









Overview:
This colorless deck leverages Graaz, Unstoppable Juggernaut to transform all creatures into 5/3 Juggernauts that must attack each turn. The primary strategy involves deploying utility artifacts, man-lands, and cost-reducing pieces (e.g., Mycosynth Golem) to establish a wide board of resilient threats. Graaz acts as the essential win enabler, amplifying combat damage and forcing aggression. Secondary win conditions include land-based threats like Dark Depths (Marit Lage) and Darksteel Colossus, supported by stax elements like Damping Sphere and Stone of Erech. The deck lacks traditional card advantage engines, relying on land synergies and sparse draw effects.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Prioritize ramping with lands (Urza's Mine, Urza's Power Plant, Urza's Tower, Sol Ring) or mana rocks (Hedron Archive, Replicating Ring). Deploy utility creatures/artifacts like Compass Gnome or Prophetic Prism for fixing. Use man-lands (Faceless Haven, Mishra's Foundry) defensively.
- Board Development (Turns 4-7): Cast cost-reducers like Ugin, the Ineffable or Mycosynth Golem. Activate land threats (Dark Depths, Gargoyle Castle) or deploy key artifacts (Oblivion Stone, Akroma's Memorial). Avoid overextending into board wipes.
- Commander Deployment (Turns 6-8+): Cast Graaz only when you have 3+ creatures/man-lands to immediately threaten lethal combat damage. Use Sanctum of Eternity to protect/recast him if needed.
- Win Condition Execution:
- Combat: Swing with a board of 5/3 Juggernauts enhanced by Akroma's Memorial (flying, trample) or Ent-Draught Basin (+1/+1 counters).
- Land Threats: Activate Dark Depths for Marit Lage or Stalking Stones for persistent threats.
- Control/Stax: Lock opponents with Damping Sphere/Stone of Erech while pressuring life totals.
Mulligan Priorities:
- Keep hands with 3+ lands, including at least one ramp land (e.g., Urza's lands, Myriad Landscape).
- Prioritize early plays: Sol Ring, mana rocks, or land-searchers (Renegade Map, Compass Gnome).
- Avoid hands lacking land drops or with only high-cost spells (e.g., Darksteel Colossus).
Key Tips:
- Protect Graaz: Use Sanctum of Eternity to bounce him before removal resolves. Maze of Ith protects attackers.
- Maximize Mana: Sequence Urza's lands for Tron (Urza's Tower + Mine + Power-Plant). Shrine of the Forsaken Gods boosts late-game.
- Recover from Wipes: Rebuild with man-lands (Mutavault, Zoetic Cavern) or tokens from Servo Schematic.
- Interaction Timing: Hold All Is Dust/Oblivion Stone for critical threats. Use Scour from Existence as last-resort removal.
Weaknesses:
Critical
- Board wipes (e.g., Wrath of God) cripple the deck, as it lacks mass recursion and relies on a wide board.
- Commander dependency: Removing Graaz repeatedly halts the primary win condition; limited protection exists.
- Artifact/land destruction disrupts mana acceleration and man-land threats (e.g., Vandalblast, Armageddon).
Moderate
- Graveyard hate nullifies Buried Ruin/Scavenger Grounds recursion and Watchers of the Dead.
- Stax pieces like Cursed Totem disable man-land activations and utility creatures.
Minor
- Flyers can chump-block Juggernauts without Akroma's Memorial.
- Hand disruption exacerbates the deck's low card draw.
Most Important Cards:
- Graaz, Unstoppable Juggernaut (Win enabler: forces attacks, buffs board)
- Mycosynth Golem (Cost reduction for artifact creatures)
- Dark Depths (Alternate win condition: Marit Lage)
- Akroma's Memorial (Evasion and protection for the board)
- Oblivion Stone (Board wipe protection/reset)
- Urza's Tower (Core ramp with Mine/Power-Plant)
- Sol Ring (Critical early ramp)
- Sanctum of Eternity (Commander protection)
- Ugin, the Spirit Dragon (Board wipe, card advantage)
- Damping Sphere (Stax piece against storm/spell-heavy decks)
Attribute Ratings:
Speed: 4/10
- Wins typically occur around turns 10-12 via combat or land threats. High-cost spells (e.g., Darksteel Colossus) and slow mana development delay faster kills.
Resilience: 3/10
- Minimal protection/recursion; heavily reliant on Graaz staying on board. Recovers poorly from wipes or targeted disruption.
Consistency: 5/10
- Land-based ramp provides steady mana, but lack of tutors and card draw makes assembling key pieces inconsistent.
Interaction: 4/10
- Limited targeted removal (Scour from Existence, Blast Zone); relies on costly board wipes (All Is Dust). Stax elements offer situational disruption.
Rating Justification:
The deck aims for T10-12 wins through combat or land-based threats but suffers from slow mana, commander dependency, and low resilience. Its consistency and interaction are adequate for casual play but lack optimization. This aligns with "Refined Jank" (3.0) to "Upgraded Jank" (3.5) on the rubric.
Power level: 3.0 - 3.5
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