This is a modification of a deck i play in causal, so i don't have a sideboard, but the deck itself runs quite efficient without any assistance. i took out a Goblin Bombardment and a Kyren Legate to add the 2 Lifelines. i have not tried it out this way, but being that this deck sacrifices everything and has things that naively produce tokens when they go in the graveyard i can see it being alot more better with lifeline.
also i am not rich, nor is my collection hugh by any means so this is based solely off the cards i own, sagested additions are welcome buy keep in mind that there is not a card store within 50 miles of here, and the only card buying i have is department stores. (and no i can't buy online seeing as its not worth it for the 1 or 2 times i play in a given month)
The deck is setup to make it to the endgame and then abuse Lifeline in a few various ways.
1. Use Nantuko Husk with Archon of Justice and Woodfall Primus to eventually remove the opponent's entire board from the game
2. Use Evoke creatures such as Shriekmaw and Mulldrifter to draw lots of cards and get creatures cheaply and then have them returned to play via Lifeline for twice the effect.
Other Notes:
Bitterblossom: Used to help survive the early game as well as to maintain creatures on the board to trigger Lifeline in the late game.
Kitchen Finks: Again, survives early game, and then can be recurred for lots of life using Lifeline/Husk combo in the late game
Liliana Vess: Tutors up various pieces
Unmake/Oblivion Ring: Since Lifeline is a symmetric effect, we use these to permanently get rid of a player's opposing creatures.
This is a red green deck (kind of cheats cause of hybrid, but who cares!). The deck has some obvious sac outlets so you can get free use out of lifeline (STE and Fertilid), as well as a lot of card drawing. The deck also uses lots of token generation so you will always have a buddy creature to keep the lifeline going. The deck is all creatures, save for the Lifelines. It also has some of the reusable destruction like Primus and Duergar Hedge-Mage. Hag Hedge-Mage lets you get back cards that you lost or died before lifeline came online. Sapling serves dual purpose. It is an amazing draw engine and since it is indestructible, it survives wrath/damnation so you can always keep the lifeline going.
Other than that, it is lots of token and card drawing fun...in green!
Essentially this deck is built to abuse the interaction between echo and lifeline, as well as other sacrifice outlets and comes into play abilities. In addition to lifeline, the deck includes 5 other ways to tutor up the key card, or it can access a missing color through the artifact lands. Once lifeline is in play, the deck can deprive the opponent of both lands and combat damage through spore frog, as well as build up its own supply of land with the granger. Mulldrifter also works well with lifeline and serves to draw cards, while timbermare or deranged hermit can act as a finisher.
Challenge: "What if Lifeline were a Mythic Rare in 11th Edition? Try to use newer creatures."
Back when Lifeline was Extended legal I played an Arcbound deck that abused the fact that as long as you had one Arcbound creature in play the counters kept adding up. Of course the most important creature in that deck was Arcbound Crusher because it had trample and grew off each Artifact Creature that came back into play. Unless you can remove opponents creatures (or in this case have an uber trampler), the red zone is usually very messy with Lifeline out.
While Standard is certainly going to have the newest creatures, there are a lot of very interesting creatures going back as far as Ravnica block that probably hadn't seen much interaction with Lifeline, and I'm more at ease with Extended so I'm sticking with that format.
Removal: Archon of Justice, Withered Wretch, Teysa, Orzhov Scion
Sacrifice outlets: Thoughtpicker Witch (anti combo), Ghost Council of Orzhova (non-combat life loss), Gutless Ghoul (life), Teysa, Orzhov Scion (double duty! She has potential to remove multiple creatures every turn at no extra mana cost)
Recursion: Reveillark, Sanctum Gargoyle, Nether Traitor (if you get multiples you can set up some very sick sacrificing loops, at worst this creature has solid evasion for cluttered red zones)
Of the spells, Unmake is an obvious choice for removal. Planeswalker Vess is arguablly the most powerful tutor available because she does double duty emptying opponent's hands. Mindstone is here because we need to accelerate to 5 mana. If I draw one late in game, it at least replaces itself, and has nice synergy with Vess (get to draw that top card immediately).
I'm with Gavin on the idea of Pithing Needle naming something not in play. Greater Gargadon seems like a nice choice just so they can't sacrifice the would-be useless permanent.
