Tiny Sygg

tiny sygg

ddt avatar final

Here’s an old Sygg, River Cutthroat list that’s still really cool to play with. It was made by Bramwell Tackaberry (format creator) earlier last year. we just never got around posting it before.

Tiny Sygg

Tiny Leader Format


Creatures: 10
1 Sygg, River Cutthroat
1 Snapcaster Mage
1 Dimir Infiltrator
1 Baleful Strix
1 Phantasmal Image
1 Nightveil Specter
1 Pili-Pala
1 Duskmantle Guildmage
1 Thassa, God of the Sea
1 Grand Architect 

Artifacts: 2
1 Elixir of Immortality
1 Mindcrank 

Enchantments: 1
1 Declaration of Naught 

Sorceries: 6
1 Drown in Sorrow
1 Chainer’s Edict
1 Ponder
1 Black Sun’s Zenith
1 Serum Visions
1 Preordain 

Planeswalker: 2
1 Jace Beleren
1 Ashiok, Nightmare Weaver 









Instants: 10
1 Brainstorm
1 Impulse
1 Forbidden Alchemy
1 Smother
1 Dissipate
1 Blue Sun’s Zenith
1 Far/Away
1 Stifle
1 Dismember
1 Counterspell


Lands: 19
8 Island
2 Swamp
1 Dismal Backwater
1 Jwar isle Refuge
1 Underground River
1 Drowned Catacomb
1 Temple of Deceit
1 Creeping Tar Pit
1 Bojuka Bog
1 Nephalia Drownyard
1 Reflecting Pool 

It’s a grindy Dimir Control Deck with Sygg almost never getting to use his ability, but rather serve as an early blocker more than anything else. You can infinite combo your opponent with Duskmantle Guildmage and Mindcrank for the win. Another combo is Pili-Pala and Grand Architect for infinite mana into a gigantic Blue Sun’s Zenith targetting your opponent (there’s ‘only’ 50 cards in these decks after all, eh?).

You can of course just slowly mill them out the hard way with cards like Ashiok, Nightmare Weaver and Nephalia Drownyard. A lot of the Brainstorm effects are to help you dig for one of your combos and you can even Transmute for one of the pieces with Dimir Infiltrator.

nephalia drownyard big

 

Tiny Leader Links

Tiny leader Blog Site

Tiny Leader Facebook page

Tiny Leader Ban List

Basics

Tiny Leaders Deck Construction:
– Deck Restrictions:
• 50 Card decks.
• Singleton (Only 1 of each card except for Basic Lands)
• All cards must be Converted Mana Cost 3 or less.
• Must include a LEGENDARY CREATURE as a General, which IS included in the 50 cards.
• Starting Life Total: 25
• No free Mulligan.
• No ‘Commander Damage’ rule.
• Tiny Leaders is a 2-Player format.

Give it a try!

Tiny Teysa

tiny teysa

ddt avatar final

I have played against a few Orzhov decks in both Tiny Leaders and in Commander. I find that most people opt for Athreos, God of Passage as their general most of the time. A lot of these decks run quite a few token producers (one of the BW combination’s greatest features), thus making Athreos even less good. I then went on a little quest to make a token-based deck in the Tiny Leaders format. It’s by no means ‘the next big thing’. It’s just downright amusing to play and has a few interesting interactions without going overboard on the whole ‘boosting your tokens’ thing.

 

Tiny Teysa

Tiny Leader Format


Creatures: 12
1 Teysa, Orzhov Scion
1 Blood Scrivener
1 Ophiomancer
1 Blade Splicer
1 Doomed Traveler
1 Herald of Anafenza
1 Skirsdag High Priest
1 Thraben Doomsayer
1 Auriok Champion
1 Xathrid Necromancer
1 Mentor of the Meek
1 Cartel Aristocrat

Artifacts: 3
1 Blasting Station
1 Shrine of Loyal Legions
1 Avacyn’s Collar

Enchantments: 5
1 Promise of Bunrei
1 Bitterblossom
1 Darkest Hour
1 Spear of Heliod
1 Intangible Virtue

