778
5/2/2024
8 Point 4C Sneak and Value
Deck Size: 61
Vintage
Legal
Est deck cost: $1106.48
778
5/2/2024
Compare
Deck filters

Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.

1 Point

Quantity: 2Price: $37.98
Natural Order

As an additional cost to cast this spell, sacrifice a green creature. Search your library for a green creature card, put it onto the battlefield, then shuffle.

Sorcery
Natural Order (sta) 117
1
Snapcaster Mage

Flash When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)

Creature
Snapcaster Mage (isd) 78
1

2 Points

Quantity: 3Price: $61.47
Minsc & Boo, Timeless Heroes

When Minsc & Boo, Timeless Heroes enters the battlefield and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste. +1: Put three +1/+1 counters on up to one target creature with trample or haste. −2: Sacrifice a creature. When you do, Minsc & Boo, Timeless Heroes deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards. Minsc & Boo, Timeless Heroes can be your commander.

Planeswalker
Minsc & Boo, Timeless Heroes (clb) 285
1
Uro, Titan of Nature's Wrath

When Uro enters the battlefield, sacrifice it unless it escaped. Whenever Uro enters the battlefield or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield. Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Creature
Uro, Titan of Nature's Wrath (thb) 229
1
Wrenn and Six

+1: Return up to one target land card from your graveyard to your hand. −1: Wrenn and Six deals 1 damage to any target. −7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace." (You may cast instant and sorcery cards from your graveyard by discarding a land card in addition to paying their other costs.)

Planeswalker
Wrenn and Six (2x2) 334
1

Enchantment

Quantity: 3Price: $36.47
Fable of the Mirror-Breaker

Enchantment
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141
1
Leyline Binding

Flash Domain — This spell costs {1} less to cast for each basic land type among lands you control. When Leyline Binding enters the battlefield, exile target nonland permanent an opponent controls until Leyline Binding leaves the battlefield.

Enchantment
Leyline Binding (dmu) 24
1
Sneak Attack

{R}: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.

Enchantment
Sneak Attack (wot) 50
1

Instant

Quantity: 11Price: $79.75
Brainstorm

Draw three cards, then put two cards from your hand on top of your library in any order.

Instant
Brainstorm (sta) 76
1
Eladamri's Call

Search your library for a creature card, reveal that card, put it into your hand, then shuffle.

Instant
Eladamri's Call (mh1) 197
1
Ephemerate

Exile target creature you control, then return it to the battlefield under its owner's control. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Instant
Ephemerate (sta) 68
1
Evasive Action

Domain — Counter target spell unless its controller pays {1} for each basic land type among lands you control.

Instant
Evasive Action (dde) 50
1
Lightning Bolt

Lightning Bolt deals 3 damage to any target.

Instant
Lightning Bolt (sld) 84
1
Mana Leak

Counter target spell unless its controller pays {3}.

Instant
Mana Leak (2x2) 58
1
No More Lies

Counter target spell unless its controller pays {3}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Instant
No More Lies (mkm) 221
1
Once Upon a Time

If this spell is the first spell you've cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Instant
Once Upon a Time (eld) 371
1
Spell Pierce

Counter target noncreature spell unless its controller pays {2}.

Instant
Spell Pierce (neo) 80
1
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (sta) 73
1
Unholy Heat

Unholy Heat deals 2 damage to target creature or planeswalker. Delirium — Unholy Heat deals 6 damage instead if there are four or more card types among cards in your graveyard.

Instant
Unholy Heat (slp) 4
1

Land

Quantity: 21Price: $340.84
Arid Mesa

{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (mh2) 244
1
Breeding Pool

({T}: Add {G} or {U}.) As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Breeding Pool (rvr) 293
1
Flooded Strand

{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (mh3) 220
1
Hallowed Fountain

({T}: Add {W} or {U}.) As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Hallowed Fountain (rtr) 241
1
Jetmir's Garden

({T}: Add {R}, {G}, or {W}.) Jetmir's Garden enters the battlefield tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Jetmir's Garden (snc) 250
1
Marsh Flats

{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.

