Deck Guide of the Day: Frontier U/R Ensoul Artifact

The Izzet Thopter deck that Team ChannelFireball and Face-to-Face piloted at Pro Tour Magic Origins is one of my favorite of all time, so I’ll take any opportunity to highlight a new spin on the archetype.

Ensoul Artifact is a powerhouse, and we’re about to see a similar card in Standard thanks to Aether Revolt’s Tezzeret’s Touch. While the new version is “safer” in that you can get the artifact back if it’s killed, Ensoul is still king thanks to the mana cost. For just 2 mana, you’re getting a 5/5 creature with virtual haste. On a Darksteel Citadel, it will be indestructible. Enchant a flying creature, and you build a Dragon.

Ensoul Artifact

Hangarback Walker was another major player in that Standard deck. It was cheap to cast early for just a 2 mana investment that would continue to grow. The counters on the Walker would count along with the Ensoul, so a turn 3 enchantment on the Walker would make it a 6/6 creature. The popular removal spells in the format include burn, Murderous Cut, and soon Fatal Push, which don’t interact very well with Hangarback. Other cards that combo well with the Walker are ones that can pump Thopters, or any way to sacrifice the Hangarback for tokens.

Hangarback Walker

Ghostfire Blade is a big time enabler for this deck. A single mana to cast and a single mana to equip for a massive power and toughness bonus makes your artifact creatures tough to deal with. This added speed and sustained extra damage with evasion creatures is critical to the deck’s success. U/R Thopter decks have a ton of reach, and the bulk of that comes from Shrapnel Blast. While the Blast can sacrifice any artifact on the board to deal 5, the combination with Hangarback Walker is the most effective. Any way you slice it, this is a 5 damage burn spell at instant speed that can target both creatures and players. Combined with Lightning Strikes and Wild Slash, U/R Thopters has the ability to burn people out from double-digit life totals without needing many cards or mana.

Ghostfire BladeShrapnel BlastLightning StrikeWild Slash

Thopter producers are going to be quite strong in this deck. Thopter Engineer and Pia and Kiran Nalaar are at the top of the list, but there are plenty more that should be tested. Pia Nalaar may have what it takes, but Maverick Thopterist definitely seems worth a try once Aether Revolt is released. Being able to use your Ghostfire Blades and other Thopters to help cast this for cheap sounds exciting to me, but all of the Thopter producers have their own strengths and weaknesses to consider.

Thopter EngineerPia and Kiran NalaarPia NalaarMaverick Thopterist

Another big benefit to Thopter production is the ease with which you’ll turn on Smuggler’s Copter. With its recent banning in Standard, this is the perfect format to dust them off for, and I don’t think I need to tell you just how dominant this card is.

Smuggler's Copter

The early creatures and pressure come from Inventor’s Apprentice and Ornithopter. Ornithopter may not seem like the most intimidating aggro creature, but with Ghostfire Blades to play and equip turn 2 or Ensoul Artifact to create a 5/5 flying creature with haste turn 2, Ornithopter ends up looking impressive.

Inventor's ApprenticeOrnithopter

Here’s the full list:

Creatures (17):

4 Hangarback Walker
4 Ornithopter
4 Inventor’s Apprentice
2 Thopter Engineer
3 Pia and Kiran Nalaar

Spells (21):

1 Wild Slash
4 Lightning Strike
4 Shrapnel Blast
4 Ensoul Artifact
4 Ghostfire Blade
4 Smuggler’s Copter

Lands (22):

4 Spirebluff Canal
4 Shivan Reef
2 Wandering Fumarole
4 Darksteel Citadel
1 Tomb of the Spirit Dragon
5 Mountain
2 Island

Sideboard (15):

4 Disdainful Stroke
2 Roast
2 Smash to Smithereens
2 Thopter Spy Network
1 Rending Volley
1 Negate
1 Savage Alliance
1 Seismic Rupture
1 Dispel

There are lots of great artifacts available, and only more with Aether Revolt soon to be released. While this deck can’t take advantage of the powerful delve spells of the format or Collected Company, it has great speed and reach that can punish opponents for being too slow or tapping out.

