Monthly Archives: May 2014

White 1 drops in the pP Cube

White one drop creatures in the pP cube:

Akrasan Squire: Akrasan Squire has a lot of things going for it. The fact that it is a 1/1 is a bit deceptive, since it can attack as a 2/2 on turn two (or attack as a 2/2 by itself for the rest of the game, I suppose). It also remains relevant throughout the rest of the game, making your big solitary attackers even bigger. Human Soldier is a very beneficial creature type.

Hopeful Eidolon: Like the Akrasan Squire, Hopeful Eidolon is a deceptive 1/1. Except in the most dire circumstances, Hopeful Eidolon is not a one-drop. Its primary role is to provide the G/W hexproof deck with access to a Lifelinking aura (besides Armadillo cloak). The only other enchantment that can do that is Lifelink, which is downright unplayable. Having said that, Hopeful Eidolon is not a particularly strong card and could be replaced by a durable white creature with Lifelink

War Falcon: War Falcon is one of only 13 one mana 2/1s at common and one of only five that are cubeable. With 40% of White’s creatures being neither a Knight or Soldier,  it should not be too difficult to allow War Falcon to attack. The advantage that War Falcon has over Loyal Pegasus is that you can attack with War Falcon on turn two if you follow up a turn one falcon with a Knight or Soldier on the second turn. War Falcon can always block and trading your one drop for a majority of the fliers in the cube its not bad deal.

Deftblade Elite: Deftblade Elite is an odd creature. Provoke allows it to choose which creature blocks it. The most obvious implication of this is that it can target other one toughness creatures. Some good targets for this would be utility creatures like Priest of Titania (or other mana creatures), Merfolk Looter, and Prodigal Pyromancer. But what really makes this card shine is its activated ability. It can be a very expensive fog bank and be a tough blocker well into the late game, which many one drops cannot claim to be. Most interestingly, he can be part of an important attack by removing an important blocker (the opponent’s flier to let yours in, a large creature to keep one of your from being eaten, a death toucher, etc.). All of these things make Deftblade Elite of the most interesting one drops in the cube.

Gideon’s Lawkeeper: Gideon’s Lawkeeper fills the role of the tapper in the cube and a good tapper at that. For one whip mana it can keep most major threats at bay. Most of the players drafting the pP cube are fresh off the heels of Theros block limited where a card like this would be insane. A tapper plays a simple role and Gideon’s Lawkeeper does it so well that it is one of the few commons in the Magic Online cube.

Icatian Javelineers: Pinning once does not seem worth a card. After they have used their ability, Icatian Javelineers seems to be fated to chump blocking (or in a best world, assisting in a double block). The reality of the pP cube is that 40% of the creatures have toughness one and there are plenty of important creatures in those ranks (see Deftblade Elite). Against most decks, an early Icatian Javelineers can limit what your opponent plays and a late one can pick off a creature. Most of the time, Icatian Javelineers will be a two for one.

Soul Warden and Soul’s Attendant: Soul Sisters is a budget modern deck and there are variation on that theme in Pauper. Unfortunately, cube is not a format that promotes the consistency that a deck like Soul Sisters thrives on. Squadron Hawk is a terrible card under the strict definition of cube rules (though I know some cubes that allow whoever drafts Squadron Hawk to have four copies). Ranger of Eos, Ajani’s Pridemate, and Serra Ascendant cannot be included in the cube. I think that the only reason I have the Soul Sisters in the cube is to remind everyone of the modern deck and because the Naya deck creatures many creature tokens. Regardless, the Soul Sisters are on the top of my to-replace list.

Sidewinder Sliver: As mentioned in the discussion of Icatian Javelineers, 40% of the creatures in the cube have 1 toughness. This one drop can almost always attack through opponent’s one (and two) drops and makes trading with your Slivers that much more difficult. There are currently no other creatures with Flanking in the cube, so the “creature without flanking” part of the reminder text is irrelevant.

Glint Hawk: In the U/W artifact deck, it should not be difficult to find an artifact to bounce. There are a handful of cards that really shine with Glint Hawk. Ancient Den and Seat of the Synod can work well with Glint Hawk. It can allow you to cast Glint Hawk for ‘free’ by replaying the Ancient Den you bounce and following it up with a two or three drop. Artifact creatures with ETB effects like Faerie Mechanist, Sanctum Gargoyle, or Ethersworn Shieldmage are good bounce targets for Glint Hawk, though by the time you have resolved one of those other cards, a 2/2 flier may not be the most relevant creature. Prophetic Prism and Serrated Arrows are create non-creature targets by either drawing another card or resetting your arrow counters.

