Hello MTGcast world! I’m back with a new article – and with it a new rogue standard deck that I’ve been testing to much success and enjoyment. My previous list was a very competitive, yet innovative list – this deck is a bit more fun, probably less competitive – but just as aggravating for your opponents.
I like to call it “Edicts Anonymous” or “B/Walking Ediction” and other corny names such. The deck revolves around using over and over again the effects of standard’s “Walking Cruel Edicts” to keep your opponent without creatures, while you benefit from their effects. First, let me show you Cruel Edict:
As evident Cruel Edicts effect basically reads, “target opponent sacrifices a creature”. This is great as it can not only kill regular creatures, but it can take care of cards with shroud, as it doesn’t target. In standard there are a couple of effects that make your opponent sacrifice creatures; Gatekeeper of Malakir and Fleshbag Marauder. The good thing about these edict effects is that they are stuck on to a formidable body – that believe it or not – is often your course to victory.
First, I’ll give you this very interesting list, then I’ll discuss the synergies and plans of this deck:
THE GAME PLAN:
The game plan of this deck works itself out throughout the game, but I can guarantee that it will be incredibly enjoyable no matter what – and quite the opposite for your poor opponent. You ideally start the game with a Quest/Expedition then Bloodghast. After they drop a creature, you make them sac it with either of your edicts. Continue you with this, slowly chipping away at their life totals – and when suitable go ahead and get your edicts back for more fun with some of your recursion. Save your Zealous Persecutions for those massive swings with a bunch of small dudes.
Against control, this deck plays a worse, but playable game. The good thing about our deck is that, unlike most others, we can take care of their shroud creatures (Sphinx of the Jwar Isle and Wall of Denial) without using mass removal that also wipes our own boards. Grixis Control is a much easier game as they can’t remove any of your creatures with, say, a Path to Exile, so your recurring Bloodghasts are everlasting and eventually kill them. Against UWR control, you’re Malakir Bloodwitches are key, and should be most definitely sided in so you have all 4. All in all, Control rarely has more than one creature out at a time – and all of which are easily taken down by this deck.
This deck is synergy galore, synergies ‘R us or whatever you want to call it. Your Grim Discoveries are amazing, you get a creature and a land, play the land and get back the Bloodghast – 3 for 1 much? Rotting Rats are also great, they provide more damage, rip apart your opponents hand whilst having minimal effects on yourself, if not being beneficial (Bloodghast). And then they go ahead and provide a good sac for your Fleshbag Marauders.
Talking of which, they are great. Although, not as good as Gatekeeper of Malakir in most cases, sometimes you want them more so you can sac a Rotting Rats and re-use it to strip your opponents hand. Geese, sometimes they even give your Bloodghasts haste as well.
Did I mention that in the mean-time, you’re pumping out 4/4 Zombies through your Quest for the Gravelord? Amazing.
I’ve had really good results from this deck – I’ve versed the likes of Naya, Vamps, Grixis and UWR Control to some success, even surviving multiple Baneslayers and Sorins. And, unlike a lot of decks in standard, I’ve had a complete blast on the way. I highly recommend this deck to anyone.
Well, that sums it up for this “episode” of ‘Mastering Standard, be sure to tune back next time for another fun, competitive and probably original deck! Be sure to leave a comment below – I’ll reply to all!