Skip to content
MTG Pioneer 📍 Big — 1st Place Piloted by Oleh Korchan

The Rock (Golgari Control) — Pioneer Strategy Guide

~$590 deck cost Published Oct 27, 2026 Event Oct 17, 2026

Affiliate links: card links on this page go to TCGplayer, and we earn a commission on purchases at no extra cost to you. How this works

Archetype Overview

The Rock is Pioneer's Golgari answer-everything deck. It strips the key card from the opponent's hand, kills whatever they land, and wins with a small set of threats that are hard to answer cleanly. This build took 1st at Big on 2026-10-17 (33 players, piloted by Oleh Korchan). The list is built to make every one of the opponent's cards trade one-for-one while its own cards keep generating value.

What the Deck Is

The 60 breaks into three clean blocks:

  • 25 lands, six of which are threats: four Mutavault and two Restless Cottage.
  • 24 noncreature spells, nearly all of them interaction.
  • 11 creatures, every one of which either wins the game or ramps you into the cards that do.

The interaction suite is deep and covers every permanent type:

Professor Dellian Fel is both removal and a card engine. A full set of Unholy Annex/Ritual Chamber fills out the core.

The Plan

Your plan has three stages:

  1. Disrupt early. A one-mana discard spell shows you their hand and takes the card that matters. Fatal Push handles the first creature.
  2. Land a must-answer threat. On turns three and four, play Graveyard Trespasser, Sheoldred, the Apocalypse, Professor Dellian Fel or Archfiend of the Dross.
  3. Grind them out. Every card they draw after that either meets a removal spell or loses to a card you already have in play.

Your posture is reactive in the early turns and proactive the moment you find a window. You are not trying to out-race anyone. You are trying to reach a board state where your threat sticks and their topdecks are dead.

Badgermole Cub is the acceleration piece. Its earthbend turns one of your lands into a hasty creature with a +1/+1 counter. Tapping that creature-land for mana triggers the Cub's second ability for an extra {G}. That means the Cub on turn two can put a four-drop like Sheoldred, the Apocalypse or Professor Dellian Fel on the table a turn early. If the earthbent land dies or is exiled, it comes back tapped, so opposing removal pointed at it buys them very little.

Why the Plan Is Strong

Who Should Pick It Up

Play The Rock if you like making many decisions per game and winning on the accumulation of small edges. Every Thoughtseize asks you to identify the opponent's real path to victory and take it. Every removal spell is a question of which threat actually matters. Players who misread the opponent's plan bleed games with this deck. Players who read it well rarely get blown out, because the list has an answer for almost anything.

Skip it if you want proactive, linear games or fast rounds. This deck plays long, and you need to manage the clock as well as you manage your removal.

The price is roughly $598 (TCGplayer market). The core is a fixed set of format staples, so those cards hold their place across many Golgari builds rather than tying you to one exact list.

Core Strategy & Game Plan

How the Deck Wins

You win by trading one-for-one until the opponent runs out of relevant cards, then landing threats they can't answer cleanly. The kill is almost never fast. It comes from a four-drop that takes over the board, a Werewolf draining every turn, or a creature land swinging after the opponent has spent their removal on your spells. Every cheap card exists to make sure that when your threats resolve, the opponent has nothing left to deal with them.

Posture: Reactive Early, Proactive at Four

Your first two turns are interaction:

The pivot point is four mana. That's where Sheoldred, the Apocalypse, Professor Dellian Fel, Archfiend of the Dross and Culling Ritual all sit. Your job is to arrive there with your life total intact and the opponent's hand thinned. This matters most against the format's fast decks. UR Aggro took 15 of the 48 Top 8 slots in the counted events (source: MTGTop8, 2026-10-01 to 2026-10-15), so plan your early turns around surviving tempo, not around getting greedy with discard.

The Engine Pieces

Badgermole Cub is your ramp.

  • On entry it earthbends a land into a creature with haste. Because of the haste, you can tap that land for mana right away.
  • Tapping a creature for mana adds an extra {G}, so a turn-two Cub turns into four mana on turn three.
  • The earthbent land returns tapped if it dies or is exiled, so removal spent on it costs you very little.
  • The same bonus applies to an animated Mutavault. Paying {1} to animate it and then tapping it for mana nets you {G}.

Culling Ritual is your reset button.

  • It destroys every nonland permanent with mana value 2 or less, which wipes a cheap aggro board.
  • It refunds a {B} or {G} for each permanent destroyed. A big Ritual can pay for a follow-up spell the same turn.
  • Your earthbent land survives because it's still a land. Graveyard Trespasser and your four-drops survive because of their mana value.
  • Your own Cub dies. That counts as a permanent leaving the battlefield under your control, which turns on revolt. A Fatal Push cast afterward can hit a four-drop.

Sheoldred, the Apocalypse and Professor Dellian Fel are your engine together.

  • Dellian's 0 ability draws a card for 1 life. With Sheoldred out, that's a net gain of 1 life plus the card.
  • Dellian's +2 gains 3 life. The −3 kills a creature and leaves him at 2 loyalty, which is often correct when it keeps him alive.
  • If you reach the −6 emblem, every Sheoldred draw trigger, every Trespasser drain and every +2 also costs the opponent life.

Graveyard Trespasser is your grinding threat.

  • Ward forces the opponent to discard a card to target it.
  • On entry and on every attack, it exiles graveyard cards, which shuts off recursion.
  • Your deck naturally flips it. If you pass a turn holding instants and cast nothing, it becomes night, and the 4/4 side exiles two cards per trigger.

Archfiend of the Dross is a clock, not a value creature.

  • It gets three attacks, for 18 flying damage, before you lose the game at your fourth upkeep after casting it.
  • Cast it only when those swings plus the 2-life drain from enemy creatures dying will finish the job.
  • If the race stalls, you have outs on your own Archfiend: Bitter Triumph, kicked Tear Asunder, revolt Fatal Push, or Dellian's −3. Know which one you're holding before you cast it.

Unholy Annex/Ritual Chamber is a full four copies. Treat it as a core piece of the long game, not a flex slot.

