Recapping the Pro Tour and Examining the Deck that ALMOST Obliterated Us All!

Updated:
Explore the highlights of MTG Pro Tour Aetherdrift, where Domain dominated. Discover the Golgari Midrange deck tech with Obliterator combo in Standard.

Pro Tour Aetherdrift has concluded, and it was no surprise that Domain is still the best deck in the format. It is too powerful, and the high amount of mana availability simply provides too much value for other decks to consistently have a chance against it. Matt Nass was able to secure the win in the mirror match, as Domain Overlords were the most popular deck in the top 8.

Since we have a new set that just came out, that calls for innovation and some overall spice. The deck that we will examine today isn't exactly a new concept in the meta, but it certainly is something that nobody previously has had the stones to enter as a list in a Pro Tour Event. There were a couple of well-known pro players with this list, including Javier Dominguez, who has been known for having some unique decks in the competitive circuit. Although Javier didn't do as well as we normally see this past weekend, Christoffer Larsen nearly made the top 8 with this list. The deck went 9-1 in Constructed, and it's safe to say that it was one of the top performers on that side of things. Had Larsen maybe won one more match in Limited, he would likely have been in the top 8. It goes without saying that this deck has a spot in the current meta, and probably has some legs in Standard. It was something that was rather unexpected in the event, sure, but the high roll of the combo within the deck is undeniable. Even without the combo that the deck has, outside of that, it is simply a Golgari Midrange Shell. Those decks always carry a competitive win rate, so everyone has to keep it on the radar either way. We will take a look at the deck, and then I'll go over the combo, then see if we can figure out why the deck is seeing a resurgence.

Total Cards:

Obliterator is an incredibly fun card. Everyone wants it to have a home in some format, because there are few things more satisfying than watching your opponent sit there trying to figure out which land(s) they are going to keep, or deciding if they want to keep playing after they were just forced to sacrifice all of their permanents. We historically think of this interaction happening during combat. What makes this deck fun is that it can happen during combat, or with a simple one - mana fight spell. Something else that is noteworthy is the fact that this deck plays only 23 lands. My best explanation for it is that the spell that allows you to fight for one mana also allows you to get any basic land from the deck for the same price. I think that this almost treats it as having 27 lands, and in turn helps figure out what cards to remove in order to squeeze in the extra spell. Let's take a look at the relevant cards, then we will see why it's back and better than before.

Obliterator Combo and Relevant Cards

Obliterator is the main attraction of the deck. Without the big boy, it is basically just Golgari Midrange. It is very wholesome to see an all-time favorite Phyrexian creature finally get some love and recognition, and it is pretty cool that he is one of the most powerful combos in Standard at this time. His ability forces the opponent to sacrifice a bunch of permanents for as little as one mana. If it doesn't lead to an instant concession, it will at least put you ahead in almost any matchup. If we look at how Obliterator made its way into the deck, it looks like they simply moved Unholy Annex to the sideboard, and then brought him into the main deck. I imagine the sideboard suffers a bit from this, but in the event that the combo isn't a good option, this like-for-like swap allows us to easily pivot back to Midrange as needed. 

This is the other piece of the combo - and albeit not as flashy - that allows for us to maximize the power from Obliterator. The fact that it also helps us find a land makes it something that we can easily squeeze into a deck that historically ran 25 or 26 lands. These lists run 23, and it's because Bushwhack can tutor us a land for one mana. The nice part is that while it does act as a removal spell, it is comforting to know that it can help us hit land drops. We also have cards like Sentinel of the Nameless City to explore with map tokens, and hopefully find more lands as needed. If that doesn't work, we have a few draw engines such as Preacher of the Schism, and Mosswood Dreadknight. If you still feel as if you aren't drawing enough cards, we have four copies of Unholy Annex waiting in the board.

Why is this Combo Coming Back?

There are a couple of reasons that this combo is seeing more play lately. The first is that Standard has progressively turned into a battle of who can have the most permanents and get the most value from them. Not all games are this way, as control decks still are a thing, but generally speaking, any attrition-based matchup will see this power struggle. If we can leave our opponent with no permanents, then we simply win the vast majority of those matchups. 

