Natural Control
(4) Brineborn Cutthroat
(4) Heroic Intervention
(4) Assassin's Trophy
(3) Growth Spiral
(3) Sea-Dasher Octopus
(3) Slitherwisp
(3) Uro, Titan of Nature's
Wrath
(4) Extinction Event
(3) Liliana, Dreadhorde
General
(3) Garruk, Cursed
Huntsman
(2) Island
(3) Swamp
(2) Forest
(3) Drowned Catacomb
(1) Watery Grave
(1) Overgrown Tomb
(2) Woodland Cemetery
(1) Breeding Pool
(3) Hinterland Harbor
(3) Breeding Pool
(2) Temple of Mystery
(4) Zagoth Triome
(4) Fabled Passage

This is the deck that I've been using in Historic format the last few months, and it has been

an interesting study. While the most popular archetype in Historic right now, the goblin decks,

will generally beat it unfairly, you'll find that my deck can stand up to just about anything else.

Winning against the goblins IS still possible, and even quite easy, provided you can survive

long enough - But when they play Muxus, Goblin Grandee, it almost always ends the game,

unfortunately. It's really sad that my archetype gets beat that way, because it DOES require

you to do the thinking, rather than allow you to win by performing the same set of steps, over

and over, boring everyone to death. Using this deck has put me in a lot of complex situations,

and it really is cool when I am able to overcome the odds, and pull victories over people who

copy-and-pasted their deck form the internet. Sometimes, the deck will give you a sure

victory, but the effect is too random to make a good bet for the gamblers - It is more suited

to careful study, and the development of personal skill and new strategies.


This deck incorporates part of a popular archetype in its design - It's a twist on the Brineborn

Cutthroat-building decks. It allows you to place your Cutthroats, then control with quick

instants and other flash cards. The other low-end cards will allow you to draw cards during

this process, digging into the deck and finding you the key-cards necessary to your victory -

The specific "keys" will depend on the situation, but all of the cards I decided to use for this

deck should be useful to you. I used that idea to create the low-end of the deck - Which, it

stands to reason, any good deck requires, given the existence of extremely fast aggro

decks. Once you get off the ground, mid-range effects come into play. Uro, Titan of Nature's

Wrath will help you build resources and stay alive until you hit the high-end, which includes 6

very powerful and complimentary planeswalkers - 3 Liliana, Dreadhorde General, and 3

Garruk, Cursed Huntsman. I say that these planewalkers compliment one another because

they both can create tokens, they both draw cards, and Liliana's sacrifice ability can be

buffered with Garruk's token creation, which simultaneously adds loyalty counters to the

latter (make dogs, use Liliana's sacrifice ability, add loyalty counters to Garruk for the

emblem or kill-and-draw ability). If you manage to get to the high-end of the deck, with good

decision-making skills, you should be relatively unbeatable. Extinction Event allows you to

clear creatures off the board without wiping your own, entire force - sorceries that wipe

low-end creatures will not be compatible with this deck, but with Extinction Event, you can

either keep Brineborn Cutthroats and your tokens, or the rest of your creature force, which

will all be odds. The Sea-Dasher Octopus can also be used to make Brineborn an odd, or

itself an even (by placing it under the Brineborn with mutate), so you'll need to manage the

situation appropriately. With this deck's ability to continually draw cards (and without paying

for it), and control play at very low mana-costs, it stands as exceptionally versatile, affording

you many opportunities to outwit your opponent, provided that you can think on your feet.
(4) Spectral Sailor
Decklists
Front Page