Stitcher's Supplier will have the biggest impact on Standard with Core Set 2019.
Last week , I covered Stitcher's Supplier in strictly a Zombie deck, but that isn't where this card will ultimately shine the most -- Its true calling is obviously going harder on graveyard synergies and there's no shortage of potential decks there. It might seem like my opinion of Stitcher's Supplier is gratuitous, but I'm surprised very few other people seem to share my opinion. Not long ago, people weren't very high on Thraben Inspector either.
While obviously a strong comparison to make, it's not that far off base. Thraben Inspector could be put in anything that had white mana on Turn 1 and perform reasonably well. The same can't be said for Stitcher's Supplier, but just because Stitcher's Supplier doesn't slot into every single deck doesn't mean that it won't be all over the place.
Very rarely does your one-drop offer you as much value as Stitcher's Supplier (or Thraben Inspector). You won't be getting any hard card advantage, but getting access to more resources, even in the graveyard, is something you can easily take advantage of. The body is relevant for combat, crewing, and various synergies, such as Gate to the Afterlife and God-Pharaoh's Gift.
- 4 Walking Ballista
- 1 Bone Dragon
- 4 Champion of Wits
- 2 Graveyard Marshal
- 4 Kitesail Freebooter
- 3 Ravenous Chupacabra
- 4 Seekers' Squire
- 4 Stitcher's Supplier
- 2 The Scarab God
This deck actually has a lot of potential. Not only have decks like these been on the cusp of Tier 1 for a while, but Core Set 2019 adds more to the archetype than just Stitcher's Supplier. Now that you have a black one-drop to play instead of Minister of Inquiries, your blue component can be cut down to the minimum. That allows you to play Grave Marshal as a reasonable backup plan, both for pre-board and post-board games.
Bone Dragon might have a huge cost and a somewhat measly reward, but with all the self-milling you're doing, it shouldn't be an unreasonable cost to play. If the game goes long and you can't find a way to get a God-Pharaoh's Gift onto the battlefield, maybe the backup Dragon will suffice.
After sideboard, I'd imagine that your artifacts will be targeted harder than your graveyard, so it's alright to use things like Grave Marshal, Bone Dragon, The Scarab God, and Liliana as your backup plan. Those threats plus some interaction should allow you to seamlessly transition into a midrange deck.
God-Pharaoh's Gift has always had the potential to be the False Tempo archetype in Standard, but it needed to be able to lean on its backup plan. Cards like Minister of Inquiries just weren't cutting it.
I've deviated from the Magic Online normalcy here because focusing on Tezzeret, Artifice Master rather than Herald of Anguish changes the "improvise" deck dramatically. Rather than requiring cards like Servo Schematic and Cogworker's Puzzleknot to play a Herald of Anguish as quickly as possible, you can afford to be a bit more leisurely.
Your win condition is going to come via your planeswalkers. Both provide absurd amounts of card advantage but can also help clock your opponent when necessary. If you have things mostly locked up and need to close the game quickly, you can build up Tezzeret's ultimate to find your singleton copy of The Scarab God.
Everyone seems to have a positive opinion on Tezzeret, so this seems like one of the decks that will get figured out sooner rather than later.
- 4 Bomat Courier
- 4 Scrapheap Scrounger
- 4 Benalish Marshal
- 4 Skymarcher Aspirant
- 3 Snubhorn Sentry
- 4 Toolcraft Exemplar
Aside from that admittedly huge issue, this deck could be great. It can easily get under control and midrange, especially since those decks are lacking sweepers at the moment. Heroic Reinforcements is particularly powerful at closing games and Benalish Marshal gives you a reasonable amount of staying power.
There likely exists a world where you don't need to be as all-in with cards like Skymarcher Aspirant, Snubhorn Sentry, and Pride of Conquerors, but that will be more apparent as the metagame gets fleshed out. A slightly larger, more resilient version could prove to be much better.
Maybe this deck isn't the absolute worst now?
There's an additional cheap artifact in Fountain of Renewal, which helps get you that extra turn to piece together your combo, plus Sai, Master Thopterist as a cheap threat in sideboard games. Maybe this deck could also benefit from a transformational sideboard plan.
You know what doesn't need a crazy sideboard plan? Tribal beatdown.
- 4 Metallic Mimic
- 4 Walking Ballista
- 4 Elvish Clancaller
- 4 Llanowar Elves
- 4 Narnam Renegade
- 4 Steel Leaf Champion
- 4 Thorn Lieutenant
- 3 Marwyn, the Nurturer
- 2 Rishkar, Peema Renegade
- 4 Shalai, Voice of Plenty
Goblin Chainwhirler, etc. Still, cool deck.
