Tbh they are also an answer to opposing herds against control matchups, actually they are kinda slow against aggro, if you really need a board wipe there are cheaper options.
The algorithm putting ramp vs. ramp; control vs. control; midrange vs. midrange; etc. is so awful! You spend hours playing against braindead aggro, but the moment you build something to destroy them, you're paired against a mirror... I wish more people would tune in to Historic Brawl so that CGB could make the change. Or at least not lose his most of his income for playing a better format! Arena Bo1 needs some serious tweaks when it comes to pairing. Just pair players with others of the same ranked tier +/- 10%, or something. Pairing us versus mirror just kills every desire to play, and why some players just go full braindead aggo: get your dailies done so that you can go play something better!
One wants to play brawl but fuck having to spend so much money to even make a semi decent deck. Just no way unless I want to gridn for weeks to get wild cards
This hasn't been my experience with the matcher, for me at least I get matched up against multiple different variations of agro decks as Esper control maybe 50% of the time (I include enchantments under this category), 15% or so mirror, 10% Azorius control, Atraxa ramp 15%, misc brew 10%. This remained true for all ranks this season. I know the matcher takes more into consideration than deck archtype, it seems to use MMR primarily for matching within a bracket. So if you're finding you get a lot of mirror matches, It's likely because all the players that seem to have found the same deck as you are around the same MMR
The beans are pretty good. I have a ramping mono green deck with Chimil, the Inner Sun. If i can get that out with a beanstalk or two I can usually out value most mid range and ramp decks for a win.
I'd honestly rather play against mono-red. At least it's over quickly, one way or the other. These 20 minute games of counter, kill, bounce, repeat are mind-numbing.
i made a big timmy version thats similarly explosive and grindy. but dosen't torment the opponent with endless removal and wraths. it just kills them with its big nonsense. its a sunbird standard deck. if the opponent isn't an oppressive control pile it usually kills within 8 turns
It makes sense, unfortunately. My basic theory runs like this: a) Over the past 5ish years, the number of creatures and permanents at 3 and 4 mana value that simply end the game [or quickly snowball] if not immediately removed has greatly increased- I mean cards like Sheoldred, or Adeline, or Fable of the Mirror Breaker, or Raffine, or . In addition, many creatures have been printed which are both combat efficient AND provide some sort of other benefit- Harbin, Sentinel of the Nameless City, Mosswood Dreadknight [and to a lesser extent Tenacious Underdog.] Corollary a1) There are very few decks in Standard which can cleanly answer non-creature, non-planeswalker permanents. b)Therefore, at first glance it seems correct to run a midrange pile- midrange cards simply *do* so much more than they used to. c) As a metagame choice, then, there seems to be 2 clear options- either 1) go over the top of midrange or 2) go under midrange. Mono-Red attempts to go under midrange [so, to a lesser extent, does Soldiers, Mono-White Aggro, and the Gruul Aggro deck, tho' Mono-Red is the most played], while Domain goes over the top. d)Question: Why is Domain the preferred 'control' deck of choice? There is clearly a shell for UW Control, and WU Planeswalker Control also puts up results! My tentative answer: 1)Domain has access to what may be the best removal spell ever printed, in Leyline Binding. For one mana [and it's nearly always one mana], Domain can cleanly answer any nonland permanent at *instant speed*. 2) Domain has access to ramp that breaks fundamental ramp parity. One of the classic 'controls' of ramp decks is that ramp is bad when drawn late game- Domain runs Topiary Stomper, a ramp card that becomes an undercosted threat when drawn late game, and Invasion of Zendikar, which becomes, assuming Domain can point a random beast token at it [or Archangel], a ramp piece AND an Aggro piece. 3) Domain is extremely flexible with what cards it can play- due to the Triomes, Domain can choose to run, without much difficulty, practically any card it wants, provided that card only has one [sometimes two] mana pips in its casting cost. 4) Domain runs cards that are great in the late game but are still usable in the early game- indeed, many of its choices let it get to the late game, where it dominates. I here mean cards like Herd Migration, which late game is a 5-for-1 but early game provides some life total padding and guarantees that land drops will be hit, or Locthwain Scorn/Virtue of Persistence which kills an aggressive creature early on then starts reanimating, or Trumpeting Carnosaur which kills a creature early on OR is a 6-mana 7/6 with trample that casts [usually] a 5-drop, or the aforementioned Stomper, or Archangel, which can stabilize against aggro on Turn 4 or 3-for-1 turn 5-6. 