Sorceries: 7
1 Gather the Townsfolk
1 Lingering Souls
1 Timely Reinforcements
1 Martial Coup
1 Night’s Whisper
1 Council’s Judgment
1 Toxic Deluge









Instants: 6
1 Midnight Haunting
1 Raise the Alarm
1 Mortify
1 Tragic Slip
1 Zealous Persecution
1 Swords to Plowshares



Lands: 17
1 Evolving Wilds
3 Plains
3 Swamp
1 Tainted Field
1 Vault of the Archangel
1 Temple of Silence
1 Isolated Chapel
1 Command Tower
1 Urborg, Tomb of Yawgmoth
1 Caves of Koilos
1 Godless Shrine
1 Scrubland
1 Marsh Flats


Sideboard: 10
1 Relic of Progenitus
1 Act of Authority
1 Vindicate
1 Sword of War and Peace
1 Inquisition of Kozilek
1 Devour Flesh
1 Enlightened Tutor
1 Orzhov Charm
1 Orzhov Pontiff
1 Tidehollow Sculler

 

The deck is somewhat straightforward and tries to pump out tokens in an efficient manner. Teysa is basically a removal each time you cast her with a couple of her token buddies. She is also part of the deck’s infinite combo:

darkest hour blasting st

You sacrifice your token (which will be black) to Blasting Station to ping whatever you want for 1. This will produce another token which will also be black and it will untap Blasting Station. Rinse and repeat.Rinse and repeat…

It’s essentially a 2-card combo, since Teysa is usually just sitting there in your command zone. You only need to find the other pieces. Darkest Hour is not that great on its own and even with Teysa, all it does is create a few ‘immortal’ chump blockers. Blasting Station is much more effective on its own with a few tokens. You get to zap a few creatures on your opponent’s end as well as use it to sacrifice your creatures for profit. I find it pretty nice with Ophiomancer. It’s not spectacular, but it’s pretty nifty. Since Ophiomancer triggers on each upkeep, you can make a Snake token on your upkeep and sacrifice it before the end of your turn. On your opponent’s upkeep, you will get another little Snake token and this will untap Blasting Station as well. You get to have a deathtouch blocker for anything your opponent attacks with or just sac the token at the end of turn to deal your opponent 1 damage.

ophiomancerMuch much better than I originally thought

Xathrid Necromancer is really good here too, since all but one of the creature cards are humans (not to mention the human tokens you can produce). This is also good for Avacyn’s Collar. You get to double up on your token making if those are both in play. You even get more value if Teysa is in play as well, since that zombie token will create a Spirit token when it dies (Which is funny, because I was under the impression that Zombies had no souls). Bitterblossom works really well with Teysa since it basically swaps your little Faerie token for a Spirit token once it dies.

Needless to say, a lot of games are going to be grindy with this deck. You’re not going to super turbo aggro people but you’re not going to be completely blown out either. It’s actually pretty rewarding to play. Of course, you might feel like you’re ‘durdling’ if you cast back to back Lingering Souls, Midnight Haunting and Raise the Alarm. I didn’t want to have many ‘Glorious Anthem‘ effects in here either. I figured Spear of Heliod deserves a slot for its secondary function. Since the deck is very very token-centric, Intangible Virtue is your go to creature booster. The vigilance part is really really great in a more aggressive format like Tiny Leaders.

Mana

Perhaps the deck’s biggest weakness is the mana base. It’s not super fancy or anything. It does the job, at least.

The only ‘spicy’ one of is Vault of the Archangel, but it’s almost a token deck staple. Essentially, it gives your tokens even more removal value at a steep cost. The lifelink part hasn’t been too awesome so far, but with Bitterblossom and not much lifegain in the deck …

Card Advantage

It goes without saying that the majority of this deck’s card advantage comes from the token generators. Most people still associate the term with card-drawing, so we have a bit of that as well.

