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PostPosted: Sun Aug 23, 2020 4:41 am 
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Here's the deck I'm currently playing in Historic. It started as a Tezzeret Master of Bridges/Artifacts/Ugin deck and you can still see the theme there. Bolas is just such a better walker that Tezz got removed. U6in can help you with Forge to knock lands off the top deck. I really like Mystic Forge here, in fact it was the inspiration for the original Tezzeret deck as I've always wanted to build a deck around those two cards. It was a fun deck, just not good enough to beat the Nicol Bolas decks.


2 x Guardian Idol
4 x Mind Stone

4 x Mana Geode
1 x Sparkhunter Masticore

3 x Mystic Forge
4 x Solemn Simulacrum
1 x Traxos, Scourge of Kroog

3 x Extinction Event
2 x Eat to Extinction

3 x Nicol Bolas, Dragon-God
4 x Ugin, the Ineffable
4 x Ugin, the Spirit Dragon

4 x Swamp
1 x Mountain
1 x Island
2 x Watery Grave
2 x Steam Vents
2 x Drowned Catacomb
1 x Dragonskull Summit
3 x Sulfur Falls
1 x Castle Vantress
1 x Castle Locthwain
3 x Blood Crypt
4 x Interplanar Beacon



Traxos and the Masticore are kind of placeholder/experiments. A T3 Traxos seems pretty good but I haven't even played him once yet. Masticore has "protection from Bolas" which I've been running into quite a bit lately. Those two were Crystalline Giants which were pretty good threats and helped close out the game earlier than normal. The other two Giants turned into the second and third Mystic Forge.

Are there any changes you guys would make or do you have any suggestions for the 2 experrimental slots? I think I would want Artifact or Colorless wincons here as I feel the ramp package and the planeswalker package are fine.
FYI - I'm not running the 4th Bolas cuz I don't have him and I'm not sure the deck wants a 4th. With the 5 Extinctions that becomes 9 colored spells in the deck, I feel 8 is the limit.

Edit: I got T3 Traxos against a GBR Mayhem Devil deck. He drew no removal and Traxos is to high for Claim the Firstborne and he died 3 turns later.

Edit: I think I'm going to try 2 Meteor Golems cuz you gotta love that superhero landing pose

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PostPosted: Sun Aug 23, 2020 10:38 am 
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It really comes down to how many rare wilds you have I suppose. Nyxbloom also will work well in a WG shell with Finale of Glory. When I was playing that deck it was a normal thing to get 12-15 2/2 soldier and 4/4 angel tokens the turn after laying it out.
Now I think about it, I haven't played that deck in a while. I'll have to pull it out some time this week. I do speak from a place of a little privileged here also in the fact that I haven't been doing a lot of deck building and have around 55 rare wilds at the moment.

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PostPosted: Sun Aug 23, 2020 10:40 am 
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What about some Hedron archives? Either ramps you to your ugins, or helps you dig for them, i think i like them over mana geodes anyway

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PostPosted: Sun Aug 23, 2020 11:09 am 
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The geodes scry which helps with Mystic Forge, But the two mana seems good, especially since I most often have 4 mana on T3. It competes with Forge and Simulacrum at the 4 slot, which isn't so bad in a ramp deck but it just seems like bad deck building. Vert once called me Sixty4Drops and I haven't gotten over it since LOL.


I swapped to 2 Forge's, 3 Traxos and I won a few games in a row just on the back of Traxos. Might be the way to go. Golem was nice, but really slow.

I did run into the Gate of Afterlife deck you were talking about once. I just happened to have the Meteor Golem which was nice since it's the only removal I have for colorless artifacts.

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PostPosted: Fri Aug 28, 2020 9:43 am 
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sixty4half wrote:
ECD and U8in are perm solutions to Uro. Krasis is more difficult to deal with. I'm also playing Bo1 so my sideboard is just a wishboard for Fae (Grafdigger's Cage ect). I'm also in Platinum, and I'm sure my opponents are easier than yours (exe, guy Duress' U8in while my ECD is at lvl2 and I had no targets in GY). I think my 4/4 flying tokens help to close out games quicker. Outlaw's Merriment sounds way to slow, I run 6 5-drops, 1 U6in and 2 U8in at my top end. I agree with you though, Sultai is a tough cookie to crack

side note - Do you use Field of Ruin? It can function as a forced shuffle after you use Aether Gust (I think MBM taught me that). They will eventually draw it again though. I run 2 Gust and Teferi can toss them if they're dead cards


Played a bit more of the matchup, I think Sultai is definitely favored against UW. ECD is not a good answer to Uro because of how expensive it is, but more importantly, Krasis is a huge haymaker and Agonizing Remorse / Thought Erasure destroy control hands. If the UW deck ever runs out of counterspells (or the hand destruction forces that to happen) then Casualties of War is a huge blowout especially against the Yorion builds that are relying on enchantment removal. Even the removal spells & maindeck Aether Gusts aren't truly dead because they can be discarded to Teferi's +1 (who loots twice a turn too).

In one game I easily outvalued a UW deck through their 8-card hand after I mulliganed too. I got my first 3-for-1 with Krasis for 4, drawing 2, then used Thought Erasure to remove their ECD to resolve a Nissa. That forced them to tap low on their turn, which let me escape Uro, they played Shatter which was effectively another 3-for-1 (since I drew a card with Uro already, and then drew another one with Shatter), etc.

