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No Chainwhirler you say (post-rotation) (Standard)

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I've been watching and reading a lot more leading up to this standard then maybe I ever have before. I'm just really excited for some new blood in the format. The thing I have noticed in all the pro's discussion of the new standard meta is not having to worry about Chainwhirler. Well, it will not make up half the meta for sure, but this deck plans on taking advantage of all those players trying to be sneaky playing those 1 toughness creatures.

The problem with trying to play Chainwhirler is that mono-red is not viable as the color is so weak right now. A second issue is the mana base to go two colors with the triple mana symbol cards. Everyone says you do not want to play Gates, but a reality is that if you want to be aggressively into two colors then you have to. A ton of pro's are using them in lists I've looked at because you have to do so. Stompy decks are playing them so they can play Steel Leaf Champion and splash for removal. So I ask, why not do the same for Chainwhirler? I believe people want Chainwhirler to be gone so bad that they overlook the fact that it is not unplayable.

Your options are to splash blue or white. If you want to play blue then you probably go into Wizards, but white offers some powerful options as well. Building Wizards is not an exciting concept at this point, I think it is pretty straight forward.

Step 1) Add the core.
I'm starting the deck off with Goblin Chainwhirler and Rekindling Phoenix. They may be the two best creatures in the format and I plan on playing the crap out of them when it is possible. Chainwhirler is going to hit so many one toughness creatures now, and without Hazoret and The Scarab God we will be facing far less exile removal. Just like Chainwhirler, a common thing I've heard from pro's is that Vraska's Contempt will not be as necessary in this format.

Step 2) What are we splashing white for?

a) Conclave Tribunal
I want exile removal and a catch all.
Playing this over Ixalan's Binding as there are times to cost reduce this and maybe play it for 2 or 3 (unlikely you'd go to 1)

b) Aurelia, Exemplar of Justice
It is a very strong card with so many uses. Such a toolbox.
I always overlook the trample and vigilance clause when thinking of the card, however that is a big part of the card.

c) Tajic, Legion's Edge
again, such a toolbox card
we will see how important the protection from red removal is in this meta.

Step 3) Play some 2 power and less creatures to mentor.

a) Swiftblade Vindicator
yes, it dies to opponents Chainwhirler's but let's remember that no one is playing them. lol
I originally felt this was a trap card, but with mentor triggers this is the real deal.

b) Boros Challenger
*it's not the best creature out there, but it plays an important role in this deck. It mentors Swiftblade and possibly other creatures as we round out the deck.

c) Legion Warboss
*it can always mentor the token, which is so big since Warboss is not big enough to mentor much else in the deck before counters go on it.

d) Runaway Steam-Kin (flex slot)
I overlooked this card in the deck at first but it has a great deal of potential.
It is only a 1/1 on turn 2, but will get a +1/+1 counter on turn three for sure, so it will really start as a 2/2 before attacks.
*With some mentoring this could get pretty big and help ramp the deck into some powerful midgame turns.

Step 4) I want a red one drop.

a) Goblin Motivator.
this little guy is not the best on stats, but he is a candidate for a mentor trigger.
he helps build up a Goblin sub-theme in the deck. (will be important)
*when this gets outclassed, and that could be early on, it gives haste to a powerful attacker.

Step 5) Add a finisher.

a) Siege-Gang Commander
There will be Goblins flying around our board to sacrifice to finish off a game.
Siege-Gang and the tokens are prime mentor targets in the late game.

Step 6) Utility Spells

a) Risk Factor
*we are going to do a ton of damage fast in most matchups. This is almost always going to be major card advantage (definitely the second time we cast it).

b) Lightning Strike
*the versatility is important.

c) Lava Coil
*cheap exile removal

Step 7) Mana Base

This is the ugly part of the deck as we play gates. We need 13 white sources for the deck to run smoothly.
sequencing your mana correctly is vital for this deck so you curve out. One of the main reasons I only play four 1cmc creatures is that I expect there to be some games where I play turn 1 gate.

Step 8) The sideboard

a) Banefire
*a control finisher.

b) Conclave Tribunal
*the decks answers to enchantments, artifacts, and big creatures.

c) Experimental Frenzy

  • card draw that can go off for some very large turn sequences against slower decks.
    *at worst it puts a land in play and helps clear a top deck land for the next turn, helping you avoid mana flood.

d) Fight With Fire
*when you need to deal 5 damage instead of 3/4.

e) Remorseful Cleric
*I'm not sure if the graveyard decks are going to work out, but people certainly look like they will be trying it out at the start of the format.

f) Shalai, Voice of Plenty
*it is important to have an answer to Settle the Wreckage and removal.

g) Shock
to play against other super aggressive decks, likely other Boros decks.
Emmara is a problem if not taken care of swiftly.

h) Sorcerous Spyglass
*I can't say this will play a big role yet, but it can answer a lot of threats that we may see.

Overall Opinions of the deck:

Positive:
It is fun and plays a ton of new cards.
It punishes other decks for playing tokens and other 1 toughness creatures.
Has great interactions with mentor triggers, where our board grows without having to work too hard to accomplish it.
Our midgame cards are some of the best in the format.
There are many paths you can take to win: sac goblins, aggro attacks,overwhelm going wide, midrange flyers, and burn.
the deck can be explosive as a small bunch of creatures swings for a ton out of nowhere.
the removal package is actually pretty decent considering it is a mostly red deck.
Shalai and Tajic provide some resistance to sweepers.
*we are fine with Assassin's Trophy being played against us early, let's drop our midgame a turn early and see what happens.

Negatives:
vulnerable to mass removal.
stompy plays bigger threats to outclass us turn for turn. (we play better answers)
ironically, the deck is weak against other Chainwhirler's.
the mana base is pretty ugly.

Overall:
I'm going to give this deck a real shot.
If tokens, boros aggro, and goblins make up a large part of the meta I really like this decks chances.
*If the meta moves towards a control base with main deck mass removal then this deck is going to take some lumps.

Update for week 3:

Add:
+2 Runaway Steam-Kin. Way better than I initially expected.
+2 Response // Resurgence. Removal that answers the majority of threats in the format and doubles as a finisher.
+2 Remorseful Cleric in sideboard. Golgari is so hot right now.

Cut:
-1 Boros Challenger.
-1 Lightning Strike
-2 Risk Factor
-2 Fight with Fire (sideboard)

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¡Este mazo parece haber sido ser legal para Standard (Temporada Oct 2018 — Oct 2019)!

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