The easiest way to win doesn't even require you to play Hanna. With the absurd amount of mana ramp in this deck, you can easily power into Enduring Ideal by turn four or five.
Use Mystical Tutor (with Merchant Scroll) or Long-Term Planning to search for it directly, or dig it out.
I recommend searching for Decree of Silence first, followed by Enchanted Evening, and Opalescence. If you drew Opalescence and you cannot stick it back into your library with Mistveil Plains, use Luminarch Ascension instead.
If your opponent has a lot of permission, try to find your Boseiju.
Plan B:
Claws of Gix has many great interactions with the deck, but this combination is by far the most dangerous. By abusing the stack, you can instantly exile five lands from the opponent's board. Most people don't come back from that.
The stack order should look like this:
TOP
Sacrifice Parallax Tide
Exile target land
Exile target land
Exile target land
Exile target land
Exile target land
BOTTOM
The sacrifice resolves first, putting Tide into the graveyard and bringing all lands exiled by it back into play (which should be zero). Then the five lands are exiled.
To fetch these components, use Long-Term Plans, Fabricate, Idyllic Tutor, Tolaria West, and Enlightened Tutor. It's an amazingly effective soft lock, totally renewable with Hanna.
The shenanigans get out of control if you also add a Parallax Wave and Opalescence. This three card combination (Tide, Wave, Opalescence) allows you to remove as many lands and creatures from the game as you want, as often as you want. (Parallax Wave can "refresh" itself by targeting itself.)
Plan C:
This is a backup plan that should only be used if you actually have the Tunnel Vision in your hand. It can be inconsistent, since the Replenish can be anywhere in the deck, but you usually can get a couple of enchantments into play with the combo. (More, if you happen to have Intuition to search out threats and deposit them in your graveyard. I tend to search for combo pieces and an Argivian Find.)
You can also Tunnel Vision your opponent after tucking something onto the bottom of their library.
Plan D:
This is a win condition that I have really come to appreciate. It comes down early, and if you use all of your tutors for removal (or Solitary Confinement) and permission (or Greater Auramancy), you can protect it.
Card Choices:
Hanna, Ship's Navigator - At first glance, Hanna pales in comparison to UWB Generals like Sharuum and Zur. She has a frail 1/2 frame, and her activated ability costs an awkward 1UW. So why play her? Because she comes down under permission cover and can easy seal a win by recurring threats. What she lacks in explosive power and killing ability, she makes up for in adding resilience and flexibility. At 7 mana, she can bring back Parallax Tide every turn. At 10 mana, she can bring back Decree of Silence of every turn. And with the mana production in this deck, expect these numbers to be realistically achievable. To address her weaknesses against removal-heavy decks, be sure to find Lightning Greaves. If they are using sacrifice effects, you're going to have to play more carefully with Hanna.
MANA
Snow-Covered Lands - Yeah, people might scratch their heads when they see my striped lands. The reason why is that mono and dual color red decks like to run Wake of Destruction. This is a no-drawback way to minimize the damage from such a card.
Sol Ring/Mana Crypt/Mana Vault - Ridiculous acceleration that doesn't force you to sacrifice your instant-play.
Coalition Relic/Worn Powerstone/Thran Dynamo - More mana stones.
CARD ADVANTAGE
Fact or Fiction/Impulse - These let you dig for combo pieces at instant speed.
Honden of Seeing Winds - Combos with Solitary Confinement to make you nigh unkillable.
Rhystic Study/Recurring Insight - These are the two blue card advantage spells that no EDH deck should be without.
Solemn Simulacrum - Ramp, card advantage neutral, and a chump blocker? Sounds good to me.
Standstill - Stalls for time. Though against Legacy players, they may just instinctively break it.
TUTOR
Long-Term Plans - Long-Term Plans is a great tutor for this deck. Like most black tutors, it lets you fetch without revealing your plans to your opponent.
Merchant Scroll - Great for finding that blue permission spell to win the game. Merchant Scroll into Long-Term Plans or Mystical Tutor if you need a Sorcery or something non-Blue; if you are holding Replenish, consider looking for Intuition or vice versa.
