Another old favorite once again proves it’s dominance by taking the top spot over the weekend. RUG Delver also known as Canadian Thresh is a Tempo-Control build that is packed with some of the most efficient spells from the history of Magic. Putting together a complete package of threats, disruption, draw and removal this deck can do it all. And the curve of the deck lies in a gentle slope between one and two mana, with only one at three and the five mana spell almost exclusively cast for free.
Starting with the threats the decks ideal first turn play is a Delver of Secrets with the hopes of a blind flip or an upkeep Brainstorm to start the 3 power beatdown. Alternately there is a second one drop from Nimble Mongoose which will also turn into a 3 power beater with just a few turns of casting spells or cracking fetches. What was once called the best Blue creature of all time is next with Tarmogoyf, so called because it is so efficient Blue decks would splash Green solely to cast this big bad green dude. We round out the package with a True-Name Nemesis which is a fantastic creature, but in my opinion is almost wasted outside of a Stoneforge Mystic deck. For our permission suite there is a well rounded bunch headed by Legacy staple Force of Will and Daze, both of which will often be cast free for their alternate costs, backed up by Spell Pierce and the situationaly good Spell Snare. The draw power starts with another format staple Brainstorm and Ponder with a pair of Gitaxian Probe which double to also reveal your opponents gameplan. Finally for removal there is Ponder and Chain Lightning to either remove pesky creatures or dome the opponent, and a set of Wasteland in the manabase to disrupt their mana in such a dual land dependent format.
Since the printing of Return to Ravnica and with it the Azorius guild UW has had an arsenal of weapons that each decklist has been build on the foundation of. This deck is no different with four copies of each Jace, Architect of Thought, Sphinx’s Revelation, Supreme Verdict and Detention Sphere. That group alone is able to provide the deck with so much power and consistency, giving it answers to a plethora of threats. For permission we have a full set of Dissolve, which also help as pseudo-draw, and a pair of Syncopate, which can be key at stopping a dangerous two drop like Pack Rat. For removal you have primarily Detention Sphere to pick off pesky threats of varied permanent types or Supreme Verdict to sweep the board free of creatures, but also a Celestial Flare and two Last Breath as pinpoint removal. We also find the inclusion of Fated Retribution as a catchall reset against all creatures and planeswalkers if necessary. The deck keeps your hand full through the draw power of Sphinx’s Revelation and Jace, which both also help to keep your life total from falling too low, and also a couple of Divination. The finishers are a very tight package which has a one of Ætherling and two Elspeth, Sun’s Champion which you must be very mindfull to deploy only once you have taken over the game. Also, because the deck only runs two colors we find room to squeeze three Mutavault in the manabase which while small over time will produce more then enough damage on an empty board. Another versatile spell in the deck is the Azorius Charm which can either help gain back some life to stable against aggro decks, cycle itself away to dig for a necessary answer or as removal for a bothersome threat. The final card in the deck is some old tech in Elixir of Immortality which just keeps the deck churning even after you’ve depleted so many spells.
The most apparent difference in this list from those past is the exclusion of Nightveil Specter for a very different evil in Lifebane Zombie. It looks like taking the extra precautions to hedge against Green Monsters and White Weenies paid off. His removal package, which is usually constructed for what you’re idea of the meta calls for, consisted of a full four Hero’s Downfall, a trio of Devour Flesh and two copies each of both Ultimate Price and Bile Blight. The other interesting point of note is that he went for two sets of Temples for the Scry power, which is very handy in conjunction with Underworld Connections when you’re low on life but absolutely need to find something specific.
The opening that this deck wants to see everytime it starts a new game is turn one Thoughtseize into turn two Pack Rat. So often this will rob the opponent of a key defensive piece which will allow the Pack Rat to get to work multiplying itself until it has gotten out of control, which tends to happen very quickly. The synergy with Mutavault which also happens to be a rat is another factor in boosting the lowly rats to monumental proportions. The secondary line of attack comes with a curve of threats starting at the three drop with Nightveil Specter a formidable Flying attacker which has the added value of not only stealing life from your opponent but also can steal cards from the top of their deck, which can even be played as long as the specter remains in play. Then at the four drop we have Desecration Demon which is quite simply a beat stick which you’ll use to grind the opponent to dust. Finally we get to Gray Merchant of Asphodel which has a very useful Devotion ability that will drain the life from your opponent and add that amount which is based on your total Devotion to Black mana. To help boost your Devotion count the deck also has Underworld Connections which provides a steady stream of cards at the price of some life and also a misers copy of Whip of Erebos that helps regain lost life point with Lifelink and will raise your dead creatures from the grave for a turn to fight for you again. As is typical with a Black deck removal is a key element and this deck is no different. There is a varied spread of spells but the key one is Hero’s Downfall which can deal with problem creatures and planeswalkers alike. This is complimented by Devour Flesh and Doom Blade to vanquish other creature problems. Then we round out the package with pseudo-sweeper Bile Blight which is capable of removing some very significant threads but you must be mindful of its use in the mirror. As mentioned before there is also Thoughtseize which not only takes care of any otherwise hard to handle problem but also provides very valuable information about the opponents plans.
