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Cajun
Jul 28, 2017

Blackjack

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Edited: Jul 28, 2017

Creatures (17)

3x Imperial Kensai

3x Poisoned Pupil

4x Mismatched Bandit

4x Reformed Seeker

3x Vampire Nighthawk

 

Spells (25)

2x Despise

2x Duress

4x Vampiric Appetite

3x Rummage Through Remains

3x Soul Leak

4x Sudden Drought

3x Sign in Blood

2x Fall from Glory

2x Antithesis

 

Land (18)

18x Swamp

 

Sideboard (15)

2x Despise

2x Duress

2x Essence Inversion

3x Seal the Tomb

2x Battlefield Catastrophe

2x Storm of Shadows

2x Engulfing Incubus

 

When you don't know what you're up against, a nice general, "everything gets to die" deck can serve you well. My first take of this in GPA went too far, with several loses due to its own Obliterate Flesh. 17 Black has updated to the more aggressive Blackjack: Mismatched Bandit on board lets us hit ourselves for cards, Imperial Kensai and Poisoned Pupil make the early battlefield scary for everyone and Vampiric Appetite can turn anyone into a game ender.

 

Our spells give us all matter of ways to kill creatures, no matter if they are tokens, hexproof, or indestructible, and Storm of Shadows in the sideboard can make everything vulnerable to Fall from Glory, which does good work as a creature against creatureless decks.

 

As a mono-color deck we don't need Wayfarer's Shrine, but as it does allow deck thinning it could be considered for slower versions of this deck and should be used in two-color variants.

 

In the sideboard we have the other two Despise and Duress to double down against heavy creature/noncreature decks, Seal the Tomb for any decks that rely on few cards, Essence Inversion to heavily disrupt control decks that draw a lot of cards or gain a lot of life, Battlefield Catastrophe for more removal for go-wides like tokens, Engulfing Incubus which can disrupt and stall numerous annoying creatures, and Storm of Shadows due to its versatility in disabling creatures.

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  • monger
    Jul 11, 2018

    Combo 4 Pinnacle of Vigor 4 Seeker of New Horizons Outlet 2 Feed to the Pigs 1 Slightly Mad Tutors 4 Sentinel of Latter Days 4 Poisoned Well 3 Grim Tutor 3 Deceitful Tutor 1 Ancient Ossuary 2 Ethereal Spellmaster 2 Unburied Relics Dig 3 Wheat from Chaff Protection 2 Dispel 1 Wash Away Bouncelands 4 Lonely Morass 4 Unexplored Ruins Lands 1 Murmuring Falls 2 Mysterious Cataract 2 Grim Bastion 3 Shifting Glade 2 Nomad's Township 4 Forest 1 Island 1 Swamp Vigor + Seeker = infinite land plays TODO: tutor diagram, doublecheck tutors, doublecheck landbase, nongoldfish test (lul)
  • Cajun
    Jan 8, 2018