5) Domain never runs out of cards, due to Up the Beanstalk and Atraxa: 1-for-1ing doesn't beat the deck unless they draw poorly, and a good portion of its lands cycle, meaning lands aren't dead draws. 6) Sunfall. Sunfall means that midrange decks are punished for trying to race [since a 4/4 or 5/5 token is the likely result- Sunfall is a 2-for-1 even when it kills a single creature, and just gets better the more creatures it kills], but since the average card quality of Domain is higher than the average card quality of any other deck, holding back threats to rebuild after the Sunfall is a losing strategy [Let's say you're on Esper, and you think a Sunfall is coming, so you leave a Dennick and a Raffine in hand to rebuild- only for Domain to untap and drop a Carnosaur or a double-Kicked Archangel, or make 5 3/3s with Herd Migration. 7) In conjunction with point 2, Domain is a ramp deck, meaning it naturally has big-mana payoffs. Its big-mana payoffs just happen to be extremely good [Atraxa might be one of the best big-mana cards ever printed, being both a tremendous card advantage machine and a 7/7 flying, vigilant, lifelinker, and while Herd Migration is not absurd, it does the job very well.] TLDR: Since midrange threats are really very good, a good meta choice is to either go under midrange with unbridled aggression or go over with explosive threats. Mono-red is the most consistent, fastest, and cheapest 'go-under' deck, while Domain is the most effective go-over deck due to its cards that have utility early game and end games late game, its extremely efficient removal package, its ramp package that breaks 'ramp parity', and its ramp payoffs that win the game.
@@patrickbuerke1390 yeah, bloating the current pool of cards will also barely affect the current power of decks, given that WotC's approach to card design generally altered and the 3 year card pool cycle less or more ensures that the decks which are the strongest after ~1.5-2 years will probably maintain their position for an additional year, since there'd either have to be blatantly stronger cards (further increasing average card value), directly countering the best current plays (which is already ridiculously difficult given that even when trying to specifically build anti-deck decks they struggle against the decks they shall counter) or shifting most of the main meta interactions gravely, which requires a few heavy-impact cards that fully alter the playstyle decks have to choose. Frankly, I'd not only go back to the 2-year cycle, but also hope for complexity and dependencies getting rewarded with power. Which currently is the exact opposite, any deck that attempts anything with complex interplay or interactions that depend on former actions or preservation, even just preserving a single creature, fail due to priceless removal and always 2-for-1 exile sweepers. When the next set comes out, and the set after that, I'll just look at any new card and my interest immediately fades away regardless of how neat the card may be since I remember "oh right, it's too slow for monored and monowhite, actually even if it pops off it's still less valuable than just running atraxa, wait, pop off?, oh right it's a creature and it doesn't immediately do something upon entering, yeah no that won't work because of removal that's simply more efficient" I'm so bored of it, grinded up to get a vast card pool in arena and now when I got there it feels restrictive. So many choices of what to craft yet there's no place to build purely fun decks for standard, you'll just get dunked by people even in Play Queue fulfilling their daily quests with monored. It's not just that it's the same decks for a year (and until end 2024), but rather that they play out the same way each time. No surprise! No Complexity! You know how to win, the opponent knows how to win, now roll who goes first and leech each other the same way as always until one is dry and the other wins. Might as well play against bots and not know it.
Genuine question. Does anyone think that being on the draw is too much of a disadvantage? I really think there needs to be a rule change for 1 vs 1 where the person on the draw starts with a "coin" similar to Hearthstone.
Yes it is a huge disadvantage in tempo, especially when playing against aggro. Then if you need to mull it's an extra slap in the face to start the game both down a card and tempo. One of the many reasons Bo1 Standard is trash. You should get a free mulligan if you're on the draw like in Brawl formats but WotC won't change it because they are a trash tier game company that only cares about bottom line, not how the game actually plays.
@@kaaaaahlethey changed mulligans to make the game more fun a few years ago so relax. Adding a “coin” would be a huge change and a boost to certain strategies and decks (think storm) it’s not that simple.
