BuG Walkers Khans Rotation
2 {Opulent Palace} 1 {Urborg, Tomb of Yawgmoth} 2 {Llanowar Wastes} 3 {Yavimaya Coast} 2 {Temple of Deceit} 2 {Temple of Mystery} 5 {Swamp} 2 {Forest} 4 {Temple of Malady}
23 lands
2 {Reaper of the Wilds} 4 {Courser of Kruphix} 4 {Sylvan Caryatid}
10 creatures
2 {Read the Bones} 2 {Murderous Cut} 2 {Despise} 4 {Bile Blight} 2 {Nissa, Worldwaker} 3 {Kiora, the Crashing Wave} 1 {Silence the Believers} 4 {Ashiok, Nightmare Weaver} 4 {Thoughtseize} 3 {Hero's Downfall}
27 other spells
Sideboard
1 {Garruk, Apex Predator} 3 {Nylea's Disciple} 1 {Back to Nature} 1 {Bow of Nylea} 3 {Drown in Sorrow} 2 {Unravel the Æther} 2 {Dark Betrayal} 2 {Pharika's Cure}
15 sideboard cards
Notes: This is a deck I've been working on and play testing in for post rotation. Any suggestions changed appreciated please offer constructive advice +\- when slot changes are offered please! Thanks in advance!
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Considerations:
Mainboard:
{prognostic Sphinx}; attempting a nissa approach as opposed to sphinx without a significant amount of card draw I actually fear the discard mechanic hurting, also it is tappable. This version is less controlly in the blue aspect.
Sideboard:
{Dead Drop}; for BuG// Esper Control decks that rely on sphinx. Feel it may be lack luster at sorcery speed, counterable, esper may have elspeth tokens out and bug may have mana ramp/coursers very situational.
{Ruthless Ripper}; to possibly threaten RuG monsters 6/6 trample hexproof not seeing many outs against hexproof atm.
Looks solid. I'd maybe run more scrylands to smooth the draws, but otherwise looks good.
I'd suggest {dig through time} over read the bones and maybe raise your polluted delta to 4 to help fuel your yard
I have been having issues with read the bones+thoughtseize costing me life against aggro decks when not grabbing an earlier courser.
I've been over satisfied with {murderous cut} the delve is easy to pull off however I have two cuts and I don't think the delve for three cards would be easy to pull off unless I up the fetch land count. The delve enabled 2 drop scry 5 may also be worth looking into.
The scry lands I would like to keep to a minimum 6-8 as I have been hurt wishing a land came into play untapped and feel it is possible to run too many of.
After play testing I've added in 2 {reaper of the wilds} and -1 {silence the believers} -1{bile blight} as games without a planeswalker online seem to draw forever and I run out of gas sometimes.
Fetched in this deck would be nice possibly using the dig through time but deciding to keep to read the bones as I don't often have double blue all the time. Financial reason will halt it for now which will probably make me cringe when I draw a wedge gate instead! Oh well hard to determine what the meta will be like but I suspect a lot of mono red/black aggro players first couple weeks trying to take advantage of people shooting for tri colour decks so for now I'm sticking to 4 bile blights.