Court Homunculus: Court Homunculus is another creature that shines in U/W artifact deck. As those who played Modern Masters know, a turn one Court Homunculus into a turn two Bonesplitter equipped means you are attacking for four, most likely before your opponent has cast a creature. Like Glint Hawk, Court Homunculus may plateau by the late game, but an early Court Homunculus can help make sure that the game never gets there.

Ardent Recruit: Ardent Recruit rounds out the U/W artifact deck’s trio of one drops. Like Court Homunculus, it can grow to a large size when a certain threshold of artifacts is met. Ardent Recruit can remain relevant longer than Court Homunculus. Similar aggressive starts are possible (using the artifact lands and cheap equipment).

Steppe Lynx: A turn 1 Steppe Lynx usually means that you will get in for four, six, or eight damage before you opponent can mount a defense. Its synergy with Kor Skyfisher is well known. The multiple land-drops are also possible with Glint Hawk and an artifact land or in green decks with rampant growth effects. Steppe Lynx, more than any of the other cards mentioned here, can be a poor draw later in the game.

Loyal Pegasus: Loyal Pegasus is another 2/1 for 1 with evasion in White. The Pegasus’s downside keeps it from attacking turn 2 most games, unlike War Falcon which can more reliably attack on turn 2. The Pegasus works better in non-white decks, that have much less access to Soldiers and Knights.

Doomed Traveler: Doomed Traveler does not fit into any particular archetype. Its main role is as a value creature. It may be able to attack for some damage early in an aggressive deck and may be able to continue attacking in the air later in the game. Human Soldier is an advantageous creature type, but the cube currently doesn’t take particular advantage of either type. Besides the Soul Sisters, Doomed Traveler is the creature I am most likely to replace on this list.

pP Cube Archetypes Part 5

Hello all,

This article is the fifth in a series where I discuss the different archetypes in my p(owerful) Pauper Cube.

The Cube:
The cube is designed to show off Magic: The Gathering’s strongest commons. The cube includes that are independently powerful (like Hymn to Tourach and Capsize) and cards that are strong because of synergies within particular decks (Spark Smith or Invigorate). Each two-color pair has a defined archetype (as do many Mono-Colors and multi-colors), many of which are based off of the strongest decks in Pauper. The pP Cube is currently a 540 card cube.

Slivers (5 Colors)
The first five-color archetype in the set is Slivers. As one might expect, the deck is all about playing as many slivers as possible. The slivers that pump power (Bonesplitter Sliver, Muscle Sliver, Predatory Sliver, Sinew Sliver) are the most important. Blue slivers help give evasion (Winged Sliver, Shadow Sliver) and Black Slivers help your slivers be more durable (Crypt Sliver, Clot Sliver). The more expensive slivers grant the team a combat related keyword (Battering Sliver, Spitting Sliver, Synchronous Sliver, Lymph Sliver). Non-sliver cards that help with this deck include fixing (Signets, Guildgates, Obelisks) and some more narrow cards (Aphetto Dredging).

Top 3 cards that would put me into Slivers:
1. Lymph Sliver
2. Homing Sliver
3. Bonesplitter Sliver

Domain (5 Colors)
The second five-color archetype in the set is Domain. The deck takes advantage of strong Domain cards (Tribal Flames, Drag Down, Worldly Counsel) and creatures who are strong depending on the diversity of lands you are playing (Wild Nacatl, Matca Riotiers). Like Slivers, fixing is very important but it tends to appear in the Domain deck as land fetching (Harrow, Rampant Growth) or as Nylea’s Presence.

Top 3 cards that would put me into Domain:
1. Nylea’s Presence
2. Tribal Flames
3. Matca Riotiers 

Mono-Black
The Mono-Black archetype in the cube is based off the mono-black deck in Pauper. It revolved around using Gray Merchant of Asphodel as a finisher. The deck requires you to prioritize your draft picks on permanents with many black mana symbols (Chittering Rats, Sangrophage, Pestilence). Focusing on black allows you to case some spells that are more black-mana intensive (Geth’s Verdict, Victim of Night, Hymn to Tourach, Sign on Blood). You can use the Chittering Rats or Pestilence to go for a more control-y deck or use cards like Sangrophage and other zombies to be more aggressive. Undying Evil allows you to re-sure your Gray Merchant and Unearth allows you to bring back some of your creatures (most annoyingly, Chittering Rats).

