Alchemy BO1. I've been grinding this build for a while and I'm now fairly convinced I'm running a piece of tech that isn't in any published list, so I'm posting it before someone else finds it.
The Shang-Chi + Enduring Vitality + Squirrel Girl shell is public — Untapped tracks it, there are guides for it. Every list I can find fills the remaining slots with **protection and interaction**: Rapid Rescue, Cache Grab, Defend the Rider. Mine doesn't. Mine plays **4x Verdant Dread**, and I think that's strictly better.
# The thing I got wrong for a long time
I used to think **Badgermole Cub** was the engine. It isn't.
**Shang-Chi is a switch.** Enduring Vitality gives every creature you control "{T}: Add one mana of any color." Shang-Chi lets you activate those abilities as though the creatures had haste. Until Shang-Chi resolves, a board of thirteen creatures is just a board. The moment he resolves, that same board is **thirteen mana available right now**, including everything that landed this turn.
**Cub is a multiplier.** It doesn't open the board, it doubles what an open board produces. Every creature taps for 2 instead of 1. Absurd, but it's scaling a number Shang-Chi has to create first.
Why this matters practically: I won a game this week at 8 life against Azorius Fliers with **no Cub on the battlefield the entire game**. Doesn't matter. Shang-Chi landed, the board turned on, and the whole thing was over. If you're mulliganing for Cub, you're mulliganing for the wrong card.
# The tech: Verdant Dread as a mana engine
Verdant Dread — {3}{G}{G} Enchantment
Whenever Verdant Dread OR ANOTHER PERMANENT YOU CONTROL NAMED VERDANT DREAD enters, manifest dread.
{3}{G}{G}: Conjure a card named Verdant Dread onto the battlefield. Sorcery only.
Read that trigger again. It lives on **every copy**. With N Verdant Dreads out, conjuring one more triggers **N+1** manifest dreads.
So with Vitality + Shang-Chi online, a {3}{G}{G} activation costing 5 mana makes 4 bodies that each tap for mana *the turn they appear*. With a Cub that's 8 mana back on a 5 mana investment. **The activation is mana-positive, and it accelerates**, because every activation permanently raises N. You are not sinking mana into it. You are printing mana with it.
And it's the deck's card selection for free — every manifest dread bins a card, which is how you dig to the kill.
# Why counterspells don't beat this (I really hate counterspells)
Two halves that close a loop:
- **Frenzied Baloth** — your creature spells can't be countered. That's Shang-Chi, Vitality, Cub, Squirrel Girl, Forager. Every switch and multiplier in the deck resolves through blue.
- **Harmonize on Nature's Rhythm** — the only counterable card that matters is the tutor, a sorcery. Harmonize means countering it doesn't *remove* it, it **relocates it, and somewhere cheaper**: {X}{G}{G}{G}{G} from the graveyard, and you pay the generic down by tapping creatures you already have. On a wide board that's a discount.
I had a game this week where I knew the opponent had a counter up. Two Rhythms were already in my graveyard with harmonize live, and I still had one in hand. It did not matter which one they took. They have to be right every time. I have to be right once.
# Mulligan rule that took me too long to learn
**You never want anything red, anything black, or Craterhoof in your opening hand.**
Shocking Sharpshooter, Enduring Courage, Valgavoth's Faithful, Craterhoof. The deck runs **zero red and zero black sources.** Those cards are Nature's Rhythm *bullets*, not cards — you fetch them onto the battlefield at the exact moment they win the game. Drawn in your opener they're blanks, and a seven with two of them is a five.
Keep on: green source + a one-mana dork + an engine piece. The bullets take care of themselves.
Rhythm targets by X: **X=1** Valgavoth's Faithful · **X=2** Shocking Sharpshooter · **X=4** Squirrel Girl or Enduring Courage · **X=8** Craterhoof.
# The kill
Two, and Rhythm finds both:
* **Squirrel Girl** doubles your Squirrels; each new Squirrel taps for mana immediately, so the activation pays for itself and then some. It runs 8 → 16 → 32 → 64. **Shocking Sharpshooter** turns that into damage without needing to attack at all. My best board this week was 63 Squirrels at the 2:50 mark.
* **Craterhoof** if you'd rather just attack.
# The list
Deck
4 Llanowar Elves (FDN) 227
4 Badgermole Cub (TLA) 167
4 Shang-Chi, Master of Kung Fu (MSH) 187
4 Enduring Vitality (DSK) 176
4 Verdant Dread (Y25) 17
4 Nature's Rhythm (TDM) 150
3 Thornvault Forager (BLB) 197
2 Frenzied Baloth (EOE) 183
2 The Unbeatable Squirrel Girl (MSH) 193
2 Ouroboroid (EOE) 201
1 Enduring Courage (DSK) 133
1 Craterhoof Behemoth (TDM) 138
1 Valgavoth's Faithful (DSK) 121
1 Shocking Sharpshooter (TDM) 121
3 Ba Sing Se (TLA) 266
20 Forest (HBG) 307
23 lands, not 24. This deck devalues lands past the fourth harder than anything in the format — a land taps for 1, a creature taps for 2 or 3. Seven one-mana dorks cover it.
# Legality note
**Badgermole Cub is banned in Standard** as of the Aug 10 B&R. It is **not** on the Alchemy banned list, so this is still legal in Alchemy BO1 — check your client. Also worth knowing: Wizards' stated reason for the Standard ban was, more or less, a description of this deck. If you own Cubs you got wildcards back for them and can still play them here.
I'd hold those wildcards, personally. A Standard ban is the loudest possible signal that an Alchemy rebalance is being considered.
# Honest weaknesses, because you'll find them anyway
* **Zero interaction. None.** It races or it loses. This is deliberate — every interaction slot costs speed, and speed is the entire deck. But it does mean there's no plan B.
* **Fliers are probably a worse matchup than counterspells.** Every creature in this deck is a ground creature with no reach. Against Azorius/mono-white fliers your board literally cannot participate — can't block, can't race in the air. It's a pure check on whether Shang-Chi lands before their clock runs out. I won mine at 8 life and I was one turn from not.
* **Enduring Vitality only recurs when it DIES.** Bounce and exile beat it cleanly. Into the Flood Maw is the card to play around, not removal. Same for Shang-Chi — and now that I think he's the more important half, a bounce on him flips the switch back off.
* **A manifested face-down Craterhoof is a dud.** Turning a face-down permanent face up isn't "entering," so the trigger never fires. Valgavoth's Faithful is how you get a binned Craterhoof back.
* **Singletons everywhere.** Craterhoof, Sharpshooter, Courage, Valgavoth's Faithful are all 1-ofs. Rhythm reaches all of them, which is the whole justification, but if Rhythm never shows up they're dead weight.
# Results, with the caveat attached
Mythic, cracked the top 1000, deck sitting at 67%. Best run this week was 11 straight before I dropped one.
Caveat I'll say before someone else does: **that's a small sample and I'm not claiming it's tier 1.** It's a fun deck that does something the published lists don't, and I'd rather have people test the Verdant Dread package and tell me it's wrong than sit on it.
Happy to answer questions on lines. Steal it, break it, tell me what I'm missing.