They See Me Sojournin'

by Mavlis on 13 April 2011

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (4)


Instants (3)


Artifacts (1)

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Deck Description

A hybridization of a Grand Architect Deck and a Venser Deck - this deck is pretty effective, and has gotten me top 8 finishes in FNM whenever I've played it. I'm in the process of fine-tuning it still, trying to make the game effective in mid game. This deck is highly adaptable as either an aggro deck or a control deck - all centered around Treasure Mage/Grand Architect in the mid game, and Venser + Treasure Mage goodies in late game.

Treasure Mage is really the key, and it makes the deck highly adaptable. Playing against aggro? Search a Triskelion - it can really weed out the key creatures to your opponent's aggro and regain board control. Or you can even board sweep your opponent's creatures with a contagion engine. Steel Hellkite is generally used to keep control once you have it, and Wurmcoil Engine is your all-purpose go-to artifact.

Sejiri Merfolk is a new addition, and I've found extremely effective at applying enough early pressure (and warding off early pressure), while giving you enough health, to push you through the mid-game phase (where this deck is weakest) into the late game phase, where Venser + Spine/Engine can really take over a game entirely on their own.

This deck is all about adaptability, the Augury Owls, Preordains, Treasure Mages all allow you to dig through your deck to get what you need - get out an early 6 drop if you can accelerate via Grand Architect, or absolutely dominate the board late game with Venser repeatedly bouncing Contagion Engine - or, if they're light on creatures, take out the land with Venser bouncing spine of Ish Sah. Need to dig? Bounce your Owl. Need more big artifacts? Bounce your treasure mage. Need to control them a little longer? Bounce your tumble magnets. Journeyed their Overgrown Battlement early to prevent mana ramp, but they dropped a Primeval Titan? Bounce your Journey to Nowhere.

Also, it's made with cards I have, and I'm working my way towards some other, more ideal cards (such as dual lands).

The side board, generally speaking, is for specific matchups. Cosi's Trickster can really give you an edge against something like Valakut or Cawblade, that does a lot of deck shuffling but is light on removal. Neurok Commando is great against any red or black-heavy deck, as they have very little non-targetted removal - this keeps them from removing it when you drop Grand Architect to prevent you from getting one of your bomb cards out, and can also really help gain a card advantage against Control who can't Tumble Magnet it, but don't want to waste the DoJ on a single creature.

The Mindslaver can do well against things like Big Red and most Control matchups - Silence is also to deal with Valakut Ramp and heavy-aggro decks. I didn't go with counters because, typically speaking, this deck is riding the number of lands it has out and needs to spend its mana quickly to get a board advantage as a t3-t4 Wurmcoil engine can really take over a game sometimes.

A second Wurmcoil serves as the general all-purpose replacement for any of your big five 6-7 drops that may be ineffective against a certain opponent - and Revoke Existence generally substitutes for Journey against artifact-heavy decks. And, of course, the extra day is put in to increase its frequency against particularly creature-heavy decks.

Deck Tags

  • Combo

Deck at a Glance

Social Stats

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This deck has been viewed 1,030 times.

Mana Curve

Mana Symbol Occurrence

1030000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for They See Me Sojournin'

Holy brick of text batman! Oh, and cool design =P

0
Posted 14 April 2011 at 04:44

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