This is what I am currently running. Not a big fan of jace in my shell since I want to wrath on turn 3 so often and not having them will blank so many different removal spells (Still would like to fit him in the deck). Mostly a tap out every turn value deck that plays so many powerful things with optional toolbox available.
Seems strictly worse then goryo's vengeance in the deck that even want a type of card like this. Not being able to use it on your own turn is a big draw back when you want to bring stuff like Emrakul or Griselbrand back anyway. Now when talking about legacy which is the only legal format this card could even see competitive play, it just seems way worse than all the traditional reanimate spells that already exist.
Bought the Jund Commander deck at Wal-Mart and got a terrible surprise when I opened it. 15 random commons and uncommons, and then a duplication of these commons and uncommons. Then 35 lands with duplications of these 35 lands. Zero rares or mythics present besides the commander.
Yeah this deck will fold to any RG aggro deck. Either you play a maximum UB control that only plays value mill or you play esper for protection against aggro.
Sorry I only had 56 cards in my list and I forgot to type in doorkeeper. Your idea of infinite extort seems interesting and could definitely be tested. It would probably deal with an archaeomancer combo even possibly keymaster rogue.
My friend wanted me to build a pauper deck for a Thursday night tournament, and since I only like playing pauper combo I decided to go this route for standard. After going through all the commons in standard I found a single combo that could be done reasonably by turn 6 or 7. This is of course done through all the defenders.
The goal of the combo is to have 3 defenders or more on the battlefield not including axebane guardian. You then play Galvanic Alchemist to make infinite mana with axebane guardian. Once you have this mana you then can either have a second galvanic alchemist (can also bounce the first one back to your hand) and mill your opponent out with doorkeeper or just have a single scalding devil and ping them to death. The good thing about the main 3 card combo is that it can all be done the turn it goes off as only axebane guardian cares about summoning sickness.
Overall the mainboard does exceptionally well against white and green super agro decks. The only card that actually does a whole lot against this deck is searing spear. Generally for that card you would bring in dispel and mizzium skin to protect your axebane guardian though game 1 will be very challenging if your opponent draws more than one.
The main issues I have with continuing to shape the deck is due to mostly mana consistency. I am not sure how to balance my guildgate mana base so I can also reliably use searing spear post side board. Any other comments are also heavily welcomed to overall improve this deck.
Well splashing white is an option as it only hurts the first three turns or so if I just don't have the correct mana. It does give a lot more options for sideboard and gives mainboard mass removal as I do not generally play a creature before turn 5 or 6.
But I agree that dimir charm and forbidden alchemy are the weaker of all the cards and can be dropped to add more consistent answers to the deck.
Really wanted to play a biovisionary deck in standard and I had to think a little bit about how I would go about building one that was not complete garbage. The goal is for the deck to effectively only win with four biovisionaries on the battlefield to get the maximum flavor. This is what I currently have and any comments would be great!
The goal is to use all the draw spells to dig deeper into the deck for the win conditions and discard the 4 mana clones so they can be brought back with immortal servitude.
I have been testing this deck out, and with nearly any hand that has usable lands it can generally get there on turn 7 for the kill. I would like to try and make the deck a little faster through possibly mana dorks or farseeks but it seems challenging where to make cuts. Dimir Charm seems the weakest as I am mainly using it for removal and it can probably be the first thing cut. The mana base is also a complete mess and needs work.
Land (26)
3x Bloodstained Mire
1x Canopy Vista
1x Cinder Glade
1x Evolving Wilds
3x Flooded Strand
1x Forest
1x Island
1x Mountain
1x Plains
3x Polluted Delta
1x Prairie Stream
1x Smoldering Marsh
1x Sunken Hollow
1x Swamp
3x Windswept Heath
3x Wooded Foothills
Creature (8)
2x Dragonlord Ojutai
4x Siege Rhino
2x Tasigur, the Golden Fang
Noncreature Spells (26)
3x Abzan Charm
1x Brutal Expulsion
1x Kolaghan's Command
2x Murderous Cut
1x Ultimate Price
4x Bring to Light
1x Crux of Fate
2x Painful Truths
4x Radiant Flames
2x Roast
1x Treasure Cruise
2x Utter End
2x Sarkhan Unbroken
4x Angelic Wall
4x Axebane Guardian
4x Basilica Guards
4x Doorkeeper
4x Galvanic Alchemist
4x Gatecreeper Vine
4x One-Eyed Scarecrow
4x Scalding Devil
4x Pacifism
4x Azorius Guildgate
4x Forest
2x Gruul Guildgate
4x Plains
4x Selesnya Guildgate
4x Simic Guildgate
1x Dispel
2x Dramatic Rescue
2x Essence Scatter
2x Mizzium Skin
4x Searing Spear
4x Smite
The goal of the combo is to have 3 defenders or more on the battlefield not including axebane guardian. You then play Galvanic Alchemist to make infinite mana with axebane guardian. Once you have this mana you then can either have a second galvanic alchemist (can also bounce the first one back to your hand) and mill your opponent out with doorkeeper or just have a single scalding devil and ping them to death. The good thing about the main 3 card combo is that it can all be done the turn it goes off as only axebane guardian cares about summoning sickness.
Overall the mainboard does exceptionally well against white and green super agro decks. The only card that actually does a whole lot against this deck is searing spear. Generally for that card you would bring in dispel and mizzium skin to protect your axebane guardian though game 1 will be very challenging if your opponent draws more than one.
The main issues I have with continuing to shape the deck is due to mostly mana consistency. I am not sure how to balance my guildgate mana base so I can also reliably use searing spear post side board. Any other comments are also heavily welcomed to overall improve this deck.
But I agree that dimir charm and forbidden alchemy are the weaker of all the cards and can be dropped to add more consistent answers to the deck.
4x Biovisionary
4x Clone
4x Evil Twin
4x Faithless Looting
4x Forbidden Alchemy
4x Dimir Charm
4x Immortal Servitude
4x Izzet Charm
4x Mulch
4x Breeding Pool
4x Overgrown Tomb
4x Steam Vents
4x Stomping Ground
4x Watery Grave
The goal is to use all the draw spells to dig deeper into the deck for the win conditions and discard the 4 mana clones so they can be brought back with immortal servitude.
I have been testing this deck out, and with nearly any hand that has usable lands it can generally get there on turn 7 for the kill. I would like to try and make the deck a little faster through possibly mana dorks or farseeks but it seems challenging where to make cuts. Dimir Charm seems the weakest as I am mainly using it for removal and it can probably be the first thing cut. The mana base is also a complete mess and needs work.