Starting with a Treasure would be an extreme advantage. A tapped Treasure might be slightly more fair, but it would probably still be too much. A tapped Treasure and no draw advantage might be it. (Maybe give the second player the choice between an extra card (opponent skips first draw) and a tapped Treasure?)
13:33 This is the anti Jace tech card, you just flashback it back before you draw and got yourself another turn to try to win, 3 turns if they cashed up their Jace.
this deck was innovative when it was first built but now it makes standard look like a pile of sh1t when the actual card list is considered from your average mtg archetypal viewpoint....
Dinos is just crazy, might be the quickest "fun" to "tired of" deck to play against ever.
Covert Go Christmas Carols LOL
Masterful piloting!
"you think i'm falling for that?" promptly falls for it.
The Christmas carol parody was fantastic, CGB 😂
Came here to say this...can we get a full version release on spotify?
Crash Bandicoot.
At 08:09 in the control mirror
CGB: haha opponent you came prepared for mono red
Also CGB: has three sweepers in hand
Tbh they are also an answer to opposing herds against control matchups, actually they are kinda slow against aggro, if you really need a board wipe there are cheaper options.
The algorithm putting ramp vs. ramp; control vs. control; midrange vs. midrange; etc. is so awful!
You spend hours playing against braindead aggro, but the moment you build something to destroy them, you're paired against a mirror...
I wish more people would tune in to Historic Brawl so that CGB could make the change. Or at least not lose his most of his income for playing a better format!
Arena Bo1 needs some serious tweaks when it comes to pairing. Just pair players with others of the same ranked tier +/- 10%, or something. Pairing us versus mirror just kills every desire to play, and why some players just go full braindead aggo: get your dailies done so that you can go play something better!
100% agree with you!
One wants to play brawl but fuck having to spend so much money to even make a semi decent deck.
Just no way unless I want to gridn for weeks to get wild cards
Good luck with that now that Hasbro has laid off a bunch of WotC and Arena employees 😮 I don't foresee any positive changes coming to the game.
So true, I feel like Arena’s algorithm is programmed to do exactly what you described to ensure we keep making new decks
This hasn't been my experience with the matcher, for me at least I get matched up against multiple different variations of agro decks as Esper control maybe 50% of the time (I include enchantments under this category), 15% or so mirror, 10% Azorius control, Atraxa ramp 15%, misc brew 10%. This remained true for all ranks this season.
I know the matcher takes more into consideration than deck archtype, it seems to use MMR primarily for matching within a bracket.
So if you're finding you get a lot of mirror matches, It's likely because all the players that seem to have found the same deck as you are around the same MMR
Kinda amazed at how well this deck works with so many basics. Nice to hear the BO3 sideboard explanation in the intro.
OMG talk about rewarded for watching to the end, the CGB MTG rendition of Eine kleine Nachtmusik
That title sounds like a research paper 😅
Indeed 😂👍🏻
Shoutout to Gul Dukat . . . one of the two best characters in the series
My favorite was Garak personally, but Dukat was a great antagonist. DS9 was great.
The song in the end made my day lol
The beans are pretty good. I have a ramping mono green deck with Chimil, the Inner Sun. If i can get that out with a beanstalk or two I can usually out value most mid range and ramp decks for a win.
CGB - head Sensei of the dojo and choral director
You made some really good plays in this Video 😊
I hate this deck so much. Doesn't help that it is so ubiquitous. It's either this or mono-red.....all day long.
I'd honestly rather play against mono-red. At least it's over quickly, one way or the other. These 20 minute games of counter, kill, bounce, repeat are mind-numbing.
@@TheZombiegenesis20 minute Standard games? Nah that’s an egregious waste of time. I’m conceding and requeueing after the 2nd-3rd board wipe.
i made a big timmy version thats similarly explosive and grindy. but dosen't torment the opponent with endless removal and wraths. it just kills them with its big nonsense. its a sunbird standard deck. if the opponent isn't an oppressive control pile it usually kills within 8 turns
It makes sense, unfortunately. My basic theory runs like this:
a) Over the past 5ish years, the number of creatures and permanents at 3 and 4 mana value that simply end the game [or quickly snowball] if not immediately removed has greatly increased- I mean cards like Sheoldred, or Adeline, or Fable of the Mirror Breaker, or Raffine, or . In addition, many creatures have been printed which are both combat efficient AND provide some sort of other benefit- Harbin, Sentinel of the Nameless City, Mosswood Dreadknight [and to a lesser extent Tenacious Underdog.]