Alternatively, if I was playing against Tom, I'd name Consumptive Goo, just because.
aw man, i had this fantastic combo all planned out and was about to post it until i realised you don't get the creature back until end of turn
Thanks for the cast guys, and thanks for the spoilers! I love spoiler season, all the guesswork and puzzling things out, and picking what cards will be big hits and what won't. That bant birds of paradise with exalted sounds fantastic, especially if it's not a rare. Obelisk of Alara on the other hand sounds terrible, 8 mana for a bad bonded fetch? or for Flame Jet?
I have a couple of questions for the next cast if you don't mind:
1) Do you guys ever speculate on singles preorders, on the expectation that they'll rise in price? This worked out well for me on Bitterblossom, as I got my playset for less than the price of 1 now.
2) (I can't remember if this has been asked before, but) What do you guys think about the surfeit of colour fixing around at the moment? Personally I think it's pretty ridiculous and I hope that live long and prosper bring back 1 and 2 colour decks - people should have to think hard about whether they can go to two or three colours, not just throw Rhox War Monk in the same deck as Cruel Ultimatum!
Merry Christmas and a Happy New Year to Tom, Gavin and all my fellow listeners
Private Mod Note
():
Rollback Post to RevisionRollBack
I imagine Maro has a huge ancient book in his office titled "Tempo Defined" and inside it is hollowed out and there is a bottle of whiskey
Im on college break with little to do so I decided to take you guys up on the challenge
Now since with all permanents in play using activated abilities can result in sooooo many infinite loops allowing an near infinite power/toughness, I made this assuming no activated abilities are used pithing needles exist to name every nonland card. I also used the following choices
Godhead of awe was in play 1st to set its timestamp below everything else
Painters servant is set to black because it allows the highest power/toughness combination
Sigil of distinction is set to 0 because a huge sigil is just as good as infinte power anyways
clone is deathbringer liege because it is the only creature that gives +2/+2 to a black white creature
sculpting steel is set as Coat of arms in order to add +842/+842, since runed stalactite gives it all creature types.
only the enchantments that will increase power or toughness are attached to the akrasan squire, any other can be distributed as seen fit, but for situation sake lets say they are on grizly bears.
also i want to assume that the situation exists and not think about how it was created, no counters on anything, with cards like soul snuffers and meadowboon and all the morningtide lords, it just makes things simpler than dealing with order.
no tokens in play to change the bonus from coat of arms
after doing some research and math, i found i believe these are all the cards in standard that influence power and toughness
This allows a power/toughness of an attacking akrasan squire of
1925/1914
because of rafiq of the many, and several other cards available, this has doublestrike, and 5 instances of lifelink.
the damage is doubled by furnace of wrath.
it deals damage equal to its toughness because of doran
if lignify is played on the akrasan squire before everything else but after godhead of awe, it will actually deal more damage, as a 1923/1916.
so the most damage it could deal is 1916*2(doublestrike)*2(furnace of wrath)[blockers dont matter because of greatbow doyen in addition to its trample from savage hunger]
that is 7664 damage from an akrasan squire with lifelink to gain 38320 life.
but i think if your opponant controls all standard permanents you have more to worry about than an akrasan squire.
You can quote me on this, though odds are i missed something, and if you see a card i missed you can adjust the total damage accordingly.
Hmmm. I see someone coming up with something that abuses Flash and big critters... and by that, I mean that Flashing in a Symbiotic Wurm gives you all sorts of fun stuff if you have anything in play to begin with.... but I'll let someone else come up with that.
Here's my take on things. I must say, I do love Altar of Dementia, so I had to use it as my win condition.
What does this thing even do, you say? Well, we're going to use Altar of Dementia along with its friends the Dreadnought and Lifeline to deck our opponent. You can sacrifice the Dreadnought to the Altar with its come-into-play trigger on the stack, so you don't have to actually sacrifice 12 power worth of critters. As long as another creature is in play (anywhere!), it comes back at the end of turn to die another terrible death.
Trinket Mage gathers the Dreadnought, while card-drawing like Thirst for Knowledge gets the rest. Critters like Myr Servitor stick around with or without Lifeline - this makes sure that the Dreadnought keeps coming back over and over. They also are nice chump-blockers! The mana artifacts are there to power out the Lifeline and other artifacts quickly.
