
I've played Standard for about a decade and I honestly feel like this ranks pretty high as one of the more insane card-quality engines I've seen in this slower format. Suddenly it doesn't seem so bad if Deathbonnet is just milling and not flipping for a while.

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Then I completely by chance stumbled into its absolutely insane capabilities in a deck with a good number of instants, extreme deck fixing from Gaze, and mill-each-upkeep creatures that give you multiple chances each turn to hit a free spell off the top (Fading Hope for 1 never felt so good). Meh, sounds like a pretty good tempo card, and sunk-cost-fallacy logic from that mythic wildcard I crafted before says let's give it a go. I figured it could be worth another shot since it's evasive, triggers Willow mana-free every turn, and even might get a bonus card or two given that we pretty much just want to play instants and creatures. Then I sort of stumbled across ], which I had briefly tried before but wasn't impressed by. That led me to the question: How do you play enough creatures to reliably meet the demands of cards like Deathbonnet and Lancer, while also playing enough interaction to pull off a tempo strategy? That caused me to revisit ], since that can turn the self-mill-roulette-wheel into a controllable element as a cheap, instant-speed mana sink (so it makes for a nice proactive option alongside interaction on the opponent's turn), or even an upkeep play on our own turn if we want to really ensure that a certain mill or draw goes our way, and there are all kinds of other synergies it has with this strategy such as flashback, chucking lands/creatures en masse cheaply to feed the troops and flip Deathbonnet, and more. Since they're cheap to cast and grow mostly mana-free, they allow for a semi-draw-go playstyle. You want to dump them out on your early turns to get them going, then play a fair amount of interaction to protect them and buy time for them to grow.

What I've recently come to realize as the mistake in my attempts with these guys, and imho almost all attempts I've seen from others at brewing with them, is that most of us are trying to make them aggro creatures, when in fact they are actually tempo creatures. All those efficient-but-with-a-catch creatures clearly have the potential to be powerful if their demands can be efficiently and consistently met, but that has proven a difficult challenge for many a jank brewer including myself, as the decks always seem a little too clunky and inconsistent. The way you can control your draw quality is really on another level from almost any deck I can remember in my fairly-long Standard career, and the creatures are efficient with huge late-game upside that tempo often doesn't have.Īs perhaps some of you can relate to, I've always enjoyed brewing with the Green/Blue self-mill squad listed above.


I'm definitely not saying that it's going to be a meta deck any time soon, but it's actually kind of insane, and I wouldn't be surprised to see it broken if it gets just a little more support in upcoming sets. Goldfish a few games with Sparky with constant stops on your upkeep to truly appreciate what is possible. TL DR: Try the Simic self-mill package (], ], ], ], ], guys like that) in a tempo deck with ] and ].
