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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.

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The Richest Babylonian Man

When I first built this deck over six years ago, it was the most expensive deck that I owned, coming in at a solid $35. At the time, I was reading The Richest Man in Babylon, and for some reason this whole deck concept that I was brewing really reminded me of the lessons learned in that book. The most important lesson that The Richest Babylonian Man can teach you, is that your life is as much a resource as your mana. Ultimately, I don’t consider this to be a budget deck, but when it comes to card selection, there were quite a few budget selections that were made. The archetypes of this deck make it interesting to maintain, because it seems like there’s a new card printed every set that could potentially fit in this deck. I am constantly on the lookout for options to improve this deck. Keeping a deck fresh and tuned is just another facet of deck building. This deck in particular is something that I am proud of.

Let’s spend some life

Wall of Blood: Defender (This creature can’t attack.) Pay 1 life: Wall of Blood gets +1/+1 until end of turn.

Phyrexian Processor: As Phyrexian Processor enters the battlefield, pay any amount of life. 4 Colorless Mana + Tap Phyrexian Processor: Create an X/X black Minion creature token, where X is the life paid as Phyrexian Processor entered the battlefield.

Pain’s Reward: Each player may bid life. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.

You gotta spend life to make life. I mean really make life—not piddly interest. Each of these cards provides a different way to spend life, and they each have the possibility to combo with different cards (that we’ll see shortly) to squeeze the life out of our opponents.

With Wall of Blood, we can spend life to boost its power and toughness accordingly. Don’t be fooled by the fact that it has defender. It doesn’t need combat to hurt.

Phyrexian Processor lets us pay life and eventually transform that life into a creature. Unlike Wall of Blood, this creature lets us swing in for some solid ground damage. If things go according to plan, we won’t ever need to attack.

Finally, Pain’s Reward lets us present a game of chicken against our fellow opponents, where we play a deadly contest where life could transform into card advantage or more. I’ll take this time to say, if you really want to bust out the moves, pull a full Triple-H and cryptically exclaim “it’s time to play the game!” when you drop this card on the stack.

You’re probably thinking that these cards are really risky to play, because if we hit zero life, we’re dead. Well, we’re not going to lich it up here, I’ve got other plans in mind.

Safety net: insurance to bring it back

Children of Korlis: Sacrifice Children of Korlis: You gain life equal to the life you’ve lost this turn. (Damage causes loss of life.)

Tainted Sigil: Tap Tainted Sigial + Sacrifice Tainted Sigil: You gain life equal to the total life lost by all players this turn. (Damage causes loss of life.)

Before we get into win conditions, I want to set the stage a bit more. It’s never wise to make a risky investment, especially without planning ahead or ensuring that a solid safety net is available for protection (not to be confused with protection.) With Children of Korlis, or Tainted Sigil, we can, at instant speed, regain the life that we just spent, thus netting a life loss and life gain of equal or greater value within the same turn. We can spend tons of life, but we can also make it back, and in some cases, we can double it.

Recording these values is of particular importance, so always keep an eye on how much life you’ve lost, and how much life you’ve gained.

You might find later on that these cards are redundant in this deck. No safety net is perfect, so we must be careful that our opponents do not have a way to stifle, or bolt us into a position we can’t recover from. Remember that paying life is a cost, and it is paid when the ability is triggered.

Capitalize on losses and gains

Essence Harvest: Target player loses X life and you gain X life, where X is the greatest power among creatures you control.

Rite of Consumption: As an additional cost to cast this spell, sacrifice a creature. Rite of Consumption deals damage equal to the sacrificed creature’s power to target player or planeswalker. You gain life equal to the damage dealt this way.

Vito, Thorn of the Dusk Rose: Whenever you gain life, target opponent loses that much life.

Now that we have a way to set our life loss and our life gain at will, sometimes to values more than the starting life total, we need to capitalize on those changes.

Working off of Wall of Blood or Phyrexian Processor, both Essence Harvest, and Rite of Consumption let you target a single player and hit them with its power. If Wall of Blood is a 20/22, then we’re dealing a tremendous blow to a single opponent. Certainly this doesn’t work perfectly in multiplayer, but it can be very effective as a tool of politics. Protect me, and I won’t instantly kill you. If I had the room for green mana, I would definitely be playing Jarad, Golgari Lich Lord, who can sacrifice a creature to hit each opponent. In blue, Quicken would also come in handy. Maybe in a future revision, I will see about splashing for Jarad (not Quicken,) but I imagine the dual black/green and white/green lands would be the most expensive part of that modification.

In the interim, we need a way to exploit the situation to its fullest effect. In comes Vito, Thorn of the Dusk Rose as a cheaply costed Sanguine Bond. The original iteration of this deck leveraged Sanguine Bond to convert life gain into life loss. Since this deck liberally employs life gain, it seemed like a solid option. Unfortunately, Sanguine Bond doesn’t do enough to justify its presence as a 5-drop. Vito can be played earlier than its enchantment alternative, can act as a blocker in dire circumstances, and without a particularly stable board full of creatures (which this deck does not have) isn’t that threatening. Of course, all of this assumes no one else understands how this deck operates.

Tools to stay in business

Nyx-Fleece Ram: At the beginning of your upkeep, you gain 1 life.

