While we wait anxiously for another season of Spellslingers, it’s time for another deck recap! This week, I’m showing off the decks from the game between Sean and Chris Kluwe.
Sean was playing with a White-Green-Black deck, based heavily on the “Armed and Dangerous” Clash Pack. This is a really cool set of cards that revolve around buffing small creatures until your board is filled with substantial threats. It has quite a few spells with renown (which buffs creatures that deal damage to your opponent) and bolster (which buffs your weakest creature) The way this deck builds the board is difficult to disrupt with just a couple cards- once the machine gets going, it is going to take real luck, skill, and effort to stop it. Unfortunately for Sean, Chris was able to prevent any real buildup, which is a weakness of this deck- it has few ways to catch up.
One of the few ways to catch up, and one of the most exciting cards of the deck, is Collected Company. This instant can give you a sizable board that you can then proceed to buff with great cards like Abzan Ascendancy and Incremental Growth. The deck shines more brightly, of course, with great early cards like Anafenza, Kin-Tree Spirit, which bolsters every time you play a creature, and Citadel Castellan, which is vigilant and becomes a formidable 4/5 when renowned. When you need to make that last push, the deck also has great big creatures in Dromoka, Outland Colossus, and Avatar of the Resolute, which just gets better the more +1/+1 counters you’ve put down. And with this deck, you’re going have so many +1/+1 counters you’ll be sick of them.
When your opponent begins to present opposition, the deck has powerful enchantments and instants to crumble their defenses. Pacifism, Suspension Field, and Ultimate Price will neutralize their threats effectively. You also have a number of “choice cards”, which are incredibly versatile and can help you out of a variety of tough spots. Valorous Stance can protect your biggest creature or eliminate your opponent’s best defender. Citadel Siege is a game-deciding enchantment when played onto the right board, with the option to either buff one of your creatures or tap one of your opponent’s upon every combat.
Chris Kluwe got to play with a really unusual and fun Blue-Black control deck. Only 9 cards give you a way to directly damage your opponent, and of those, only 4 are attacking creatures! Its success depends on using the cards to draw into your powerful plays, and to disrupt your opponent at key moments to prevent them from building a board presence. There are a few different win conditions this deck presents, allowing you to choose a strategy depending on your draws and your opponent’s plays.
One of the most powerful cards are the two copies of Jace, Vryn’s Prodigy. Once transformed into a Planeswalker, Jace will debuff your opponent’s creatures, return powerful spells from your graveyard for another use, and mill your opponent’s deck to nothing. The latter effect even sticks around if your opponent gets rid of Jace, since it comes from an emblem (a special card type that cannot be interacted with or removed). Ugin is another Planeswalker in this deck that might be even more powerful and versatile, with abilities that can turn the tide of the game in one swoop. You’ve also got the three copies of Kothophed, Soul Hoarder, and Dragonlord Silumgar as well. In concert with the big Planewalkers, or on their own, these big flying creatures with powerful abilities can end the game fast.
You can herald the way for these huge threats with your many frustrating stall spells; exactly the type that drive Sean crazy. Disperse and Silumgar’s Command can bounce a permanent back to its owner. Murderous Cut and Ultimate Price will destroy your opponent’s creatures outright. Languish and Crux of Fate can wipe the entire board! If the opponent can be baited into overextending, you can wipe out their resources and advantages with ease. There are also a number of cards that draw you more cards, allowing you to get to the solutions you need faster. Perhaps the most exciting of these is Demonic Pact, which saw a lot of play in the Spellslingers episode. It can also deal damage and give you life, discard your opponent’s cards, and (much to Sean’s delight) force you to lose the game. Unfortunately for Sean but fortunately for anyone who plays this deck, the aforementioned Disperse and Silumgar’s Command will let you take Demonic Pact back before it blows up in your face.
Are you going to try either of these out? Have suggestions for other great strategies and synergies you can use with these decks? Get some all-new deck ideas? Let us know in the comments!
Image credits: Wizards of the Coast