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Abzan Counters (Frontier)

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I've been trying to construct the best Abzan deck possible for frontier, pretty much since the format has gained popularity. Here is what I've tried so far:
a) I first built a straight forward good stuff deck that had great cards but lacked any form of synergy.
b) My next attempt was to try an aggressive build with all the creatures that are oversized for their cost, with Siege Rhino as the curve topper. The deck produced some explosive wins, but also put up some duds when you topdecked a revolt card without a fetch available or something of that nature.
c) I tried a monster ramp type deck with 8 mana dorks and a bunch of oversided for their cost bombs that topped out with Verdurous Gearhulk and later Archangel Avacyn. The deck had much the same problem as the aggro deck, in that games where you have a balanced opening hand went well, but often your opening hand would have more of one thing than the other or you would topdeck mana dorks late game when you needed anything else.

One thing I noticed, with consistency, is all versions of these decks played a lot of cards that used +1/+1 counters. This got me to thinking that there is a strong Abzan build using counters synergy. My plan is to use the strongest cards available in Abzan while having a focus on +1/+1 counters, without playing cards that do nothing outside of manipulate counters. In other words, I will not be playing any cards that cannot stand on their own in a vacuum as solid magic cards.

So here is the process I went through in constructing this deck:

(1) I wanted to see what is the absolute best card(s) for manipulating counters. There are two possible card choices that stand out: Winding Constrictor and Hardened Scales.

a) Winding Constrictor. An auto-include in this deck as a four of. It is Hardened Scales on a stick. This is very important as a 2/3 at 2cc is solid on its own, so getting the ability and a 2/3 body is exactly where the deck wants to be.

b) Hardened Scales. I'm taking a wait and see approach at this point. It is a dead topdeck and does nothing on its own. I'm not thinking it will make the cut as I would rather play a mana fixer or 1cc creature on turn one.

(2) Next I need to evaluate the best creatures I have available, in the colors, that deal with +1/+1 counters:
1cc- Servant of the Scale, Narnam Renegade
2cc- Avatar of the Resolute, Greenwheel Liberator, Merfolk Branchwalker, Anafenza Kin-Tree Spirit.
3cc- Rishkar Peema Renegade, Tireless Tracker, Managorger Hydra, Drana Liberator of Malakir, Yaheeni Undying Partisan, Abzan Falconer, Solemn Recruit.
4cc- Woodland Wanderer, Daghatar the Adament, Kalitas Traitor of Ghet
5cc- Verdurous Gearhulk
X- Walking Ballista, Hangarback Walker

(3) Add the absolute best creatures that fit the archetype to the deck:

a) Verdurous Gearhulk. This is a four of. It is the blowout card as you can either pump one creature to have a beatstick, spread out the counters to have a juiced up army, or put them on him to have a huge trampler. So much utility. Even if he gives away all the counters, he himself is still a 4/4 trampler. Something to note is that if you disperse the counters out with a Winding Constrictor or two on the battlefield, things get very interesting quickly as every counter is two or three counters respectively.
*I would sideboard VG out against control decks as it is unlikely that you will have the same results as you would against aggro or midrange strategies. I'm putting two Archangel Avacyn and two Selfless Spirit in the sideboard as an army protector versus control. Great against sweepers or even spot removal. Also of note, is that AA does not save your creatures against Settle the Wreckage however it is nice to be able to flash in AA at the end of your opponents turn and get in for 4 after they wipe the board. The two Selfless Spirit helps us out earlier in the game to protect a creature that has been beefed up or protect our developing board against sweepers not named Settle the Wreckage.

b) Rishkar, Peema Renegade. Played as a three of. Rishkar is a mini version of VG. He lets you distribute the counters or can himself be an ahead of curve 4/4 at 3cc. He has the added bonus of setting up some ramp to help you cast the rest of your hand the following turn. I'm only playing three copies as he is legendary, but I want to play the three because we'd like to see him every game, just not in multiples.

