Standard decks

Standard decks for 9th + Ravnica + Coldsnap + Time Spiral. In the extended.

26 Spells:
Condemn
Wrath of God
Sunscour
Heroes Remembered
Storm Herd
Dawn Charm
Return to Dust
Disenchant
8 Creatures:
Martyr of Sands
Adarkar Valkyrie
3 Artifacts:
Candles of Leng
Feldon’s Cane
23 Lands:
22× Plains
Urza’s Factory
15 Sideboard:
Magus of the Disk (Additional board sweeping)
Restore Balance (Yet more board sweeping)
Thunder Totem (In case you find yourself losing creatures to board sweeping)
Candles of Leng
Feldon’s Cane
Disenchant (Kind of throwing things in)

Staaaaaall
Concept:
This is a take on a white stall deck using cards in my cardset. I haven’t looked carefully at the sideboarding. The basic idea is that this deck builds life, destroys threats, then eventually wins either with a big beater (Valkyrie) or a bunch of Pegasi.

15 Creatures:
Braids, Conjurer Adept
Angel of Despair
Yavimaya Dryad
Gemhide Sliver
Hell’s Caretaker
17 Spells:
Condemn
Telling Time
Ancestral Vision
Momentary Blink
Vanish into Memory
4 Artifacts:
Lotus Bloom
24 Lands:
Arctic Flats
Boreal Shelf
Frost Marsh
10× Forest
Island
15 Sideboard:
Rune Snag (Swap in for the Condemns when facing a creatureless deck)
Disenchant (I don’t have a specific fear, but we want to be able to break things)
Dark Heart of the Wood (If you need some life gain, you’ll have Forests a-plenty)
Whitemane Lion (Bounce critters back into your hand, make a Lion, then drop them back into play with Braids)
Feldon’s Cane (Why not?)

Bouncing Angels
Concept
Bounce spells! This deck uses Momentary Blink and Vanish into Memory to bounce your own creatures and others to good effect. A bounced Dryad pulls forests into play, speeding your mana and thinning your deck. Bounced Angels take out permanents, shutting down opponent’s play. Vanish into Memory digs through your deck as it bounces, and provides massive card advantage if you bounce an opposing creature with a high power/toughness ratio. Land-based mana includes 14 green sources to power the critical Gemhides and Dryads, 10 blue sources to help get Braids working and to power the card drawers, 8 white sources for Condemns and Momentary Blinks, and a paltry 4 black sources if you’re in real trouble and need to hard cast an Angel instead of just dropping one into play. Bonus points if you can get two Angels and a Caretaker into play. Whittle the opponent down to nothing.

8 Creatures:
Angel of Despair (The permanent-destroying engine)
Yavimaya Dryad (The mana engine)
24 Spells:
Condemn (Spot removal)
Telling Time (Manipulation and card draw)
Ancestral Vision (Pure card advantage)
Rune Snag (To help key spells go off, or stave off some early threats)
Reclaim (A little more use out of the Blinks and Vanishes)
Momentary Blink (The primary bounce engine)
Vanish into Memory (Bounce engine with card draw and some ability to stall opposing threats)
4 Artifacts:
Lotus Bloom (Earlier Angels, mana smoothing)
24 Lands:
Arctic Flats
Boreal Shelf
Frost Marsh
Forest
Island
Swamp
Golgari Rot Farm
15 Sideboard:
Wrath of God (When you’re facing a zoo and need mass removal — sub in for Condemns or Reclaims/Vanishes)
Muddle the Mixture (For counterspell wars — sub in for Reclaims/Vanishes)
Dawn Charm (Against direct burn and rush — sub in for Reclaims/Vanishes)
Naturalize (Just in case you need to break some enchantments and artifacts)

Bandalore
Concept:
This is a reworking of Bouncing Angels following some testing. Braids was unnecessary, as are, I think, the Gemhides. The new version adds in maindeck Rune Snags to provide some counter-cover for necessary spells as well as some early defenses against threats, and two Reclaims to get a little more use out of the blink spells. The sideboard shifts to include Wrath of God (duh), Muddles for a potential counter-war, Dawn Charms against the rush, and Naturalizes instead of Disenchants — given the deck’s emphasis on green mana. In addition, I noticed that, especially post-Gemhides, there are only four dedicated black mana sources in the deck, so I upped that to eight by adding two Swamps and two Rot Farms. Hopefully, the additional tempo-kill of the latter will be balanced out by an influx of Forests from the Dryads (although now they only have six to pick from).

