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Reid Duke Spinoff (Frontier)

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What inspired the deck:
*Reid Duke posted his thoughts on standard decklists that utilize Llanowar Elves and Steel Leaf Champion. I thought I would give it a go to build a decklist using those cards for Frontier, bonus being we also have access to Elvish Mystic.

What does the deck do:
plays mana dorks early.
drops as many oversized creatures as possible, as fast as possible.

Step 1: Add in the base cards for the deck.

(a) Steel Leaf Champion. 4 copies.
*5/4 on turn two.

(b) Llanowar Elves. 4 copies.
*ramp turn 1 on a body.

(c) Elvish Mystic. 4copies.
*more ramp turn 1 on a body.

Step 2: Carry over obvious includes from Reid's deck.

(a) Rhonas's Last Stand. 3 copies.
as Reid says, this card is much better with 1cmc mana dorks and we are playing 8.
I'm playing 3 copies, as I believe I can time playing one copy in the early stages of a game, however i would rather not have to cast two copies early.

(b) Rhonas, the Indomitable. 2 copies.
*we are already playing 8 cards that have 4 power or greater, and intend n playing many more.

(c) Rishkar, Peema Renegade. 1 copy
4 power
ramp
*good late game for +1/+1 counters.

(d) Jadelight Ranger. 4 copies.
no matter what, you get good value.
helps fix your top decks for dead draws, dumping 1cmc dorks off the top is much welcomed after the initial turns.

(e) Verdurous Gearhulk. 2 copies.
*I cut it back to two copies as I would like to see it, but not in multiples.

Step 3: What do we want for a 2cmc package?
I like the revolt creatures that green has to offer. Revolt is tricky, especially in a deck that is mono green to this point, however we have fetches available to us.
fetches would serve multiple purposes: allow us to play revolt creatures, splash into red and/or white, and they thin our deck for improved chances of drawing more gas.

(a) Greenwheel Liberator. 3 copies.
you should always be able to sequence your early turns so that this is a 4/3.
going with 3 copies as it is harder to cast it as a 4/3 as a top deck.

(b) Hidden Herbalists. 2 copies.
this is a powerful card on turn 2 as it is essentially a free creature (with a fetch land).
pairs well with Greenwheel Liberator.
makes casting Rhonas's Last Stand a little less painful as your opponent has to deal with an extra 2 power before they have done much of anything.
only playing 2 copies for the same reasons as Greenwheel Liberator.

(c) Resilient Khenra. 2 copies.
you can play it early if you had to, but you probably kept a very bad hand if you do.
better paired with another creature on turns 3 and on.
gives the deck a little recursion.
we generally want to skip over our 2cmc creatures on turn two, opting for a 3mc instead, therefore this is the perfect creature for the deck to get full value out of in the midgame.

Step 4: What payoff cards are we playing alongside Verdurous Gearhulk?

(a) Surrak, the Hunt Caller. 2 copies
just a load to deal with on turn three, as he will have haste most games.
whatever is played on the following turns will have haste, creating some serious beatdowns.
on the play, this is just the nastiest card as you will be swinging for a win before the opponent gets a chance to play a sweeper.
your turn 2 plays require enough attention from removal that there may not be an appropriate spell in your opponents hand to remove Surrak.

(b) Nissa, Vital Force. 1 copy.
5/5 haste creatures are broken. Does no matter if they are lands by the time Nissa drops.
getting to use the land, then untap it to attack with it is really broken. Sometimes you may want to untap the land and ignore it's a creature just to get an additional mana.
the potential to drop this on turn three is fierce. It is a one women beatdown party at that stage of the game.
having so many mana dorks available makes it a little less worrisome that your lands will get destroyed.
at this point i have not even mentioned the -3 that gets back any permanent that our opponent has gone out of their way to remove. Great card advantage.
her ultimate is very achievable and can provide enough gas to keep you on top versus heavy removal.

Step 5: Six flex utility slots.

(a) Blossoming Defense. 4 copies.
Reid plays 4 copies and I believe that is still the right number in Frontier.
Protect and pump is very useful in just about any matchup.

(b) Dromoka's Command. 2 copies.
I want to play some removal and this is a great toolbox card.
The +1/+1 counter actually can play a big role in helping our creatures out class midrange threats.