Top 3 cards that would put me into Mono-Black:
1. Gray Merchant of Asphodel
2. Hymn to Tourach
3. Pestilence

 

Mono-Green
The Mono-Green archetype in the cube is Elf tribal. The deck revolves around getting out as many Elves as you can into play, ideally those that can generate mana (Llanowar Elves, Elvish Mystic, Fyndhorn Elves). Lys Allana Huntmaster  is a great enabler in this deck, allowing each of your elves to bring a friend along. The two spotlight cards are Timberwatch Elf or Priest of Titania. Timberwatch allows you to create a huge creature to force in damage. Priest allows you to generate huge amounts of mana and put it into a strong finisher like Ulamog’s Crusher or Kaervek’s Torch.

Top 3 cards that would put me into Mono-Green:
1. Priest of Titania
2. Lys Allana Huntmaster
3. Timberwatch Elf

That is all for a brief overview of the archetypes. Future articles will drill down and focus on more specific parts of the cube.

pP Cube Archetypes Part 4

Hello all,

This article is the fourth in a series where I discuss the different archetypes in my p(owerful) Pauper Cube.

The Cube:
The cube is designed to show off Magic: The Gathering’s strongest commons. The cube includes that are independently powerful (like Hymn to Tourach and Capsize) and cards that are strong because of synergies within particular decks (Spark Smith or Invigorate). Each two-color pair has a defined archetype (as do many Mono-Colors and multi-colors), many of which are based off of the strongest decks in Pauper. The pP Cube is currently a 540 card cube.

Ramp (G/R):
The Red/Green archetype in the cube is a midrange ramp deck. The deck uses ramp creatures (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Devoted Druid) and ramp spells (Harrow, Cultivate, Skyshroud Claim) to quickly cast some of the largest creatures in the cube (Ulamog’s Crusher, Ruination Wurm, Vulpine Goliath). The deck has access to versatile removal through red burn spells (Lightning Bolt, et all) and green artifact/enchantment destruction (Naturalize, Gleeful Sabotage, Mold Shambler), allowing it to assume a more controlling stance if necessary. Big red X spells (Kaervek’s Torch, Rolling Thunder) provide the deck with a non-creature way to win, by finish off an opponent with the large amount of mana the deck can produce.

Top 3 cards that would put me into Ramp:
1. Ulamog’s Crusher
2. Rolling Thunder
3. Devoted Druid

Bant (WUG):
The Bant deck in the cube is built around the Exalted mechanic (Akrasan Squire, Frontline Sage, Court Archers). The cube runs just about every common Exalted creature in Bant. Waveskimmer Aven is a particularly important card in this archetype. It is one of the very few exalted creatures with evasion built in. Of course, White and Blue have access to plenty of evasion creatures to benefit from your exalted creatures. Bant’s color combination allows it to have diverse answers to most threats, while exalted allows it to attack with large creatures.

Top 3 cards that would put me into Bant:
1. Qasali Pridgemage
2. Waveskimmer Aven
3. Frontline Sage

Esper (WUB)
The Esper deck in the cube is all about fliers. While not the most inspired of archetypes, the White/Blue/Black color combination has access to a huge amount of efficient fliers (Leonin Skyhunter, Esper Stormblade, Cloudfin Raptor) and removal to deal with any flying blockers that the opponent’s deck may put forward.

Top 3 cards that would put me into Esper:
1. Esper Stormblade
2. Nimbus Naiad
3. Blind Hunter

Grixis (UBR)
The Grixis deck in the cube is Zombie tribal. Black has access to many aggressive zombies (Highborn Ghoul, Sangrophage, Carrion Feeder) and ways to bring those zombies back (Ghoulraiser, Cruel Revival, Ghoulcaller’s Chant). If you are content with leaving those zombies in the graveyard, you will be able to play the larger, graveyard eating Blue zombies from Innistrad (Stitched Drake, Makeshift Mauler, Headless Skaab). Red gives the deck access to cheap damage-based removal, but also access to two good multi-colored zombies (Shivan Zombie, Lava Zombie). The best finishers for Zombies are all black (Twisted Abomination, Gempalm Polluter, Gray Merchant of Asphodel), which means you will want black to be the core of your Zombie deck.

