Szadek, Frog of Secrets
A Casual Mill/Proliferate EDH Deck
(Yes, these are my actual custom Szadek proxies.)
Introduction
I've only been paying EDH for about a year and a half, but in that time I like to think I've learned a lot about the format. I decided to build Szadek because mill is one of my favorite strategies, despite not being much of a control fan. I'm definitely a much more casual than competitive player, so I immediately discarded Oona as a general because she's way too easy to break. Szadek, however, is a cool card and has his own awesomeness that I particularly like. The deck can technically be played in both multiplayer and one-on-one, but it was mostly designed as a multiplayer deck since that's mostly what my playgroup does. The above proxies came about as part of a trend in my playgroup to make custom proxies of our EDH generals with Magic Set Editor; the lefthand one is the picture on Vampire Lord, a Yu-Gi-Oh card, and the righthand one is... well, I'll explain in a bit.
Why/Why Not Play Szadek?
Why Play Szadek:
-You enjoy mill strategies
-You prefer a casual, possibly silly play style, rather than hardcore mill combo such as Oona
-You like enabling graveyard shenanigans, and especially stealing your opponents' graveyard things
-You like the Dimir
Why Not Play Szadek:
-You prefer a more competitive play style
-You don't like control/mill strategies
-You don't like graveyard antics
-You're not a blue or black player
Szadek, Lord of Secrets--As explained above, for me he's a more casual/fun substitue for Oona. Don't get me wrong, Oona is great and all (she's even in my deck), but she's just too breakable as a commander, I feel. Plus, Szadek is hilarious. I love how enormous he gets when left unchecked, and attacking your opponents' decks rather than their life totals is cool too.
Proliferation Suite:
As something that makes my list stand out among others, I felt it fitting to talk about this aspect first. Contagion Clasp, Contagion Engine, Inexorable Tide--The deck's only sources of proliferation, but very powerful when they come out. Clasp doubles as spot removal, Engine doubles as a wrath on one player, and Tide is simply nuts; every spell I cast makes my board that much stronger. Grindclock--This card gets ridiculous when it has, say, ten charge counters on it. While proliferating, it mills someone every turn and still gets progressively bigger. Magistrate's Scepter--Makes infinite turns with enough proliferation, but it's very hard to do since I need the Scepter and two of the Clasp, Engine, or Inexorable Tide to make it work, and it's very vulnerable to disruption/destruction. It's also very mana-intensive to keep the combo going. Altar of Shadows--This card is simply amazing. I can't say enough good things about it; it gets rid of almost any threat on the board, starts paying for itself, and if I don't need to use it, it makes plenty of extra mana every turn. Bottomless Vault, Subterranean Hanger, Saprazzan Cove, Saprazzan Skerry, Dreadship Reef--Speaking of extra mana, proliferating these is a great way to get ahead, and even without proliferating they store up extra mana in the early game so you have it for when it's actually needed later. Bloodchief Ascension--Oftentimes I find I have a difficult time getting this online, since the moment I play it my opponents tend to unite against me, or at least stop attacking each other. With relatively few creatures, I sometimes don't have a reliable way to make them lose life enough. However, one counter is all it take to proliferate the Ascension into the red zone, and that's enough to almost assuredly make me win. Mind Unbound--Draw my deck? Yes please! Sphinx of Magosi--Proliferating him turns him into a truly enormous flier in addition to being a nice source of card draw.