The Mana Base Is Part of the Plan

The Ideal Game, Turn by Turn

  1. Turn 1: Blooming Marsh or Overgrown Tomb into Thoughtseize, taking the card that punishes your curve. On the draw against a fast start, hold up Fatal Push instead.
  2. Turn 2: Badgermole Cub, earthbending a land that makes both colors. If their board demands it, cast Abrupt Decay or a second one-mana answer instead and give up the ramp.
  3. Turn 3: Tap the earthbent land for the extra {G} and cast a four-drop. Sheoldred is best into fair decks, Culling Ritual into a wide cheap board, and Dellian onto an empty board. Without Cub, cast Graveyard Trespasser.
  4. Turn 4 onward: Add a second threat only when the first is safe. Keep one removal spell up. Start activating creature lands once the opponent's hand is empty.
  5. Close: Finish with Sheoldred triggers, Trespasser drains, creature-land beats, or a three-swing Archfiend of the Dross when the math is lethal.

The common thread: spend your cheap cards so that every four-drop you cast is the most important card on the table.

Card Choices & Breakdown

Discard: 4 Thoughtseize, 1 Duress

Thoughtseize is the full playset because it takes anything nonland, creatures included, and costs one mana. The 2 life matters against aggro, but seeing their hand on turn one shapes every removal decision after it. Duress is a single main-deck copy because it can't take creatures. Against creature-heavy decks it can whiff, so the other two copies wait in the sideboard for spell-heavy matchups.

Spot Removal: 4 Fatal Push, 3 Abrupt Decay, 2 Bitter Triumph, 1 Tear Asunder

  • Fatal Push: The cheapest answer in the deck and the main reason you survive the early turns. UR Aggro held 15 of 48 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-15), so one-mana instant removal is mandatory. This list has no fetchlands, which makes revolt harder to turn on. Your reliable enablers are your own creature-lands dying in combat, an earthbent land dying, and Culling Ritual destroying your own permanents. Treat Push as a two-mana-value kill spell that sometimes upgrades.
  • Abrupt Decay: It can't be countered and hits any nonland permanent with mana value 3 or less, including artifacts, enchantments and planeswalkers. You run three instead of four because the {B}{G} cost is the hardest in the deck to cast early, and against creatures it overlaps with Push.
  • Bitter Triumph: Unconditional creature or planeswalker removal at instant speed for two mana. It answers what Push and Decay can't. The extra cost is real, either a card or 3 life, which is why there are only two copies. Pay with life against control and with a dead card against aggro.
  • Tear Asunder: One flexible copy. For two mana it exiles an artifact or enchantment. Kicked for four, it exiles any nonland permanent. That makes it the main deck's only exile-based catch-all.

Sweeper: 2 Culling Ritual

Culling Ritual destroys every nonland permanent with mana value 2 or less, on both sides. That includes your own Badgermole Cub, so plan around it. The upside is that it adds {B} or {G} for each permanent destroyed. A big Ritual can pay for a follow-up play the same turn, and losing your own Cub turns on revolt for a Fatal Push cast in that same turn.

An earthbent land stays a land, so Ritual does not destroy it. You keep two copies because it is excellent against wide boards of cheap threats and poor when the opponent's threats cost three or more.

Engines and Threats

  • Unholy Annex/Ritual Chamber: The full playset shows the list wants to see it every game. Its text isn't reproduced here, so learn its exact wording before you register it.
  • Professor Dellian Fel: A four-mana planeswalker that does a different job with each ability:
    • −3 kills a creature and leaves Fel on the board.
    • 0 draws a card every turn.
    • +2 gains 3 life to stabilize against aggro.
    With Sheoldred, the Apocalypse in play, each 0 activation nets you life, since you gain 2 and lose 1. Fel is legendary, so drawing a second copy while the first is still in play adds little. That is why you run three, not four.
  • Badgermole Cub: The ramp engine. Its earthbend makes one of your lands a hasty 1/1 creature, and the Cub adds an extra {G} whenever you tap a creature for mana. That turns the earthbent land into a two-mana land. Activated Mutavault and Restless Cottage get the bonus too. Cub on turn two gives you four mana on turn three for Sheoldred, the Apocalypse, Professor Dellian Fel, Archfiend of the Dross or Culling Ritual. The earthbent land also comes back tapped if it dies or is exiled, so blocking with it costs you little.
  • Graveyard Trespasser: A three-mana 3/3 that does three jobs:
    • Its ward taxes removal by making the opponent discard a card.
    • It exiles graveyard cards when it enters and whenever it attacks, which gives you main-deck hate against Dredge and other graveyard strategies.
    • Exiling a creature card also drains the opponent for 1.
    If it flips to night, it becomes a 4/4 that exiles two cards per trigger.
  • Sheoldred, the Apocalypse: Each of your draws gains you 2 life, and each of the opponent's draws costs them 2, which makes racing almost impossible. You run two because she's legendary. She also lowers the channel costs of Takenuma, Abandoned Mire and Boseiju, Who Endures.
  • Archfiend of the Dross: A four-mana 6/6 flyer that turns every removal spell into 2 life lost for the opponent. Its oil counters give you four upkeeps before you lose the game. Play it as a finisher once the board is clear, not as a blocker. That built-in deadline is why there's only one.

Lands: 25

The count is high because the deck plays nine creature-lands and two channel lands, so extra lands become threats or spells instead of dead draws.

The Decklist

Deck compositionMain deck · 60 cardsCreatures 11Planeswalkers 3Instants 10Sorceries 7Other 4Lands 25
What's in the list, by card type. Plus 15-card sideboard.

This is Oleh Korchan's list, which took 1st place at Big on 2026-10-17 (33 players). It runs a 60-card main deck and a 15-card sideboard, and the estimated cost is about $598 at TCGplayer market prices (approximate). Core four-ofs are marked as core. The notes cover the slots you can bend.

