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Standard
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69 views4 hrs ago
Standard
Size: 60

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{"ops":[{"insert":"Introduction:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a low-curve Izzet midrange deck, splashing green, focused around Bilbo, Theif in the Night.\nIt tries to accumulate value whilst removing it's opponents threats, before turning the corner with Questing Druid.\n\n\nWhy play this deck?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you enjoy low-curve high-interaction decks, like many decks in the older formats, but want to stay within the standard format."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You enjoy scraping through a game trading 1 for 1, before finally sticking and protecting a threat and turning the corner."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want to play something off-beat, that isn't fully solved, so you can fiddle with the numbers yourself."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nGameplan:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIdea of the deck:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is built around a trifecta of cards that synergize incredibly well:\nBilbo, Druid, and Accumulate Wisdom.\n\nBilbo works very well with Druid for three main reasons, 1; he reduces the cost of both the impulse drawn cards, and the druid itself, 2; he can cast the adventure from the graveyard to get back the druid, 3; He casts spells, which grows the druid, and 4; They are both 2 mana creatures that become really good if allowed to stick, and fit in more low curve decks, so their support suite is similar.\n\nBilbo's synergy with Accumulate Wisdom should be pretty clear, since it's litterally Ancestral Recall if Bilbo recasts it from the Graveyard.\n\nAccumulate Wisdom is also a good support piece for Druid, since it's a cheap spell, that draw you into more cheap spells, all of which grow the Druid, and both a cheap card draw spells, that want you to play a low-curve deck.\n\nTo support Accumulate Wisdom the deck has to run a lot of Lessons, but this is not really a problem as the lessons fit the gameplan very well, with cheap card draw, removal and protection, which is everything the deck wants, especially combustion technique is great as one of the few ways to kill big creatures in temur, consistently, for cheap. Bilbo really wants varied removal he can recur as needed, so not having access to more than maybe 5 damage in a non-lesson temur deck would be pretty bad.\n\n\nMatchups:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In basically every matchup, the goal is getting ahead on cards.\n\nControl: The deck has only two different creatures, Bilbo and Druid, both of these are incredebly powerful if allowed to stick, Bilbo generates a lot of card advantage, and Druid can quickly grow to lethal size. For this reason the gameplan against control kinda becomes running your opponent out of removal. This is the same as a traditional midrange deck in a control matchup, except there you do it by playing multiple threats, here you do it with protection and counterspells, so each threat can eat 2-3 removal spells. If you have multiple threats playing one out unprotected is fine to eat a removal spell, especially using Druid to eat removal for Bilbo, who can then recast the Druid is great.\n\nAggro: You are playing quite a bit of removal, just attempt to destroy all their creatures, if you can get out a Bilbo and start recuring removal spells, you are in good shape. Druid can also become a sizeable blocker. These decks are usually light on removal, so you can often play your threats without protection, since time is more important here. The deck has no life gain, and a damaging manabase, so you need to remove as many things as possible.\n\nMidrange: Here it's a mix of the two, you want to remove their threats, whilst running them out of removal, this is actually a pretty nice matchup, since you aren't strained for removal or protection, you just need a bit of both, which is the most likely draw. Especially since counterspells can act as both.\n\nCombo: You are playing a good amount of interaction, and many of the current combo decks are creature based, so you can disrupt their combo. This is the main goal alongside trying to play and protect a creature.\n\n\n\nSideboarding:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The sideboard is probably where the deck is least optimized, i've played more best-of-1 due to time constraints, so feel free to change the sideboard, comments with ideas for improvements are appreciated.\n\nYou don't want to touch the card draw too much, since the deck is so reliant on a continious flow of cards, but going down an opt or two ofter sideboarding makes sense, since it's main goal is digging for the cards you need, so replacing them with cards that are good in the matchup makes sense, since those are what you would dig for anyways.\n\nAgainst aggro you can side out some protection like Spell Pierce and some copies of Octopus Form, for more cheap removal, like Firebending Lesson, Spell Snare and Iroh's Demonstration. \n\nAgainst control you can side out your smaller removal like Firebending Lesson, for more protection and bigger cards, like Three Steps, Octopus Form and Disdainful Stroke, if it's a black based deck going up spells snares for Shoot the Sheriff, Bitter Triumph and Strategic Betrayal makes sense as well.\n\nGhost Vacuum and Soul-Guide Lantern can come in against Graveyard decks, lantern going to the Graveyard makes it ideal to get back with Bilbo. Ghost Vacuum can be brought in against slower decks as just another threat, that also disrupts any graveyard synergy.\n\nFlashfreeze is just great against any deck with a lot of red or green, mono-green landfall is the main target.\n\nOrigin of Metalbending is Artifact/Enchantment removal, thatdoubles as protection.\n"}]}

