Online Tech's deck-o-pedia, post-Time Spiral

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This thread is designed as an easy, quick-reference guide to decks from all online formats that are covered in my Online Tech column. The entries simply provide a brief overview of the deck, a sample decklist, and sometimes some extra information. These are not intended to be full, in-depth primers. They are merely used so that I can link to them in my column. The goal is to make every deck that I cover in my column into a hyperlink to the corresponding post in this thread. Doing this allows readers to view a short description of an unfamiliar deck when they read my column. Plus, anyone else can read this thread to learn more about the popular decks.

In this thread you will find popular recent Standard decks and old unpopular decks. The second part is either an old archetype that has fallen out of grace (so no one plays it anymore since the introduction of Future Sight), or I just haven't gotten an updated list yet (probably because no one plays it).

The old Online Tech's deck-o-pedia holds archives of pre-Time Spiral decks. Any questions, suggestions, or comments, please PM me.


Aeons of Flourishing
Billy B/R
B/R/u Control
G/B/W Goyf Discard
G/R(u/b) Big Mana
G/W Tarmagoyf Aggro
G/W/r Tarmagoyf Aggro
G/W/u Tarmagoyf Aggro no Blink
Mono Black Discard Fat
Mono Blue Pickles
Mono Green Aggro
Mono Red Dragonstorm
Pedro Reanimator
Red Deck Wins
Sliver Pair
Tabernacle Bust
U/B/w Korlash
U/B/w Teachings
U/b Pickles
U/G Shifter
U/G Tarmagoyf Aggro
UGw Blink Goyf
U/R/G Goyf madness
U/W Pickles
Virulent Sliver Beats
White Weenie
W/R/U Control
5C Turbo Relic Control
*OLD*R/g Aggro
*OLD*G/R Scryb&Force

Black Rack Discard
Black/White The Rack discard
Black/Green Discard The Rack
Blink Riders
B/R/W Arena Control
B/R/U Korlash Control
B/W Control
Dralnu du Louvre
Glittering Wish Control
Mono Black Korlash mid-range
Mono Blue Pickles
Mono Green Aggro
Orzhov Discard Aggro
Project X
Red Deck Wins
R/G Aggro
Satanic Sligh
Snake Blink
Solar Flare
Touch-BlinkU/G Aggro
U/G PickleTron
U/G Scryb&Force
U/R Perilous Storm

Bad Moon Beats
Battle of Wits
Beach House update
BGR Aggro
Boros Deck Wins
Dralnu with Pickles combo
G/B(/U) Dredge
Goblin Storm
RB Ignite the Warrens
R/W Sliver Deck Wins
Mono Red Ignite the Warrens
Panda Connection
R/B Gargadon
Searing Martyr
Snow White
Soggy Pickles
Solar Pox
This Girl
U/B Snow control
U/G/W Control
U/G/W PickleBeats
U/R Snow
U/R/B Tron
U/R/G Tron
U/R/W Firemane Control
U/R/W Resurrection
U/W CounterMesa
U/W Locket Control
U/W Snow control
U/W Tron
White Weenie

8-Post Wildfire (ok)
Affinity (ok)
Aggro Flow Rock (ok)
Aggro Loam (ok)
Balanced Ideal (ok)
Balancing Tings (ok)
Beat Stick (ok)
Blue-Black Psychatog
Blue-White TrinketPost
Blue-White Tron (ok)
Boros Deck Wins (ok)
B/W Aggro
Deathcloud Aggro
Dead Cloud Rock (ok)
Dirty Kitty
Domain Zoo (ok)
Flow Deck Wins
Flow Rock
GiftsTron (ok)
Goblin Storm (ok)
G/W Hate
GWb Slide
G/W/U TrinketHate (ok)
Heartbeat combo
Mono Green Aggro
MUC Tron
Omelette aux Lotus
Pet Cemetary (ok)
Red-Green Beats
Scepter-Chant (ok)
StuffyConscience (ok)
TEPS (ok)
Tooth and Nail
Trinket Angel
CounterTopTog (ok)
U/G Opposition
U/W TrinketTron

Decklist :

Glare of Subdual might not be quite Opposition, but with Selesnya Guildmage and Vitu-Ghazi, the City-Tree, it comes close enough for most creature decks.

