I wanted to a little bit more in-depth on my matches, the differences in card choices, and my overall thoughts on the deck.
-1 Omnath (In all my games I had to use my mana up every turn, I couldn't imagine him ever getting above 4/4 consistently. This deck can generate mana *fast*, but not "oh its' turn 4 and I have 9 mana with nothing to do". It might find it's way back in but I didn't like it during my testing.
-2 Masticore (There is a lot of disruption and removal in the format, I'm fairly certain that every smart opponent will wait until after my first upkeep so that I discard a card before removing it. That's so much card disadvantage that I figured Walking Ballista was the card I really wanted. It costs more to ping, but has better "nothing to do, guess I'll use my mana" than Masticore does.)
-1 Thragtusk (never really felt like I needed the lifegain, the only time I wanted this card was against Miracles when they cast Terminus or Supreme Verdict but honestly leaving behind a 3/3 still isn't fast enough to kill them after they cast a sweeper.
-2 Trinisphere (didn't really feel like it was locking down the game at all.)
-2 Umezawa's Jitte (not exactly the right deck for this card. I want to keep my weenies out of combat, and my big beefy threats are big and beefy on their own.)
+1 Polukranos (decided to use this guy over Omnath as the mana sink. I like that he can come out turn 4. I was never unhappy to draw/cast this guy.)
+1 Walking Ballista (Replacement for Masticore. Masticore is cute to shuffle back Progenitus but it's such a double edged sword that can really set you back. Probably 1 more Ballista is needed since without a way to tutor it I never once drew it all 4 matches.)
+2 Forest (I did mulligan tests and wasn't happy with the low number of lands)
+2 Lodestone Golem (Jamming this guy out on turn 2 was one of the stronger plays I got off a few times. Against the blue decks it would always bait out a Force of Will, which allowed me to cast Natural Order next turn. I felt it was more important for our lock pieces to be able to attack)
+2 Garruk Wildspeaker (I feel this was the correct inclusion. At 4 mana, he's the perfect cmc, and he untaps for mana after he's cast, which allows for another +2-3 mana to drop more lock pieces. Making Beasts is important, to make more threats/protection or for sac fodder to Natural Order. And his ultimate won me two games, I don't even need a whole slew of 1/1's out just 1-2 big fatties.
R1: Death and Taxes 0-2
I was theorizing with my mtg friends before the tournament that our mana denial plan shuts their deck down while their mana denial plan doesn't affect us at all. Turns out I was very wrong. They don't care about Winter Orb or Root Maze. Aether Vial does a lot for their deck. Some of their bears (mostly Phyrexian Revoker) can shut off some of our key cards. About the only thing our deck can do that D & T cannot stop is Natural Order into Progenitus (ideally turn 2 but turn 3/4 can work also). From what I remember, Game 1 he got Aether Vial turn 1 and got a good board state with Mother of Runes and Thalia, used Phyrexian Revokers tagged on my Arbor Elves. I did get out Progenitus, but he got Sword of War and Peace on his Thalia, which I couldn't chump block with 'ole 'Proggy, and when it came down to us both attacking, he won the race with life gain. He never once as scared of Winer Orb. Game two after seeing Winter Orb he kept a hand of 3 Aether Vial and 4 land, assuming that there was no way I could stop that. Which is correct when I never drew Pithing Needle; I only drew Krosan Grip and Reclamation Sage, and by that point he was giving his Revoker (tagged on Garruk) pro green on my upkeep (which sucked because I had Reclamation Sage in hand). He also was able to use his Port effectively on my suped-up forest. I probably was a little nervous and made one or two misplays but he also had god hands both games and played perfectly. I also really, really wanted to draw Walking Ballista to snipe his whole team but never drew it.
R2 Elves 2-1
I forget the order or who won game 1/2, I remember the game that he won was off of Natural Order --> Craterhoof for +6/+6. In this matchup, Dragonlord Atarka was the allstar, I searched him out twice and won both those games. Cursed Totem is really good to stall the Elves deck out, but they have access to GSZ and Rexclamation Sage as well, I had a totem get sniped but luckily I had another totem to cast. because we're both combo decks, and my deck has slightly more disruption, I feel like this is more in our favor.