Mystical Tutor - Many a game has been won on the back of end of turn Mystical Tutor for Enduring Renewal or permission.
Academy Rector - Tutor an enchantment directly into play? Absurd! Combine it with Claws of Gix to pull out a Parallax Tide for the crippling blow
Muddle the Mixture/Tolaria West - Most of the removal and intermediate pieces in this deck are 2cc, and this really helps find those things. Tolaria West is yet another way to find Claws of Gix.
Trinket Mage - Searches for Claws of Gix and Voltaic Key.
REMOVAL
Swords to Plowshares/Path to Exile/Condemn - These cards represent a significant shift in doctrine when I dedicated this deck to 1v1. I find that there are many fast threats that need to be handled. These cards, along with the mass removal and permission elements, are real life savers.
Hallowed Burial/Terminus/Supreme Verdict - Mass removal to help control aggro decks. Hallowed Burial and Terminus are especially important for handling Generals that are indestructible, hexproof/shroud, or have permission protecting them. Supreme Verdict instead of Wrath of God because I hate Zur.
Hinder/Spell Crumple - More tuck! Except these are permission spells.
Detention Sphere/Oblivion Ring - These are removal spells that hit Planeswalkers (very important, since this deck does not have many creatures) that also happen to be enchantments. With Claws of Gix, you can sacrifice these in response to the triggered ability to make this a permanent exile. (I chose to drop Cessation and Faith's Fetters because they are only effective against creatures typically; also, they don't stop persistent effects.)
Phantasmal Image/Phyrexian Metamorph - EDH heavyweights for 2 and 3 mana. They remove a General or copy a major threat or utility card.
Take Possession/Treachery - It's convenient to steal your opponents' stuff at times. I include Take Possession to have that Split Second steal (nothing quite like it says "screw you" to an Oblivion Stone).
What Skoliar said. It also applies to Dance of Many (which doubles as 2cc General removal; screw Zur), Oblivion Ring, and--not in this list--Journey to Nowhere and Parallax Wave. (I personally find those two cards to be rather limited for a combo. If I manage to bust out a combo, I want to win the game.)
This has been fun to play with so far, kudos to the original deckbuilder!
My biggest issue so far has been with the Enduring Ideal gameplan. I just don't feel like I've really got the game locked up once I resolve that spell. My gameplan is usually to pull Decree of Silence first, but then it takes me 3 more turns to put together something like the OpalescenceParallax WaveParallax Tide combo.
Alternatively, I could add Dovescape and fetch that first, then Humility, which should ensure for the most part that the rest of my enchantments are safe, and then I can begin to grab a bunch more and drop Opalescence and start swinging. That, too, feels a little underwhelming though. Any other ideas? I've long shunned Paradox Haze as you have to wait two more turns for it to actually provide more benefit than actually getting what you want, but perhaps it's time to try that.
This has been fun to play with so far, kudos to the original deckbuilder!
My biggest issue so far has been with the Enduring Ideal gameplan. I just don't feel like I've really got the game locked up once I resolve that spell. My gameplan is usually to pull Decree of Silence first, but then it takes me 3 more turns to put together something like the OpalescenceParallax WaveParallax Tide combo.
Alternatively, I could add Dovescape and fetch that first, then Humility, which should ensure for the most part that the rest of my enchantments are safe, and then I can begin to grab a bunch more and drop Opalescence and start swinging. That, too, feels a little underwhelming though. Any other ideas? I've long shunned Paradox Haze as you have to wait two more turns for it to actually provide more benefit than actually getting what you want, but perhaps it's time to try that.
You can't grab Dovescape before Humility because Humility will be countered! (unless you meant you were tutouring for Dovescape with Enduring, of course)
I think Paradox Haze is quite important if you're wanting to utilize Enduring Ideal as your "kill condition".
