Nathan Addington's Style Deck

by ~Nathan_A~ on 14 November 2011

Main Deck (60 cards)

Sideboard (17 cards)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

If I could choose 2 superpowers that both reflect my personality/style and allowed me to fulfill my ambitions, I've always chosen Superspeed and Adaptive Invulnerability. With these, I'd be the greatest yojimbo in existence and would be a human shield to my friends and those in need. Well, I wanted to build a deck around my style, and this is it. This is my Style Deck.

Speed - Ramp and Tutoring.
Invulnerability - Hexproof and Indestructibility.

This deck is primarily made as an expression of my style of play (bodyguarding) in MTG and is used for fun, casual games among friends instead of just for tournaments. With the right combination of cards from the sideboard selected, this deck is not only almost unbeatable once the combos are locked in place, but can also give each teammate nearly the same defense simultaneously in the last combo. It's relatively fast, very reliable, and, although it's not set up to win in tournaments despite the potential, it's simply a fast and defensive fun deck with elements I like inside and outside of MTG, forged as close to perfection as possible thus far whilst maintaining the style factor. It's original and the first of its likeness.

How to Play

Once upon a time, on a table cleaned very thoroughly,

Use of the Judge's Familiars/Mausoleum Wanderers and/or Lightning Greaves provide an early prevention of killspells and/or counterspells that target Bloom Tender, the main source of mana. The Familiar also serves as a multicolored permanent to help Bloom Tender ramp, as do the Electromancers. The Recruiters (or Elvish Harbingers) are to almost guarantee getting the Tender on time and adding the 4th mana needed. I use the Tender, a bounceland, and 3 other lands to provide 9 mana to cast and entwine Tooth & Nail around turn 5 and pull out Avacyn and Platinum Angel. This prevents almost all problems, even if just for the moment. If I don't have a T&N by then, the Revelations draw about 6 cards and get one then as well as regain any life lost up to that point. The Plea tutors for Privileged Position and the Wheel. Avacyn/Platinum Angel/Privileged Position is the main combo and it's for making my side indestructible, untargetable, and unlosable.

Next, the Shusher and Dovescape are cast to prevent the few board spells that can get through. Once this "Mother May I" combo is applied, Stoneforge Mystic (or Godo, Bandit Warlord) tutors Sunforger, which then tutors Research/Development, which then tutors everything needed from the sideboard to start the final combo, and the Wheel allows continuous "Sunforging" straight from the library.

To start the final combo, Sunforger tutors Congregation at Dawn, Ink-Treader Nephilim, Leonin Relic-Warder, and Acrobatic Maneuver from the sideboard, as they allow every other card thereafter to be put in and cast. Once Research has put those in the library, Sunforger casts C@D to put the Warder and Nephilim on top of the library to set up. Once those are out, things get a tad complicated...

Sunforger then casts Acrobatic Maneuver on the Nephilim, which in turn targets all my creatures, and the order and results are as such: Relic-Warder exiles Dovescape for the first few cycles so that the rest of the copied Maneuvers can resolve without me having to pay for them. Stoneforge Mystic tutors Lightning Greaves so I can keep Platinum Angel on the field in case of an auto-lose reaction as well as enabling Bloom Tender to tap for mana as soon as it gets flickered (for infinite mana). The Maneuver also draws every card in my library, so that casting every permanent in the deck and outside the game can happen all at once.

So now it's set up for infinite mana and has all permanents needed from the library out on the field. But it doesn't stop there, as I need to help my teammates. So repeat the Research to get the whole sideboard out. This is how each of them work: Mangara and Riftsweeper can literally exile everything desired, but I keep it limited to just the bare necessities. Imperial Mask gives us Hexproof. Pestermite infinitely untaps Spectral Searchlight, giving the team their infinite mana, and sets up Gilder Bairn to double the counters on Elspeth the turn she's played. Then Elspeth and a PrivPosition are traded to each teammate via Avarice Totem so their stuff has hexproof and so they can use her final ability to get the emblem, which puts her right back in my library just to be cast and traded again to the next teammate and so on. If immediate response to a threat spell is necessary, Dovescape is instantly put back onto the battlefield to stand guard again.

