[intro music] Are you interested in building a Kaladesh Standard deck, but lack the requisite sack of precious diamonds? Forty dollar Chandras? Just torch that overpriced card, alright! Four-hundred dollars to build standard delirium, filled with Flayers, Nissas, and Kalitas. You must be delirious! Forty-two dollar Lilianas, well don’t worry, there is another hope, and it’s a powerful and fun standard deck One that is rotation-proof, where all sixty cards plus its sideboard only cost twenty dollars. That’s right it’s the Mean Green Power Doubling Robot Machine! And it is the perfect place to start Standard for only twenty bucks. Let’s take a look! The idea behind Mean Green Power Doubling Robot Machine is to make as much energy as possible and use it to either put counters on creatures… make 6/6 Beasts, or just fuel your Pummeler. I hope you ordered yours from the MTG shopping network when you could because they are the cornerstone of this deck. The deck runs a full play-set, which provides three energy when they come into play and can give itself “+X/+X until end of turne, where X is its power.” The basic trick is to cast Larger Than Life on the Pummeler, making it a 5/5, then spend your three banked energy to turn it into a 10/10 trample and swing in. But that’s just the basic setup there’s ways to have more energy in your bank by turn four, as well as backup strategies in case the Pummeler gets knocked out. Let’s see what else is in this deck: To start, if you do not have an extra pummeler in hand, avoid playing your first, unless you have Blossoming Defense to protect it. This can also be used as extra or alternative pump for Pummeler. The deck runs three Deathcap Cultivators for mana acceleration as well as Sage of Shaila’s Claim for three energy that create an amazing cumulative increase with Pummeler. Making the ideal play pattern: Sage on turn two, Pummeler on turn three, holding a Blossoming Defense as backup protection, and the turn four Larger than Life. Pummeler becomes a 10/10 trample, three more energy counters makes it a 20/20 trample, you’ve still got that Blossoming Defense in hand and mana open. Swing for lethal turn four? What grade do you give my invention now, Head Judge Tezzeret? [grumbling] But wait there’s more! With a mix of Attune with Aether, giving us a land and two energy in the bank, Servant of the Conduit, which puts two energy in the bank, and if necessary let’s us spend one energy for a mana of any color, and Aether Hub, we can potentially have nine energy by turn four. And if the plan with the Pummeler doesn’t work out, there’s still other win strategies due to other energy sinks. And since so many of the cards I’m about to mention have enter the battlefield effects that make energy, if our opponents kill our creature we just have that extra energy for our next sink. Such as, oh I don’t know, a play-set of Longtusk Cub, which not only gives us two energy when it enters the battlefield, but also let’s us spend two to put a +1/+1 counter on it. With that giant bank of energy you can make your monster grow. A real headache for our opponents. Three Bristling Hydra adds three energy, and you can spend three energy to give it a +1/+1 counter, as well as hexproof until end of turn. Nice self-protection there. And Architect of the Untamed gives an energy for whenever a land enters the battlefield under our control. For eight energy we can create a 6/6 Beast. In addition to all the other energy generation the deck runs we also throw in a play-set of Evolving Wilds to help with that non-keyworded Landfall trigger. Finally, we mainboard two Deadlock Traps to give the deck the best removal available. Let’s take a look at our manabase: Hold onto your wallets, because the manabase is… Fourteen forests. Oh, wait, that’s as cheap as can be! As already mentioned, the only other lands are four Aether Hubs and four Evolving Wilds, both incredibly affordable. Luckily, with four attunes we can get away with only running twenty two land. Sideboard is flexible and likely to evolve as the meta establishes itself. However, for starters I recommend: One more Blossoming Defense and Deathcap Cultivator, and Bristling Hydra, in case you need that little extra protection, acceleration, or power Two more Deadlock Traps for heavy removal, which is also why we’ve got three Hunt the Weaks for targeted removal. And two Take Down as a cheap answer to heavy hitting fliers. I also think it’s a good idea to have two Thriving Rhino for added energy and muscle. And finally three Woodweaver’s Puzleknots for extra energy for those longer, grindy games I would give a new or returning player this deck over a Planeswalker Deck any day. It has complex synergy, yet is easy to pilot, understand, and is powerful enough, to not only play at Friday Night Magic, but also to win. This is a complete deck, not a stripped down build. Buy it and you’re done. And it’s rotation proof, as well, so you can keep playing, even after the next Standard rotation. When Planeswalkers cost forty-two dollars and Standard decks cost four-hundred, if you’re just looking to spend around twenty bucks and play Magic if you’re just looking to spend around twenty bucks and play Magic, I can think of no better option. A Planeswalker Deck won’t get you here, a Deckbuilder’s Toolkit won’t get you here. So if you don’t want to spend hundreds of dollars spending your way towards a real deck, and you just want to sit down and play Magic with the rest of us… This is the deck for you! I hope very much that this video has been of some help to you You can be of some help to me by showing your support for Tolarian Community College over at patreon.com Where your generous donations keep this channel going and growing strong. Decklist is in the video description, folks, and I hope very much to see you at Friday Night Magic. Playing, having fun, and winning!