The Four Pillars of Cavalcade

cj renoe
boelscardposts
Published in
7 min readAug 27, 2020

Heyo folks, yeah this time around Ima be giving you some SOLID STANDARD CONTENTE. I figured it is about time to let yall in on my winning ways in 60 card not singleton constructed.

So way back when allll the way back in old Rise of the Eldrazi one of the greatest cards on earth came to be, it was of course called, raid bombardment. Anytime a feller with power 2 or less attacked it’d go ahead and ding em for a solid one damage. So last year we got it’s little bro in CAVALCADE OF CALUMNITy. Yeah raid bombardment is also in standard best of one on arena right now and we will be going into some 8cade setups in more advanced articles this week.

I actually prefer Cavalcade over Raidy Bombs because it excises things down to a solid one power and lets you breed much more creativity with a stronger restriction. So with all this cavalcading I’ve been doing I’ve been able to distill the essence of the deck to these four pillars, Here is a handy pillar chart.

Card Celerity, enable turn 2 light up the stage, instant pump spitfire, go face

THE IMPORTANT THING TO REMEMBER IS THAT EVERY SINGLE CARD IN YOUR DECK SHOULD BE RESIDING UNDER AT LEAST TWO IF NOT THREE PILLARS. MAKE YOUR CARDS WORK FOR YOU.

Lets go over the old Pillars

Card Celerity: I actually learned this word from the Toreador clan in Vampire Ze Masque. So I am using Celerity (quickness and whatnot) over something mundane like “card draw” because I don’t care as much about cards being in my hand as much as I do cards changing zones at a rapid pace. I want that engorged 60 card library to either make its way to the field, hand, graveyard, exile, just anywhere besides library as quickly as possible.

The allstar of CC is going to be Light up the Stage, while it is still legal for a few more weeks it is truly the engine that keeps the deck going (in monored, we’ll be exploring more two colorcade decks during this week. It is so important that it gets its own pillar.

Enabling Turn 2 Light up the Stage: Being so low to the ground, we want to be able to keep 1 and 2 landers as much as possible and let light up the stage take us to these other lands. If possible, you want to be able to cast Lights off of your t1 land so that if you exile 2 lands off the card you can play both of them.

With that in mind, the greatest creature to do this is Scorch Spitter. It does this more consistently and for zero mana on turn 2 than any other creature we can run. That is why its slow vulnerable hide gets to see a lot of action.

Instant Pump Spitfire: Chandra’s Spitfire is our big finisher. I tend to go more for one or two large attacks to set up a spitfire win then just mash attacking and petering out before i can win. Because of this I erected a Pillar just involving this.

I mean the best card for this is well, Cavalcade.

Go Face: I’ve softened on this a bit as there are times where Scorching Dragonfire or Fire Prophecy have felt better than the usual direct damage suite in certain matchups, but in general, it helps to have some cards to help RKO.

CREATURES

So depending on card type, there are some other pillars to consider. For example, our creatures have their own pillarteria we wanna keep an eye on.

Hastevasion and resilience

We really want our crew to be able to either consistently get in a couple times to trigger the Cavalcade or be able to survive an attack that others would not.

ALLSTARS

Gingerbrute: Really an all encompassing package of things we want to be able to do. Can consistently get in whenever it wants thereby triggering cade whenever we need. Remind yourself when oppo actually has something with haste tho.

Fervent Champion: T1 into T2 Fervent Champeens can take games on their own and THAT SHOULD NOT GO UNNOTICED. Sometimes the best way to win with cavalcade is not to actually have to cavalcade and a blistering Champ assault can do this.

Chandra’s Spitfire: The holy grail, it is also a large lightning rod so you going to have to figure out some plan knowing itll keep eating removal, also dies to eliminate which hurts. Lately I’ve been moving a bit off the spitfire plan depending on my mood and meta temperature.

Boring but fine

Scorchspitter: this lazy lizard is there to be like oh yo i attack once and then probably die. but that one attack it does hit with may actually be the most important attack of the game so I’ll give it a pass.

Burning Prophet: I go through phases where I like her because the scry is very useful, but when she doth scry, she no longer synergizes with the cavalcade. I will note that she is a bigger allstar in 8cade lists we will go over later.

Bum Dogs — Thesens didnt make the cut

Torbyborns — I like to keep things at a trim 16 lands so I sure as all get out aint including a 4 mana abomination. I’ve seen him do more work in more “mainstream” cade decks so if you really like top 40 radio im sure you will be runnin him.

The m21 spitfire dog: with no actual evasion its like nah this is a bum dog.

KATY PERRY’S DARK HORSE

remember when djent was a thing crew

There is one true UNSUNG HERO to the Cavalcading and that is Old Pinny Nokes hisself:

Inquisitive Puppet

Now this feller here, you may be like certain cube discords and be all OH ME OH MY LORD ABOVE HOW CAN YOU RUN SUCH A GARBAGE CARD CHEAPER IS MORE GOODER ETC but you would be wrong but I get it. See, within the four pillars of cavalcade there is another secret subset of Inquisitive Puppet pillars

all around glue guy

DON’T STOP ME NOW

Puppet is cheap as all getout and has the low low floor of triggering cavalcade twice. See the important thing to remember is that ZERO POWER TRIGGERS CAVALCADE. So let’s say you need a trigger and then a trigger next turn, boom send in the Puppet and then exile the wooden adonis and boom you can do it again next turn.

KEEP YOURSELF ALIVE

Also there are times where we need to survive for one more turn to get our over the top spitfire bash in. Puppet is great to block a big old beanstalk giant or things of that ilk so that then crackback with your 1/1 beast (human) of an attacker.

SOMEBODY TO LOVE

Puppet gives us a lot of our pillars, card celerity, resilience, can enable and enhance even a turn 2 light up the stage. Seriously great card.

FLASH

Doesn’t have it but we had to continue the Queen’s greatest hits song listing headers.

LANDS

Worst cards in the deck, run as few as possible. I like 16 but that is a little too living on the edge for some of you wannabe steven tylers.

KENTA KOBASHI’S BURNING

Obviously we want to be able to go face with as much as possible but I mostly just have this in here because I think that Skewer the Critics is a STRAIGHT UP DIRTY SLOPS DOG

Slops dog:

Skewer the critics, with it being sorcery speed is just such a bum bum time when you need it to be something it isn’t, which is a ton of times. That being said it will get you wins you have no real right getting during your second main so it is more of a necessary evil slops dog.

Props Dog:

Slaying Fire: Everything I want skewer to be AND MORE. Sometimes you end up in the long game and being able to snipe out something with a bit more toughness is gonna be the key to victory. Also FOUR TO THE FACE will get you some cheap wins when they think they have done the mathematics and will survive the spitfire hit that is about to hit em. Running 4 is a bit rough though so it is more of a 2 of ace in the hole.

Fling: Your other ace in the hole, the 6d chess you play with your control opponent of just standing there waiting to see when it is they try to kill your spittyfire and then bam sac face boom I win. When it is a dead card it is abysmally dead though. Also when it decides to show its face in a light up the stage it can pretty much ruin any surprise factor that you may have had because now oppo knows you are packing it. Again another not 4 of.

Ok this has gotten long, dont worry we are cavalcading as a series.

UNTIL NEXT TIME HOPE TO SEE YOU ON THE CAVALCADE PITCH.

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