Dark American League

by Diilari on 18 December 2015

Main Deck (60 cards)

Sideboard (15 cards)

Land (2)

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Deck Description

"The League" is a partial synonym for "Superfriends", where Planeswalkers play an important role. In addition, it contains American Scepter control supported by passive token generator Bitterblossom.

Geist of Saint Traft is the main threat on the field and he requires removal to be able to attack safely. Later on Planeswalker tokens will take attack responsibilities.

Sideboarding have been planned against tokens, small creature aggro, combo, bogles, affinity and infect. Merfolk might slip through the net slightly, but a lot of sweepers and extra removal should help with them.

Edit: Added a bit of Tron-hate like Ghost Quarter and more copies of Surgical Extraction.

How to Play

Round one: Shockland tapped or always-tap-land, such as a Manland.

Round two: Scepter with Lightning Helix, Anticipation, Raise the Alarm, Hide/Seek, Path or anything that will help. If not in a hurry, you can opt to play Bitterblossom first and see if opponent seeks to destroy it and play Scepter later on (with possibly better instant imprinted into it).

Against Liliana-decks, if you seek to play Saint on the next round, try playing Raise the alarm on round two or simply focus on removing opponent's creatures and play Saint later, when you can throw a Snap-Man to save him if needed.

Round three: Either like round two, or if opportunity arises, play third land untapped for damage and send in the Saint! Only if you think he can get through and there are no high threats on opponent side.

Round four: Either like round two or three, you can now play a Scepter and leave two lands to use it, but only if you can compensate for life loss with maybe Lightning Helix in it. Otherwise, act with three lands and play the fourth tapped.

If needed fast defense, suggested to play any Planeswalker that can produce token creatures, like Sorin, Elspeth or Gideon.

This deck should not fear loss of life, because fetch- and shocklands will always take a toll. Most test games have gone to 5-10 life, then managed to scepter a helix and then slowly raised up over 20. Against aggros and burns, side out Bitterblossom(s) and take in either fast removal or sweepers.

Detention Spheres, Surgical Extractions, Nevermore and Mana Leaks against combos.

Spellskite against Infect and Bogles. Celestial Flare and Far/Away also work well against those decks.

Deck Tags

  • America
  • Control
  • Planeswalker
  • scepter

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

3112340

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Dark American League

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