R3 Miracles 0-2
This matchup felt unwinnable.
R4 BUG FoodChain 2-0
This match was interesting. Because his deck is also focused on combo, it means he runs less disruption, which is better for us. Not only that, but some cards he run is dead, for example Leovold doesn't do much because we don't draw extra cards. Our ideboard cards happen to naturally screw over Food Chain (Krosan Grip and Pithing Needle). But the most interesting thing was the turn before he wanted to combo he'd tap out to either cast Food Chain or Misthollow Griffin, and I'd then cast Winter Orb, which means it'd take him another 2-3 turns before he could finally combo off, giving me enough time to win with Progenitus. He actually asked his friend sitting next to him how he's supposed to sideboard against the deck.
Overall thoughts:
-Winter Orb + Root Maze is not a hard lock together. Many times I had both out and still lost. Of the two, Root Maze operated better on its own in a vacuum and has more potential (I could even see cutting 2 winter orb), but is only good when it comes out on turn 1. So many Legacy decks are built around having low/aggressive mana costs; out of 9 games only one of them had a sequence of "play Winter Orb, haha now you have to wait many turns". Winter Orb feels best in decks that also have Stifle and Wasteland, like Canadian Threshold. I sided Winter Orb and Root Maze out of most games, almost to the point where I was wondering why they're included in the first place.
-No card draw felt really bad. No combo protection also felt bad. All it would take is for one key spell to get countered/removed and I'd be in top deck mode. As a Stax deck I get that the idea is for both players to not be doing anything many turns in a row so that I can catch up with cards in hand, but every opponent was always drawing cards and getting out of whatever stax pieces I had on board.
-It does have the "spicy brew factor" that got a lot of people's attention, however once my smarter opponents figured out what I was doing, they adjusted and crushed me. I feel like Winter Orb only worked on the less experienced players.
-The deck feels very weak to counterspells and disruption. It seems the primer focuses a bit too much on magical christmasland scenarios of "I can deploy all these by turn 4 without the opponent casting anything to stop my shenanigans."
-Honestly, I feel like Dragon Stompy is the better lock deck because Chalice + Blood Moon are actual locks that stop the opponent from playing spells, not soft locks (and they can get either one of those out on turn 1). And Elves is the better ramp deck since they can refuel their hand way better and it sucks for budget but Gaea's Cradle just makes 6+ mana by turn 3 so consistently in that deck. As a budget alternative, $380 is mad affordable and can be a good introduction to Legacy because I did at least win two matches. Kudos to Laser Brains for the list to get me into my first Legacy tournament, but I'm definitely going to try and switch gears to a different deck once I acquire the duals (but will continue to play this deck until I do so.)
I went to my first Legacy tournament last night with this list (using a few tweaks) and got 2-2, which isn't too bad considering it's my first time playing Legacy and first time piloting this deck. Amongst a sea of established D & T, Miracles, Delver, and combo decks, everybody wanted to stop what they were doing and see what this deck was about, which was really cool. Many opponents had to stop and read what Root Maze and Wild Growth do.
My list is same as OP but with the following changes:
I managed to get two multiplayer games in over the weekend, and we added all the monarch cards we could, and the Monarch came into play very early for both games, and it totally changed the way the game played out. My first impression was that it wasn't going to be good, but I played Grixis control and pretty much had a full hand the entire time, having control of the Monarch more than average in a 3 player pod. It makes evasive creatures even better; my meta is split between evasive creatures and giant beaters. I think the black one is the best since it's 4 mana and is very much a rattlesnake blocker (and sometimes rattlesnake attacker), the blue one seems good on paper with a 5 toughness and potential evasion but at 6 mana, once the Monarch was already in play, I tried saving it only for a turn where I could steal the monarch away from someone else, but I never had a problem attacking to get the Monarch back, and I also didn't want to tap out 6 mana, I wanted to keep mana open for instant-speed interaction. The red one is atrocious, and the white and green ones are very solid blockers. I think it's a great addition to the Pauper EDH metagame, it really helps prevent board stalls and encourages players to attack more often and to not just pick on the defenseless player, and it helps provide gas to a lot of different decks, and it's a card advantage engine that stays for the remainder of the game. I think it'll get better if everyone in my playgroup all decides to cram them into all their decks as well, increasing the odds that somebody in the 3-4 player pod has drawn one and casts it between turn 4-6, especially since the number of 3 color decks that can use 3 of the monarch creatures is fewer than the 2 color and mono color decks.