c) Walking Ballista. A two of. Extremely flexible. Good early or late. Being able to dump counters on WB and then burning the opponent is its own win condition. Also, with a Rishkar on board it is not a problem to drop a couple counters on him every turn. Serves as early game removal or late game burn, has built in anti-removal qualities as you can just sac it and deal damage.

d) Kalitas, Traitor of Ghet. Played as a two of. A slower card to build up, but does his own work without the need of any outside help (however outside help is appreciated). A 3/4 at 4cc is not great on its own, but the fact that he puts two 1/+1 on himself when you activate his ability is pretty big (three with a winding Constrictor out). The lifelink holds great value versus other midrange decks, and he is a one man aggro stopper. This deck also plans on playing a nice suite of removal which will make a little army of tokens that can either be block fodder, self-pump, or targets for +1/+1 counters.
*Kalitas is weak against control. In his place in the sideboard I am putting two copies of Tireless Tracker. TT gives us some much needed card draw versus control and also has built in synergy with the deck.

(4) Now I'm going to look at the non-creature support cards. I want cards that have synergy with the deck, as well as being strong on their own:

a) Dromoka's Command. Played as a three of. Gives out a counter, removes a creature, and can two for one when you are living the dream of having an enchantment sitting on the opponents side of the battlefield.

b) Abzan Charm. Played as a three of. I battled between playing two or three in the mainboard, but it just does so much. The synergy is fantastic as you can place the counters on multiple creatures. It serves as your primary card draw. Most importantly the exile effect takes care of the majority of the threats you will face that you do not want to see come back (Hazoret, The Scarab God, Scrapheap Scrounger). Such a fantastic toolbox card, serves a purpose in every match-up.

c) Nissa, Voice of Zendikar. Played as a two of. You do not want to see this in multiples since you intend to play it midgame, not on turn three. This is your anthem effect. A Nissa on turn 5 or 6 with a decent board state will usually be a blowout play. Nissa has great synergy with Constrictor, Rishkar, and Ballista.

(5) This is a good point to check on our curve and start looking at where additions are needed. The deck currently does nothing on turn 1 and only plays constrictor on turn 2. Its a good time to look at filling 7-8 slots with one and two drop creatures with synergy.

a) Narnam Renegade. Played as a 4 of. The deck is a bit weak at one drop, however Renegade is a better choice than Servant of the Scale. On turn 1, SotS is only a 1/1 with limited upside, and late game has some utility if built up with a load of counters on it, but only if it has time to build up. Renegade is at minimum a 1/2 with deathtouch for 1cc, and easily is a 2/3 on turn one with a cracked fetch land. As a late game draw, there is a decent chance you are getting a 3/4 deathtouch with Constrictor for 1cc. Very good value. There is also the added bonus of the use of deathtouch with Dromoka's Command (allowing you to use your one drop to take down big fatties). I don't want to rely on revolt, however NR has purpose even without the trigger.

b) Hangarback Walker. Played as a two of. I wanted to dedicate two slots to a 2cc synergy card card to round off the curve. Here is my thinking: Anafenza, Kin-Tree Spirit was out because it was double white (however the ability is pretty juicy). Greenwheel Liberator has the opportunity to enter the battlefield as a gigantic creature for 2cc, however I did not want to depend too greatly on revolt and I'm already playing Narnam Renegade. Finally, Avatar of the Resolute does nothing if the board does not already have creatures with counters, so many games he is just a 3/2 for two. Nice stats even then, but I'm looking for a little more flexibility.Merfolk Branchwalker won out, initially, because I would get either a 3/2 (with the opportunity for more) or a 2/1 and a land. The mana fixing is really the cards strength, and MB is a creature easily played with purpose on turn 2. The only issue is you don't always get what you want at the right time (sometimes you want the counter, other times you want the land).
Hangarback eventually won the slot. It is really a flexible 2cc card when you think about it. In this deck though those counters can be manipulated so quickly that it gets out of control and must be exiled. Hangarback can stall attacks as opponents simply do not want to attack into it and have to face that army of thopters. Against aggro Hangarback has always been a beast at stalling games and with the help of Constrictor, Rishkar, and VG it can also be aggressive as well.

