![]() Here’s another link to the list, in case you missed the one at the top: ![]() The deck already has a copy of Boseiju, but you can also add in some of the following: If you are forced to play against a deck with a number of counterspells, however, there are a few ways you can protect your spells. Combo decks can usually use the free mana to win before Wort can, counterspells are really good against most of Wort’s haymakers, and mass land destruction spells will knock Wort right out of the game, but if these sorts of effects are seen as antisocial in your metagame, then there’s little that can be done to stop Wort once she gets going. One of the best things about this deck is that the effects that it’s weak against are frowned upon in many Commander playgroups. The deck also tends to beat out other aggro decks because it’s usually able to accomplish more with all the extra mana floating around than they are able to. Since the deck is mostly spell-based and can win without committing very many permanents to the board, it’s very resistant to both spot and mass removal. What’s more, with 27 win conditions, you ought to have plenty of things to do with all the mana you’re generating. With 11 ramp cards, you’re almost guaranteed to see one within the first few turns of the game, and Doublers and Symmetrical Ramp effects are nearly as likely. What this means is that this deck is really, really consistent. You’ll notice that all four sections I’ve discussed so far have a good number of cards in them even the smallest section, Symmetrical Ramp, has 8 slots devoted to it. Another good solution is to run copy effects, which can also double the effectiveness of your burn. You can make things a little easier on yourself by running damage doublers, each of which will halve the mana needed to burn out your opponents. ![]() No matter what they’ve spent their turn doing, you can probably top it with a single one of your spells.Įven our sweet ramp package, getting the necessary mana to kill someone with a Fireball or a Banefire is quite a feat. Once your opponents have emptied their hands, you can then cast a huge board wipe, or create a massive army, or just start burning your opponents to death. * The deck runs Valakut, so Scapeshift ought to be able to do a bunch of damage, if not kill someone. Your opponents will probably be able to empty their hands and assemble a crazy board position off the back of all that free mana, but Wort is secretly a combo deck, and it’s only concerned with your opponents’ life totals, not their board state. I talk a lot on this blog about how you shouldn’t give your opponents free stuff, but one exception to the rule is when you make much better use of symmetrical effects. We can fill a few slots with a typical suite of green land ramp spells and mana doublers, but the most powerful effects in a Wort deck are actually symmetrical. Of course, in order to cast these huge X spells, we’re going to need a ton of ramp. Wort’s ability encourages us to run some big spells, and the biggest effects in our colors tend to be attached to X spells. Best of all, an optimized Wort deck can be constructed for around ~260 dollars. I’ve been meaning to write about this list for a while, but it wasn’t until a few games with her last night that I was reminded of just how powerful and consistent Wort could be.
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