Magic: the Gathering Kamigawa: Neon Dynasty Standard Invoker Deck Tech

I was looking at the Kamigawa: Neon Dynasty Invoke cycle cards and the best color combination I will use for the deck build is Blue-Black or Dimir. Based on the previous deck builds, the best Invoke card in the cycle is Invoke Despair and you can basically win by just repeatedly casting this spell.

With that method, I think Blue is the best color to partner it, along with the card draws, and counterspells. What we are looking for on this deck build is to maximize the use of this powerful spell, either copying it or recasting it again from the graveyard. We can breakdown the deck builds into:

Main win conditions (Repeating Invoke spells
Alternate win condition (Hullbreaker Horror & Manlands)
Spot & Mass Removals
Counterspells
Card Draws and Spell-Recursions

Let us then translate it into the actual cards. Here below is the first version of the deck and following it are some notes.

Standard Dimir Invoker
Maindeck 
1 Hullbreaker Horror
1 Jin-Gitaxias, Progress Tyrant 
 
2 Bloodchief’s Thirst
4 Consider
2 Infernal Grasp
4 Memory Deluge 
1 Disdainful Stroke
2 Jwari Disruption
1 Negate 
2 Syncopate
1 Teach by Example 
 
4 Invoke Despair
2 Invoke the Winds
1 Shadow’s Verdict
 
2 Meathook Massacre
4 Reckoner Bankbuster 
1 The Celestus 
 
Lands
4 Shipwreck Marsh
4 Clearwater Pathway 
2 Hall of Storm Giants 
1 Otawara, Soaring city 
1 Takenuma, Abandoned Mine 
2 Field of Ruin 
6 Island 
6 Swamp

Jin-Gitaxias is the best creature with the ability to copy Invoke Despair and at that time is basically game over for the opponent. It looks to be a win-more scenario but that is your primary goal, to control the board and have enough mana for casting Invoke Despair and copying it.

Hullbreaker Horror is the support creature to also do some late-game shenanigans bouncing creature threats and spells and is a given in most Dimir Control decks.

With Invoke Despair as your main removal and pseudo-win condition in the late game, you would make sure that your land drops aren’t missed so you can curve your spells as well. For example, card draw on turn one, counterspell or spot removal on turn two, Memory Deluge on Turn 4, and Invoke on turn five.

Invoke the Winds is more of a get your best creature and use it to beatdown your opponent. This is more likely situational but with the metagame of having more creatures, this will be efficient in turning their creature threat against them.

The Reckoner Bankbuster playset is for the card draw sink and gas, and later on, becomes a threat by itself when activated as an attacker. This along with the Blue man-land makes the late-game scenario winnable by attacking if ever the repeated Invoke will not work.

Overall, the core strategy of the deck is just to plainly control the board and win via lose life effect of Invoke. If you have tested a similar deck build, please let me know in the comments below as to how your matches went, what were the weaknesses, and other inputs you might want to share.

That is a wrap for now on this deck tech list, until the next blog post.