    The Payloads (4) 1x Eternity Witch 1x Kai'Jun, the Annihilator 1x Liguno, Who Transcends All 1x The Infinite The Removal (13) 1x Echoing Sunder 2x Antithesis 2x One//Done 2x Shadow Sky 3x Refractors Gaze 3x Soul Leak The Tutors (6) 2x Tharyen's Machinations 4x Skull of the World The Carrionpult (1) 1x Carrionpult The Rest (11) 1x Echoing Determination 3x Publicly Disgraced//Kept Under Watch 3x Read the Bones 4x Council's Will The Lands (25) 5x Plains 5x Swamp 1x Forest 3x Wayfarer's Shrine 2x Amber Hills 2x Grim Bastion 1x Heart of the Glade 4x Gloomcover Steppe 2x Fungal Mire The Sideboard (15) 4x Seal the Tomb [Counters the mirror... er Holy Grixis] 2x Aether Snap [Tokens and Superfriends, beware] 2x Despise [For when we need to narrow our Council'ss] 3x Duress 2x Revoke [For when something absolutely has to die forever] 2x Antithesis [Hardcounter to our mortal enemy, tokens] Background A while back Xoltan and it's draft matters nonsense made it into MSEM. Most of the draft-matters cards were narrow or dead in Constructed. And then, there was Eternity Witch, "5WW - You lose the game." While it's a terrible spell, it's a great gift! Fateweaving 's 11 mana combo isn't even good enough for janktown, but then along came Carrionpult (ain't Ophorio great) and Oops All Life was born. The Strategy Our goal is a Carrionpult on the field and a Witch in the graveyard, which is actually rather difficult to pull off. The deck's real star is Skull of the World , allowing us to swing 1 of each. Typically we'll activate the Skull on their eot, fetch the Witch, then discard it on our turn to fetch the Carrionpult for the win. The Infinite or Into Strange Territories (cut from the GPD list) can help us reach that 9 mana turn easier. The deck grabs a few toolbox answers that we can grab with Skull to cover our butts, and all else fails, just beat face with Liguno and Kai'Jun, who survive the wraths. The deck needs some more tuning between the tutors, ramp, and removal, and doesn't have much of a backup plan, but when it works... Oops, All Life!
  • Cajun
    Oct 22, 2017

    Creatures (14) 4x Aleud Beastmaster 4x Duskwood Vanguard 2x Red Silk Dancer 4x Surging Kalak Spells (23) 4x Ranger's Guile 4x Fierce Instinct 4x Groundswell 4x Brute Force 3x Infuse Vitality 4x Roggar's Frenzy Lands (23) 10x Forest 5x Mountain 4x Flourishing Crevasse 4x Wayfarer's Shrine Sideboard 3x Guardian's Resolve 4x Tenacious Guide 2x Weapon Smash 3x Echoing Sunder 3x Flex ( Red Silk Dancer, Guardian's Resolve, Brothers in Arms, Technique of Hao'Tai ) Problem, officer? RG Infect aka Feed the Troll is a deck that tries to race the slower and grindier decks of the format by unloading enough power to potentially win the game on turn three. The key point of the deck is Duskwood Vanguard , an unassuming 0/1 Elf which on a perfect hand can swing for 12 on T2 or 18 on T3 thanks to Wayfarer's Shrine and Groundswell. Your mission is simple, land a creature as soon as possible, aim it at the opponent, then fill it full of pump spells and Kalak triggers until they stop twitching. Most decks object this this though, so we've got some extra firepower for them: Ranger's Guile and Guardian's Resolve shutdown all those pesky removal spells, with Ranger's Guile giving them an extra damage (or four) for their trouble, and Guardian's Resolve letting us scry and weather wraths. Roggar's Frenzy is enough of a reason to splash red, letting us punch extra damage, kill Clutch of the Coil, churn out tokens for any late games we find ourselves in, and just generally being a card you're happy to draw at any point in the game. Style points for using it to Frenzy your own Surging Kalak. Red Silk Dancer and Technique of Hao'Tai are our best options for tokens, making sure all those pesky things to run underfoot while providing a body or a crazy Kalak trigger spell in other matches. Tenacious Guide stops counterspells. Eats a lot of removal though. Weapon Smash and Echoing Sunder are our main weapons against artifact and enchantment based decks that prevent us from winning early. Brothers in Arms is just hilarious with Surging Kalak. This is mostly a fun-of card but is good for busting creature stalemates such as buttfighting. Room for Improvement The deck really wants a Gladecover Scout or a sturdy flier, and I'm really considering Swiftfoot Elk and even Winged Envoy for the slot, which would unfortunately means losing Roggar's or splashing two colors, although Duskwood Vanguard would love the fetches. On the flip side, Brute Force is fairly inefficient, and Giant Growth would be better here if we get it. And while the inspiration for the deck, Surging Kalak is really not pulling its weight. Dropping it and some lands for some more 1 and 2 drop creatures, perhaps Interan Soothsayer , may prove the better strategy for quick, decisive wins.

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