MTG Arena Historic Decks to Try In Innistrad: Crimson Vow

Historic decks in MTG Arena tend to be pretty static, but Crimson Vow is adding some new power. That means some decks will have new tools that make them relevant again or simply offer a new way to play classic ideas. Mono-Blue Spirits have new tech, Vampires are sneaking into the scene, and so many other decks. We recently wrote about decks that look fun for Standard, so it’s only fair that we return to Historic as well. There are cards I really want to use in this blog, like the awesome new Cemetery Gatekeeper in red, for example. The idea that it can just shut people out completely from doing what they want to, it’s brilliant. Sure, it can harm us too, but that’s the risk we take.
Decks in Historic for MTG Arena are always more fun for me, and Crimson Vow really throws some rad tech into the format. Not every deck is going to have a ton of new cards, but many of these decks I haven’t talked about in a long time – maybe not ever! That’s the best part, that’s for sure. Sadly, Mono-Black didn’t seem to get very much out of Crimson Vow, so I didn’t cover much of that. I will update this if I come up with an idea, or see a fun Mono-Black deck idea. I’m really excited to talk about Historic again, so without further ado, let’s get started!
Snow Spirits Needs an Illuminator (Mono-Blue Aggro)
Now, we haven’t talked about Mono-Blue Aggro in Historic in a long time. It still uses some of the same tools we used last time – Spectral Sailor, and Curious Obsession. Since then, we’ve received some incredible new powers to put down though. This is a deck where we don’t run anything that costs more than 3 mana. It’s not going to be expensive for us to get going, mana-wise. We are running one of my favorite creatures to come out of Kaldheim, too. Ascendant Spirit is a new version of a classic card, Figure of Destiny. A 1-drop, it eventually grows and evolves by paying mana.
Instead, it’s a 1-drop blue creature that begins life as a 1/1. It will grow more and more powerful, and we can even buff it via other cards. We’re going to pick a few creatures and start swinging every turn. Having flight on them makes life significantly easier, so we can just hit early and hit hard. Curious Obsession is so important though. Absolutely love buffing and getting card draw for it – even if it means you have to attack with it every turn. It’s fine.
How’s It Work?
Our goal is to start playing low-cost Spirits, and hitting the other player every turn. We have some spells to counter with, but they’re mostly cheap. Their goal is to just make people pay for overextending. What about the new card though? Cemetery Illuminator fits into this deck so perfectly. If we can drop it on turn 1, that’s going to be fantastic. However, we’re going to need a creature in a graveyard to really make it kick-off.
A ⅔ Flyer, it has you exile a card from a graveyard, anytime this enters play or attacks. You may look at the top card of your library any time. Once each turn, you can also cast a spell from the top of your library, if it shares a card type with a card exiled this way. So you can exile an Instant, Sorcery, and Creature this way. Sadly we can’t play lands this way. Creatures are very important to this.
Rattlechains is a Spirit that is a 2/1 Flash/Flyer. When it enters play, you can give a Spirit Hexproof for the turn. That way, we can prevent direct removal. It also lets you cast Spirit spells as though they had Flash! So you get this in play, and you can cast a creature (as long as it’s a Spirit) during your opponent’s turn, right off the top of your deck. Suddenly, we cast the Supreme Phantom from the top of your deck, a ⅓ that grants other Spirits +1/+1.

Ascendant Spirit is key to success as well. It’s a 1/1 for 1, but you can pay 2 Snow Mana to turn it into a Spirit Warrior, with a base Power/Toughness of ⅔. Then for 3 Snow Mana, if it’s a Warrior, you give it a Flying counter, and now it’s a Spirit Warrior Angel with a base Power/Toughness of 4/4. Finally, you can pay 4 mana, if it’s an Angel. It gains two +1/+1 counters, and gains “Whenever this creature deals combat damage to a player, draw a card.” So it doesn’t need Curious Obsession, but it does stack. The base Power/Toughness matters, because any +1/+1s it has will carry over.
Another useful mid-game card to cast this way is Nebelgast Herald, a 3-cost Spirit. It has Flash/Flying, but with this combo, we can play it off the top of our deck. When this or another Spirit enters play for us, tap a target creature our opponent controls. Do they have a flyer or two? Now they’re no longer relevant! We can just play a copy of Ascendant Spirit to tap it! Absolutely frustrating for the other player! Even if they field a few flyers, we can put the kibosh on it. Our strategy is to play our Spirits, especially ones with Flying, and cast Curious Obsession on them. If we can get a few of our Lords in play, the more’s the better.
