Welcome to Part 3 of my series of brews involving New Capenna’s Riveteers family. So far I’ve sketched out a deck based around Vivien on the Hunt and a Treasure-centric beatdown deck. Since then, the full card list has been released, and we now know exactly what Streets of New Capenna will bring.
Today, I’d like to explore a unique card that I personally find highly appealing.
Fight Rigging is what green gets from the cycle of hideaway enchantments. It’s relatively cheap, relatively easy to trigger and the enchantment itself gives you a lot of value both before and after you’ve cast the hideaway card.
First, let’s discuss the hideaway mechanic. Hideaway gives you the most powerful out of five cards picked from the top of your library, and allows you to cast it for free. If you’re a player on the greedy end of the spectrum, you’ll pack your deck with cards like Emrakul, the Aeons Torn so that you can have the best chance of something awesome happening if-and-when you cast your hideaway card.
However, as usual, I’m a fan of the more conservative approach. I don’t like to put cards in my deck if I’m not at least reasonably happy to draw them (even with four Fight Riggings, you’re massively more likely to draw any given card than you are to hide it away). But that doesn’t mean you can’t get something sweet! Hitting a five or six-drop at the top of your mana curve is very powerful. You could also play with situational spells that are particularly powerful under the same circumstances that you’re triggering the hideaway requirement. More on that to come.
But in the end, you really don’t have to do anything special to make hideaway good. Hitting another Fight Rigging, for example, is awesome. You freeroll an enchantment with a solid ability, and if nothing changes, you’re likely to be able to cast the new hideaway card next turn. Alternatively, hitting any reasonable spell that costs roughly three mana can create a big swing in the game. After all, a Fight Rigging deck is likely to be filled with giant creatures!
Let’s circle back to what Fight Rigging does itself. It gives you one counter to distribute per turn, which is the same effect as the extremely desirable Luminarch Aspirant. You can’t make a direct comparison, since Aspirant is a creature itself and costs one mana less. However, you can be sure that Fight Rigging is offering something that’s highly relevant, even though you want a good chance at casting the hideaway card in order to make sure it’s worth the slot.
Fight Rigging’s ability helps you get closer to the hideaway requirement each turn. Notably, it also keeps churning out counters even after you’ve played the hideaway card.
Since Fight Rigging is neither a standalone threat nor an answer card, there is some risk of falling behind when you spend three mana on it. You don’t necessarily want it to be your first play of the game. And while it’s not bad in multiples, you definitely need a high creature count to support it.
The goal is to sketch out a deck that can:
- Use the counters from Fight Rigging to good effect.
- Create a seven-power creature for the hideaway requirement.
- Have a high chance of winning the game after playing the hideaway card.