A while back we at BoltBird showed a deck based all around cheating into play with . We can do this by running a deck with only a single creature, the big mama herself. Well today we're back with an updated list, and after playing with the deck for a bit, it certainly has performed well, and has surprised opponents.
Let's waste no time and dive right into some of the awesome changes that this brew has in place
If you want to take a look at the original version of the deck, and how it works, you can look here. But the gist of it is that we want to play a pseudo-creature like or , and cast on it to reveal most of our deck and plop Emrakul onto the board. It's usually game from there.
New Player in the Deck
One of the biggest things that the original version of this deck was lacking was a -esque effect. Since the glorified is a creature, that would cause us to miss on our 's. Luckily, with Guild of Ravnica we're getting a placeholder for the Flashback master, in the form of .
Now I think it goes without too much debate that in nearly every scenario, this card isn't as good as Snappy. But this deck is not one of those cases. The whole point of our deck is to stall and deplete resources while digging for our combo pieces. This allows us to do just that, and have the control loving crowd get their spells another go around. Being able to dig 3 by targeting an can definitely make or break the game sometimes. And having that extra cast of has certainly saved me a few turns and allowed me to get a few more needed draw steps.
A Better Pseudo Creature
I'm not quite sure how I missed this the first time I brewed this deck up, but is exactly what this deck wants. It's a highly impactful planeswalker that can limit a threat when it comes into play, and can continue to do so as long as you see fit. You can emblem to make sure it needs to get dealt with before you can. And most importantly for this deck, it can turn into a creature for 0 mana once in play. Being able to swing with it, and then it is huge, and while I found myself targeting a bit more than Gideon, it was usually because my opponent had sunk tons of resources into dealing with the mutton-chopped champion.
He's one of the few planeswalkers that is still pretty good in multiples. If you have two in your hand, it basically means that one can act as a free emblem generator. I actually found the card to be better than , and much better than , whom he replaced from the last build.
This deck benefits from the rise in UW Control's popularity in the metagame, since pretty much everyone thinks that is what you're running when they see you drop a. Because of that, surprise is on your side, and I've had a few matches where my opponent didn't know my trick until Game 3! I've added in , since it synergizes pretty well with , and is just a great control card on its own. I also found that I was benefiting a lot from transforming the enchantment into a land, just for the slight ramp. The difference between 6 and 7 mana can be a turn difference when it comes to dropping a and , so any help is great.
I took out because it actually wasn't really performing too well. In hard control like UW and Jeskai, having it as your win condition is a no brainer. But I found having a guaranteed untapped land was often more important than being able to win with a few 4/4 swings in the air. In addition, we have some cards that do similar jobs to Colonnade. can start chipping away once threats are dealt with, and can get pretty darn big. There have been a few games where I actually opted to just keep hitting face with my 8/8 Myth rather than transform it into Emrakul, and it got the job done.
As mentioned, I've taken out . It really just wasn't doing what I needed it to, and wasn't really gelling with the deck. has even been underperforming, I believe mainly because I can't control things as much as a true control deck, and dropping him often felt like a liability rather than an asset. I may drop to just one of him.
I've opted (see what I did there) to switch from to . Todd Stevens has been very outspoken about Opt versus , and through play testing, I've come to agree with him. It doesn't dig as much, but it does help sort through dead cards quicker.
Changes I've made to the sideboard have been minor, but one thing I think worth mentioning is the additional . Because our deck has a bit less tools than a normal control strategy, we often are on a clock. I found myself bringing in in a lot of matchups that wouldn't seem normal to bring it in. But, you're almost always guaranteed to have less life and creatures than your opponent, which makes the card great. I may even start running a few mainboard, since it helps slow down the clock, and even gives you some targets.
This deck has been really fun to play. The surprise from opponents when they see is incredible. Being able to fake as a tier one deck is one of the better parts of this strategy. They may get a little curious when they see , but when Emrakul comes out, oh man.
What do you guys think of the changes to the deck? How do you think it can hold up? If you've run it, let us know how it went in the comments below!