Creature

Qty: 8 Price: $47.92
Bilbo, Thief in the Night
Spells you cast from anywhere other than your hand cost
less to cast.
Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
Legendary Creature - Rogue Halfling
Bilbo, Thief in the Night (hob) 33
Questing Druid
Whenever you cast a spell that's white, blue, black, or red, put a +1/+1 counter on this creature.
Creature - Human Druid
Questing Druid // Seek the Beast (woe) 234

Creature

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Draw

Qty: 10 Price: $3.50
Abandon Attachments
You may discard a card. If you do, draw two cards.
Instant - Lesson
Abandon Attachments (tla) 205
Accumulate Wisdom
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. Put each of those cards into your hand instead if there are three or more Lesson cards in your graveyard.
Instant - Lesson
Accumulate Wisdom (tla) 44
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (tdc) 158

Draw

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Land

Qty: 20 Price: $269.80
Island
(
: Add
.)
Basic Land - Island
Island (hob) 190
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (hob) 192
Riverpyre Verge
: Add
.
: Add
. Activate only if you control an Island or a Mountain.
Land
Riverpyre Verge (dft) 260
Starting Town
This land enters tapped unless it's your first, second, or third turn of the game.
: Add
.
, Pay 1 life: Add one mana of any color.
Land - Town
Starting Town (fin) 289
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (ecl) 267
Willowrush Verge
: Add
.
: Add
. Activate only if you control a Forest or an Island.
Land
Willowrush Verge (dft) 270

Land

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Protection

Qty: 13 Price: $5.95
It'll Quench Ya!
Counter target spell unless its controller pays
.
Instant - Lesson
It'll Quench Ya! (tla) 58
Octopus Form
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Instant - Lesson
Octopus Form (tla) 66
Origin of Metalbending
Choose one —
• Destroy target artifact or enchantment.
• Put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant - Lesson
Origin of Metalbending (tla) 187
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (dft) 64
Spell Snare
Counter target spell with mana value 2.
Instant
Spell Snare (ecl) 71

Protection

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Removal

Qty: 9 Price: $3.29
Combustion Technique
Combustion Technique deals damage equal to 2 plus the number of Lesson cards in your graveyard to target creature. If that creature would die this turn, exile it instead.
Instant - Lesson
Combustion Technique (tla) 128
Firebending Lesson
Kicker
(You may pay an additional
as you cast this spell.)
Firebending Lesson deals 2 damage to target creature. If this spell was kicked, it deals 5 damage to that creature instead.
Instant - Lesson
Firebending Lesson (tla) 138
Impractical Joke
Damage can't be prevented this turn. Impractical Joke deals 3 damage to up to one target creature or planeswalker.
Sorcery
Impractical Joke (sos) 119
Iroh's Demonstration
Choose one —
• Iroh's Demonstration deals 1 damage to each creature your opponents control.
• Iroh's Demonstration deals 4 damage to target creature.
Sorcery - Lesson
Iroh's Demonstration (tla) 141

Removal

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Sideboard

Qty: 15 Price: $22.87
Disdainful Stroke
Counter target spell with mana value 4 or greater.
Instant
Disdainful Stroke (woe) 47
Firebending Lesson
Kicker
(You may pay an additional
as you cast this spell.)
Firebending Lesson deals 2 damage to target creature. If this spell was kicked, it deals 5 damage to that creature instead.
Instant - Lesson
Firebending Lesson (tla) 138
Flashfreeze
Counter target red or green spell.
Instant
Flashfreeze (fdn) 590
Ghost Vacuum
: Exile target card from a graveyard.
,
, Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
Artifact
Ghost Vacuum (dsk) 248
Iroh's Demonstration
Choose one —
• Iroh's Demonstration deals 1 damage to each creature your opponents control.
• Iroh's Demonstration deals 4 damage to target creature.
Sorcery - Lesson
Iroh's Demonstration (tla) 141
Octopus Form
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Instant - Lesson
Octopus Form (tla) 66
Origin of Metalbending
Choose one —
• Destroy target artifact or enchantment.
• Put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant - Lesson
Origin of Metalbending (tla) 187
Soul-Guide Lantern
When this artifact enters, exile target card from a graveyard.
, Sacrifice this artifact: Exile each opponent's graveyard.
,
, Sacrifice this artifact: Draw a card.
Artifact
Soul-Guide Lantern (fdn) 680
Spell Snare
Counter target spell with mana value 2.
Instant
Spell Snare (ecl) 71
Three Steps Ahead
Spree (Choose one or more additional costs.)
+
— Counter target spell.
+
— Create a token that's a copy of target artifact or creature you control.
+
— Draw two cards, then discard a card.
Instant
Three Steps Ahead (otj) 75