Thanks Everybody for reading,

Andreas

Deck Guide of the Day: Frontier 4 Color Humans Company

This is not the most common build of a Company deck. It did place well in a huge tournament, so you know the list is going to be solid.

Bant Humans combined Standard’s two best decks in Bant Company and Humans Aggro less than a year ago. This combination of strong Human creatures was brutally effective, and Thalia’s Lieutenants made everything spiral out of control quickly. Being able to hit Lieutenants at instant speed is what really made the deck work, and as we’ve seen in Human decks for some time now, Thalia’s Lieutenant takes them to another dimension. With so many powerful Humans, there’s little cost to adding that synergy.

Thalia's Lieutenant

Collected Company is nuts. It’s an instant. You get crazy value, hit 2 Humans, ambush creatures, set up after sweepers, and provide crazy tempo. No need to say more.

Collected Company

Warden of the First Tree is a sick way to get started. This thing grows really quickly, and is excellent on turn 1 and turn 21. It’s a late-game mana sink that wins the game, and provides reliable early pressure. Lambholt Pacifist and Heir of the Wilds both play well with +1/+1 counters. Getting a Thalia’s Lieutenant going will turn these things into massive attackers that end the game in a hurry.

Warden of the First TreeLambholt PacifistLambholt ButcherHeir of the Wilds

There are some attractive tempo Humans as well. Reflector Mage just got the axe in Standard, but it really should have gone while Collected Company was still around. This combination was straight-up oppressive and just made some matches unwinnable. You could cast them in combat, bounce attackers, block, and they can’t even cast their creatures again. Thalia, Heretic Cathar will slow down opposing creatures as well, but it will also do serious work against the fetchlands and shadowlands that dominate Frontier.

Reflector MageThalia, Heretic Cathar

Abzan Falconer plays super well with Thalia’s Lieutenant and anything else that adds counters. Sending all your creatures to the air at instant speed? Yes, please. Jace, Vryn’s Prodigy doesn’t care too much about getting some extra counters from the Lieutenant, but he certainly enjoys flashing back a Collected Company or a Dromoka’s Command.

Abzan FalconerJace, Vryn's ProdigyJace, Telepath Unbound

Dromoka’s Command is still one of the most powerful spells we’ve seen in some time. Burn is more relevant in Frontier, where Atarka’s Command, Lightning Strike, and Stoke the Flames are heavily played. It also adds counters, destroys enchantments, and kills creatures. That is effectively doing it all for just 2 mana at instant speed.

Dromoka's Command

Anafenza, the Foremost is huge, Human, and invalidates entire archetypes relying on graveyard recursion. It also adds counters. Heron’s Grace Champion is the one card that can’t be hit by Company, but it completely changes the race and you can hold it up when your opponents might think you have Company.

Anafenza, the ForemostHeron's Grace Champion

Here’s the full list:

Creatures (28):

4 Warden of the First Tree
4 Thalia’s Lieutenant
3 Lambholt Pacifist/Lambholt Butcher
2 Heir of the Wilds
2 Jace, Vryn’s Prodigy/Jace, Telepath Unbound
4 Reflector Mage
3 Thalia, Heretic Cathar
2 Abzan Falconer
2 Anafenza, the Foremost
2 Heron’s Grace Champion

Spells (8):

4 Dromoka’s Command
4 Collected Company

Lands (24):

1 Canopy Vista
1 Prairie Stream
1 Sunken Hollow
4 Windswept Heath
4 Flooded Strand
3 Botanical Sanctum
1 Blooming Marsh
1 Yavimaya Coast
3 Llanowar Wastes
2 Plains
2 Forest
1 Island

Sideboard (15):

3 Transgress the Mind
2 Arashin Cleric
2 Disdainful Stroke
2 Gideon, Ally of Zendikar
1 Anafenza, the Foremost
1 Murderous Cut
1 Sorin, Solemn Visitor
2 Dispel
1 Declaration in Stone

Collected Company is still one of the best cards ever, and putting it in a deck full of aggressive creatures and Thalia’s Lieutenant synergy is a great way to go about it. This deck isn’t messing around, and has tons of ways to close a game out quickly.