Land
Marsh Flats (mh2) 248
1
Misty Rainforest

{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (mh2) 250
1
Overgrown Tomb

({T}: Add {B} or {G}.) As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Overgrown Tomb (rvr) 283
1
Polluted Delta

{T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Land
Polluted Delta (mh3) 224
1
Sacred Foundry

({T}: Add {R} or {W}.) As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Sacred Foundry (gtc) 245
1
Scalding Tarn

{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (mh2) 254
1
Snow-Covered Forest

({T}: Add {G}.)

Land
Snow-Covered Forest (sld) 1477★
1
Snow-Covered Island

({T}: Add {U}.)

Land
Snow-Covered Island (sld) 1474★
1
Snow-Covered Plains

({T}: Add {W}.)

Land
Snow-Covered Plains (sld) 1473★
1
Steam Vents

({T}: Add {U} or {R}.) As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Steam Vents (grn) 257
1
Stomping Ground

({T}: Add {R} or {G}.) As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Stomping Ground (rna) 259
1
Temple Garden

({T}: Add {G} or {W}.) As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Temple Garden (grn) 258
1
Verdant Catacombs

{T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Land
Verdant Catacombs (pmh2) 260s
1
Watery Grave

({T}: Add {U} or {B}.) As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Watery Grave (rvr) 291
1
Windswept Heath

{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (ktk) 248
1
Wooded Foothills

{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (ktk) 249
1

Planeswalker

Quantity: 2Price: $37.98
Grist, the Hunger Tide

As long as Grist, the Hunger Tide isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types. +1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process. −2: You may sacrifice a creature. When you do, destroy target creature or planeswalker. −5: Each opponent loses life equal to the number of creature cards in your graveyard.

Planeswalker
Grist, the Hunger Tide (sld) 1417
1
Teferi, Time Raveler

Each opponent can cast spells only any time they could cast a sorcery. +1: Until your next turn, you may cast sorcery spells as though they had flash. −3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.

Planeswalker
Teferi, Time Raveler (war) 221
1

Sneak and Show

Quantity: 3Price: $59.97
Archon of Cruelty

Flying Whenever Archon of Cruelty enters the battlefield or attacks, target opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life. You draw a card and gain 3 life.

Creature
Archon of Cruelty (mh2) 75
1
Atraxa, Grand Unifier

Flying, vigilance, deathtouch, lifelink When Atraxa, Grand Unifier enters the battlefield, reveal the top ten cards of your library. For each card type, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order. (Artifact, battle, creature, enchantment, instant, land, planeswalker, and sorcery are card types.)

Creature
Atraxa, Grand Unifier (one) 196
1
Worldspine Wurm

Trample When Worldspine Wurm dies, create three 5/5 green Wurm creature tokens with trample. When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library.

Creature
Worldspine Wurm (plst) RTR-140
1

Sorcery

Quantity: 7Price: $58.59
Expressive Iteration

Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.

Sorcery
Expressive Iteration (slp) 13
1
Green Sun's Zenith

Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.

Sorcery
Green Sun's Zenith (2x2) 150
1
Ponder

Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.

Sorcery
Ponder (lrw) 79
1
Prismatic Ending

Converge — Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.

Sorcery
Prismatic Ending (mh2) 384
1
Show and Tell

Each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield.

Sorcery
Show and Tell (spg) 21
1
Thoughtseize

Target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.

Sorcery
Thoughtseize (2xm) 109
1
Tribal Flames

Domain — Tribal Flames deals X damage to any target, where X is the number of basic land types among lands you control.

Sorcery
Tribal Flames (mm2) 132
1

Value/Tempo

Quantity: 9Price: $145.41
Broadside Bombardiers

Menace, haste Boast — Sacrifice another creature or artifact: Broadside Bombardiers deals damage equal to 2 plus the sacrificed permanent's mana value to any target. (Activate only if this creature attacked this turn and only once each turn.)