Top 3 cards that would put me into Grixis:
1. Gempalm Polluter
2. Makeshift Mauler
3. Twisted Abomination

Jund (BRG)
The Jund deck in the cube is focused around a few different mechanics that reward you for your creatures dying or for sacrificing your creatures. Cards with the Morbid mechanic (Festerhide Boar, Brimstone Volley, Tragic Slip) become very well costed when you can sacrifice a creature or have one killed. If you cannot create a situation in combat where your creature dies, you can use black cards that require sacrifice to trigger morbid (Altar’s Reap, Carrion Feeder, Viscera Seer). With sacrifice outlets like this, red threaten effects (Act of Treason, Traitorous Blood) become removal spells. Another route to victory is through creatures made huge by devouring (Thorn-Thrash Viashino, Gorger Wurm) your token creatures (Krenko’s Command, Chatter of the Squirrel, etc).

Top 3 cards that would put me into Jund:
1. Hissing Iguanar
2. Thorn-Thrash Viashino
3. Festerhide Boar

Naya (WRG)
The Naya deck is about about the wide attack. The color combination sports many spells that create multiple creatures (Captain’s Call, Acorn Harvest, Dragon Fodder). To take full advantage of the swarm of tokens, you will want to use team pump spells (Trumpet Blast, Marshaling Cry, Leonon Armorguard).

Top 3 cards that would put me into Naya:
1. Sprout Swarm
2. Trumpet Blast / Fortify
3. Captain’s Call

That is all for tonight. The next entry will cover Five Color decks and Mono-Colored decks.

pP Cube Archetypes Part 3

Hello all,

This article is the third in a series where I discuss the different archetypes in my p(owerful) Pauper Cube.

The Cube:
The cube is designed to show off Magic: The Gathering’s strongest commons. The cube includes that are independently powerful (like Hymn to Tourach and Capsize) and cards that are strong because of synergies within particular decks (Spark Smith or Invigorate). Each two-color pair has a defined archetype (as do many Mono-Colors and multi-colors), many of which are based off of the strongest decks in Pauper. The pP Cube is currently a 540 card cube.

Flash (U/G):
The Blue/Green archetype in the cube is a control deck that focuses playing all their spells at instant speed. The deck combines traditional control elements from Blue, like excellent counter spells (Counterspell, Mana Leak, Miscalculation) and card draw (Inspiration, Compulsive Research, Gush) with creatures with flash (Faerie Invaders, Havenwood Wurm, Tangle Spider) to create a deck that never has to play cards on their own turn. Green’s creatures with flash are larger and more durable like the aforementioned Wurm and Spider. Blue’s creatures are evasive creatures (Sentinels of Glen Elendra, Crookclaw Transmuter, Pestermite) who can win in the air.

Top 3 cards that would put me into Flash:
1. Faerie Invaders
2. Havenwood Wurm
3. Crookclaw Transmuter

Goblins (B/R):
The Black/Red archetype in the cube is an aggro deck that revolves around attacking with many goblins and sacrificing them to force through damage. The deck uses cards that make multiple goblins (Dragon Fodder, Krenko’s Command, and Warren Weirding, Mogg War Marshal). In this deck the creatures are used as a resource to force through damage. Some cards sacrifice the goblins for damage (Facevaulter, Goblin Lookout, Goblin Grenade), others just count the number of goblins (Goblin War Strike, Sparksmith). This archetype also has access to some of the best removal in the block (Terminate, Agonizing Demise, Augur Spree).

Top 3 cards that would put me into Goblins:
1. Sparksmith
2. Caterwauling Boggart
3. Terminate

Infect (B/G):
The Black/Green archetype in the cube in Infect. The deck can have very aggressive, getting a turn 2 or turn 3 kill with cards like Glistener Elf, Blight Mamba, Giant Growth, Invigorate, and Groundswell. The deck can also be more midrange with larger creatures (Ichorclaw Myr, Scourge Servant, Cystbearer, Contagious Nym) and spells that help proliferate poison counters (Pistus Strike, Spread the Sickness). Combat tricks and spells that grant counters (Consume Strength, Hunger of the Howlpack) are particularly strong in this archetype.