On another note: I have no idea what this deck is https://www.mtgtop8.com/event?e=27045&d=412531&f=ST. Anyone understand the weird card choices, going as deep as Topple the Statue (??)


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PostPosted: Thu Sep 03, 2020 11:47 pm 
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Was thinking of it being centred around the self mill guys (i.e Supplier, merfolk secretkeeper, and Emry) and Gate to the afterlife

Emry, lurker of the loch especially is pretty disgusting in this shell - she fills the GY for your gate, but then she can also bring it back from the graveyard to fetch up a second/third GPG which is just backbreaking haha


Played against someone who was playing this, they beat me up with an 11/11 fiend artisan

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PostPosted: Wed Sep 09, 2020 9:26 am 
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Quick note about the meta, I've found a deck I enjoy - the spell version of Sultai. It runs Narset, Shark Typhoon, Eat to Extinction, and Tamiyo. Narset is very good in the mirror - it neutralizes Uro and Krasis, and is not trivial to attack off the board (especially since Nissa lands are vulnerable to Eliminate & Casualties of War). Tamiyo is more random, but is nice to have too, since some spells are haymakers in certain matchups and being able to rebuy them is great. Digging for Uro and blocking opponent's discard spells in the mirror can be relevant too. Finally it strands opponent's removal spells quite well, since Krasis, Uro & Sharks all generate value on coming down, and Nissa lands get to attack.

At the moment I'm not playing any of the real haymakers Ugin & Mass Manipulation, since it's BO1 anymore, but if the meta slows down enough I can see those too.


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PostPosted: Sun Sep 13, 2020 4:55 pm 
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I know a lot of you guys loved the old Bounce and Burn deck from Duels of the Planeswalkers. CGB built this deck for the Standard 2021 and it reminded me of BnB a lot so I figured I'd share for any of you that hasn't already seen it.

https://youtu.be/LD1wwkwGLw8

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PostPosted: Fri Sep 18, 2020 4:54 am 
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Playing Temur ramp at the moment, can't believe the number of opponents playing Rogue mill. Like, first you might mill Uro for opponent, second when Uro escapes, it actually undoes all your hard work milling them ...

Also I'm finding the ramp shell very powerful. The mana is smooth with the new dual lands, and Lotus Cobra + Omnath can put out some tremendous amounts of ramp, not to mention lifegain. Only drawback with the mana base is having to play a Plains by turn 4 to cast Omnath, which can interfere with Genesis Ultimatum later. Still, it does powerful things. I might choose some different ramp payoffs (maybe 6-mana Chandra if she's still legal) but right now, color me impressed.


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PostPosted: Fri Sep 18, 2020 5:34 am 
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I am shook to my very core that Lotus cobra + Uro is leading to degenerate things, shocked i say!

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PostPosted: Fri Sep 18, 2020 12:46 pm 
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So, really liking rogues. So far have had a T4 and a T5 Ugin, which feels pretty good. (Attack with Soaring Thought thief. Oh, I just milled an Ugin? Tag team Zareth to get that for my collection. Thanks!)

Uro is a bit annoying, but running a more counter heavy version has mostly kept him in check, but still an issue (4 Jwari Disruption (Great card), 4 Drown in the Locks, 4 Anticognition (mainly Uro and Ugin, but useful for much more.)and 4 Whirlwind denial (Great vs Adventure with Clover out). For board control there are 4 Borrowers, 4Drowns and 4 Hagra Maulings. And if I get board wiped? 4 Agadeem Awakenings can refill the board.

The great thing is with the new flip lands, I am only running 17 actual land, but with 12 flip lands, mana screw is very rare (I LOVE these lands, mana screw was always one of my biggest issues in magic, and these help a lot)

Biggest issues I have so far are Exile effects and Escape effects. Red should definitely be running Phoenix these days imo. Overall, a very solid deck that I think should be near the top. I am sure there will be some funky landfall deck that will take over, but I think this deck will be up there.

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PostPosted: Fri Sep 18, 2020 4:21 pm 
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Do you think Witch's Vengeance will stop Rogues from being competitive?

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PostPosted: Fri Sep 18, 2020 5:50 pm 
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Seems like Cobra+Omnath+Uro+Terror and Genesis Ultimatum is the way to go... not sure if rogues can beat that deck, but it seems in like at the top tables the Omnath pile is profiling as the deck to beat.

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PostPosted: Fri Sep 18, 2020 6:48 pm 
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Yeah, I saw CGB play that deck during the preview. Looks bonkers. I think he played 3 Genisis Ultimatums in 1 turn once.

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PostPosted: Fri Sep 18, 2020 11:40 pm 
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Seems like Cobra+Omnath+Uro+Terror and Genesis Ultimatum is the way to go... not sure if rogues can beat that deck, but it seems in like at the top tables the Omnath pile is profiling as the deck to beat.


Rogues can beat it...but they are at a disadvantage. Mainly, I have been able to get out a threat and hold up countermagic for the win. With that said, there is a lot that can go wrong with that game plan...like missing a threat or a counter at the right time. You have a few turns before the Ramp decks go off, but better use those turns well and have good counters.

Witches Vengeance will not get play unless Rogues and/or Clerics/Warriors become a large part of the meta, just too many other more versatile sweepers imo. With that said, if people do start to play the card, that probably means Rogues are already successful.

I like Scute Swarm. That card is fun, but I have crashed one game so far with 500+ procs....so gotta be careful with it.

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