Sideboard

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Deck Info

Deck stats

0 pips - 0 cards
4 mana - 4 cards
26 pips - 26 cards
19 mana - 19 cards
0 pips - 0 cards
4 mana - 4 cards
16 pips - 16 cards
13 mana - 13 cards
5 pips - 5 cards
8 mana - 8 cards
0 pips - 0 cards
4 mana - 4 cards
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Introduction:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a low-curve Izzet midrange deck, splashing green, focused around Bilbo, Theif in the Night.\nIt tries to accumulate value whilst removing it's opponents threats, before turning the corner with Questing Druid.\n\n\nWhy play this deck?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you enjoy low-curve high-interaction decks, like many decks in the older formats, but want to stay within the standard format."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You enjoy scraping through a game trading 1 for 1, before finally sticking and protecting a threat and turning the corner."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want to play something off-beat, that isn't fully solved, so you can fiddle with the numbers yourself."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nGameplan:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIdea of the deck:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is built around a trifecta of cards that synergize incredibly well:\nBilbo, Druid, and Accumulate Wisdom.\n\nBilbo works very well with Druid for three main reasons, 1; he reduces the cost of both the impulse drawn cards, and the druid itself, 2; he can cast the adventure from the graveyard to get back the druid, 3; He casts spells, which grows the druid, and 4; They are both 2 mana creatures that become really good if allowed to stick, and fit in more low curve decks, so their support suite is similar.\n\nBilbo's synergy with Accumulate Wisdom should be pretty clear, since it's litterally Ancestral Recall if Bilbo recasts it from the Graveyard.\n\nAccumulate Wisdom is also a good support piece for Druid, since it's a cheap spell, that draw you into more cheap spells, all of which grow the Druid, and both a cheap card draw spells, that want you to play a low-curve deck.\n\nTo support Accumulate Wisdom the deck has to run a lot of Lessons, but this is not really a problem as the lessons fit the gameplan very well, with cheap card draw, removal and protection, which is everything the deck wants, especially combustion technique is great as one of the few ways to kill big creatures in temur, consistently, for cheap. Bilbo really wants varied removal he can recur as needed, so not having access to more than maybe 5 damage in a non-lesson temur deck would be pretty bad.\n\n\nMatchups:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In basically every matchup, the goal is getting ahead on cards.\n\nControl: The deck has only two different creatures, Bilbo and Druid, both of these are incredebly powerful if allowed to stick, Bilbo generates a lot of card advantage, and Druid can quickly grow to lethal size. For this reason the gameplan against control kinda becomes running your opponent out of removal. This is the same as a traditional midrange deck in a control matchup, except there you do it by playing multiple threats, here you do it with protection and counterspells, so each threat can eat 2-3 removal spells. If you have multiple threats playing one out unprotected is fine to eat a removal spell, especially using Druid to eat removal for Bilbo, who can then recast the Druid is great.\n\nAggro: You are playing quite a bit of removal, just attempt to destroy all their creatures, if you can get out a Bilbo and start recuring removal spells, you are in good shape. Druid can also become a sizeable blocker. These decks are usually light on removal, so you can often play your threats without protection, since time is more important here. The deck has no life gain, and a damaging manabase, so you need to remove as many things as possible.\n\nMidrange: Here it's a mix of the two, you want to remove their threats, whilst running them out of removal, this is actually a pretty nice matchup, since you aren't strained for removal or protection, you just need a bit of both, which is the most likely draw. Especially since counterspells can act as both.\n\nCombo: You are playing a good amount of interaction, and many of the current combo decks are creature based, so you can disrupt their combo. This is the main goal alongside trying to play and protect a creature.\n\n\n\nSideboarding:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The sideboard is probably where the deck is least optimized, i've played more best-of-1 due to time constraints, so feel free to change the sideboard, comments with ideas for improvements are appreciated.\n\nYou don't want to touch the card draw too much, since the deck is so reliant on a continious flow of cards, but going down an opt or two ofter sideboarding makes sense, since it's main goal is digging for the cards you need, so replacing them with cards that are good in the matchup makes sense, since those are what you would dig for anyways.\n\nAgainst aggro you can side out some protection like Spell Pierce and some copies of Octopus Form, for more cheap removal, like Firebending Lesson, Spell Snare and Iroh's Demonstration. \n\nAgainst control you can side out your smaller removal like Firebending Lesson, for more protection and bigger cards, like Three Steps, Octopus Form and Disdainful Stroke, if it's a black based deck going up spells snares for Shoot the Sheriff, Bitter Triumph and Strategic Betrayal makes sense as well.\n\nGhost Vacuum and Soul-Guide Lantern can come in against Graveyard decks, lantern going to the Graveyard makes it ideal to get back with Bilbo. Ghost Vacuum can be brought in against slower decks as just another threat, that also disrupts any graveyard synergy.\n\nFlashfreeze is just great against any deck with a lot of red or green, mono-green landfall is the main target.\n\nOrigin of Metalbending is Artifact/Enchantment removal, thatdoubles as protection.\n"}]}
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