Some Standard deck archetypes

Decks in the extended.

Boros Deck Wins
Discussion thread
“So what does the deck do? BDW has a very simple plan, it plays weenie creatures, usually ranging from 1-3 drops, and then burns all opposing blockers out of the way. Burn to the head usually ends the game for the opponent.
The deck is very fast, and overwhelms any opponent who isn’t ready to deal with BDW’s fast clock. Turn 5 wins are pretty much the norm.
There are different variants of BDW, some with more creatures than burn, some with more burn than creatures, some packing land destruction.”
Example build:
Lands 21
4 x Sacred Foundry
4 x Battlefield Forge
4 x Gemstone Mine
4 x Flagstones of Trokair
3 x Plains
1 x Godless Shrine
1 x Mountain
Creatures 20
4 x Savannah Lions
4 x Icatian Javelineers
4 x Soltari Priest
4 x Knight of the Holy Nimbus
3 x Skyknight Legionnaire
1 x Serra Avenger
Spells 19
4 x Lightning Helix
4 x Char
4 x Volcanic Hammer
4 x Rift Bolt
2 x Griffin Guide
1 x Demonfire
Sideboard 15
4 x Honorable Passage
3 x Worship
3 x Rain of Gore
3 x Ronom Unicorn
2 x Pacifism
Blue/White Control
Discussion thread
“Like most Control decks, this deck not surprisingly wants to control the flow of the game, and there are numerous paths by which it does so. In general, it wants to use blue’s counterspells and card draw to maintain huge card advantage and to stop the opponent’s spells from affecting or landing on the board, and white’s sweepers and removal to gain still more card advantage & tempo, and stopping anything that does resolve from having a huge impact. It maximises the effectiveness of these by using very few permanents other than lands, making the opponent’s removal dead and making sweepers one-sided. UW Control then closes out the game with either long-term attrition devices or a small number of powerful, game-ending creatures.
There are three main ‘schools’ of UW Control widely played in Standard at the moment, each with it’s own advantages, disadvantages, good and bad matchups.
The first is reminsicent of the older decks, masters of card advantage and permission, that essentially play the “Draw, Go.” game. Funnily enough, these are known as Draw-Go or Do Nothing decks.
The second is a newer development, a much more proactive deck designed to control tempo, but not procure such stable card advantage as Draw-Go types. These are known as Proactive or Flare-esque UW decks, after the similarly-styled three-colour deck of this and last season, Solar Flare.
The third is an off-shoot of the Draw-Go decks, that replace some cards with ‘bad’ alternatives to maximise synergy with the Coldsnap “Snow” engine.”
Example build:
5 Island
1 Plains
3 Desert
4 Hallowed Fountain
4 Adarkar Wastes
2 Flagstones of Trokair
3 Azorius Chancery
2 Urza’s Factory
1 Akroma, Angel of Wrath
4 Condemn
4 Wrath of God
4 Cancel
4 Rune Snag
3 Rewind
4 Think Twice
3 Sacred Mesa
2 Tidings
3 Repeal
1 Commandeer
3 Compulsive Research
2 Circle of Protection: Red
2 Shadow of Doubt
3 Disenchant
4 Dodecapod
2 Sacred Ground
2 Tormod’s Crypt
Dralnu du Louvre
Discussion thread
“This is a