I have a Hanna deck I play on MODO, though I do a lot more with artifacts(kind of a "fetish" of mine haha) though the enchantments I do run is the Oblivion Ring/Journey to Nowhere type to be abused with Claws of Gix. Also, one I don't seem to see in a lot of Hanna lists is Hesitation; you can use it to slow your opponent down, and Hanna can keep rebuying it until it's no longer needed. I've saved myself several turns because of this card. I would say Hesitation performs above the bar in 90% of situations, and is one card I would never consider removing from my own list. I first added it on a whim like "gee, that looks like a cool interaction" and then I played it once against my friend and it just dragged the game way out and let me get to my late-game combos. So that told me I under-valued it before, but now I respect it's power.
It's worth noting, I suppose, that it creates a "soft lock" with Sun Titan.
Yes, this is all in the context of Enduring Renewal. Whether I get Dovescape or Humility first really just depends on my opponent's deck.
Maybe Paradox Haze is the way to go, as during my next upkeep I can then get Greater Auramancy and Copy Enchantment at nearly the same time.
The original author advises getting Meishin, the Mind Cage second, which I really don't understand, unless of course he found himself under some serious pressure. In those cases though, I'd probably want Humility before anything else.
The Tunnel Vision plan C's are fantastic. Never realized how fun it would be to flip through 40 cards for a Replenish.
I also find it amusing that Hanna is essentially plan "D".
Gaka, FWIW, I actually combined your decklist in your thread, with his decklist in this thread, for the version I'm testing. From your list, I mostly took the infinite-mana enablers, leaving behind the artifact search package. I couldn't determine from the two decklists themselves which was better, so trying to try both strategies all at once and chip away at picking one style or another.
To add to the link above, for Dance of the Many I think the purpose of sacrificing the enchantment itself is to get its "if this dies, sacrifice the token" out of the way before the token ever comes into play, and to avoid having to pay the upkeep. Not nearly as powerful as the interaction with the Parallax cards, but since you are playing Dance of the Many and Claws of Gix anyways, may as well take advantage of their interaction if you happen to have a free colorless mana.
Anyways, I'm liking Hanna a lot so far, but the Enduring Ideal part is the only aspect that's been underwhelming so far.
Whoa. Someone actually necroed this thread. Thanks everyone for your kind words and input. I since have revised this deck a lot, mostly to conform to 1v1 Commander Duel / French Banlist rules.
I updated the post. Enjoy.
@mikel123
Be flexible with what you choose with Enduring Renewal. Decree of Silence is great because it pretty much exhausts the opponent's hand. He will be out for pretty much two turns, and you can get something really nasty on the board by then.
I dislike Dovescape because it tends to be a dead card, but it definitely is an alternative. If you do run it, I recommend you also add Guile for another fun combo.
I stopped running Meishin. It felt too slow, and is redundant with Solitary Confinement also in the deck.
Enduring Renewal is powerful because it is a play that many decks cannot stop. If you drop it on turn four or five, they probably will not be able to stop you in time. Keep in mind that you can still play lands like Mistveil Plains (which is a Plains, so the Panoramas can fetch it).
@3drinks
Paradox Haze is alright, but I try to avoid cards that are dead except in certain situations. I don't think I have enough upkeep cards to justify running it.
I dislike Hesitation because you don't get to choose the card. Also, if you use Hanna to fetch it, it is 5 mana to counter one spell not of your choice per turn. I would much rather just go straight for the jugular, removing his lands from the game or setting up Greater Auramancy and Luminarch Ascension.
@Leroy
No. You have a choice to play that Tunnel Vision or not. Also, their lands go away too. But you will likely have more and bigger creatures than he does.
To necro this once again. Would this deck be viable in multiplayer? How would you tune it against multiple opponents? Standstill would be a no go for sure.
The deck works fine in multiplayer. Many of the combos affect the whole board state, and you will have access to mana acceleration like Sol Ring and Mana Crypt.
In terms of tuning specifically for multiplayer play, consider dropping some of the permission for Reveillark and Karmic Guide. Then add utility creatures like Academy Rector, Glen Elendra Archmage, Duplicant, Trinket/Treasure Mage, and maybe Auramancer/Monk Idealist. Such utility is the hallmark for a successful EDH deck. (That or you can double down on board sweepers.)
