View Full Version : 5-Color Hexproof
Hi all. I've been conjuring up a list that combines some elements of the Blouses deck that won an SCG Open a couple years back and a bit of burn for reach. Given that the meta has slowed down a bit post-Treasure Cruise ban, with midrange strategies popping back up and the ground being littered with Tarmogoyfs, I think this could be a viable deck.
4 Geist of Saint Traft
4 True-Name Nemesis
4 Noble Hierarch
4 Deathrite Shaman
2 Spectral Flight
2 Unstable Mutation
1 Riding the Dilu Horse
4 Brainstorm
4 Daze
4 Force of Will
4 Lightning Bolt
4 Stifle
4 Wasteland
4 Misty Rainforest
3 Scalding Tarn
2 Tropical Island
2 Tundra
1 Volcanic Island
1 Taiga
1 Underground Sea
1 Bayou
Tentative sideboard:
4 Leyline of Sanctity
3 Spell Pierce
3 Thoughtseize
2 Ancient Grudge
1 Ratchet Bomb
2 Path to Exile
Basically, you're trying to land a hexproof 3-drop (Geist or TNN) on turn two via a T1 Hierarch/Deathrite. You can then suit them up with Spectral Flight/Unstable Mutation and finish the game in a few turns. The Bolts serve a dual purpose - clearing the ground for Geist and also providing some extra reach to finish off the game. There are plenty of counters to provide some game against combo decks and also to further protect your threats.
The sideboard features a full set of Leylines, as discard and Liliana could be an issue for this deck. It also helps provide a further buffer against combo/Storm. Discard does the same, so Thoughtseizes are included. Path to Exile gives a bit more removal. Ancient Grudge can nab any opposing Equipment/Ensnaring Bridge. Ratchet Bomb is mostly for Blood Moon.
Any suggestions would be welcomed. I'm not the best at building manabases, but Misty Rainforest can grab any dual, so I figured that was an auto 4-of. Thoughts?
LarsLeif
02-02-2015, 01:40 PM
Not to sound condescending, but what strength does this deck have over Deathblade (same basic gameplan but better "Auras" and very good lategame) or Infect (similar gameplan as well but much faster)?
Not to sound condescending, but what strength does this deck have over Deathblade (same basic gameplan but better "Auras" and very good lategame) or Infect (similar gameplan as well but much faster)?
I feel that this deck is a bit faster than Deathblade. I could be wrong, as I've never played it. I have, however, played Deathblade and it feels a bit grindier than this deck would be. The late game might not be of consequence. Your opponent also has much less interaction with a deck like this due to the hexproof creature threats.
I had a feeling someone would mention Infect. I'm not sure that this deck wouldn't just be better as Infect, though I do believe that the creature base in Infect is far more fragile.
Madmankevinx
02-02-2015, 04:38 PM
Drop the charms and max out on the auras. It makes your hierarchs and deathrites back up attackers and adds to the consistency of your plan in the face of a removal heavy opponent.
Drop the charms and max out on the auras. It makes your hierarchs and deathrites back up attackers and adds to the consistency of your plan in the face of a removal heavy opponent.
Thanks for your response. The Charms are probably the one slot I wasn't sure about. In a removal heavy format, however, I'm giving my opponent the opportunity to 2-for-1 me if I suit up my Hierarchs/Deathrites w/Auras. I suppose I run enough countermagic to save them from removal, and I could always ship an unwanted Aura back into my deck with Brainstorm, but I'm wary of removal and dead draws. Is there another card that could provide some reach while being consistent with my plan, or do you feel maxing out on the Auras is the right call?
Cut a land to add a copy of Riding the Dilu Horse. Works well with Geist.
Sinister2
02-03-2015, 02:29 AM
If you already run 4 wasteland and 4 daze, why not play stifle (instead of charm) as well? That disruption package is a lot of slow-down for your opponent. Stifle also interacts well with Geist
Forgive me if I'm missing something, but how does Stifle work well with Geist?
dog_koko
02-03-2015, 11:06 AM
Forgive me if I'm missing something, but how does Stifle work well with Geist?
You can save the Angel at the end of your turn
Seriously? That is legit! Yeah, I do like the prospect of Stifle over Charm. The added disruption is nice and saving the Angel is a bonus! Thanks for the suggestion.
