Posted on Leave a comment

He Left His Family Behind

This article was originally going to be a black/red, then black/red/blue, then black/green, then mono-black Historic deck that featured Tiny Bones, in all his wonderful little glory. It was focused on forcing an opponent to discard their hand, and then leveraged Tiny Bones to deal the final blow.

Tinybones, Trinket Thief: At the beginning of each end step, if an opponent discarded a card this turn, you draw a card and you lose 1 life. 4 Colorless Mana + 2 Black Mana: Each opponent with no cards in hand loses 10 life.

When I originally built the deck in the summer, it honestly felt like Historic, as a format, was closer to kitchen table than any other format besides Commander. I came across numerous jank decks that did all sorts of hilarious things, and a discard deck that used Tiny Bones and Davriel seemed to fit that meta really well. Of course I came across high powered decks, but most of them were highly dependent on key cards, and with enough removal, Tiny Bones fared well. I had such a blast with Tiny Bones, that I may have burned myself out, because I ended up taking a break from Arena, and Historic, and I hadn’t been back since.

For this article, I spent some time playing Tiny Bones again, and upgrading his deck with a variety of cards that were released in the past few months. What I found in opponents, however, was astonishing. I fought maybe one or two jank decks, but the majority of my opponents were playing fast, tuned decks, of which many did not appear on MTGGoldfish. Some of these decks were brilliant, like the one that used Sea-Gate Stormcaller, Neoform, and Dualcaster Mage to continually flood the field with mages copying the original spell, clones, and haste-enablers on turn 3. Even if some of these decks were easily defeated with the right removal, it seemed like in order to be competitive, I would need to invest considerable money (or wildcards) into the format. I’m not about giving WOTC anymore cash right now, so that’s just not happening. The takeaway, though, is that Historic has truly become a competitive environment, including all of that nasty and rude behavior. Maybe it was always competitive, and I just got really lucky with Tiny Bones.

So instead of my dilapidated Tiny Bones deck, I thought I would showcase my kitchen table multiplayer discard deck, one which I have found to be very enjoyable to play in a more casual environment. It’s been awhile since I’ve played it, but the core pieces are all the same. That being said, I feel like Tiny Bones would make a great addition to this deck, but with a price tag soaring above $40 per copy, I don’t see that happening any time soon.

Before I begin, keep in mind that the key to a good discard deck is to force your opponents to decide whether playing a card and leaving their hands empty is worth it. This is the sweet spot, because it pressures them to make rash decisions to empty their hands, or keep their hands active which would let you benefit from them discarding. If you can keep that pressure on your opponents, so that they’re stuck at zero or one cards in hand, it rarely matters what they play. The benefit to multiplayer is that if you’re forcing everyone to discard, but you’re not outwardly threatening the board state with bombs, in order to stay relevant, your opponents might just start using removal on each other.

Let it go

 

There are downsides to this kind of deck, too. Multiplayer discard is much harder to play than one-on-one, because you’re immediately put into a position of playing archenemy. If all goes according to plan, you’re expecting the entire table to be focused solely on you, which means you need to be very precise with each move you make. That’s why it’s worth hitting yourself if it means hitting your opponents. If you’re taking hits too, your opponents will be less concerned about you stealing the game away. Of course, if we play this deck correctly, we’ll be less affected by letting go of our cards than they will.

Arterial Flow: Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life.

Mind Rake: Target player discards two cards. Overload 1 Colorless + 1 Black (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each.”)

Smallpox: Each player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land.

Arterial Flow is pretty straight forward and very effective because it only hits your opponents. Casting Mind Rake with its overload cost is cheaper, but it hits the caster too, but paired with the right cards, that shouldn’t matter; like Asylum Visitor, who can be cast as a discarded card using Madness.

