harvester come in against mono-red or red/white aggro decks. Aethersphere harvester and vance's blasting cannons, insult // injury and the second Huatli will come in against control decks and midrange decks. Crook of condemnation will come in against the scarab god decks or GPG's decks, so pretty much everything is covered in the sideboard right now.
Let me know what you think, I can't wait to play this deck and maybe make some changes after that.
So how are you supposed to beat the Anointed Procession tokens deck with Mono Red Aggro? I just played a matchup and the guy simply ran away with life gain getting up to 50 the first game and 70 the second game. Without Ferocidon there was simply nothing I could do.
You can sideboard in Sweltering Suns or if needed Hour of Devastation. Aside from that hit them with Glorybringer because they usually don't have fliers.
Yeah well I was hitting this dude with 2 Glorybringers but he was gaining like 12 a turn from lifelink and making tokens. Board wipes are the only way to win?
Yeah pretty much, board wipe then cast a guy and hit him, you have to board wipe 2 or 3 times a game. That's what I did against merfolk, as soon as he got 3 guys out I wiped the board, sometimes up to 3 times in one game.
So how are you supposed to beat the Anointed Procession tokens deck with Mono Red Aggro? I just played a matchup and the guy simply ran away with life gain getting up to 50 the first game and 70 the second game. Without Ferocidon there was simply nothing I could do.
You can sideboard in Sweltering Suns or if needed Hour of Devastation. Aside from that hit them with Glorybringer because they usually don't have fliers.
Have to say this, that sure looks like fun. Chandra, Sunbirds and Compass... After the match, they are going to be sitting there asking what just ran over me?
Not a big fan of the 3 color approach deck but surprisingly I think the R/W approach deck looks fun and very competitive. I wouldn't play 4 Chandra (1. money reasons 2.not a good win condition) but I would try to play combustible gearhulk main deck as a win condition either through damage by attacking or through damage from its ability. I would also play glorybringer main deck as well as the other alternate win condition aside from approach.
The rest of the deck looks fine except for the 1 main deck silent gravestone and 1 main deck renewed faith. Also, I feel that slaughter the strong would be a better combination with sweltering suns main deck rather than settle the wreckage.
Between magma spray and abrade you can kill small guys, sweltering suns would take care of many creatures and then you can cast slaughter to kill big guys.
Anyway, it's a pretty cool deck and quite different than other color builds for sure.
I hear you want to play U/B control but you don't have money for U/B dual lands in standard, or you don't have money for Liliana, or The Scarab God or hell even for Torrential Gearhulk.
Lucky for you I'm in the same boat (no lands, no scarab god or gearhulk) and no money to invest in those but I still want to have a relatively competitive U/B control type deck. This deck should be about $40-$50 depending on prices of cards in your area, you can also change some of the sideboard cards if you don't want to buy them.
Without further ado here is the deck that I am testing right now and it's quite good actually and on a budget, the few rares in the deck are all around $1 each.
So, basically the deck stalls by killing creatures until you can get kefnet and golden guardian out, and make them fight and flip golden guardian and start making 4/4 golems every turn and beat face with them.
The deck has 4 chupacabras and 1 noxious gearhulk to kill creatures and it has 4 bounce and 3 replay spells to keep reusing these creatures. It also stalls in the first couple of turns by using Aether Meltdown or moment of craving or even using Consign to bounce an early creature.
The deck also runs 5 counters main deck, using Disappearing Act to return Aether Hub or a chupacabra to hand and cast it again next turn and also 2 Negates main deck to take care of random planeswalkers or other problem spells.
There are also 2 mastermind's acquisition to be able to grab something from the sideboard when you need it.
After sideboarding the deck turns into a more aggro version adding the extra creatures and taking out the counters and the bounce spells.
Let me know what you think and hope you can enjoy playing this deck as I have making it.
As I said before I stopped playing competitive magic back in 2009-10 season and then stopped playing magic for good back in 2011. I started again last year in April 2017 when Amonkhet came out.
That along with the fact that I live in Tokyo but can't read Japanese at all, and barely speak it means that I didn't know that I have to pre-register for the PPTQ at my local store in advance.
On their website it just says registration time and that the max is 60 players and usually there are not many players coming to this store for FNM or for Standard Showdown on Saturdays.
So, I went there early today hoping to register quickly only to find out that all 60 spots were pre-registered already, and I had to wait but instead of a waitlist to see if any extra people can get in they had a page on which I can write my name and then they picked people AT RANDOM instead of in the order in which they signed up.
Long story short about 10-12 people signed up on that list, and they picked 4 at random and my name wasn't one of them so I couldn't participate in the PPTQ, which sucks because I worked on this deck a lot this past week and played both FNM and Showdown yesterday and was eager to play the deck in a bigger tournament and post my results.
I have learned my lesson and will make sure to pre-register for the next standard PPTQ in advance, whenever that may be.
Sorry to hear that xaltair. I can't imagine playing this game in a foreign language. I have a hard enough time in English. . .
It is actually not that hard to play magic against Japanese players except if they have a card that I haven't seen before, or a card that is hardly used. One guy played Nicol Bolas God Pharaoh the other day and I had to read what the card does online because his was in Japanese and after I read it I forgot that he can do 7 damage to a player, I thought it was only creatures so when I went down to 5 life because of not blocking his creatures he activated it Bolas and hit me for 7 to win the game. Had I remembered it can hit players I'd have blocked one of his creatures at least to stay over 7 life.