Thanks Everybody for reading,

Andreas

Deck Guide of the Day: Frontier 5 Color Bring to Light

In a more powered up format than Standard such as Frontier, the added mana fixing and weaponry from the expanded card pool are awesome components for a toolbox style deck. This is the toolbox to end all toolboxes, as, unlike the norm, we have a 70 card main deck and 11 card sideboard. This is some seriously bizarre deck building, as it does give you the option of boarding down to 66 cards in games 2 and 3, but those numbers are still pretty awkward! We’ve seen larger than normal decks work for toolbox packages in the past, however, so perhaps this one is no exception.

The foundation of the deck is Bring to Light. This means that you’re going to need lots of good mana fixing to make sure you can get to 5 different colors as soon as possible. From there, the options are plentiful.

Bring to Light

You have lots of mana creatures in Frontier that can serve as both efficient beatdown machines and color fixing. All of these 2 mana ramp creatures also pack 2 power. Deathcap Cultivator and Rattleclaw Mystic even give you a boon in the late game, especially Mystic which can unmorph for a nice burst of mana. Servant of the Conduit is the current Standard staple that will fix your colors into anything you may need, and then get into the red zone.

Deathcap CultivatorRattleclaw MysticServant of the Conduit

The multicolored creatures from Khans of Tarkir are powerful. Anafenza, the Foremost can shut down entire strategies while attacking for big chunks of damage. Mantis Rider is an efficient and evasive beatdown machine that can even do double duty and block thanks to vigilance. Butcher of the Horde can turn excess mana creatures into powerful abilities that stack well on a 5 power creature for just 4 mana.

Anafenza, the ForemostMantis RiderButcher of the Horde

Siege Rhino. Remember Siege Rhino? How about turn 3 Siege Rhinos? Woodland Wanderer is a nice payoff for having so many different colors early in the game.

Siege RhinoWoodland Wanderer

The best card to hit the most often with a fully powered Bring to Light? That has got to be the Verdurous Gearhulk. In a deck that can power out some large creatures quickly in the game, Gearhulk is the one that threatens to close the door. Throwing some counters on a flying Mantis Rider or Butcher of the Horde, or loading up on a trampling Siege Rhino or Woodland Wanderer are all awesome possibilities.

Verdurous Gearhulk

With Standard mana fixing staple Attune with Aether here to make sure you hit your colors and have a large enough reserve to use Servant of the Conduit as much as necessary, this deck has all of the tools.

Attune with Aether

Here’s the full list:

Creatures (35):

3 Deathcap Cultivator
4 Rattleclaw Mystic
4 Servant of the Conduit
4 Anafenza, the Foremost
4 Mantis Rider
4 Butcher of the Horde
4 Siege Rhino
4 Woodland Wanderer
4 Verdurous Gearhulk

Spells (11):

4 Attune with Aether
4 Bring to Light
2 Declaration in Stone
1 Murderous Cut

Lands (24):

2 Aether Hub
2 Canopy Vista
1 Cinder Glade
1 Prairie Stream
1 Smoldering Marsh
1 Sunken Hollow
2 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
4 Windswept Heath
2 Wooded Foothills
2 Forest
1 Island
1 Mountain
1 Plains
1 Swamp

Sideboard (11):

3 Abzan Charm
1 Cataclysmic Gearhulk
2 Temur Charm
1 Painful Truths
4 Stubborn Denial

Thanks to a Frontier mana base that allows you to play double digit fetches and plenty of duals and basics to find with them, Bring to Light beatdown is an exciting approach!

Thanks Everybody for reading,

Andreas

Deck Guide of the Day: Frontier Jund

The 3 color mana bases of Frontier is super good when you can utilize two full sets of fetchlands to get your basics. The fact that you can play 4 Bloodstained Mires and 4 Wooded Foothills means that Jund is sure to have an easy time casting its spells. So let’s make sure they’re powerful!

Bloodstained MireWooded Foothills

The creatures are no joke. Sylvan Advocate is a great early blocker that turns into an absolute monster in the late game. Combined with a playset of Hissing Quagmire, Jund can turn the corner and wipe out an opponent in a couple swings. Along that same path is Tireless Tracker. Those will come down early, provide card advantage, and then be the biggest creature on the board.