GhaziGlare is not the fastest beatdown deck, but given mana, Glare can produce an offense capable of winning in two to three turns once its game is set. The usual duo of Scryb Ranger and Spectral Force is also present. It is not the best control deck, but the key tools can buy the time necessarily to keep the opponent out of his trump zone.

Decklist (note: this is an "old" pre-Planar Chaos decklist):

This deck is all about synergy. It has most of the tools of older brother Solar Flare, but runs an internally powerful early game that almost can't be matched by any other deck in the format. Smallpox, for the low-low cost of BB, basically destroys an opponent's land, caused him to discard, and showed his man an Edict, while at the same time turning on your draw engine? Because of Flagstones of Trokair, you break the symmetry of sacrificing a land, and with Haakon, Stromgald Scourge and creatures that would rather be reanimated than hard cast, you break the symmetry of the discard. Smallpox is anything but traditionally symmetrical.

You win the late game on the card advantage engine is based on Haakon, Stromgald Scourge. Essentially the goal is to use Haakon to rebuy Court Hussars, foregoing the white kick if you want to enable you to replay Court Hussars as often as you want.

[deck=Boistard Nicolas, French Nats]
2* Godless Shrine
4* Hallowed Fountain
3* Orzhov Basilica
2* Watery Grave
5* Swamp
1* Island
1* Plains
2* River of Tears
1* Urza's Factory
1* Adarkar Wastes
1* Underground River
4* Court Hussar
3* Skeletal Vampire
2* Angel of Despair
4* Aeon Chronicler
3* Faith's Fetters
4* Damnation
4* Compulsive Research
2* Persecute
3* Orzhov Signet
2* Dimir Signet
1* Phyrexian Totem
1* Coalition Relic
4* Castigate
1* Plains
2* Last Gasp
3* Circle of Protection: Red
2* Take Possession
2* Pull from Eternity
1* Return to Dust
3* Extirpate
1* Persecute[/deck]
Solar Flare first became popular on Magic Online, until Paul Cheon won US Nationals with it (July 2006). On first sight, you might want to classify this deck as an average blue control deck, but it’s not. It doesn’t even play any countermagic besides the Remands! Solar Flare is more of a “hybrid good stuff” deck that just brings the highest card quality to the table. It takes the concept of card advantage to a new level, since almost every single card in the deck provides card advantage of some kind, from Wrath of God to Persecute. The game plan of Solar Flare is to keep opposing threats off the board and then drop a big win condition as quickly as possible. It can accelerate into a turn 4-5 Angel of Despair via Signets or by using the degenerate Compulsive Research plus Body Double draw. The sideboard has cards that allow you to tune the flavor of the deck to your liking: you have some anti-creature cards against aggro decks and some discard/uncounterable spells that can come in to tweak the numbers against opposing control strategies or combo decks, just as the situation calls for.

Solar Flare is pretty good against Dragonstorm (because of Persecute) and against slow mid-range decks, because of the card advantage and awesome late game Angel of Despairs. It is fairly weak against very fast beatdown decks like Zoo and Gruul; Solar Flare is too slow to handle that.

Decklist:The idea behind this deck is to play Dragonstorm with a storm count of four and search 4 Bogardan Hellkite out of your deck, dealing 20 damage to your opponent right away. In case you have drawn a Bogardan Hellkite, you can still search Hunted Dragons or Tarox Bladewing out of your deck as a backup. Since the deck is focused around generating a high storm count for a 9 mana spell, it has to play some mana producers. Rite of Flame, Seething Song, and Lotus Bloom are cornerpieces in this strategy.