Creature
Broadside Bombardiers (lcc) 54
1
Delighted Halfling

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.

Creature
Delighted Halfling (ltr) 158
1
Fury

Double strike When Fury enters the battlefield, it deals 4 damage divided as you choose among any number of target creatures and/or planeswalkers. Evoke—Exile a red card from your hand.

Creature
Fury (mh2) 313
1
Ignoble Hierarch

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {B}, {R}, or {G}.

Creature
Ignoble Hierarch (mh2) 355
1
Mawloc

Ravenous (This creature enters the battlefield with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Terror from the Deep — When Mawloc enters the battlefield, it fights up to one target creature an opponent controls. If that creature would die this turn, exile it instead.

Creature
Mawloc (40k) 133
1
Nissa, Resurgent Animist

Landfall — Whenever a land enters the battlefield under your control, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.

Creature
Nissa, Resurgent Animist (mat) 72
1
Omnath, Locus of Creation

When Omnath, Locus of Creation enters the battlefield, draw a card. Landfall — Whenever a land enters the battlefield under your control, you gain 4 life if this is the first time this ability has resolved this turn. If it's the second time, add {R}{G}{W}{U}. If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.

Creature
Omnath, Locus of Creation (znr) 232
1
Solitude

Flash Lifelink When Solitude enters the battlefield, exile up to one other target creature. That creature's controller gains life equal to its power. Evoke—Exile a white card from your hand.

Creature
Solitude (mh2) 307
1
Territorial Kavu

Domain — Territorial Kavu's power and toughness are each equal to the number of basic land types among lands you control. Whenever Territorial Kavu attacks, choose one — • Discard a card. If you do, draw a card. • Exile up to one target card from a graveyard.

Creature
Territorial Kavu (mh2) 216
1

Sideboard

Quantity: 15Price: $248.02
Aragorn, King of Gondor

Vigilance, lifelink When Aragorn, King of Gondor enters the battlefield, you become the monarch. Whenever Aragorn attacks, up to one target creature can't block this turn. If you're the monarch, creatures can't block this turn.

Creature
Aragorn, King of Gondor (ltc) 85
1
Blue Elemental Blast

Choose one — • Counter target red spell. • Destroy target red permanent.

Instant
Blue Elemental Blast (plst) A25-43
1
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard Boseiju, Who Endures: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 266
1
Brotherhood's End

Choose one — • Brotherhood's End deals 3 damage to each creature and each planeswalker. • Destroy all artifacts with mana value 3 or less.

Sorcery
Brotherhood's End (bro) 335
1
Carpet of Flowers

At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.

Enchantment
Carpet of Flowers (who) 475
1
Endurance

Flash Reach When Endurance enters the battlefield, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order. Evoke—Exile a green card from your hand.

Creature
Endurance (mh2) 317
1
Force of Negation

If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Instant
Force of Negation (2x2) 50
1
Force of Vigor

If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.

Instant
Force of Vigor (plst) MH1-164
1
Hydroblast

Choose one — • Counter target spell if it's red. • Destroy target permanent if it's red.

Instant
Hydroblast (ema) 55
1
Pyroblast

Choose one — • Counter target spell if it's blue. • Destroy target permanent if it's blue.

Instant
Pyroblast (td0) B24
1
Red Elemental Blast

Choose one — • Counter target blue spell. • Destroy target blue permanent.

Instant
Red Elemental Blast (a25) 147
1
Silence

Your opponents can't cast spells this turn.

Instant
Silence (sld) 1445
1
Soul-Guide Lantern

When Soul-Guide Lantern enters the battlefield, exile target card from a graveyard. {T}, Sacrifice Soul-Guide Lantern: Exile each opponent's graveyard. {1}, {T}, Sacrifice Soul-Guide Lantern: Draw a card.

Artifact
Soul-Guide Lantern (woe) 251
1
Subtlety

Flash Flying When Subtlety enters the battlefield, choose up to one target creature spell or planeswalker spell. Its owner puts it on the top or bottom of their library. Evoke—Exile a blue card from your hand.