Sylvan AdvocateHissing QuagmireTireless Tracker

Kalitas, Traitor of Ghet can shut down entire archetypes (remember that Rally the Ancestors is back!), slow down aggressive decks, or just provide value. Tasigur, the Golden Fang enters play early in a fetchland world before providing incremental advantage.

Kalitas, Traitor of GhetTasigur, the Golden Fang

This particular Jund list is heavy on planeswalkers. There are 11 featured here, and it all kicks off with 4 Liliana, the Last Hope. Not only can Liliana kill small creatures or slow down midsized ones, but she can load up the graveyard and provide value that way. The combination of Liliana and a delve creature like Tasigur isn’t an interaction we’ve been able to utilize in Standard, but it’s effective. Finding creatures to bring back while adding fuel is serious synergy.

Liliana, the Last Hope

The other card that combos super well with Liliana’s minus is Kolaghan’s Command. This card should already pretty easily provide value. It deals 2 damage, destroys artifacts, or makes opponents discard a card. All of these make for an easy 2 for 1, but the combination with Tasigur and other powerful creatures puts it over the top. Tasigurs will stay cheap and Kalitas will be able to come back into play over and over to shut your opponents down.

Kolaghan's Command

Chandra, Torch of Defiance hasn’t quite lived up to the Standard hype, but it’s good enough to get a 4 of in Frontier Jund. This is a value machine. It deals a consistent stream of damage to shut down opposing midrange and control decks. It picks off a creature of reasonable size. It can draw cards or add mana. And the ultimate, while it doesn’t end the game on the spot, really does end the game. Nissa, Vital Force is best friends with fetchlands. Tick her up once to protect her, or get in for 5 damage and you’re already there for an ultimate. With a playset of Bloodstained Mires and Wooded Foothills, this can easily mean you’re drawing two extra cards per turn. The minus is incredibly strong with so many good planeswalkers and creatures in the deck, and just ticking her up is a great clock against unprepared opponents.

Chandra, Torch of DefianceNissa, Vital Force

With a full set of Roasts to handle the big creatures in Frontier (Tasigur, Anafenza, Tireless Tracker, Siege Rhino), and Painful Truths to reload while shutting the door with planeswalkers, Jund is still strong.

RoastPainful Truths

Here’s the full list:

Creatures (13):

3 Kalitas, Traitor of Ghet
4 Sylvan Advocate
4 Tireless Tracker
2 Tasigur, the Golden Fang

Spells (21):

4 Chandra, Torch of Defiance
4 Liliana, the Last Hope
3 Nissa, Vital Force
4 Roast
3 Painful Truths
3 Kolaghan’s Command

Lands (26):

4 Bloodstained Mire
4 Wooded Foothills
4 Cinder Glade
4 Smoldering Marsh
4 Hissing Quagmire
3 Forest
1 Mountain
2 Swamp

Sideboard (15):

3 Reclamation Sage
2 Duress
3 Radiant Flames
3 Transgress the Mind
2 Dead Weight
2 Tormod’s Crypt

Everyone loves Jund!

Thanks Everybody for reading,

Andreas

Deck Guide of the Day: Frontier Bant Enchantment

Enchantment-centric decks came and went in Standard. Aided by enchantment creatures such as Courser of Kruphix and Eidolon of Blossoms, Magic Origins made the archetype a reality.

Starfield of Nyx is a huge reward for playing a enchantments. First, you’re getting a potential Opalescence effect. With enough enchantments in play, your other non-Auras will come alive and start getting in for big chunks of damage. The more common usage, and what will be important when building up to these big attacks, is returning an enchantment from your graveyard to the battlefield each turn. If you’re using enchantments as removal spells or can find ways to put enchantments into your graveyard, this will yield insane value.

Starfield of Nyx

Sigil of the Empty Throne is the other win-condition for a deck filled with enchantments. With enough cheap enchantments, you’re going to be able to crank out a battlefield of Angels to defend yourself before turning the corner. Playing more expensive enchantments to bring back with Starfield of Nyx is also viable.