My experience with Hanna in 1v1 has been that she just dies, almost immediately, every time she hits the field. Every deck I play against has some anti-creature cards, and she's really the only target for all of those spells in a decklist like the OP.
Anyone else find this to be the case? I'd love to play her, but my experience makes me think that GAAIV is a better choice in any Hanna decklist, because at least he does *something* once played, even if it just makes the spell that kills him cost 1 more.
This deck should probably include Kira, Great Glass Spinner and Mother of Runes to protect Hanna. Other than that, every blue list can play cheap counterspells such as Flusterstorm , Spell Pierce and Dispel to protect against removal options.
My experience with Hanna in 1v1 has been that she just dies, almost immediately, every time she hits the field. Every deck I play against has some anti-creature cards, and she's really the only target for all of those spells in a decklist like the OP.
Anyone else find this to be the case? I'd love to play her, but my experience makes me think that GAAIV is a better choice in any Hanna decklist, because at least he does *something* once played, even if it just makes the spell that kills him cost 1 more.
You use her to solidify control under particular circumstances. For example, the turn after you drop Decree of Silence. If you're not in control, you probably should not be dropping her without permission or Lightning Greaves to protect her.
EDIT: I squeezed Detention Sphere and Supreme Verdict into the deck. The former replaces Hatching Plans, which is sometimes a dead card, and the latter replaces Day of Judgment on the merit of being simply better.
This deck should probably include Kira, Great Glass Spinner and Mother of Runes to protect Hanna. Other than that, every blue list can play cheap counterspells such as Flusterstorm , Spell Pierce and Dispel to protect against removal options.
Protecting Hanna is not that great a priority that I would include less-than-useful cards to do it. Remember, the goal is to eliminate early threats and pull off a successful combo.
1x Hanna, Ship's Navigator
Land (37)
1x Adarkar Wastes
1x Boseiju, Who Shelters All
1x Celestial Colonnade
1x Command Tower
1x Flagstones of Trokair
1x Flooded Strand
1x Glacial Fortress
1x Hallowed Fountain
5x Island
1x Kor Haven
1x Minamo, School at Water's Edge
1x Mistveil Plains
1x Mystic Gate
1x Nimbus Maze
4x Plains
1x Polluted Delta
1x Seachrome Coast
1x Sejiri Refuge
5x Snow-Covered Islands
4x Snow-Covered Plains
1x Tolaria West
1x Tundra
1x Windswept Heath
Artifact (12)
1x Claws of Gix
1x Coalition Relic
1x Grim Monolith
1x Lightning Greaves
1x Mana Crypt
1x Mana Vault
1x Meekstone
1x Scroll Rack
1x Sensei's Divining Top
1x Sol Ring
1x Thran Dynamo
1x Worn Powerstone
1x Academy Rector
1x Phantasmal Image
1x Phyrexian Metamorph
1x Trinket Mage
Enchantment (21)
1x Aura of Silence
1x Copy Enchantment
1x Decree of Silence
1x Detention Sphere
1x Enchanted Evening
1x Greater Auramancy
1x Honden of Seeing Winds
1x Land Tax
1x Leyline of Anticipation
1x Luminarch Ascension
1x Mystic Remora
1x Oblivion Ring
1x Opalescence
1x Parallax Tide
1x Parallax Wave
1x Rhystic Study
1x Seal of Cleansing
1x Solitary Confinement
1x Standstill
1x Take Possession
1x Treachery
Instant (15)
1x Argivian Find
1x Condemn
1x Counterspell
1x Enlightened Tutor
1x Fact or Fiction
1x Force of Will
1x Hinder
1x Impulse
1x Long-Term Plans
1x Muddle the Mixture
1x Mystical Tutor
1x Path to Exile
1x Return to Dust
1x Spell Crumple
1x Swords to Plowshares
1x Enduring Ideal
1x Fabricate
1x Hallowed Burial
1x Idyllic Tutor
1x Merchant Scroll
1x Recurring Insight
1x Replenish
1x Supreme Verdict
1x Terminus
1x Tunnel Vision
Plan A:
The easiest way to win doesn't even require you to play Hanna. With the absurd amount of mana ramp in this deck, you can easily power into Enduring Ideal by turn four or five.