Main Deck (60)

QtyCreatures (11)Note
4Badgermole CubCore. The earthbent land is a creature, so tapping it for mana makes an extra {G}.
4Graveyard TrespasserCore. Ward—Discard a card taxes every targeted answer.
2Sheoldred, the ApocalypseFlex count. It is legendary, so it discounts both channel lands.
1Archfiend of the DrossFlex. You get three attacks before the fourth upkeep loses you the game, so cast it only when 18 flying damage closes the game.
QtySpells (24)Note
4ThoughtseizeCore.
1DuressFlex. It only takes noncreature, nonland cards, and two more copies wait in the sideboard.
4Fatal PushCore.
3Abrupt DecayFlex count. It can't be countered and hits any nonland permanent with mana value 3 or less.
2Bitter TriumphFlex. Unconditional creature or planeswalker kill for a card or 3 life.
1Tear AsunderFlex. Exiles an artifact or enchantment, or any nonland permanent when kicked.
2Culling RitualFlex. It also kills your own Badgermole Cubs, so count your side before casting.
3Professor Dellian FelFlex count. Its −3 removes a creature and its 0 draws a card.
4Unholy Annex/Ritual ChamberCore four-of. Not a flex slot.
QtyLands (25)Note
4Overgrown TombCore.
4Blooming MarshCore. It enters untapped while you control two or fewer other lands.
4Llanowar WastesCore.
4MutavaultColorless. An animated Mutavault is a creature for Badgermole Cub's mana bonus.
3Swamp
1Forest
2Restless CottageFlex. It enters tapped, and each attack exiles a graveyard card.
1Urborg, Tomb of YawgmothFlex. Mutavault taps for {B}, and Llanowar Wastes makes {B} painlessly.
1Boseiju, Who EnduresFlex. A land that doubles as artifact or enchantment removal.
1Takenuma, Abandoned MireFlex. Channel it to rebuy a creature or planeswalker.

Sideboard (15)

QtyCardNote
2DuressBrings you to three copies against spell-heavy decks.
2Invoke DespairDraws you cards for each permanent type they lack.
2Unlicensed HearseRepeatable graveyard exile. Badgermole Cub crews it alone.
1Withering CurseGain life first (Fel's +2, a Sheoldred draw, a Trespasser trigger) to make it destroy all creatures.
1Ashiok, Dream RenderShuts off opposing library searches and exiles their graveyard.
1End of the HuntExiles their biggest creature or planeswalker without targeting.
1Extinction EventA one-sided exile sweeper when you pick the right parity.
1Go BlankTwo discards plus a graveyard wipe.
1Grafdigger's CageStops reanimation and casting from graveyards or libraries. Takenuma, Abandoned Mire still works.
1Maelstrom PulseKills any nonland permanent and all copies sharing its name.
1NecromentiaExiles every copy of one card. Expect Zombies for copies taken from their hand.
1Sheoldred's EdictAn instant edict that picks nontoken, token, or planeswalker.

Reading the Mana

The 25 lands give you 19 black sources and 16 green, counting Urborg, Tomb of Yawgmoth as black. They also include four colorless Mutavaults, which is why the double-black cards (Sheoldred, the Apocalypse, Archfiend of the Dross, Invoke Despair) ask more of your mana than the gold cards do. If you cut a land, take a Mutavault or a Restless Cottage before touching a dual. The Blooming Marsh count only pays off when you can hit early untapped drops.

Mulligan Guide

What a Keepable Hand Needs

This deck's 1-mana spells are what make a seven work. A good opener does three things: it hits both colors by turn two, it interacts before turn three, and it has a path to a four-drop or a steady threat. Check every hand against these:

Badgermole Cub changes how you count lands. Its earthbend makes one of your lands a hasty creature, and tapping that land for mana adds an extra {G}. A turn-two Cub that survives puts four mana up on turn three. That turns a three-land hand with Sheoldred, the Apocalypse or Culling Ritual into a fast hand. A two-lander with Cub keeps better than a two-lander without it, but only if the Cub lives.

Example Hands

  1. Overgrown Tomb, Blooming Marsh, Llanowar Wastes, Thoughtseize, Fatal Push, Badgermole Cub, Sheoldred, the Apocalypse. Snap keep. You have both colors untapped, a turn-one disruption spell, removal, and the Cub-into-Sheoldred line on turn three. This is the hand the deck is built to draw.
  2. Swamp, Swamp, Takenuma, Abandoned Mire, Mutavault, Badgermole Cub, Abrupt Decay, Culling Ritual. Mulligan. You have four lands but no green, and none of your three spells can be cast. You might find a green source soon, but you sit still until you do, and that is the kind of slow start this deck can't recover from against aggro.
  3. Blooming Marsh, Overgrown Tomb, Thoughtseize, Fatal Push, Badgermole Cub, Graveyard Trespasser, Abrupt Decay. Keep on the draw and on the play. It has only two lands, but every spell costs three or less and both colors are covered. Cub stretches your mana if you hit a third land. Ship it in sideboarded games only if the opponent is a deck that punishes stumbling, such as a fast aggro deck with cheap burn.
  4. Swamp, Forest, Overgrown Tomb, Llanowar Wastes, Blooming Marsh, Thoughtseize, Duress. Mulligan in game one. You have five lands, two discard spells and nothing that affects the board or wins. The discard tells you what is coming but can't stop it. Against a known control deck after sideboarding this becomes a loose keep, because you'll draw into threats over a long game.
  5. Llanowar Wastes, Mutavault, Swamp, Sheoldred, the Apocalypse, Archfiend of the Dross, Professor Dellian Fel, Culling Ritual. Mulligan against an unknown opponent or aggro. Every spell costs four, you need a fourth land, and you have no early play. Against slow control or the mirror you can keep it. It's still loose, but the opponent gives you time to draw that land.
  6. Six cards: Overgrown Tomb, Swamp, Mutavault, Fatal Push, Bitter Triumph, Graveyard Trespasser. Keep. You have both colors, two removal spells, a three-drop and a land that attacks. A six this good isn't worth risking a five.

On the Play vs. On the Draw

On the play, Thoughtseize and Duress are at their strongest. A turn-one discard spell takes a card before the opponent can cast it, so hands that lead with discard go up in value. Two-landers get riskier on the play because you see one fewer card. Keep them only when your curve tops out at three.

On the draw, cheap removal matters more than discard. The opponent may already have a creature down by the time you act. Paying 2 life for Thoughtseize or 3 for Bitter Triumph also hurts more when you are already behind on board. The extra card does make two-land hands safer.

Adjusting by Matchup

UR Aggro took 15 of 48 Top 8 slots across the sampled events (source: MTGTop8, 2026-10-01 to 2026-10-15). Mulligan toward Fatal Push, Bitter Triumph and Culling Ritual. Ritual destroys every nonland permanent with mana value 2 or less, which hits the cheap creatures the Monastery Swiftspear build is built on. A hand with one removal spell plus Sheoldred, the Apocalypse is fine. A hand that relies on Thoughtseize alone is not: the life loss and the turn spent on discard both cost you against burn. The same applies against Red Deck Wins.

Jund Sacrifice and Dredge lean on the graveyard and on cheap permanents. Value Graveyard Trespasser, Restless Cottage and Culling Ritual highly in these matchups.