You know, now that I think about it... Tezzeret would be great at tutoring out most of these low-power artifacts. -1, grab a Dreadnought, deck you for 12!
the idea of this deck is to use creatures that allow you to get others of the same card when you play them, such as avarax and embermage goblin. congregation at dawn allow you to search out 3 of the same creatures. you need creatures with the same name in play in order to use lifeline. I wanted to keep this extended legal save lifeline so i used spawning pit as my win con in addition to being able to sac mogg fanatic over and over, and the other creatures. because the creatures replace themselves it makes getting multiples in play and keeping card advantage up easy. wrath and firespout are fun because with lifeline in play all your creatures come back. this is a slow deck and i dont expect it to be competitive at all, but could be fun for casual.
I really wish they stop printing dual lands. Good dual lands enable multicolor decks, but at the sake of disabling otherwise good monocolor decks. For variety's sake, let there be a standard where monocolor rules.
I really wish they stop printing dual lands. Good dual lands enable multicolor decks, but at the sake of disabling otherwise good monocolor decks. For variety's sake, let there be a standard where monocolor rules.
there has been a great deal of monocolor sets, this one is not, it happens, just wait magic is a rotation everything you love will die and be reborn, everything you hate will die and be reborn. new things will be added with old twists, and old things will be used in new ways. that is why magic is awesome, and why its down right annoying at times.
what i would personally love is a duel land that is not a duel land that produces monocolor in a different way. how exactly that would work i have not a clue, but i would enjoy something like that with the next monocolor set.
there has been a great deal of monocolor sets, this one is not, it happens, just wait magic is a rotation everything you love will die and be reborn, everything you hate will die and be reborn. new things will be added with old twists, and old things will be used in new ways. that is why magic is awesome, and why its down right annoying at times.
what i would personally love is a duel land that is not a duel land that produces monocolor in a different way. how exactly that would work i have not a clue, but i would enjoy something like that with the next monocolor set.
Standards:
Kamigawa + 9th + Ravnica
9th + Ravnica + Coldsnap + Time Spiral
Coldsnap + Time Spiral + 10th + Lorwyn + Shadowmoor
10th + Lorwyn + Shadowmoor + Alara
Alara + 11th + "Live"
11th + "Live" + "Lights"
It has been four years. Three of these years have actual gold sets. Time Spiral and Lorwyn was a bit weaker but still had future sight lands, pain lands, and tribal lands, then Shadowmoor entered the scene with mixed results, enabling both multi and monocolor decks. Now we have Alara, which will be in standard for 1.6 more years, followed by 11th which either will have pain or shock lands. It will be five to six straight years of strong multicolor support.
I wonder if R&D knows about this Multicolor Renaissance and will tone it down sometime soon down the road, or is it a strong shift in policy that will continue almost indefinately.
Explanation
Life line Red
Uses mogg fanatic and evoke creatures to bring pain
Also uses echo/vanishing creatures or sparkmage in combination with scorched rusalka for a lot of pinging
Use red acceleration to try to get out an early lifeline
(wish i could have used more evoke creatures in the deck)
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4x Raging Goblin
4x Skirk Prospector
3x Goblin Sledder
1x Stream Hopper
1x Mogg Fanatic
4x Mogg War Marshal
1x Mudbrawler Cohort
1x Goblin Tinkerer
2x Skirk Shaman
2x Goblin Matron
3x Goblin King
1x Goblin Sharpshooter
2x Caterwauling Boggart
1x Goblin Ringleader
2x Goblin Grenade
2x Goblin Bombardment
1x Rise of the Hobgoblins
4x Boggart Shenanigans
2x Lifeline
Land (19)
18x Mountain
1x Goblin Burrows
This is a modification of a deck i play in causal, so i don't have a sideboard, but the deck itself runs quite efficient without any assistance. i took out a Goblin Bombardment and a Kyren Legate to add the 2 Lifelines. i have not tried it out this way, but being that this deck sacrifices everything and has things that naively produce tokens when they go in the graveyard i can see it being alot more better with lifeline.
also i am not rich, nor is my collection hugh by any means so this is based solely off the cards i own, sagested additions are welcome buy keep in mind that there is not a card store within 50 miles of here, and the only card buying i have is department stores. (and no i can't buy online seeing as its not worth it for the 1 or 2 times i play in a given month)
3 Kitchen Finks
4 Shriekmaw
4 Mulldrifter
3 Nantuko Husk
1 Woodfall Primus
2 Archon of Justice
Enchantments (8)
4 Bitterblossom
4 Oblivion Ring
4 Unmake
Artifacts (2)
2 Lifeline
Planeswalkers (2)
2 Liliana Vess
Lands (27)
4 Murmuring Bosk
4 Caves of Kolios
3 Reflecting Pool
2 Mystic Gate
2 Sunken Ruins
4 Vivid Marsh
1 Island
1 Forest
3 Plains
3 Swamp
The deck is setup to make it to the endgame and then abuse Lifeline in a few various ways.