Updated the OP to reflect this change. It also gives more blue cards to pitch to FoW.
rufus
02-03-2015, 12:57 PM
It seems like Invisible Stalker and Cloudform might compete for the Geist slot since they come with their own evasion.
They're not as explosive as unstable mutation, but the 'ordeal of' cycle of auras might work well in a deck like this.
You can run equipment instead of auras if you want durability. Umezawa's Jitte and the 'sword of' cycle are popular for good reasons.
It seems like Invisible Stalker and Cloudform might compete for the Geist slot since they come with their own evasion.
They're not as explosive as unstable mutation, but the 'ordeal of' cycle of auras might work well in a deck like this.
You can run equipment instead of auras if you want durability. Umezawa's Jitte and the 'sword of' cycle are popular for good reasons.
I considered Invisible Stalker in an earlier form of the deck. I could perhaps try it in the Geist slot since I don't currently own Geists. Would save me $60 if I like Stalker better... The one drawback is that Geist is a much faster kill than Stalker, which basically requires an Aura to provide any form of clock.
Cloudform is definitely interesting. I might test it out as a 2-of. The equipment package is a tad slower, though I could see leaving room for some in the side.
Thanks for the suggestions everyone!
Any other suggestions here?
Zupponn
02-26-2015, 02:36 AM
Personally, I'd cut the red and maybe the black for a more consistent manabase. As it is, land hate like Wasteland and Blood Moon seem like they could screw you over pretty bad.
Darkenslight
02-26-2015, 05:15 AM
Note the fun interaction between Cloudform and Ethereal Armor.
Yeah, I could probably cut red, since I cut the Boros Charms. I'd like to keep a black dual or two for Deathrite activations. As for Ethereal Armor/Cloudform, is it because Cloudform is an enchantment?
My main concnern is that this deck is too threat-light. Really, all I have is TNN and Geist/Cloudform/Stalker. Maybe I can load up on more threats since I'm cutting the Bolts.
Mystical_Jackass
02-26-2015, 12:17 PM
If you're running white, why not play Riding Red Hare instead, since you get +3/+3.
EDIT: nvm, I read the card wrong. Strange effect.
Esper3k
02-26-2015, 12:22 PM
If you're running white, why not play Riding Red Hare instead, since you get +3/+3.
Because Riding the Dilu Horse is not a temporary effect.
Esper3k
02-26-2015, 12:24 PM
With BUG decks becoming more playable again, one thing you'll probably want to be careful of is putting an Unstable Mutation onto a TNN then your opponent lets you put on a -1/-1 counter before Abrupt Decaying the Unstable Mutation to 2-for-1 you as well as getting rid of your TNN.
With BUG decks becoming more playable again, one thing you'll probably want to be careful of is putting an Unstable Mutation onto a TNN then your opponent lets you put on a -1/-1 counter before Abrupt Decaying the Unstable Mutation to 2-for-1 you as well as getting rid of your TNN.
That's a good point. I had never thought of that interaction.
Cutting red, I'm thinking of the following decklist:
4 Geist of Saint Traft
4 True-Name Nemesis
4 Noble Hierarch
4 Deathrite Shaman
2 Invisible Stalker
2 Spectral Flight
2 Unstable Mutation
2 Cloudform
1 Riding the Dilu Horse
4 Brainstorm
4 Daze
4 Force of Will
4 Stifle
4 Wasteland
4 Misty Rainforest
2 Windswept Heath
3 Tropical Island
3 Tundra
1 Underground Sea
2 Savannah
How does that look?
Board would look like this (cutting black and red):
3 Leyline of Sanctity
3 Spell Pierce
3 Krosan Grip
2 Path to Exile
2 Ethersworn Canonist
2 Rest in Peace
FoolofaTook
03-01-2015, 08:38 AM
With BUG decks becoming more playable again, one thing you'll probably want to be careful of is putting an Unstable Mutation onto a TNN then your opponent lets you put on a -1/-1 counter before Abrupt Decaying the Unstable Mutation to 2-for-1 you as well as getting rid of your TNN.
That's still 6 unblockable damage the turn he plays the Unstable Mutation. That's a huge amount by the time TNN is normally active.
That's still 6 unblockable damage the turn he plays the Unstable Mutation. That's a huge amount by the time TNN is normally active.
Yeah I don't think it changes my line of play. I still get in for 6.
I want to try this deck out this week but I'm not sure I'm comfortable with the list yet.
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