One of the great things about Historic, is that it’s a really untapped format. While there’s a lot of really good decks in the format, it’s truly wide open. One of the decks we talked about yesterday is an Ultimatum Rites deck that looked to take advantage of Rise of the Dark Realms Rise of the Dark Realms Rise of the Dark Realms Put all creature cards from all graveyards onto the battlefield under your control. , but had some other play with Emergent Ultimatum Emergent Ultimatum Emergent Ultimatum Search your library for up to three monocolored cards with different names and exile them. An opponent chooses one of those cards. Shuffle that card into your library. You may cast the other cards without paying their mana costs. Exile Emergent Ultimatum. . The creatures in that deck were really aimed to grind the opponent out. Well today, we have a different variation off that deck, but this one is a bit spicier.

Rise of the Marauders

I first caught wind of this deck through one of the community’s greatest people, @Fireshoes on Twitter.

He has been running this deck and variations of this in best of 1, and showcasing some insane results.

This deck is a true gem. It’s a strange combination between that Ultimatum Rites deck, and an Izzet Phoenix Deck. Let’s break the deck down a bit and see how this deck functions.

The Engine

Our engine involves 4 cards, all with the aim of getting cards into our graveyard. Faithless Looting Faithless Looting Faithless Looting Draw two cards, then discard two cards.
Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
and Consider Consider Consider Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
are our main draw spells, and Looting lets us dump uncastable cards from our hand. Otherworldly Gaze Otherworldly Gaze Otherworldly Gaze Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
helps us set up our draws a bit while putting cards in our grave, and Lightning Axe Lightning Axe Lightning Axe As an additional cost to cast this spell, discard a card or pay {5}.
Lightning Axe deals 5 damage to target creature.
is a really strong removal spell.

Our Big Play

Our big play comes with casting a Mizzix’s Mastery Mizzix’s Mastery Mizzix’s Mastery Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload {5}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
, targeting a Rise of the Dark Realms Rise of the Dark Realms Rise of the Dark Realms Put all creature cards from all graveyards onto the battlefield under your control. . This will reanimate every creature in our graveyard and our opponent’s graveyard to our side of the field. If all goes well, we will end the game in a glorious fashion. We can also try to hit off Genesis Ultimatum Genesis Ultimatum Genesis Ultimatum Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum. .

READ MORE: WotC Announces Former MTG Pro Player to Head New Division of R&D

Our Creatures

Our 2 main creatures that we want to hit as far as closers are Angrath’s Marauders Angrath’s Marauders Angrath’s Marauders If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead. and Ulamog, the Ceaseless Hunger Ulamog, the Ceaseless Hunger Ulamog, the Ceaseless Hunger When you cast this spell, exile two target permanents.
Indestructible
Whenever Ulamog attacks, defending player exiles the top twenty cards of their library.
. Marauders had it’s time in the spotlight back when Winota, Joiner of Forces Winota, Joiner of Forces Winota, Joiner of Forces Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order. was legal in the format, and it’s now it’s time to shine. Ulamog is well, Ulamog. But how do we win the game on the spot with these cards?

READ MORE: The MTG Marketplace: Biggest Winners, Losers and Trends of 10/18/2021

Hasty Boys

We have 2 haste enablers in this deck in Urabrask the Hidden Urabrask the Hidden Urabrask the Hidden Creatures you control have haste.
Creatures your opponents control enter tapped.
and Purphoros, Bronze-Blooded Purphoros, Bronze-Blooded Purphoros, Bronze-Blooded Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
{2}{R}: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
. Purphoros also gives us the option to cheat in either Urabrask or an Angrath’s Marauders as well to try and push enough damage through.

READ MORE: Are Secret Lair Releases Worth the Cost?

There is a different variation the deck that Fireshoes is testing right now that has Craterhoof Behemoth Craterhoof Behemoth Craterhoof Behemoth Haste
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
that is crazy. Here’s the list for that

Instead of Angrath’s Marauders, we’re playing Terror of Mount Velus Terror of Mount Velus Terror of Mount Velus Flying
Double strike (This creature deals both first-strike and regular combat damage.)
When this creature enters, creatures you control gain double strike until end of turn.
for the double strike. Serra’s Emissary Serra’s Emissary Serra’s Emissary Flying
As this creature enters, choose a card type.
You and creatures you control have protection from the chosen card type.
can come in handy in a pinch but also is a flying threat that also makes our stuff unblockable.

If you’re looking for something spicy to play on the ladder this week, I’d give this a shot! Just be aware, this cost a LOT of wild cards, so this budget is not for the faint of heart.

Leave a Reply

Your email address will not be published. Required fields are marked *