I keep hearing people say that Wrenn and Six is a terrible card; however, this decklist I have below won twice in an oathbreaker six player matchup. I basically built it like a Zoo deck. What do you guys think?
People keep saying the most expensive card in modern horizons is terrible?
I've got a wrenn oathbreaker decklist as well, which unfortunately I haven't actually gotten to play yet. But your list looks very...unfocused. I don't really see any overarching strategy besides beating face with relatively mediocre creatures. Which is fine for a low-powered meta, but I don't see how you'd be able to hold up against a faster deck.
You're also missing some extremely useful auto-includes - especially all the fetchlands, which you could be forgiven for not having the budget for, but you also aren't running the cycling lands, which are quite cheap. Tectonic reformation wouldn't even be necessary if you were running forgotten cave, tranquil thicket, etc. Hell, if you don't want to shell out for real fetches, I'd probably at least include terramorphic expanse and evolving wilds. As your deck looks now, it seems almost impossible to get value out of W&6 when cast on turn 2, which imo is a big part of the point of playing them, having a reliable T2 play that can generate constant value through a fetchland or cycling land (or a strip mine/wasteland situation).
I'm pretty sure W&6 is one of the most powerful options in the format when built with a cohesive plan in mind to take advantage of their low cost and ability to generate value, but I don't see how a midrange zoo build is going to do that, basically.
EDIT: Having thought about it some more, I think I've narrowed down the problems with the deck into something more helpful.
Wrenn and six's most important ability is recurring lands. You have very few ways to get lands into the graveyard, and most of them are slow and take a long time to get going. On top of that, you can't really abuse wrenn's ult either. Basically, Wrenn makes no sense to helm this particular deck. A commander who springs to mind for me, and makes far more sense is domri, anarch of bolas. He synergizes with your deck immediately, his fight ability works well with your fat creatures, as does his mana ability, and it would let you cut your counterspell protection.
You might also consider switching arachnogenesis for something more aggressive that isn't so bad when it's being telegraphed - lightning bolt, decimate, something like that. Maybe Pyroclasm if you're having trouble with aggro. Something more along those lines, though. Arachnogenesis is a fine card but it's defensive while your deck looks offensive. You could also go crazy and go spider tribal with arachnogenesis as your spell, of course, but that'd require some big changes for your deck.
Source: http://tappedout.net/mtg-decks/wren-and-six-zoo-oathbreaker/?cb=1561274686
1x Wrenn and Six
1x Arachnogenesis
Land (19)
1x Blighted Woodland
1x Command Tower
1x Drownyard Temple
6x Forest
1x Gruul Turf
1x Lotus Vale
3x Mountain
1x Myriad Landscape
1x Rootbound Crag
1x Scorched Ruins
1x Stomping Ground
1x Terminal Moraine
Get Lands (3)
1x Crop Rotation
1x Pulse of Murasa
1x Ramunap Excavator
Board Wipe (2)
1x Mizzium Mortars
1x Raking Canopy
Card Advantage (1)
1x Tectonic Reformation
Destroy Artifacts or Enchantments (1)
1x Hull Breach
Knock Someone Out of Game (1)
1x Armed / Dangerous
1x Akoum Firebird
1x Anger
1x Chandra's Phoenix
1x Fanatic of Xenagos
1x Flamewake Phoenix
1x Flinthoof Boar
1x Kolaghan Forerunners
1x Territorial Hellkite
1x Thundermaw Hellkite
1x Warchief Giant
Tokens (4)
1x Hornet Nest
1x Kazuul, Tyrant of the Cliffs
1x Omnath, Locus of Rage
1x Thragtusk
Hydra (3)
1x Lifeblood Hydra
1x Mistcutter Hydra
1x Protean Hydra
Counterspell Protection (1)
1x Vexing Shusher
Get Damage Through Regardless (1)
1x Repercussion
Utility (1)
1x Gruul Charm
Mana (8)
1x Beastcaller Savant
1x Burning-Tree Emissary
1x Dryad Greenseeker
1x Gyre Sage
1x Orcish Lumberjack
1x Radha, Heir to Keld
1x Whisperer of the Wilds
1x Zhur-Taa Druid
1x Constant Mists
1x Spike Weaver
Knock Planeswalker off of Field (1)
1x Comet Storm
Maybeboard
Other (9)
1x Feldon of the Third Path
1x Fog
1x Fork in the Road
1x Genesis
1x Gruul Guildmage
1x Hellrider
1x Izzet Chemister
1x Magus of the Moon
1x Skarrg Guildmage
Other Counterspell Protection (2)
1x Choke
1x Red Elemental Blast
Other Kick Planeswalker off of Field (1)
1x Thrash / Threat
Other Board Wipe (1)
1x Whirlwind
Other Get Lands (1)
1x Collective Voyage
Other Land Destruction (1)
1x Tectonic Break
I've got a wrenn oathbreaker decklist as well, which unfortunately I haven't actually gotten to play yet. But your list looks very...unfocused. I don't really see any overarching strategy besides beating face with relatively mediocre creatures. Which is fine for a low-powered meta, but I don't see how you'd be able to hold up against a faster deck.
You're also missing some extremely useful auto-includes - especially all the fetchlands, which you could be forgiven for not having the budget for, but you also aren't running the cycling lands, which are quite cheap. Tectonic reformation wouldn't even be necessary if you were running forgotten cave, tranquil thicket, etc. Hell, if you don't want to shell out for real fetches, I'd probably at least include terramorphic expanse and evolving wilds. As your deck looks now, it seems almost impossible to get value out of W&6 when cast on turn 2, which imo is a big part of the point of playing them, having a reliable T2 play that can generate constant value through a fetchland or cycling land (or a strip mine/wasteland situation).
I'm pretty sure W&6 is one of the most powerful options in the format when built with a cohesive plan in mind to take advantage of their low cost and ability to generate value, but I don't see how a midrange zoo build is going to do that, basically.
EDIT: Having thought about it some more, I think I've narrowed down the problems with the deck into something more helpful.
Wrenn and six's most important ability is recurring lands. You have very few ways to get lands into the graveyard, and most of them are slow and take a long time to get going. On top of that, you can't really abuse wrenn's ult either. Basically, Wrenn makes no sense to helm this particular deck. A commander who springs to mind for me, and makes far more sense is domri, anarch of bolas. He synergizes with your deck immediately, his fight ability works well with your fat creatures, as does his mana ability, and it would let you cut your counterspell protection.
You might also consider switching arachnogenesis for something more aggressive that isn't so bad when it's being telegraphed - lightning bolt, decimate, something like that. Maybe Pyroclasm if you're having trouble with aggro. Something more along those lines, though. Arachnogenesis is a fine card but it's defensive while your deck looks offensive. You could also go crazy and go spider tribal with arachnogenesis as your spell, of course, but that'd require some big changes for your deck.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6