The second relevant reason, and I hope this doesn't appear to be too simple, but it really is relevant: A better mana base. We got the finished cycle of the verge lands, and Wastewood Verge is a great option for allowing us to play two colors while meeting the demanding cost of Obliterator. It had been a bit of an issue previously to cast this card on curve, and guarantee that we always have black mana in our first four mana sources. There simply weren't enough two - color green and black lands, and we just got another one that makes our lives easier. It might seem silly that it simply comes down to a higher likelihood of casting the spell that we want to cast, but you do have to cast the spells to win the game ultimately, and a good mana base ensures that you don't have trouble doing that. 

The last reason I believe this is good is also due to the fact that the rest of the deck is a midrange shell. I believe that allows us to not be all-in on the combo, and still play a game of Magic when we don't draw into our high roll.  

I hope this deck tech was fun for you. I know that I had a great time watching the deck in action over the weekend while I was in Chicago. It was a great time, and I will never complain about Obliterator having a strong performance competitively!

Rate this article
I am a Magic The Gathering competitive player, and streamer. I specialize in homebrew decks. My favorite formats are: Standard, Pioneer (Explorer on Arena), and EDH. I first started playing MTG in 2001, and have played on and off since then.

Check out more content by Numbskull

Explore the power of Rakdos Dragons in this midrange Magic: The Gathering deck. Unleash combos, removal, and ramp for competitive edge in Standard.
This Deck is Sneaky Good! Get Ready for RAKDOS Dragons!
You didn't think I could only give you one dragon deck, did you? I honestly saw too many fun options to do just Boros, so today I'm bringing you another. This one steers toward the more midrange, good ol' honest Magic side of things. I wanted to center a deck around something that is more consistent with the status quo of dragons: carnage and destruction. We have plenty of removal in this deck, and a creature that doubles as a board wipe when needed. Since we aren't doing a super fancy combo in this deck, I wanted to add element of ramp to get to the higher mana spells that we have in the deck. We will be able to use early creatures to help out with that, and also a new fancy artifact. We will torch the board and force our opponents to be more resilient than we are, while flying over the top of what they might manage to keep on the board. Let's take a look at the deck and then I'll tell you some of my favorite things about it. You can see some of the fun that we will have right off the bat with this deck. We are looking to smash aggro decks, and still punish other decks that don't play to the board. Although this one has fewer dragons on paper, we have a few permanents that can actually turn into them, and this leads to some cheeky interactions. Let's check out some of the new cards from Tarkir Dragonstorm that are in this deck, and then we will go over some fun combos! Key New Cards
Explore the best color combos for aggro decks in MTG with our Mardu Combo deck. Discover key cards, strategies, and new mechanics like Mobilize!
Popular
It's Time to Mobilize the Aristocrats with Mardu Combo!
There is an ongoing argument in both Standard and Pioneer currently. What color combination is the best for aggressive decks? We have seen people try out Jeskai Aggro to try and incorporate the best of both worlds between Azorius Aggro, and Boros Aggro. Some like to stick with Gruul Aggro because of the high rolls that it allows for, and there is also an argument that sometimes all you need is mono red - and the results have proven as much in major events. There has been a bit of a surge of some Mardu Aristocrat/Sacrifice decks, and today's list will follow that to some degree. We went a little bit more aggro-based, but there is a combo element to it, along with a healthy sideboard that should provide for balanced gameplay. We will look to get a bunch of creatures onto the board, and then create a bunch more based on the amount that we have, while punishing the opponent when they die. If that isn't enough, the go-wide strategy should also allow us to swing for ample damage at an ample pace.  A new ability called Mobilize that is being brought to us in Tarkir Dragonstorm is going to allow us to pull off some pretty powerful swings in combat. Mobilize allows us to create a bunch of tapped and attacking 1/1 tokens based on either the number behind it, or circumstances that pertain to "X." Something that is particularly fun is that we can benefit from our creatures dying, because the mobilize ability requires us to sacrifice the creatures that we get from mobilizing at the beginning of our end step. This is yet another deck that can allow us to win on the end step which is always fun. Another fundamental reason why I think the deck is good is because we are rewarded for something that would normally be considered a setback. If you find enough ways to turn negatives into positives, it usually can translate into the small margins that win you a match. Enough of me blabbing. Let's take a look at the cool new cards! Key New Cards