Corollary a1) There are very few decks in Standard which can cleanly answer non-creature, non-planeswalker permanents.
b)Therefore, at first glance it seems correct to run a midrange pile- midrange cards simply *do* so much more than they used to.
c) As a metagame choice, then, there seems to be 2 clear options- either 1) go over the top of midrange or 2) go under midrange. Mono-Red attempts to go under midrange [so, to a lesser extent, does Soldiers, Mono-White Aggro, and the Gruul Aggro deck, tho' Mono-Red is the most played], while Domain goes over the top.
d)Question: Why is Domain the preferred 'control' deck of choice? There is clearly a shell for UW Control, and WU Planeswalker Control also puts up results! My tentative answer:
1)Domain has access to what may be the best removal spell ever printed, in Leyline Binding. For one mana [and it's nearly always one mana], Domain can cleanly answer any nonland permanent at *instant speed*.
2) Domain has access to ramp that breaks fundamental ramp parity. One of the classic 'controls' of ramp decks is that ramp is bad when drawn late game- Domain runs Topiary Stomper, a ramp card that becomes an undercosted threat when drawn late game, and Invasion of Zendikar, which becomes, assuming Domain can point a random beast token at it [or Archangel], a ramp piece AND an Aggro piece.
3) Domain is extremely flexible with what cards it can play- due to the Triomes, Domain can choose to run, without much difficulty, practically any card it wants, provided that card only has one [sometimes two] mana pips in its casting cost.
4) Domain runs cards that are great in the late game but are still usable in the early game- indeed, many of its choices let it get to the late game, where it dominates. I here mean cards like Herd Migration, which late game is a 5-for-1 but early game provides some life total padding and guarantees that land drops will be hit, or Locthwain Scorn/Virtue of Persistence which kills an aggressive creature early on then starts reanimating, or Trumpeting Carnosaur which kills a creature early on OR is a 6-mana 7/6 with trample that casts [usually] a 5-drop, or the aforementioned Stomper, or Archangel, which can stabilize against aggro on Turn 4 or 3-for-1 turn 5-6.
5) Domain never runs out of cards, due to Up the Beanstalk and Atraxa: 1-for-1ing doesn't beat the deck unless they draw poorly, and a good portion of its lands cycle, meaning lands aren't dead draws.
6) Sunfall. Sunfall means that midrange decks are punished for trying to race [since a 4/4 or 5/5 token is the likely result- Sunfall is a 2-for-1 even when it kills a single creature, and just gets better the more creatures it kills], but since the average card quality of Domain is higher than the average card quality of any other deck, holding back threats to rebuild after the Sunfall is a losing strategy [Let's say you're on Esper, and you think a Sunfall is coming, so you leave a Dennick and a Raffine in hand to rebuild- only for Domain to untap and drop a Carnosaur or a double-Kicked Archangel, or make 5 3/3s with Herd Migration.
7) In conjunction with point 2, Domain is a ramp deck, meaning it naturally has big-mana payoffs. Its big-mana payoffs just happen to be extremely good [Atraxa might be one of the best big-mana cards ever printed, being both a tremendous card advantage machine and a 7/7 flying, vigilant, lifelinker, and while Herd Migration is not absurd, it does the job very well.]
TLDR: Since midrange threats are really very good, a good meta choice is to either go under midrange with unbridled aggression or go over with explosive threats. Mono-red is the most consistent, fastest, and cheapest 'go-under' deck, while Domain is the most effective go-over deck due to its cards that have utility early game and end games late game, its extremely efficient removal package, its ramp package that breaks 'ramp parity', and its ramp payoffs that win the game.