You're missing pristine talisman, radiant fountain, glimmerpost and seraph sanctuary. Once you have assembled the infinite ghostly flicker combo, you can flicker the talisman and the lands to gain infinite life if you dont hsve an infinite mill engine ready. The lands dont cost a spell slot, so they should be auto-includes.
The problem is that the Soothsayer list I brewed is basically the same as my Baleful Strix list, except to draw a card it costs 5 instead of 2. Adding green did not do that much except replace the artifact ramp with green ramp. Warden of the eye is another possibility, but that brainstorm ended up being inferior to my Nucklavee list (and Nucklavee returns two cards rather than one.) In the end all 5 new wedge commanders have better options for what they do already. Armanent Corps is outclassed by Juniper order ranger, Mardu Roughrider is outclassed by other fatty/voltron commanders (such as woolly thoctar) and bear's companion's army isnt as formidable as trostani's summoner or vitu-ghazi guildmage. Im mostly disappointed because none of them actually do anything new, and the addition of the color wedges they provide is not enough of a tipping point.
I think red has better instant-speed ways of removing creatures. Fall of the Hammer seems straight up better, since it's half the mana and you wont lose your creature. The best way to maximuze fight if if your creature will luve afterwards, and +1/+0 does not help there.
Honestly I feel like M15 provided more PEDH autoincludes than Khans did, and ive not been getting good deckbuilding results with the new wedge Commanders yet.
Strudel what I would brew would probably look very similar to my Nucklavee deck. Main difference being replacing the artifact ramp with superior green sorcery ramp. However that deck lacks killing power and I'm not sure that getting a few 4/4 non trampling tokens will increase my win percentages. In my Garruk's Packleader deck im not in a winning board state unless i have at least 5 4/4 creatures that have trample or are bigger.
I'm teaching our playgroup to always state outloud "im entering my combat step". This helps prevent headaches with tappers. This helps reinforce threat assessment; its the responsibilty of the controller of the tapper to tap down creatures without knowing where they will go yet. Too often shortcutting leads to "oh i was going to do this if you were going to do that" scenarios where we would then have to backtrack board states.
If the bear token had trample, it would be the better choice, but as it stands the Summoner's army is far superior with a 2/2 vigilance, a 3/3, and a 4/4 trampler. White has only 4 direct blink cards, but the combination of blue and green = ramp + card draw.
Nonetheless I'll be brewing something up with the Bear to see how it looks. Im excited to see what other wedge PEDH commanders this set will bring. (fingers crossed for Jeskai to have a hexproof creature)
Gideon, Champion of Justice might not be a bad win condition. In Multiplayer I'm assuming the +Loyalty can get huge, then exile all permanents except for itself.
With all the fast mana rocks and especially with Academy Rector, you might want Omniscience. Being able to cast spells after you cast Armageddon seems powerful.
Gossamer Chains does say "target unblocked creature" so itcant handle the hexproof Commanders. The other recommendation I can make is to load up on the 2 cmc counterspells that target creatures- essence scatter, remove soul, preemptive strike, false summoning, psychic barrier, etc. Opposing Lawmages may have Hexproof but they can be countered.
The Bestow creatures cannot be tutored for by totem guide or heliod's pilgrim. The Bestow creatures only count as auras when they're attached to a creature.
In white/blue, dealing with opposing hexproof creatures is possible, such as:
Curfew
Any of the Circle of Protection spells (i like Rune of Protection because they cycle)
Moonlight geist- blocks their Commander
-1 Omnath (In all my games I had to use my mana up every turn, I couldn't imagine him ever getting above 4/4 consistently. This deck can generate mana *fast*, but not "oh its' turn 4 and I have 9 mana with nothing to do". It might find it's way back in but I didn't like it during my testing.
