4 Birds of Paradise
4 Sakura Tribe Elder
4 Loxodon Hierarch
2 Grave-Shell Scarab
2 Kokusho, the Evening Star
3 Dimir House Guard
2 Ghost Council of the Orhzov
4 Wrath of God
4 Mortify
4 Putrefy
3 Phyrexian Arena
1 Cranial Extraction
1 Faith's Fetters
4 Overgrown Tomb
4 Temple Garden
4 Godless Shrine
2 Vitu Ghaza, the City Tree
1 Miren, the Moaning Well
3 Forest
2 Swamp
2 Plains
Sideboard:
2 Cranial Extraction
2 Hideous Laughter
3 Sacred Ground
4 Naturalize
1 Splinter
1 Eradicate
1 Faith’s Fetters
1 Persecute |
  Angry
Dieties, Inc.
Description of deck by its author (quoted):
Guildpact has been out for a while now and
decks are starting to tweak themselves out in Standard. R/G Beats is the
"new kid on the block" alongside Orhzov Control and a few leaky Izzet
decks. Zoo has gotten lots of new critters to unleash from their cages
on unsuspecting opponents. With the influx of aggro decks, I'd like to
talk about an archetype that is somewhat of a sleeper but I believe will
become more potent in the new standard. That deck is BGW Control.
Aggro is hot right now. Whether it's Zoo or straight R/G, Rumbling Slums
and Burning-Tree Shamans will be joining Kird Apes in multiple face
smashing events across the country. Now, these cards are all well and
good, but like all aggro decks they have a weakness. That weakness comes
in the form of one of the best cards of all time: Wrath of God. Wrath
and its cousins like Final Judgement, Kagemaro First to Suffer, and the
situational Wildfire have been smashing weenie hoards into the dust for
a long time.
However, with the Gruul creatures being so large for their mana costs
(5/5 with no drawback turn three!) cards like the Mutilate on legs are
potentially worse. Most of these creatures are quite out of Pyroclasm
range and with a little help (*cough*Jitte!*cough*) they can easily
survive Wildfire. Wrath has not this problem. Wrath says: "God is angry,
you are all heathen little centaurs and monkeys and animated-ghettos so
I shall smite thee." And there is much Smiting. But then the heathen
dopplegangers that were hiding in your opponent’s hand come out to play
with that damned Legendary fork that doesn't breath and therefore does
not fall to smiting. So God needs a little help. Luckily, aide comes
neatly in the form of the three mana duo of Mortify and Putrefy. And we
might as well invite Loxodon Hierarch and Graveshell Scarab to the party
as well.
Looks a bit odd, doesn't it? Well, the key to the deck is the Dimir
Houseguard. Mr. Skullhead is transmutastic. He fetches Wrath,
Extraction, Fetters, Council, or Hierarch. After boarding, he gets
you're toolbox answers with Eradicate, Splinter, Persecute, and Hideous
Laughter. This deck is a lean mean, aggro killing machine. The control
match up can be difficult, but there are outs built into the board.
Basically you want transmute for what you want on turn three (or two)
and play it on the following turn. The spot removal tag team of Mortify
and Putrefy kill just about everything of consequence.
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