Such is life, it was my mistake for not reading the card and remembering it fully, and it was the first time ever that I had to play against this planeswalker, but it is hard when you can't just pick up a card and read it whenever you want. Aside from that the rules of the game are the same and funny enough I don't have issues in most games and don't have to call a judge usually at all during FNM or such tournaments.
The only problems have been with not being able to read the cards that they play so I'll have to check them online to see what they do, and sometimes they can't read my cards if I play English cards and they have to check it online to see what the card does, but magic is still magic and most games go on without a problem.
I do think I became better at playing magic by doing it this way and also at knowing potential cards that go into a specific deck so I can play around them or wait to counter them, but the metagame is wide open at my LGS so I never know what kind of deck I'll be playing against. People here don't all play the BEST deck online, so you never know what you're going to get.
As I said before I stopped playing competitive magic back in 2009-10 season and then stopped playing magic for good back in 2011. I started again last year in April 2017 when Amonkhet came out.
That along with the fact that I live in Tokyo but can't read Japanese at all, and barely speak it means that I didn't know that I have to pre-register for the PPTQ at my local store in advance.
On their website it just says registration time and that the max is 60 players and usually there are not many players coming to this store for FNM or for Standard Showdown on Saturdays.
So, I went there early today hoping to register quickly only to find out that all 60 spots were pre-registered already, and I had to wait but instead of a waitlist to see if any extra people can get in they had a page on which I can write my name and then they picked people AT RANDOM instead of in the order in which they signed up.
Long story short about 10-12 people signed up on that list, and they picked 4 at random and my name wasn't one of them so I couldn't participate in the PPTQ, which sucks because I worked on this deck a lot this past week and played both FNM and Showdown yesterday and was eager to play the deck in a bigger tournament and post my results.
I have learned my lesson and will make sure to pre-register for the next standard PPTQ in advance, whenever that may be.
The store here in Tokyo is selling pre-orders for 24,000 YEN a box which is about US $220 I believe right now due to the exchange rate per box so it's not more expensive than Iconic Masters for pre-order price.
I was able to get some boxes at 195 usd per, but there are boxes on pre-order in the states for 183 dollars right now. Since there's no spoilers until probably the beginning of march it's going to be a bit until we get to see what is actually in the set. I definitely wouldn't count on prices holding that low on pre-order once spoiler season is under way.
Yeah, I think at $195 per box people should stock up on them, chances are there will be at least 4-5 chase rares, unlike IM which only had Mana Drain as the only expensive/chase rare in the whole set.
Also, Wizards said they will have one card from each of magic's sets printed in the set including Alpha and Beta, so hopefully something good will get reprinted and not blessing or some other such card.
Either way I could care less since I only play standard so I don't intend to buy any boxes or packs of Masters 25 anyways.
The store here in Tokyo is selling pre-orders for 24,000 YEN a box which is about US $220 I believe right now due to the exchange rate per box so it's not more expensive than Iconic Masters for pre-order price.
On my 3 days of magic, today being the 2nd one I played the standard showdown at my LGS and went 1-1-1 out of 3 rounds, it was a weird day.
I will give a short description of what happened:
Round 1 - VS- Mono Red aggro with ahn crop, bomat, hazoret, etc... result 1-2
Game 1- I don't know what happened, but I took care of his guys and managed to approach twice for the win, go figure.
Game 2- I kept a 5 land hand and 2 creatures and wouldn't you know I drew another land and of course he beat me down quickly.
Game 3- He got mana flooded hardcore, I kept a 2 land hand and of course I didn't draw any lands for the next 4 turns to basically lose to a 2/1 pirate and a 1/1 pirate which beat me for 3 every turn and then he burned me to death.
After sideboarding I should have an even better chance to beat this deck than in the first game so this was a fluke and it was my bad for keeping a 5 land hand in the second game, and of course I had no idea I'd get mana screwed in the 3rd.
Round 2 - VS - 4 Color Planeswalkers.deck - I don't know what to call it, he played Vraska G/B, he played Ajani G/W, he played Gideon and Nissa G/W 1-1
Game 1 - It took me a while but I managed to cast approach twice for the win.
Game 2 - We went to time because he got Gideon's emblem out so I was holding 2 approaches but couldn't cast them since I can't win until I get rid of Gideon, I had 2 Cast outs and 2 Commits in my deck and I lost to him the turn before I could draw the commit to bounce Gideon and cast approach in the same turn, this was also turn 3 of the last 5 turns so we drew the match 1-1.
Again a strange occurrence since I had 4 outs and probably less than 20 cards left in my deck, I should've won this match pretty easily but he had most of his deck on board including all 4 of his planeswalkers.
Round 3 -VS - G/U Merfolk with the usual things including Kumena and all his buddies - result 2-1
Game 1 - I managed to top deck a Fumigate and cast it on turn 5 to wipe his board clean and then cast a second one on turn 7 to wipe it clean again, then I cast approach back to back to win the first game.
Game 2 - I only managed to get 1 plains out of the 7 lands I had in play, so I couldn't cast fumigate or settle the wreckage or anything and got killed by merfolk.
Game 3 - I got a turn 2 baffling end on his merfolk, then turn 3 I cast vizier of deferment to exile a guy and block the other guy. Turn 4 I cast ixalan's binding on another merfolk and turn 5 or 6 I cast fumigate to clear his board. He was down to one card in hand pretty much topdecking when I cast my champion of wits, the next turn I Eternalized a sunscourge champion and started to beat him down, and a couple of turns later he was dead when my deck went aggro on him. I forgot to say that he actually countered my approach when I cast it, and that's why I managed to fumigate a turn after because he wasted his counter on the approach, for some reason he was really afraid of losing to it again.