To ensure a consistent combo, the deck holds Telling Time, Sleight of Hand, and Remand, which allow you to dig for Dragonstorm or Seething Song, whatever you need to pull of the huge stormy turn. Telling Time and Sleight of Hand are particularly good in this deck, because they allow you to put any dragons you see on the bottom of your deck instead of in your hand; right where you want them to be. The game plan against control decks with countermagic is Gigadrowse. Usually, you first sit there charging up your Dreadship Reef for a couple turns. When the time is right, you unload it and tap down all your opponent’s lands at the end of his turn with Gigadrowse; then you go off on your own turn. There are a couple good answers to the Dragonstorm strategy, such as Trickbind, Persecute, or Shadow of Doubt.

The sideboard of the above deck can be adjusted to your own personal preferences; options include Word of Seizing (vs Teferi), Tormod's Crypt (vs Dredge), or Riptide Pilferer (vs the mirror).

Decklist:The essense of a Boros deck is approximately 1/3rd creatures, 1/3rd lands, and 1/3rd burn spells, give or take a few. People will always turn up with red decks and try and burn you out. The deck is highly aggressive and consistent, starting with a 2-power creature on turn one, then another 2-power creature on turn two, and more more guys on turn three. Then the Boros player tries to keep the initiative and attacks his opponent down to a low life total with the white creatures, clearing the path with burn spells. After the opponent is down to ten life or less this deck will just throw some burn spells in the face to end it once and for all. It is also the simplest deck; even if you play badly, you can still win with a good draw. Slow decks that take time to take control will usually die to all the highly efficient burn spells. The strength of this deck is its consistency and straight forward game plan: quick creatures and burn. The weakness of this deck is that life gain is hard to beat. It won’t beat a deck with Faith’s Fetters and/or Lightning Helix.

The unique elements of the above version version are the new Planar Chaos creatures Calciderm and Stonecloaker. They are high-end, but give the deck some late game staying power. Stonecloaker saves one of your guys in response to a removal spell, and at the same time may remove a Mystical Teachings from the game. Calciderm is just as good as Blastoderm has always been; 5/5 untargetable for 4 mana poses a lot of problems for many decks.


The goal is to assemble the Urzatron: one Urza’s Tower, one Urza’s Mine and one Urza’s Power Plant. Compulsive Research, Remand, Repeal, and Electrolyze draw cards so that you get closer to all the Tron pieces. Once the Tron is in place, you can use all that colorless mana by playing Bogardan Hellkite or a huge Demonfire. An interesting part of this new version is maindeck Sulfur Elemental. Apart from killing Savannah Lions, it's also decent against control decks as an uncounterable threat due to the split second.

Decklist (note: this is an "old" pre-Planar Chaos decklist):

Blue-white control decks have been around for a long time, and this is no different. You have countermagic and card drawing in blue, and Wrath of God and Condemn in white to deal with creatures that managed to slip under the countermagic. The main kill condition of the deck is Sacred Mesa. Reinstorm (Dan Rein, who played the above list), would like to give credit to lunar4lyfe (Chen Li) for his help.


This deck is a straightforward red-green aggro build. Turn 1 Kird Ape, turn 2 Tarmogoyf, smash, smash, smash, and finish with Char, Seal of Fire, etc. That's all there is to it. This version is fairly consistent at executing its game plan. If I was an aggro player at heart, Gruul would be my deck of choice.

The core of this deck is creature control in Wrath of God and Phyrexian Arena. It offsets Arena's life loss with Faith's Fetters. The deck also includes some discard against combo decks and tries to win the long game with Angel of Despair or Urza's Factory.

Decklist:Zoo is basically the simplest deck in the format. It has the most efficient creatures - 2/1 and 2/3 for one mana, 3/3 for two mana - simply the most impressible drops. Furthermore, it has highly efficient burn spells including Char and Lightning Helix. The goal is to take early game initiative and then bury the opponent in an overabundance of burn spells to the head. You can't argue with the deck's all-out efficiency and it can definitely get some unbeatable turn 4 kill draws. The objections to the deck are largely based on its sometimes unreliable 3-color mana base, but the Ravnica duals solve a lot of these issues.