The real MVP is Smallpox. You might not think this card is really that scary, but it is terrifying to play against. There is good reason for it being almost universally hated, especially when it’s dropped on turn two or three. At this point, everyone has their opening salvo out. Usually some kind of stax creature is on board, maybe even one half of a combo, people usually have their colors with multiple dual-lands, and they’re maybe down to three-to-five cards in hand. Things are heating up. Setting the entire board back by forcing them all to discard a card, sacrifice a creature, and sacrifice a land is enormous. Doing it twice in a row can easily result in multiple people scooping.

Don’t be afraid of sacrificing in order to get where you want. It’s really important that you be ready and willing to toss away good cards in order to keep the pressure on. It’s all about the long con.

Recurring discard

Dakmor Salvage: Dakmor Salvage enters the battlefield tapped. Tap Dakmor Salvage: Add 1 Black Mana to your mana pool. Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)

Raven’s Crime: Target player discards a card. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Let’s talk about my favorite combination of cards in this deck. Dakmor Salvage lets you Dredge for 2 to return it to your hand, and Raven’s Crime lets you discard a land to play it from your graveyard. That means you can force at least one person to discard each turn, which is exactly the spot you want to be in late game; when your opponents are out of gas and top-decking. Remember, you can always sacrifice Dakmor Salvage to Smallpox, putting it in the graveyard for later.

Taking advantage of the situation

Davriel, Rogue Shadowmage: At the beginning of each opponent’s upkeep, if that player has one or fewer cards in hand, Davriel, Rogue Shadowmage deals 2 damage to them. -1: Target player discards a card.

Quest for the Nihil Stone: Whenever an opponent discards a card, you may put a quest counter on Quest for the Nihil Stone. At the beginning of each opponent’s upkeep, if that player has no cards in hand and Quest for the Nihil Stone has two or more quest counters on it, you may have that player lose 5 life.

Shrieking Affliction: At the beginning of each opponent’s upkeep, if that player has one or fewer cards in hand, they lose 3 life.

Megrim: Whenever an opponent discards a card, Megrim deals 2 damage to that player.

Fell Specter: Flying. When Fell Specter enters the battlefield, target opponent discards a card. Whenever an opponent discards a card, that player loses 2 life.

Now that your opponents keep discarding cards and have empty hands, how do we capitalize on this? I keep saying it, but it’s all about the pressure. Consistency is the only way to ensure that you’re bleeding everyone else out. The best way to do this is through packing your battlefield with various enchantments or creatures that punish your enemies passively.

There are two effects that we need to combine to effectively take advantage. The first is punishing your opponents for discarding in the first place. This is where Megrim and Fell Specter shine, because every time an opponent discards a card, they’ll lose 2 life. The second is punishing your opponents for casting what else remains. Davriel, Quest for the Nihil Stone, and Shrieking Affliction all punish your opponents for emptying their hands. If your opponents are foolish enough to hold onto their cards, you can force them to discard, and if they cast whatever is on hand, they’ll get hit. It’s a lose-lose situation, especially when they’re forced to cast cards at inconvenient times.

I will note that I picked up Quest for the Nihil Stone when it was less than a dollar each, but it really is less effective in this kind of deck compared to Shrieking Affliction or Davriel. Instead, if I could afford it, Waste Not would be an incredible card to add to this deck. Same with Liliana’s Caress to replace Megrim.

Looking toward the future

Cunning Lethemancer: At the beginning of your upkeep, each player discards a card.

Stronghold Rats: Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Stronghold Rats deals combat damage to a player, each player discards a card.

Syphon Mind: Each other player discards a card. You draw a card for each card discarded this way.

Fraying Omnipotence: Each player loses half their life, then discards half the cards in their hand, then sacrifices half the creatures they control. Round up each time.

These are some of the cards that I’ve been looking at, but I haven’t tested yet in this deck. I like the idea of forcing players to discard a card on each turn, like Cunning Lethemancer and Stronghold Rats might provide. If I’m going to do that, though, I need to be sure that I’m taking advantage of the situation, which would mean filling the deck with Madness enablers or cards that benefit from being put in the graveyard directly from hand. Fraying Omnipotence is similar, and a more effective (but more costly) version of Pox, but since it hits the caster as well it has to be worth it.