The opening strategy is focused on your mana dorks to come and ramp to the fatties. We find full sets of Elvish Mystic, Sylvan Caryatid and Courser of Kruphix all of which can speed you plan up by several turns. Also, removal aimed at them means less removal to deal with the big boys. As far as those ‘big boys’ are concerned there is Polukranos, World Eater and Stormbreath Dragon who’s ability to become Monstrous will often spell certain doom for your opponents well before they’re ready to deal with them. Then there are a few support creatures with Reaper of the Wilds with a Scry ability helpful when the opponent is removing your creatures or chumping with his, Ghor-Clan Rampager which can turn a game saving chump block into a game ending surprise, Scavenging Ooze with incidental lifegain and graveyard hate, and Xenagos, God of Revels pushing the beatdown plan into high gear. Speaking of Xenagos we find the same standard package of Planeswalkers as in Gruul with Domri Rade and Xenagos, the Reveler which both are invaluable in a creature heavy deck both accelerating and digging for them while also working hard to control the battlefield. The addition of Black is what allows an interesting one of Vraska, the Unseen which can spell certain doom if her assassins are able to infiltrate through the enemies defenses but will most often be used as removal of various types of threats. And speaking of removal the deck is completed with a minor removal suite which consists of a pair of Dreadbore and pair of Mizzium Mortars but is also somewhat supplemented by the Monstrous ability.
Oh burn…ever since the printing of Lightning Bolt there have been Red mages looking to blast their spells straight to the dome. Each block there is always a Mono-Red or R/x deck that is straightforward, efficient and appeals to highly aggressive players. This deck is just one like that exactly.
While this deck is Boros by strict definition Red is the primary color with White a splash to add a few excellent cards. The creature package is is set with a tight curve building from Ash Zealot which can be a highly effective beater and the First Strike coupled with burn allows you some utility. Boros Reckoner has always been interestingly unique with his ability often making combat math complicated enough to hold off enemy attacks from even happening. Then with seventeen burn spells in the deck and additional help from Chandra her bird Chandra’s Phoenix is able to attack with impunity knowing that getting it to rise from the grave back to your hand is an almost guarantee. There is also a pair of Stormbreath Dragon which help the deck just go straight over the top when the games start to run long and can also be a huge surprise you’re dead. Because of the primarily Red base to the deck it can squeeze Mutavault into the manabase easily to get additional ground pounders. Then we find Chandra, Pyromaster who is the only source of card advantage in the deck and if you can ultimate it is doubtless that she’s going to hit the paydirt on that roll of the dice, and incidentally can prevent a big blocker from thwarting your attack while building loyalty. For straight removal we have Standards newest best impression of a Swords to Plowshares in Chained to the Rocks which should not have issue with the enchant Mountain clause given 15 copies in the deck. The rest of the deck consists of a plethora of burn spells which can double as either removal or damage right to the dome. We find a mix of Lightning Strike and Searing Blood as simple burn for the deck while the others carry some utility with them. Magma Jet helps to filter through your deck which is a key ability for this style of deck as draw isn’t one of these colors strengths. Warleader’s Helix is a beast of removal with four damage it’s able to get into those bigger creatures and coupled with First Strike creatures can surprise a chump block into the removal of a huge creature. And finally the ‘Boros’ deck would not be complete without the utility from Boros Charm which can either be that knockout punch taking down four points of life, can save your army from sweepers or is able to turn one of your creatures into a formidable fighting machine to Double Strike your opponent to the death.
The key to Affinity is a critical mass of artifacts and this deck boasts 48 including the manlands. The reason why the amount of artifacts is so crucial is because Cranial Plating can turn a simple tiny creature into a one or two shot killing machine as it boosts power for each artifact you control. The army comes from a variety of artifact creatures starting with zero drop in Ornithopter and Memnite which help the deck start the game by emptying as much onto the battlefield as quickly as possible increasing the total artifact count substantially. The decks true one drop is Signal Pest with it team pumping Battle Cry and uniquely evasive ability, but Vault Skirge with it Phyrexian mana cost is most often played as a one drop and can quickly gain back the life lost paying for it. Speaking about pumping the team Steel Overseer is a card that if you are allowed to untap with it on the board can quickly make your army of mites turn into ferocious battle bots quickly. Another strong card is the Arcbound Ravager which carries a lot of history in the Affinity decks. With him able to manipulate the board state and sneak damage through where you opponent left himself defenseless can create an inevitable demise for your enemy. The final creature is Etched Champion which in a land of spot removal and opponents with colored creatures it reigns supreme. Often once you attain Metalcraft with him on board it’s gameover in very few hits. There is also two set of manlands with Blinkmoth Nexus and Inkmoth Nexus, both able to help end the game but Inkmoth with it poison counters pairs up with Cranial Plating very nicely to quickly infest your opponent from the inside out.