I was actually surprised that I managed to beat this deck because he got the enchantment that makes 1/1 hexproof tokens whenever he casts a merfolk out in the game that he beat me, and in the third game but I managed to ixalan's binding it.
So, after yesterday's testing and today's testing I give you the final version of the deck that I will be playing at the PPTQ tomorrow:
The deck is as streamlined as it's going to get before tomorrow's tourney. I have decided to play 2 slaughter the strong as a meta choice because everyone is expecting turn 4 settle or turn 5 fumigate and so being able to get rid of some big creatures with slaughter on turn 4 or 5 and keeping back one counter can be key in many match-ups. If there is a creature left it can be handled by baffling end, cast out or ixalan's binding. This card also takes care of hazoret indirectly and of the scarab god and maybe kill some tokens that he made also, and if they get to keep one token it doesn't matter since vizier of deferment can kill that token when it comes into play.
On the creature side, my idea of going aggro with small creatures usually takes people by surprise and has worked for me today, and cloudblazer was an MVP every time I got to cast it, gaining 2 life, a blocker and drawing 2 cards is amazing for this deck. His friend vizier of deferment is also amazing being able to deal with 2 creatures (exile one and block another) is key on turn 3 when you are facing 2-3 creatures attacking you.
Last but not least ixalan's binding proved to work great against almost all decks that I played it against and I think 2 are enough in the side to go along with the 2 cast outs main deck and 3 baffling ends main deck as well.
In case you are wondering how I sideboard against aggro decks I take out:
So after sideboarding I still have 2 approaches main deck to gain life and win games out of nowhere, but the rest of the deck is basically only cards to remove creatures and my own creatures to beat down after.
@pumpmonkey- that deck is the real deal, I got rocked by it 3 weeks ago when I went 2-3 at the tourney, my first loss was to this 4 color approach deck, it cast approach faster than me in the first game and in the second game again I couldn't beat him fast enough since he got approach with mastermind's acquisition and cast it to win again, but I think he went 3-2 at that tourney so he didn't do really good either.
I think 3 approaches main deck and 1 in the sideboard is the way to go for this deck. I would also run an Angrath, the Flame-Chained in the sideboard since you can tutor for him, and he seems like one of the stronger planeswalkers available these days.
As a side note I built a sick U/B control deck using mastermind's acquisition since that card is hella good.
So, as I said today I went back to this deck for FNM to prepare for Sunday's PPTQ event.
I ended up going 2-1 tonight after facing not less than 3 Grixis midrange decks, one in each round actually. I will give a short event report and then I will be posting the deck that I intend to play from now on, it is changed a bit from the version I played tonight (about 3 cards got changed main deck).
Event Report
Round 1 - VS R/B/U Grixis midrange - result 2-0
Game 1- he got mana screwed or rather stuck on 4 lands and I got mana flooded hardcore but lucky for me I had a turn 2 search for azcanta out so I kept putting the lands in my graveyard. So of course on turn 7 I had enough lands to cast approach, then a couple of turns later I cast it again to win the game. Game 2- he sideboarded without knowing I will be bringing in creatures, so turn 5 I got a cloudblazerout and beat him for a couple of turns and turn 7 I dropped nezahal, primal tide and on his turn he cast a scarab god. On my turn I cast out his scarab god and hit with nezahal and cloudblazer. On his turn he couldn't draw an answer and scooped.
Round 2 - VS R/B/U Grixis midrange with scarab god, chandra, hostage taker, whirler virtuoso, and Nicol Bolas, God-Pharaoh - result 0-2
Game 1- I couldn't get my mana out and he dropped a scarab god early and manage to make some tokens and I didn't draw any answer to it so I lost.
Game 2- I was having mana issues again, this was a tough game, he managed to get a hostage taker out and get my thaumatic compass and cast it on the same turn, then he dropped scarab god and started making tokens from my creatures. I managed to fumigate and then use crook of condemnation to exile both our graveyards, but he dropped NICOL BOLAS in the next turn and made me exile the 2 cards in my hand. I managed to draw approach and cast it and then he was BOLAS again to exile cards from the top of my library and got another approach. Also he cast a whirler virtuoso and made two tokens and attacked me, I was a couple of turns from drawing my Approach but I didn't know that BOLAS can also deal 7 damage to me (I live in Tokyo so my opp's cards are all in Japanese, I looked at what the card does online but I forgot that his ability targets players too, it was the first time to play against him).
Round 3 - VS R/B/U Grixis combo/midrange - treasures and Marionette Master - result 2-1
Game 1- This was a funny one, I didn't know what his deck does because he did nothing most of the game. I reached 7 mana and cast approach without problems and on his turn he noticed I was tapped out and cast brass's bounty to make 7 treasures. A couple of turns later I was again almost tapped out but for some reason I had not drawn any counterspells the whole game so far, I was holding a hand of 3 baffling end, 2 settle the wreckage, 1 fumigate and another card. He cast Marionette Master and put 3 counters on it and then started to sac treasures and of course dealt more damage than my 27 life. Game 2- He got mana screwed a bit and couldn't cast much and on turn 7 I cast nezahal and proceeded to beat him down with it. Game 3- Much of the same except he spent the first couple of turns duressing me and although he made me discard an Approach I drew into another one and he just didn't draw any business and I cast Approach twice to win. He was surprised that I still kept approaches in the deck in games 2 and 3.
