![]() This card is on the list for a single reason only: Faceless Haven. I’m optimistic that Demilich will be a powerful upgrade to UR decks in Modern. However, these anti-synergies always sound worse in theory than they are in practice (see the current build of UR Murktide), particularly giving the turbo-fueling that DRC provides. There is certainly tension between wanting instants and sorceries in the graveyard to flashback and enable Delirium for DRC while simultaneously exiling them to Murktide Regent and Demilich. The ability to recur itself, be regularly cast for one or two U mana, and the option to flashback spells that cost 2 (such as Manamorphose ) are all attractive reasons to include this card in UR. While some decks have experimented with Dreadhorde Arcanist, Demilich looks to be a substantial upgrade. In Modern, we’re currently seeing a resurgence of UR Delver-style decks brought about by Modern Horizons II all-stars Ragavan, Nimble Pilferer, Dragon’s Rage Channeler, and Murktide Regent. I’m optimistic that this dragon will see play, likely in Blue controlling decks and the UR tempo Dragons deck alongside Galazeth Prismari and Goldspan Dragon. One other strength of Iymrith is, in mulligan situations, keeping lands + Iymrith is a very real way to get back into the game. When played on Turn 5, it will draw only a single card per hit (though, like Dragonlord Ojutai, it kills remarkably quickly), but in the late game, this dragon can gas back up the Blue player. It has an extra point of toughness as compared to the Dragonlord, serving as an even more effective blocker. If played on Turn 5, Ward 4 is equivalent to Hexproof. Iymrith looks to have a remarkably similar play pattern to Dragonlord Ojutai. With The Scarab God, the control player could just leave up mana before dumping any that was unused into making Zombies with the God. With Ojutai, the control player could then swing once they had counterspell mana up, and upon connecting once, the game was usually over, as they could chain counterspells, other interaction, or more Ojutai. I’m talking, of course, about Dragonlord Ojutai and The Scarab God.Ĭontrol players were comfortable tapping out for these because almost nothing could kill an untapped Ojutai, and if the opponent wanted to spend their turn killing The Scarab God, down he’d come again the following turn. Blue decks that could certainly play prolonged, traditional control games, but could also just auto-win on Turn 5 by playing a powerful, hard-to-interact with creature that can block until it abruptly turns the corner with protection up. In the last five or so years, a new breed of control deck emerged in Standard. More often, this walker will come down a few turns after 6 to close the game. If the board is stable on Turn 6, the opponent will not be able to come back from a Mordenkainen. I envision this card as a healthy win condition for spell-heavy, traditional control decks as a 1- to 2-of. From there, it won’t be uncommon to alternate between the +2 and the -2, building card advantage both in-hand and on-board, while making your Dog Illusions larger and larger. The +2 brings him to 7 immediately, making it quite likely he’ll stick around for another turn. When playing this role, it’s their repeatable, free card advantage combined with being a hard-to-interact-with card type that makes them preferable to creatures. Unlike cheaper planeswalkers, six-mana walkers won’t typically pull you back from a losing boardstate, instead serving to cement an advantage or eke out a win from a tight game. Six mana is a lot for a planeswalker recently, six-mana planeswalkers like Liliana, Dreadhorde General, Garruk, Cursed Huntsman, and Chandra, Awakened Inferno have seen fringe play as 1- or 2-ofs.
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