I am seriously considering dropping the money on Syphon Mind, because despite it costing four, late-game this could seriously tip the scales in my favor. Forcing everyone else to discard and benefiting from that in the way of card draw is simply magnificent. It would definitely draw hate though.

Conclusion

This deck is in the middle of being rebuilt, and I wasn’t really ready to reveal it. Given the Tiny Bones situation, however, it seemed both spooky (the art and flavor text on these cards alone is terrifying) and appropriate. Unfortunately, that means I don’t have a complete deck to share with the world. If you have any suggestions on what kind of removal or other cards you think might fit in this mono-black deck, I would be more than willing to hear what your thoughts!

Posted on Leave a comment

Count to Gyruda

The new standard meta has been upset quite a bit by Four-Color Omnath, Temur Adventures, Rogues, and the banning of Uro. But out of all of these high powered decks, Blue/Back Control has made a return, and my variation on that deck is budget-focused with fatties as the win condition. Count to Gyruda is a play-on-words of counting to 20, which is the nomenclature for beating your opponent through their total life loss. Although I mentioned in a previous article that $40 isn’t budget in Casual/Kitchen Table, for Standard, it’s definitely on the cheaper side. I have spent considerable time playing this deck best-of-one on Arena, and despite the budget limitations, I have found that my win-rate is somewhere around 50% or higher. That’s purely anecdotal, and I’m not including any examples, but I was surprised by how much fun and effective this deck is. In part, I believe it has to do with a combination of cards that are simply not part of the meta.

Counting

The counting part of this deck involves slowly controlling your opponent’s actions and board state. This is primarily done through interaction. For this section, I’ll be breaking things down into various categories of interaction.

Murderous Rider: Lifelink. When Murderous Rider dies, put it on the bottom of its owner’s library. // Swift End: Destroy target creature or planeswalker. You lose 2 life. (Then exile this card. You may cast the creature later from exile.)

Heartless Act: Choose one — Destroy target creature with no counters on it, or, Remove up to three counters from target creature.

Pharika’s Libation: Choose one — Target opponent sacrifices a creature, or Target opponent sacrifices an enchantment.

Hagra Mauling: This spell costs 1 Colorless Mana less to cast if an opponent controls no basic lands. Destroy target creature. // Hagra Broodpit: Hagra Broodpit enters the battlefield tapped. Tap Hagra Broodpit: Add 1 Black Mana to your mana pool.

Bloodchief’s Thirst: Kicker 2 Colorless Mana + 1 Black Mana (You may pay an additional 2 Colorless Mana + 1 Black Mana as you cast this spell.) Destroy target creature or planeswalker with converted mana cost 2 or less. If this spell was kicked, instead destroy target creature or planeswalker.

Feed the Swarm: Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent’s converted mana cost.

Extinction Event: Choose odd or even. Exile each creature with converted mana cost of the chosen value. (Zero is even.)

Field of Ruin: Tap Field of Ruin: Add 1 Colorless Mana to your mana pool. 2 Colorless Mana + Tap Field of Ruin, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles their library.

Creatures, planeswalkers, and enchantments are the primary types of removable cards you’ll come into contact with in this meta. I have not seen very many artifacts worth concentrating on. You may think that there are too many different kinds of permanent removal that I’ve included in this deck, but the real secret is that each of the cards chosen provides multiple choices at varying speeds. Having an abundance of choices and options of abilities makes each individual card that much more powerful in determining its usefulness in a particular situation. This is particularly important for a budget deck, where concessions must be made when it comes to picking the best overall decision. Therefore, more options means a higher survival rate.

Swift End, a staple of Standard for many months, makes a solid return in this deck, targeting both creatures and planeswalkers at instant speed. Plus, Murderous Rider allows you to gain some life when things are getting tough against aggro red decks that keep throwing weenies your way.

Heartless Act is a solid two mana spell that provides instant speed creature destruction. Despite its inherent limitations, the cost reduction is worth it. Generally speaking, Heartless Act will hit every major card, from most creatures who don’t come with counters, to problematic early game problems, like Swarm Shambler or an early game Stonecoil Serpent.