Izzet Control, the mirror and Lotus Field are slower. Keep hands heavy on lands and discard. Mutavault, Restless Cottage and Professor Dellian Fel give you threats that hold up through a long game. Against Lotus Field, a hand with Thoughtseize or Duress is worth more than a hand full of creature removal.

Sequencing & Key Lines

Turn 1: Discard or Hold Up Push

Your first decision is whether to lead with Thoughtseize or keep Fatal Push up. Against an unknown opponent or anything slower than you, fire Thoughtseize on turn 1. You lose the most information and the most tempo by waiting. Against creature aggro, flip it. Fatal Push trades one-for-one with their curve, while Thoughtseize costs 2 life and can't touch what's already on the table. Duress is worse here because it can't take creatures, so save it for spell-heavy hands where it hits everything that matters.

Land Sequencing

  • Blooming Marsh goes down by turn 3. After that it enters tapped, so drop it early whenever you have the choice.
  • Restless Cottage goes on a turn where you have mana to spare. The ideal spot is turn 1 when you're holding Fatal Push for later rather than casting a one-drop.
  • Only pay 2 life on Overgrown Tomb when you need the mana that turn. Against aggro, Thoughtseize, shocklands and Llanowar Wastes stack up fast. Tap Llanowar Wastes for colorless whenever the spell allows it.

The Badgermole Line: Four Mana on Turn 3

This is the deck's best opening. On turn 2, cast Badgermole Cub and earthbend one of your lands, even a tapped one. It stays a creature, so next turn it taps for its normal mana plus an extra {G} from the Cub. That gives you four mana off three lands on turn 3, enough for Sheoldred, the Apocalypse, Professor Dellian Fel, Archfiend of the Dross or Culling Ritual.

A few rules for picking and using the earthbent land:

  • Earthbend a land that makes {B}. Paired with the Cub's {G}, that one land casts Abrupt Decay by itself.
  • When you cast the Cub with a land still untapped, earthbend that land. It has haste, so it taps for two mana immediately. Cub plus Abrupt Decay on turn 3 is a real line.
  • Use the earthbent land as a blocker. If it dies, it returns tapped, so chumping with it costs you tempo, not a land drop. It also turns on revolt for Fatal Push that turn.

Culling Ritual Lines

Culling Ritual destroys your own Badgermole Cub too, so you get one fewer mana per turn afterward. In return, the Cub dying gives you two things:

  • It adds to the Ritual's mana output.
  • It turns on revolt for the rest of the turn.

The standard sequence is Ritual first, then spend the mana in the same main phase on a revolt Fatal Push (now hitting mana value 4) or Abrupt Decay to clear what survived. Your four-drops, Mutavault, Restless Cottage and the earthbent land all survive the Ritual. Cast your threat first and sweep the following turn whenever the opponent's board allows it. With Archfiend of the Dross out, every opposing creature the Ritual kills also costs its controller 2 life.

Professor Dellian Fel

Use −3 when it kills their best threat and the walker at 2 loyalty won't simply die to the next attack. On an empty board, +2 instead. That puts it at 7 and threatens the −6 emblem next turn. With the emblem and Sheoldred, the Apocalypse both out, every card you draw drains the opponent for 2. In grindy games, the 0 ability alongside Sheoldred nets you life and a card every turn.

The Archfiend Clock

Archfiend of the Dross loses one oil counter each upkeep. You lose at your fourth upkeep after casting it, so you get three attacks. Cast it in one of two situations:

Never let your last out leave your hand on the turn before that fourth upkeep.

Choosing Night with Graveyard Trespasser

Night arrives when a player casts no spells during their own turn. As the controlling player, you can arrange this. Pass your turn with only lands, Mutavault or Restless Cottage activations, or channel abilities, and spend your instants on the opponent's turn. Your Trespasser flips into a 4/4 that exiles two cards per enter or attack trigger.

Point the exile trigger at creature cards first to get the drain. Against graveyard strategies, target their best recursion piece instead. Ward—discard a card taxes every targeted answer they point at it.

Small Edges

  • Legendary cost reduction. Sheoldred, the Apocalypse is a legendary creature, so with her out Boseiju, Who Endures channels for {G} and Takenuma, Abandoned Mire for {2}{B}. Hold Takenuma to rebuy Sheoldred or a dead Professor Dellian Fel.
  • Abrupt Decay can't be countered. Against blue decks holding mana up, lead with it to bait a counter for a spell that can't be stopped. Save your counterable threats for when they tap low.
  • Bitter Triumph's additional cost. Against aggro, discard excess lands. Against control, pay 3 life and keep your cards.
  • Kicked Tear Asunder exiles. Use it over destroy effects on anything that returns or triggers on death.
  • Animate Mutavault on the opponent's end step. Do it when you need to pressure a planeswalker, or attack while keeping removal mana up on your own turn.
  • Against UR Aggro, prioritize life over cards early. It held 15 of 48 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-15). Take tapped lands when the mana isn't needed, use Fatal Push over Thoughtseize on turn 1, and stabilize behind Sheoldred, the Apocalypse before turning the corner.

Matchup Matrix

UR Aggro
Even
Jund Sacrifice
Favored
The Rock (mirror)
Even
Izzet Control
Favored
Red Deck Wins
Even
Dredge
Even
Ramp / big-mana combo
Even
Dimir tempo and control
Even
Matchup verdicts at a glance. Details below.

The field this list has to beat is defined by one deck. UR Aggro took 15 of 48 Top 8 slots across the six counted events (source: MTGTop8, 2026-10-01 to 2026-10-15), with Jund Sacrifice and The Rock mirror behind it. Build your plan around the red-blue matchup first.

MatchupVerdictWhat decides it
UR AggroEvenYour life total through the early turns, and landing Sheoldred
Jund SacrificeFavoredKeeping their graveyard empty and sweeping their cheap permanents
The Rock (mirror)EvenPlaneswalker advantage and creature-lands
Izzet ControlFavoredDiscard into uncounterable and land-based threats
Red Deck WinsEvenHow much life your own mana and discard cost you
DredgeEvenGraveyard exile density, which improves after sideboarding
Ramp / big-mana comboEvenDiscard hitting the key piece, plus a fast clock
Dimir tempo and controlEvenCard advantage from walkers against their interaction

UR Aggro

The UR Aggro label covers two builds. One is a low-curve prowess version with Monastery Swiftspear. The other is a Vivi Ornitier build that plays Agatha's Soul Cauldron and Fear of Missing Out. Against both, your cheap removal is the whole game early. Use Fatal Push and Abrupt Decay at instant speed to kill threats before they connect more than once.