Use Mystical Tutor (with Merchant Scroll) or Long-Term Planning to search for it directly, or dig it out.
I recommend searching for Decree of Silence first, followed by Enchanted Evening, and Opalescence. If you drew Opalescence and you cannot stick it back into your library with Mistveil Plains, use Luminarch Ascension instead.
If your opponent has a lot of permission, try to find your Boseiju.
Plan B:
Claws of Gix has many great interactions with the deck, but this combination is by far the most dangerous. By abusing the stack, you can instantly exile five lands from the opponent's board. Most people don't come back from that.
The stack order should look like this:
TOP
Sacrifice Parallax Tide
Exile target land
Exile target land
Exile target land
Exile target land
Exile target land
BOTTOM
The sacrifice resolves first, putting Tide into the graveyard and bringing all lands exiled by it back into play (which should be zero). Then the five lands are exiled.
To fetch these components, use Long-Term Plans, Fabricate, Idyllic Tutor, Tolaria West, and Enlightened Tutor. It's an amazingly effective soft lock, totally renewable with Hanna.
The shenanigans get out of control if you also add a Parallax Wave and Opalescence. This three card combination (Tide, Wave, Opalescence) allows you to remove as many lands and creatures from the game as you want, as often as you want. (Parallax Wave can "refresh" itself by targeting itself.)
Plan C:
This is a backup plan that should only be used if you actually have the Tunnel Vision in your hand. It can be inconsistent, since the Replenish can be anywhere in the deck, but you usually can get a couple of enchantments into play with the combo. (More, if you happen to have Intuition to search out threats and deposit them in your graveyard. I tend to search for combo pieces and an Argivian Find.)
You can also Tunnel Vision your opponent after tucking something onto the bottom of their library.
Plan D:
This is a win condition that I have really come to appreciate. It comes down early, and if you use all of your tutors for removal (or Solitary Confinement) and permission (or Greater Auramancy), you can protect it.
Card Choices:
Hanna, Ship's Navigator - At first glance, Hanna pales in comparison to UWB Generals like Sharuum and Zur. She has a frail 1/2 frame, and her activated ability costs an awkward 1UW. So why play her? Because she comes down under permission cover and can easy seal a win by recurring threats. What she lacks in explosive power and killing ability, she makes up for in adding resilience and flexibility. At 7 mana, she can bring back Parallax Tide every turn. At 10 mana, she can bring back Decree of Silence of every turn. And with the mana production in this deck, expect these numbers to be realistically achievable. To address her weaknesses against removal-heavy decks, be sure to find Lightning Greaves. If they are using sacrifice effects, you're going to have to play more carefully with Hanna.
MANA
Snow-Covered Lands - Yeah, people might scratch their heads when they see my striped lands. The reason why is that mono and dual color red decks like to run Wake of Destruction. This is a no-drawback way to minimize the damage from such a card.
Sol Ring/Mana Crypt/Mana Vault - Ridiculous acceleration that doesn't force you to sacrifice your instant-play.
Coalition Relic/Worn Powerstone/Thran Dynamo - More mana stones.
CARD ADVANTAGE
Fact or Fiction/Impulse - These let you dig for combo pieces at instant speed.
Honden of Seeing Winds - Combos with Solitary Confinement to make you nigh unkillable.
Rhystic Study/Recurring Insight - These are the two blue card advantage spells that no EDH deck should be without.
Solemn Simulacrum - Ramp, card advantage neutral, and a chump blocker? Sounds good to me.
Standstill - Stalls for time. Though against Legacy players, they may just instinctively break it.
TUTOR
Long-Term Plans - Long-Term Plans is a great tutor for this deck. Like most black tutors, it lets you fetch without revealing your plans to your opponent.
Merchant Scroll - Great for finding that blue permission spell to win the game. Merchant Scroll into Long-Term Plans or Mystical Tutor if you need a Sorcery or something non-Blue; if you are holding Replenish, consider looking for Intuition or vice versa.
