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Four Color Rebound (Frontier)

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Concept of the deck:
*The idea is to use permanents that allow us to repeat instants, in order to inflict direct damage to the opponent, while also controlling the board.

Where the idea for the deck came from:
I was toying around with a Jeskai midrange deck when I combined Narset with Torrential Gearhulk. From there I added Goblin Dark-Dwellers for full effect.
After a few attempts I realized that the deck was much better if it played black as well.

Step 1: I added the three key repeating permanents to the deck.

(a) Narset Transcendent
(b) Torrential Gearhulk
(c) Goblin Dark Dwellers

*I'm starting out with four of each and may make adjustments from there.

Step 2: Add in spells that can be abused by the abilities of our permanents.

*In order to be abused by all three cards, the spell must:

  • have a cmc 3 or less
  • be instant speed
  • make sense being played off of rebound

*Desired effects of the cards
-deal direct damage to the opponent
-destroy/exile permanents
-draw cards or get card advantage

a) Kolaghan's Command. 3 copies.
*Disruption, removal, recursion, direct damage

b) Crackling Doom. 2 copies.
*Removal and direct damage

c) Supreme Will. 2 copies.
*Card Advantage and disruption

d) Lightning Strike. 4 copies.
*Direct damage and creature removal

e) Shock. 2 copies.
*Direct damage and removal.

f) Jeskai Charm. 1 copy.
*Direct damage and bounce to library.

Step 3: Add cards that fit with theme, but are more narrow in what they accomplish.

a) Fatal Push. 2 copies.
*Still great removal.

b) Tragic Lesson. 2 copies.

  • Gives us a draw two cards that fits our theme. The discard drawback is not a big deal, as we either replay the land or put something in the graveyard for GDD or TG.

Step 4: Add cards that only work with Narset and one of the two creatures.

a) Collective Defiance. 2 copies
Sorcery takes it out of being a target for TG.
The potential blowout of escalate cards is huge. You could potentially get to cast it three times and use two of the abilities each time. You could deal 9 damage and kill three creatures and only really cast it the one time.

b) Declaration in Stone. 1 copy.
*Have to be able to exile creatures in this format.

c) Vraska's Contempt. 1 copy.
*Again, we have to be able to exile a creature in this format. VC gives us the bonus of catching a planeswalker as well. If this goes off three times it is blowout city.

Step 5: Do I add any support creatures?
I looked at some different options: Baral, Chief of Compliance, Jace, Vryn's Prodigy, Thing in the Ice, Soulfire Grand Master, Firebrand Archer, and Thermo Alchemist.
My conclusion is that they may have use out of the sidebaord, however I do not think they are necessary. It is better to just load up on spells that do what the utility creature can do.

Step 6: Add in the most broken card to take advantage of.

(a) Dig Through Time. 3 copies.
*The most broken card in Frontier is DTT, and this deck can abuse the crap out of it.

Step 7: Revise

(a) Cut 2 copies of Goblin Dark Dwellers.

  • We are currently at 36 cards and I want to be at 34, so that we play enough lands to consistently get to the midgame on curve.
    *GDD gets two copies cut as we do not want to cut spells and it is the weakest of our three permanents. Also, after playing Narset we want the next turn to be a spell to rebound.

(b) Cut 2 copies of Shock to add:
Search for Azcanta. 1 copy. You can play it on turn two in order to have better turn sequences, however it is better to be played late and flipped. Azcanta transformed allows u to draw a card every turn or cast TG easier.
Settle the Wreckage. 1 copy. It can only be targeted by TG, however we need more exile and a board wipe.

Step 8: Sideboarding.
*The deck is a toolbox deck so it would make sense to have a toolbox style sideboard as well. The only way any card in our deck would be a "dead draw" is if the opponent is playing a creatureless deck. That being said, we can still add a few sideboard cards for specific archetypes first.

(a) Sweltering Suns. 2 copies sideboard.
*vs: aggro. A nice card to repeat to slow down any creature heavy deck and a good play with GDD.

(b) Authority of the Counsels. 2 copies sideboard.
*vs: aggro or cat combo. Off them, but just the best way to cheaply interrupt that combo.

(c) Tormod's Crypt. 2 copies sideboard.
*vs. reanimator and delve. I want my yard full and theirs empty.

(d) Disdainful Stroke. 2 copies sideboard.
*vs. major threats. Answers most the major threats in the format. Great target for TG.

(e) Lost Legacy. 1 copy sideboard.
*vs. combo and control. Foils very narrow decks. Not the worst card to rebound or hit with GDD either.

(f) Silumgar's Command. 1 copy sideboard.
*vs. Midrange. It is a total blowout card if cast in multiples.

(g) Abrade. 2 copies sideboard.
*vs. artifacts and small creatures.

(h) Transgress the Mind. 2 copies sideboard.
vs. slower decks. Great on turn two. Also not bad as a recast off GDD if you already know the opponent has a card to target.

(i) Crackling Doom. 1 copy sideboard.
vs. big threats. In certain matchups it is just the card you want to see.

Step 9: Mana base.
*The deck has some diifficult mana requirements to meet. i have to try to meet the following: Black-18 sources, Red- 18 sources, White- 17 sources, blue- 14. This is looking rather difficult to meet. The 17 white can be dropped down to 13 by simply removing Settle the Wreckage and replacing it with another color board wipe.

(a) Fetch lands.
Polluted Delta. 4 copies. Can fetch all four colors.
Bloodstained Mire. 4 copies. Can fetch all colors,except white.

(b) Battle lands.
Smoldering Marsh. 2 copies.
Sunken Hollow. 2 copies.
Prairie Stream. 1 copy.

(c) Basics.
Mountain. 1 copy.
Swamp. 2 copies.
Island. 1 copy.
Plains. 1 copy.

(d) Tri-lands.
Nomad Outpost. 2 copies. Gives us everything except blue.
Mystic Monastery 2 copies. Gives everything but black.

(e) Four remaining lands.
Needs: 1 black, 2 red, 3 white, 0 blue
Needle Spires. 2 copies. Nice to have an extra attacker.
Shambling Vent. 1 copy. Attacker and life gain.
Field of Ruin. 1 copy.
One of the best turn three plays in the format. Fixes your mana while it disrupts theirs. You can crack it whenever, but most big plays happen turn 4 and often that is when mana restrictions start to apply. If they have already played a basic land of that color, they may not be running two in their deck.

Final Thoughts
(a) The mana base is a bit clunky, but you really need to play 4 colors if you want to maximize the deck.
(b) The deck is fun. You get to play all kinds of crazy sequences. If you stick a Narset down and have Torrential Gearhulk in hand you are about to have some big turns.
(c) You are going to struggle against some of the really good decks out there. The deck does have answers and if you can get to the midgame then things start happening for you quick.

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