3 Kokusho, the Evening Star
4 Solemn Simulacrum
3 Sensei's Divining Top
4 Guardian Idol
4 Distress
3 Death Cloud
4 Barter in Blood
3 Phyrexian Arena
2 Persecute
3 Consume Spirit
3 Chrome Mox
20 Swamp
4 Blinkmoth Nexus
3 Boseiju, Who Shelters All
3 Cranial Extraction
4 Relic Barrier
2 Echoing Decay
3 Horobi, Death's Wail |
Sandler's
MBC.
Description quoted from
www.magicthegathering.com by Mike Flores:
Chrome Mox is an almost
universal inclusion that works very well with Death Cloud specifically.
Though at first blush, we think of Chrome Mox as being ""card
disadvantage"", that is, a spell that costs us an extra card for the
same general effect as a basic Swamp, its interactions with Death Cloud
itself are very attractive. The extra card from hand doesn't matter that
much, because a lot of the time, players play Death Cloud for many more
cards than they are actually holding; it doesn't matter if you have
three cards or four, for example, if you plan to Death Cloud for five
""X"". But as much as Chrome Mox acts like a land, it doesn't actually
count as one. Artifact cards like Chrome Mox will continue to produce
mana long after Death Cloud has crippled the opponent's land base.
More interesting than Chrome Mox is Josh's more unique
inclusion -- Guardian Idol. As I said before, Chrome Mox is a prettty
basic inclusion. I had it in my sample Rats deck, and Sol Malka mentioned
playing it in his B/G Death Cloud build (you can review either listing in
last week's edition of Swimming with Sharks). Guardian Idol does nearly
everything Chrome Mox does in a deck like this... but does many other
things even better. Like Chrome Mox, Guardian Idol continues to function
after a Death Cloud; it is no more affected by that powerful sorcery than
the previous mana accelerator. Yet Guardian Idol yields no automatic
disadvantage... If Guardian Idol were to be hit with an Oxidize, the
opponent does not automatically go up a card.
While Chrome Mox is very good in a mono-black Death
Cloud deck, Guardian Idol is essentially perfect. Though it lacks Chrome
Mox’s pure speed, Guardian Idol doubles as a creature threat that doesn't
actually count as a creature to sacrifice for Death Cloud's purposes. It
accelerates mana so that the mono-black deck will likely be ahead on the
board, helping a deck like Josh's annihilate the opponent's land base,
while helping to preserve mana of its own. But more than any of that,
Guardian Idol is a two mana card that consistently sets up four mana on
turn three.
Why is having four mana on turn three particularly
important? Horobi.
Josh chose to run Horobi in the sideboard, but whether
he showed up in game one or two, this new Champions of Kamigawa threat
terrified Affinity players from one end of Neutral Ground to the other.
Not only is Horobi a 4/4 flyer for four mana, efficient almost to a fault,
but its ""drawback"" can actually be an incredible boon in the current
environment. Think of cards that scare most players and most decks:
Cranial Plating. Arcbound Ravager. Cranial Plating can't equip without
killing the creature it is supposed to boost, and Arcbound Ravager no
longer recoups lost power with its modular ability. And at the end of the
day? Blinkmoth Nexus will stay a tiny 1/1.
In addition to Horobi, Death's Wail, Josh ran its
perfect compliment. Relix Barrier.
The young finalist played this great defender on the
first turn against Mike Clair, and slowed the eventual champion down
considerably. Relic Barrier can slow down the opponent’s mana like a
Rishadan Port or hold off almost any attacker. While Relic Barrier is
fantastic by itself, with Horobi, Death's Wail in the mix, Relic Barrier
is like a two mana Visara the Dreadful!
Speaking of giant six mana 5/5 flyers, Kokusho, the
Evening Star also served Josh well. A tremendous threat for its cost,
Koshuko is potentially half of a two card kill with this deck's signature
card. Five damage from Kokusho goes a long way, and two hits represents
certain death. Ten in the air followed by a five-point Death Cloud adds up
to 20 life pretty quickly, given this Legendary Dragon Spirit's triggered
ability!
A tier one card at last?
And speaking of life loss, Phyrexian Arena may have finally found a home
in a tier one deck. Originally conceived of as the “fixed” Necropotence,
Phyrexian Arena has never lived up to the legacy of the original Best Card
Drawing Engine in the History of Magic (tm). But in a deck like Josh’s,
Phyrexian Arena seems quite strong. Complimented with Consume Spirit,
Phyrexian Arena’s drawback is lessened, while as an enchantment, it is yet
another card that survives a Death Cloud. In a deck like this one,
Phyrexian Arena’s continued work post-Death Cloud helps the deck
re-establish its mana base while the opponent is forced to topdeck lands
the old fashioned way.
Maybe the coolest measure of this deck, and how
different it is from what was expected, is to compare it against the
field, to look at its lands, in relation to everybody else’s.
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