Top 3 cards that would put me into Infect:
1. Invigorate
2. Glistener Elf
3. Blight Mamba

That is all for tonight. The next entry will cover R/G Ramp and the Wedge Decks.

pP Cube Archetypes Part 2

Hello all,

This article is the second in a series where I discuss the different archetypes in my p(owerful) Pauper Cube.

The Cube:
The cube is designed to show off Magic: The Gathering’s strongest commons. The cube includes that are independently powerful (like Hymn to Tourach and Capsize) and cards that are strong because of synergies within particular decks (Spark Smith or Invigorate). Each two-color pair has a defined archetype (as do many Mono-Colors and multi-colors), many of which are based off of the strongest decks in Pauper. The pP Cube is currently a 540 card cube.

Boros Aggro (W/R):
As the name implies, the Boros Aggro deck is focused on using aggressive red and white creatures to get in early damage before other decks and set up. Aggressive white evasive creatures (War Falcon, Loyal Pegasus, Daring Skyjek and Kor Skyfisher) combine with well-stated-with-a-downside red creatures on the ground (Jackal Familiar, Gore-House Chainwalker, Goblin Cohort, and Mogg Conscripts). The hasty creatures in red (Rakdos Shred-freak, Arc Runner, Ronin HoundmasterErdwal Ripper, etc) are joined by a trio of excellent R/W haste creatures (Skyknight Legionnaire  , Viashino Firstblade, and Cerodon Yearling). The landfall duo of Steppe Lynx and Plated Geopede are perhaps best used in a deck like this (where bouncing a land with Kor Skyfisher has particular value).  This color combination has access to some of the best combat tricks in the cube (Martial Glory, Aerial Maneuver, Weapon Surge, and Swift Justice) and can use red’s impressive amount of burn (Lightning Bolt, Chain Lightning, Burst Lightning, etc.) to finish the game.

Top 3 cards that would put me into Boros Aggro
Viashino Firstblade
Skyknight Legionnaire
Martial Glory

 

Hexproof Auras (G/W):
The Green / White deck in the cube is a Hexproof Auras deck that resembles constructed Hexproof Aura decks. It plays the typical hexproof creatures to target with your auras (Slippery Boggle, Silhana Ledge Walker, Gladecover Scout) as well as other creatures without hexproof but that are good targets themselves (Wingsteed Rider, Aura Gnarlid, Guardian of the Guildpact). The deck has access to a suite of totem-armor auras (Snake Umbra, Spider Umbra, Hyena Umbra), auras that care about the number of enchantments (Ancestral Mask, Ethereal Armor), auras that provide evasion (Rancor, Pentarch Ward), auras that provide some kind of creature back-up (Knightly Valor, Observant Alseid, Hopeful Eidolon), and three G/W auras that can quickly get out of hand (Shield of the Oversoul, Sigil of the Nayan Gods, Armadillo Cloak). It is worth noting that Shield of the Oversoul is the only way a creature can be indestructible in the pP Cube. This archetype particularly likes whites enchantment-based removal (Oblivion Ring, Journey to Nowhere) because of the synergy with Ancestral Mask and Aura Gnarlid. The archetype is rounded out by two enchantment gravediggers (Auramancer and Griffin Dreamfinder).

Top 3 cards that would put me into Hexproof Auras
Armadillo Cloak
Ancestral Mask
Ethereal Armor

Storm-ish (U/R):
The Blue / Red archetype in the pP Cube is Storm-ish. While the archetype has access to the pauper storm finishers (Grapeshot, Empty the Warrens, and Temporal Fissure) and some great storm enablers (Goblin Electromancer, Grinning Ignus, Seething Song, Ideas Unbound, Hightide), the size of the cube and the last of redundancy among storm finishers and enablers makes killing an opponent thanks to a huge storm spell unlikely. To help deal additional damage, the archetype has access to a trio of creatures (Kiln Fiend, Wee Dragonnauts, Nivix Cyclops) who can get in for a large amount of damage by chaining cheap cantrips (Preordain, Ponder, Manamorphose), ‘free’ spells (Snap, Frantic Search), and red burn spells (Lightning BoltChain LightningBurst Lightning, etc). The archetype also has access to three instant/sorcery gravediggers (Archaeomancer, Izzet Chronarch, and Mnemonic Wall) to help step up a large turn or return high-impact spells.