(6) The deck now has a 28 card core with synergy and purpose. Now I'm looking to add support and utility cards that are just elite cards to play in Abzan colors, without regard to synergy.

a) Fatal Push. Played as a three of. We are playing black and will be running fetch lands. Auto-include.
*Fatal Push will tend to be bad against some blue decks, in those instances we have two Blossoming Defense and a Selfless Spirit in the sideboard.

b) Siege Rhino. Playing two. You cannot play Abzan and not play Siege Rhino. There are no synergy based four drops that come close to being as powerful as Siege Rhino. Both offensive and defensive. Can swing games the minute it hits the field as it is both offensive and defensive.

(7) One main board spot left, before building the mana base. Viewing the main deck I'm noticing there is not a lot of card draw. That is how I feel this flex spot should be used. It would also be nice if it came attached to a body. Here are the options:
i)Tireless Tracker. Has synergy with the deck and can draw a few cards throughout a game.
ii)Duskwatch Recuiter. We are playing enough creatures to make it work, however it is limited to creatures only.
iii) Oath of Nissa. Cheap card draw that can be played on turn one to smooth things out.
iv) Read the Bones. Digs deep for two cards.

*I went with Tireless Tracker as a one of in the main. It's important to have an extra body with this decks archetype.

(8) Build the mana base.
a) Fetch lands. There are two sets of fetch lands that allow you to grab any of the three colors: Wooded Foothills and Flooded Strand. I'm adding four of each.
b) Battle lands. In order for the fetch lands to work we need a couple of one of's: Cinder Glade, Smoldering Marsh, Canopy Vista, Sunken Hollow.
c) Urborg, Tomb Of Yawgmoth. Sure's up the black base for the midgame.
d) Add some basic lands. Three forests and two plains is the right starting number. We do not want to go too heavy as we have cards like Abzan Charm, Dromoka's Command, with very specific qualifications. No need to play any Swamps as the deck has no way of fetching a basic swamp.
There are four slots left and the current mana count is: black-11, white-11 green-13
i) Add a second Canopy Vista, as it can be got by all 8 fetch lands.
ii) Add three Blooming Marsh as it can be played untapped in the early turns, when it really counts.
iii) Add one Llanowar Wastes. The life loss is minimal, but you would not want to play multiple copies.

(9) I have six slots left in the sideboard for dedicated hate cards:

a) Anafenza, the Foremost. Two slots. In the sideboard for the ability to keep down Dig Through Time, The Scarab God, Azcanta, and Jace, Vryn's Prodigy, who are all real players in the format.

b) Hallowed Moonlight. Two slots. main purpose is to hose Collected Company, but it is also fantastic against graveyard strategies.

c) Sorcerous Spyglass. Two slots. I want something to keep Aetherworks Marvel down. Artifact removal is an idea, however if AM hits the field with enough energy on board then it will get the ability once in response to being removed (which is often enough). Solemnity is good for foiling energy, however it is also great at foiling us. The best approach is to stop the ability from being playable, and the choices for this are Phyrexian Revoker and Sorcerous Spyglass.
I chose the Spyglass because it is harder to remove and it has the extra bonus that you can look at the opponents hand to see what they have there. This is also a foil for many creatures, lands, and for planeswalkers. Great versatility for this card.

Final Thoughts:
i)This is a pretty fun deck with a lot of interactions. The cards are all strong on their own, but we have a strong core for the +1/+1 synergy basis. There is more than one way to get there and you are not reliant on any one card to win. The best part of the deck is the removal suite, which is funny because this is a creature based synergy deck. You are playing the best removal in the format, and most of it also creates +1/+1 counters.

ii) The decks weaknesses are three fold:
a) the mana base is a bit rough to play Mystic turn 1, and if it i not turn one then what is the point.
b) we are weak to planeswalkers. We have trouble removing most of them (with the exception being those that become creatures because Abzan Charm deals with them). Our options for all the others are to either try to race them or run them over, both realistic possibilities with a decent start.
c) Settle the Wreckage is just nasty! We prefer to not see our opponent playing white.

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