Explore the latest Demon deck in Magic: The Gathering's Tarkir Dragonstorm set. Enhance your strategy with new cards, graveyard combos, and potent threats.
Demons Are Getting New Toys, and This Deck is ROTTEN
We have seen the vast majority of the cards that will be released in Tarkir Dragonstorm, and the excitement is definitely building. Magic players are expecting this to meet the hype that Duskmourn brought us, and hopefully more. We were left a bit underwhelmed with Aetherdrift, but this is proving to be all but a filler set. It's something that is so easy to be excited for. Who doesn't love dragons?! Anyone with an ounce of nerdiness is interested as soon as they hear the word. Although I don't have a dragon deck for you today, I am going to do my obligatory Mono Black Deck for the new set. If you have read my articles in the past, you know that I do one every set - and this one is no different. We finally have enough cards from Tarkir to give me what I needed to make a new-and-improved Demons list for you. We have a new one that will let us pull off some combos on earlier turns, and hopefully have a better body early on to put pressure on aggro decks. I think that should give us a better shot against the meta, since the threat of a 5 damage crackback can definitely give someone extra things to consider in combat phases. He also isn't a bad creature to discard, as he has an ability to activate from the graveyard. This will help us against the bounce/pixie decks. We have ample graveyard hate and removal for the graveyard combo decks, so I like most of our matchups against the current meta. The only thing we will have to see with time is if the meta shifts with this monster of a new set. We really have some fun cards to add here, and we are adding another type of threat to the deck. We have historically not used our graveyard for much, but now we are able to get additional value from it with a new addition. Our sideboard even has a dragon with an adventure that reads like The Meathook Massacre! I've said enough, let's check out these cards. Relevant New Cards
Unleash your MTG prowess with our Boros Dragons Standard deck! Discover free dragon combos, new Tarkir cards, and turn 4 wins in competitive play.
Free Dragons = Turn 4 Wins!
We are officially in the perpetual spoiler season of the MTG year, and Wizards has not been disappointing us. Most people can get behind a set centered largely around dragons, and it definitely helps that the plane itself is one that we have wanted to see them bring back for a long time. Over a decade later, we are going back to Tarkir. I played a good bit of Magic and did a lot of deck building the last time we had some fun dragons on Arena, and I knew that this set was going to call me back to those days. My favorite archetype a couple of years ago was Boros Dragons. I largely played that in the Alchemy format, but I am going to bring you a Boros Dragons Standard Deck today. We are going to take advantage of a combo that is used in Standard currently, but we are going to use a different payoff this time. We are going to cast dragons for FREE and then either they will have the opponent dead just from entering, or we will hopefully have a way to give them all haste! We will take a look at the new cards that are awesome. Then I'll let you know about the combo that will help us get there. We want to keep the board as clear as we can for our dragons and then slam them all on the board at once to clean things up. We also have some smaller creatures that we can use to chump block earlier in the game. When needed, we also have board wipes to deal with other creatures. New Cards from Tarkir Dragonstorm
Explore a Magic: The Gathering deck using Monument to Endurance for cleanup step triggers. Enhance your strategy in Standard's competitive scene.
I See a Monument and I want it Painted Black