Step 6: Sideboard plan.

What goes in when Blossoming Defense is weak?
*means you are probably playing against aggro.

a) Dromoka's Command. 2 copies.
adding some more removal
against red aggro, preventing damage can still serve as a counter move against their removal.

b) Temur Battle Rage. 2 copies.
we are racing, and this wins races with 10+ damage out of nowhere.
trample makes this a finisher, even if blockers are kept up.

What goes in versus Saheeli combo?
*Decks that can combo off on turn 4 are a worry, especially if they are on the draw.

c) Rampaging Ferocidon. 2 copies.
turns the combo off.
even if RF just slows down when they can combo off by a turn before it gets removed, it way have allowed us to swing for enough damage.
*good against go wide or token strategies.

d) Thalia, Heretic Cathar. 1 copy.
stops the combo cold.
great against a lot of decks.
*can be hard to cast on turn two with a dork, but we do not need it that fast anyway.

What is added for Aetherworks Marvel?

e) Sorcerous Spyglass. 2 copies.
while artifact removal exists in many forms in the colors we are playing, Marvel's trigger will still go on the stack even if it is destroyed. Really, they usually only need the trigger to go off once to win. Spyglass stops the trigger from happening all together.
great against planeswalkers, vehicles, The Scarab God,...
*another answer for Saheeli combo

What is added for Collected Company?

f) Hallowed Moonlight. 2 copies.
*This is a +3 card advantage for us against Collected Company. They waste a CoCo and do not get either of the two creatures (-3 for them), while we play Hallowed Moonlight which cantrips and replaces itself. We can even take it one step further and say it may be a +4 since they are playing creatures that remove our creatures from the board.

What is our answer for The Scarab God, Hazoret, and Rekindling Phoenix?

g) Declaration in Stone. 2 copies.
It is the cheapest answer we have for these creatures.
great against token decks.
*solid removal any time we need removal.

What is our answer for Settle the Wreckage and Languish?
Pray they do not draw it!
Seriously, Naya has no real answers for either.

h) Sigarda, Heron's Grace. 1 copy.
Does not answer Languish. Languish is sorcery speed, so at least we can play around it a little bit. Some of our creatures also have the possibility, through +1/+1 counters of surviving.
Settle the Wreckage targets "You", therefore Sigarda turns it offline. If the opponent leaves 4 mana open and it's your turn, playing a Sigarda can be a win.
*Giving yourself hexproof can have a ton of other uses, especially against black and red.

i) Nissa, Vital Force. 1 copy.
*helps you bonce back from a Settle the Wreckage or Languish right away as long as you have lands to throw at them.

Things not addressed in sideboard

i) Control.
I'm playing cards that defend against sweepers and spot removal already.
Thalia is good versus control.
Nissa is great against control.
Spyglass and Sigarda can be used against certain control decks.

ii) Graveyards.
These decks are slow, so the plan is to race them. It takes The Scarab God, God Pharaoh's Gift, Tasigur, and Dig Through Time are all devastating, however if we curve out well they will never be able to play these cards in time to matter.
We have answers for The Scarab God, which poses us the most threat.

Step 7: Mana Base.
Playing 20 lands.
Want to play enough fetches for revolt.
*Want to play as many lands that produce green and do not enter tapped as possible.

Wooded Foothills. 4 copies.
Windswept Heath. 4 copies.
Canopy Vista. 1 copy.
Cinder Glade. 1 copy.
Forest. 6 copies.
Sunpetal Grove. 2 copies.
Rootbound Crag. 2 copies.

Final Thoughts on the Deck

a) There are some incredibly fast starts for this deck.

b) There are games where the opponent just cannot answer the threats fast enough to keep pace.

c) Not having a true answer for major sweepers is an issue.

d) In reality, the deck could drop the pair of revolt creatures. This would make our starts a little slower, but more consistent. This would allow the deck to drop the fetch lands and move into G/w. You would simply play Merfolk Branchwalker and the other two Resilient Khenra's.

e) The few red cards could easily be replaced by other cards in G/W. Ferocidon for Authority of the Consuls, Shock, or an extra Thalia, and Temur Battle Rage for Appeal // Authority.

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This deck appears to be legal in Frontier.

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