Mill Cards:
Grindclock--As mentioned above, this card has the potential to be the biggest source of mill in the deck. Mindcrank--Annoying, but not annoying enough to attract removal for the most part. However, pair it with Bloodchief Ascension and it's pretty much an auto-win. Jace's Archivist--Windfall on a stick. I'm hesitant to use him sometimes, because I generally like keeping the cards in my hand, but he's great to mess with combo players and to catch up if someone has more cards than me. He can also mill like crazy when I need him to. Circu, Dimir Lobotomist--I hardly ever draw him for some reason, but he's a lot of fun. Randomly exiling cards from opponents' libraries is a good thing, and if he hits something like Sol Ring, Sensei's Top, or an Eldrazi, so much the better! Geth, Lord of the Vault--Another powerhouse. I love stealing my opponents' things with him, and he just dumps more right into the graveyard for further taking. Also, a 5/5 intimidate is pretty nice. Oona, Queen of the Fae--No infinite mana combos to avoid abusing her. Mostly I use her to make blockers; I have other things to do with my mana most of the time. Memory Erosion--Every time my opponents cast a spell, they mill 2. It's free mill and it stays there until someone gets tired of it. Great card. Sadistic Sacrament--Not really a mill card, but it does get rid of annoying Eldrazi and other cards that prevent me from milling out my opponents. When drawn late game, the ability to exile 15 cards from someone's deck is truly devastating. Windfall--How I wish this were an instant. Still, it has its uses. It can draw you a lot of extra cards in the right situation. Telemin Performance--This is one of my favorite mill cards. Not only do I get to mill someone, but I steal their next creature as well. Results are random--I've gotten everything from Sakura-Tribe Elder to Primeval Titan and everything in between--but almost never disappointing. Traumatize--The classic example of extreme milling. Half an EDH deck is a lot of cards, and this can be as debilitating as a kicked Sadistic Sacrament in the right situation. Life's Finale--A wrath that can also get rid of (or make available to me) someone's biggest threat creatures. Tunnel Vision--It's very hard to mill someone completely down to zero without this card, though it is possible. Only takes out one player, but that's plenty for one card. Only played after casting Hinder, Spell Crumple, or Spin Into Myth. Blue Sun's Zenith--Early to mid game, a nice boost to my hand. Late game, it kills someone once they get low enough or I have proliferated enough mana. Duskmantle, House of Shadow; Nephalia Drownyard--Milling effects on lands for when I don't need the mana for anything else. The Drownyard proves just how horrible Duskmantle really is, but I still love the Dimir land so I keep it in since I don't really need another basic in the slot.
Graveyard Shenanigans:
Elixir of Immortality--Reshuffling your graveyard into your deck is very powerful, especially at instant speed, and especially when it also gains you a bit of life. The deck is low on lifegain, which can be a big help sometimes. Nezumi Graverobber--When I draw this guy early game, he's amazing, especially if I have a low-cost source of mill to go along with him. Reanimating an opponent's Sakura-Tribe Elder over and over for a five-mana Rampant Growth in blue/black is a lot better than you'd think. Late game, he's useful as a way to stop my opponents from doing their graveyard things as well. Withered Wretch--Such an amazing card. Recursion strategies can suck it. Dimir Doppelganger--Again, can stop opposing graveyard stuff, in addition to cloning dead creatures. Highly useful. Havengul Lich--This guy is simply ludicrous. I can cast anyone's dead dudes for one more mana, plus get their activated abilities if I want? Sign me up! Wrexial, the Risen Deep--Swamp- and Islandwalk are extremely relevant, letting this guy bypass defenders and go straight for the gold. I absolutely love using opponents' cards against them, and Wrexial is a great way to do that. Chancellor of the Spires--A 5/7 flier for 7 with Memory Plunder attached is great on its own, but also milling 7 off my enemies' decks at the start of the game is even better. Also gives me infinite dudes if someone has cast Rite of Replication already. Sheoldred, Whispering One--Pretty much an auto-include for black EDH decks. She helps keep my foes' creatures off the board while getting mine back. Leyline of the Void--A really powerful exile card. Makes all my milling that much better, plus can be played for free. Memory Plunder--Grabs any instant or sorcery my opponents have used and lets me cast it for free at instant speed. Generally gets a wrath because this deck is a bit light on those. Bojuka Bog--Again, auto-include for black. Stops one player's graveyard cold, and does it again if I get Dimir Aqueduct.
