Post by yugular on Sept 15, 2011 7:09:19 GMT -5
Nightsky Aggro
I. Introduction
Eventide had two interesting cycles for pauper. The Mimic Cycle was a big player in Limited (and was designed to reward enemycolor drafting: www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/feature/467) and the backup of the similar Aura cycle made the mimics a very good strategy, although it opened up some two for one risks. Nightsky Aggro is a strategy that is willing to take the risk and get the most out of the Orzhov-guild cycles by relying on hybrid spells to make the Nightsky Mimic/Edge of Divinity combo worthwhile.
What separates this deck from other B/W/BW aggroish decks is the specific support for the combo and hybrid stategy. Most of the cards are hybrid/mono-colored which doesn't make the manabase too fragile. But you still need both Swamps and Plains in order to success. This deck also has some lifegain to battle other aggressive decks.
This thread is for discussion of the BW Aggro deck that has a Nightsky Mimic focus. Builds that don't evolve around Nightsky Mimic should be discussed in other threads.
II. The Deck
The combo
As stated earlier the deck plays Nightsky Mimic as a main thread with the support of Edge of Divinity Aura and card choices are heavily influenced by the factor that Nightsky Mimics ability will trigger almost every turn.
Nightsky Mimic: 2/1 creature that will usually be flying 4/4 during your turn.
Edge of Divinity: Aura that pumps Mimics & other hybrid creatures with +3/+3
The Hand Disruption (a bit of GY too)
Aggro deck wants to make sure that opponent doesn't have too many answers or nasty combat tricks with him. Information about opponent's hand is valuable.
Duress: Reveals opponent's hand and gets rid of their removal to avoid being two-for-one'd.
Castigate: Triggers Mimic and also gets rid of removal, but also from those nasty critters your opponent might be packing.
Beckon Apparition: Triggers Mimic, creates a 1/1 flier and gets rid of possible threat from graveyard.
The Removal
In case opponent throws something that overpowers early drops it is nice to have means of getting rid of it.
Journey to Nowhere: The staple removal in every white deck. Is very mana efficient.
Pillory of the Sleepless: Pacifism with relevant ability for aggro and also triggers Mimic.
Diabolic Edict: Efficient edict.
Unmake: Three mana removal that can remove pretty much any creature in the format premanently (exiles it) at instant speed. Triggers Mimic.
Sideboard options
Circle of Protection (X): Circles are great, especially against red and black. Buys some time and negates some of their finisher spells.
Disenchant: Artifac/Enchantment removal.
III: The Deck Lists
yugular's Nightsky Aggro
www.mtgdeckbuilder.net/Decks/ViewDeck/211211
(20) Lands
2x Barren Moor
10x Swamp
8x Plains
(12) Creatures
4x Nip Gwyllion
4x Nightsky Mimic
4x Blind Hunter
(23) Spells
2x Journey to Nowhere
3x Edge of Divinity
4x Beckon Apparition
4x Duress
4x Castigate
2x Pillory of the Sleepless
3x Sign in Blood
3x Unmake
3x Diabolic Edict
(15) Sideboard
4x Disenchant
1x Oblivion Ring
1x Journey to Nowhere
3x CoP: Black
2x CoP: Red
1x CoP: Blue
1x Standard Bearer
1x Drain Life
1x Pillory of the Sleepless
IV. The Matchups
General thoughts:
This is a rogue deck and people don't expect to play against this and can't always play correctly against this. Therefore matchup analysis is tricky to combine and sideboarding is hard to comment.
Izzetpost - Very Bad:
Izzetpost has so much removal that the decks clock isn't usually enough. Izzetpost can recover and stabilize so constantly that it is amazing. Flame Slash and Staggershock particularly ruin the game for Nightsky.
Affinity - no data yet
White Weenie - no data yet
MBC Rats - no data yet
MonoG Infect - Very bad:
Infect can kill us on turn2/3 and there isn't much we can do about it. We have early creatures to chump but usually Infect will go throgh in the end and also doesn't care for our lifegain.
Burn - Good/Even:
Burn suffers heavily from lifegain and it sets their clock back by a big margin. Early lifegain and removal will mean that burn usually doesn't get to finish. I haven't played enough against burn to comment sideboarding, but so far burn doesn't have anything specific against Nightsky.