Thoughtseize costs real life here. Fire it on turn one only when you are on the draw or have nothing else to do. Otherwise lead with Duress or Badgermole Cub.

Culling Ritual destroys every nonland permanent with mana value 2 or less, and that includes your own Badgermole Cub. Cast it when it is lopsided, not on autopilot.

Sheoldred, the Apocalypse is your best card in this matchup. It drains 2 life from every card they draw and gains you 2 on each of your draws, which turns a race into a lock. Protect your life total until it lands, then let Sheoldred and Graveyard Trespasser close the game.

For that side of the matchup, see our UR Aggro Pioneer guide.

Jund Sacrifice

This is a value deck that relies on its graveyard and on cheap permanents, and this list attacks both from the main deck:

Professor Dellian Fel outgrinds them with its 0 ability. Cast it onto a board you have already cleared, not into attackers.

After sideboarding, Unlicensed Hearse and Grafdigger's Cage tighten the graveyard plan further. For their side, see our Jund Sacrifice Pioneer guide.

The Rock (Mirror)

Both decks carry the same removal, so the threats that dodge sorcery-speed answers decide games. Mutavault and Restless Cottage are only creatures when activated, and you should hold them back until the board is clear.

Save Bitter Triumph for their Sheoldred, the Apocalypse or Professor Dellian Fel, since it hits creatures and planeswalkers alike. Point Thoughtseize at their walkers before their removal.

Archfiend of the Dross is a liability here. Their removal is plentiful, but if it survives four of your upkeeps you lose the game, so commit it only when you can end things quickly.

The -6 on Professor Dellian Fel, combined with Sheoldred's lifegain, wins long games outright. For the full archetype picture, see our The Rock Pioneer guide.

Izzet Control

Your tools line up well against counterspells:

Sheoldred punishes every draw they make. Bring in Duress copies and Invoke Despair, and cut Culling Ritual.

Red Deck Wins

Your removal handles their creatures. The real danger is self-inflicted damage from Thoughtseize, Llanowar Wastes, Overgrown Tomb and the life payment on Bitter Triumph.

Lifegain wins this matchup. Use the +2 on Professor Dellian Fel, Sheoldred's triggers and Graveyard Trespasser's drains. After sideboarding, trim Thoughtseize. For their side, see our Red Deck Wins Pioneer guide.

Dredge

In game one you are relying on four Graveyard Trespasser and two Restless Cottage to keep pace. Exile creature cards first, since each one also drains them. Discard does little against a deck that wants cards in its graveyard.

After sideboarding the matchup swings your way. Bring in Grafdigger's Cage, both Unlicensed Hearse, Ashiok, Dream Render and Go Blank, and take out Thoughtseize and Duress.

Ramp and Big-Mana Combo

Against Lotus Field and green devotion strategies, discard is your best weapon. Take their key payoff with Thoughtseize, then pressure them with Badgermole Cub, creature-lands and Graveyard Trespasser before they go over the top.

Dimir Tempo and Control

The Dimir aggro, Yorion and Kaito builds trade one-for-one with you. Win the card-advantage war:

Against the tempo builds, keep Fatal Push up for their early threats. Against the slower builds, side toward Invoke Despair.

Sideboard / Tech Guide

The sample is small, but the opponent you are most likely to sideboard against is clear. UR Aggro took 15 of 48 Top 8 slots across six 32+ player events (source: MTGTop8, 2026-10-01 to 2026-10-15). Jund Sacrifice and The Rock took 5 each over the same span. The UR label also covers two different builds: 10 of the 15 lists ran Monastery Swiftspear, and 5 ran Vivi Ornitier with no Swiftspear (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-15). Check which build you are facing before you sideboard, because the plans differ.

UR Aggro (Swiftspear build) and Red Deck Wins

Thoughtseize costs you 2 life against the decks most able to punish it, and against fast starts discard trades one card for one card while you fall behind on board. Cut most of it and add answers that work at any point in the game.

UR Aggro (Vivi build)

This build plays no Swiftspear, so the early damage is lighter and Thoughtseize costs you less. Keep most of it. Your board also matters less as a racer here, so trim Archfiend of the Dross for flexible answers. Maelstrom Pulse and End of the Hunt give you clean ways to remove whatever they build their turns around.

Jund Sacrifice

Discard is weak against a deck full of interchangeable cheap permanents, so cut it.

  • Unlicensed Hearse: eats their graveyard two cards at a time and grows while doing it.
  • Sheoldred's Edict: its modes let you choose between a token and a nontoken creature, so pick the one that hurts more.
  • Keep Archfiend of the Dross: its "opponent's creature dies, its controller loses 2 life" trigger punishes a deck that sacrifices its own creatures. It is better here than almost anywhere.
  • Grafdigger's Cage: bring it in only if their build is returning creatures from the graveyard to the battlefield.

The Rock (mirror)

The mirror is a fight over a few expensive permanents, so build toward that.

Dredge and graveyard decks

Here the opponent's graveyard is the threat, so your graveyard hate matters more than anything else.

Combo (Lotus Field) and Control

Your cheap removal has few targets here, so swap it for hand disruption.

  • Cut Fatal Push: it has little to hit.
  • Load up on discard: two extra Duress, plus Go Blank to take two cards at once.
  • Necromentia: name their key piece and it is removed from every zone at once.
  • Ashiok, Dream Render: its static ability shuts off any spell or ability that makes its controller search their library. Bring it in only if their engine depends on searching.
  • Against control: swap Necromentia for one Invoke Despair. Every category they can't fill draws you a card.

Adjusting for your local field

If your room has more graveyard decks than the online results above, move Grafdigger's Cage or one Unlicensed Hearse into the main deck in place of Duress. If aggro dominates, the fourth Culling Ritual effect is your Withering Curse. Know the Infusion turns cold before you sit down.

Tech Choices & Variations

Around twenty of these sixty cards are fixed: the Thoughtseize and Fatal Push playsets, the Graveyard Trespasser and Badgermole Cub creature base, and the dual lands. The rest is a toolbox you tune to the room. Every swap below stays inside this 75, so you can retune at the event without buying anything.