Mentor of the Meek is pretty sweet here. He is not much to look at as far as his stats go, but if he goes unanswered you will basically be drawing a card off each little token you create for a mere 1 mana. You get to have an improvised Phyrexian Arena with Bitterblossom.

bittermeek

Maybe the next time we visit the plane of Innistrad or something

The other little addition to the deck is Blood Scrivener. He’s probably my favorite of the Dark Confidant clones, since he’s affordable and has a relevant creature type. Plus, his ability can trigger at any other time you would draw a card, such as Mentor of the Meek‘s ability or with actual Phyrexian Arena (which could have also gone in the deck). You don’t tend to keep many cards in hand with this deck, so Blood Scrivener’s ability can become relevant really quickly.

auriok cha

Courtesy of http://www.mikesutfin.com/

Another thing to note is that a lot of Tiny Leader decks tend to go overboard on their removal package. You can thrive on this, by sending in your tokens to die first and hold of your better utility creatures for later. A probably exception would be Auriok Champion. She’s really worth that extra mana in this format, since she can actually stay in play for much much longer than Soul Warden or Soul’s Attendant.

Tiny Leader Links

Tiny leader Blog Site

Tiny Leader Facebook page

Tiny Leader Ban List

Basics

Tiny Leaders Deck Construction:
– Deck Restrictions:
• 50 Card decks.
• Singleton (Only 1 of each card except for Basic Lands)
• All cards must be Converted Mana Cost 3 or less.
• Must include a LEGENDARY CREATURE as a General, which IS included in the 50 cards.
• Starting Life Total: 25
• No free Mulligan.
• No ‘Commander Damage’ rule.
• Tiny Leaders is a 2-Player format.

Give it a try!

Tiny Lands

tiny lands

ddt avatar final

I recently attended the Legacy Grand Prix in New Jersey last Saturday.

 

gp nj

The event was really fun, well run and rather huge. Having had two byes, I got a chance to walk around the convention center to catch a glimpse of various matches (One person in our group didn’t have the sleep-in special, so we all just got to the venue at the regular start time. Kind of annoying …) I handed in my decklist on the night before electronically. This is what I decided to play:

Lands

Legacy Format

Lands
4 Wasteland
4 Grove of the Burnwillows
4 Thespian’s Stage
4 Rishadan Port
2 Wooded Foothills
1 Verdant Catacombs
3 Maze of Ith
2 Dark Depths
2 Taiga
1 The Tabernacle at Pendrell Vale
1 Bojuka Bog
1 Karakas
1 Glacial Chasm
3 Tranquil Thicket
1 Ghost Quarter
1 Forest

Artifacts: 4
4 Mox Diamond





Instants: 7
4 Punishing Fire
3 Crop Rotation
Sorceries: 8
4 Gamble
4 Life from the Loam

Enchantments: 6
4 Exploration
2 Manabond

Sideboard:
1 Primeval Titan
4 Sphere of Resistance
2 Thorn of Amethyst
1 Crop Rotation
1 Pithing Needle
3 Krosan Grip
1 Grafdigger’s Cage
1 Worm Harvest
1 Ray of Revelation

 

I ended up barely missing Day 2, losing my last round to one of my first Legacy decks: Death & Taxes. In the first game, I won by repeatedly Punishing Fire‘ ing away his back to back to back Phyrexian Revokers (each one calling Mox Diamond, which was my only source of colored mana in play). He eventually conceded before actually losing since that game lasted 30 minutes. In the second game, I Crop Rotation‘ed into the Dark Depths / Thespian’s Stage combo on his attack. I took down an attacking Serra Avenger with the Marit- Lage token, but my opponent then cast Flickerwisp to deal with the token. Despite having stalled the board with the Tabernacle, I was unable to get enough Maze of Ith in play to slow down his onslaught. He later cast Cataclysm (haven’t seen that one in a looooooong time) followed by Rest in Peace to put the game out of my reach.

Game 3 was painfully quick as I had to decide if I wanted to keep my Mox Diamond mana up to Punishing Fire threats or just keep dredging Life from the Loam to dig up some colored lands or my win condition. I was already in a bind by turn 5 and his Phyrexian Revoker pretty much crippled me. It was a matter of a few attack steps before I lost the game and any hope of Day 2’ing that GP.

phyrexian revokerOh, the hate!

