Double-Strike Poison in Standard!
Celestial Reunion (naming human) and Break Out improves the consistency of finding Fynn every game for a poison win. Leyline Axe and Serpent Society make blocking your guys difficult.
Decklist and Gameplay: https://t.co/f9hr4RaoBV
@fireshoes
The Arena Qualifier is coming.
Get prepared with my GW Gearhulk Sideguide on Metafy: sideboarding plans, matchup guides, and insights from someone who has been putting in countless hours testing the deck.
All of this for just $3 USD.
https://t.co/9D3DO7bBh4
@fireshoes@CausewaybayMTG@firststriketeam@MtgSapoa
Starting today, I’ll be dedicating myself to creating the best sideguide I possibly can for the community. I’ve identified areas where the previous versions could improve and spent a lot of time testing and debating ideas with my team at @firststriketeam.
I can already tell you that even the cover got some extra love—I asked AI to make it look amazing… but the idea was all mine, okay? 😎
So, are you ready for:
GW Gearhulk Sideguide 3.0
Drop a comment below and give this post a repost to show some support! 🔁🔥
My dear friends,
The updated GW Gearhulk Side Guide is fresh out of the oven! I've made several improvements, and if you're interested in checking out my work, it's very simple:
🔁 Repost this post
💬 Leave a reply and send me a quick hello
I'll reach out via DM to collect your email address and send you the guide that can help you find the wins you're looking for.
P.S. Don't forget to repost — it makes a huge difference and helps me continue creating content for the community. Thank you for the support!
Olá, amigos e amigas!
Sou o P. C. Palhares e voltei a escrever side guides! Desta vez, preparei um material completo sobre o GW Gearhulk.
Se você gostaria de receber este artigo, deixe uma mensagem aqui nesta postagem e reposta esse X. Entrarei em contato para encaminhá-lo por e-mail.
Além da versão em português, também estarei produzindo versões em inglês e japonês.
Espero que o material seja útil para seus estudos e evolução no deck!
@firststriketeam
CUPONS
@primemtgoficial - #palhares5
@Mana_traders - #pcpalhares
"Go forth now, and #Witherbloom them out in whatever manner seems best to you." - Prof. Dellian Fel, 2026, allegedly, probably
Consistency is king this #Strixhaven#Standard season. Meet the new - and I believe one of the best - faces of #BGMidrange right now, with 0 Elves (great on turn 1, poor otherwise, you're never keeping up with landfall's mana acceleration anyway, it's a horrible topdeck, and is it really your plan to have a no-value 1/1 survive against Izzet?) & 0 Cubs (discussed later). Accept that you must find answers to all the busted things instead of limping your way towards a pale imitation of MonoG landfall / ramp, if you wish to truly embrace the midrange way.
It's okay if your opponents have removal when all your creatures are little dorks that immediately generate mana / card advantage + you have recursion for the lot + some can also grow to win the game by themselves.
Sideboard probably still needs a little tuning, but you have no idea how incredibly happy it makes me to give Civic Wayfinder a home in 2024. Those saying Badgermole Cub also makes mana + ramps into T4 #DellianFel I hear you, but did you miss the part where I invoked THE LEGACY OF CIVIC WAYFINDER?
+ the 4 Harvester in main are DESIGNED to prey upon the misery of Cubs. We don't mind the Scientist dying (if he hasn't already before) to the Harvester, since it already drew a card; this also behaves like a neat little sac outlet allowing Emeritus / Ral to recur further bodies and extract value from the yard. Scientist + Mutable Explorer also make it so that you are very easily going to hit 8 lands each game, and have enough mana to activate all your manlands (6 in manabase + however many Mutable Explorers you cast / recur).
One of the few ways you can immediately fall out of a game is by being mana-screwed; the Scientist - as scientists are wont to do, praise our knowledge-seekers and scientific inquirers everywhere, humanity wouldn't have come anywhere without you - reduces the likelihood of random variance ruining your day.
Similar reasoning applies to the Mutable Explorer into Harvester curve; you are probably using that body as a chump blocker anyway in a creature-based matchup, its real value lies in creating a Demon land and ramping you without going down a card. Later on, looping Mutable Explorers to create a Mutavault army is a legitimate way to build up a somewhat ridiculous looking board-state.
Harvester is also a 2-drop removal spell, and makes it so you do not need to play Day of Black Sun or other dedicated sweepers (though you could absolutely cut some value pieces out of the sideboard - breaks my heart to question the necessity of Mosswood Dreadknight - to make room for Vicious Rivalry / Day of Black Sun, which is especially strong into the Momo matchup). Speaking of Mosswood Dreadknight, Harvester sweeping away a board with Dreadknight is yet another way to trigger the Dreadknight's card draw.
You could also consider 2x Stab somewhere in there as additional ways to deal with T1 Elf / Otter / Momo, T2 Badgermole Cub (or other value 2-drop, like Deep Cavern Bat or some such) on the draw. Harvester also is neat with Stab since the two can pair up to kill much bigger things. Last but not least in matchups where you keep Harvester + bring in Hostile Investigator (nostalgic flashback shoutout to #HostileHarvesters feat. sweet prince Bloodtithe Harvester) channeling Harvester is also an instant speed way to trigger HInv.
Emeritus + Ral is also a disgusting loop, one that turns Ral into a 3-mv planeswalker that stays on the board after casting a Regrowth and putting a 3/4 vigilance into play; Ral enables Hostile Investigator additionally + filters draws if necessary (we don't talk about the ult); Ral buying back any of your 2-drops in the slower matchups will make you feel pretty far ahead. Emeritus buying back Harvester as a removal spell is also quite nice as you can either kill 4 toughness with Regrowth on Harvester, or just get it back to have your removal spell that by the way clears a board full of cubs become a 5/4 menace body. In controlling matchups, T3 Ral T4 Hostile Investigator T5 Emeritus Regrowth whatever they killed should feel pretty hard to beat.
Heritage Reclamation is cheap, efficient, and does not put you down a card to exile from the yard. It can instant speed mess with Boomerang Basics, targeted gy effects, It can also become a card draw engine with Emeritus (maybe I should be playing all 4 Emeritus, hotdamn, but that card IS top-end and I do NOT have T1/2 acceleration and ideally you DO play it late so I think it's fine?). A moment of silence for my old pal Tranquil Frillback, who Ral Zarek would EAT UP in a #Witherbloom heartbeat.
Not saying I am better than the best players in the world, who are currently gearing up for Day 2 at #PTSoS; that does not however necessarily mean the version of #Golgarbo they registered is best into the field. The Rock should be built with the capacity to always answer everything, and this is that. Elves into Cub is ... not that. Because if you're ramping with mana dorks? You're not playing a disruptive grindy game. You're best off throwing down a massive game-ending proactive threat, ala the Boid of Doom / literally anything and everything out of GW landfall.
Stay safe from the Steam Vents out there my friends, let me know your thoughts on all of this (including how these cards helped / failed to help when you do invariably fall into the Steam Vents).
#MtGA #MtGSoS
PS: As much as it pains me to say so, you could also -4 Scientist +2 land +2 whatever spell you wanted :(