Gheizen64
02-22-2017, 06:14 AM
This is a list i've been tinkering with lately and with the most recent sets , and i think something like this is finally in the realm of viability:
Lands (26)
4 Ancient Tomb
4 City of Traitors
3 Eldrazi Temple
7 Forest
1 Horizon Canopy
4 Selesnya Sanctuary
2 Dryad Arbor
Spells (14)
4 Chalice of the Void
4 Explore
4 Green Sun's Zenith
2 Smuggler's Copter
Creatures (21)
1 Gaddock Teeg
4 Phyrexian Revoker
4 Reality Smasher
4 Thought-Knot Seer
1 Thragtusk
4 Tireless Tracker
3 Walking Ballista
This is a rehash of the old trinity-green evolved into sylvan plug concept. In short what this deck set out to do is to throw out the most consistent T2 TKS or T1 chalice, and then win from there. You have a lot of ways to play TKS T2 thanks to GSZ->arbor nto dual land or even naturally drawing two sol lands.
The deck also try to maximize your mana sweet spot and T1 plays by playing 4 Karoos. You have a lot of viable T1 plays:
8 sol land into -> chalice/revoker/copter/ballista
5 forest or 1 canopy into GSZ.
The 4 karoos here allow you to open with city as a viable options since you can bounce them T2, meaning that you'll have significant T1 plays much more often. I think i should crank some math to get the optimal number combination of lands to maximize T1 plays, which are crucial in this metagame.
Walking ballista is both an early and lategame threat that is resilient to removal (it become a XX fireball then) and can act as removal itself. It's one of the missing links for any sol deck imho.
Another card that i've been really liking lately is Tireless Tracker. It act as both a threat that can win the game by itself and as card advantage engine, which is exactly what sol decks look for. Being GSZ-able is obviously a nice perk. Thragtusk is a GSZ-able hard to remove threat that is castable reliably enough and counteract the lifeloss of the tombs.
Explore in this deck is essentially a 2 mana sol ring, as long as you have (or draw with it) a 2-mana land in your hand, and this include karoos, which is one of the reasons i play karoos in the first place. Even better, as a topdeck, explore is better than a sol ring by virtue of cantripping.
Gaddock is a concession to combo and you can cast it T2 (GSZ) reliably enough to matter.
A similar list in concept, but with a less clunky manabase:
Lands (25)
4 Ancient Tomb
3 City of Traitors
4 Eldrazi Temple
2 Eye of Ugin
10 Forest
2 Dryad Arbor
Spells (12)
4 Chalice of the Void
4 Explore
4 Green Sun's Zenith
Creatures (23)
4 Eldrazi Mimic
4 Endless One
1 Gaddock Teeg
4 Reality Smasher
4 Thought-Knot Seer
1 Thragtusk
4 Tireless Tracker
1 World Breaker
More heavy on eldrazi creatures, but you keep the strenght of the explore and GSZ in a sol land package.
Lands (26)
4 Ancient Tomb
4 City of Traitors
3 Eldrazi Temple
7 Forest
1 Horizon Canopy
4 Selesnya Sanctuary
2 Dryad Arbor
Spells (14)
4 Chalice of the Void
4 Explore
4 Green Sun's Zenith
2 Smuggler's Copter
Creatures (21)
1 Gaddock Teeg
4 Phyrexian Revoker
4 Reality Smasher
4 Thought-Knot Seer
1 Thragtusk
4 Tireless Tracker
3 Walking Ballista
This is a rehash of the old trinity-green evolved into sylvan plug concept. In short what this deck set out to do is to throw out the most consistent T2 TKS or T1 chalice, and then win from there. You have a lot of ways to play TKS T2 thanks to GSZ->arbor nto dual land or even naturally drawing two sol lands.
The deck also try to maximize your mana sweet spot and T1 plays by playing 4 Karoos. You have a lot of viable T1 plays:
8 sol land into -> chalice/revoker/copter/ballista
5 forest or 1 canopy into GSZ.
The 4 karoos here allow you to open with city as a viable options since you can bounce them T2, meaning that you'll have significant T1 plays much more often. I think i should crank some math to get the optimal number combination of lands to maximize T1 plays, which are crucial in this metagame.
Walking ballista is both an early and lategame threat that is resilient to removal (it become a XX fireball then) and can act as removal itself. It's one of the missing links for any sol deck imho.
Another card that i've been really liking lately is Tireless Tracker. It act as both a threat that can win the game by itself and as card advantage engine, which is exactly what sol decks look for. Being GSZ-able is obviously a nice perk. Thragtusk is a GSZ-able hard to remove threat that is castable reliably enough and counteract the lifeloss of the tombs.
Explore in this deck is essentially a 2 mana sol ring, as long as you have (or draw with it) a 2-mana land in your hand, and this include karoos, which is one of the reasons i play karoos in the first place. Even better, as a topdeck, explore is better than a sol ring by virtue of cantripping.
Gaddock is a concession to combo and you can cast it T2 (GSZ) reliably enough to matter.
A similar list in concept, but with a less clunky manabase:
Lands (25)
4 Ancient Tomb
3 City of Traitors
4 Eldrazi Temple
2 Eye of Ugin
10 Forest
2 Dryad Arbor
Spells (12)
4 Chalice of the Void
4 Explore
4 Green Sun's Zenith
Creatures (23)
4 Eldrazi Mimic
4 Endless One
1 Gaddock Teeg
4 Reality Smasher
4 Thought-Knot Seer
1 Thragtusk
4 Tireless Tracker
1 World Breaker
More heavy on eldrazi creatures, but you keep the strenght of the explore and GSZ in a sol land package.