Sigil of the Empty Throne

Vessel of Nascency and Oath of Jace weren’t quite there in Starfield of Nyx‘s time. They’ll load up your graveyard while helping to find important pieces. The Starfield of Nyx will eventually get these enchantments where you want them and onto the battlefield.

Vessel of NascencyOath of Jace

The only creatures in this deck outside of what Starfield of Nyx and Sigil of the Empty Throne will eventually produce are Elvish Mystics and Herald of the Pantheon. These will make sure you can cast your big enchantments and that you have the mana to dig deep early.

Elvish MysticHerald of the Pantheon

There are tons of white enchantments that will help neutralize opposing threats. Isolation ZoneOppressive Rays, Silkwrap, Stasis Snare, and Suspension Field will all take care of creatures and other threats. Outside of the Rays, none of them are Auras, so you’ll be able to attack with them when the Starfield is active. Quarantine Field doesn’t return from the graveyard quite as gracefully as the others, but it will help take care of threats you might not be able to deal with.

Isolation ZoneOppressive RaysSilkwrapStasis SnareQuarantine Field

Myth Realized is an interesting card that hasn’t really seen the play you would expect after so much hype. A 1 mana enchantment is a nice way to trigger Sigil, or to get enough enchantments in play to turn on Starfield. It also can come down early in the game, load up on counters, and offer a formidable threat.

Myth Realized

Lunar Force represents a soft lock in conjunction with Starfield of Nyx, forcing your opponent to play a test spell into the Lunar Force before they can cast anything of relevance.

Lunar Force

Here’s the full list:

Creatures (7):

3 Elvish Mystic
4 Herald of the Pantheon

Spells (31):

1 Isolation Zone
2 Lunar Force
3 Myth Realized
3 Oath of Jace
3 Oppressive Rays
1 Quarantine Field
3 Sigil of the Empty Throne
3 Silkwrap
3 Starfield of Nyx
2 Suspension Field
4 Vessel of Nascency
3 Stasis Snare

Lands (22):

3 Canopy Vista
3 Prairie Stream
4 Windswept Heath
4 Forest
2 Island
6 Plains

Sideboard (15):

3 Authority of the Consuls
2 Bonds of Mortality
2 Declaration in Stone
2 Hallowed Moonlight
1 Imprisoned in the Moon
3 Negate
2 Suppression Bonds

With mana acceleration, lots of cheap spells, and an end game that can go over the top of pretty much anybody, Bant Starfield is a pretty sweet deck to explore in the new Frontier.

Thanks Everybody for reading,

Andreas

Deck Guide of the Day: Frontier Esper Control

Esper Dragons was a sweet deck that relied on Dragonlord Ojutai to slam the door and then turn the corner with card advantage. Esper Planeswalkers was also a sweet deck, which relied on the Gatewatch to slow down the opponent and turn the corner. Frontier allows you to use more powerful creatures and planeswalkers to turn even the toughest games around.

Torrential Gearhulk is value on legs. A Flash creature is already tough to deal with, and this one just happens to be massive. It beats up on the likes of Siege Rhino in combat and comes with a free counterspell, removal spell, or card draw spell out of the graveyard. Once that value is out of the way, it starts attacking for 5.

Torrential Gearhulk

Ugin, the Spirit Dragon is one of the best weapons a control deck could ever have, and was featured as the top end of old Esper Dragons decks as a way to stabilize the board before winning the game. In a world where Collected Company and Rally the Ancestors are both legal, a sweeper that exiles all creatures is a nice complement to a bunch of removal spells and countermagic.

Ugin, the Spirit Dragon

Void Shatter will exile the spell it hits. Spell Shrivel will also exile, and Clash of Wills allows for some early interaction that can still work in the late game for a land heavy deck.

Void ShatterSpell ShrivelClash of Wills

Transgress the Mind is almost a proactive counterspell that you can tap out for, removing the important card from their hand before they cast it. Collective Brutality doubles as discard and removal, and it will even give you a little reach and life gain in a pinch.

