22, Sep, 21

The Best Cards to Beat Esika's Chariot in MTG Standard

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In our new world of Innnistrad: Midnight Hunt Standard, one card has proven it’s worth and then some, Esika’s Chariot Esika’s Chariot Esika’s Chariot When Esika's Chariot enters, create two 2/2 green Cat creature tokens.
Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4
. It’s proven to be the premier 4 cost card in many feature decks in the format, such that people are wondering how to beat the card. Today we’ll be taking a look at some key cards needed to beat the Cadillac of Standard.

Broken Wings / Tangletrap

First of we have a double header with Broken Wings Broken Wings Broken Wings Destroy target artifact, enchantment, or creature with flying. or Tangletrap Tangletrap Tangletrap Choose one —
• Tangletrap deals 5 damage to target creature with flying.
• Destroy target artifact.
. The main purpose of this spell would be to deal with Chariot and flyers like Goldspan Dragon Goldspan Dragon Goldspan Dragon Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
. Broken Wings does have a slight benefit over Tangletrap in that it can destroy Enchantments as well. Cards like Ranger Class Ranger Class Ranger Class (Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
, Felidar Retreat Felidar Retreat Felidar Retreat Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
, or Sigarda’s Splendor Sigarda’s Splendor Sigarda’s Splendor As this enchantment enters, note your life total.
At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total.
Whenever you cast a white spell, you gain 1 life.
are relatively popular, so this benefit for an extra mana is worthwhile.

Pithing Needle

Wizards of the Coast

Pithing Needle Pithing Needle Pithing Needle As this artifact enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
is the next card. This reprint also does double duty, stopping Chariot from crewing, but also can stop planeswalkers like Wrenn and Seven Wrenn and Seven Wrenn and Seven +1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
or Professor Onyx Professor Onyx Professor Onyx Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 2 life and you gain 2 life.
+1: You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
−3: Each opponent sacrifices a creature with the greatest power among creatures that player controls.
−8: Each opponent may discard a card. If they don't, they lose 3 life. Repeat this process six more times.
. This can come down early in the game, or as part of a double spell turn since it only costs 1 colorless mana.

Burning Hands

burning hands
Wizards of the Coast

Burning Hands Burning Hands Burning Hands Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead. is next. It’s one of the best removal spells in the format right now as it is, since there’s a lot of Green creatures and planeswalkers being played. Holding this up for when your opponent crews also helps save 4 more damage from the creatures used to crew.

READ MORE: The 10 Best Removal Spells in Innistrad: Midnight Hunt Standard

Malevolent Hermit

The last card, and one that people are talking about is Malevolent Hermit Malevolent Hermit Malevolent Hermit {U}, Sacrifice this creature: Counter target noncreature spell unless its controller pays {3}.
Disturb {2}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
. Having access to this card gives a leg up to Izzet Dragons / Tempo and Dimir Control against these decks. This is a basically an upgraded Spell Pierce Spell Pierce Spell Pierce Counter target noncreature spell unless its controller pays {2}. on a body and comes down early enough to even chip in some early damage. On it’s back, we get a decent flyer but also our removal spells can’t be countered which can be really nice in the mirror match.

READ MORE: What is Historic Brawl in Magic: The Gathering?

Hopefully, as we move into week 2 of this new standard rotation, we’ll see some more diversity pop up away from Esika’s Chariot, and as crazy as it is to say, we’re not far off Innistrad: Crimson Vow release as well, which should shake things up a bit as well. Are you joining the Cadillac Club, or are you in the camp to fight it? Let us know in the comments!

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