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A Chance for Feather - Jeskai (Standard)

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Aggressive deck that looks for a turn 5/6 kill. Curves out with creatures that benefit from tricks, plays Feather on turn 4 with a protective trick in hand, then goes off on turn 5.

Combos:

T3 - Beamsplitter + Defiant Strike + 1 or 2 drop
T3 - Beamsplitter + Sprint + Arcanist OR Legionnaire
T3 - Tenth District + Dive Down/Light vs Cast Down
T4 - Beamsplitter attack + Arcanist attack + trick on both + recur trick on both
T5 - Chance for glory + 2 drop OR 2 tricks -> kill

You want to side out the Dive Downs against other aggressive decks. Side in the Clarion against monowhite, and side in the Moment of Triumph against monored. Reckless Rage might be good against Green and Simic (it kills Steel Leaf, Biomancer's Familiar, Growth Chamber Guardian, and Incubation Druid without killing Arcanist, Legionnaire, or Feather), but needs testing (also good against Tempest Djinn and Chainwhirler, perhaps?). Gideon sides in against decks with sweepers; side out the Defiant Strikes for Gideon and another Dive Down against Esper.

I need to playtest, but anticipate the following matchups:

STRONG vs monored, monowhite, and green stompy. Our tricks make it difficult for them to block our creatures, they don't have a consistent answer to Feather, and they can't counter Chance for Glory. A strong play against all three is to swing everything on turn four or five, Chance for Glory after they block, clear several creatures, then kill them on the follow-up. Red can't race us, we run over White's creatures, and Stompy can't swing at us for fear of being blown-out on the counterattack.

WEAK vs monoblue and Grixis. Blue gets off to a faster start, establishing their board on turn 1 or 2, then keeps us from resolving key spells; Essence Capture is a big concern if they're on the play, and Spell Pierce hurts the reliability of our tricks. We don't have a way to answer Tempest Djinn - although, if they tap out for it, they open the way for Feather, who can block with trick-support. Adding Spell Pierce to our sideboard might help, but it's not where we want to be, and it only delays their tempo. Grixis, on the flipside, hurts our hand: Thought Erasure steals our Feather, or removes the protective trick from our hand. If they know we don't have Light and Dive Down, their removal suite really hurts our board, and Bolas puts us on a clock. Angrath, in particular, destroys us; if you don't have a Dive Down to answer his creature-stealing, it's almost impossible to recover. Another matchup that might be improved with Spell Pierce (side out Sheltering Light).

EVEN vs Esper, Nexus, and Izzet. All three need a very solid draw to answer the velocity of our deck; an aggro deck needs to punish a poor draw by control, and this deck kills very quickly. Make sure to play around Absorb and Wrath; if you have a two-drop whacking away, there's no need to tap out for another. Your protective tricks are key; Diving Down a Vraska's Contempt on Feather can blow them out of the game. Nexus is tricky; if they tap out for Wilderness Reclamation, they pay a heavy toll in blood. Dive Down and Light their Lava Coils, Contempts, and Wraths (depending on the variant). Izzet, similarly, pays a heavy price if they tap out to combo; we can swing in for 10+ on T3 and T4.

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This deck appears to have been legal in Standard (Season Oct 2018 — Oct 2019).

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