![]() One strategy that does perform incidentally well against the Soulherder deck is the tribal lord-based plan, such as Merfolk or Humans, who can often disrupt to such a degree that the tide can never really swing back in Soulherder’s favor before it loses to chip damage. Board wipes are relatively few and far between, aside from the occasional Living End, which means that these dorky creatures can just sit out on the battlefield accruing value over and over without much the opponent can do about it. The game plan is also off-axis enough from what the rest of the metagame is doing that many players aren’t prepared to answer it either. The defensive nature of the deck plays quite well into a lot of the more popular strategies in the format at the moment. From Murktide to Hammer and Crashcade, most players want to be turning creatures sideways in one form or another. The strategy really appeals to players who like to feel like their microdecisions matter while also not creating huge waves in the game.Īgainst today’s metagame, there’s a staggering amount of creature combat running around. Soulherder is one of those decks that feels like it’s playing in defense mode for a majority of the game. While this plan isn’t the main one, it’s typically beneficial to have an alternate strategy in your back pocket when building a slower grindy deck such as this one. From there, the deck can take over the game by attacking in with its flying creatures or getting a second Soulherder into play to start clearing out opposing blockers with any of the removal effects available. Time Warp is cast to secure an extra turn, and on each of those extra turns’ end steps, the Witness is blinked to return the Time Warp for play on the following turn, thus creating “infinite” extra turns. The Soulherder deck’s more recent innovation has been the inclusion of an “infinite” combo to help combat this problem, being a loop of Time Warp with Eternal Witness and Soulherder. One of the most common circumstances while piloting this deck is that turn five or six comes around and there’s a board stall, where neither players’ creatures can attack profitably. Throughout the course of a game, the board state can become an absolute mess, especially if the opponent is able to get under the initial development denial plan. The deck’s primary win condition is to just chip damage via its slough of creatures, or clear the way for a gargantuan Soulherder attack once it’s accumulated enough counters and become massive. As we’ve seen many other decks take advantage of, such as in the Four-Color Omnath piles, Yorion can come down in the later turns and completely shift the tide of a game by doubling up on all of the incidental value and turn a close lead in terms of card advantage into an avalanche that an opponent won’t be able to recover from. With each of these creatures providing nominal amounts of value on one iteration of their ability, the deck also packs a couple of methods of netting a huge burst of advantage as well, namely in Yorion, Sky Nomad.
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