I. Introduction
Eventide had two interesting cycles for pauper. The Mimic Cycle was a big player in Limited (and was designed to reward enemycolor drafting: www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/feature/467) and the backup of the similar Aura cycle made the mimics a very good strategy, although it opened up some two for one risks. Nightsky Aggro is a strategy that is willing to take the risk and get the most out of the Orzhov-guild cycles by relying on hybrid spells to make the Nightsky Mimic/Edge of Divinity combo worthwhile.
What separates this deck from other B/W/BW aggroish decks is the specific support for the combo and hybrid stategy. Most of the cards are hybrid/mono-colored which doesn't make the manabase too fragile. But you still need both Swamps and Plains in order to success. This deck also has some lifegain to battle other aggressive decks.
This thread is for discussion of the BW Aggro deck that has a Nightsky Mimic focus. Builds that don't evolve around Nightsky Mimic should be discussed in other threads.
II. The Deck
The combo
As stated earlier the deck plays Nightsky Mimic as a main thread with the support of Edge of Divinity Aura and card choices are heavily influenced by the factor that Nightsky Mimics ability will trigger almost every turn.
Nightsky Mimic: 2/1 creature that will usually be flying 4/4 during your turn.
Edge of Divinity: Aura that pumps Mimics & other hybrid creatures with +3/+3
The Hand Disruption (a bit of GY too)
Aggro deck wants to make sure that opponent doesn't have too many answers or nasty combat tricks with him. Information about opponent's hand is valuable.
Duress: Reveals opponent's hand and gets rid of their removal to avoid being two-for-one'd.
Castigate: Triggers Mimic and also gets rid of removal, but also from those nasty critters your opponent might be packing.
Beckon Apparition: Triggers Mimic, creates a 1/1 flier and gets rid of possible threat from graveyard.
The Removal
In case opponent throws something that overpowers early drops it is nice to have means of getting rid of it.
Journey to Nowhere: The staple removal in every white deck. Is very mana efficient.
Pillory of the Sleepless: Pacifism with relevant ability for aggro and also triggers Mimic.
Diabolic Edict: Efficient edict.
Unmake: Three mana removal that can remove pretty much any creature in the format premanently (exiles it) at instant speed. Triggers Mimic.
Sideboard options
Circle of Protection (X): Circles are great, especially against red and black. Buys some time and negates some of their finisher spells.
Disenchant: Artifac/Enchantment removal.
III: The Deck Lists
yugular's Nightsky Aggro
www.mtgdeckbuilder.net/Decks/ViewDeck/211211
(20) Lands
2x Barren Moor
10x Swamp
8x Plains
(12) Creatures
4x Nip Gwyllion
4x Nightsky Mimic
4x Blind Hunter
(23) Spells
2x Journey to Nowhere
3x Edge of Divinity
4x Beckon Apparition
4x Duress
4x Castigate
2x Pillory of the Sleepless
3x Sign in Blood
3x Unmake
3x Diabolic Edict
(15) Sideboard
4x Disenchant
1x Oblivion Ring
1x Journey to Nowhere
3x CoP: Black
2x CoP: Red
1x CoP: Blue
1x Standard Bearer
1x Drain Life
1x Pillory of the Sleepless
IV. The Matchups
General thoughts:
This is a rogue deck and people don't expect to play against this and can't always play correctly against this. Therefore matchup analysis is tricky to combine and sideboarding is hard to comment.
Izzetpost - Very Bad:
Izzetpost has so much removal that the decks clock isn't usually enough. Izzetpost can recover and stabilize so constantly that it is amazing. Flame Slash and Staggershock particularly ruin the game for Nightsky.
Affinity - no data yet
White Weenie - no data yet
MBC Rats - no data yet
MonoG Infect - Very bad:
Infect can kill us on turn2/3 and there isn't much we can do about it. We have early creatures to chump but usually Infect will go throgh in the end and also doesn't care for our lifegain.
Burn - Good/Even:
Burn suffers heavily from lifegain and it sets their clock back by a big margin. Early lifegain and removal will mean that burn usually doesn't get to finish. I haven't played enough against burn to comment sideboarding, but so far burn doesn't have anything specific against Nightsky.