Once it's all said and done, my team and I have infinite mana, infinite life, infinite bird tokens, played every card out, removed all threats permanently, have any non-permanents in our graveyards reshuffled back into our libraries, can't be targeted, can't be destroyed, and can't lose. Once the combos are locked in place, there is very, very little any deck can do to get through the defense and you can spend the rest of the game letting your team play out their decks without any problems and play Mother May I with the opponents so they can still play spells (that don't put a dent in the wall of course) and everyone plays happily ever after.

The End

Deck Tags

  • Stylish
  • Original
  • Fast
  • Defensive
  • Team-Friendly
  • Multicombo
  • 2HG
  • Emperor

Deck at a Glance

Social Stats

7
Likes

This deck has been viewed 4,600 times.

Mana Curve

Mana Symbol Occurrence

23210924

Card Legality

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

Deck discussion for Nathan Addington's Style Deck

how long does this take to actually pull off?

0
Posted 15 February 2016 at 01:15

Permalink

also, what makes it unbeatable?

0
Posted 15 February 2016 at 02:12

Permalink

Avacyn and Platinum are almost always out between turns 4 or 5. Speed depends on whether the enemy kills Bloom Tender or the Familiar. Phase 2 (PrivPo, Shusher, and Dovescape) is usually turn 5 or 6. Getting Stoneforge for Sunforger is the most unpredictable, but it comes about fast if you used a Revelation on a previous turn or drew it sooner. The last combo of grabbing from the sideboard is the turn immediately after using Sunforger and all those combos happen in the same turn due to the infinite chain of combos.

The reason it's (Damn-near) ALMOST unbeatable is because they can't win and there's not too many cards that can get through and ruin the combos. They can't cast noncreature spells without it getting countered. Board wipes don't work, whether it be due to Avacyn or the fact that Sunforger can cast Cloudshift on the Nephilim and flicker them at any time instantly. Any permanent they have that doesn't do its worst as it enters can get exiled instantly by the Mangara/Riftsweeper combo. Your stuff can't be targeted. They can't make you sacrifice anything. If negative markers SOMEHOW get put on permanents, you just flicker them. The list goes on.

1
Posted 18 February 2016 at 17:00

Permalink

I'll put it this way; the two best/only strategies I've seen work against it are killing everything and dealing damage super early, or simply making a hate deck full of cards that can at least put dents in the combos. They exist, but you'd have to plan it do to the sheer few out there and how they don't typically get played in most decks. I mean, turn 4/5 is considered mid game/medium speed, but 15 mana-worth of permanents are being dumped out at the same time and most decks without specific boardwipes now can't do anything about the outcome. So, imho that's fast and preventive. My only wish is that I could make the teammates as safe just as early.

1
Posted 18 February 2016 at 17:04

Permalink

For anyone else who happens to find this deck and questions it's defensive capabilities and/or has modern combos that can stop/get through it, please let me know, as i would love to make improvements! I have, however, modified this deck over years and have thought of many strategies to get through myself just to find it at its pinnacle. But no deck is ever truly unbeatable, and even if mine was, I would not brag nor care as this is prioritized for its style and not for tournaments and such competition. I do like to max my defensive function for my teammates.

1
Posted 18 February 2016 at 17:16

Permalink

To be honest this seems slow and Inconsistent. Especially for legacy play. The Familiar and the Cursecatcher really aren't reliable enough to protect such a fragile combo, since they give your opp the knowledge to play around it. The land base wont hold up against most tier 2 decks either. Sorry for being negative, just my honest opinions.

0
Posted 25 February 2016 at 17:03

Permalink

It's okay, thanks for the opinion and reasons behind it. I wanted to put more or even different counter-perms in there but they need to be out by turn 1. And the Familiar is multi-purposed as it is multicolored, a flyer, and a counter. The deck has worked successfully on time I'd say about 5/7 times. To be clear though, it isn't meant for tournaments, so the off chance I don't get what I need right away isn't crucial and I just wait it out until I do. And it's modern built, not legacy. It only seems so because Stoneforge and the Lodge are what I use regularly among friends. They're easily replaced with another bounceland and Godo, Bandit Warlord. They do the same thing, just might take an extra turn.

Another point is that it's only used in team scenarios, so usually I have other creatures to block for me and other spells for backup. It's absolutely a pain in Emperor and in 2HG we get collectively more life, so it gives more time and cushion until I can get what I need. But normally that is already in my opening hand do to the math.

