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Sultai (4a in series) (Frontier)

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What type of deck is it:
the deck is focusing on using the best available midrange cards in the colors and then creating a deck from there. The deck must also try to be a balanced good stuff deck in the terms of removal.
The curve of the deck (in general) will look like 4-10-8-6-4-2.
*any synergies within the deck only come after deciding the midrange cards.

What inspired this deck:
*Continuing the three colored classic good stuff midrange series. My goal is to create classic good stuff midrange decks in all 10 three colored pairings to see how well decks can be made in this manner.

Step 1: Decide on the core cards for the deck:

(a) The Scarab God. 2 copies.
*Best five drop in the colors.

(b) Kiora, Master of Depths. 2 copies.
There may be stronger 4cmc cards in the colors, but not by much. I cheated a bit and did not include Kalitas since he really clashes with The Scarab God.
Ticking down is where it's at as you get two cards (if the deck is built well) and add to your graveyard.

(c) Dragonlord Silumgar. 2 copies.
Hard to remove at 6cmc and 5 toughness. Pretty big blowout card.
I laid off Torrential Gearhulk because when it is paired with The Scarab God it tends to bring you out of midrange and towards control.

(d) Liliana, the Last Hope. 2 copies.

  • Gets a creature back and holds down the opponent in aggressive decks.

Step 2: Decide what my strategy is.
*I cheated a bit and chose 4 cards that all suit a graveyard strategy deck. This is not really cheating that much since Sultai is probably best at using graveyards and all four cards are amongst the strongest you can play in the format at these colors.

  • I am leaning towards playing creatures with very good ETB's, cards to manipulate the graveyard, a little bit of ramp, and back it up with a solid removal package.

Step 3: Add the best creatures to support a graveyard strategy.

(a) Satyr Wayfinder. 4 copies.
*Fills the yard, gets you a land, chump blocks, and then becomes a target for TSG.

(b) Champion of Wits. 3 copies.
*Draws cards, fills the yard, chump blocks, Eternalize, or target for TSG.

(c) Nissa, Vital Force. 1 copy.
Returns any permanent. That is big stuff in this deck.
Letting you play beat down with your lands is pretty sweet.
*You can ultimate her so easy. A big play against slower decks.

(d) Ishkanah, Grafwidow. 1 copy.
*It will not be hard to turn on delirium in this deck once we add the utility spells package.

(e) Emrakul, the Promised End. 1 copy.
Casting it for a decent value is within reach.
Playing it off of TSG is still really good since EPE is so hard to remove.

(f) Vessel of Nascency. 2 copies.
I looked at Azcanta, but am not playing enough noncreature, nonland cards to abuse it.
Vessel draws a card and puts an enchantment in the yard for delirium.

Step 4: Look at adding some quality ETB's on curve.

(a) Hostage Taker. 2 copies.
*I compared it with Ravenous Chupacabra and feel HT is the more playable card for frontier and this deck. Here's my thought process:
-I'd rather exile than destroy to deal with midrange threats.
-They both need a creature on board for the opponent to be cast.
-I have the opportunity to cast the removed creature either way, however RC depends on TSG while HT only relies on itself.
-HT has a downside if removed, however can also target artifacts.

Step 5: Look at creatures that just make sense in the deck.

(a) Scrapheap Scrounger. 3 copies.
Can be cast from our graveyard without outside assistance.
Provides an artifact for delirium.

(b) Tasigur, the Golden Fang. 1 copy.
Can be cast easily for a very low cmc.
Hard to remove with main removal in the format.
*Supplies card draw and grave fill.

Step 6: Add eight utility cards without major consideration to theme.

(a) Fatal Push. 3 copies.
*Best removal in the format.

(b) Traverse the Ulvenwald. 2 copies.
The deck needs more turn one plays and mana fixing early.
Provides a sorcery for delirium.
*In the late game it can grab Scarab God, Ishkanah, or Emrakul.

(c) Languish. 2 copies.
I want a reset button. This one does gets Hazoret.
4 cmc is an available slot in the deck, where as 5cmc is full.
*Provides more sorceries for delirium.

(d) Vraska's Contempt. 1 copy.
Instant speed exile effect is much needed.
Planeswalker removal also needed.