Pharika’s Libation offers instant speed creature or enchantment removal, but more importantly, it can deal with indestructible creatures and enchantments, which do happen to exist in standard. It’s cheap compared to four mana exile options that can’t hit enchantments.

Hagra Mauling is a split card, offering simple creature destruction at a slightly higher cost (with the option to be costed like Murder, if your opponent isn’t playing basic lands) but also the option to come into the battlefield as a tapped black producing land. More often than not, I have played this as an early land drop, but the option to kill something late game is appealing.

Bloodchief Thirst’s is one of the hottest pieces of removal to come out of Zendikar Rising, with an early game low-cmc killer to deal with cards like Lotus Cobra, and late-game creature or planeswalker removal.

Feed the Swarm, like Pharika’s Libation, offers enchantment removal in black, but unfortunately it only comes in at sorcery speed. Nevertheless, targeted enchantment removal, despite losing some life, is absolutely worth it in this meta. You can still win at 1 life.

Extinction Event is an interesting, but low costed, board wipe that is absolutely perfect for this deck, as our creatures are all evenly mana costed. Lucky! We’ll get to all of that a bit later.

Finally, Field of Ruin provides fairly decent land destruction that can help deal with Animal Sanctuary, the castle cycle, and more. I will note that this is only useful in very specific situations. However, there is another option that Field of Ruin provides, and that is mana fixing. Field of Ruin lets you grab any kind of basic, so even blowing up an opponent’s land just to get the color you need is worth it.

Confounding Conundrum: When Confounding Conundrum enters the battlefield, draw a card. Whenever a land enters the battlefield under an opponent’s control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner’s hand.

Ashiok’s Erasure: Flash. When Ashiok’s Erasure enters the battlefield, exile target spell. Your opponents can’t cast spells with the same name as the exiled card. When Ashiok’s Erasure leaves the battlefield, return the exiled card to its owner’s hand.

Cling to Dust: Exile target card from a graveyard. If it was a creature card, you gain 3 life. Otherwise, you draw a card. Escape—3 Colorless Mana + 1 Black Mana + Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Jwari Disruption: Counter target spell unless its controller pays 1 Colorless Mana.

Negate: Counter target noncreature spell.

Thassa’s Intervention: Choose one — Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order, or, Counter target spell unless its controller pays twice X Colorless Mana.

Neutralize: Counter target spell. Cycling 2 Colorless Mana (2 Colorless Mana + Discard this card: Draw a card.)

Whirlwind Denial: For each spell and ability your opponents control, counter it unless its controller pays 4 Colorless Mana.

Sublime Epiphany: Choose one or more — Counter target spell, or, Counter target activated or triggered ability, or, Return target nonland permanent to its owner’s hand, or, Create a token that’s a copy of target creature you control, or, Target player draws a card.

When talking about cards that control the pace of the game, this deck packs almost the entire kitchen sink. Luckily the majority of counter magic in this meta are relatively cheap financially, so there are a lot of options to choose from and each of them have their place. Combined with the removal already mentioned, you can imagine playing against this deck can be frustrating.

Starting with Confounding Conundrum, it may seem like this would only help against Omnath decks, but both Fabled Passage and Evolving Wilds, as well as cards like Fertile Footsteps, which are in a great number of standard decks, can be shut down on turn two. The added benefit of it replacing itself with a draw effect, makes it a solid mainboard pick.

Ashiok’s Erasure is an all-star card, because not only does it stop a spell from resolving, it also prevents your opponent from continuing to cast those spells. Hitting an Omnath, Agadeem’s Awakening, Shark Typhoon, or even Gemrazer, can be disastrous for opponents. Protecting the enchantment with the rest of the spells in this deck isn’t that difficult, and forcing your opponent to deal with Ashiok’s Erasure puts them back a step and can give you much needed breathing room to control the game. This card plays with your opponent’s mind, and it can be very successful when played at the perfect time.