Control/Utility Elements:
Spellbook, Venser's Journal, Reliquary Tower--Infinite hand size is quite useful, especially when I play some of my more ridiculous draw spells. The Journal is also a source of much-needed lifegain. Lightning Greaves--Offer protection from spot removal to my dudes. Plus the haste is a nice bonus. Phyrexian Metamorph--A 3-mana Clone that can turn into Sol Ring or Contagion Engine or Altar of Shadows or whatever? This guy is awesome! Stormscape Familiar, Nightscape Familiar--My spells cost one or two less to play. Plus the Stormscape Familiar regenerates; highly useful. Trinket Mage--A 2/2 that tutors Sol Ring, Spellbook, or Elixir of Immortality, all very important cards in the deck. Evil Twin--A Clone that can kill whatever it copies, even if it's not legendary. This guy is so cool. Tomorrow, Azami's Familiar--Lets you dig with every draw, plus prevents you from milling out if you really need to. Leyline of Anticipation--I don't need to play anything on my turn; my turns all come at the end of my opponents'! Volition Reins--A slightly better Confiscate. This card is just excellent; stealing opposing Planeswalkers right when their ultimate is about to go off and using it myself is so much fun. Innocent Blood--A one-mana mini wrath. Really really good at getting around indestructibility and protections. Go for the Throat--Excellent cheap spot removal. Turn to Frog--This card does so many things! It can stop creature-based combos for one crucial turn, it can function as a removal spell, and it turns Szadek into a frog that does general damage... with all of his +1/+1 counters! My favorite win condition ever. This also explains the frog proxy above. Hinder--One of two counterspells in the deck, and only there because it combos with Tunnel Vision. Though it has proved very handy. Recoil--Solid two-for-one. I really enjoy this card. Spell Crumple--The only other counterspell. Same function as Hinder, only slightly more reusable. Rite of Replication--This card is so much fun! You can Clone something with it, or get FIVE somethings with it, like Sadbot, Titans, etc... Once I used it on a Reaper King to destroy twenty permanents. It was glorious. Evacuation--More of a save-me card than a wrath, but it's been very good to have in certain situations, especially versus token decks. Syphon Flesh--An Innocent Blood that doesn't hit me, plus gives me creatures. Seems good. Spin Into Myth--Removal that combos with Tunnel Vision.
Draw Spells and Tutors:
Rhystic Study--Makes all my opponents' spells cost one more, or lets me draw every time they cast one. An excellent card. Diabolic Tutor--Substitute for Demonic Tutor, since it's decently expensive and hard to come by. Syphon Mind--Lets me draw a few while also messing with my opponents' hands. Increasing Ambition--Three tutors on one card. Amazing. Recurring Insight--Almost always draws me at least 12 cards, and often much much more. Ridiculous card advantage.
Acceleration:
Besides the proliferate mana sources, there are a few accel cards in the deck. Sol Ring--Auto-include. Armillary Sphere--If your deck runs basics at all, this is a nice fixing/accel artifact. Darksteel Ingot--Indestructible, makes any color I want. Seems good.
Black Sun's Zenith--Could use another wrath or two, especially one that shuffles back into the deck. Decree of Pain--Wrath that draws me a ton of cards. Perfect for the deck. Damnation--I'd love one of these, but they're expensive. Sand Silos, Peat Bog--To complete my set of proliferate-able lands. Demonic Tutor--Fairly expensive and hard to find, but I want one for the deck. Reminisce--Again with the graveyard shuffling. These are hard to find as well, at least in my experience. Counterlash--An expensive counterspell, but it lets me play a card for free. One of the few counterspells I'd run. Jace, Memory Adept--The ultimate mill Planeswalker. He's so cool! Capsize--I should probably get one of these. Academy Ruins-- Works really well with the artifacts in the deck, getting them back if they're destroyed, but is expensive. Nemesis of Reason--Strangely hard to find, but he's really cool and really good. Swiftfoot Boots--I hear two pairs of Lightning Greaves is good. Darksteel Plate--More protection for my dudes. Watery Grave, Polluted Delta, Underground Sea--So expensive T_T
Notable Exceptions:
Most counter-magic--Not that it's bad or anything, it's just not my cup of tea. The deck would probably be much better if I played more counters, but I just don't like them. Cabal Coffers, Urborg, Tomb of Yawgmoth--Personally, I think this combo is a little dumb, but if I got my hands on it I would be sorely tempted to run it. Helm of Obedience--I REALLY dislike the combo between this and Leyline of the Void. It's retarded and just makes you win. Arguably that makes me a hypocrite because I am running Magistrate's Scepter, but that combo is a lot harder to put together and pull off. Dreamborn Muse and its ilk--I don't like milling myself. It's acceptable to me when it's Windfall or Jace's Archivist doing it because then I'm trading in a subpar hand for a better one, but I don't like just straight milling myself. Temple Bell, Howling Mine, Font of Mythos--These give my opponents too much advantage to be worth it. I think they're terrible. Temple Bell can be decent in the right 60-card deck, but not EDH unless it's the Mind Over Matter combo. Power Artifact, Basalt Monolith--This combo is just stupid. I only play Oona at all because I don't have ridiculous mana production like this combo or the Coffers/Urborg one. I only have janky proliferate mana. Treasure Mage--A Trinket Mage who can find me Contagion Engine or Altar of Shadows. I just don't have space for him, but I'd put him in if I could.