Then we just attack every turn. Curious Obsession has us draw a card when the enchanted creature deals combat damage, but if we don’t attack with it every turn, sacrifice Curious Obsession. Once we’ve got a few turns into the game, we don’t have to worry as much about Spirits. We can counterplay! Spell Pierce to counter noncreature spells unless they pay 2, and Lofty Denial to make them pay 1 to not counter a spell. But if we control a creature with flying (we will), the controller of that spell has to pay 4 mana instead. We also have the classic Essence Scatter to counter a creature spell for 2 mana.
We also have the Archmage’s Charm for 3 mana, which lets us counter a spell, make someone draw two cards, or gain control of a nonland permanent with Mana Value 1 or less – pick one. It’s incredibly easy to just batter someone down with 1 or 2 mana creatures, attacking before they can get a handle on us.
Decklist
Deck
4 Faceless Haven
4 Supreme Phantom
2 Nebelgast Herald
4 Rattlechains
2 Shacklegeist
4 Ascendant Spirit
4 Spectral Sailor
18 Snow-Covered Island
2 Cemetery Illuminator
4 Curious Obsession
4 Lofty Denial
2 Spell Pierce
2 Essence Scatter
4 Archmage’s Charm
Final Thoughts
An easy to pilot, fun to use deck. You play spirits, and you smash people with them. You have a few counters, but for my money, you’re going to be on the offensive more often than not. I recall many times sitting down to play a few Arena games, and I would get whomped by a Mono-Blue spirits deck. They’re so frustrating to play against. This one doe shave a lot of Rares in it (22) though, so hopefully, you already have some of these older cards. That is one of the biggest drawbacks to the deck. It is fun though.
Mono-White Lifegain Grows In Power (Mono-White Control)
Between the two Innistrad sets, we receive some incredibly unpleasant new cards in Mono-White Lifegain. This is technically speaking, a control deck. If we have an insurmountable amount of life, our opponent can’t stop us. We’ll eventually win with token creatures or something. In particular, we have Voice of the Blessed, and I inserted one Faithbound Judge to ensure a late-game win if we happen upon it. We’re going to gain absurd amounts of life, buff our units, and just start hammering people.
Of course, it’s going to have Heliod, Sun-Crowned to go with our Soul Wardensand Speaker of the Heavens. Sorry, no Ajani’s Pridemate, but we do have Ajani’s Welcome. All we want is as much life as we can humanly get. But why? To what end?
How’s It Work?
We want to gain life for everything we do. So turn one Cleric Class or Soul Warden is ideal. Cleric Class’s Level 1 adds 1 life anytime you gain life. It also puts a +1/+1 counter on one of your creatures anytime you gain life at Level 2. Finally, at Level 3, you return a creature card from your graveyard to play, and you gain life equal to its toughness. This is a great way to get Heliod back if somehow, he’s in the graveyard.
This works for Serra Ascendant too, which is always a threat. A 1/1 Lifelink for 1, if you have more than 30 life, it gains +5/+5 and flying, making it an ideal killing machine. The most important card for me though is Soul Warden. Whenever a player plays a creature, we gain 1 life. This means both players, and they don’t have to cast them. They only have to enter play. We pair this with Ajani’s Welcome, which gives us 1 life anytime we put a creature in play.
Speaker of the Heavens is glad to see it too. It’s a 1/1 Vigilance/Lifelink, and we can tap it to create a 4/4 white Angel token with Flying. As long as we have over 7 more life than our starting total, we can do this on our turn as a sorcery. Suddenly, out of nowhere, we have a host of Angels ready to fight.
Then we want to see our new 2-white Voice of the Blessedb. It’s a 2/2 Spirit Cleric. Whenever we gain life, this gains a +1/=1 counter. Then, as long as it has four or more +1/+1 counters, it has Flying and Vigilance. If it has 10 or more +1/+1 counters, it also gains indestructible. If only we had more ways to give it +1/+1 counters. . .

Heliod, Sun-Crowned is here to help! A 3-cost, 5/5 Indestructible, and it’s not a creature as long as you have less than 5 Devotion to White. Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control. You can also pay 2 mana to give a creature of yours lifelink for the turn. The most important part, is that each of these individual “you gain life” things stack. So we can use Abiding Grace to gain 1 life each turn, and that triggers “you gain life” effects, and then we say, make an Angel with Speaker of the Heavens. With Soul Warden and Ajani’s Welcome in play, we gain 2 more life triggers, and Heliod would make you put down two more +1/+1 counters, and Voice of the Blessed would also gain another pair of +1/+1 counters. You can see how quickly this would get out of control. But why put Faithbound Judge in the deck? Because of its 7-cost Disturb cost. It gives us an Aura Curse to put on our opponent. This spell, Sinner’s Judgment gives that player a Judgment Counter each turn. Then if there are three or more counters on it, that player loses the game. If it would leave play to anywhere, you exile it instead. I only put one in because I love it, to be honest.