Mystical Tutor - Many a game has been won on the back of end of turn Mystical Tutor for Enduring Renewal or permission.
Academy Rector - Tutor an enchantment directly into play? Absurd! Combine it with Claws of Gix to pull out a Parallax Tide for the crippling blow
Muddle the Mixture/Tolaria West - Most of the removal and intermediate pieces in this deck are 2cc, and this really helps find those things. Tolaria West is yet another way to find Claws of Gix.
Trinket Mage - Searches for Claws of Gix and Voltaic Key.
REMOVAL
Swords to Plowshares/Path to Exile/Condemn - These cards represent a significant shift in doctrine when I dedicated this deck to 1v1. I find that there are many fast threats that need to be handled. These cards, along with the mass removal and permission elements, are real life savers.
Hallowed Burial/Terminus/Supreme Verdict - Mass removal to help control aggro decks. Hallowed Burial and Terminus are especially important for handling Generals that are indestructible, hexproof/shroud, or have permission protecting them. Supreme Verdict instead of Wrath of God because I hate Zur.
Hinder/Spell Crumple - More tuck! Except these are permission spells.
Detention Sphere/Oblivion Ring - These are removal spells that hit Planeswalkers (very important, since this deck does not have many creatures) that also happen to be enchantments. With Claws of Gix, you can sacrifice these in response to the triggered ability to make this a permanent exile. (I chose to drop Cessation and Faith's Fetters because they are only effective against creatures typically; also, they don't stop persistent effects.)
Phantasmal Image/Phyrexian Metamorph - EDH heavyweights for 2 and 3 mana. They remove a General or copy a major threat or utility card.
Take Possession/Treachery - It's convenient to steal your opponents' stuff at times. I include Take Possession to have that Split Second steal (nothing quite like it says "screw you" to an Oblivion Stone).
What Skoliar said. It also applies to Dance of Many (which doubles as 2cc General removal; screw Zur), Oblivion Ring, and--not in this list--Journey to Nowhere and Parallax Wave. (I personally find those two cards to be rather limited for a combo. If I manage to bust out a combo, I want to win the game.)
My biggest issue so far has been with the Enduring Ideal gameplan. I just don't feel like I've really got the game locked up once I resolve that spell. My gameplan is usually to pull Decree of Silence first, but then it takes me 3 more turns to put together something like the Opalescence Parallax Wave Parallax Tide combo.
Alternatively, I could add Dovescape and fetch that first, then Humility, which should ensure for the most part that the rest of my enchantments are safe, and then I can begin to grab a bunch more and drop Opalescence and start swinging. That, too, feels a little underwhelming though. Any other ideas? I've long shunned Paradox Haze as you have to wait two more turns for it to actually provide more benefit than actually getting what you want, but perhaps it's time to try that.
You can't grab Dovescape before Humility because Humility will be countered! (unless you meant you were tutouring for Dovescape with Enduring, of course)
I think Paradox Haze is quite important if you're wanting to utilize Enduring Ideal as your "kill condition".
I have a Hanna deck I play on MODO, though I do a lot more with artifacts(kind of a "fetish" of mine haha) though the enchantments I do run is the Oblivion Ring/Journey to Nowhere type to be abused with Claws of Gix. Also, one I don't seem to see in a lot of Hanna lists is Hesitation; you can use it to slow your opponent down, and Hanna can keep rebuying it until it's no longer needed. I've saved myself several turns because of this card. I would say Hesitation performs above the bar in 90% of situations, and is one card I would never consider removing from my own list. I first added it on a whim like "gee, that looks like a cool interaction" and then I played it once against my friend and it just dragged the game way out and let me get to my late-game combos. So that told me I under-valued it before, but now I respect it's power.
It's worth noting, I suppose, that it creates a "soft lock" with Sun Titan.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Maybe Paradox Haze is the way to go, as during my next upkeep I can then get Greater Auramancy and Copy Enchantment at nearly the same time.
The original author advises getting Meishin, the Mind Cage second, which I really don't understand, unless of course he found himself under some serious pressure. In those cases though, I'd probably want Humility before anything else.