Font of Agonies: Whenever you pay life, put that many blood counters on Font of Agonies. 1 Colorless Mana + 1 Black Mana, Remove four blood counters from Font of Agonies: Destroy target creature.

Revitalize: You gain 3 life. Draw a card.

Mortify: Destroy target creature or enchantment.

Diabolic Tutor: Search your library for a card and put that card into your hand. Then shuffle your library.

Before I get into the tools to stay in business, I wanted to explain that the lands for this deck are all budget options to support a black and white life manipulation archetype. Ultimately the only abilities that these lands have worth mentioning is life gain on ETB. Beyond that, there isn’t anything else to really discuss.

Because there are so many cards here that contribute to the game plan of this deck, there isn’t that much room for support and utility. There is a reason why we stick to the minimum number of cards allowed in Magic: The Gathering™ and this deck isn’t going to stray from that methodology. It can be devastating not having the right answers for the right situation, but there is only so much room available. Like I mentioned at the start of this article, the sheer number of cards that could fit makes it difficult during the card selection portion of building and maintaining this deck. Without further ado, let’s go over the wide variety of choices I’ve made.

Nyx-Fleece Ram, or as I like to call him, Mini-Oloro, can be played early, can block big ground creatures, and can provide that extra little edge to outpace your opponents and deliver a 20-life combo kill. I know that this Ram doesn’t seem like a decent option, but I have had great success keeping him around and getting him out early. Admittedly, late game, he’s a dead card.

Font of Agonies has the opposite problem, because in the early game, it’s also a dead card. After a single Wall of Blood life dump, however, opponent creatures are permanently on notice. While instant speed targeted removal is better, especially if it hits other nonland permanents, Font of Agonies seems like a perfect fit with this deck.

Revitalize is a solid life gain card that replaces itself with draw, and can be played at instant speed. I find that the extra 3 life is just right to edge out opponents while counting to 20.

Mortify is solid all around removal. It can target a single creature, sure, but it also provides enchantment removal. Imagine being up against Luminarch Ascension with a deck that doesn’t hit opponents until the game is practically over. I’ve been there. Mortify is worth the three mana and it is a budget staple.

Finally, Diabolic Tutor, like most tutors, can fit into almost any deck. I will say, though, that it would be my first card to cut if I were to put in the effort to make Jarad work. On the one hand, it’s very useful to search and find the exact card that you need in any moment, but on the other hand, that’s not always that fun in casual/kitchen table.

I know that I insinuated that small life gain, like Revitalize, Nyx-Fleece Ram, or Radiant Fountain isn’t good enough for this deck. The truth is that we need at least one more life than our opponent to make this deck work in one hit, and if we can gain a little bit of life from our utility cards early on, we can be in a position later to spend 20 or more life to down anyone who threatens our portfolio. It’s important to note, however, that in this deck, any card that gains life must also have another worthwhile ability to keep it relevant.

I know that I’ve chosen a lot of support cards when I don’t have the room for it. Although decision making is an article on its own, I wanted to briefly touch on what has become a sub-theme of this article: card selection. It’s hard to say whether the budgetary considerations I’ve imposed on my deck building hinders or helps my decision making. Let’s look at Mortify and Font of Agonies. Right now, both of these cards are budget-oriented options that fit this deck fine. Despite not spending a tremendous amount of money, I still have choices that I could employ full playsets of if I had the room. Which would be a better choice? On the flip side, Vindicate, Anguished Unmaking, and Utter End would potentially eliminate my issues with choosing Mortify or Font of Agonies, but I’m just swapping one type of problem for another. Which is harder to make a selection from? The answer depends entirely on the metagame at hand. Play style, opponents, format, and budget, all contribute to these decisions. In my case, they might even pull in different directions.

Finalizing combinations

We’ve discussed each category individually, but it might help to finalize this article by enumerating all of the combinations that I’ve found while building this deck.

  • Wall of Blood + Essence Harvest (+ Vito, Thorn of the Dusk Rose)
  • Wall of Blood + Rite of Consumption (+ Vito, Thorn of the Dusk Rose)
  • Wall of Blood + Tainted Sigil + Vito, Thorn of the Dusk Rose
  • Wall of Blood + Children of Korlis + Vito, Thorn of the Dusk Rose
  • Phyrexian Processor + Essence Harvest (+ Vito, Thorn of the Dusk Rose)
  • Phyrexian Processor + Rite of Consumption (+ Vito, Thorn of the Dusk Rose)
  • Phyrexian Processor + Tainted Sigil + Vito, Thorn of the Dusk Rose
  • Phyrexian Processor + Children of Korlis + Vito, Thorn of the Dusk Rose
  • Pain’s Reward + Tainted Sigil + Vito, Thorn of the Dusk Rose
  • Pain’s Reward + Children of Korlis + Vito, Thorn of the Dusk Rose

Clearly it seems like there’s a lot going on in this deck, but I personally think it’s fairly simple once you understand synergy. Everything in this deck builds towards combining various cards in a cacophony of success. In building this deck, I’ve tried to make it so that whatever is topdecked helps achieve that success. It’s up to the player to understand how, when, and in what order to pace and cast the spells they have available to them. I hope you’ve enjoyed learning about this deck, and if you can see anything else I’ve left out, please let me know in the comments!

Deck