Creature
Subtlety (mh2) 309
1
Veil of Summer

Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)

Instant
Veil of Summer (plst) M20-198
1

Maybeboard

Quantity: 2Price: $19.98
Mystic Sanctuary

({T}: Add {U}.) Mystic Sanctuary enters the battlefield tapped unless you control three or more other Islands. When Mystic Sanctuary enters the battlefield untapped, you may put target instant or sorcery card from your graveyard on top of your library.

Land
Mystic Sanctuary (mkc) 277
1
Noble Hierarch

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {G}, {W}, or {U}.

Creature
Noble Hierarch (2xm) 352
1

Deck Stats

Deck extras (0)
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs

Description

{"ops":[{"insert":"A deck attempting to combine land utility with prowess/tempo advantage.\nLots of stuff with good words printed on them, to try and get ahead while performing the many actions of a magic game.\nEdit 18/01/2024: It's basically just a value pile at this point, but it still has utility from both the aforementioned, though there's no printed Prowess anymore. \n\n"},{"attributes":{"bold":true},"insert":"Game log:"},{"insert":"\nAfter some some playtesting against actual decks on 12/01/2024, I discovered Moonshine is a rough matchup for me, but Timewalk control is fine; the timewalk loss boiling down to a fatal play. The day overall went Bye, 1-2, 1-2, so it was a decent result for an entirely experimental list!\nIn the Moonshine game however, I did discover some neat tech, with an Omnath and Tireless Provisioner on board:\n2 spells had been Elite Spellbinder'd - I wanna cast them both."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Crop rotation drawn off an Omnath, 2 mana available."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pass the turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"In upkeep, cro-ro into a fetch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Fetch for something. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"6 mana available, plus a new untapped land, casting both spells, and up 4 life to survive their attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There was a small period of time where Fastbond was being considered, but after playing around with Uro, and some Uro + Karakas during the Timewalk game, I think I'm much happier with the current points. \n\nOn the 17/01/2024, I went to "},{"attributes":{"italic":true},"insert":"the location "},{"insert":"(a mate's business) after hours and a few of us did some testing.\nDuring testing I firmly discovered that Moonshine, and any Rx aggro is my silver bullet; I was able to take a number of games against GW token Combo..? Aggro..? Both pre and post sideboard. \nPlaying against Timewalk again, I made some of the same mistakes as before; losing because I panicked, or thought I was safe. The lines in Timewalk require "},{"attributes":{"italic":true},"insert":"really "},{"insert":"good intuition to see, because so little information is available at face value. But all the times I lost, they were times I could've not done that, so it's a learning experience, really. \nWith Fury and Solitude now in, the deck is also considerably stronger, and a few of the wasteful creatures; Soul of Windgrace, Narset, Enlightened Exile are out, in place of them, and other good stuff too, such as Aragorn, King of Gondor.\n\nIn the lead up to CanCon, I've been doing various testing against a couple mates, who have also been bashing their decks against mine to see what sticks.\nAs a result of all of this, the deck has essentially just become a value pile; lots of good cards with good words, and that eventually overwhelms my opponents. \nKroxa has been replaced with Sevinne's Reclamation due to the Escape being difficult to achieve, Tireless Provisioner has been replaced with Lotus Cobra, so that Nissa doesn't have any dead hits, and the mana base has been refined a little more, by replacing Hallowed Fountain with Sacred Foundry. I'm looking at potentially putting in the domain counterspell as well, but what I cut for it, I'm not sure.