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Trying to Solve Best of 1 (Standard)

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I'm having a frustrating time playing 1v1 right now on Arena. I don't get all that much time to play, so 1v1 is my format of choice. Lately I've been playing against the same decks, seemingly on repeat. This format use to be full of creative decks and strategies, however this is the format as I see it:

1) Rakdos Sacrifice (I'd say at least 1/3 of the games I play are against it.)
2) B/G Adventures (Innkeepers and Clovers are everywhere)
3) Food (Not as defining as bo3, but if you play 5 games you are seeing it for sure)
4) Cavalcade (has died down a lot lately, I think these players are playing Rakdos if I had to bet)
5) Control based strategies (people who like winning more than playing a lot of games)

I've stopped to reflect on myself (something that I like to do as I get older) and my conclusion is I would rather play three longer games and win at a 2 out of three clip consistently then play 5 games in that time period and be a coin toss for 50% win rate. Maybe this means that bo1 is not for me, and I'm actually playing the wrong format. I will visit that in the future, because that traditional standard is as bad as its ever been right now.

The other thing I've realized is that I have some sort of issue with playing the best deck or most played deck. Playing food has given me very high win percentages in bo1, but I get less enjoyment from those wins then I do from wins with my own brewed decks. My decks win at a lower percentage, so that also brings problems. It's a hard balance. The answer: build decks that answer the meta.

The meta is really narrow right now. Incredibly so. Here is what you need to do well:

1) Answer creatures with toughness 3 or less.
Takes care of creatures in the Rakdos deck.
Kills most of what Simic food has to offer.
Ends mono red on the spot.
Kills every adventure creature.

Possible Solutions:
Deafening Clarion (kills most the problems, but can come up short against Simic or fringe midrange)
Gates Ablaze (demands a very specific build)
Kaya's Wrath (kills everything, limits your own choices)
Ritual of Soot (much the same limits as Clarion)

2) Destroy problem artifacts/enchantments
Witch's Oven (drives me crazy on the loop)
Lucky clover (Adventures doesn't always run it, but adventures just get broken with it)
*Cavalcade (honestly, if you kill the creatures it takes care of the problem)

Possible solutions: (4cmc or less)
Knight of Autumn
Thrashing Brontodon
Assassin's Trophy
Conclave Tribunal
*Vraska, Golgari Queen

3) Cheap removal that exiles
Black decks (sacrifice and Adventures) have multiple ways to get creatures to repeat on you.
avoids dying trigger to let black draw cards and drain life.
*much easier to combat Food decks when you get rid of the mana dork.

Possible Solutions:
Glass Casket (sorcery speed and not 100% trustworthy, but still solid)
Conclave Tribunal (expensive but versatile)
Legion's End (does not hit 3cmc, which is a major issue)
Prison Realm (a little pricey, but the bonuses are excellent)
*Lava Coil (exiles in most cases, and actually climbs high enough to deal with 4 toughness)

4) Ability to deal with planeswalkers, but not focus on it.
Oko is a problem, Nissa as well
Otherwise, planeswalker are fairly low in the format

Possible Solutions: (serve other purposes)
Assassin's Trophy
Prison Realm
Conclave Tribunal (expensive)
Murderous Rider (clunky cost)
Angrath's Rampage (can miss if facing more than one)
Sorceress Spyglass (shuts them down permanently, even in multiples)

5) Have to have a card draw engine
If I'm going to play a deck with answers then you have to be able to draw a lot of cards
The reason the aggressive decks are so good is that they have cards like Midnight Reaper, Edgewall Innkeepers, and Hydroid Krasis to refill their hands.

Possible solutions:
Guild Summit (very specific deck)
Chemister's Insight
Planeswalkers (Ral, Bolas)
Firemind's Research (only good early)
Kefnet (pseudo draw for a specific deck)
The Magic Mirror (very slow to get rolling)
*Kenrith

6) Stabilizing life gain
Archway Angel (very specific deck)
Kaya, Orzhov Usurper (gains life and takes care of some threats)
*Kenrith

I never set out to make a Gates deck, but the more i delved into what I needed i began to realize that the best version of each thing I wanted to do fit with Gates.

a) Card draw engine
*Guild Summit gives a card just for playing lands and late game is card draw blowout.

b) Sweeper
*Gates Ablaze roasts everything on an increasing scale.

c) Stabilizing life gain
*Archway Angel resets the game in a big way, while Plaza of Harmony provides the perfect small bump to hold aggro off.

d) Removal
*The deck will have access to every color, so you can pick a package to focus on and the deck can play it.

e) Threats/Wincons
*same s removal, you can literally play anything to finish off games.