The Main-Deck Flex Slots

SlotCurrentSwap candidatesTrade-off
Hand attack1 Duress2nd Duress, Go BlankDuress is a blank against creature-heavy aggro. Go Blank costs three but strips two cards and the graveyard.
Sweeper2 Culling RitualWithering Curse, Extinction EventRitual hits noncreature permanents and refunds mana. The others kill bigger creatures but treat your board worse.
Flexible removal2 Bitter Triumph, 1 Tear AsunderMaelstrom Pulse, Sheoldred's Edict, End of the HuntInstant speed and cheapness versus answering hexproof, tokens, or one large threat
Top end1 Archfiend of the Dross3rd Professor Dellian Fel, Invoke DespairFast clock with a built-in loss condition versus card advantage

Sweepers: Ritual, Curse, or Event

Culling Ritual destroys every nonland permanent with mana value 2 or less. That includes your own Badgermole Cub, so cast it before you deploy the Cub, or when the Cub has already done its job. Earthbent lands, an animated Mutavault, and an animated Restless Cottage are all still lands, so they survive. The mana refund often pays for a follow-up spell the same turn. It is the right sweeper when opponents go wide with cheap permanents of any type.

Withering Curse gives -2/-2 by default. With infusion, it destroys all creatures instead, and this deck turns infusion on easily:

The cost is that a full wipe kills your Sheoldred too. Plan to rebuild with lands that become creatures. On the -2/-2 mode, Trespasser and Sheoldred survive and only the Cub dies.

Extinction Event is the one-sided option. Choosing odd keeps your Cub, Sheoldred, and Archfiend but exiles your Trespassers. Choosing even does the reverse and also exiles any animated manland or earthbent land, since those have mana value zero. It exiles rather than destroys, which matters against recursive threats.

Spot Removal Mix

Abrupt Decay stays at three because it can't be countered. That matters: Spell Pierce shows up in 13 of the 15 UR Aggro Top 8 sideboards (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-15). Tear Asunder is the main deck's catch-all. It exiles an artifact or enchantment for two mana, or any nonland permanent at instant speed when kicked.

  • Maelstrom Pulse: A third catch-all that also wipes out every copy of a same-named token or permanent. It costs you instant speed.
  • Sheoldred's Edict: Instant-speed, and it gets past ward and hexproof because it targets no permanent. The token and planeswalker modes make it the most flexible swap for Bitter Triumph.
  • End of the Hunt: Best against decks that protect one large threat behind smaller bodies. It is weak against flat curves, because the opponent exiles whatever has the greatest mana value.

Threats and Top End

Archfiend of the Dross is a six-power flyer that drains whenever an opponent's creature dies. It pairs naturally with eight-plus removal spells. However, its oil counters put you on a timer: when they run out, you lose the game. In grindy matchups, swap it for a third Professor Dellian Fel, which produces steady cards and life.

Invoke Despair demands four black sources. Urborg, Tomb of Yawgmoth, Overgrown Tomb, Blooming Marsh, Llanowar Wastes, and Swamp cover that. Mutavault and Forest don't, so play this only where the games go long.

Manabase Levers

Four Mutavault trade colored consistency for a threat that dodges sorcery-speed sweepers. It also pairs with Badgermole Cub: an animated Mutavault tapped for mana is a creature tapped for mana, so it adds the extra {G}. If you bring in Invoke Despair or Withering Curse, cutting one Mutavault for a third basic Swamp is the cleanest fix. Restless Cottage enters tapped, so a second copy costs tempo against aggro. In return it gives you attack-trigger graveyard hate in slower matchups.

Tuning for Your Local Field

UR Aggro took 15 of 48 Top 8 slots across six 32-plus-player events (source: MTGTop8, 2026-10-01 to 2026-10-15). Jund Sacrifice and The Rock took five each over the same span. Treat those shares as indicative only, because the sample is small.

Budget Options

The full list runs about $598 at TCGplayer market prices. Most of that sits in a handful of four-ofs and the mana base, not the removal suite. You can build a functional version for much less, but every swap below costs you something real. Know what that cost is before you register it.

Where the Money Likely Sits

The interaction core is not where you save: Fatal Push, Abrupt Decay, Bitter Triumph and Culling Ritual. Neither are Unholy Annex/Ritual Chamber, Professor Dellian Fel, Graveyard Trespasser and Badgermole Cub. These are the deck's identity. Cutting them means you're playing a different deck.

Budget Swaps and What You Give Up

CutReplace withWhat you lose
2 Sheoldred, the Apocalypse+1 Archfiend of the Dross, +1 Professor Dellian FelDeathtouch blocker, life gain on your draws, and the legendary creature that discounts both channel lands
4 ThoughtseizeUp to 3 Duress (moves the sideboard copies in), plus 1 flex removal spellCan't take creatures or hit the whole spectrum of threats
4 MutavaultBasics (Swamp/Forest split)A flood-proof threat that dodges sorcery-speed sweepers
Boseiju, Who Endures / Takenuma, Abandoned MireForest / SwampFree-roll artifact/enchantment/land removal and creature or planeswalker recursion

Sheoldred → Archfiend. Archfiend of the Dross hits harder and flies, but it's a clock on you too. It enters with four oil counters, and you lose the game when the last one comes off. With more copies, you'll sometimes need to kill your own Archfiend. Bitter Triumph can target any creature, so keep one available when the counters run low. The fourth Professor Dellian Fel is the steadier half of the swap: it gains life, draws cards and removes creatures.

Thoughtseize → Duress. Duress saves you 2 life per cast, which matters against aggressive decks. UR Aggro took 15 of 48 Top 8 slots in the sampled events (source: MTGTop8, 2026-10-01 to 2026-10-15). The cost is real, though. Duress whiffs on creature-dense hands and can't snag an opposing creature threat. Against creature-heavy aggro, consider replacing Thoughtseize with a removal spell instead of Duress.

The Budget Mana Base

The deck asks for both colors early and often:

If you cut Overgrown Tomb or Blooming Marsh, replace them with basics, mostly Forest. Then keep Urborg, Tomb of Yawgmoth at all costs. It makes every land a Swamp, so each Forest taps for {B} too. It also lets a colorless land like Mutavault tap for {B} if you kept it.

Keep all four Llanowar Wastes and both Restless Cottage. They carry your two-color access once the premium duals are gone. Expect more pain damage, more stumbles on two-drops, and slower turns where you can't double-spell.

