Jun 24, 2017

The Meek Shall Inherit




3x Mass Orator

1x Razing Throng

4x Lha Elite

1x High-Priestess Nebti

3x Commander of the Folded Fan

4x Resurging Rhino

1x Kiri, Keeper of the Sun

2x Valtrian Cavalier

3x Cauldish Warmonger

3x Reclamation Sage

1x Abinna, Humanity's Herald



3x Final Rest

2x Danuri Charm

3x Akrianos' Command



4x Heart of the Glade

1x Springjack Pasture

2x War Golem Forge

4x Amber Hills

4x Sungrace Meadows

4x Fortified Village

2x Forest

5x Plains



1x Sealed Mausoleum

2x Tenacious Guide

2x Spellbane Adept

2x Contempt for the Unnatural

2x Fateful Hour

2x Timely Reinforcements

1x Embodiment of Order

1x Kou, Primal Shepherd

2x Shield's Rebuttal


This deck's strategy is pretty straightforward: swarm the board with tokens, swing until you see that life counter hit 0.

The idea is to get on the board early with what is probably the best token card in the format:




If you get that on the board on turn 1 you're in for a great start. Even though it's weak at the beginning, cards like Resurging Rhino and Cauldish Warmonger can pump her up, and Valtrian Cavalier on turn two can turn her into a 1/2 for extra resilience and beats.

As the game progresses you should look for a strong, large board and that's when Commander of the Folded Fan and Mass Orator come in pretty handy, suddenly giving your tokens a reason to be feared.

But what if my opponent attempts to wrath the board? Worry not, for the deck includes three copies of Akrianos' Command!



If your opponents don't know of this card it is a great way of catching them by surprise by both making your side of the field indestructible or even by pushing some extra damage with Lha Elite. If your opponents know about it, they'll always be scared about how to proceed if they see you leaving three mana up every turn.

Since the deck is pretty aggro-oriented and it can run out of gas if your opponent is constantly denying you a board, you have a Kiri and four copies of Sungrace Meadows for card draw, and even if they can wipe your board clean they cannot always get your War Golem Forges and Springjack Pasture from spitting out extra tokens.

The deck has removal sources for creatures, artifacts and enchantments. Final Rest is great since you can sacrifice a small creature to get rid of a bigger threat, or you can even sacrifice the Shimmer token since it's going to die anyways. The four copies of Reclamation Sage give you a body that can also get rid of an annoying permanent.


As for the sideboard, this is meant to hate on every strategy I could think of: Your opponent is running burn? Timely Reinforcements will help you recover from your wounds.

Your opponent has more artifacts and enchantments than you have Reclamation Sages? Throw in the Contempt for the Unnatural to get rid of them while also making your board grow.

Sealed Mausoleum should take care of any graveyard shenanigans (I'm looking at you, Roggar's Frenzy and anything with Reprise). Tenacious Guide plays well against control while Kou allows you for more card draw.


This deck has a pretty straightforward but rather versatile strategy, if you want to give it a try, then I say go for it!

New Posts
  • 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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