
The mana base makes use of the great manabases available in Ravnica: Allegiance standard. Sure, it doesn’t completely get rid of the problem, after all they will still have a 3/3 Frog Lizard on the battlefield, but what would you rather face? A 3/3 Frog Lizard or a 6/6 Flyer? Not a difficult choice in my opinion. The second half is a great little piece of instant speed removal. The first part of this split card allows us to dig for a Petitioner or even a Beast Whisperer should we need one. The only other non-creature spell we run in the deck is four copies of Incubation//Incongruity. These two cards will provide us with an obscene amount of card draw and will almost always guarantee we will have the four Petitioners we need to mill out our opponent. Next, we add playsets of both Beast Whisperer and Vanquisher’s Banner. Four of them can hold off aggressive boards surprisingly well while developing your win condition. The first thing we need, of course, would be twenty-six Persistent Petitioners. I hadn’t considered using the ‘Elf Ball’ strategy with Persistent Petitioners, but the idea of drawing a ton of gas while milling my opponent out seemed like a plan right up my alley.

I drew my last card before I was milled out, in hopes of winning the day. It came down to the wire, with my opponent on three life and only thirteen cards left in my library. What’s more, each time a Persistent Petitioners hit the table, my opponent would more than likely draw one or two more copies. Suddenly I was facing a wall of 2/4’s that annoyingly avoided most of the removal I was drawing. The petitioners are swiftly followed by a Beast Whisperer and a turn five Vanquisher’s Banner. Then my opponent plays a Hinterland Harbor. My opponent started to deploy Persistent Petitioners (a card I love), so I assume they are playing a fun mill deck. I (playing RDW at the time) begin the beatdown with a Ghitu Lavarunner without haste. My opponent gets the play and drops an Island. This list was inspired by a game I was playing on MTG Arena a couple of weeks ago while I was trying to claim the BO1 ladder.

That is definitely the case with today’s deck tech. It feels like no two lists are alike, whether it be Red Deck Wins running Electrostatic Field over Runaway Steam-Kin or Control running fringe counter spells like Devious Cover-Up. Even when it comes to “tier” decks, there is still a multitude of builds out there that can be played with success. Wherever you play this fine game (be it in the real world or online) there are a wealth of decks and archetypes to choose from, and it feels like innovation has returned once more to the format.

This has never been truer than in the current Standard meta game.

However, I believe most of us love the game itself, and a large part of that is due to the incredible diversity of deck archetypes and playstyles. For others it’s the amazing art and visual style. But the question is: “why is it so great?” For some people it’s the lore and story behind the game. I’m sure I don’t have to convince you of that fact, after all you’re reading an article about it right now. Magic the Gathering is a great game with many fans around the world.