This deck stacks so much ludicrous life, it’s not even fair. We also have Sigarda’s Splendor, which has us note our life total. Then on our upkeep, we draw a card if our life total is higher than it was last turn. We also gain 1 life each time we cast a white spell! Absolute madness. We also have one or two controls pells. Settle the Wreckage to exile attackers, and Fateful Absence to destroy a creature or planeswalker, but they do get to Investigate.
We’re going to batter people down with huge, flying Angels. Or we’ll simply win by waiting! Either way, it’s going to be an incredibly bad time for anyone who has to face down all this lifegain madness. It’s one of my favorites, that’s for sure.
Decklist
Deck
3 Castle Ardenvale
21 Plains
2 Settle the Wreckage
1 Faithbound Judge
2 Cleric Class
2 Giant Killer
3 Sigarda’s Splendor
3 Voice of the Blessed
2 Serra Ascendant
4 Soul Warden
4 Speaker of the Heavens
4 Abiding Grace
2 Heliod, Sun-Crowned
4 Ajani’s Welcome
3 Fateful Absence
Final Thoughts
There are other cards that could definitely go in this deck to make it worse, but I like it just how it is. If I could find room for Aetherflux Reservoir in it, I would run it without hesitation. Even if it means taking a land or two out. That “Pay 50 life to deal 50 damage to any target” is serious. This deck stacks life in ridiculous ways, and the more creatures your opponent can bring out, the more life we can get in return. The idea is that we just wear someone out while also making our creatures so big and strong that no deck can outtrade us in battle.
Hailfire and Brimstone (Black/Green Combo Deck)
Torment of Hailfire is a really underrated card, but it requires a lot of mana to really make it a threat. You can absolutely devastate a table full of players with this deck in casual play, but I can see it really being destructive in Historic. In Green/Black, the goal is to get a great deal of our deck into the grave, but what about all of those fancy lands that are going away? We need those too! Thankfully, both expansions of Innistrad offer us choices. Innistrad gave us Wrenn and Seven, but Crimson Vow’s Splendid Reclamation is a choice way to get this going. We can mill faster thanks to the addition of Undead Butler too.
However, quite a few of our lands come into play tapped through our various devices. Maybe we have a way to set that up so it’s not relevant? Why, of course, we do! This is such a fun deck, and it’s going to make people quite furious if it pops off and isn’t countered.
How’s It Work?
Torment of Hailfire costs 2+X, and for each mana spent in X, you repeat the spell’s process. Each opponent loses 3 life unless that player sacrifices a non-land permanent, or discards a card. So if we drop 20 mana on this, suddenly, it’s not so bad. If your opponent has nothing to sacrifice, they just lose life until the game is over. We need mana for that, a lot of mana. We can use Dig Up as a new spell, for example. It fetches a Basic Land from our deck, reveals it, and shuffles our deck. If we pay the Cleave Cost (4 mana, 1 green 2 black), we can pick any land.
But on turn 1 or 2? Dig Up is just fine as is if we’re missing a land. Stitcher’s Supplier and Undead Butler are both solid early-game mill cards. We want as many cards in the graveyard as we can, after all. Stitcher’s Supplier mills 3 when it enters play or dies, so we want to be hyper-aggressive with it. We want it to die, especially if we have Undead Butler.
When the Undead Butler comes out, you mill 3, and when it dies, you can choose to exile it. If you do, return a creature card from your grave to your hand. There we go, another Stitcher’s Supplier! Or a World Shaper, or Loaming Shaman. If we accidentally mill God-Eternal Bontu, we can bring him back to the fold too.
So we use these to mill and mill. We have World Shaper is a 4-cost, which also has us mill three cards – whenever it attacks. Then when it dies, all land cards from our graveyard return to play tapped. We don’t want World Shaper to die right away. We want plenty of lands in the grave, and Lotus Cobra in play (maybe two)! Whenever we put a land into play with Lotus Cobra in play, Landfall triggers, and we add one mana of any color. So if we have two Lotus Cobra out, and we pull back 10 lands, that’s 20 mana to do with as we see fit.