Cling to Dust is an early game graveyard hate card that has staying power through Escape. It can also help you when you’re low on life, or when you need to draw. That means that while I haven’t seen many decks that make use of the graveyard, I still find that Cling to Dust is worth a slot in the maindeck.

Now, Jwari Disruption on the surface seems like a dud of a card. Two mana to counter a spell only if they’re tapped out isn’t that good. But, the option to use Jwari Disruption as a land instead makes it worth putting in the deck. As an early game counter, Jwari Disruption has done serious work against opponent’s trying to drop everything on curve. It’s not worth keeping up after a few turns, though.

Negate: No to noncreature spells. ‘Nuff said.

One of the powerhouses of the late game is Thassa’s Intervention. It has the ability to set you up at the end of your opponent’s turn, or it can stop your opponent dead in their tracks when they decide to go all out. It’s expensive, true, but its flexibility is what makes it so interesting to play.

Neutralize presents a great combination of options for a deck like this, which can leverage Cycling when counterspells may no longer be important.

I’ve spoken about Whirlwind Denial before, but the fact that it can hit every opponent’s spells and abilities on the stack makes it well worth the three mana cost.

Sublime Epiphany is one of my absolute favorite counterspells. Every time I’ve resolved this spell, it has been well worth six mana. At the very least, I can counter a spell and draw a card. In most cases I can also displace something important from my opponent’s battlefield. In some cases I’m able to duplicate creatures that have ETBs that trigger increasing value tremendously. In the best cases I can hit every option and shut them down completely. It has absolutely felt like controlling my opponent and getting an extra turn all-in-one.

Gyruda

Atris, Oracle of Half-Truths: Menace. When Atris, Oracle of Half-Truths enters the battlefield, target opponent looks at the top three cards of your library and separates them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard.

Kaervek, the Spiteful: Other creatures get -1/-1.

Nightmare Shepherd: Flying. Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that’s a copy of that creature, except it’s 1/1 and it’s a Nightmare in addition to its other types.

Gyruda, Doom of Depths: When Gyruda enters the battlefield, each player mills four cards. Put a creature card with an even converted mana cost from among the milled cards onto the battlefield under your control.

Lochmere Serpent: Flash. 1 Blue Mana + Sacrifice an Island: Lochmere Serpent can’t be blocked this turn. 1 Black Mana + Sacrifice a Swamp: You gain 1 life and draw a card.1 Blue Mana + 1 Black Mana: Exile five target cards from an opponent’s graveyard. Return Lochmere Serpent from your graveyard to your hand. Activate this ability only any time you could cast a sorcery.

Massacre Wurm: When Massacre Wurm enters the battlefield, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life.

Now we come to the win conditions of this deck. As I mentioned with Extinction Event, all of our win conditions are evenly costed. That’s because Gyruda can only trigger on creatures with even mana costs. Although we could easily splurge on cards like Rankle, keeping this deck budget friendly still allows us so many options to help us wreak havoc.

More often than not, we don’t need really powerful bombs, because by the time we cast Gyruda or any of our other fatties, our opponents have run out of options. With a budget build, stable and reliable combos are usually off the table because they are generally financially expensive. Therefore we’re looking at the old faithful: big creatures to jam as much damage in as possible, as quickly as possible, after we’ve throttled their game plan.

Now, let me explain why that’s not all we’re doing. Atris is a really cheap card financially, but it’s almost always a huge threat to opponents. If we can drop Atris off of a Gyruda trigger, we’ve really set our opponents off and can work the mind game a bit to force them off kilter. Generally speaking, I always choose the pile of cards that I can actually see. Even if they’re just lands. In fact, one time picking lands is how I won.

Kaervek is a very unique card which is generally only a problem against aggro decks, but for some reason people get very paranoid about his constant ability and go to great lengths to remove him. If I were thinking of swapping a card out, I think Kaervek would be first to go.