So, I didn't get to play against aggro decks although my deck was tuned for those match-ups so baffling end did nothing all 3 matches. I did have trouble dealing with main deck Scarab God and with planeswalkers especially Nicol Bolas. I did have 2 Cast Out and 2 Negates main deck but after sideboarding I didn't have any extra cards to deal with planeswalkers.
So, to improve the first game against the scarab god and planeswalkers I have added 2 commit//memory main deck, if the scarab god comes out it can get bounced back with commit and then the next turn I can flashback memory to make sure there are no creatures in any graveyards. Commit is also good at bouncing back or countering planeswalkers for another turn or maybe two. I used to play it main deck back when I started playing this deck after Amonkhet came out last year.
In the sideboard, I have added 2 ixalan's binding to help fight scarab god and planeswalkers in game 2 and 3. The other sideboard cards are self-explanatory and I usually board in a lot of creatures in game 2 and 3 against both aggro decks and midrange decks. They usually board out a lot of their removal since in the first game they see I don't have many creatures so I can run them over after side boarding.
So, I still have 2 Approach of the second sun main deck after sideboarding because it can still win out of nowhere, and also have 2 fumigates main deck, along with 3 settle the wreckage, 2 cast out and 3 baffling end.
Have you tried doing 2 Cast out and 2 Ixalan's Binding main deck instead of a 3-1 ration? I usually sideboard 2 bindings in and play 2 cast out main deck and it has worked great for me.
Also, I'm on the 3 Fumigate and 3 Settle the wreckage as well as 3 Baffling ends main deck as well. I don't play Censors at all though, I have never liked them in control builds and I think they are better in a tempo deck like Merfolk or energy decks. So, although I am on the ten counterspells in a deck train the counters in my deck are:
I used to play 4 Essence scatters main deck but now I cut down to 3 because I replaced one with the 3rd baffling end. I really like having 2 Negates main deck so if that people do keep a counter back for my 2nd casting of Approach I can wait to get 9 mana and then I can cast approach with Negate back up, and in the early game I can use Negate against planeswalkers or random artifacts/enchantments.
I feel that if you test play maybe 3 Negates main instead of 3 censors you might actually like that build more, I know censor can be cycled and can counter a variety of spells but it's pretty much dead after turn 4-5 and you have to cycle it only, while negate is good until the end of the game.
I don't have much to say about the sideboard since it's totally different from mine but as you know I change to a creature sideboard which makes my deck a U/W aggro deck after sideboarding. Game 1 I have only 4 creatures main deck, 3 Champion of wits and 1 Nezahal, but after sideboarding I have 13 creatures.
Here's my sideboard anyways if you want to try it out at FNM:
So, starting on turn 3 the deck can drop creatures, and Vizier of deferment is a bomb sometime, exiling an attacker and blocking another attacker, if you get to exile a bomat courier then the player will lose the cards under it.
( If Bomat Courier leaves the battlefield before you activate its last ability, any cards exiled by its triggered ability remain exiled face down for the rest of the game. If you somehow return the same Bomat Courier card to the battlefield, it will be a different object with no connection to those face-down cards.)
Against mono red they can cast bomat on turn 1, then on turn 2 I can essence scatter or baffling end whatever creature they cast, and on turn 3 when they atack with bomat and grab the 3rd card to put under it I can cast vizier of deferment, exile the bomat and block whatever other creature they have, if they don't sack bomat that turn to get the 3 cards they lose them, so it's the best possible play on turn 3 against mono red aggro.
Not to mention that vizier also kills tokens made by the scarab god since they get exiled and disappear forever, so it is a truly awesome card, or you can exile your own creatures after attacking or blocking and get their ETB abilities agLet.
LEt me know if you decided to use any of my suggestions main deck or in the sideboard and how it went for you.
The problem with the internet is that everyone is an expert on the internet. I try to post new and innovative decks that people can try to play instead of the 5-0 decks or whatever is played at the latest pro-tour but I always bump into "Experts" that instead of giving constructive criticism about the deck or specific cards choose to instead tell ME that the deck doesn't work, or it's not competitive enough.
I have been playing this game since 1996 and was playing competitive Standard magic between 2000-2009 and tested countless deck in the changing formats with some of the best deck builders in Canada. In 2010-2011 before I "quit" magic I was playing only Vintage/Type 1 with my own decks that I worked on to some fairly good results. That made me a much better player (vintage games are super competitive and tough)as well as deck builder.
I started magic again last year in April of 2017 and one of the first decks I built for standard was a mono red deck which I posted on here back in June, and which became knows as Ramunap red after the pros picked it up and played it at the Pro tour in late june or early july. I was the one to play most of the cards in that deck though and create the shell for it as well as winning many FNM's in those months at my LGS playing the all hasty mono red deck. That's why I picked up Hazoret for $5 a pop and Glorybringer for $4 when they came out because I already knew they would be playable in MY deck.
Now, I understand that many people can't build a deck to save their own life, they also probably suck at sealed for that very same reason, and also they probably can't evaluate non-creature cards and know how to use them. I am not one of those people, I can pre-evaluate cards before they become famous and played in popular decks.
path of mettle is such a card, it is a mid-game card that is meant to be flipped on turns 6-9 and help to end the game or do the last few points of damage to the opp much like ramunap ruins was used. It's not meant to be flipped over on turns 3-5 unless you need to use the extra mana ability.