Well, there you have it. That's the Frog of Secrets deck. Any comments/suggestions are appreciated.
I think the current president of your regional Magic club might have an extra Demonic Tutor, if I remember correctly from the last time I talked with him.
A Casual Mill/Proliferate EDH Deck
(Yes, these are my actual custom Szadek proxies.)
Introduction
-You enjoy mill strategies
-You prefer a casual, possibly silly play style, rather than hardcore mill combo such as Oona
-You like enabling graveyard shenanigans, and especially stealing your opponents' graveyard things
-You like the Dimir
Why Not Play Szadek:
-You prefer a more competitive play style
-You don't like control/mill strategies
-You don't like graveyard antics
-You're not a blue or black player
1 Szadek, Lord of Secrets
Artifacts (14)
1 Spellbook
1 Elixir of Immortality
1 Sol Ring
1 Armillary Sphere
1 Contagion Clasp
1 Grindclock
1 Lightning Greaves
1 Mindcrank
1 Darksteel Ingot
1 Magistrate's Scepter
1 Phyrexian Metamorph
1 Venser's Journal
1 Contagion Engine
1 Altar of Shadows
Creatures (17)
1 Nezumi Graverobber
1 Nightscape Familiar
1 Stormscape Familiar
1 Withered Wretch
1 Dimir Doppelganger
1 Jace's Archivist
1 Trinket Mage
1 Circu, Dimir Lobotomist
1 Evil Twin
1 Havengul Lich
1 Geth, Lord of the Vault
1 Oona, Queen of the Fae
1 Sphinx of Magosi
1 Tomorrow, Azami's Familiar
1 Wrexial, the Risen Deep
1 Chancellor of the Spires
1 Sheoldred, Whispering One
1 Bloodchief Ascension
1 Memory Erosion
1 Rhystic Study
1 Leyline of Anticipation
1 Leyline of the Void
1 Inexorable Tide
1 Mind Unbound
1 Volition Reins
Other Spells (22)
1 Innocent Blood
1 Go for the Throat
1 Turn to Frog
1 Hinder
1 Recoil
1 Sadistic Sacrament
1 Spell Crumple
1 Windfall
1 Diabolic Tutor
1 Memory Plunder
1 Rite of Replication
1 Syphon Mind
1 Evacuation
1 Increasing Ambition
1 Spin into Myth
1 Syphon Flesh
1 Telemin Performance
1 Traumatize
1 Life's Finale
1 Recurring Insight
1 Tunnel Vision
1 Blue Sun's Zenith
1 Barren Moor
1 Bojuka Bog
1 Bottomless Vault
1 Command Tower
1 Dimir Aqueduct
1 Dreadship Reef
1 Drowned Catacomb
1 Duskmantle, House of Shadow
1 Evolving Wilds
1 Jwar Isle Refuge
1 Lonely Sandbar
1 Nephalia Drownyard
1 Reliquary Tower
1 Salt Marsh
1 Saprazzan Cove
1 Saprazzan Skerry
1 Subterranean Hanger
1 Tainted Isle
1 Temple of the False God
1 Terramorphic Expanse
1 Underground River
8 Island
9 Swamp
Contagion Clasp, Contagion Engine, Inexorable Tide--The deck's only sources of proliferation, but very powerful when they come out. Clasp doubles as spot removal, Engine doubles as a wrath on one player, and Tide is simply nuts; every spell I cast makes my board that much stronger.
Grindclock--This card gets ridiculous when it has, say, ten charge counters on it. While proliferating, it mills someone every turn and still gets progressively bigger.
Magistrate's Scepter--Makes infinite turns with enough proliferation, but it's very hard to do since I need the Scepter and two of the Clasp, Engine, or Inexorable Tide to make it work, and it's very vulnerable to disruption/destruction. It's also very mana-intensive to keep the combo going.
Altar of Shadows--This card is simply amazing. I can't say enough good things about it; it gets rid of almost any threat on the board, starts paying for itself, and if I don't need to use it, it makes plenty of extra mana every turn.
Bottomless Vault, Subterranean Hanger, Saprazzan Cove, Saprazzan Skerry, Dreadship Reef--Speaking of extra mana, proliferating these is a great way to get ahead, and even without proliferating they store up extra mana in the early game so you have it for when it's actually needed later.