24 Creatures:
Savra, Queen of the Golgari
Nether Traitor
Llanowar Elves
Elves of Deep Shadow
Martyred Rusalka
Yavimaya Dryad
4 Enchantments:
Keen Sense
12 Spells:
Smallpox
Reclaim
Mindstab
20 Lands:
10× Snow-Covered Forest
10× Snow-Covered Swamp
15 Sideboard:
Into the North
Phyrexian Soulgorger
Naturalize
Consume Spirit

Savra Hates You
Concept:
This deck attempts to run on the Savra-Smallpox synergy. Using Smallpox and Reclaim, the goal is to relentlessly Pox and Pox again, ditching Traitors, Rusalkas and Elves as needed. Ideally, card advantage will come from at least one Keen-Sensed critter coming through to hit the opponent. The sideboard is not at all thought out, but is an attempt at a transformational one, swapping over to a big-critter rush. It’s probably a bad idea, as sideboards go.

12 Creatures:
Mesa Enchantress
verduran Enchantress
Yavimaya Enchantress
24 Enchantments:
Pacificism
Hatching Plans
Infiltrator’s Magemark
Keen Sense
Seal of Primordium
Fists of Ironwood
4 Spells:
Perilous Research
20 Lands:
Arctic Flats
Boreal Shelf
Island
Forest
Plains
15 Sideboard:
Circle of Protection: Red
Reality Acid
Spirit Link
Surging Might
Feldon’s Cane

Enchanted Trio
Concept:
Enchantress deck, naturally. The goal is to use the enchantresses as card draw, fill the board with Enchantments, and then off the opponent with an enchantress, most likely a trampling Yavimaya. I haven’t yet tested the Hatching Plans/Perilous Research combo, but ideally, the Plans comes into play (card draw), then is destroyed by Perilous Research (double card draw).

4 Creatures:
Akroma, Angel of Fury
26 Spells:
Mindstab
Curse of the Cabal
Disintegrate
Hit // Run
Pyroclasm
Damnation
Word of Seizing
Reiterate
Shrouded Lore
Boom // Bust
6 Artifacts:
Candles of Leng
Coldsteel Heart
24 Lands:
Sulfurous Spring
Tresserhorn Sinks
Swamp
Mountain
15 Sideboard:
Boom // Bust
Disintegrate
Flashfires
Pyroclasm
Rough // Tumble
Sudden Death
Feldon’s Cane

Zeno
Concept:
This is an attempt at a B/R control deck. The key control engines are early suspended Mindstabs, followed by by Curses to attrit the opponent and keep them off balance. Red and black both provide spot and mass removal. Akroma is the primary kill card, backed by Disintegrates. Booms can be used to clear individual problem lands, whereas Busts can clear the entire board once Akroma is out. Against counterspell-heavy decks, throw threats as fast as possible, and use uncounterable Akromas and Word of Seizing to carry the day.

3 Creatures:
Adarkar Valkyrie (Big flyer, bonus “yank back from the grave” ability)
Crovax, Ascendant Hero (Big, bounce-able critter with good small-critter suppression ability)
Serra Sphinx (To have a non-white threat)
30 Spells:
Condemn
Wrath of God
Wipe Away (Uncounterable bounce, which is handy)
Commandeer
Draining Whelk (Doubles as both counter and potential win condition)
Rune Snag
Cancel
Overrule (Counter and life gain)
Ancestral Vision
Careful Consideration
Telling Time
3 Artifacts:
Azorius Signet
24 Lands:
Boreal Shelf
Desert
Gemstone Caverns (10% chance on the opening draw)
Island
Plains
15 Sideboard:
Disenchant
Return to Dust
Circle of Protection: Red
Serra Avenger
Traumatize (An alternative win condition, just in case)
Feldon’s Cane
Jester’s Cap (For the mirror match — to remove opposing win conditions)

WUC
Concept:
Standard W/U control. I’ve diversified the “win” critters to avoid being shredded by spells like Extirpate and Mimeofacture. It runs 8 card-drawing spells and 12 counters, along with 6 spot-removal and 4 mass-removal spells. The Avengers are in the sideboard to swap in for some of the removal when facing another control deck.

