Well, weekends turn out to be quite the busy time.
Anyway, let's jump back in with a cautionary tale: How the Orzhov stole Christmas.
Or rather, how my favourite Standard-Legal deck functions. Without further adieu; I give you - Your debt will be paid in Blood - a deck built off of my tapping into the previously unexplored function of mass extort triggers. Quick to finish out in single or multiplayer games, it's the reason why my playgroup shudder when they see my prize deck leave my box.
It hasn't always looked the way it does now, it used to be slow and cheap. It didn't have Debt to the Deathless and it sure as hell didnt have Gray Merchant of Asphodel - this was originally spawned out of a gatecrash fatpack and a bargain pickup of an Obzedat, Ghost Council at my LGS. The previous iteration featured stalling with high toughness creatures with extort until you either drained them VERY slowly, or Obzedat hit the board and they scooped.
This current iteration, however, is not so subtle.
That is to say, in single player it's not so subtle. In multiplayer its possible to lie low by crapping out extort triggers, but not extorting so as not to draw attention. Then, a few crypt ghasts down the line, extort a Gray Merchant for 5 triggers and watch as the ETB effect of the Merchant swings you past 100 life. Or, more recently, just debt to the deathless for X = 10. Thats ended many a game there (Not actually as unachievable as it sounds with 1 or more Crypt Ghast in play).
Single player is a whole different kettle of fish. The player aggressively rips at the opponents life total for 1 or 2 life a time, all the while gaining from the experience. Nothing is more demoralising than a creature being killed by a doom blade, then also losing 5 life. Either the opponent runs out of life quickly, or I stall out long enough to drop a bomb: Be it a Gray Merchant or the Ghost Council, if left untouched either end the game either on the spot or after a few turns. The oppressive Demon-without-a-downside dropped early can also force board control off your opponent, or their game might end quicker than planned.
My sideboard has yet to be tried and tested, but in philosophy:
- Blind Obedience. Because nuts to you, haste. Also a 1 or 2 of in control matchups with plenty of board clear but not much in the form of enchantment hate.
- Dark Betrayal. A mirror with my Doom Blade count against the Mono-black/heavy black Orzhov builds
that have been seen recently. Absolutely nuts in those matchups.
- Deathpact Angel. This ones a bit iffy, but the angel has been seen to be solid in a control matchup too, often requiring two (or more) separate removal spells to clear for good. Also evades most ground threats.
- Glare of Heresy. This ones the same as Dark Betrayal but targetted towards white weenie builds, particularly the ones coming up in BNG. Protects against gods too, should I need to deal with Heliod (lol) or Ephara.
- Hero's Downfall. For when all of my removal isn't enough. Acts as a mono-black Dreadbore to deal with any pesky planeswalkers.
- Pithing Needle. Always-include sideboard card since its inception, shuts down all planeswalkers and Aetherling.
- Ratchet Bomb. Mostly used for token clearing, particularly from white weenie and Master of Waves. That nightmare of a card.
- Thoughtseize. Honestly a proper contender for the mainboard too, great for early disruption of combo decks.
That, my friends, is a look into the Orzhov Syndicate through one of my prize decks. Join me next time!
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