Sideboard on a Budget

Upgrade Path

  1. Sheoldred, the Apocalypse first. No other card in the list does its job, and it powers your channel lands.
  2. Overgrown Tomb next. Untapped dual mana fixes more games than any single spell.
  3. Thoughtseize. Buy it once Duress starts leaving creature threats in hands you needed to answer.
  4. Mutavault and Blooming Marsh. These are a tempo and flood insurance upgrade, not a functional one. Buy them last among the main deck.
  5. Channel lands and sideboard specialists. Boseiju, Who Endures, Takenuma, Abandoned Mire, Ashiok, Dream Render and Invoke Despair are the final polish.

Buy in that order and each step closes the biggest remaining gap between your list and the 33-player winner.

Common Mistakes

1. Casting Archfiend without counting to four

Archfiend of the Dross enters with four oil counters and loses you the game on the upkeep that removes the last one, which is your fourth upkeep after it lands. That gives you three attacks. Before you tap four mana, confirm one of two things: three hits of 6 in the air, plus 2 life for every opposing creature that dies in the meantime, actually kills, or you are holding a way to remove it yourself. Bitter Triumph, kicked Tear Asunder, Professor Dellian Fel's −3, and a revolt-enabled Fatal Push can all target your own Archfiend. Don't spend your last one of those on a marginal opposing creature while the clock is running.

2. Firing Culling Ritual on autopilot

Culling Ritual destroys every nonland permanent with mana value 2 or less, and that includes your Badgermole Cubs and any Food from Restless Cottage. Your earthbent lands and animated Mutavault or Cottage survive, because they're still lands. Two errors come up here:

  • Wasting the mana. You get {B} or {G} for every permanent destroyed, including your own. Plan what that mana casts before you resolve the spell, because it disappears when the phase ends. A Ritual that kills three permanents leaves you enough to follow up with Graveyard Trespasser.
  • Forgetting the free revolt. If your own permanent dies to the Ritual, Fatal Push hits mana value 4 or less for the rest of the turn.

3. Undervaluing the earthbent land

Badgermole Cub's earthbend turns a land into a creature with haste, and the Cub adds an extra {G} whenever you tap a creature for mana. A Cub on turn 2 means the earthbent land produces two mana on turn 3. That gives you four mana for Sheoldred, the Apocalypse, Professor Dellian Fel, or Culling Ritual a full turn early. Each Cub you control adds its own extra {G}. Players also forget the downside protection. When the earthbent land dies, it returns tapped, so blocking with it costs you almost nothing. That death also turns on revolt for Fatal Push.

4. Bleeding out against aggro

Your life total takes damage from many sources:

Against fast creature decks, every point matters. Pay Bitter Triumph with a spare land or a dead Duress. Tap Llanowar Wastes for colorless on generic costs, such as Mutavault's {1}, the {2} in Restless Cottage's activation, or a channel cost. Play Overgrown Tomb tapped on turns where you weren't going to use the mana anyway.

5. Taking the wrong card with discard

Duress can't take creatures, so against creature-heavy decks it often whiffs. Board it out rather than hoping. With Thoughtseize, don't just take the best card in their hand. Take the card your hand can't answer. If you hold Abrupt Decay and Fatal Push, their cheap threats are already handled. Take whatever sits above mana value 3, or the noncreature spell your removal can never touch.

6. Flipping your own Trespasser back to day

Graveyard Glutton is a 4/4 that exiles two cards per trigger, so night is usually where you want to be. It flips back to day when a player casts two spells during their own turn. That means a cheap removal spell plus a Thoughtseize on your own turn hands the opponent a smaller creature. Spells you cast during the opponent's turn don't count toward that check. Holding instant removal like Fatal Push, Abrupt Decay, or Bitter Triumph for their turn keeps it night. Also, aim the enter and attack triggers at creature cards whenever the opponent's graveyard has them. Exiling a creature card is what turns on the drain.

7. Burning Professor Fel's loyalty on the wrong mode

Professor Dellian Fel enters at 5. Using −3 immediately leaves a 2-loyalty walker that rarely survives. Using +2 puts it at 7 and threatens the −6 emblem the next turn. Only use −3 when it's your sole answer to the creature, or when killing that creature is what keeps Fel alive. Otherwise, let Fatal Push and Abrupt Decay handle the cheap stuff and keep ticking up.

The emblem turns every life gain into direct damage to the opponent. With Sheoldred, the Apocalypse out, each of your draws also drains them for 2. Fel's own +2 becomes a 3-point hit, and each creature card Graveyard Trespasser exiles drains them for 1 more. Before the emblem, Fel's 0 alongside Sheoldred is a draw that nets you a life instead of costing one. Don't skip it out of habit.

Tournament Prep & Final Notes

What to Practice Before the Event

  • The UR Aggro mirror of speed. UR Aggro took 15 of 48 Top 8 slots across the six counted 32+ player events (source: MTGTop8, 2026-10-01 to 2026-10-15), and the label covers two different builds: a Monastery Swiftspear shell and a Vivi Ornitier shell. Run sets against both. The Swiftspear build punishes slow keeps. The Vivi build gives you different removal targets. Your Fatal Push, Bitter Triumph and Culling Ritual decisions change between them.
  • Playing through counters. Spell Pierce shows up in 13 of those 15 UR Aggro sideboards (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-15). Practice holding mana up in post-board games. Learn when to lean on Abrupt Decay, which can't be countered, instead of a cheaper removal spell.
  • Jund Sacrifice and the mirror. Jund Sacrifice and The Rock each took 5 Top 8 slots in that window (source: MTGTop8, 2026-10-01 to 2026-10-15). The brief itself calls the sample small, so treat these as reps you need, not a forecast.
  • Thoughtseize reads. Practice naming the card that beats you, not the most expensive card. Note that Thoughtseize and Duress together cost you life against a deck that wants you dead.