@@patrickbuerke1390 yeah, bloating the current pool of cards will also barely affect the current power of decks, given that WotC's approach to card design generally altered and the 3 year card pool cycle less or more ensures that the decks which are the strongest after ~1.5-2 years will probably maintain their position for an additional year, since there'd either have to be blatantly stronger cards (further increasing average card value), directly countering the best current plays (which is already ridiculously difficult given that even when trying to specifically build anti-deck decks they struggle against the decks they shall counter) or shifting most of the main meta interactions gravely, which requires a few heavy-impact cards that fully alter the playstyle decks have to choose. Frankly, I'd not only go back to the 2-year cycle, but also hope for complexity and dependencies getting rewarded with power. Which currently is the exact opposite, any deck that attempts anything with complex interplay or interactions that depend on former actions or preservation, even just preserving a single creature, fail due to priceless removal and always 2-for-1 exile sweepers.
When the next set comes out, and the set after that, I'll just look at any new card and my interest immediately fades away regardless of how neat the card may be since I remember "oh right, it's too slow for monored and monowhite, actually even if it pops off it's still less valuable than just running atraxa, wait, pop off?, oh right it's a creature and it doesn't immediately do something upon entering, yeah no that won't work because of removal that's simply more efficient"
I'm so bored of it, grinded up to get a vast card pool in arena and now when I got there it feels restrictive. So many choices of what to craft yet there's no place to build purely fun decks for standard, you'll just get dunked by people even in Play Queue fulfilling their daily quests with monored.
It's not just that it's the same decks for a year (and until end 2024), but rather that they play out the same way each time. No surprise! No Complexity! You know how to win, the opponent knows how to win, now roll who goes first and leech each other the same way as always until one is dry and the other wins.
Might as well play against bots and not know it.
Sultai Ultimatum's evil little brother
Never questioning the MAN
Carnosaur seems pretty bad in this deck. Just use Etali for one more mana you get so much more tempo gain
Title going wild today lol.
Genuine question. Does anyone think that being on the draw is too much of a disadvantage? I really think there needs to be a rule change for 1 vs 1 where the person on the draw starts with a "coin" similar to Hearthstone.
You already get the extra card. Against aggro it sucks but every other matchup is fine. Especially in Bo3
Yes it is a huge disadvantage in tempo, especially when playing against aggro. Then if you need to mull it's an extra slap in the face to start the game both down a card and tempo. One of the many reasons Bo1 Standard is trash. You should get a free mulligan if you're on the draw like in Brawl formats but WotC won't change it because they are a trash tier game company that only cares about bottom line, not how the game actually plays.
You should get a treasure token, or at least a treasure that produces colorless mana
@@kaaaaahlethey changed mulligans to make the game more fun a few years ago so relax. Adding a “coin” would be a huge change and a boost to certain strategies and decks (think storm) it’s not that simple.
Starting with a Treasure would be an extreme advantage. A tapped Treasure might be slightly more fair, but it would probably still be too much. A tapped Treasure and no draw advantage might be it. (Maybe give the second player the choice between an extra card (opponent skips first draw) and a tapped Treasure?)
when will you make an officially licensed cgb stomach blanket available?
13:33 This is the anti Jace tech card, you just flashback it back before you draw and got yourself another turn to try to win, 3 turns if they cashed up their Jace.
This is my least favorite deck to play against rn. I hate it so much
Feels so good smashing it with dimir tempo
Thanks
I think I'll take a break from arena and skip the next few sets :/
Wasn't he in high diamond yesterday?
Does a kicked archangel trigger beanstalk?
Good question. I don't think so
No, the MV of a kicked archangel is still 4.
nope
Can i make this deck work without spending my paycheck on lands
I clown around this deck every time with blue white control and it feels so good 😁
One ad every 4 minutes throughout the entire video?
More BEANS!!!
33:15 "opponent on similar strategy"
i wonder why...
the rigged matchmaking is the most annoying thing in arena for me.
Gul Dukat did nothing wrong.
Gul Dukat? My Trekkie cred is plummeting as I don't know the reference.
18
this deck was innovative when it was first built but now it makes standard look like a pile of sh1t when the actual card list is considered from your average mtg archetypal viewpoint....
Last
First ayyy
Cavern of Souls is such a lame card designed for babies who throw tantrums when their big bad creatures are countered.
blue player much
Funny that blue players have meltdowns as soon as they get a taste of their own medicine.