Which brings me to the quoted text above, if you have a deck where most of your creatures are 1 drops or 2 drops it means that by the time you will get to cast path and flip it you will already have won the game, or you will not have any creatures on the board because you opp will have killed them. A 1/1 or 2/2 will simply not survive more than one turn, so if you draw path of turn 5-6 and want to cast it and flip you won't be able to because you won't have any creatures on the board to attack with, or maybe you'll have one only.
Path was not meant to be played in an aggro deck, but in a "big red" or mid-range deck that can flip it any turn past turn 5, so having creatures that come down on turn 4 or 5 and can survive past turn 5-6 means that path will get flipped on those turns. That is the reason why this card works in a deck with Hazoret at 4 mana and Glorybringer at 5 mana and both of those cards can flip it.
To make a long post short, if you have never or hardly ever built decks from scratch then stick to playing decks built by others and don't be snarky and comment on people's decks that were build from scratch and use the cards in the way that they were designed to be used. Also, don't say I am using hazoret, glorybringer and khenra and am copying some other R/W deck because remember I created the original mono red Ramunap deck last year so I can hardly be copying my own deck.
'Nough said.
I find the above text that I have changed to Red to be trolling/flaming. You proposed a deck that you apparently hadn't even played and asked for feedback. You got feedback from someone that had played some of the cards. You don't have to agree with the feedback, but I expect posts to be constructive. Please run the deck and prove it good rather than get defensive about feedback that may be helpfully intended.
I find the text in orange to be marginal. In context, I don't see how the person you are responding to could find it to be helpful. -hoser2
As one of the original people to be playing Ramunap Red which I started playing before anyone else back in June of last year I am always looking to innovate in the deck building area. I posted a version of this deck in the R/X deck thread in the Proven forum and got kicked out from there saying that this deck is not "competitive" enough and too much like a dino tribal deck so here I am.
7 Mountain
4 Plains
1 Shefet Dunes
1 Field of Ruin
4 Aether Hub
4 Inspiring Vantage
2 Stone Quarry
Creatures(23)
4 Sky Terror
4 Relentless Raptor
4 Kinjalli's Sunwing
4 Earthshaker Khenra
4 Glorybringer
3 Hazoret the Fervent
4 Magma Spray
3 Harnessed Lightning
2 Abrade
2 Cut // Ribbons
Enchantments (3)
3 Path of Mettle
Planeswalkers(1)
1 Huatli, Warrior Poet
1 Insult // Injury
1 Huatli, warrior poet
1 Vance's Blasting Cannons
2 Crook of condemnation
2 Aethersphere Harvester
2 Sweltering Suns
2 Chandra's Defeat
2 Cast Out
2 Slaughter the strong
The deck plays like the mono red or R/W normal aggro deck except that the burn is only to take care of creatures and we win by hitting the opponent with ours. Most of the creatures are unblockable or "flying" which also makes them pretty much unblockable.
Kinjalli's sunwing works better than ahn-crop crasher in this R/W build since he also keeps creatures from blocking the turn they are cast, also he has a 3 toughness so he can get around magma spray or shock, the opp would need to waste an abrade or lightning strike on him and of course he is flying so he can keep attacking to do damage.
Sky Terror is a very underrated card as a two drop, it comes out fast and hits every turn since it's almost impossible to block due to flying and menace.
Relentless raptor just attacks comes out fast or in doubles once I hit 4 mana and he can also block for us and will kill other two drops or three drops that people play in the format. They also help to flip path of mettle as well.
Earthshaker khenra does what she used to do in mono red, stop creatures from blocking and also come back later in the game, and she can help to flip PAth of mettle as well.
Hazoret is well...Hazoret.
Glorybringer is there to add even more attacks in the air, take care of smaller creatures by exerting and finishing the game. They are at the top of the mana pyramid and the only 5 drops aside form Huatli.
Huatli, warrior poet is there to help us gain life in the mirror match, also she can make a 3/3 dinosaur every turn for free and can help finish the game with her last ability. I have one main deck and one in the sideboard that can come in against mid range and control decks.
The burn spells are pretty self-explanatory, I am just testing the creature only spells now, and if I feel that I need to hit the player as well then I will change the magma sprays to shocks, but I need to use those along with other damage to remove the scarab god from the game or other creatures that can come back, they also kill all the 1/1's and 2/2's that other red decks play.
Path of mettle is there to flip and help with the mana and also start to do damage to the opponent, I have 15 creatures that can help flip Path so it will happen probably every game.
The sideboard is kind of a mess now, but I am looking at Cast out to come in against decks with planeswalkers and the scarab god, sweltering suns will come in against token decks or merfolk decks.
Slaughter the strong will come in against mid range decks, scarab god or R/G dinosaur decks.
Chandra's defeat and aethersphere harvester come in against mono-red or red/white aggro decks.
Aethersphere harvester and vance's blasting cannons, insult // injury and the second Huatli will come in against control decks and midrange decks.
Crook of condemnation will come in against the scarab god decks or GPG's decks, so pretty much everything is covered in the sideboard right now.
Let me know what you think, I can't wait to play this deck and maybe make some changes after that.
Yeah pretty much, board wipe then cast a guy and hit him, you have to board wipe 2 or 3 times a game. That's what I did against merfolk, as soon as he got 3 guys out I wiped the board, sometimes up to 3 times in one game.
You can sideboard in Sweltering Suns or if needed Hour of Devastation. Aside from that hit them with Glorybringer because they usually don't have fliers.