It's been a few weeks since Aetherdrift came out, and we are starting to see the cards that are standing out in the meta. We didn't expect the set to change things too much with regard to what we have been seeing. What we did get from it is a nice supplement to many other decks. Although we did not get a ton of format-shaping cards, we have seen a couple that have lit up fringe archetypes. What I've brewed for today plays off of a familiar archetype, and it was one that we kind of already had, but it allows us to pivot in a certain way and get additional value from it that we may not have gotten in the past. One of the biggest things that our deck can do is have plenty of action on the end step/cleanup step. It's an interesting scenario because usually when we think of the cleanup step at the end of each turn, we remove damage, and we discard to hand size. Usually discarding to hand size is pretty much the final step, and there aren't any triggers... until now. We will be using Monument to Endurance to have triggers when we discard to hand size, and get additional value from it. Now we don't care if we end the turn with nine or ten cards in hand, because we are going to benefit from it. This will help us possibly get in some finishing damage against our opponent, or get extra value. It is worth noting that this will cause triggered abilities on the cleanup step, and this is something that our opponents can respond to. This has historically been a point in the turn where no player can respond to actions. We'll take a look at the relevant cards in the deck, and then I'll detail a few fun combos that we may see during gameplay. Relevant Cards
Explore the new MTG Arena Achievement System: its pros, cons, and potential improvements for a fairer economy and better player experience.
We've had a Couple of Weeks to Try Achievements on MTG Arena, and I have Opinions
The economy on MTG Arena has always been a pain point, and a grand debate over how far a digital version of a card game should go to ensure players feel as if they are getting proper value for their time. Wizards has two different versions of its beloved game on the internet, and they both seem to have their benefits and drawbacks. On February 11, Arena launched the Achievement System to reward players for hitting milestones in-game, and completing specific tasks. While it is always fun to do these kinds of things in each game, something that gamers always do is assess whether the reward for doing so in-game is worth putting forth the extra effort for the task. While there are some things in the achievement tab that I believe to be kind of fun, and certain things that I know people will want, I view the entire thing as largely a waste of time. Today we will look at why the new feature on Arena simply isn't enough for what the game should have, and what it could be. The Good and The Bad There are plenty of things that we love about Arena, with how it is the easiest way to play our favorite decks from Standard, and not spend thousands of dollars in doing so. It is probably the most efficient way to try out decks. We also love the wildcard system. Although it is not the easiest to obtain them, it is great that a rare/mythic wildcard could buy a rare/mythic card that is of any value and it still just costs one wildcard. This was especially helpful in getting a play set of Sheoldred, the Apocalypse. I still don't have a play set in paper simply because I don't want to spend that much money on it, but on Arena it was easy. I had the wildcards to do what I needed. The only part where this may be lacking is the economy itself. What if we could earn wildcards for hitting certain achievements (I.E. the achievement tab giving us wildcards instead of sleeves, etc.)? I believe that the rewards from this new feature being solely cosmetic underscores the ongoing issue of the economy on Arena simply not being enough for us. 
Explore the power of Rakdos Dragons in this midrange Magic: The Gathering deck. Unleash combos, removal, and ramp for competitive edge in Standard.
This Deck is Sneaky Good! Get Ready for RAKDOS Dragons!
You didn't think I could only give you one dragon deck, did you? I honestly saw too many fun options to do just Boros, so today I'm bringing you another. This one steers toward the more midrange, good ol' honest Magic side of things. I wanted to center a deck around something that is more consistent with the status quo of dragons: carnage and destruction. We have plenty of removal in this deck, and a creature that doubles as a board wipe when needed. Since we aren't doing a super fancy combo in this deck, I wanted to add element of ramp to get to the higher mana spells that we have in the deck. We will be able to use early creatures to help out with that, and also a new fancy artifact. We will torch the board and force our opponents to be more resilient than we are, while flying over the top of what they might manage to keep on the board. Let's take a look at the deck and then I'll tell you some of my favorite things about it. You can see some of the fun that we will have right off the bat with this deck. We are looking to smash aggro decks, and still punish other decks that don't play to the board. Although this one has fewer dragons on paper, we have a few permanents that can actually turn into them, and this leads to some cheeky interactions. Let's check out some of the new cards from Tarkir Dragonstorm that are in this deck, and then we will go over some fun combos! Key New Cards
logo

By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.

Follow Us

LATEST VIDEOS