Ok, going on what I've read and seen of Sarkhan Vol so far, he originally rode/fought with the Mardu Horde but had a falling out by learning the shamanistic ways of the Temur seers, the first time we see Sarkhan in Alara he is Red/Green, the next time we meet him in Zendikar he is Red/Black, already pointing at the signs of Jund, but with his heritage of Mardu being Red/White/Black, he is currently sitting at 4/5 of the color pie, now perhaps working with both the Temur and for Nicol Bolas has possibly ingrained some sort of blue magic within him. I know that being affiliated with the Mardu and the Temur doesn't particularly mean he has those colors associated with his powers. Perhaps in Fate Reforged or in "Louie" we will have the possibility of seeing a pure five color planeswalker.
I would use Shivan Harvest mainly due to me being an arse when it comes to attrition control. Along with the fact that most of my playgroup use a lot of non-basic lands. Maybe also change the artifact lands for the karoo lands so that way you only have to tap one land to activate it (Gruul Turf/Rakdos Carnarium).
I run it in my build, as it does make a target for removal, it's also another spell out of someone's hand. It does make it slow and tedious but with all the hate from drawing cards in my build, barely anyone actually removes it because it helps them get rid of a dead hand (hopefully).
This Wednesday and Thursday will be my main testing days, along with Friday a bit. I will have a more in depth review of the build I'm running with outcome along with what my opponents were playing.
Hey I've been following this post since Nekusar was spoiled, I have taken in everyone's feedback and created my list as a vanilla "hand manipulation" build.
I sat down the other day against a friend the other day with my list and luckily had Nekusar out by turn 3-4 at most each time. With a few hits from Dragon Mage with Nekusar and Caress on the field he went from 38 to less than 10 then he attempted to take out my Seer with Big Game Hunter and I cast Arcane Denial, he then returned it and cast again with E Witness, but I ended up taking him down and killing with a Cerebral Vortex after.
Hmm . . . Not sure. Obviously Dimir Guildgate will help, but we don't really have access to a lot of lands. Right now I'm working with a build that uses Grim Discovery and Evolving Wilds to try and get some advantage, might work with the mana. Not sure though.
2 AEtherling
1 Niv-Mizzet, Dracogenius
2 Stormbreath Dragon
[*]PLANESWALKERS
3 Jace, Architect of Thought
2 Ral Zarek
[*]SPELLS
3 Dissolve
1 Elixir of Immortality
2 Izzet Charm
3 Lightning Strike
4 Magma Jet
3 Opportunity
3 Steam Augury
3 Syncopate
4 Turn // Burn
10 Island
4 Izzet Guildgate
6 Mountain
4 Steam Vents
List tags are malformed.
I run it in my build, as it does make a target for removal, it's also another spell out of someone's hand. It does make it slow and tedious but with all the hate from drawing cards in my build, barely anyone actually removes it because it helps them get rid of a dead hand (hopefully).
1 Dragon Mage
1 Duskmantle Seer
1 Jace's Archivist
1 Kami of the Crescent Moon
1 Melek, Izzet Paragon
1 Nin, the Pain Artist
1 Sangromancer
1 Scythe Specter
1 Seizan, Perverter of Truth
1 Sepulchral Primordial
1 Shadowmage Infiltrator
1 Trinket Mage
Planeswalkers:
1 Jace Beleren
Instants:
1 Arcane Denial
1 Brainstorm
1 Cerebral Vortex
1 Cyclonic Rift
1 Dream Fracture
1 Fact or Fiction
1 Force of Will
1 Forbid
1 Jace's Ingenuity
1 Mystical Teachings
1 Recoil
1 Steam Augury
1 Vision Skeins
Sorceries:
1 Burning Inquiry
1 Delirium Skeins
1 Demonic Tutor
1 Diabolic Tutor
1 Incendiary Command
1 Increasing Ambition
1 Minds Aglow
1 Molten Psyche
1 Ponder
1 Preordain
1 Skyscribing
1 Syphon Mind
1 Temporal Cascade
1 Wheel of Fortune
1 Windfall
1 Vandalblast
1 Bloodchief Ascension
1 Forced Fruition
1 Future Sight
1 Havoc Festival
1 Liliana's Caress
1 Megrim
1 Phyrexian Tyranny
1 Spiteful Visions
1 Underworld Dreams
1 Wound Reflection
Artifacts:
1 Chromatic Lantern
1 Dimir Signet
1 Font of Mythos
1 Howling Mine
1 Izzet Signet
1 Library of Leng
1 Mana Vault
1 Memory Jar
1 Rakdos Signet
1 Sol Ring
1 Teferi's Puzzle Box
Lands
Basic:
5 Island
2 Mountain
4 Swamp
Non-Basic:
1 Ancient Tomb
1 Blood Crypt
1 Bojuka Bog
1 Cascade Bluffs
1 Command Tower
1 Crumbling Necroplis
1 Desolate Lighthouse
1 Dimir Guildgate
1 Dragonskull Summit
1 Drowned Catacomb
1 Graven Cairns
1 Halimar Depths
1 Izzet Guildgate
1 Nephalia Drownyard
1 Nivix, Aerie of the Firemind
1 Rakdos Guildgate
1 Reliquary Tower
1 Riptide Laboratory
1 Rix Maadi, Dungeon Palace
1 Steam Vents
1 Sulfur Falls
1 Sunken Ruins
1 Temple of Deceit
1 Thespian's Stage
1 Watery Grave
I sat down the other day against a friend the other day with my list and luckily had Nekusar out by turn 3-4 at most each time. With a few hits from Dragon Mage with Nekusar and Caress on the field he went from 38 to less than 10 then he attempted to take out my Seer with Big Game Hunter and I cast Arcane Denial, he then returned it and cast again with E Witness, but I ended up taking him down and killing with a Cerebral Vortex after.
Actually it would end up being 1 less for Lord, just a thought anyways...
I would try more so for Grim Discovery and Barren Moor or Polluted Mire for the cycling advantage maybe