1. Use Nantuko Husk with Archon of Justice and Woodfall Primus to eventually remove the opponent's entire board from the game
2. Use Evoke creatures such as Shriekmaw and Mulldrifter to draw lots of cards and get creatures cheaply and then have them returned to play via Lifeline for twice the effect.
Other Notes:
Bitterblossom: Used to help survive the early game as well as to maintain creatures on the board to trigger Lifeline in the late game.
Kitchen Finks: Again, survives early game, and then can be recurred for lots of life using Lifeline/Husk combo in the late game
Liliana Vess: Tutors up various pieces
Unmake/Oblivion Ring: Since Lifeline is a symmetric effect, we use these to permanently get rid of a player's opposing creatures.
4x Ambassadador Oak
2x Desecrator Hag
2x Duergar Hedge-Mage
4x Elvish Visionary
4x Sakura-Tribe Elder
2x Fertilid
2x Hag Hedge-Mage
4x Kitchen Finks
2x Sapling of Colfenor
1x Mycoloth
2x Noggle Hedge-Mage
2x Siege-Gang Commander
2x Skullmuncher
1x Woodfall Primus
8x Forest
8x Mountain
4x Tiaga
This is a red green deck (kind of cheats cause of hybrid, but who cares!). The deck has some obvious sac outlets so you can get free use out of lifeline (STE and Fertilid), as well as a lot of card drawing. The deck also uses lots of token generation so you will always have a buddy creature to keep the lifeline going. The deck is all creatures, save for the Lifelines. It also has some of the reusable destruction like Primus and Duergar Hedge-Mage. Hag Hedge-Mage lets you get back cards that you lost or died before lifeline came online. Sapling serves dual purpose. It is an amazing draw engine and since it is indestructible, it survives wrath/damnation so you can always keep the lifeline going.
Other than that, it is lots of token and card drawing fun...in green!
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
convert bulk into good cards? PucaTrade - https://pucatrade.com/invite/gift/21195
Ebay - decks/Promos/DVDs
Trade thread (constantly updated)
http://www.mtgsalvation.com/trading-post/details/337-pokerbob1s-casual-trading-emporium
2 Timbermare
2 Deranged Hermit
4 Yavimaya Granger
4 Spore Frog
4 Avalanche Riders
3 Mulldrifter
3 Ticking Gnomes
2 Mind Stone
4 Lifeline
Enchantments(4)
4 Goblin Bombardment
Sorceries(5)
3 Fabricate
2 Reshape
Lands(23)
4 City of Brass
1 Seat of the Synod
1 Great Furnace
1 Tree of Tales
4 Cascade Bluffs
4 Flooded Grove
4 Fire Lit Thicket
2 Stomping Ground
2 Steam Vents
Essentially this deck is built to abuse the interaction between echo and lifeline, as well as other sacrifice outlets and comes into play abilities. In addition to lifeline, the deck includes 5 other ways to tutor up the key card, or it can access a missing color through the artifact lands. Once lifeline is in play, the deck can deprive the opponent of both lands and combat damage through spore frog, as well as build up its own supply of land with the granger. Mulldrifter also works well with lifeline and serves to draw cards, while timbermare or deranged hermit can act as a finisher.
Back when Lifeline was Extended legal I played an Arcbound deck that abused the fact that as long as you had one Arcbound creature in play the counters kept adding up. Of course the most important creature in that deck was Arcbound Crusher because it had trample and grew off each Artifact Creature that came back into play. Unless you can remove opponents creatures (or in this case have an uber trampler), the red zone is usually very messy with Lifeline out.
While Standard is certainly going to have the newest creatures, there are a lot of very interesting creatures going back as far as Ravnica block that probably hadn't seen much interaction with Lifeline, and I'm more at ease with Extended so I'm sticking with that format.
2 Sanctum Gargoyle
2 Archon of Justice
3 Gutless Ghoul
3 Nether Traitor
2 Reveillark
3 Thoughtpicker Witch
2 Ghost Council of Orzhova
3 Teysa, Orzhov Scion
2 Withered Wretch
4 Lifeline
3 Mind Stone
4 Unmake
3 Liliana Vess
Land (24)
5 Plains
9 Swamp
4 Fetid Heath
4 Godless Shrine
2 Orzhov Basilica
3 Disenchant
2 Endrek Sahr, Master Breeder
3 Ravenous Rats
3 Sanctum Guardian
2 Scavenger Drake
1 Thoughtpicker Witch
1 Withered Wretch
Alternatively, if I was playing against Tom, I'd name Consumptive Goo, just because.