Rules Interactions to Know Cold

  • Archfiend of the Dross is a countdown. It enters with four oil counters and loses one each upkeep. You lose at the upkeep where the last counter comes off, so you get three attack steps before that. Plan its exit before you cast it. In the main deck, your outs are Bitter Triumph, the −3 on Professor Dellian Fel, a kicked Tear Asunder, or a revolt-enabled Fatal Push, since Archfiend has mana value 4. Post-board, Extinction Event on even and an infused Withering Curse also clear it.
  • Revolt enablers you already run. An earthbent land from Badgermole Cub that dies or gets exiled has left the battlefield under your control, so revolt is live for Fatal Push. That land also comes back tapped. A Mutavault that dies in combat counts too. So does your own Badgermole Cub dying to Culling Ritual.
  • Culling Ritual is symmetrical. It destroys your own Badgermole Cub and anything else of yours at mana value 2 or less. In return, it adds a mana for each of those. Earthbent lands, animated Mutavault and animated Restless Cottage survive it, because they're lands.
  • Extra green from Badgermole Cub. Any creature you tap for mana adds an additional {G}. That includes an earthbent land, which has haste, or an animated manland. Count this mana when you plan big turns.
  • Daybound tracking. If a player casts no spells during their own turn, it becomes night. Spells cast on the opponent's turn don't count for you. Night turns Graveyard Trespasser into the 4/4 Graveyard Glutton, which exiles up to two cards. It flips back to day when a player casts two spells in their own turn. Track this out loud on camera or at the table.
  • Ward on Graveyard Trespasser. Opponents must discard a card to target it, or the spell is countered. Make them pay it every time; don't let it slide.
  • Channel discounts. Takenuma, Abandoned Mire and Boseiju, Who Endures cost {1} less per legendary creature you control. Sheoldred, the Apocalypse counts. Professor Dellian Fel doesn't, because it's a planeswalker.
  • Urborg, Tomb of Yawgmoth makes every land a Swamp. That includes Mutavault and the colorless side of Llanowar Wastes, so they tap for {B} with no damage.
  • Infusion on Withering Curse. If you gain life first, it becomes a full wrath. A +2 from Professor Dellian Fel, a creature exiled by Graveyard Trespasser, or a draw with Sheoldred, the Apocalypse out all turn it on. A full wrath also kills your own Sheoldred, so sequence accordingly.
  • The Dellian emblem. Once you have it, every life-gain trigger becomes a drain. Combined with Sheoldred, the Apocalypse, each card you draw takes 2 from the opponent. Do the math before choosing the 0 instead of the +2.

Time Management

This is a control deck with board-wide triggers. Turns run long and game threes go to time. Speed up in four ways:

  • Decide your Thoughtseize pick before the reveal is finished. Plan your next turn on the opponent's turn.
  • Keep loyalty, oil counters and day/night on clear physical trackers.
  • Don't spin out turns animating manlands into a board where nothing happens.
  • Once you're ahead on cards, close with Restless Cottage, Mutavault and creature pressure instead of grinding to a perfect lock. A drawn game three is a loss for a deck built to win long games.

Sideboard quickly. Know your swaps per matchup before round one.

Final Assessment

This list won a 33-player event on 2026-10-17. In the same weeks, The Rock took 2 event wins from its 5 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-15). The deck's strength is density: cheap discard, flexible removal and threats that win on their own, from Sheoldred, the Apocalypse to Professor Dellian Fel. Its real risks are stumbling against fast aggro and wasting tempo on low-impact reads.

Pick it up if you're willing to learn its counter-tracking and revolt lines and to play fast. If you are, it's a strong choice for the field the brief describes.

Frequently Asked Questions

How does The Rock (Golgari Control) win games in Pioneer?

It trades one-for-one until the opponent runs out of relevant cards, then lands threats they can't answer cleanly. The kill usually comes from a four-drop that takes over the board, a Werewolf draining every turn, or a creature land swinging after the opponent has spent their removal.

What are the key cards in this Golgari Rock list?

Thoughtseize, Fatal Push, Badgermole Cub and Graveyard Trespasser are core, with Sheoldred, the Apocalypse and Professor Dellian Fel working together as the engine. A full set of Unholy Annex/Ritual Chamber is treated as a core piece of the long game, not a flex slot.

Why is Badgermole Cub so important in this deck?

Its earthbend turns a land into a hasty creature, and tapping a creature for mana adds an extra {G}. A turn-two Cub gives you four mana on turn three for Sheoldred, the Apocalypse, Professor Dellian Fel, Archfiend of the Dross or Culling Ritual, and the earthbent land returns tapped if it dies.

What is the hardest matchup for The Rock in Pioneer?

UR Aggro is the deck the field is built around and is rated even. Your cheap removal is the whole game early, so protect your life total until Sheoldred, the Apocalypse lands. Red Deck Wins is also even, mainly because of the life your own mana and discard cost you.

When should I cast Archfiend of the Dross?

You lose at your fourth upkeep after casting it, so you get three attacks. Cast it only when 18 flying damage plus drains will close the game, or when you hold a way to remove it yourself, such as Bitter Triumph, kicked Tear Asunder, Dellian's −3 or a revolt Fatal Push.

What are the best budget swaps for this deck?

You can cut Sheoldred, the Apocalypse for an extra Archfiend of the Dross and Professor Dellian Fel, swap Thoughtseize for Duress plus a flex removal spell, and replace Mutavault and the channel lands with basics. Keep Urborg, Tomb of Yawgmoth, all four Llanowar Wastes and both Restless Cottage to hold the mana together.

What should I practice before taking The Rock to a tournament?

Run sets against both UR Aggro builds, the Monastery Swiftspear and Vivi Ornitier shells, and practice playing through Spell Pierce with Abrupt Decay. Also get reps against Jund Sacrifice and the mirror, and practice naming the card that beats you with Thoughtseize.

What are the most common mistakes when piloting The Rock?

Casting Archfiend of the Dross without counting to four upkeeps, firing Culling Ritual on autopilot, and bleeding out against aggro through your own life payments. Others include taking the wrong card with discard, flipping Graveyard Trespasser back to day, and spending Professor Dellian Fel's loyalty on −3 when +2 is better.

Metagame Context

Built from Oleh Korchan's 1st Place list at Big (33 players, 2026-10-17), via MTGTop8. Metagame context comes from a research brief dated 2026-10-19 covering 2026-10-01 to 2026-10-19, drawn from MTGTop8; Wizards of the Coast. Card text and prices: Scryfall.

Buy This Deck

Full decklist — about $590 for regular printings of each card, as of Oct 29, 2026. Links go to TCGPlayer and may earn us a small commission at no cost to you.

Buy the full deck on TCGplayer

Affiliate link. Opens TCGplayer with every card in this list, in the exact printings this player used, which can include pricier alt arts, so the total may be higher than the estimate above. Pick your condition, then Add to Cart. Or buy single cards below.

Get new guides by email

New tournament-winning deck guides in your inbox: at most one short email a day, only on days we publish.

Source: tournament results. Decklist and placements as reported by the event organizer.