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Deck of the Week: Premodern Threshold


The Deck of the Week is a deck that is near and dear to my heart because it was the first Premodern deck that I ever built. GW Threshold is a deck that centers around the threshold mechanic from Odyssey, which is active as long as seven or more cards are in your graveyard. The deck plans to dump as many cards into your graveyard as possible, which is done through a series of discard effects, land destruction, and filter artifacts. Once you have seven or more cards in your graveyard, all of your threshold creatures become dangerous, lethal threats that your opponent has to deal with or die.

For this deck to work, it hosts a crew of creatures that all care about putting cards in your graveyard or benefitting from cards being in your graveyard. To enable your strategy, it plays cards such as Wild Mongrel and Anurid Brushhopper, allowing you to discard cards at instant speed. Your three finishers in the deck are Nimble Mongoose, Werebear, and Mystic Enforcer, which all grow larger once you have threshold.

GW Threshold plays a playset of Chromatic Spheres as well as Sungrass Eggs, which serve three purposes for the deck. They help with mana fixing, filling up your graveyard, and drawing additional cards, helping you filter through your deck. These artifacts do precisely what the deck needs them to do, and they can be powerful in both the early and late game.

Although this deck has a solid plan, it needs to play a playset of Swords to Plowshares to take care of pesky Phyrexian Dreadnoughts or an occasional Akroma, Angel of Wrath. It also has to play Ray of Revelation to fight against Oath or Druids decks, and the flashback on this card is where it really shines. You can discard it in the early game to enable your threshold and then flash it back later when necessary. Call of the Herd is another card just like that, which can get you additional board presence later in the game, especially after a devastating boardwipe.

While this strategy is powerful, the deck would not be nearly as good without its key card: Armageddon. The bane of Commander and Vintage Cube players alike, Armageddon has caused more eye rolls and groans than almost any other Magic card. Land destruction has always been a feel-bad for Magic players because it essentially says, “You can no longer play Magic.” However, this is only if you are on the receiving end of Armageddon. With this deck, there are many games where you play a creature on turns one, two, and three, followed by Armageddon, giving yourself threshold, quickly followed by your opponent conceding. Nothing quite breaks your opponent's spirit and willingness to play the game as destroying all their lands, which is why this deck is such fun!


You can find the entire decklist here.


Creatures (19)


NonCreature Spells (19)


Lands (22)


Sideboard (15)



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