Not a big fan of the 3 color approach deck but surprisingly I think the R/W approach deck looks fun and very competitive. I wouldn't play 4 Chandra (1. money reasons 2.not a good win condition) but I would try to play combustible gearhulk main deck as a win condition either through damage by attacking or through damage from its ability. I would also play glorybringer main deck as well as the other alternate win condition aside from approach.
The rest of the deck looks fine except for the 1 main deck silent gravestone and 1 main deck renewed faith. Also, I feel that slaughter the strong would be a better combination with sweltering suns main deck rather than settle the wreckage.
Between magma spray and abrade you can kill small guys, sweltering suns would take care of many creatures and then you can cast slaughter to kill big guys.
Anyway, it's a pretty cool deck and quite different than other color builds for sure.
I hear you want to play U/B control but you don't have money for U/B dual lands in standard, or you don't have money for Liliana, or The Scarab God or hell even for Torrential Gearhulk.
Lucky for you I'm in the same boat (no lands, no scarab god or gearhulk) and no money to invest in those but I still want to have a relatively competitive U/B control type deck. This deck should be about $40-$50 depending on prices of cards in your area, you can also change some of the sideboard cards if you don't want to buy them.
Without further ado here is the deck that I am testing right now and it's quite good actually and on a budget, the few rares in the deck are all around $1 each.
4 Aether Hub
3 Evolving Wilds
1 Hostile Desert
1 Arch of Orazca
8 Island
7 Swamp
Creatures (12)
4 Golden Guardian
3 Kefnet the mindful
4 Ravenous Chupacabra
1 Noxious Gearhulk
4 Consign // Oblivion
3 Release to the wind
4 Aether Meltdown
4 Glimmer of Genius
3 Moment of craving
2 Negate
3 Disappearing Act
2 Mastermind's Acquisition
4 Ammit Eternal
2 Plague Belcher
2 Crook of Codemnation
1 Vizier of many faces
1 Nezahal, primal tide
1 Hour of Glory
1 Negate
1 Confiscation Coup
2 Golden Demise
So, basically the deck stalls by killing creatures until you can get kefnet and golden guardian out, and make them fight and flip golden guardian and start making 4/4 golems every turn and beat face with them.
The deck has 4 chupacabras and 1 noxious gearhulk to kill creatures and it has 4 bounce and 3 replay spells to keep reusing these creatures. It also stalls in the first couple of turns by using Aether Meltdown or moment of craving or even using Consign to bounce an early creature.
The deck also runs 5 counters main deck, using Disappearing Act to return Aether Hub or a chupacabra to hand and cast it again next turn and also 2 Negates main deck to take care of random planeswalkers or other problem spells.
There are also 2 mastermind's acquisition to be able to grab something from the sideboard when you need it.
After sideboarding the deck turns into a more aggro version adding the extra creatures and taking out the counters and the bounce spells.
Let me know what you think and hope you can enjoy playing this deck as I have making it.
It is actually not that hard to play magic against Japanese players except if they have a card that I haven't seen before, or a card that is hardly used. One guy played Nicol Bolas God Pharaoh the other day and I had to read what the card does online because his was in Japanese and after I read it I forgot that he can do 7 damage to a player, I thought it was only creatures so when I went down to 5 life because of not blocking his creatures he activated it Bolas and hit me for 7 to win the game. Had I remembered it can hit players I'd have blocked one of his creatures at least to stay over 7 life.
Such is life, it was my mistake for not reading the card and remembering it fully, and it was the first time ever that I had to play against this planeswalker, but it is hard when you can't just pick up a card and read it whenever you want. Aside from that the rules of the game are the same and funny enough I don't have issues in most games and don't have to call a judge usually at all during FNM or such tournaments.
The only problems have been with not being able to read the cards that they play so I'll have to check them online to see what they do, and sometimes they can't read my cards if I play English cards and they have to check it online to see what the card does, but magic is still magic and most games go on without a problem.
I do think I became better at playing magic by doing it this way and also at knowing potential cards that go into a specific deck so I can play around them or wait to counter them, but the metagame is wide open at my LGS so I never know what kind of deck I'll be playing against. People here don't all play the BEST deck online, so you never know what you're going to get.
As I said before I stopped playing competitive magic back in 2009-10 season and then stopped playing magic for good back in 2011. I started again last year in April 2017 when Amonkhet came out.
That along with the fact that I live in Tokyo but can't read Japanese at all, and barely speak it means that I didn't know that I have to pre-register for the PPTQ at my local store in advance.
On their website it just says registration time and that the max is 60 players and usually there are not many players coming to this store for FNM or for Standard Showdown on Saturdays.
So, I went there early today hoping to register quickly only to find out that all 60 spots were pre-registered already, and I had to wait but instead of a waitlist to see if any extra people can get in they had a page on which I can write my name and then they picked people AT RANDOM instead of in the order in which they signed up.
Long story short about 10-12 people signed up on that list, and they picked 4 at random and my name wasn't one of them so I couldn't participate in the PPTQ, which sucks because I worked on this deck a lot this past week and played both FNM and Showdown yesterday and was eager to play the deck in a bigger tournament and post my results.
I have learned my lesson and will make sure to pre-register for the next standard PPTQ in advance, whenever that may be.
Yeah, I think at $195 per box people should stock up on them, chances are there will be at least 4-5 chase rares, unlike IM which only had Mana Drain as the only expensive/chase rare in the whole set.
