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Abzan Midrange white splash (post rotation) (Standard)

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Taking another look at building a solid midrange deck for post-rotation standard. I recently built an Abzan midrange deck that was mostly Selesnya with a black splash. This time around I'm starting by looking at how it builds differently if you go mostly Golgari with a white splash.

Step 1) Midrange Threats
I started off building the actual midrange portion of the deck.
My first look was the threats.

  • I wanted threats that were focused on being difficult to remove, above those with raw stats.

a) Vraska, Relic Seeker.
*in all the online videos I've been watching of people trying out post-rotation decks i feel Vraska has been a true all-star. She was always solid, but it looks like her place in this standard will be much more important.

b) Carnage Tyrant.
I've heard people say that this is sideboard only since it is not great against aggressive decks, however a 1 of still feels worth it to me.
CT simply wins games on its own against midrange and control, so until we see how the new meta shaps up I'm playing at least one main board.

c) Vine Mare.
Love that Hexproof.
this is a total meta driven card. If black is strong then this is a beast, if the meta is more red then it gets way weaker.

d) Underrealm Lich
I think some people overlook that this protects itself. There is a cost involved that is a lot to pay, however the hope is you only have to pay it once and that other cards in the deck help to level out this life loss.
The card draw effect is just nuts. Seeing three each time you draw and building up your yard is worth the life lost to protect it.

Step 2) Midrange Answers
*I figured it best to round out the midrange now before moving on to the rest of the deck. This is a bit opposed to my usual method, but I want to see my color count on mana restrictions and removal options before looking at low cmc cards.

a) Vraska's Contempt
In opposition to what many people are saying online, I believe that Vraska's Contempt will still be as important in the new standard.
Teferi is still the best card in standard, Vraska Relic Seeker will be important, Rekindling Phoenix is probably the best creature in the format, we have the Golgari playing around in the graveyard as well as the Dimir. Exiling may not be as important without The Scarab God or Hazoret, but there are still plenty of reasons to want to do so.
*gaining 2 life counteracts playing a shock land untapped. Seems small, but it can be big over the span of a game.

b) Ravenous Chupacabra.
*removal for most creatures on a stick. Yes please.

c) The Eldest Reborn.
I believe this has the potential to be the breakout star of this format. I truly believe that the format is going to slow down and TER is going to be a dominant card.
all three functions are useful.
*this card is all about the set up, you just need to time it at the right moment and then just get payed off with a major three for one.

Step 3) Early turns setup.
We really want to curve out every game. Other then playing the correct number of lands, this can also be achieved by playing some mana enablers.
I don't want to play mana dorks since they are dead cards in longer games, and this deck is not stompy.

a) Merfolk Branchwalker.
*either a very potent creature or card advantage. Solid turn 2.

b) Jadelight Ranger.
*any combination of outcomes is nice. You either apply a ton of early game pressure or you get card advantage.

c) Knight of Autumn.
the first signs of our splash color.
another toolbox card.
another turn 3 card to turn up the pressure.
takes care of Azcanta and Arguel's Blood Fast.
answers aggro with extreme prejudice with 4 life and a body.
helps alleviate some of the damage from shock lands and Underrealm Lich.

Step 4) Finish removal package.
*I want to be a true midrange deck, full of plenty of answers. The deck already does a good job of dealing with opposing threats, but we need some lower costed options.

a) Assassin's Trophy.
I am actually not as high on this card as the majority of players. In standard, ramping your opponent is so bad. You can't do much to help them out more. Killing a turn 3 threat to ramp them to 5 mana for turn 4 usually means a world of pain for you as you try to answer an even more daunting threat.
This card is a catch 22 for sure. It is awesome to pay 2 as a catch all in the late game when mana means very little, but if this is the removal in your hand in the early turns you may be doing yourself more harm then good.

b) Cast Down.
*Usually its great, but it is a one of because it can miss.

c) Murder.
*Sometimes you just want to be able to destroy any creature without worrying about restrictions.

Step 5) Looking for an additional turn 1/2 play.
some options I considered were: Wildgrowth Walker, Pelt Collector, Llanowar Elves, Knight of Grace, Kitesail Freebooter.
the issue with these cards are that they are situational, in that they either need to be played early to matter or they need our opponent to be playing certain colors or archetypes.

a) Graveyard Marshal. (flex slot)

  • it is a strong card that puts our extensive graveyard to use. It also can be good in either the early or late game.
    applies early pressure with 3 power.
    somewaht taxing on the mana base, but we can pull it off in this deck.

Step 6) Lands
it took a bit of tinkering to get it to workout, but it is decently smooth.
playing Evolving Wilds to make sure we can cast all our cards on curve (we are playing basics anyway to combat Assassin's Trophy and Field of Ruin).
*decent balance of untapped lands due to shocks.

Step 7) Sideboard

a) Arguel's Blood Fast
*early game card draw versus slower decks.

b) Carnage Tyrant
*wrecks slower decks

c) Dead Weight
*I wanted to play at least one 1cmc removal spell in the side, could go higher if format is aggressive.

d) Duress
*quick sub in against non-aggro decks

e) Golden Demise
*hardest choice in the sideboard since i really wanted to play Settle the Wreckage, but not strain the mana base to do so. Another alternative was Ritual of Soot, however that killed a ton of my stuff as well.

f) Plaguecrafter
*my answer to many of the cards I play... Carnage Tyrant, Vine Mare, Underrealm Lich... also Nullhide Ferox and also control since it will hit planeswalkers due to low creature count.

g) Remorseful Cleric
*I am assuming that graveyard shenanigans will be a thing.

h) Shalai, Voice of Plenty
great against target removal decks and also Settle the Wreckage.
the anthem pump is more useful then it gets credit for in board stalled games.

i) Wildgrowth Walker
*amazing shut down card for aggro decks as it is a solid blocker and gains so much life over the course of a game.

Other Cards I Strongly Considered:
1) Settle the Wreckage- too hard on mana
2) Pelt Collector- only good on turn 1/2
3) Vivien Reid- she may still have a home, but the 5cmc slot is competitive.
4) Doom Whisperer- I like my midrange threats to be able to protect themselves.
5) Thrashing Brontodon- other 3cmc's are more versatile.
6) Sorcerous Spyglass- may be vital once meta shapes out.

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Dieses Deck scheint in Standard (Saison Oct 2018 — Oct 2019) legal gewesen zu sein!

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