Decklist (note: this is an "old" pre-Planar Chaos decklist):

The game plan is to use recurring Martyr of Sands to stay at a high life total. The forecast ability of Proclamation of Rebirth allows the deck to reuse the same Martyr of Sands over and over again and get up to an unbeatably high life total. The deck is very good against most aggro decks. Those decks already have problem overcoming a full suite of Wrath of God and Condemn. But tagging on a recurring Martyr of Sands for 18 life is just unfair. The deck eventually wins by decking the opponent. Between various Jester's artifacts and Howling Mine, your opponent goes through his deck faster than you. By staying mono-white, you can play an all-snow mana base, which allows you to take advantage of Scrying Sheets. The bad matchups of the deck are decks with Persecute, such as Solar Flare. Countermagic is not even that problematic, since it can’t stop Proclamation of Rebirth’s forecast, but a Persecute on white is quite mean.


Ah, good old Magnivore. As long as you can still get the god draw of turn 2 Boomerang, turn 3 Stone Rain, people will keep on playing you. There haven’t been many changes to the Vore deck that was reasonable popular in the last Standard season. The plan is still to use sorcery land destruction and Wildfire to keep the opponent low on lands, thereby keeping him from casting any spells. Eventually a Magnivore the size of a Polar Kraken – the deck plays that many sorceries - comes down to end it all.

Avalanche Riders and Ancestral Visions are also relatively new features. If this deck wins the die roll and gets a turn 3 land destruction card, it should win most of the time. But even if that perfect draw doesn’t show up, Magnivore can play a good game and the high amount of card drawing will make sure the land destruction will keep on flowing. Vore has a good matchup against basically any control decks with fragile mana bases and expensive win conditions. It fares less well when paired against a turn 1 Kird Ape or Savannah Lions, but it can still put up a good fight, especially after sideboard when the anti-aggro suite (Repeal, Sulfur Elemental, ...) comes in.

Decklist:This aggressive tempo-oriented blue-green deck abuses the synergy between Scryb Ranger and Spectral Force, which offers the possibility of attacking with an 8/8 trampler every turn. Apart from that, the deck hopes to get the turn 1 Llanowar Elf/Birds of Paradise, turn 2 Call of the Herd/Yavimaya Dryad opening, and maintain that pressure with cards like Remand and Pact of Negation.

There are many other versions of this deck, mostly more aggressive ones. There are a lot of good blue/green cards, so the possibilities are endless.


The core of this deck is creature control in Wrath of God/Mortify. It has card advantage in Dark Confidant and offsets its life loss with Loxodon Hierarch. Most people would never dare to run a deck with 6-drops and Dark Confidant in the same 60 cards (and run Phyrexian Arena instead for card draw), but this is a typical example of crazy Japanese deck design. It seems to work in this deck; the 2/1 creature is important; with Call of the Herd and Phyrexian Totem this deck can pose more of an aggro stance, beating control decks before they take over in the long game.

Lately new versions have been cropping up online that splash red for Demonfire and Detritivore.

Decklist (note: this is an "old" pre-Planar Chaos decklist):

This is a “draw-go” style deck. The plan is to just play a land every turn and pass. You almost never play a spell in your own turn in order to keep mana open during your opponent’s turn. If your opponent plays something threatening, you use your open mana to counter it. The deck includes 14 counterspells, so you should usually hold one. If you happen to have mana open at the end of your opponent’s turn, you activate Scrying Sheets, hoping to look at a snow land, or play/flashback Think Twice. Eventually you have countered everything your opponent has played, and overwhelm him with card advantage. Well, that’s the plan at least. In case a creature has slipped under your countermagic, you can either Repeal it, or use the red splash; Skred will gladly clean up the table. Your lands were all snow for Scrying Sheets already, so Skred fits right in.

Some versions use Phyrexian Ironfoot and/or Rimefeather Owl as their snowy win conditions, but other decks play one that combines well with Skred: Stuffy Doll! Playing double Skred on your own Stuffy Doll when you have ten lands out is an even easier win. Why pay eleven mana for a Demonfire when Skred does the same for only one red? Stuffy Doll is nice as it functions as a big wall that doesn’t encourage attacks, plus it lives through Wrath of God.