Also, Wizards said they will have one card from each of magic's sets printed in the set including Alpha and Beta, so hopefully something good will get reprinted and not blessing or some other such card.
Either way I could care less since I only play standard so I don't intend to buy any boxes or packs of Masters 25 anyways.
On my 3 days of magic, today being the 2nd one I played the standard showdown at my LGS and went 1-1-1 out of 3 rounds, it was a weird day.
I will give a short description of what happened:
Round 1 - VS- Mono Red aggro with ahn crop, bomat, hazoret, etc... result 1-2
Game 1- I don't know what happened, but I took care of his guys and managed to approach twice for the win, go figure.
Game 2- I kept a 5 land hand and 2 creatures and wouldn't you know I drew another land and of course he beat me down quickly.
Game 3- He got mana flooded hardcore, I kept a 2 land hand and of course I didn't draw any lands for the next 4 turns to basically lose to a 2/1 pirate and a 1/1 pirate which beat me for 3 every turn and then he burned me to death.
After sideboarding I should have an even better chance to beat this deck than in the first game so this was a fluke and it was my bad for keeping a 5 land hand in the second game, and of course I had no idea I'd get mana screwed in the 3rd.
Round 2 - VS - 4 Color Planeswalkers.deck - I don't know what to call it, he played Vraska G/B, he played Ajani G/W, he played Gideon and Nissa G/W 1-1
Game 1 - It took me a while but I managed to cast approach twice for the win.
Game 2 - We went to time because he got Gideon's emblem out so I was holding 2 approaches but couldn't cast them since I can't win until I get rid of Gideon, I had 2 Cast outs and 2 Commits in my deck and I lost to him the turn before I could draw the commit to bounce Gideon and cast approach in the same turn, this was also turn 3 of the last 5 turns so we drew the match 1-1.
Again a strange occurrence since I had 4 outs and probably less than 20 cards left in my deck, I should've won this match pretty easily but he had most of his deck on board including all 4 of his planeswalkers.
Round 3 -VS - G/U Merfolk with the usual things including Kumena and all his buddies - result 2-1
Game 1 - I managed to top deck a Fumigate and cast it on turn 5 to wipe his board clean and then cast a second one on turn 7 to wipe it clean again, then I cast approach back to back to win the first game.
Game 2 - I only managed to get 1 plains out of the 7 lands I had in play, so I couldn't cast fumigate or settle the wreckage or anything and got killed by merfolk.
Game 3 - I got a turn 2 baffling end on his merfolk, then turn 3 I cast vizier of deferment to exile a guy and block the other guy. Turn 4 I cast ixalan's binding on another merfolk and turn 5 or 6 I cast fumigate to clear his board. He was down to one card in hand pretty much topdecking when I cast my champion of wits, the next turn I Eternalized a sunscourge champion and started to beat him down, and a couple of turns later he was dead when my deck went aggro on him. I forgot to say that he actually countered my approach when I cast it, and that's why I managed to fumigate a turn after because he wasted his counter on the approach, for some reason he was really afraid of losing to it again.
I was actually surprised that I managed to beat this deck because he got the enchantment that makes 1/1 hexproof tokens whenever he casts a merfolk out in the game that he beat me, and in the third game but I managed to ixalan's binding it.
So, after yesterday's testing and today's testing I give you the final version of the deck that I will be playing at the PPTQ tomorrow:
4 Glacial Fortress
4 Irrigated Farmland
1 Arch of Orazca
2 Ipnu Rivulet
1 Shefet Dunes
7 Island
6 Plains
Creatures(4)
1 Nezahal, primal tide
3 Champion of Wits
Enchantments(7)
2 Search for Azcanta
2 Cast out
3 Baffling End
2 Thaumatic Compass
Spells(24)
3 Essence Scatter
2 Negate
2 Supreme Will
2 Disallow
1 Commit // Memory
3 Settle the Wreckage
3 Fumigate
3 Approach of the Second Sun
4 Hieroglyphic Illumination
2 Crook of Condemnation
2 Ixalan's Binding
3 Vizier of Deferment
3 Sunscourge Champion
2 Cloudblazer
1 Wakening Sun's avatar
2 Slaughter the strong
The deck is as streamlined as it's going to get before tomorrow's tourney. I have decided to play 2 slaughter the strong as a meta choice because everyone is expecting turn 4 settle or turn 5 fumigate and so being able to get rid of some big creatures with slaughter on turn 4 or 5 and keeping back one counter can be key in many match-ups. If there is a creature left it can be handled by baffling end, cast out or ixalan's binding. This card also takes care of hazoret indirectly and of the scarab god and maybe kill some tokens that he made also, and if they get to keep one token it doesn't matter since vizier of deferment can kill that token when it comes into play.
On the creature side, my idea of going aggro with small creatures usually takes people by surprise and has worked for me today, and cloudblazer was an MVP every time I got to cast it, gaining 2 life, a blocker and drawing 2 cards is amazing for this deck. His friend vizier of deferment is also amazing being able to deal with 2 creatures (exile one and block another) is key on turn 3 when you are facing 2-3 creatures attacking you.
Last but not least ixalan's binding proved to work great against almost all decks that I played it against and I think 2 are enough in the side to go along with the 2 cast outs main deck and 3 baffling ends main deck as well.
In case you are wondering how I sideboard against aggro decks I take out:
And I put in:
So after sideboarding I still have 2 approaches main deck to gain life and win games out of nowhere, but the rest of the deck is basically only cards to remove creatures and my own creatures to beat down after.