Transgress the MindCollective Brutality

The removal options certainly are plentiful. Not only do you have Collective Brutality, but an excellent sweeper in Languish that won’t impact your Gearhulks. With Grasp of Darkness and Murderous Cut also in the mix, you can deal with most creatures on the cheap. For a solution that can slow down your opponent and then do some blocking, you have Reflector Mage.

LanguishGrasp of DarknessMurderous CutReflector Mage

Liliana, the Last Hope and Jace, Vryn’s Prodigy are great ways to maximize value. Jace is back in a universe where fetchlands exist, and you’re fully maxed out on Flooded Strands and Polluted Deltas to make sure Jace is ready to do as you please.

Liliana, the Last HopeJace, Vryn's ProdigyJace, Telepath Unbound

For card draw and selection, there’s Anticipate and the always powerful Painful Truths. The big payoff, however, is Dig Through Time. Dig can help control when your Jace flips if you want to keep looting, and it’s an instant to be flashed back with Torrential Gearhulk. With Jace to provide flashback as well, you should be able to dig through your whole deck for action.

AnticipatePainful TruthsDig Through Time

Here’s the full list:

Creatures (9):

4 Jace, Vryn’s Prodigy/Jace, Telepath Unbound
3 Reflector Mage
2 Torrential Gearhulk

Spells (25):

1 Anticipate
1 Clash of Wills
3 Dig Through Time
2 Grasp of Darkness
1 Murderous Cut
1 Spell Shrivel
3 Void Shatter
3 Collective Brutality
3 Languish
2 Painful Truths
2 Transgress the Mind
2 Liliana, the Last Hope
1 Ugin, the Spirit Dragon

Lands (26):

4 Flooded Strand
4 Polluted Delta
4 Prairie Stream
4 Sunken Hollow
3 Shambling Vent
1 Urborg, Tomb of Yawgmoth
2 Island
2 Plains
2 Swamp

Sideboard (15):

1 Dragonlord Silumgar
2 Kalitas, Traitor of Ghet
3 Spell Queller
1 Blessed Alliance
2 Disdainful Stroke
1 Hallowed Moonlight
1 Negate
1 Summary Dismissal
1 Declaration in Stone
1 Duress
1 Lost Legacy

There are lots of awesome control options in Frontier and many of them haven’t even been fully tested yet. This is the perfect time to start brewing!

Thanks Everybody for reading,

Andreas

Deck Guide of the Day: Frontier Elves Combo

The Elves tend to find success in any format where there’s enough of them to make an impact. One of Magic’s most powerful tribes from the onset, Elves is a legitimate deck in both Legacy and Modern. Frontier is no exception.

Like any Elves deck, it starts with the mana creatures. Elvish Mystic and Servant of the Conduit help you flood the board early and often.

Elvish MysticServant of the Conduit

However, in Frontier, history’s most powerful combo Elves aren’t available. You won’t be activating your Heritage Druids for huge mana development, untapping Nettle Sentinels, or using Wirewood Symbiote and Quirion Ranger to generate tons of mana. You don’t have Glimpse of Nature to churn through your entire deck or a tutor as powerful as Green Sun’s Zenith.

What you do have is Chord of Calling to help find the creatures you need, and Panharmonicon to enable some sick combos.

Chord of CallingPanharmonicon

Panharmonicon doubles the effects of any of your creatures with enters-the-battlefield abilities. Elvish Visionary becomes a 2 mana Mulldrifter. Dwynen’s Elite will bring an entire army with him. Reclamation Sage might wipe an opponent’s entire board out. Nissa, Vastwood Seer will find plenty of extra mana. And Sylvan Messenger goes digging way deeper.

Elvish VisionaryDwynen's EliteReclamation SageNissa, Vastwood SeerNissa, Sage AnimistSylvan Messenger

You can even play a non Elf such as Thought-Knot Seer to combo with Panharmonicon and rip your opponent’s hand apart. The possibilities are endless when you have Chord of Calling.

Thought-Knot Seer

The real combo element of this deck comes from Woodland Bellower. When the Bellower enters the battlefield, you get to search your deck for a green creature with converted mana cost 3 or less (nonlegendary, so no Nissa) and put it directly onto the battlefield. With Panharmonicon, you get to trigger this twice. This means you could go get a pair of Elvish Visionaries and draw 4 cards, making a 6/5, 2 1/1s, and getting an Opportunity out of the deal! Not bad.