-2 Masticore (There is a lot of disruption and removal in the format, I'm fairly certain that every smart opponent will wait until after my first upkeep so that I discard a card before removing it. That's so much card disadvantage that I figured Walking Ballista was the card I really wanted. It costs more to ping, but has better "nothing to do, guess I'll use my mana" than Masticore does.)
-1 Thragtusk (never really felt like I needed the lifegain, the only time I wanted this card was against Miracles when they cast Terminus or Supreme Verdict but honestly leaving behind a 3/3 still isn't fast enough to kill them after they cast a sweeper.
-2 Trinisphere (didn't really feel like it was locking down the game at all.)
-2 Umezawa's Jitte (not exactly the right deck for this card. I want to keep my weenies out of combat, and my big beefy threats are big and beefy on their own.)
+1 Polukranos (decided to use this guy over Omnath as the mana sink. I like that he can come out turn 4. I was never unhappy to draw/cast this guy.)
+1 Walking Ballista (Replacement for Masticore. Masticore is cute to shuffle back Progenitus but it's such a double edged sword that can really set you back. Probably 1 more Ballista is needed since without a way to tutor it I never once drew it all 4 matches.)
+2 Forest (I did mulligan tests and wasn't happy with the low number of lands)
+2 Lodestone Golem (Jamming this guy out on turn 2 was one of the stronger plays I got off a few times. Against the blue decks it would always bait out a Force of Will, which allowed me to cast Natural Order next turn. I felt it was more important for our lock pieces to be able to attack)
+2 Garruk Wildspeaker (I feel this was the correct inclusion. At 4 mana, he's the perfect cmc, and he untaps for mana after he's cast, which allows for another +2-3 mana to drop more lock pieces. Making Beasts is important, to make more threats/protection or for sac fodder to Natural Order. And his ultimate won me two games, I don't even need a whole slew of 1/1's out just 1-2 big fatties.
R1: Death and Taxes 0-2
I was theorizing with my mtg friends before the tournament that our mana denial plan shuts their deck down while their mana denial plan doesn't affect us at all. Turns out I was very wrong. They don't care about Winter Orb or Root Maze. Aether Vial does a lot for their deck. Some of their bears (mostly Phyrexian Revoker) can shut off some of our key cards. About the only thing our deck can do that D & T cannot stop is Natural Order into Progenitus (ideally turn 2 but turn 3/4 can work also). From what I remember, Game 1 he got Aether Vial turn 1 and got a good board state with Mother of Runes and Thalia, used Phyrexian Revokers tagged on my Arbor Elves. I did get out Progenitus, but he got Sword of War and Peace on his Thalia, which I couldn't chump block with 'ole 'Proggy, and when it came down to us both attacking, he won the race with life gain. He never once as scared of Winer Orb. Game two after seeing Winter Orb he kept a hand of 3 Aether Vial and 4 land, assuming that there was no way I could stop that. Which is correct when I never drew Pithing Needle; I only drew Krosan Grip and Reclamation Sage, and by that point he was giving his Revoker (tagged on Garruk) pro green on my upkeep (which sucked because I had Reclamation Sage in hand). He also was able to use his Port effectively on my suped-up forest. I probably was a little nervous and made one or two misplays but he also had god hands both games and played perfectly. I also really, really wanted to draw Walking Ballista to snipe his whole team but never drew it.
R2 Elves 2-1
I forget the order or who won game 1/2, I remember the game that he won was off of Natural Order --> Craterhoof for +6/+6. In this matchup, Dragonlord Atarka was the allstar, I searched him out twice and won both those games. Cursed Totem is really good to stall the Elves deck out, but they have access to GSZ and Rexclamation Sage as well, I had a totem get sniped but luckily I had another totem to cast. because we're both combo decks, and my deck has slightly more disruption, I feel like this is more in our favor.
R3 Miracles 0-2
This matchup felt unwinnable.