Dropping Nightmare Shepherd off of a Gyruda trigger is one of the best situations this deck can afford you. Nightmare Shepherd certainly helps protect our ETB triggers, since our opponents do not want us to gain additional value from duplicating a bomb. The real value, though, is how much hate Nightmare Shepherd can pull in. Like Ashiok’s Erasure, if this card is played at the correct time, nothing else will matter to your opponent.

Now we come to the big boss, Gyruda. Gyruda is not a reliable card, which is why we’re not investing in a playset, but being able to steal our opponent’s creatures makes up for that unreliability. I’ve had ETBs where I’ve struck out, and I’ve had ETBs where I’ve dropped an opponent’s Dream Trawler or Omnath and they’ve immediately scooped. I don’t think it’s worth playing him as a companion, but as a maindeck card, he’s the big baddie that everyone wants to avoid.

Maybe this deck should be called “Counting to Lochmere,” because in my experience, Lochmere Serpent is the real star most of the time. Since I first saw this card, I knew it would one way serve me well. Being able to attack with a 7/7 unblocked, draw cards to find answers, and produce significant recurring through enemy graveyard hate is just too good not to focus around. At least when we’re working with a budget. Interestingly enough, some players ignore a card, even if I use it with Flash, and then you find them re-reading the text after they can’t believe it’s affected them so bad. It’s really wonderful.

Massacre Wurm is a powerhouse. Dropping Massacre Wurm at the very least is a big body that your opponents have to deal with, but usually it acts as a board wipe and severely diminishes an opponent’s life total. Financially expensive, but worth it.

Stragglers

Silundi Vision: Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Agonizing Remorse: Target opponent reveals their hand. You choose a nonland card from it or a card from their graveyard. Exile that card. You lose 1 life.

I’m not sure if these cards really fit in anywhere else, so I’m putting them here in a category called Stragglers. Silundi Vision offers a late game option to dig for that perfect piece of interaction, or early game land if you need it. This card seems expensive at three mana, but it has proven powerful in both situations. Agonizing Remorse, like Silundi Vision, is good early or late game, but because it allows us to cherry pick an opponent’s best spell from their hand and exile it from the game makes it maindeck worthy. I would probably get rid of Agonizing Remorse before I gave up Silundi Vision.

Sideboard

Fae of Wishes: Flying. 1 Colorless Mana + 1 Blue Mana + Discard two cards: Return Fae of Wishes to its owner’s hand. // Granted: You may reveal a noncreature card you own from outside the game and put it into your hand.

Before we get into the sideboard, I wanted to talk about Fae of Wishes // Granted. This card has significantly affected the construction of the sideboard. In more than a handful of cases, I have heavily leveraged this single card to dig into my sideboard for the perfect answer to an existing game. Usually we rely on the sideboard to make changes between games to help us win the next. However, because of the length of the games that this deck produces, being able to dig for the perfect interaction comes into play more often than you might think.

Tormod’s Crypt: Tap Tormod’s Crypt, Sacrifice Tormod’s Crypt: Exile all cards from target player’s graveyard.

Midnight Clock: Tap Midnight Clock: Add 1 Blue Mana. 2 Colorless Mana + 1 Blue Mana: Put an hour counter on Midnight Clock. At the beginning of each upkeep, put an hour counter on Midnight Clock. When the twelfth hour counter is put on Midnight Clock, shuffle your hand and graveyard into your library, then draw seven cards. Exile Midnight Clock.

Mystical Dispute: This spell costs 2 Colorless Mana less to cast if it targets a blue spell. Counter target spell unless its controller pays 3 Colorless Mana.

Eat to Extinction: Exile target creature or planeswalker. Look at the top card of your library. You may put that card into your graveyard.

Labyrinth of Skophos: Tap Labyrinth of Skophos: Add 1 Colorless Mana. 4 Colorless Mana + Tap Labyrinth of Skophos: Remove target attacking or blocking creature from combat.

The Cauldron of Eternity: This spell costs 2 Colorless Mana less to cast for each creature card in your graveyard. Whenever a creature you control dies, put it on the bottom of its owner’s library. 2 Colorless Mana + 1 Black Mana +Tap The Cauldron of Eternity, Pay 2 life: Return target creature card from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.