Decklist (note: this is an "old" pre-Planar Chaos decklist):

The underrated mastermind Brian Kowal built this deck. It is tuned to demolish Zoo and Rakdos, trump control with Demonfire and Firemane Angel in the long game, and beat Solar Pox at its own game with Flagstones of Trokair and Firemane Angel (who likes going to the graveyard directly from hand). This deck is very confusing to characterize, since it appears to lean on multiple game plans. On the one hand, it is offensive, on the other hand it is controllish. You may be scratching your head at some of the cards… Wrath of God and Serra Avenger? Nevertheless, for some reason it still works.

Remember a year ago when the opponent had three guys and you tapped six for your Dragon to trump them? It's like that now, but instead you tap four to blow up all their guys with Wrath of God and have two left to play your 3/3 "Dragon".


This deck is based around the key Time Spiral draft common Momentary Blink. The Blink decks run a lot of 187 creatures like Loxodon Hierarch and Yavimaya Dryad that have beneficial effects when they come into play. In the early game, he can be flipping over all kinds of fuel with Coiling Oracle to dominate attrition. The really sexy Blink combo is with Mystic Snake… Who said we don't have hard counters for two mana any more?

Decklist (note: this is an "old" pre-Planar Chaos decklist):This deck is fairly straightforward; play black creatures, then Bad Moon, and attack. Perhaps a removal or discard spell in between.

The above version may be outdated. A recent version by dadadad I have seen lately includes Last Gasp, Phyrexian Arena, The Rack, Soul Collector, Dauthi Slayer, Stupor, Soul Spike, Chilling Shade, Stromgald Crusader, Smallpox, Desert, and Snow-covered Swamps.


The strength of the deck is that it can deal a lot of damage in a short period of time. It is very consistent, streamlined, and focused. The deck has many unblockable men (Silhana Ledgewalker, and Scryb Ranger), so these men plus enchantments add power makes life hard for the unlucky opponent. That allows you to race past most slow creature decks. The main weakness of the deck is that it rolls over to Wrath of God and spot removal, mainly because of the card disadvantage the creature enchantments and pump spells impose when your creature is destroyed.

Planar Chaos has offered some new cards. Groundbreaker can deal the last points of damage handily.


This deck is powerful and versatile. Any deck with the ‘Tron is probably not optimally consistent in the abstract but makes up for that fact by being able to muscle the opponent into the ground with a massive mana advantage once out of the early game. As with the ‘Tron decks we've seen in the past, the Japanese TriscuitTron stalls early with Signets into Remand then moves in for the power cards late game.

Once the ‘tron is online, TriscuitTron can lock the game completely out with Spell Burst. It has early plays with Spell Snare and can snap the table in two with Wrath of God. Because the deck plays many singletons, you never know what to expect. How about flashbacking Mystical Teachings off Dimir Signet into the one maindeck Commandeer? Crazy stuff.

The endgame for TriscuitTron used to be Triskelavus, which did a great job of controlling the board. But the latest update by Katsuhiro Mori includes the Brine Elemental / Vesuvan Shapeshifter lock instead, which are conveniently fetched via the singleton Mystical Teachings once Teferi is in play.

A good article on the deck can be found here.

Decklist (note: this is an "old" pre-Planar Chaos decklist):

This is a “draw-go” style deck. The plan is to just play a land every turn and pass. You almost never play a spell in your own turn in order to keep mana open during your opponent's turn. If your opponent plays something threatening, you use your open mana to counter it. The deck includes 18 (!) counterspells, so you should usually hold one. If you happen to have mana open at the end of your opponent's turn, you cab activate Scrying Sheets, hoping to look at a snow land or Phyrexian Ironfoot. Eventually you have countered everything your opponent has played, and overwhelm him with card advantage. Well, that's the plan at least. In case a creature has slipped under your countermagic, you can either Repeal/Boomerang it, or use the black splash; Darkblast, or Slay/Last Gasp from the sideboard will gladly clean up the table. The sideboard also holds Dark Confidant for contral matchups; another reason to splash black. The main way the deck kills is by Teferi, Mage of Zhalfir beatdown.