\n\nThe day before the CanCon National 7 Point Highlander tournament (26/01) I replaced Territorial Kavu with the Miracle, \"Triumph of Saint Katherine\" which I think was a good choice. I got to make use of some pretty cool tech as a result of it. \nAt Cancon, I was doing well in the pre-lunch games; 1-1-1, which is well for me, considering I'm not the greatest. \nPost lunch, I get pretty well swept by Blue Moon and general control, until the last 2 rounds. \nMy final score was 3-4-1. As an 8 point list, I reckon I did okay, but in general, my greatest weaknesses were correctly identifying my colour to fetch for, and my timing - I believe tapping out is okay at times, but it seems I always chose the worst times to do so, whether because I was a bit mana screwed, or behind on board state. Reassessing what I use my points for may be an idea, or moving more towards specifically Temur, splashing white, but not 100% sure.\nIt was a great day though, and we even had one of our locals make top 16, scoring 6-2 with a walks variant of what is conceptually the same as my list.\n\n13/02/2024 - Considering I went 0-3 to my uncle's 5 point Red Deck Wins this past weekend, I'm thinking of re-allocating the points of this deck, and instead pivoting into a 4 colour value backbone, with a sneak and show win con; value piles are great and all, but when my only way to win is having creatures on board, that becomes a lot weaker against removal heavy decks.\n\n19/02/2024 - Tested the deck for the first time with the Sneak and Show list. It managed to break even in 4 games against Moonshine. I feel like I need more dorks, but otherwise it felt good to have outs when I needed them, and a good win-con.\n\n23/02/2024 - Tonight is the first proper 7 Point FNM since the new version of the deck was incepted, so it'll be exciting to see how it performs! But admittedly, the consistency is still abysmal, so not too hopeful for any kind of consistency. I'm expecting to crush Breach + Brain Freeze, and potentially beat RDW and Moonshine, but control and Walks still seem a bit much for me. Guess we'll see!\n\n26/02/2024 - Reporting in! Friday night was rather good. I played 3 rounds. My opponents, were Omnath Walks, Obscur-acle (Obscure Thoracle), and 8 Point Bots respectively.\nRound 1, I lost to Walks rather pathetically and quickly.\nRound 2, I beat Thoracle 2-1. First game I lost as I didn't have any of my interaction to remove their combo, nor did I really know the combo at first. Game 2, I won by beating down with my smaller value dudes before they could find their interaction or combo, and game 3 was similar, but muuuch closer. They were on 2 life when they attempted the combo, and if it weren't for Soul Guide Lantern drawing me into Endurance, I was a goner. \nRound 3, I beat Bots 2-1, as game 1 he ramped into Mycosynth Karn. Game 2, he attempted Myco-carn once again, but I responded to the activation with Lightning Helix to make Myscosynth much less useful. From there, it was simply beat down.\nGame 3, it was a bit of a landslide victory on my end - I kept a hand full of hate. Force of Vigor on his turn 1 to destroy his Sol Ring and Shadowspear, then Mana Leak on turn 2 to counter his Mana Vault. From there, it was just a slow beat down, with Yorion, and a scammed Solitude.\nSo overall, not bad! Questing Druid stole Atraxa and Sneak Attack twice in a row, which felt pretty bad, as nice as the card access was, so I'm tempted to replace it with Faithless Looting and Tishana's Tide Binder, but admittedly, I don't know what else I would cut to do so. It'd also be one less target for Natural Order, so it's something I'll have to deliberate on more.\n\n18/03/2024 - Checking in! The Yorion line has been removed. There isn't enough payoffs to justify it. If I'd had Ilharg, and maybe Arni Metalbrow, and in general more \"Until end of turn\" effects, it'd be more worth it, but the inability to find interaction was simply too much of a downside. This change has been in place for a while now, so I am now investigating a sideboard philosophy change, which enables changing the main plan of the deck depending on the matchup, with some additional hate for prevalent decks that are too strong to beat without it.\nI'm looking forward to testing it this Friday, and seeing how it handles its worse matchups. It did better against Moonshine than previous, pre-sideboard, so in theory the post sideboard should be an even harder match for my opponent. \n\n02/04/2024 - With the Easter long weekend just past, I figured I should report performance at Chromatic Games that weekend. \nRound 1, I lost against a local player who was running Abzan Initiative - lots of removal, graveyard hate, plus a stronger game plan were a bit much for my value to play through. On top of this, Abzan are colours I don't have hate for, so I should look into fixing that; Skylasher may go back in in that matchup as a pro-ub?