
Meanwhile, Gods Willing is fine protection against cards that could answer Hangarback cleanly like Abzan Charm, Anger of the Gods, or Chained to the Rocks. As a colorless threat, it blocks in the mirror despite Gods Willing, and it lives through an Ugin downtick. While Hangarback is a slow threat, it grows naturally (without committing resources), is hard to attack into, and protects you from edict effects and sweepers. Bant Heroic is already running 4 Dromoka’s Command, and the Ordeals love creatures that start with +1/+1 counters. My first idea was to put it in Bant Heroic. Jeff Hoogland (and then Jim Davis) combined it with Thopter Spy Network. Ryan Hipp did well with an RW aggro deck running Dictate of Heliod as a way to buff the Thopters. Cards that interact with +1/+1 counters are a fine start, and Dromoka’s Command can net you an extra Thopter while cracking your Hangarback. It’s a Doomed Traveler and Lingering Souls hybrid that scales into the late game, and if that doesn’t excite you then you must be dead on the inside.Īs far as finding the best shell, there are a bunch of exciting ways to go with it. It’s a threat, it’s value, and it has a lot of crazy good synergies. What Would I Play?įor starters, I would want to play 4 Hangarback Walkers. If the Ramp deck wins the die roll then the edict is too slow, and Ramp should win.Ĭonstellation decks got a great tool in the form of Herald of the Pantheon, but Dromoka’s Command is still a beating, and it’s hard to race RG Ramp in the early midgame. If the Rally deck can win the die roll and edict away a mana dork on the play, it’s likely to slow the Ramp deck down enough to force through a win. The Rally deck that just won the Open is similar to RG in that it beats up on Abzan (and does so a bit harder) but also loses to control (again a bit harder) as well. Mono-Red improved a lot from Origins, and can be built to favor Goblins or burn, but it still loses to the same cards it always has. This is bad reasoning, since Rally won’t be enough of the metagame to be a significant factor in deck selection, but I still don’t like Heroic since it tends to do worse against top level opponents. It’s weak to edicts, which prey on the low threat density while also ignoring Gods Willing and other protection spells, and the presence of the new Rally deck with its six edict effects might be enough to scare the Heroic players away. Heroic supposedly beats up on ramp, but I don’t think that matchup is good enough to be worth it in and of itself. Overall, it should be one of the most represented decks on Day One, though those numbers should dip as it gets trimmed down by RG Ramp going into Day Two. This is the best Den Protector deck, recurring the most powerful cards. I wouldn’t want to play four, but 1-2 doesn’t seem bad.Ībzan Aggro got hit the hardest by the printing of Languish, and Fleecemane Lion lost the luster from its golden locks.Ībzan Control is still playable because it’s so consistent, but Siege Rhino isn’t as exciting as it used to be. A lot of people figured out that Clash of Wills opened up that possibility for other builds of blue control decks, but not many have talked about adding Clash of Wills to Esper Dragons as a way to get the turn two counter more often. One of Esper Dragons’ better openings involves a turn two Silumgar’s Scorn. Ashiok into Languish is a powerful opening, and UB/x has the tools to pick apart the ramp deck starting from turn one. RG is probably the best reason to play some variant of control. I imagine it’ll take up some 25ish% of the Day Two metagame, and people looking to take down the whole thing should play a deck with a good matchup against it. The main difference I expect is the popularity/success of RG Ramp, which is the deck to beat. The SCG Opens can influence the PT meta, but they never define it.
Thopter spy network clues pro#
While I’ve been taking a break from grinding and content creation these past few weeks, I have been helping some friends test Standard for the Pro Tour, and I have a few notes.