The Tunnel Vision plan C's are fantastic. Never realized how fun it would be to flip through 40 cards for a Replenish.
I also find it amusing that Hanna is essentially plan "D".
Hopefully this will help explain how the combo operates and how you can add additional things into it.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
To add to the link above, for Dance of the Many I think the purpose of sacrificing the enchantment itself is to get its "if this dies, sacrifice the token" out of the way before the token ever comes into play, and to avoid having to pay the upkeep. Not nearly as powerful as the interaction with the Parallax cards, but since you are playing Dance of the Many and Claws of Gix anyways, may as well take advantage of their interaction if you happen to have a free colorless mana.
Anyways, I'm liking Hanna a lot so far, but the Enduring Ideal part is the only aspect that's been underwhelming so far.
I updated the post. Enjoy.
@mikel123
Be flexible with what you choose with Enduring Renewal. Decree of Silence is great because it pretty much exhausts the opponent's hand. He will be out for pretty much two turns, and you can get something really nasty on the board by then.
I dislike Dovescape because it tends to be a dead card, but it definitely is an alternative. If you do run it, I recommend you also add Guile for another fun combo.
I stopped running Meishin. It felt too slow, and is redundant with Solitary Confinement also in the deck.
Enduring Renewal is powerful because it is a play that many decks cannot stop. If you drop it on turn four or five, they probably will not be able to stop you in time. Keep in mind that you can still play lands like Mistveil Plains (which is a Plains, so the Panoramas can fetch it).
@3drinks
Paradox Haze is alright, but I try to avoid cards that are dead except in certain situations. I don't think I have enough upkeep cards to justify running it.
I dislike Hesitation because you don't get to choose the card. Also, if you use Hanna to fetch it, it is 5 mana to counter one spell not of your choice per turn. I would much rather just go straight for the jugular, removing his lands from the game or setting up Greater Auramancy and Luminarch Ascension.
@Leroy
No. You have a choice to play that Tunnel Vision or not. Also, their lands go away too. But you will likely have more and bigger creatures than he does.
The deck works fine in multiplayer. Many of the combos affect the whole board state, and you will have access to mana acceleration like Sol Ring and Mana Crypt.
In terms of tuning specifically for multiplayer play, consider dropping some of the permission for Reveillark and Karmic Guide. Then add utility creatures like Academy Rector, Glen Elendra Archmage, Duplicant, Trinket/Treasure Mage, and maybe Auramancer/Monk Idealist. Such utility is the hallmark for a successful EDH deck. (That or you can double down on board sweepers.)
Anyone else find this to be the case? I'd love to play her, but my experience makes me think that GAAIV is a better choice in any Hanna decklist, because at least he does *something* once played, even if it just makes the spell that kills him cost 1 more.
BRWC Mardu Shops - Tymna and Akiri Artifacts BRWC
You use her to solidify control under particular circumstances. For example, the turn after you drop Decree of Silence. If you're not in control, you probably should not be dropping her without permission or Lightning Greaves to protect her.
EDIT: I squeezed Detention Sphere and Supreme Verdict into the deck. The former replaces Hatching Plans, which is sometimes a dead card, and the latter replaces Day of Judgment on the merit of being simply better.
Protecting Hanna is not that great a priority that I would include less-than-useful cards to do it. Remember, the goal is to eliminate early threats and pull off a successful combo.
Recent changes:
-1 Drift of Phantasms
-1 Talisman of Progress
+1 Phantasmal Image
+1 Mana Vault
I realized that Drift actually doesn't fetch anything anymore, so I replaced his creature slot with the most excellent Phantasmal Image.
I also dropped Talisman of Progress because I wanted another bit of bursty mana in.
Oh, and I decided to just post the EDH-legal version of this deck. Modify it as you will to fit local banlist rules.
how often are you using things like kor haven? With so many nonbasics nimbus maze still works ok?
One month late, but eh.
Kor Haven is useful because when Epic is on and your first win attempt is derailed, you still need ways to stop damage.
Nimbus Maze is amazing when it does work, but disappointing when it does not. Tundra and Hallowed Fountain are key in enabling it.