Decklist (note: this is an "old" pre-Planar Chaos decklist):[sblock][deck=By


This deck is a rogue variation on the storm theme. The plan is to create a high storm count with Lotus Bloom, Rite of Flame, and Seething Song, and then finish with a storm card. Making 12 goblins or doing 6 Ignite Memories copies should do the trick as well, and Dragonstorm could come in from the board. Find more information about this particular deck here.

Other versions of this deck stay mono red and include Greater Gargadon, Goblin King, and Mogg War Marshal for nice synergies.

Decklist (note: this is an "old" pre-Planar Chaos decklist):

The aim of this deck is to deprive your opponent off of untap steps. How do you accomplish that? You first have to get a face-up Brine Elemental and a face-down Vesuvan Shapeshifter in play. You turn Vesuvan Shapeshifter face-up and copy the Brine Elemental that is in play. This triggers the “each opponent skips his or her next untap step” effect, shutting down your opponent for a turn. In your upkeep, you opt to put Vesuvan Shapeshiter/Brine Elemental face-down, then you pay its morph cost to flip it over again and copy Brine Elemental. This triggers the untap step deprivation effect once more, and then you can keep on going. The end result: a one-sided Stasis.

In case you don’t have Brine Elemental yet, Vesuvan Shapeshiter plus Fathom Seer is a nice combo that can keep you occupied as well. Gigadrowse is like a Vindicate with replicate once you have the lockdown going. Mometary Blink is in the deck to speed up the combo a bit. The lockdown combo needs a face-up Brine Elemental on the board to work, and flipping it face up for 1W is easier than paying the steep 5UU unmorph cost.

Gavin Verhey (Rabon) made it to the top 8 of two Premier Events last week with this deck, and he said the following:

“I am 16 years old and live in Washington state. The Brine Elemental deck was first created by the one and only Brian-David Marshall. He made it on a whim, kind of as something to throw around, and he and Mike Flores just started winning every match with it. He talked about it on his podcasts at, and being intrigued, I sent him a e-mail asking for the decklist. He sent it back and I started working on it. After trying it out in real life with proxies and finding it to be fantastic, I built it on Magic Online, making a few changes to the original list, the largest probably being Court Hussar over Compulsive Research, and I won two 8 man Standard queues straight. I refined the deck and played it in these Premier Events to outstanding results, as well as winning several more 8 man queues.
While many people like to call it names like "The Morph Deck" or "The best draft deck ever", the deck is actually named Pickles. That was the original deck name that Brian gave it because of the connotation between Brine and Pickles. However, the deck is mana hungry, so I added Azorius Signets. That’s why the decks new name is Soggy Pickles. Many people call Signets "siggys"; and I changed the “i” to an “o”.
The decks matchups are great all around. Through testing I found Izzetron to be a big problem for the deck, so I added the sideboard package of Teferi, Mage of Zhalfir with Cancel and the fourth Gigadrowse. Some people may scoff at Temporary Isolation, but Brian told me that it was better than Condemn. I am certainly inclined to agree after playing with it. Not only does it work on defense, but it takes creatures down out of combat, and also works on offense. Also, when Dragonstorm goes off, you can Temporary Isolation one of their dragons in response to its trigger and prevent the damage while nullifying the dragon.”

Decklist (note: this is an "old" pre-Planar Chaos decklist):

This deck splices the “Snow White” Proclamation of Rebirth engine onto his ‘Tron engine. MartyrTron is a strong hybrid, and it essentially graduates the already viable Martyr of Sands / Proclamation of Rebirth decks to great. We already know how the ‘Tron side works, and Weathered Wayferer helps to assemble it. Once you have a massive mana engine, it isn't hard to do something absurd with it. You could go for Spell Burst or Muse Vessel insanity, but the deck is actually built around Martyr of Sands. This 1/1 is a real problem for beatdown decks, Dragonstorm, and many threat-poor control decks. With seven mana, Proclamation of Rebirth allows Nassif to forecast up the Martyr and sacrifice it once per turn. Once you are gaining 12+ life per loop, the opponent has to commit a lot of resources to do any damage at all. Then you spring the Wrath of God to start again.