Then we drop Wrenn and Seven, or if we have Torrent of Hailfire, we just go ahead and try for a win if possible! If we don’t get a World Shaper, the new Splendid Reclamation is here to return all lands from our graveyard to the battlefield tapped. That will still trigger Landfall. We also have Wrenn and Seven to help us get lands. His +1 reveals our top four, all lands go into our hands, and the rest go into our grave. We can also use his +0 to put all lands in our hand into play tapped! We can also make a Treefolk I guess, with the -3. It has Power/Toughness equal to the number of lands we control, and it has Reach. His ultimate, the -8 returns all permanents from our graveyard back to our hand, and has no maximum hand size for the remainder of the game.
What if we mill cards that we don’t want to give up though? Maybe some useful creatures or spells. Loaming Shaman is a decent 3/2. It has a player shuffle any number of target cards from the graveyard into their library (so, us) when it enters play. A fantastic way to get those cards back. So, let’s say we have a Lotus Cobra or two, and it nets us a ton of mana, and our opponent has flooded the board. We solve that with The Meathook Massacre. A 2 Black+X Legendary Enchantment, it grants each creature -X/-X until the end of turn.
That should be a simple way to annihilate the board. Then for each creature you control dies, each opponent loses 1 life, and when our creatures die, you gain 1 life for each. So we use The Meathook Massacre with that extra mana, and then the next turn, when all of our lands untap and the opponent has no creatures, Torment of Hailfire. With some careful math, your opponent just loses a chunk of life.
Decklist
Deck
4 Stitcher’s Supplier
2 The Meathook Massacre
4 Dig Up
3 Undead Butler
4 Lotus Cobra
2 Torment of Hailfire
2 Loaming Shaman
2 World Shaper
2 World Shaper
3 God-Eternal Bontu
2 Wrenn and Seven
3 Fabled Passage
1 Fabled Passage
4 Lair of the Hydra
4 Overgrown Tomb
4 Deathcap Glade
5 Forest
7 Swamp
2 Splendid Reclamation
Final Thoughts
We can just dig up lands and destroy people with Hailfire. In a perfect world, we have two or three Lotus Cobra in play, replay a bunch of lands at once, and have enough mana to just devastate someone and win without any stress. God-Eternal Bontu is in the deck as a ⅚ with Menace. We can sacrifice any number of permanents when he comes into play, and draw that many cards. We can sacrifice a bunch of lands, and then put them back into play with a variety of of these cards. For example, we can get extra mana with Lotus Cobra, sacrifice a wealth of lands, and then use Splendid Reclamation to return all those lands back into play, or simply sacrifice World Shaper. Now we have a ton of cards and plenty of mana. That begins the cycle anew. We can do this again and again with the right set up, and just demolish someone’s life total. Just make sure you don’t accidentally deck out doing that.
Chandra Tribal Gets Results (Mono-Red Control)
I was torn on the Chandra/Tribal nonsense this time. There’s a really fun Star of Extinction combo I saw that I want to revisit at some point. This deck on the other hand, is an incredibly simple control deck. We’re going to slow the board with a spell, and our Chandra planeswalkers, and the ultimate goal is to get the new Chandra, Dressed to Kill ultimate popping off. That way, we can just cast Red Spells and win the game via unfiltered damage. We just have to cast them. The actual result is largely irrelevant. We also have Ugin, the Spirit Dragon in, because why not? He’s ludicrous.
How’s It Work?
Mono-Red is powerful, and for more than just aggro. For example, on turn 2, we can have two lands, a treasure token, and a Mind Stone that’s a quick four mana for Chandra purposes. Or, if we’re playing against a fast aggressive deck, we can drop Anger of the Gods instead. It’s our primary way of staying afloat. It’s a 3-cost Sorcery, it deals 3 damage to each creature. If a creature dealt damage this way dies this turn, exile it instead! Chandra’s Triumph also helps us keep people down. It’s 3 damage to a creature or planeswalker, 5 if we control a Chandra.
We can also use that four mana to turn 3 a Chandra, Awakened Inferno! You turn 1 Strike it Rich with a Mountain. Turn 2, play a land, drop Mind Stone. Turn 3, Irencrag Feat, for 4 mana. That grants you 7 red mana, but you can only play one more spell this turn. If you sacrifice the Treasure Token, you can play Ugin, the Spirit Dragon on turn 3, or you can play Chandra, Awakened Inferno. Ugin can exile each permanent with Mana Value of X or less (so we can easily wipe out weak enemies), or we can use Chandra, Awakened Inferno’s -3 to deal 3 damage to each non-Elemental creature!
