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I started by building the mana base. Usually I build the deck first and then assess how much of each mana I need, however here I wanted to make sure the deck could even have a chance first because if the mana doesn't work then 4 color was out. Luckily, due mostly to Aether Hub the mana works out pretty well.
Mana breakdown- (26) black 17, red 17, white 14, blue 14.
The deck is built off a Rakdos core and the white and blue is simply to splash for the most powerful cards to deal with top threats in the format.
The Main Deck: (in order of inclusion)
(1) Radiant Flames. Kozilek's Return was a consideration and if I had thought I'd be playing a lot of huge eldrazi then it may have went that way.
Looking at the top decks in the meta: (a) Flames deals with every creature in the vehicles deck, (b) takes card of all U/W flash creatures except Avacyn and is fast enough to play before Avacyn can be played, (c) kills Advocate/ Tireless Tracker/ Ishkanah tokens, (d) kills all the non-emerge zombie deck creatures, (e) great against r/g energy.
Weak against- Spell Queller, control and Aetherworks combo.
(2) Anguished Unmaking. Great against all the important cards in the format... catches Copter, Aetherworks Marvel, Gideon, and any creature not named Emrakul. Doing so at instant speed is so important since much of the solid removal in the format is slow or doesn't hit everything.
Weak against- if an aggro deck appears without Copter I'd say that however there is no way that is going to happen.
(3) Fumigate. Need a wrath effect. This one also provides the greatly needed life gain. Great against any creature deck.
Weak against- Emrakul, control.
(4) Chandra Flamecaller. A win condition that also has a wrath effect, and just for kicks can fix your hand in a pinch. The biggest bonus using a planeswalker as a win con right now is that very few decks are playing walkers so there is less removal for Chandra.
Weak against- Aetherworks Marvel.
(5) Torrential Gearhulk. Possible win con, let's you replay a huge portion of the deck.
(6) Nahiri. So many uses. I edged here over Gideon because she simply is a better toolbox card. While Gideon can be a beat down card that must be answered, I feel in this deck he would be too slow where as in aggro builds he is the perfect curve topper.
Nahiri can filter your deck and let you dig for an answer. She can drop and take care of a tapped Copter or an Aetherworks Marvel (maybe a little slow) or any pesky creature that just hit you. Finally, it is not hard to ultimate her and cast Emrakul or in a pinch Torrential Gearhulk to replay the answer in your grave you need to survive.
(7) Emrakul. Best target for Nahiri. Also can be hard cased late in the game with all the card types that will be in the yard.
(8) Cathartic Reunion. Card draw and filtering. Best turn two fixing we have since it also helps set up Emrakul later.
(9) Stasis Snare. We need a way to kill Emrakul if he hits the board.
(10) Ruinous Path. You do still see planeswalkers despite them being on a down right now. Gideon must be answered.
(11) Declaration in Stone. Still a strong removal piece, however sorcery speed is an issue. Can get a two for one with the aggro decks and is wonderful against tokens.
(12) Unlicensed Disintegration. Strong removal, stronger if we played more artifacts.
(13) Negate. Catches a lot of important cards in the format, even vs aggro decks.
(14) To the Slaughter. Kills Eldrazi and planeswalkers. Good against everything not aggro.
(15) Transgress the Mind. As aggro drops back this card gets stronger. Strongest play against midrange and control as a turn two play.
(16) Summary Dismissal. Screw off Eldrazi cast trigger and no thanks planeswalker activation.
Energy package
For Aether Hub to work at its best you need available energy. The cards that produce energy must also serve a purpose in the deck and not make the deck weaker than alternatives.
(1) Harnessed Lightning. Great removal at instant speed. Can leave extra energy beind or use up extra energy to kill bigger creatures.
(2) Die Young. Serves as much the same use as Harnessed Lightning only at sorcery speed.
(3) Live Fast. Cheap card draw that also provides early game energy.
(4) Glimmer of Genius. Great card draw, with free energy to boot.
Sideboard:
Duplicate cards that are also in the main board serve the same purpose as in the main. Just need more of them for certain matchups.
Vs Control or Aetherworks Combo: there are some pretty dead cards in the main board for games against these decks.
They are- (11) Radiant Flames, Fumigate, Unlicensed Disintegaration, Harnessed Lightning, and Die Young.
Sub in- Ceremonius Rejection, Perpetual Timepiece, Summary Dismissal, To the Slaughter, Transgress the Mind, Glimmer of Genius, Negate, Fragmentize. Other additions would include Gideon (alternate win con and speeds up our end game)
At the end I had two flexible slots remaining in the sideboard. I am set up well for aggro, have plenty of answers for Aetherwork Marvel and Emrakul, can deal with Copter, and can side fairly well in the control mirror. My final outcome is Sphinx and Confiscation Coup. Both are for grindy games against midrange. As the format evolves I feel these serve me best and can always change later.
Overall the deck can answer anything that is thrown at it. Wins will be slow as you will often need to resolve emrakul or do a man land beatdown.
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» | Revision 2 | October 25, 2016 | bradcoish23 | |||
Revision 1 | October 25, 2016 | bradcoish23 |