Woodland Bellower

But that isn’t the best you can do in Frontier Elves. Enter Shaman of the Pack. With a pair of Woodland Bellower triggers, you search up a pair of Shamans. Considering each of their triggers will happen 4 times, that’s a ton of life loss. With just 4 Elves on the battlefield, the Shamans will drain 20 life!

Shaman of the Pack

Here’s the full list:

Creatures (30):

1 Dwynen, Gilt-Leaf Daen
4 Dwynen’s Elite
4 Elvish Mystic
4 Elvish Visionary
3 Nissa, Vastwood Seer/Nissa, Sage Animist
1 Reclamation Sage
4 Servant of the Conduit
4 Shaman of the Pack
2 Sylvan Messenger
1 Thought-Knot Seer
1 Whisperwood Elemental
1 Woodland Bellower

Spells (8):

4 Chord of Calling
4 Panharmonicon

Lands (22):

4 Aether Hub
4 Blooming Marsh
4 Llanowar Wastes
4 Westvale Abbey/Ormendahl, Profane Prince
6 Forest

Sideboard (15):

1 Gilt-Leaf Winnower
1 Minister of Pain
2 Reclamation Sage
2 Murderous Cut
3 Winds of Qal Sisma
3 Tormod’s Crypt
3 Nissa, Worldwaker

There are going to be many directions to take a Frontier Elves deck. In many of the stock Elves lists, they play no copies of Collected Company, so there’s room for you to take the brewing into your own hands.

Thanks Everybody for reading,

Andreas

An Introduction to Frontier

This article will guide you in the world of Frontier a newly born Magic the Gathering format.

What is Frontier?

The original format “Frontier” is a constructed format, grouped with cards from the Magic 2015 Core Set and after. Special sets such as Commander 2015 Edition
Eternal Masters and Conspiracy: Take the Crown are not included).

As of October 2016, the following expansions are legal in the format:

  • Magic 2015 Core set
  • Khans of Tarkir
  • Fate Reforged
  • Dragons of Tarkir
  • Magic: Origins
  • Battle for Zendikar
  • Oath of the Gatewatch
  • Shadows over Innistrad
  • Eldritch Moon
  • Kaladesh
  • Aether Revolt (From January 2017)

† Cards appearing in the Magic Origins sample decks, the Welcome Deck 2016 expansion, or Planeswalker Decks are also legal in the Frontier format.
† There are currently no banned and restricted cards in the format.
† Zendikar Expeditions and Masterpiece Series are not legal in this format.

3 Reasons to Play Frontier

  1. The change of standard rotation : In August 2014, Standard rotation changed dramatically, making new cards perform better and changing Standard to an exciting format. On the other hand, usable expansions rotated out once every 6 months, which made a group of players that cannot keep up with this speed of Standard. In October 2016, another change has been made in the Standard format so rotation will occur once every year. Still, there were lots of player that wanted a format between Modern and Standard. So this new Frontier format will be continuously supported.
  2. Rising cost of Modern format cards : When players that cannot keep up with the Standard format, are thinking of starting Modern, cards that represent Modern like Tarmogoyf and Liliana of the Veil are very expensive to buy and and hard to get a hold of. From a card shop perspective, these cards are hard to recommend to customers, and is a risk for shops to have a big inventory of.
  3. A non-rotating format where you can use your recently rotated-out cards : The new Frontier format has no card rotation, just like Modern. You can use cards from
    Magic 2015 Core Set and forward. These cards are from recent sets where cards are easy to get a hold of. So this new format is easy to start and a format that you can use your favorite recent cards forever. Why don’t you start this format before everyone else does, so you can blaze a trail in the new Frontier format!

We recommend “Frontier” for these Players

  • Players who like to play with their older cards like the powerful Siege Rhino.
  • Players who have a full play set of Khans of Tarkir fetch lands, but don’t have any Modern playable cards.
  • Players who want to play with a a full playset of cards such as Treasure Cruise or Dig Through Time.
  • Players who aim to achieve greatness in a brand new format.