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Wilds of Eldraine is days away from release and there are a lot of cards to consider adding to your deck.
In addition to Bargain, Adventure, or Role cards, there is a whole section of cards that require special attention, namely the multicoloured/golden cards.
In today’s piece, I want to go through 6 decks that take advantage of the new multicolor cards, and some of them will happily use creature lands!
Wilds of Eldraine (WOE) Set Hub
Wilds of Eldraine (WOE) Constructed Guides
One archetype I want to see revived is a non-five-colour ramp strategy that has a smoother manabase. There have been attempts at Mono Green but I believe a new card from the newest set makes Simic a much better colour combination.
The Mother of all the Geese is here to make a Simic ramp strategy very viable. Thanks to the ‘X’ in the cost, it scales very well as the game progresses. It’s a great topdeck at any point in the game and you can sink as much mana into it as your heart desires.
On top of that, it’s a rare case where it’s not a */* creature. It means that you can play it on the second turn as a flying 2/2 to put early pressure or to block oncoming attacks.
Furthermore, the Food tokens you’re getting allow you to stay alive longer against aggressive strategies and hence get to the top end that you actually want.
Up the Beanstalk is another great addition to the strategy. It draws a card on entry so you’re never left with a dead card and it’s not legendary so any additional copy is not redundant. There are multiple spells in the deck that trigger it so even if you run into a wall of counterspells, you’re still up on cards.
Last but not least, this version gets to play Restless Vinestalk which is a 5/5 trampler available at any point. Combined with the rest of the top-end in the deck, I cannot imagine running out of things to do. Contrary to some other shells that die in the face of a few Counterspells, here we can easily grind through all the midrange and control decks.
Glissa Sunslayer was one of the main reasons to try to play Golgari. Multiple Pro Tour players at the last Pro Tour said they’d tried to break it. However, the incentives to go Golgari instead of Rakdos weren’t fully there. That changes with Eldraine.
Faunsbane Troll is a big reason to go Golgari. It’s essentially a 5/5 trampler for 4 mana with a built-in ability to remove opposing creatures. Since the ability does not require tapping, it can be activated immediately when Troll comes down, much to the opponent’s dismay.
It’s also not legendary so you can play multiple copies and keep smashing in with trample.
In order to increase the potency of the Troll, Royal Treatment is a good addition that adds even more Roles to the deck’s density. It makes Troll’s fight ability even more reliable.
On top of that, being able to protect Glissa, Troll, or the game-warping Sheoldred, the Apocalypse will prove game breaking.
It’s also another colour combination that can take advantage of the new creature lands, further making flooding out impossible.
Selesnya Enchantments is already a top tier strategy that performs very well in weekly MTGO challenges and was picked by high profile players for premiere events. Can it really get even better?
Yenna, Redtooth Regent is a very unique card that pleasantly surprises us at the outset with stats. Four-mana 4/4 creature with upside is already satisfying. The real payoff is in the ability though.
Essentially, you can copy enchantments that you only have a single copy of. With that in mind, I built the deck in a specific way to take advantage of that clause, hence many one-ofs. It also adds utility since you can choose which, out of many, enchantment to copy, depending on the situation you are in.
You’d want another Michiko's Reign of Truth if you’re going all in and want the opponent dead as soon as possible. You can copy Ossification to contain the opposing board and stay alive longer. And the list goes on.
Similarly to Golgari, here Treatment performs a double role (pun intended).
First, it protects our Yenna or Calix, Guided by Fate from removal.
Second, the fact that it creates an aura is relevant to the deck’s plan, e.g. by growing Katilda, Dawnhart Martyr or triggering Calix.
All in all, an already powerful deck gets a further buff.
Boros Aggro Ash
Everyone likes a good aggro deck. They are particularly strong early in the format when people are trying stuff out and then you come in, destroying their hopes and dreams with utter aggression.
The highlight of the deck is Ash, Party Crasher that can immediately come in on turn two and put pressure thanks to its hasty nature.
Thankfully rules-wise, Constellation counts Ash herself, so if she’s played on a later turn, it’s trivially easy to turn on Constellation. With that, our army grows as we deploy more threats – which is conveniently our strategy to begin with. It fits the base premise very well.
I will happily include relevant adventures in such a shell as well, since they provide spell-value and later are a permanent to be deployed that further fuels constellation.
Mouse’s buff can allow you to win in combat but also trigger Baird, Argivian Recruiterto get even more bodies.
Nothing is a better follow-up to turn two Ash than turn three Squee, Dubious Monarch. Squee is the first nonland and the token it immediately makes is another one. You get a constellation trigger in one card. On subsequent turns, you’re always half-done for constellation thanks to Squee being a token-generation machine.
It also provides us with a bit of staying power with its escape-esque ability.
Obyra, Dreaming Duelist is an uncommon gold card that nicely supports the Faerie tribe in Standard – but also potentially in Pioneer or EDH.
It’s a flash 2/2 that can act as an Ambush Viper and surprise-block an opposing creature. On top of that, in tandem with Faerie Mastermind, there is a nice suite of instant speed threats that make playing against it really annoying.
Obyra makes boardstalls basically impossible with flying everpresent in the deck but also the trigger. With every Faerie the opponent is drained for one, slowly but surely closing the gap.
The best possible discard spell in such a deck is Ego Drain. Everyone wants a better Thoughtseize.
Dimir Midrange has been the top deck for a few weeks now. It seems like it couldn’t possibly get stronger or more adaptable. Well, I’ve got bad news for you.
Talion is a 3/4 flyer for four-mana which is not exciting but it’s okay. It provides evasive pressure and protection from opposing flyers.
Its ability to restrict what the opponent can play is huge. In most cases, you will choose 2 or 4, because it catches a ton of cards in the format. It will also introduce a little mind-games subgame where the opponent will feel discouraged from playing spells altogether, much to your satisfaction.
Even if you expect it to die to Go for the Throat – you can name 2 and worst case it cantrips and Shocks the opponent.
The floor on the card is okay and the floor is potentially devastating.
Earlier we touched on Golgari as a midrange deck that now has a reason to exist over Rakdos.
However, there are also solid arguments to try out a mix of the two and go JUND.
Ruby, Daring Tracker is a really strong legend from Wilds of Eldraine. It’s a two-mana ramp which alongside The Irencraggives you eight copies total of a way to ramp into Sheoldred, the Apocalypse on turn three.
On top of that, the aforementioned Sheoldred then buffs Ruby upon attacks.
Decadent Dragon is another threat to be ramped up into which also coincidentally bolsters Ruby. With such a density of payoffs, you can very reliably have turn two ramp into turn three nice curve-topper.
You never really have to worry about having too much mana on your hands with all that ramp, since Mosswood Dreadknight will happily come and draw you out of your flood. You can loop it almost indefinitely, grinding through all the removal in the world.
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