Not necessarily very good ones, but ideas, still.
Tag Archives: standard
Khans of Tarkir Brews, pt. 7
Last week, when I said I’m done… apparently I lied.
Card Spotlight: Cranial Archive
A seemingly weak card, but I do contend it might actually be very, very good… in the right deck.
Card Spotlight: Psychic Intrusion
I published over twenty lists for the new Standard in the last two weeks or so. One card that never made any of the lists, but was continuously in the back of my mind, is [scryfall]Psychic Intrusion[/scryfall].
Khans of Tarkir Brews – Just One More, Monowhite Midrange
I thought I would be done with six parts, but during lunch I couldn’t help, but think about this one.
Khans of Tarkir Brews, pt. 6 – A Look at the Future of Some Existing Decks
Plenty of players would like to continue to play their favorite decks from the past. Although many of the big ones will be effectively dead or completely reworked (see previous installments, especially part 5), its worthwhile to take a look at some of them and see what can be done.
Khans of Tarkir Brews, pt. 5 – Control
Control is a relative term. We’re not going full UW No Wincons in the main deck Control here. Just decks that will rarely or ever take the beatdown role in.
Khans of Tarkir Brews, pt. 4 – Now With Full Set
No general theme here, just some decks.
How Many Fetches in a Monocolored Deck?
In sources, such as Chapin’s Next Level Deckbuilding, you can find easy rules of thumb for how you should count things like mana-elves, cantrips, and ramp spells in your deck. Generally those rules are simple, such as they should be counted as a half or a quarter of a land.
Well, since fetches are going to be in Standard again, lets try this out.
Khans of Tarkir Brews, pt. 3 – Back to My Beloved Monocolored Decks
Its hard say that in a world with [scryfall]Anger of the Gods[/scryfall] and [scryfall]Drown in Sorrow[/scryfall] going aggro is the right way, but we’ll see. Its often hard to compete with the decks with bigger creatures, but if the manabases of all other decks are largely based on lands that come into play tapped or do damage to their owners, there may in fact be room for ultra fast decks.