Bloodchief Ascension--Oftentimes I find I have a difficult time getting this online, since the moment I play it my opponents tend to unite against me, or at least stop attacking each other. With relatively few creatures, I sometimes don't have a reliable way to make them lose life enough. However, one counter is all it take to proliferate the Ascension into the red zone, and that's enough to almost assuredly make me win.
Mind Unbound--Draw my deck? Yes please!
Sphinx of Magosi--Proliferating him turns him into a truly enormous flier in addition to being a nice source of card draw.
Mindcrank--Annoying, but not annoying enough to attract removal for the most part. However, pair it with Bloodchief Ascension and it's pretty much an auto-win.
Jace's Archivist--Windfall on a stick. I'm hesitant to use him sometimes, because I generally like keeping the cards in my hand, but he's great to mess with combo players and to catch up if someone has more cards than me. He can also mill like crazy when I need him to.
Circu, Dimir Lobotomist--I hardly ever draw him for some reason, but he's a lot of fun. Randomly exiling cards from opponents' libraries is a good thing, and if he hits something like Sol Ring, Sensei's Top, or an Eldrazi, so much the better!
Geth, Lord of the Vault--Another powerhouse. I love stealing my opponents' things with him, and he just dumps more right into the graveyard for further taking. Also, a 5/5 intimidate is pretty nice.
Oona, Queen of the Fae--No infinite mana combos to avoid abusing her. Mostly I use her to make blockers; I have other things to do with my mana most of the time.
Memory Erosion--Every time my opponents cast a spell, they mill 2. It's free mill and it stays there until someone gets tired of it. Great card.
Sadistic Sacrament--Not really a mill card, but it does get rid of annoying Eldrazi and other cards that prevent me from milling out my opponents. When drawn late game, the ability to exile 15 cards from someone's deck is truly devastating.
Windfall--How I wish this were an instant. Still, it has its uses. It can draw you a lot of extra cards in the right situation.
Telemin Performance--This is one of my favorite mill cards. Not only do I get to mill someone, but I steal their next creature as well. Results are random--I've gotten everything from Sakura-Tribe Elder to Primeval Titan and everything in between--but almost never disappointing.
Traumatize--The classic example of extreme milling. Half an EDH deck is a lot of cards, and this can be as debilitating as a kicked Sadistic Sacrament in the right situation.
Life's Finale--A wrath that can also get rid of (or make available to me) someone's biggest threat creatures.
Tunnel Vision--It's very hard to mill someone completely down to zero without this card, though it is possible. Only takes out one player, but that's plenty for one card. Only played after casting Hinder, Spell Crumple, or Spin Into Myth.
Blue Sun's Zenith--Early to mid game, a nice boost to my hand. Late game, it kills someone once they get low enough or I have proliferated enough mana.
Duskmantle, House of Shadow; Nephalia Drownyard--Milling effects on lands for when I don't need the mana for anything else. The Drownyard proves just how horrible Duskmantle really is, but I still love the Dimir land so I keep it in since I don't really need another basic in the slot.
Nezumi Graverobber--When I draw this guy early game, he's amazing, especially if I have a low-cost source of mill to go along with him. Reanimating an opponent's Sakura-Tribe Elder over and over for a five-mana Rampant Growth in blue/black is a lot better than you'd think. Late game, he's useful as a way to stop my opponents from doing their graveyard things as well.
Withered Wretch--Such an amazing card. Recursion strategies can suck it.
Dimir Doppelganger--Again, can stop opposing graveyard stuff, in addition to cloning dead creatures. Highly useful.
Havengul Lich--This guy is simply ludicrous. I can cast anyone's dead dudes for one more mana, plus get their activated abilities if I want? Sign me up!
Wrexial, the Risen Deep--Swamp- and Islandwalk are extremely relevant, letting this guy bypass defenders and go straight for the gold. I absolutely love using opponents' cards against them, and Wrexial is a great way to do that.
Chancellor of the Spires--A 5/7 flier for 7 with Memory Plunder attached is great on its own, but also milling 7 off my enemies' decks at the start of the game is even better. Also gives me infinite dudes if someone has cast Rite of Replication already.
Sheoldred, Whispering One--Pretty much an auto-include for black EDH decks. She helps keep my foes' creatures off the board while getting mine back.