You can start using her +2 to give the enemy a stackable 1 damage each of their upkeeps (so doing it twice makes them take 2 damage a turn, etc), thanks to it being an emblem they get saddled with. So there’s no stopping the damage. We likely aren’t going to ever use her -X, because it deals X to a creature or planeswalker. Getting a turn-3 Chandra is hilariously powerful. She’s not really our win con, but we can use a combo of her +2 and -3 to keep the other player held down.

She’s not our only Chandra though. This is Chandra Tribal, after all. Chandra, Torch of Defiance is a classic Chandra. A 4-cost planeswalker, her +1 exiles the top card of your deck and if you don’t cast it, she deals 2 to each opponent. We are after her -7 most of all. Here’s all she can do:
- +1: Exile the top card of your deck. You may cast it this turn. If you do not, she deals 2 damage to each opponent.
- +1: Add 2 Red Mana to your Mana Pool.
- -3: Chandra, Torch of Defiance deals 4 damage to target creature.
- -7: You get an emblem with “Whenever you cast a spell, this emblem deals 5 damage to any target.”
We combine this with the new Chandra, Dressed to Kill to bring devastation. Our new 3-cost Chandra is absolutely brilliant. Here’s what she’s got on offer:
- +1: Add 1 Red Mana. She deals 1 damage to up to one target player or planeswalker.
- +1: Exile the top card of your library. If it’s red, you may cast it this turn.
- -7: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with “Whenever you cast a red spell,t his emblem deals X damage to any target, where X is the amount of mana spent to cast that spell.”
With Torch of Defiance, we can get two more mana to do this with too. If we get both emblems, let’s consider that. Let’s say for example, Chandra, Awakened Inferno. She’s a 6-cost planeswalker. So for casting her, the opponent takes 6 damage, then another 5 damage, simply for playing a planeswalker. If we cast Irencrag Feat first, that’s 4 damage for that spell and another 5 damage. Both Emblems means we have a pretty easy way to one-shot someone.
Decklist
Deck
4 Chandra, Dressed to Kill
3 Chandra, Torch of Defiance
4 Chandra, Awakened Inferno
4 Ugin, the Spirit Dragon
4 Chandra’s Triumph
4 Strike It Rich
4 Anger of the Gods
4 Irencrag Feat
4 Mind Stone
3 Faceless Haven
4 Interplanar Beacon
18 Snow-Covered Mountain
Final Thoughts
How annoying is this?! I love the idea of a turn-3 Chandra, Awakened Inferno. I’m sure there’s probably a way to turn-2 it, but I just don’t have the capacity to figure it out. Might not be viable in Historic. Knowing me, I’m thinking Legacy. At any rate, we fill the board with planeswalkers and use their damage abilities and exile powers to make sure aggro decks never get going. It’s remarkably easy to do, as you see. It does require us getting the right cards, but it won’t be too hard to hold people back while we build up our Chandra Army.
Hullbreaker Makes Simic Even More Infuriating (Blue/Green Control)
Fog decks are positively infuriating. Also known as Turbo Fog, it’s a deck archetype where you slow down aggressive decks just about forever. We’re going to combine this with one of the most powerful cards in Crimson Vow, for my money – Hullbreaker Horror. Yes, it’s expensive, I know. A 7-drop and rare to boot. But it’s going to turn those fog cards (and everything else in our deck) into a control card. We’ve got 8 fog spells in the deck, a set of cards to return most creatures to the owner’s hands, and of course, Shark Typhoon for extra oomph.
We’re going to make the game so slow, so frustrating the other player just gives in. To facilitate that, we’re also going to run Alrund’s Epiphany, because, despite everything, that card is still unbanned. How?! I have absolutely no clue. It feels wildly overpowered, but here we are.
How’s It Work?
What do we do to actually win with this deck though? Do we have a way to do that easily? Of course! Hullbreaker Horror is still a ⅞ with Flash, Shark Typhoon can give us a wealth of angry sharks, and Koma, Cosmos Serpent is a 6/6 that floods the board with blue Serpents. It can also become indestructible by sacrificing serpents. It can also tap target permanents this way (and prevents their activated abilities from triggering). So, we’ve got options.