I think 3 approaches main deck and 1 in the sideboard is the way to go for this deck. I would also run an Angrath, the Flame-Chained in the sideboard since you can tutor for him, and he seems like one of the stronger planeswalkers available these days.
As a side note I built a sick U/B control deck using mastermind's acquisition since that card is hella good.
I ended up going 2-1 tonight after facing not less than 3 Grixis midrange decks, one in each round actually. I will give a short event report and then I will be posting the deck that I intend to play from now on, it is changed a bit from the version I played tonight (about 3 cards got changed main deck).
Event Report
Round 1 - VS R/B/U Grixis midrange - result 2-0
Game 1- he got mana screwed or rather stuck on 4 lands and I got mana flooded hardcore but lucky for me I had a turn 2 search for azcanta out so I kept putting the lands in my graveyard. So of course on turn 7 I had enough lands to cast approach, then a couple of turns later I cast it again to win the game.
Game 2- he sideboarded without knowing I will be bringing in creatures, so turn 5 I got a cloudblazerout and beat him for a couple of turns and turn 7 I dropped nezahal, primal tide and on his turn he cast a scarab god. On my turn I cast out his scarab god and hit with nezahal and cloudblazer. On his turn he couldn't draw an answer and scooped.
Round 2 - VS R/B/U Grixis midrange with scarab god, chandra, hostage taker, whirler virtuoso, and Nicol Bolas, God-Pharaoh - result 0-2
Game 1- I couldn't get my mana out and he dropped a scarab god early and manage to make some tokens and I didn't draw any answer to it so I lost.
Game 2- I was having mana issues again, this was a tough game, he managed to get a hostage taker out and get my thaumatic compass and cast it on the same turn, then he dropped scarab god and started making tokens from my creatures. I managed to fumigate and then use crook of condemnation to exile both our graveyards, but he dropped NICOL BOLAS in the next turn and made me exile the 2 cards in my hand. I managed to draw approach and cast it and then he was BOLAS again to exile cards from the top of my library and got another approach. Also he cast a whirler virtuoso and made two tokens and attacked me, I was a couple of turns from drawing my Approach but I didn't know that BOLAS can also deal 7 damage to me (I live in Tokyo so my opp's cards are all in Japanese, I looked at what the card does online but I forgot that his ability targets players too, it was the first time to play against him).
Round 3 - VS R/B/U Grixis combo/midrange - treasures and Marionette Master - result 2-1
Game 1- This was a funny one, I didn't know what his deck does because he did nothing most of the game. I reached 7 mana and cast approach without problems and on his turn he noticed I was tapped out and cast brass's bounty to make 7 treasures. A couple of turns later I was again almost tapped out but for some reason I had not drawn any counterspells the whole game so far, I was holding a hand of 3 baffling end, 2 settle the wreckage, 1 fumigate and another card. He cast Marionette Master and put 3 counters on it and then started to sac treasures and of course dealt more damage than my 27 life.
Game 2- He got mana screwed a bit and couldn't cast much and on turn 7 I cast nezahal and proceeded to beat him down with it.
Game 3- Much of the same except he spent the first couple of turns duressing me and although he made me discard an Approach I drew into another one and he just didn't draw any business and I cast Approach twice to win. He was surprised that I still kept approaches in the deck in games 2 and 3.
So, I didn't get to play against aggro decks although my deck was tuned for those match-ups so baffling end did nothing all 3 matches. I did have trouble dealing with main deck Scarab God and with planeswalkers especially Nicol Bolas. I did have 2 Cast Out and 2 Negates main deck but after sideboarding I didn't have any extra cards to deal with planeswalkers.
This is my latest decklist after today's tourney:
4 Glacial Fortress
4 Irrigated Farmland
1 Hostile Desert
1 Arch of Orazca
1 Ipnu Rivulet
1 Shefet Dunes
7 Island
6 Plains
Creatures(4)
1 Nezahal, primal tide
3 Champion of Wits
Enchantments(6)
2 Search for Azcanta
2 Cast out
2 Baffling End
2 Thaumatic Compass
Spells(24)
3 Essence Scatter
2 Negate
2 Supreme Will
2 Disallow
2 Commit // Memory
3 Settle the Wreckage
3 Fumigate
3 Approach of the Second Sun
4 Hieroglyphic Illumination
2 Crook of Condemnation
2 Ixalan's Binding
2 Vizier of Deferment
3 Sunscourge Champion
2 Crested Sunmare
2 Cloudblazer
1 Nezahal, primal tide
1 Dovin Baan
So, to improve the first game against the scarab god and planeswalkers I have added 2 commit//memory main deck, if the scarab god comes out it can get bounced back with commit and then the next turn I can flashback memory to make sure there are no creatures in any graveyards. Commit is also good at bouncing back or countering planeswalkers for another turn or maybe two. I used to play it main deck back when I started playing this deck after Amonkhet came out last year.
In the sideboard, I have added 2 ixalan's binding to help fight scarab god and planeswalkers in game 2 and 3. The other sideboard cards are self-explanatory and I usually board in a lot of creatures in game 2 and 3 against both aggro decks and midrange decks. They usually board out a lot of their removal since in the first game they see I don't have many creatures so I can run them over after side boarding.
I sideboard in these cards:
I sideboard out these cards:
So, I still have 2 Approach of the second sun main deck after sideboarding because it can still win out of nowhere, and also have 2 fumigates main deck, along with 3 settle the wreckage, 2 cast out and 3 baffling end.