There are quite a few repeated cards you will find in the sideboard that are explained elsewhere in this article, but there are also a slew of new cards that are specifically chosen for precise situations.

Tormod’s Crypt is pure graveyard hate; it’s cheap, both financially and because it costs zero mana to play. There are other cards in this deck that help with graveyard hate, but if you really need the extra umph to oppress an opponent’s graveyard, Tormod’s Crypt is a wonderful choice.

Mill has become a legitimate threat for the first time in a while, and that means Midnight Clock can seriously disrupt an opponent’s play if it gets out early and is continuously protected. It’s surprising how little mill protection there is given how powerful mill is in standard right now, but Midnight Clock is available, so we’re running with it.

Mystal Dispute is well known as a blue-hate card, and when fighting against blue decks, it’s certainly a worthwhile choice.

Eat to Extinction seems expensive at first look, but it lets you exile an opponent’s creature or planeswalker, and if you’re looking at this card it’s clear their permanent is a huge threat. It also lets you effectively surveil, which can always come in handy.

We’re limited on space when it comes to the sideboard, but Granted lets us dig for noncreature cards, including lands, which means Labyrinth of Skophos (and Field of Ruin) is a financially cheap option for that last bit of mana. More important, though, is that we can use it to stop Dream Trawler, or some other ridiculous monster that’s protected from hitting us. Truly a good way to set our opponents off.

Finally, The Cauldron of Eternity is one of the most powerful options available through Granted. If you’re being oppressed by removal or mill, The Cauldron of Eternity can come out cheap (depending on your graveyard,) and hard, letting you pull Gyruda or some other big beast back onto the field.

Lands and Budgetary Downsides

The biggest budgetary downside of this deck is its lands. Right now in the meta, the best lands are roughly $6-8 each, and that can seriously disrupt one’s budget. Nevertheless, we’re making do with taplands and basics, and honestly, I haven’t had that much trouble curving out. I will be honest though, I have lost more games because I couldn’t cast spells at the right time, then because I didn’t have options available. Certainly I would be doing much better if I could hit the right lands at the right time, but the split cards that let you cast a spell or drop a land have helped enough to allow me to stay in the game more than I thought possible.

I will also mention that in the deck list that follows, you will probably notice that I’m using less lands than what is traditional for a 60 card deck. I am taking into consideration split cards when I made that decision, which has so far not hindered my game plans too much.

Deck List

There are so many cards in this deck, and this article has already gone on long enough, so if you want to see the most updated version of this deck, feel free to check out the deck list here.

Special Mentions

Serpent of Yawning Depths: Krakens, Leviathans, Octopuses, and Serpents you control can’t be blocked except by Krakens, Leviathans, Octopuses, and Serpents.

Ashiok, Nightmare Muse: +1: Create a 2/3 blue and black Nightmare creature token with “Whenever this creature attacks or blocks, each opponent exiles the top two cards of their library.” -3: Return target nonland permanent to its owner’s hand, then that player exiles a card from their hand. -7: You may cast up to three spells from among face-up cards your opponents own from exile without paying their mana costs.

There are two cards here that I’m having trouble fitting in the deck, but both are budget options, and they have a place in a deck like this. The first, Serpent of Yawning Depths, is a fatty that can help both Gyruda and Lochmere, so it seems very fitting. The second is Ashiok, who is an incredibly powerful planeswalker in this meta and can really work a game if you’re in control. If I do put these cards in, I will probably drop Agonizing Remorse and Jwari Disruption for them. That might affect the curve too much, though.

Conclusion

I’ve written a lot about this deck today, but let me tell you, for a budget deck in this meta, it’s absolutely a blast to play. Sure, you might have way more success with Omnath, Adventures, or Rogues, but if you’re like me, this deck will really appeal to you. I’m not surprised people aren’t using Gyruda, Lochmere, and the other cards I’ve mentioned here, but I do believe they’re worth playing if you’re willing to lose a little more often.