Step 7: Look at how many lands we need to be playing. I've reserved 26 slots since we are playing 6 cmc cards (and Emrakul). We can make some cuts however, due to some mana searches we are playing.
Traverse the Ulvenwald. I would count the 2 copies of this as 1 land slot since we play it on turn 1.
Satyr Wayfinder. I'm counting the four copies of this as 1 land slot as they will almost always grab you a land, but you need to have two in your opening hand to cast it.
*Vessel and the other card draw could technically count as another slot, however I want to curve out every game possible and use my card draw to keep threats as often as possible.
Decision- the deck will play 24 lands to be consistent.

Step 8: What cards should I play in the two available slots?

(a) Sultai Charm. 2 copies.
It does a lot of the things we want for this slot.
-Adds another two instants for delirium.
-Removes many of the creatures in the format.
-Destroys artifacts (enchantments is a bonus too)
-Draws cards and helps fix delirium.
The mana cost is hard, however it is not always needed to be played on curve like mana of the other Khan's block three colored cards.

Step 9: Sideboarding.

(a) Sorcerous Spyglass. 2 copies.
Answer for: Saheeli, Marvel, vehicles, planeswalkers,...
*Be careful not to name Scarab God or a planeswalker you are playing because it shuts down both players permanent.

(b) Disdainful Stroke. 2 copies.
Answers: Marvel, Hazoret/Scarab God, Company, Gideon/Chandra, Refurbish, board wipes, Dig Through Time,...

(c) Collective Brutality
Very versatile sideboard option.
Can kill a creature against aggro.
Against control can grab an instant or sorcery .
Against Aggro and tempo kills a creature and grabs a tempo card (CoCo, Atarka's Command, removal.
Can fix up delirium, while getting a bonus for doing so.

(d) Ultimate Price. 1 copy.
*Kills a lot of targets in the format and is easier to cast than Grasp of Darkness.

(e) Sidisi, Brood Tyrant. 2 copies.
Sided in for Hostage Taker against control.
On average you will get to make a 2/2 token upon entry.
There are 11 other main deck cards that can aid in making tokens.
Versus control there is less of a chance that Sidisi gets killed by a blocker, thus allowing the trigger to go off more often, creating more tokens.
Really helps put delirium online and fuel the grave for TSG.
the forgotten part of TSG is its first ability that interacts with zombies, and Sidisi produces zombie tokens.
Not played in the main because it is so slow, is killed in combat easily, and we need the exile ability on Hostage Taker too much and Kiora is more versatile.

(f) Bontu's Last Reckoning. 2 copies
Panic switch versus pure creature decks.
We are not playing red or white, so the board wipe has to be black.
Turn 4 can be too late, if you are on the draw, versus some decks (Hazoret especially).
Also playable against decks where Languish misses targets due to 5+ toughness creatures.
This card puts a little more pressure on the mana base, but is necessary in a format with so many aggro decks.

(g) Carnage Tyrant. 2 copies.
Sided in for Dragonlord Silumgar versus control.
*Hexpoof that can't be countered is a much better wincon vs control.

(h) Murderous Cut. 1 copy.
*It's nice to have an instant speed removal for creatures (that costs as little as 1cmc).

(i) Vraska's Contempt. 1 copy.
*It's nice to have instant speed removal (that exiles and kills planeswalkers).

Step 10: Build the mana base.
*We have to play fetch lands as we are playing Fatal Push.

Green.
We need green on turn 1 and double green by turn 5. (16 sources needed)
We want a large amount of green sources to enter untapped, so it can be played turn 1.

Black.
We need black by turn 3 and double black on turn 3. (19 sources)
I will cut one source off by playing Urborg. (18 sources)

Blue.
*We need blue by turn 3 and double blue never. (12 sources)

(a) Fetch lands.
*Playing the fetches that grab all three colors.
Flooded Strand. 4 copies.
Bloodstained Mire. 4 copies.

(b) Battle lands.
Sunken Hollow. 3 copies.
Cinder Glade. 1 copy.
Canopy Vista. 1 copy.

(c) Basics.
Swamp. 2 copies.
Forest. 1 copy.
Island. 1 copy.

(d) Urborg, Tomb Of Yawgmoth. 1 copy.

*At this point we have used 18 land slots.
-blue has all 12 sources covered. (zero remaining)
-black has 14 sources covered. (3 remaining)
-green has 11 sources covered. (5 remaining)
-green has only one land that will enter untapped. All remaining sources must enter untapped.