Thanks for the cast guys, and thanks for the spoilers! I love spoiler season, all the guesswork and puzzling things out, and picking what cards will be big hits and what won't. That bant birds of paradise with exalted sounds fantastic, especially if it's not a rare. Obelisk of Alara on the other hand sounds terrible, 8 mana for a bad bonded fetch? or for Flame Jet?
I have a couple of questions for the next cast if you don't mind:
1) Do you guys ever speculate on singles preorders, on the expectation that they'll rise in price? This worked out well for me on Bitterblossom, as I got my playset for less than the price of 1 now.
2) (I can't remember if this has been asked before, but) What do you guys think about the surfeit of colour fixing around at the moment? Personally I think it's pretty ridiculous and I hope that live long and prosper bring back 1 and 2 colour decks - people should have to think hard about whether they can go to two or three colours, not just throw Rhox War Monk in the same deck as Cruel Ultimatum!
Merry Christmas and a Happy New Year to Tom, Gavin and all my fellow listeners
Now since with all permanents in play using activated abilities can result in sooooo many infinite loops allowing an near infinite power/toughness, I made this assuming no activated abilities are used pithing needles exist to name every nonland card. I also used the following choices
Godhead of awe was in play 1st to set its timestamp below everything else
Painters servant is set to black because it allows the highest power/toughness combination
Sigil of distinction is set to 0 because a huge sigil is just as good as infinte power anyways
clone is deathbringer liege because it is the only creature that gives +2/+2 to a black white creature
sculpting steel is set as Coat of arms in order to add +842/+842, since runed stalactite gives it all creature types.
only the enchantments that will increase power or toughness are attached to the akrasan squire, any other can be distributed as seen fit, but for situation sake lets say they are on grizly bears.
also i want to assume that the situation exists and not think about how it was created, no counters on anything, with cards like soul snuffers and meadowboon and all the morningtide lords, it just makes things simpler than dealing with order.
no tokens in play to change the bonus from coat of arms
after doing some research and math, i found i believe these are all the cards in standard that influence power and toughness
- // Creatures
- Reaper King
- Elvish Champion
- Timber Protector
- Field Marshal
- Doran, the Siege Tower
- Deathbringer Liege
- Dawnray Archer
- Death Baron
- Creakwood Liege
- Nobilis of War
- Akrasan Squire
- Battlegrace Angel
- Balefire Liege
- Ascendant Evincar
- Scion of Oona
- Guardians of Akrasa
- Rhox Charger
- Rafiq of the Many
- Mad Auntie
- Lord of the Undead
- Incandescent Soulstoke
- Imperious Perfect
- Painter's Servant
- Greatbow Doyen
- Goblin King
- Ashenmoor Liege
- Glen Elendra Liege
- Wilt-Leaf Liege
- Thistledown Liege
- Sighted-Caste Sorcerer
- Sigiled Paladin
- Waveskimmer Aven
- Outrider of Jhess
- Court Archers
- Wizened Cenn
- // Spells
- Crucible of Fire
- Blanchwood Armor
- Arcane Teachings
- Angelic Benediction
- Veteran's Armaments
- Glorious Anthem
- Runed Stalactite
- Obsidian Battle-Axe
- Loxodon Warhammer
- Coat of Arms
- Cloak and Dagger
- Blight Sickle
- Scourge of the Nobilis
- Unholy Strength
- Uncontrollable Anger
- Triclopean Sight
- Steel of the Godhead
- Shield of the Oversoul
- Serra's Embrace
- Holy Strength
- Reins of the Vinesteed
- Prismatic Omen
- Lignify
- Lightning Talons
- Helm of the Ghastlord
- Gift of the Deity
- Fists of the Demigod
- Leonin Scimitar
- Armored Ascension
- Sculpting Steel
- Deathrender
- Light from Within
- Savage Hunger
- Furnace of Rath
This allows a power/toughness of an attacking akrasan squire of1925/1914
because of rafiq of the many, and several other cards available, this has doublestrike, and 5 instances of lifelink.
the damage is doubled by furnace of wrath.
it deals damage equal to its toughness because of doran
if lignify is played on the akrasan squire before everything else but after godhead of awe, it will actually deal more damage, as a 1923/1916.
so the most damage it could deal is 1916*2(doublestrike)*2(furnace of wrath)[blockers dont matter because of greatbow doyen in addition to its trample from savage hunger]
that is 7664 damage from an akrasan squire with lifelink to gain 38320 life.
but i think if your opponant controls all standard permanents you have more to worry about than an akrasan squire.