R4 BUG FoodChain 2-0
This match was interesting. Because his deck is also focused on combo, it means he runs less disruption, which is better for us. Not only that, but some cards he run is dead, for example Leovold doesn't do much because we don't draw extra cards. Our ideboard cards happen to naturally screw over Food Chain (Krosan Grip and Pithing Needle). But the most interesting thing was the turn before he wanted to combo he'd tap out to either cast Food Chain or Misthollow Griffin, and I'd then cast Winter Orb, which means it'd take him another 2-3 turns before he could finally combo off, giving me enough time to win with Progenitus. He actually asked his friend sitting next to him how he's supposed to sideboard against the deck.
Overall thoughts:
-Winter Orb + Root Maze is not a hard lock together. Many times I had both out and still lost. Of the two, Root Maze operated better on its own in a vacuum and has more potential (I could even see cutting 2 winter orb), but is only good when it comes out on turn 1. So many Legacy decks are built around having low/aggressive mana costs; out of 9 games only one of them had a sequence of "play Winter Orb, haha now you have to wait many turns". Winter Orb feels best in decks that also have Stifle and Wasteland, like Canadian Threshold. I sided Winter Orb and Root Maze out of most games, almost to the point where I was wondering why they're included in the first place.
-No card draw felt really bad. No combo protection also felt bad. All it would take is for one key spell to get countered/removed and I'd be in top deck mode. As a Stax deck I get that the idea is for both players to not be doing anything many turns in a row so that I can catch up with cards in hand, but every opponent was always drawing cards and getting out of whatever stax pieces I had on board.
-It does have the "spicy brew factor" that got a lot of people's attention, however once my smarter opponents figured out what I was doing, they adjusted and crushed me. I feel like Winter Orb only worked on the less experienced players.
-The deck feels very weak to counterspells and disruption. It seems the primer focuses a bit too much on magical christmasland scenarios of "I can deploy all these by turn 4 without the opponent casting anything to stop my shenanigans."
-Honestly, I feel like Dragon Stompy is the better lock deck because Chalice + Blood Moon are actual locks that stop the opponent from playing spells, not soft locks (and they can get either one of those out on turn 1). And Elves is the better ramp deck since they can refuel their hand way better and it sucks for budget but Gaea's Cradle just makes 6+ mana by turn 3 so consistently in that deck. As a budget alternative, $380 is mad affordable and can be a good introduction to Legacy because I did at least win two matches. Kudos to Laser Brains for the list to get me into my first Legacy tournament, but I'm definitely going to try and switch gears to a different deck once I acquire the duals (but will continue to play this deck until I do so.)
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
My list is same as OP but with the following changes:
-1 Omnath
-2 Masticore
-1 Thragtusk
-2 Trinisphere
-2 Umezawa's Jitte
+1 Polukranos
+1 Walking Ballista
+2 Forest
+2 Lodestone Golem
+2 Garruk Wildspeaker
Sideboard:
3 Cursed Totem
1 Empyrial Archangel
3 Faerie Macabre
2 Guttural Response
2 Krosan Grip
2 Pithing Needle
1 Ruric Thar
1 Xantid Swarm
R1 0-2
Death & Taxes
R2 2-1
Elves
R3 0-2
Miracles
R4 2-0
BUG Food Chain
The newly spoiled Prowling Serpopard seems like a solid sideboard choice
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
Maybe next set.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
Honestly I feel like M15 provided more PEDH autoincludes than Khans did, and ive not been getting good deckbuilding results with the new wedge Commanders yet.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
Nonetheless I'll be brewing something up with the Bear to see how it looks. Im excited to see what other wedge PEDH commanders this set will bring. (fingers crossed for Jeskai to have a hexproof creature)
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
Gideon, Champion of Justice might not be a bad win condition. In Multiplayer I'm assuming the +Loyalty can get huge, then exile all permanents except for itself.
Mirror-Sigil Sergeant is a great token producer.
With all the fast mana rocks and especially with Academy Rector, you might want Omniscience. Being able to cast spells after you cast Armageddon seems powerful.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
Out of Curiosity, what does Sage of Fables provide that Zamek Guildmage doesnt?
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
In white/blue, dealing with opposing hexproof creatures is possible, such as:
Curfew
Any of the Circle of Protection spells (i like Rune of Protection because they cycle)
Moonlight geist- blocks their Commander
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam