I brought my Junk Angel deck to Ancient Wonders on Tuesday for the usual Standard tournament. I scored 4–0, placing clear first. Hurray! This was a far cry from the 1–3 result I had on Sunday. For a moment, I allowed myself to believe the deck was consistent enough to be truly competitive. After 15 more matches however (5 at FNM and 10 on Game Days) I can finally conclude that this deck is probably not consistent enough to stick with for the remainder of the season.
As of right now, the list looks something like this:
Creatures (21):
3 Angel of Serenity
2 Restoration Angel
4 Thragtusk
4 Fiend Hunter
4 Avacyn's Pilgrim
2 Centaur Healer
1 Craterhoof Behemoth
1 Trostani, Selesnya's Voice
Spells (16):
4 Grisly Salvage
4 Mulch
4 Unburial Rites
4 Farseek
Lands (23):
4 Cavern of Souls
4 Woodland Cemetery
4 Sunpetal Grove
4 Temple Garden
4 Overgrown Tomb
1 Forest
1 Vault of the Archangel
1 Seraph Sanctuary
Sideboard (15):
4 Deathrite Shaman
1 Restoration Angel
1 Craterhoof Behemoth
1 Centaur Healer
2 Ray of Revelation
3 Zealous Conscripts
2 Sever the Bloodline
1 Angel of Serenity
The deck seems pretty solid against control. My cards have decent value. I resolve Angel of Serenity exiling creatures in my graveyard, and when they cast Supreme Verdict or Terminus, I gain card advantage. Also, Thragtusk is an excellent card against control, often requiring two sweepers to completely get rid of. Unburial Rites can also provide card advantage.
This deck also has a pronounced weakness to artifacts. I have zero ways of interacting with artifacts, and it can cause problems. Case in point: on Sunday my opponent cast a Chromatic Lantern on turn 3, a Door to Nothingness on turn 4, and then just won the game several turns later. I had no way of stopping it. This deck is also weak to Grafdigger's Cage.
One thing this deck has going for it against both
aggro and control is the infinite life combo with Fiend Hunter, Fiend Hunter,
Restoration Angel, and Seraph Sanctuary (There's also another combo with
Trostani, Selesnya's Voice and 3 Fiend Hunters). Sometimes this combo will take
an opponent completely by surprise and just win the game. Against aggro it's a
near instant victory. However, against control, sometimes the combo is
lackluster; it can result in this awkward situation where the opponent chooses to
simply play on, comfortable with a draw because he knows you can't get enough
attackers on the board to kill him. It's quite annoying. The combo happens
frequently in the mirror match.
I think this deck is about 55/45 against the
midrange decks in the format, like Jund. Jund runs 3-4 copies of Rakdos
Keyrune, which can actually be kind of a problem when combined with Kessig Wolf
Run, but for the most part I think we have a better endgame. I actually played
3-4 Jund decks this weekend and I think I came out about even, and lost one of
those matches because of misplay.
Last Sunday: 1-3
Tuesday: 4-0
Friday: 1-2
Saturday: 3-2-1
Sunday: 3-2
With an overall record of 12-9-1, you can see this
deck is hardly overwhelming. I'll only continue playing it until I find
something better....See you next time.
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