Top 3 cards that would put me into Storm-ish
Empty the Warrens
Wee Dragonnauts
Goblin Electromancer

That is all for tonight. The next entry will discuss the Flash (U/G), Goblin (B/R), and Infect (B/G) archetypes.

pP Cube Archetypes Part 1

Hello all,

This article is the first in a series where I discuss the different archetypes in my p(owerful) Pauper Cube.

The Cube:
The cube is designed to show off Magic: The Gathering’s strongest commons. The cube includes that are independently powerful (like Hymn to Tourach and Capsize) and cards that are strong because of synergies within particular decks (Spark Smith or Invigorate). Each two-color pair has a defined archetype (as do many Mono-Colors and multi-colors), many of which are based off of the strongest decks in Pauper. The pP Cube is currently a 540 card cube.

 

Artifacts (White/Blue):
The White/Blue archetype in the cube is an aggressive artifact-based deck. The deck takes inspiration from the U/W Artifact archetype in Modern Masters. The archetype relies on cheap creatures that are augmented by artifacts or the number of artifacts you have (Court Homunculus, Ardent Recruit, Auriok Sunchaser, or Glint Hawk). Support Creatures (like Etherium Sculptor, Sanctum Gargoyle, Faerie Mechanist, and Ethersworn Shieldmate) help keep the deck running. The cube contains a suite of Affinity cards (Spire Golem, Razor Golem, Frogmite, Myr Enforcer, and Thoughtcast) which allow you to get big effects for a greatly reduced price. Arcbound creatures (Bruiser, Stinger, Worker, and Wanderer) give you the opportunity to go tall with a single large creature if your efficiently costed creatures can’t cut it. An interesting card in the archetype is Trinket Mage. Outside of a Powered Cube, Trinket Mage’s targets are limited. In this cube, Trinket Mage’s best targets are Ancient Den, Seat of the Synod, Leonin Scimitar, or Bonesplitter.

Top 3 cards that would put me into Artifacts
Cranial Plating
Bonesplitter
Etherium Sculptor

 

The Slow Drain (White/Black):
The White/Black deck in the pP Cube is designed to be a White/Black control deck. The deck wins by slowly draining the opponents life. The ways to do this include the Extort mechanic from Gatecrash (Syndic of Tithes, Basilica Guards, Basilica Screecher, Kingpin’s Pet, Syndicate Enforcer, Tithe Drinker) and two new additions from Theros block (Scholar of Atheros and Servant of Tymaret). Blind Hunter and Shrieking Grotesque provide some fliers as a second path to victory with some value along the way. The archetype also enjoys access to some of the best removal in the cube (Doom Blade and Oblivion Ring for example) as well as two very potent removal spells limited to this color pair (Unmake and Pillory of the Sleepless).

Top 3 cards that would put me into The Slow Drain
Unmake
Pillory of the Sleepless
Syndic of Tithes

 

Mill (Blue/Black):
The Blue/Black deck in the pP Cube is a Mill Control deck. The deck has access to Blue’s excellent counterspells (Counterspell, Mana Leak, Daze, etc) and Black’s removal (Doom Blade, Terror, and Ashes to Ashes) to neutralize the opponents strongest threats. The Mill deck also enjoys access to some black removal that other black decks may not priporitize (Death’s Approach and Grisly Spectacle). This deck may make the best use of Black’s psuedo-board wipes (Pestilence and Evincar’s Justice) of any deck in the cube. Blue and Black both have the best card draw in the cube (Read the Bones, Compulsive Research, Sign in Blood, Gush, etc) which helps keep the control deck running. The best ways to mill your opponent come from incidental mill attached to already decent cards (Pilfered Plans, Psychic Strike, Induce Paranoia, and Balustrade Spy) or repeatable mill effects (Jace’s Erasure, Vedalken Entrancer, Merfolk Mesmerist, or Drowner Initiate). Unlike other decks, the Blue/Black deck only needs a few repeatable mill effects and should fill itself out with more control elements. A Blue/Black deck may even want to turn its’ Mill on itself to enable certain creatures (Makeshift Mauler, Stitched Drakes, or Headless Skaab) or set up an Exhume.

Top 3 cards that would put me into Mill
Evincar’s Justice
Grisly Spectacle
Jace’s Erasure

 

That is all for tonight. The next entry will discuss the Aggro (W/R), Hexproof (W/G), and Stormish (U/R).