4 Creatures:
Angel of Despair
Akroma, Angel of Fury
28 Spells:
Hit // Run
Condemn
Wrath of God
Damnation
Skred
Lightning Helix
Disintegrate
Castigate
Mindstab
4 Artifacts:
Lotus Bloom
24 Lands:
Sulfurous Springs
Tresserhorn Flats
Gemstone Caverns
Boros Garrison
Orzhov Basilica
Snow-Covered Plains
Snow-Covered Swamp
Snow-Covered Mountain
15 Sideboard:
Curse of the Cabal
Castigate
Mindstab
Disintegrate
Disenchant
Return to Dust
Word of Seizing
Feldon’s Cane

Angel Tetra
Concept:
This is WBR control, meant to draw on the various disruption and removal strengths in each color. Fairly straightforward, I think. As an interesting note, here’s some breakdown on color use and colors provided by the mana base (not counting the Blooms):
Use:
W 17
B 12
R 15
2C spells:
W 6
B 3
R 0
3C+ spells:
W 0
B 0
R 2
Provided:
W 12
B 11
R 11

16 Creatures:
Scorched Rusalka
Keldon Marauders
Simian Spirit Guide
Lavacore Elemental
27 Spells:
Rite of Flame
Char
Rift Bolt
Shock
Sudden Shock
Surging Flame
Cackling Flames
Fury Charm
17 Lands:
17× Mountain
15 Sideboard:
Fury Charm
Boom // Bust
Volcano Hellion
Dead // Gone
Disintegrate

Rabid Red
Concept:
Pure red creature-rush and burn. Standout elements include the Simian Spirit Guides and Rites for mana acceleration — clear your hand sooner and rush out all those burn spells. An early Surging Flame has about a 7-8% chance of hitting another Surging flame, so it should be one of the first burn spells cast. The sideboard cards are there to put a damper on especially land-dependent decks (Boom), creatures that are hard to kill (Gone) and to allow a switchup to bigger creatures (Hellion).

20 Creatures:
Kavu Predator
Kird Ape
Llanowar Elves
Scorched Rusalka
Radha, Heir to Held (Attack, cast burn)
Keldon Marauders
22 Spells:
Char
Rift Bolt
Shock
Sudden Shock
Volcanic Hammer
Assault // Battery (Damage or elephants, as needed)
Fury Charm
18 Lands:
Forest
Mountain
15 Sideboard:
Fury Charm
Naturalize (Against pesky enchanments)
Flashfires (Screw up a white-dependent deck)
Boom // Bust
Squall Line

Zoo
Concept:
R/G zoo. Very straightforward. I just realized I meant to put two Hunted Wumpus in the sideboard. Hmmm.

4 Creatures:
Angel of Despair
28 Spells:
Ancestral Vision
Telling Time
Cancel
Condemn
Damnation
Wrath of God
Momentary Blink
Curse of the Cabal
Castigate
4 Artifacts:
Lotus Bloom
24 Lands:
Boreal Shelf
Frost Marsh
Island
Plains
Swamp
15 Sideboard:
Wrath of God
Castigate
Dawn Charm
Mindstab
Disenchant
Consult the Necrosages

WUB Bandalore
Concept:
The four-color Bandalore seemed like it was a little diffuse in concept. In this version, the goal is still to get Angels out and bounce them, with the addition of Curses to increase the damage to the opponent’s supply of permanents. The hope is that suspended Curses combined with Castigates are sufficiently disruptive to let the Angels come into play and stay there.

8 Creatures:
Angel of Despair
Yavimaya Dryad (Bring in a Forest)
24 Spells:
Search for Tomorrow (Bring in any land for G)
Mwonvuli Acid-Moss (Bring in a forest, kick out one of their lands)
Creeping Mold (Clear a land, artifact, or enchantment)
Condemn
Momentary Blink
Castigate
4 Artifacts:
Lotus Bloom
24 Lands:
Arctic Flats
Terramorphic Expanse (Bring in any basic land)
Forest
Swamp
Plains
15 Sideboard:
Wrath of God (Likely swapped in for Castigates when facing creature rush)
Reclaim (Swap in for anything you can to copy Blinks or Acid-Mosses)
Smallpox (Swap in for Condemns when facing protected creatures — as a bonus, kills a land)
Dawn Charm

WBG Bandalore
Concept:
This variant of Bandalore attempts to accelerate its mana base (via Dryads, Searches, and Acid-Moss) and suppress the opponent’s (via Acid-Moss and Mold). Combined with Castigate, the hope is to get an Angel into play and then start Blinking it for the win.

4 Creatures:
Angel of Despair
26 Spells:
Lightning Helix
Hit // Run
Condemn
Momentary Blink
Damnation
Wrath of God
Pyroclasm
Castigate
Curse of the Cabal
4 Artifacts:
Lotus Bloom
24 Lands:
Sulfurous Springs
Tresserhorn Flats
Orzhov Basilica
Terramorphic Expanse
Plains
Mountain
Swamp
15 Sideboard:
Wrath of God (Against mass critter swarm)
Dawn Charm (Against direct burn)
Boom // Bust (To bring in the option of landsweeping)
Sudden Shock (Unstoppable burn)
Word of Seizing (Unstoppable permanent theft)

WBR Bandalore
Concept:
Same idea, different colors again.

4 Creatures:
Angel of Despair
24 Spells:
Condemn
Momentary Blink
Damnation
Wrath of God
Castigate
Curse of the Cabal
Smallpox
8 Artifacts:
Dimir Signet
Lotus Bloom
24 Lands:
Terramorphic Expanse
10× Plains
10× Swamp
15 Sideboard:
Wrath of God (Just in case there are really a lot of critters)
Dawn Charm (Against direct burn)
Mindstab (Sub in for creature kill against another control deck)
Disenchant
Return to Dust
Haunted Hymn (Also versus control — more disruption)

WB Bandalore
Concept:
A focused version, narrowed to two colors, with a heavy emphasis on keeping the board clear. I chose Terramorphic Expanses over Basilicas because I like that they thin the deck late game “Land, darn it!” draws.

12 Creatures:
Hypnotic Specter
Riptide Pilferer
Moroii
24 Spells:
Consult the Necrosages
Mind Rot
Wistful Thinking
Last Gasp
Mindstab
Simian Spirit Guide (Uncastable as a spell, this is meant as pure acceleration)
4 Artifacts:
The Rack
20 Lands:
Frost Marsh
Island
Swamp

U/B Discard
Concept:
An aggressive discard deck. The Hypnos and Pilferers come out early (one hopes) to disrupt. With enough disruption, the Moroiis should be able to come through for the kill. The Simian Spirit Guides are obviously uncastable, and are meant to provide acceleration for early discard spells or creatures. An opening hand with Pilferer/Island/Spirit Guide allows a first-turn Pilferer, which should mean forced discard from turn two on. The Racks may not fit in with the aggressive theme of the deck — Blizzard Specters might be better.

8 Creatures:
Angel of Despair
Calciderm
24 Spells:
Momentary Blink
Condemn
Wrath of God
Damnation
Curse of the Cabal
Castigate
Diabolic Tutor
Psychotic Episode
4 Artifacts:
Dimir Signet
24 Lands:
Terramorphic Expanse
10× Plains
10× Swamp
15 Sideboard:
Dawn Charm
Disenchant
Return to Dust
Raise Dead
Haunted Hymn

W/B Bandalore v.3
Concept:
A retooling of Bandalore. The Smallpox actually worked against this deck, as the “own land” destruction slows deploying the Angels, Curses, and other big-ticket spells. The Blooms are also dropped as too much mana provision — although the Angels are pricey at 7, the board-clearing and other threats strike at four mana, which is fast enough with the Signets. The Tutor comes in to grab silver bullets, and the Psychotic Episodes provide additional targeted disruption (similar to, but not quite as good as, that provided by the Castigates). The big switch is maindeck Calciderm. The Calciderm is another four-mana threat, makes itself an early target to draw fire before the first Angel arrives, and interacts well with Momentary Blink (*blink* = Calciderm clock reset). I also moved the last Wrath over to the main from the side. The side gains Raise Dead to keep bringing Angels back if someone’s countering or burning them (a Dread Return might be better, but I own none).

8 Creatures:
Angel of Despair
Calciderm
24 Spells:
Momentary Blink
Condemn
Wrath of God
Damnation
Curse of the Cabal
Castigate
Persecute
Dawn Charm
Diabolic Tutor
4 Artifacts:
Dimir Signet
24 Lands:
Terramorphic Expanse
10× Plains
10× Swamp
15 Sideboard:
Dawn Charm
Wrath of God
Disenchant
Return to Dust
Resurrection
Vigor Mortis
Psychotic Episode
Curse of the Cabal
Feldon’s Cane

W/B Bandalore, v.4
Concept:
Same general idea as v.3. This version tones down the Wraths and Curses, adds maindeck Persecutes and Dawn Charms, and puts some resurrection effects into the sideboard.

15 Creatures:
Riptide Pilferer (Fastest discard-inducer)
Hypnotic Specter (Second fastest)
Blizzard Specter (Lets you bounce their permanents in play as well)
Moroii (Kill critter)
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