Weathered Wayfarer, Proclamation of Rebirth, and Martyr of Sands are all inexorable sources of utility, and in some cases, card advantage. Blue decks can't really stop the the Proclamation forecast with permission… but they don't win the game. That's where Chronosavant comes in. This card is a fine beater, with an unique element: in the late game, you can activate it multiple times without passing priority to skip multiple turns so that the opponent decks himself! When you are at 400 life, that's a nice way to win.

The Martyr of Sands / Proclamation of Rebirth engine is weak against Izzetron (which puts out lots of damage, then locks you with Spell Burst), but it works wonders against Scryb&Force and GhaziGlare.


This deck comes in many flavors nowadays, but the main distinction is Boom//Bust or not. This is a pet deck of mine. I wrote about my World Championships version here, and I wrote about an updated version with Planar Chaos here.

This deck can take many roles, depending on the matchup. You can go for the card advantage route with Compulsive Research, Wrath of God, and Court Hussar. You can also go for the aggro route, with Lightning Angel and then a devastating Bust to seal the game. Aggro decks such as Boros Deck Wins or Zoo are good matchups if you take the control role and preserve your life total as well as you can. You stall their development with Remand or a Lightning Helix very well.
The deck is solid, it plays some of the best cards in the format, it is pretty consistent due to the blue card draw, Lightning Angel is pure gold, it can easily mulligan down to 4-5 cards and still win because of all the card advantage, and it’s definitely recommended.

This deck was introduced by Guilliame Wafo-Tapa, who posted a 5-1 record with it in the Standard portion of the World Championships.

The deck is a typical “draw-go” style deck, which almost never plays a spell at sorcery speed. The deck is full of countermagic, so if your opponent plays something threatening, you should be able to stop it. If you happen to have mana open at the end of your opponent's turn, you can cast Mystical Teachings or Think Twice. Mystical Teachings can even fetch another Mystical Teachings, which ensures you never run out of gas. Eventually you play Teferi, Mage of Zhalfir, flashback Mystical Teachings to get Skeletal Vampire (which has flash thanks to Teferi and can therefore be fetched) and go in for the kill. In case a creature has slipped under your countermagic, you have Damnations at the ready. The sideboard holds Bottle Gnomes against aggro decks, amongst other cards.


The deck revolves around the Saffi/Crypt Champion combo which "does nothing by itself". The way the 'do-nothing' engine works is that you play an unenhanced (meaning you cast it without playing red) Crypt Champion with Saffi in play. With his come-into-play triggers on the stack, you sacrifice Saffi targeting the in-play Champion. When the Champion gets to return a creature to play, you choose the freshly binned Saffi and continue this process ad infinitum when the Crypt Champion returns thanks to Saffi's ability.

If you want the engine to actually go somewhere and not just rev noisily in the street, you need to shift it into gear with something like Essence Warden to gain infinite life, or Teysa, Orzhov Scion to make infinite tokens. Teysa is not just there as a combo piece though, it also serves as a silver bullet for the Chord of Calling. Glittering Wish is a new element that makes the deck more consistent.

The deck originally came from an idea by Vincent Lemoine and Geofrrey Siron. The deck has a puncher's chance at beating Gruul/Zoo. The Hierarchs, Wall of Roots, and Essence Warden all give the deck time to set up its combo. The deck is not often played online because it takes too many clicks to do the infinite combo.


This deck is all 187 and haste creatures and Momentary Blink, originally made by Shaheen Soorani. You can win on tempo with Stone Rain and Avalanche Riders, or on relentless card advantage. The best cards in this deck are Lightning Angel and – believe it or not – Riftwing Cloudskate. There are all kinds of cute tricks you can play to cheat in this deck. Echo might be on the stack and you conveniently Blink Avalanche Riders. You credit card the echo for a turn, still have a man who can attack, and nuke a second land (even though ... sigh ... the above version only runs Riders in the 'board)
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