0
Posted 25 February 2016 at 17:42

Permalink

Yeah... It's cute but legacy is what it is and there's reasons people aren't already playing something like this.

0
Posted 10 May 2016 at 15:52

Permalink

As I've mentioned before, it's not a legacy deck. Despite Stoneforge Mystic and Wirewood Lodge, it is built for casual use and/or Modern format. They can be easily replaced with Godo and another bounceland. If I did play competitively, I'd probably play in 2HG tournaments. But if you find any specific flaw or think it lacks something crucial, do let me know, please! Thanks for the comment. :)

0
Posted 11 May 2016 at 23:18

Permalink

My first thought if I had to go up against this woukd be to grab a mill deck or a wicked fast burn deck. Do you have anything that lets you reshuffle your graveyard back to your library? ( forgive me for not going though each card) maybe like elixir of immortality- that could be cool in this . I have a deck similar, to a degree, in style. As you stated , no deck is unbeatable. When I have run decks similar to this the decks that give them trouble quick aggro decks that put you on the defensive early and oftentimes the game will over by turn 4 or 5.

0
Posted 10 May 2016 at 20:56

Permalink

he has Wheel of Sun and Moon, which says that if a card would be placed into your graveyard from anywhere it gets placed on the bottom of your library instead.

0
Posted 10 May 2016 at 21:06

Permalink

What he said. Plus the 2 Primal Commands. When one gets milled, the other reshuffles them.

0
Posted 11 May 2016 at 23:23

Permalink

Cool, sorry for the pointless recommend, I am just getting back into the game and am still trying to catch up on a decade + worth of new cards

0
Posted 12 May 2016 at 00:49

Permalink

jukeboxhero00 has deleted this comment.

Posted 10 May 2016 at 20:57

Permalink

Not my style, but it's a very good casual deck (like you said, despite the potential). A great contribution to the MTGVault community.

0
Posted 22 July 2017 at 06:26

Permalink

I greatly appreciate that. Thank you. I don't get on as much as I used to, but it makes me happy when I check in to see someone out there appreciates it for what it is (or even knows it exists). And by someone as seasoned as yourself at that.

0
Posted 16 September 2017 at 22:58

Permalink

Could be very good for team magic. Probably not as good standalone

0
Posted 17 September 2017 at 19:20

Permalink

I like the concept, and the deck's not bad, I just think it's overly complicated. If someone told me "Hey, try building a deck based on speed and invulnerability" I'd probably go straight for ramp into tooth and nail (BTW, not to be shamelessly promoting my own decks, but you could find more fast ideas here: http://www.mtgvault.com/razka/decks/green-creature-manipulation/) and play Avacyn. Then for assuring your victory, play Privileged Position (enlightened tutor? Sterling grove?).

My point is, you only need those two cards to achieve what you're trying to do. I would put my focus on those instead of having all that other stuff in your deck.
MAYBE some form of life gaining to avoid red decks explosions, but I wouldn't worry about it that much.

0
Posted 06 February 2018 at 16:00

Permalink

Originally, I was doing exactly as you suggested. However, there are many ways to take Avacyn and PrivPo apart, and that's just covering my stuff. The thing is, if I had powers, I'd use them for others. I thoroughly like helping a team when I play games, and it would be too easy to set myself up for the win (after all, isn't that what everyone does?). I wanted to 1) minimize any/all holes in defense against other decks, and 2) set the same defense up for the team as well. In the end, this is as close to those goals as it gets, at least from what I've tested and tempered.

With those goals in the clear, would you still suggest simplification? If so, I'll definitely take into consideration another approach. I've actually had 3 or 4 very different combo-builds for this deck, but this had the most reliable probability and simplicity to it, believe it or not. But I haven't even looked at a Magic card in months so I'm sure there are other cogs I could replace by now.

Thank you for the suggestions, compliments, and references. I look forward to seeing more of your decks as well.

0
Posted 27 March 2018 at 01:24

Permalink

Hah, sorry, I totally overlooked co-op game modes. Then no changes are needed as far as I can tell.
Let me know if you'll build something else like this, I really like this kind of concept - and the flavor.

0
Posted 27 March 2018 at 10:50

Permalink