Our early game is hopefully going to be spent casting Into the North on our turn, and Growth Spiral on our opponents. That’s right, everyone’s least favorite mana ramp card, Growth Spiral is in the deck. Lord knows we’ve talked about that enough on here. You draw a card, and can also put a land into play. Into the North is a Sorcery though, and allows you to pull a Snow Land from your deck and put it into play tapped. These are our two mana ramp opportunities.
We can use Memory Deluge to either find more lands or to simply get more Fog spells. It has us look at our top X, and put two of those cards into our hand, where X is the amount paid for the spell. Since it has Flashback, the second time is more effective. This deck also runs a pair of Opt spells to look at our top card (Scry 1), and then draw a card. So let’s talk Fog.

The card archetype is named after the original green spell, Fog. It prevents all combat damage that would do this turn. Here, we have a pair of two-mana spells, Root Snare and Haze of Pollen. They are both Instants, which they sort of need to be. They both prevent all combat damage for the turn, but Haze of Pollen also has Cycling 3, if you’re in a pinch and need to draw.
You don’t want to just waste these spells though. The key is to cast it when your opponent is really going to hurt you. We have 8 of them, so we’ve got plenty. Sometimes though, we have to deal with a huge wave of enemies that come out of nowhere, like tokens. This deck has the answer: Whelming Wave. It’s a 4-cost Sorcery and it returns all creatures to their owners’ hands, except Krakens, Leviathans, Octopuses, and Serpents. So all of our creatures, except Sharks are safe. It’s an excellent way to slow someone down while preserving a fog, and completely annihilating token decks. Tokens don’t go back to your hand, after all.
Once we’ve got 7 mana, we want to drop a Hullbreaker Horror on our opponent’s turn. It has Flash and can’t be countered, after all. It is very important to the control aspect of this deck. A ⅞, it reads, “Whenever you cast a spell, choose up to one – Return target spell you don’t control to its owner’s hand, or Return target nonland permanent to its owner’s hand.”
This is so powerful. We can cast an Instant, and essentially use it as a counterspell. We do this in response to someone casting something we don’t like. Especially if it’s a very high-cost spell. Even if it’s a spell that cannot be countered. We aren’t countering it, just returning it to their hand. They get another shot with it later, but not right now. So we can use Opt as a sort of counterspell. Even on our turn, we can cast spells like Into the North or Alrund’s Epiphany to return permanents to our opponent’s hand (or even ours to save them).
We’re going to want either Shark Typhoon or Koma, Cosmos Serpent as well. Shark Typhoon gives you an X/X Shark whenever you cast a noncreature spell. X is equal to the Mana Value of that card. So if we cast Alrund’s Epiphany, we get a 7/7 flying Shark. That’s a fantastic way to win, just pummel someone with those sharks on our extra turns. If the game goes on long enough, we can sacrifice those serpents to tap our opponent’s entire field, and just swing with Hullbreakers and Koma. Easy peasy.
That’s what we’re after. Using our 8 turbofog spells to slow things down, and then make their board unusable, and swing lethal. We’ve got lots of free/useful creatures in the deck too. This deck is all about slowing things down and building up a very frustrating board of creatures. We even slapped a Midnight Clock into it. It taps for mana, and we can put Hour Counters on it for 3 mana. It also gets one each upkeep (both players). When it gets to 12, we shuffle our hand and graveyard into our deck, and draw seven new cards. Sadly, then it gets exiled. Or, we can use Hullbreaker Horror to bounce it back in response.
That’s what makes this deck so frustrating. With an early Midnight Clock, we can do this all day. The game becomes whatever we want it to be.
Decklist
Deck
4 Hullbreaker Horror
2 Memory Deluge
1 Arch of Orazca
1 Hall of Storm Giants
4 Snow-Covered Forest
4 Snow-Covered Island
4 Dreamroot Cascade
4 Barkchannel Pathway
4 Breeding Pool
2 Shark Typhoon
4 Whelming Wave
4 Into the North
1 Midnight Clock
4 Growth Spiral
4 Root Snare
2 Opt
4 Haze of Pollen
2 Faceless Haven
2 Koma, Cosmos Serpent
3 Alrund’s Epiphany
Final Thoughts
Do I think this will ever be a Tier 1 deck? Probably not. Do I think it’s amazing, frustrating, and will take people off guard? Oh yes. We get extra turns, we can bounce our opponent’s cards away or tap them, or simply deny them the damage they deal. We have all the tools and several different ways to deal damage. You don’t need Koma, Hullbreaker, and Shark Typhoon out to win, but it sure makes things easier. We spend the early game building up mana, and then start slowing things to a crawl. Nobody but us gets to have fun with this deck.
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