You can quote me on this, though odds are i missed something, and if you see a card i missed you can adjust the total damage accordingly.
Here's my take on things. I must say, I do love Altar of Dementia, so I had to use it as my win condition.
4 Phyrexian Dreadnought
4 Silver Myr
4 Trinket Mage
4 Thirst for Knowledge
4 Altar Of Dementia
4 Guardian Idol
4 Lifeline
4 Worn Powerstone
2 Ancient Tomb
4 Blasted Landscape
2 City of Traitors
6 Island
2 Rishadan Port
4 Wasteland
4 Forbidden Orchard
What does this thing even do, you say? Well, we're going to use Altar of Dementia along with its friends the Dreadnought and Lifeline to deck our opponent. You can sacrifice the Dreadnought to the Altar with its come-into-play trigger on the stack, so you don't have to actually sacrifice 12 power worth of critters. As long as another creature is in play (anywhere!), it comes back at the end of turn to die another terrible death.
Trinket Mage gathers the Dreadnought, while card-drawing like Thirst for Knowledge gets the rest. Critters like Myr Servitor stick around with or without Lifeline - this makes sure that the Dreadnought keeps coming back over and over. They also are nice chump-blockers! The mana artifacts are there to power out the Lifeline and other artifacts quickly.
You know, now that I think about it... Tezzeret would be great at tutoring out most of these low-power artifacts. -1, grab a Dreadnought, deck you for 12!
Ok, ok.... second attempt:
4 Phyrexian Dreadnought
4 Silver Myr
4 Trinket Mage
4 Thirst for Knowledge
4 Altar Of Dementia
4 Guardian Idol
3 Lifeline
3 Worn Powerstone
2 Ancient Tomb
4 Blasted Landscape
2 City of Traitors
2 Forbidden Orchard
4 Seat of the Synod
2 Rishadan Port
4 Wasteland
4 Tezzeret the Seeker
2 Island
Seems exciting to me!
4 Jungle Shrine
2 Plains
1 Fire-Lit Thicket
5 Forest
7 Mountain
4 Avarax
4 Sakura-Tribe Elder
4 Goblin Matron
4 Mogg Fanatic
3 Embermage Goblin
3 Congregation at Dawn
2 Spawning Pit
4 Wrath of God
2 Firespout
there has been a great deal of monocolor sets, this one is not, it happens, just wait magic is a rotation everything you love will die and be reborn, everything you hate will die and be reborn. new things will be added with old twists, and old things will be used in new ways. that is why magic is awesome, and why its down right annoying at times.
what i would personally love is a duel land that is not a duel land that produces monocolor in a different way. how exactly that would work i have not a clue, but i would enjoy something like that with the next monocolor set.
Standards:
Kamigawa + 9th + Ravnica
9th + Ravnica + Coldsnap + Time Spiral
Coldsnap + Time Spiral + 10th + Lorwyn + Shadowmoor
10th + Lorwyn + Shadowmoor + Alara
Alara + 11th + "Live"
11th + "Live" + "Lights"
It has been four years. Three of these years have actual gold sets. Time Spiral and Lorwyn was a bit weaker but still had future sight lands, pain lands, and tribal lands, then Shadowmoor entered the scene with mixed results, enabling both multi and monocolor decks. Now we have Alara, which will be in standard for 1.6 more years, followed by 11th which either will have pain or shock lands. It will be five to six straight years of strong multicolor support.
I wonder if R&D knows about this Multicolor Renaissance and will tone it down sometime soon down the road, or is it a strong shift in policy that will continue almost indefinately.
4xLifeline
4xRite of Flame
4xSeething Song
4xScorched Rusalka
4xKeldon Marauders
4xSparkmage Apprentice
4xMogg War Marshal
4xSimian Spirit Guide
2xSpitebellows
2xFaultgrinder
20xMountain
Explanation
Life line Red
Uses mogg fanatic and evoke creatures to bring pain
Also uses echo/vanishing creatures or sparkmage in combination with scorched rusalka for a lot of pinging
Use red acceleration to try to get out an early lifeline
(wish i could have used more evoke creatures in the deck)