![]() ![]() ![]() Normally you choose three of the following cards, although you might need to grab a couple sweepers to stay alive in some spots. You can basically read it as, “ when you cast this spell, you win the game,” because the ability to cast two very costly, impactful spells in the same turn is huge.Ĭards that cheat on mana are very important, and Ultimatum is no exception. The UltimatumĮmergent Ultimatum is the deck’s key card and probably the single most powerful legal card in Standard. A very aggressive meta should encourage you to play zero copies, though. You’d be happy to play up to three copies depending on the metagame. Mystical Dispute is another very important card, especially against mirror and control matchups. Being an enchantment is also a plus because it’ll eventually be blinked by Yorion, Sky Nomad to get some card advantage. Omen of the Sea is a very useful card that digs in your library looking for whatever you need: ramp, removal, or Emergent Ultimatum. It serves as both a decent body and a ramp card. Quandrix Cultivator is an interesting flex slot. The abilities when attacking and blocking are all relevant and will create a snowball situation if unchecked the same turn it enters de battlefield. It definitively stops the board if unanswered and its resiliency via escape is very valuable, sometimes even going so far as to close out games.Įlder Gargaroth is a big creature in the five-mana slot. Polukranos, Unchained is a very well-sized creature just for four mana, and its ability is very important against aggro decks. Not to mention that not having to choose between odd or even is a big plus. It costs one more mana but also exiles part of the graveyard, which is very useful against Lurrus of the Dream-Den decks. Shadows' Verdict is the deck’s other sweeper. Trading one creature for one spell isn’t normally enough to beat aggro decks, but this kind of sweeper is really needed to have both card advantage and the ability to reset the board. It destroys a permanent, very important against the new Classes, and ramps you, which makes it a very valuable two-for-one that’s also a blinkable permanent with Yorion, Sky Nomad.Įxtinction Event is one of the deck’s two sweepers. Binding the Old Gods is a great card that fits perfectly in this deck. In general, though, you’ll be happy to kill anything else with it.Įliminate is also in the mix of premium-instant speed removal spells, efficiently killing small-sized creatures. It also has some important restrictions since not killing Goldspan Dragon or Faceless Haven is an issue. Power Word Kill is the only addition brought by Forgotten Realms. Of course, it has some bad targets (e.g., Polukranos, Unchained or Stonecoil Serpent) but it’s one of your best draws when facing an aggro deck. Heartless Act is probably the best removal spell in Standard right now. You should adjust the number of removal spells relative to the number of permission or card advantage spells depending on how the meta shapes up. Trying to survive the first six or seven turns is your objective before you resolve Emergent Ultimatum. These could easily be the most important cards of the deck in the current, very aggressive Standard meta. It cost one more mana but is a clean two-for-one that tutors basic lands of your choice, ramping you into powerful turn 4 plays. It’ll also have some use later in the game when you have a lot of mana since you can sac the enchantment for a 2/2 creature.Ĭultivate is the other piece of ramp in the deck. Wolfwillow Haven is the deck’s cheapest ramp spell and a great way to start the game. Being able to multi-spell as soon as possible is also crucial against aggro decks. The deck’s ramping aspect is very important since casting Emergent Ultimatum one (or two!) turns ahead of schedule is huge. Trying to ramp in the first few turns is the key to casting the most impactful cards as early as possible. The worst-case scenario usually ends up being a 6/6 trample-haste and two 1/1 flying bodies plus an extra turn.Īll you want to do in the early game is to survive, which is why the deck plays great answers to opposing permanents, sweepers, and spot removal. The key card of the deck, Emergent Ultimatum, allows you to find a three-card combo that will normally win the game on the spot. ![]() This is a control-ramp deck with the best top-end spells in Standard that goes over everything else. ![]()
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