- 3 Walking Ballista
- 4 Graveyard Marshal
- 4 Kitesail Freebooter
- 4 Knight of Malice
- 2 Shalai, Voice of Plenty
This deck was surprisingly difficult to build. All I wanted to do was figure out how to pair Ajani, Adversary of Tyrants with some of the best two-drops in Standard. Most of those cards, including Grave Marshal, are black, which makes the mana more than a little awkward. Once you decide you want to be greedy and add History of Benalia into the mix, that's when things get really bad.
Enter Forsaken Sanctuary.
For some reason, trying to cast Grave Marshal into History of Benalia or Ajani is terrifying, even if people are currently casting Goblin Chainwhirler into Vraska's Contempt. Maybe it's because of the immediacy of needing to hit your two-drop in decks like these compared to having enough time to cast your powerful cards in a R/B Midrange deck. Either way, this version of W/B might be more of a headache than it's worth.
If you can get the mana to work, the overall game plan should be rock solid though. You're a little bit smaller than some of the other decks currently in Standard, so that might mean you issues dealing with Hour of Promise, Torrential Gearhulk, and other big, powerful cards, but that's always been an issue for W/B.
- 4 Champion of Wits
- 2 Pelakka Wurm
- 2 Ramunap Excavator
- 2 Ravenous Chupacabra
- 4 Stitcher's Supplier
- 4 Wayward Swordtooth
- 3 The Scarab God
Yes, that is 28 land. Yes, this deck is also very weird. Oddly enough, it's one of the decks that I think could survive in a Goblin Chainwhirler-infested Standard.
The issue with Goblin Chainwhirler isn't just that it's oppressive towards a certain class of decks, it's the fact that it adds an additional layer of power onto a format that is already stacked with powerful red cards. Red will remain a prominent part of the metagame regardless, and this deck doesn't particularly mind that.
This 28 land special doesn't have a specific weakness to Goblin Chainwhirler itself, plus it has excellent removal, and ways to overpower nearly anyone in the late-game. Don't be surprised when folks are going over the top of you with Pelakka Wurm in a few weeks. The self-mill combined with The Scarab God and Liliana, Death's Majesty is very real. Milling yourself also helps set up light combos with Wayward Swordtooth and Ramunap Excavator. Either card is fine on its own, but together, they are truly monstrous, especially with something like Evolving Wilds.
Arguel's Blood Fast continues to be a mainstay in my black midrange decks, especially because of how well Temple of Aclazotz works with The Scarab God. Many may point to that interaction and say it's "win more," but I disagree. You can lose the game after you cast The Scarab God in many different ways. However, when you also have a Diamond Valley on the battlefield, it makes things ten times as difficult for your opponent to actually put you away.
Maybe not playing Hour of Promise is a mistake? It seems better to spend your mana on developing your position with creatures, gaining velocity and making land drops that way. Hour of Promise is better suited to a different task.
Bant Ramp was always reasonably good at controlling the game, but their interaction was always limited. It's like playing U/W Control with ramp instead of more counterspells and removal, so that's understandable. For the most part, the deck was trying to go over the top of everyone else but lacked a real way to do that. You just had to hope that your mana advantage was good enough.
Omniscience already has some Standard success under its belt, and although it was fringe, Bant Ramp is exactly that. Now you actually have a card that's worth it to ramp into while also having Nexus of Fate as a powerful card to cast off Omniscience. There's more than a little bit of awkwardness with Pull from Tomorrow and Spring//Mind, but it is what it is. I can't imagine you would lose many games where you get to resolve Omniscience. The only thing you need to worry about is how to buy enough time to get to that point.
To that end, you could also try to build Turbo-Fog with cards like Root Snare instead of Seal Away, but the more controlling aspect seems like a better choice.
As for everything else? I tried very, very hard to come up with a remotely reasonable decklist for Satyr Enchanter, but nothing looked doable. There's Sram, Senior Edificer, but we haven't gotten any great auras or creatures to put them on. Vine Mare at four mana doesn't exactly count. White has no shortage of good enchantments, so if you wanted to build a controlling white deck (maybe with Approach of the Second Sun) that happened to have a draw engine, that could potentially work.
Sarkhan, Fireblood and Stitcher's Supplier are the cards I'm most excited to see in action. There's no shortage of cards like Fraying Omnipotence that leave me scratching my head, wondering if there's anything there. Time will tell!