Well, with Ravnica about to officially released, I figure it might be prime time to focus on all the new potential standard decks to come out and what they could mean for the format. I’m not going to go into too deep a break down of the decks as most of these are just theory crafting and haven’t seen much, if any sort of practice play. Without further ado, lets start with something I’m familiar with Selesnya Beatdown.


I “smite” be able to kill you in 5 turns.


6x        Forest
3x        Oblivion Ring
4x        Plains
4x        Temple Garden
4x        Rancor
4x        Sunpetal Grove
3x        Arbor Elf
3x        Avacyn’s Pilgrim
2x        Gavony Township
4x        Restoration Angel
4x        Silverblade Paladin
2x        Champion of Lambholt
2x        Cavern of Souls
2x        Thragtusk
3x        Selesnya Charm
3x        Dryad Militant
4x        Loxodon Smiter
3x        Call of the Conclave
3x        Naturalize
3x        Thalia, Guardian of Thraben
2x        Grafdigger’s Cage
2x        Sigarda, Host of Herons
1x        Champion of Lambholt
1x        Selesnya Charm
2x        Rootborn Defenses
1x        Dryad Militant


With a decent record off of White Green Humans, I wanted to build on that in Ravnica. However, there isn’t so much tribal in the set as there are just good cards that work well with each other. The notable subtractions from the deck are mainly human producers as well as Champion of the Parish and Mayor of Avabruck (God’s speed, good werewolf, you’ve earned your rest for now).


However, in their place we get an assortment of beefy hitters, including Loxodon Smiterand Call of the Conclave, which while it’s not a creature, is still so very helpful to get a 3/3 centaur. Another change is the addition of Arbor Elf and Thragtusk, the former to help get out the likes of the latter. Lastly, the reason I was so comfortable with removing Champion of the Parish, is Dryad Militant. She may not continuously get bigger, but she helps in other respects, battling the likes of Snapcaster Mage and other flashback cards. This is one to keep your eye one my friends.


Lastly, one card I didn’t include, but am currently considering is Collective Blessing. While expensive to cast, with all the mana dorks in this deck, it can make those pitiful 1/1s used only for mana into wrecking forces that they have no choice but to deal with somehow. Whether or not this will have a permanent stay in the deck remains to be scene, but if it is, I think I’d only run 1, due to it’s expensive cost.

Next we’ll move on to something new to me, Izzet and burnination.

Izzet Steampunk?



1x        Island
9x        Mountain
4x        Steam Vents
2x        Evolving Wilds
4x        Sulfur Falls
3x        Devil’s Play
2x        Snapcaster Mage
3x        Brimstone Volley
4x        Delver of Secrets
3x        Thunderous Wrath
2x        Desolate Lighthouse
4x        Bonfire of the Damned
2x        Flames of the Firebrand
4x        Goblin Electromancer
3x        Izzet Charm
4x        Guttersnipe
4x        Mizzium Mortars
2x        Cyclonic Rift


This is a deck that I’ve only made the mainboard for at the moment. Mainly because a lot of the blue staples from Scars have left and I’m not sure what to run in their place. That said, Izzet makes the transition from Mirrodin to Ravnica easier with great creatures such as the Goblin Electromancer, Guttersnipe, as well as great spells with the overload mechanic, making dealing with multiple targets easier. The main name of this deck is using spells, spells, and more spells, to fling fireballs into your opponent’s face, using the Electromancer to play more spells per turn and Guttersnipe to shock your opponents when you play and instant or sorcery spell.


Because of the heavy emphasis on instants and sorceries, there’s no reason not run the likes of Snapcaster Mage and Delver of Secrets, but that’s it for the time being as far as creatures good. Too many more and it can really disrupt the consistency of the game. If there is one creature I was considering, it would be the Hypersonic Dragon. The ability to cast sorcery cards are instant speed would be immensely helpful, but do the benefits outweigh the cost is the question. Time will tell.

Lastly, we’ll look over an idea that was pretty popular when Dark Ascension first came out, but kind of petered off into rareness, that is Orzhov Tokens!

Alas, poor Yorick, I-wait, this isn’t Yorick!



7x        Plains
5x        Swamp
4x        Evolving Wilds
2x        Mikaeus, the Lunarch
4x        Isolated Chapel
4x        Intangible Virtue
3x        Midnight Haunting
3x        Gather the Townsfolk
3x        Sorin, Lord of Innistrad
3x        Vault of the Archangel
4x        Lingering Souls
3x        Killing Wave
4x        Entreat the Angels
4x        Blood Artist
4x        Pack Rat
3x        Deathrite Shaman
3x        Tormod’s Crypt
2x        Mutilate
2x        Skirsdag High Priest
3x        Tragic Slip
2x        Ultimate Price
3x        Rootborn Defenses


Admittedly, when I was constructing this deck originally, I stood back and thought, “What’s even different about it than with the Innistrad Block?” Then I found an appreciation for one of the lesser looked at cards of the set, with Pack Rat. I’m actually really impressed by this card as it helps get things into the graveyard that I want there, like Lingering Souls and any cards that might be useless at the time, such as kill spells. It also kind of works with Deathrite Shaman in a strange way, so that it can used it’s various abilities from the graveyard.


It’s not the most refined deck yet, but it demonstrates what kind of things WB Tokens can be capable of and when Gatecrash comes around, I’m sure there will be plenty of new toys to support this deck.


While I didn’t make decks for them, other ideas floating about the net include various ideas like BG Zombies, Naya Humans, Selesnya Tokens of course, and many others. These are just a few ideas I’ve thought up and tried out. Once we’ve finally Returned to Ravnica, I’m sure there a lot of changes will go into these decks. Until then, enjoy.