Wurg zacama mtg goldfish standard
Standard has a lot of popular and powerful artifacts and enchantments ( Reckoner Bankbuster, Wedding Announcement, Fable of the Mirror-Breaker, Circle of Confinement, The Restoration of Eiganjo, etc.), so the Naturalize mode was powerful in a lot of matchups, although gaining life is great as a way to stabilize against aggro, and the shield counter is helpful against control, allowing us to dodge a non- Farewell sweeper. We almost always make a 4/4 Rhino, and then the second mode really depends on the matchups. Its double enters-the-battlefield trigger is absurd. It's so good that I think we should probably add in the fourth copy, because the biggest problem we had with Titan of Industry was that we didn't always draw a copy. It's the best finisher in our deck and really the reason to play Bant Teleportation Circle. As far as the new cards in the deck, here's a quick breakdown.Otherwise, the deck is very similar to what Cashmoneymisplay sent in. The deck also has a few too many channel lands for my taste (I ran into some issues with drawing multiples and missing land drops because they are legendary), so I cut down to one Boseiju, Who Endures and one Eiganjo, Seat of the Empire and replaced them with some Pathways. I trimmed down on the five-drop for another Sanctuary Warden and Inspiring Overseer. The initial build had more copies of Spara's Adjudicators, which does have a decent, removal-ish enters-the-battlefield trigger, although, at five mana, it's a bit expensive for what it does, especially since paying two mana to turn a land into a Triome isn't all that exciting in Standard. I should also mention that this is mostly a viewer-submitted deck from Cashmoneymisplay, although I did make a few small changes.On the other hand, if we can get to the late game, Bant Teleportation Circle can generate an overwhelming amount of value against pretty much any deck in the format. The biggest problem we ran into with the deck is that we'll occasionally get slow draws and get run over by aggro before we get our value engine going (which makes sense, considering the same thing can happen with Panharmonicon decks-it's the downside of building around a four-mana permanent that doesn't do anything right away). The goal is pretty simple: generate value with enters-the-battlefield triggers, play Teleportation Circle to generate even more value with enters-the-battlefield triggers, and then ramp into Titan of Industry and Sanctuary Warden to close out the game.All this is to say that the deck felt solid, and I think it's fairly competitive, but I'll want to jam some games in best-of-three before really making any bold proclamations about its potential. This can happen in best-of-three as well, but in best-of-three, you can then bring in sideboard cards to help improve the matchup. Sometimes, you lose the roll, keep a slightly slow hand and get run over by aggro without doing much of anything. Record-wise, I played a bunch of games with Bant Teleportation Circle and ended with right around a 50% win rate, although personally, I take the record with a grain of salt because early-access day is only best-of-one, and I'm not sure that best-of-one is a great judge of a deck's true power.
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Today's video was recorded during early-access day, so shout-out to Wizards for the invite and for hooking us up with a full account to explore the new format! How many Rhinos can we make? What does Streets of New Capenna Standard look like? Let's get to the video and find out on this week's Much Abrew About Nothing! Both have the power to take over the game quickly, and doubly so if we have Teleportation Circle to blink them on our end step. Our deck is overloaded with creatures that either ramp or draw cards with their enters-the-battlefield triggers, which help us work toward our two big finishers- Titan of Industry and Sanctuary Warden.
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Streets of New Capenna is here, and today, we're jumping into our new Standard format to see how many Rhinos we can make with Titan of Industry and Teleportation Circle! In a lot of ways, Bant Teleportation Circle is basically a Panharmonicon-style deck, with Teleportation Circle being a watered-down Panharmonicon that only works once each turn. Hello, everyone! Welcome to another episode of Much Abrew About Nothing.