The deck

a) Mana base considerations
I'm thinking 27 lands to hit every land drop.
I feel 21 Gates is a good number (about 75%) plus Plaza of Harmony. Will play 3/4 lands that enter untapped.

b) Guild Summit, Gates Ablaze, Archway Angel automatic inclusions.
*Staring point of the deck is Jeskai colors, but going 4 or even 5 color splash is possible. Also, if you don't need white until the late game that can serve as the splash color.

c) Choose a wincon
*Before going further I feel I need to pick a wincon so I can properly structure the rest of the deck.

Options:
Golos (allows you to drop gigantic threats for free and we can create all 5 colors of mana)
Fires of Invention (great with Guild Summit to play multiple big threats each turn)
Straight walkers (powerful big planeswalkers to grind wins)
Command the Dreadhorde (blast from the somewhat past)

I'm choosing to go somewhat in the mold of Jeskai Fires and play enablers. I'm going with Fires of Invention, Fae of Wishes, and a one of Golos as my wincons (technically they just allow me to dump very big threats on the board or easily find them. Also, I like the synergy of the cards

a) Fires of Invention
is essentially a free card on turn 4
fixes any mana issues the deck is having playing so many colors.
*allows for massive turns, especially when drawing high volumes of cards.

b) Fae of Wishes
searching up the perfect threat or answer is valuable for a control based deck.
plays so well when paired with Fires.
is a great turn two wall against aggro.
Can be bounced, dumping threats into the graveyard or just tossing removal that is not needed.

c) Golos, Tireless pilgrim
You can't grab Field of the Dead and that was the main purpose for sure.
Great played off of a Fires of Invention because it puts a 6th land on the board, allowing you to cast a 6cmc card for free instead of another 5cmc one.
*A great mana sink with Fires, and making all 5 colors is very possible.

At this point I have a 16 card core built. Since I plan on playing 27 lands, this leaves me with 17 slots to fill out the deck. Fae of Wishes has allowed me to cut down on a copy of many core cards, so here is how I see dividing the deck up:
4 cheap card draw
8 additional removal spells
*5 major threats

1) Removal
a) Time Wipe (additional sweeper that bounces Golos or Fae of wishes to cast again)
b) Prison Realm (Good versatility with a bonus scry)
c) Conclave Tribunal (I want something easy to cast that catches everything)
d) Sorcerous Spyglass (turns off the majority of problem cards in the format)

2) Cheap card draw
*I looked very hard at Growth Spiral, but it just taxes the mana base too hard on turn 2.

a) Shimmer of Possibility (Digging 4 cards deep is valuable early or late in games)

Finishers
*I took a pretty big look at what threats were worth playing and there are not a lot of cards in this format that just end the game on the spot that are easily cast.

a) Gatebreaker Ram (cheap and effective as a trampler and blocker)
b) Hydroid Krasis (works well with Fires by paying mana for it then casting a drawn card for free)

The sideboard
*I'm still tinkering with this one. I think some extra cheap removal may be the way to go here. Here is my current sideboard:

a) Ashiok, Dream Render (Mostly to deal with graveyard nonsense)
b) Casualties of War (Not for every game, but it sure can be a blowout)
c) Command the Dreadhorde (Not the best fit, but can be huge when using opponents yard)
d) Deafening Clarion (Demolishes Simic and aggro, as well as not touching any of our creatures)
e) Disenchant (need one of these types of spells)
f) Fires of Invention (nice to tutor one up and also prevents us from drawing multiples)
g) Guild Summit (tutoring for card draw is fine when your drawing this many cards)
h) Kaya (holds down yard, gains needed life, exiles Birds, Ovens, and so many aggro creatures)
i) Liliana (grindy wincon that draws a ton of cards and holds down creatures)
j) Narset (turn off Innkeeper, sorcery speed card draw, and other repeatable card draw spells)
k) Bolas (slow but steady wincon that does a bit of everything)
l) Plaza of Harmony (enters untapped, taps for multiple colors, gains life)
m) Prison Realm (easy to cast planeswalker removal that can remove any creature in a pinch)
n) Time Wipe (extra kill all that saves our creature to recast)
o) Ugin (card draw, tokens, major removal)

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Dieses Deck scheint nicht in Standard (Saison Oct 2019 — Sep 2020) legal zu sein!

Probleme: Fires of Invention ist banned.

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» Revision 2 November 14, 2019 bradcoish23
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