I really didn’t want to run the same deck on Sunday so I ended up just hanging out in my hotel and following the rest of that GP online. My roomate had borrowed the deck, but I suggested he play the Intuition version of the deck instead. It was less explosive but could better deal with hate cards and just control the board if it needed to. The main changes are:

In:

3 Tropical Island
1 Bayou
1 Urborg, Tomb of Yawmgoth
1 Academy Ruins
2 Engineered Explosives
1 Zuran Orb
3 Intuition
1 Misty Rainforest
2 Tolaria West

Out:

2 Taiga
2 Manabond
4 Gamble
1 Wooded Foothills
1 Punishing Fire
2 Thespians’ Stage
3 Tranquil Thicket

He ended up missing Top 8 losing to back to back Storm match-ups. Hopefully the 27 boosters he won will serve us well in testing for this week’s GP Ottawa.

gp ottawaNot as far as Jersey at least

I had adapted the Legacy Lands deck to the Tiny Leader format a few months back. The deck itself caused a few people to no longer like the format as much, so I avoided playing it as much as possible. I instead chose to play Black/White Teysa tokens for the most part. Still, for those of you that are looking for another Tiny Leaders decklist …

Tiny Leader Lands

Tiny Leader Format


Creatures: 2
1 Angus Mackenzie
1 Satyr Wayfinder

Artifacts: 7
1 Crucible of Worlds
1 Engineered Explosives
1 Vedalken Shackles
1 Ensnaring Bridge
1 Zuran Orb
1 Oblivion Stone
1 Mox Diamond

Enchantments: 3
1 Manabond
1 Prismatic Omen
1 Exploration

Sorceries: 2
1 Life from the Loam
1 Mulch

Instants: 5
1 Crop Rotation
1 Realms Uncharted
1 Enlightened Tutor
1 Beast Within
1 Intuition









Lands: 31
1 The Tabernacle at Pendrell Vale
1 Academy Ruins
1 Vesuva
1 Ghost Quarter
1 Gargoyle Castle
1 Horizon Canopy
1 Tolaria West
1 Secluded Steppe
1 Misty Rainforest
1 Treetop Village
1 Tropical Island
1 Command Tower
1 Breeding Pool
1 Nantuko Monastery
1 Celestial Colonnade
1 Savannah
1 Tundra
1 Faerie Conclave
1 Temple Garden
1 Glacial Chasm
1 Tranquil Thicket
1 Mishra’s Factory
1 Hallowed Fountain
1 Mutavault
1 Stirring Wildwood
1 Inkmoth Nexus
1 Blinkmoth Nexus
1 Windswept Heath
1 Riftstone Portal
1 Dryad Arbor
1 Maze of Ith


Sideboard: 10
1 Pithing Needle
1 Sacred Ground
1 Ray of Revelation
1 Nomad Stadium
1 Null Rod
1 Darksteel Mutation
1 Sensei’s Divining Top
1 Elixir of Immortality
1 Sands of Delirium
1 Mana Vortex

I decided to go the manlands route instead of being too much on the ‘cheese’ side and opting for Dark Depths + Thespian’s Stage in this particular deck. Although, feel free to squeeze that in. Your opponents might end up thanking you for ending their suffering early.

dark depthsJust in time for winter …

The deck plays the exact opposite of most decks, running 31 lands and 19 non-lands. The commander is pretty irrelevant, although you could run Ragnar since he’s the least expensive. You could also try and run Jenar, Asura of War if you have some kind of delusions of winning that way. Angus Mackenzie is just straight up funny. Cast him as an emergency blocker later on or just sneak him in mid to late game if your opponent used up all his removal spells on your lands.