(e) Blooming Marsh. 3 copies.
Takes care of 3 slots of green and black.
enters the battlefield untapped.

(f) Two green sources that enter untapped.

Forest. 1 copy.
*Makes sense with Traverse in the deck and Settle the Wreckage and Field of Ruin in the format.

Llanowar Wastes. 1 copy.
Sures up black as well.
Always enters untapped.

(g) Geier Reach Sanitarium. 1 copy.
It can have upside for the opponent, but serves us much better.
It not only fuels our graveyard for delirium and TSG, but also puts targets in our opponents graveyard.
*Is especially sweet when our opponent has no cards in hand and must discard the card they have just drawn, potentially giving TSG some gas to target.

Final Thoughts

(A) Decks overall power.
*There are a lot of really powerful cards and mechanics in this deck.

(B) Synergy.
*The deck has a lot of synergy. Our early game sets up or mana base and draws us cards for the midgame, then those midgame cards benefit from our graveyard being stocked by the early game.

(C) Scrapheap Scrounger.
Sometimes you wish Scrapheap Scrounger is any creature that can block when your facing down an aggressive deck, however the pay off is great when you get to play it out of your yard after dumping it as your discard or off the top.
Scrounger is so pesky against non-aggressive decks.

(D) Kiora
is not maximized as much as you would like as she cannot abuse the untap creature +1 to full effect on the decks creatures, however that is a small price to pay.
The +1 is best utilized after you have attacked, as you can untap a creature to be a blocker and untap a land to ramp.
*A lot of the time you are going to -2 her right away for the card advantage. The possibility of drawing two cards while fueling delirium or TSG is just bonkers.

(E) The Scarab God
TSG is usually the all-star of any deck, however this deck includes some major firepower.
Ishkanah is such an amazing target for TSG. If you get Ishkanah in play after TSG then it is lights out. Even if the opponent sweeps you, you will get to play TSG again and target the Ishkanah. It's the same as if the board wipe never happened.

(F) Liliana and Nissa.
If either of these hit the board we are in value city. There is just so many things we want to get back from our yard.
They really are the most soul crushing part of the deck. The opponent has to work hard to kill of our ETB threats and midgame bombs... and then you play Lily or Nis and we are back in business.

(G)Emrakul.
She is so playable it hurts. it is possible to play her for 7, realistically to play her for 8.
TSG does not get the cast trigger to go off and she will only be a 4/4 then. So she is only a 4/4 flying trampler with protection from instants. I'd still take that.
*A big side bonus of running Sultai Charm is that much of the removal used on Emrakul is enchantment based. They Cast Out or Stasis Snare your Emrakul, then you cast Sultai Charm (game 1). Who sees that coming?

(H) The deck is soul crushing and gets scooped to a lot.

  • The Scarab God, Ishkanah, and Emrakul are all cards that see scoops.
    *The best scoops however are when the opponent believes they have dealt with these cards and then TSG, Lily, or Nissa bring them right back. Soul crushing.

(I) Weak against aggro game 1.
The deck takes time to set up.
Scrapheap Scrounger can't block.
We play multiple high cmc cards.
Despite all this, we often just need to survive to midgame hoping we see Languish or Ishkanah. If we can dig far enough to see either then things swing our way after that as they will take multiple turns to recover and our midgame just crushes theirs.
*Just chump block with everything possible, even with Hostage Taker. We just need to survive long enough to swing the game in our favor.

(J) The deck is fun.
*Well, if you like grindy games and making opponents angry.

(K) There are bad top decks.
No amount of discarding or card draw can fix the fact that most of the cards we want turns 1-3 are not cards that we want to see off the topdeck after that.
Vessel and Wayfinder are bad topdecks, no way around that.

Updates

1 Cut x3 Scrapheap Scrounger for x3 Walking Ballista.

goes to the graveyard easier for delirium
our biggest issue is with aggro killing us before we stabilize, WB is excellent against aggro.
yes, Walking Ballista can be targeted by TSG. It will be 4/4 with no +1/+1 counters.
Getting a Ballista back with a Nissa or Lily late game is much better than a SS.
*It's nice to play SS out of the grave after a grave dump...very cute even...but surviving against aggro is where we need to be at.

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Dieses Deck scheint in Frontier legal zu sein!

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