\nRound 2, I genuinely cannot remember for the life of me. Bluemoon? \nRound 3 was against some expensive cards in 2-3 colours, but the gameplan either wasn't particularly obvious, or just all that good. It was pretty landslide my way both games, but the banter was fun. Sneak and Show payed off really well too, with a Worldspine netting me 15 more life.\nRound 4 was against Azorius Hard control, which was a bit of a grind (as it took him a while to find his win in game 1), but I managed to take game 2 with good sideboarding and some sneak and show he couldn't answer, and I likely would've had game 3 too had we gone to turns a little later. However, as he was going to drop, he very kindly conceded. \nRound 5 was against another deck that didn't particularly stand out to me, but I remember it having cool tech/being funky. I won that one too, primarily thanks to value from memory.\nRound 6 I punted really hard and lost 2 games I should've been relatively secure in, after he punted game 1 with a bad keep.\nOverall, the Sideboard felt good, and my sideboarding decisions were pretty on point. I likely could've played around my opponents a little more smartly, but I think by the end I was making mostly correct decisions (until I punted games 2 and 3 of round 6.) My uncle also did surprisingly well, for his first time playing a 7 Point event!\n\n02/05/2024 - Mana Clash report and deck changes since\nAt Mana Clash, an annual mini-magic fest, the \"7 Point International Tournament\" was held. It was a total of 140 something players, ranging from those just trying out the format, community members, known faces, and entrenched veterans. \nIt was an overall very fun day, but the deck unfortunately felt pretty disappointing. My overall for the day was 2-5-1, with the majority of my matchups being Izzet-tempo/Blue moon, which I have thus mostly forgotten. They were fun and banter filled, but very same-ish, and with the deck feeling as bad as it did, I considered dropping (but decided against it.)\n\nRound 1"},{"attributes":{"bold":true},"insert":" "},{"insert":"\nA conceptual mirror. Golgari (splashing blue) Natural Order, with Strip'/Waste' and Wrenn and Six to keep tempo going his way while trying for the win. It was a reserve list deck, as most were, with Gaea's Cradle as a bit of extra spice, and a good Cro-Ro target.\nIn game 1, he Natural Ordered a bit faster than I could, finding an Atraxa, which I fortunately had the removal for. Archdruid's Charm helped the win, finding Gaea's Cradle to hard-cast a Deathclaw. ETB Destroy a permanent is pretty good. I had a decent board state, but by making the Deathclaw Monstrous, he ate another permanent and swung for the kill. \nGame 2, I hit my Sneak and Show stuff faster, while also just having more threats. With a hard-cast Niv Reborn, and a Show and Tell'd Atraxa, there wasn't much he could do. The round ended just as our second game did, and so it was a draw. A fun game, seeing something I hadn't before, and playing against a nice opponent!\nRounds 2 and 3 weren't particularly memorable; Izzet tempo/Blue moon beat me to death. The usual. \nIt was then lunch, which I was almost late back from, but an ever so kind judge who was also a little late back from lunch (who we ran into at the café) gave us a little extra time, not that we ended up needing it.\nRound 4\nAnother Izzet Tempo deck, but likely on a bit of a tighter budget, with some potentially not amazing plays (trading a Third Path Iconoclast a dork is never worth), and some bad luck on the draw. Those factors added up, and my deck operating as intended for once (with Niv hitting more than 1 card!!) it was a landslide victory my way. It felt a little bad, as we had spoken at the above mentioned café, and I even joked about matching against each other. \nI think he learned from the games we played though, which is good, and hopefully some of the limits of the deck too. This was the first actual win of the day.\nRound 5 was another Blue moon deck. What can you do.\nRound 6\nI was up against a Jeskai control list, which thoroughly did both of those things, as it was designed to. (more to report, just getting back to work. Will update later)\n\n\nThis list is for the format \"Australian Highlander\" a.k.a 7 Point Highlander. \nIt is a non-Reserve List deck, and therefore has been granted the additional point for accessibility. \n"}]}
Unable to load comments