The deck plays pretty much like a watered-down version of the Legacy builds, except that it doesn’t run the Punishing Fire combo nor make Marit Lage tokens (since we run Ensnaring Bridge maindeck). I would attribute most of the wins to Inkmoth Nexus and Vesuva copying Inkmoth Nexus. The white is only in there mostly for more manlands and Enilightened Tutor. If anything, I would maybe switch it over as a a Temur or Sultai deck. The green and blue are obviously irreplaceable. Red would give us Gamble. Punishing Fire, Grove of the Burnwillows and maybe even Seismic Assault (ugh….triple red). Another great thing we would get from red is a really hard to deal with Commander: Animar, Soul of Element. The huge downside is that we won’t be casting many creature spells, if any at all (Satyr Wayfinder, anyone?)

The other route is to go Sultai. Obviously there is no Commander for that, but we can just use a generic 2/2 for BUG colors and not care. Black can give up a big more depth. We an run Abrupt Decay, Nephalia Drownyard, Ashiok,Nightmare Weaver and Gaze of Granite / Pernicious Deed if we deem it necessary. We also gain Bojuka Bog versus some graveyard strategies. Baleful Strix, Deathrite Shaman and Bitterblossom look appealing as well. The main thing we are losing is the manlands. We would gain Creeping Tar Pit but lose Celestial Colonnade and Stirring Wildwood.

creeping tarWorth it?

Going Black can also give us access to another rather nice land: Volrath’s Stronghold. This way we can run a few more creatures and maybe even Vampire Hexmage as well. That way we gain another way to combo with Dark Depths (and a way to kill the limited number of planeswalkers that exist in the format).

Gameplay

It’s going to be very grindy, that much is sure. You will be slowing them down via mana denial, blowing up permanents, controlling some of their creatures with Vedalkan Shackles and stopping/slowing down combat (Maze of Ith, Ensnaring Bridge). The original version had a Terra Eternal in the main deck, but it was a little counter-intuitive with Wasteland/Ghost Quarter.

The Vedalken Shackles will steal most smaller creatures straight up and it gets a little bonkers with Prismatic Omen. The Omen also bypasses Blood Moon effects if it was cast beforehand. The regular list also does this with a Riftstone Portal in our graveyard (giving us access to at least Green and White Mana). Mox Diamond also helps us out with our Blood Moon problem a bit.That way, if we draw any of our naturalize effects, we can use them. Of course, we have Oblivion Stone in case things go terribly wrong.

One thing that’s kinda cute is the Sensei’s Divining Top in the Sideboard. It allows us to plan our Life from the Loam Dredges ahead of time and prevents us from hitting a card we actually wanted t draw (aka. Krosan Grip). It’s proably good enough to go in the main deck, but I can’t quite figure out what to cut for it. I also like it because it allows us to dredge up Life from the Loam itself at instant speed and costs no mana to activate its ‘draw a card’ ability. There is maybe bonus value to be had if we use it to mill a Ray of Revelation in response to something like a Rest in Peace. We get Life from the Loam in hand off the Dredge 3 and then flashback Ray of Revelation in response to the Rest in Peace triggered ability.

sensei's divining topOne of the many reasons Counterbalance is banned in this format

Always activating and attacking with manlands can actually get quite rough and not let us free up our mana for much else, which is why Gargoyle Castle is in the list. Urza’s Factory was also considered and may appear in future iterations of the deck.

gargoyle castleSlow but effective

They also recently unbanned Bazaar of Baghdad. If you’ve got a decent-size budget for this, you might wanna pick one up. I would definitely add it to this deck.

 More to come …

I’ll be trying to post more Tiny Leaders decks on here, but until then you can also visit their Facebook group page for more updates and lists.

Tiny Leader Links

Tiny leader Blog Site

Tiny Leader Facebook page

Tiny Leader Ban List

Basics

Tiny Leaders Deck Construction:
– Deck Restrictions:
• 50 Card decks.
• Singleton (Only 1 of each card except for Basic Lands)
• All cards must be Converted Mana Cost 3 or less.
• Must include a LEGENDARY CREATURE as a General, which IS included in the 50 cards.
• Starting Life Total: 25
• No free Mulligan.
• No ‘Commander Damage’ rule.
• Tiny Leaders is a 2-Player format.

Give it a try!