Leyline of the Void--A really powerful exile card. Makes all my milling that much better, plus can be played for free.
Memory Plunder--Grabs any instant or sorcery my opponents have used and lets me cast it for free at instant speed. Generally gets a wrath because this deck is a bit light on those.
Bojuka Bog--Again, auto-include for black. Stops one player's graveyard cold, and does it again if I get Dimir Aqueduct.
Lightning Greaves--Offer protection from spot removal to my dudes. Plus the haste is a nice bonus.
Phyrexian Metamorph--A 3-mana Clone that can turn into Sol Ring or Contagion Engine or Altar of Shadows or whatever? This guy is awesome!
Stormscape Familiar, Nightscape Familiar--My spells cost one or two less to play. Plus the Stormscape Familiar regenerates; highly useful.
Trinket Mage--A 2/2 that tutors Sol Ring, Spellbook, or Elixir of Immortality, all very important cards in the deck.
Evil Twin--A Clone that can kill whatever it copies, even if it's not legendary. This guy is so cool.
Tomorrow, Azami's Familiar--Lets you dig with every draw, plus prevents you from milling out if you really need to.
Leyline of Anticipation--I don't need to play anything on my turn; my turns all come at the end of my opponents'!
Volition Reins--A slightly better Confiscate. This card is just excellent; stealing opposing Planeswalkers right when their ultimate is about to go off and using it myself is so much fun.
Innocent Blood--A one-mana mini wrath. Really really good at getting around indestructibility and protections.
Go for the Throat--Excellent cheap spot removal.
Turn to Frog--This card does so many things! It can stop creature-based combos for one crucial turn, it can function as a removal spell, and it turns Szadek into a frog that does general damage... with all of his +1/+1 counters! My favorite win condition ever. This also explains the frog proxy above.
Hinder--One of two counterspells in the deck, and only there because it combos with Tunnel Vision. Though it has proved very handy.
Recoil--Solid two-for-one. I really enjoy this card.
Spell Crumple--The only other counterspell. Same function as Hinder, only slightly more reusable.
Rite of Replication--This card is so much fun! You can Clone something with it, or get FIVE somethings with it, like Sadbot, Titans, etc... Once I used it on a Reaper King to destroy twenty permanents. It was glorious.
Evacuation--More of a save-me card than a wrath, but it's been very good to have in certain situations, especially versus token decks.
Syphon Flesh--An Innocent Blood that doesn't hit me, plus gives me creatures. Seems good.
Spin Into Myth--Removal that combos with Tunnel Vision.
Diabolic Tutor--Substitute for Demonic Tutor, since it's decently expensive and hard to come by.
Syphon Mind--Lets me draw a few while also messing with my opponents' hands.
Increasing Ambition--Three tutors on one card. Amazing.
Recurring Insight--Almost always draws me at least 12 cards, and often much much more. Ridiculous card advantage.
Sol Ring--Auto-include.
Armillary Sphere--If your deck runs basics at all, this is a nice fixing/accel artifact.
Darksteel Ingot--Indestructible, makes any color I want. Seems good.
Barren Moor, Lonely Sandbar--Cycle when I don't need a land drop.
Evolving Wilds, Terramorphic Expanse--Fixing and slight deck thinning.
Temple of the False God--One land, two mana.
Decree of Pain--Wrath that draws me a ton of cards. Perfect for the deck.
Damnation--I'd love one of these, but they're expensive.
Sand Silos, Peat Bog--To complete my set of proliferate-able lands.
Demonic Tutor--Fairly expensive and hard to find, but I want one for the deck.
Reminisce--Again with the graveyard shuffling. These are hard to find as well, at least in my experience.
Counterlash--An expensive counterspell, but it lets me play a card for free. One of the few counterspells I'd run.
Jace, Memory Adept--The ultimate mill Planeswalker. He's so cool!
Capsize--I should probably get one of these.
Academy Ruins-- Works really well with the artifacts in the deck, getting them back if they're destroyed, but is expensive.
Nemesis of Reason--Strangely hard to find, but he's really cool and really good.
Swiftfoot Boots--I hear two pairs of Lightning Greaves is good.
Darksteel Plate--More protection for my dudes.
Watery Grave, Polluted Delta, Underground Sea--So expensive T_T
Cabal Coffers, Urborg, Tomb of Yawgmoth--Personally, I think this combo is a little dumb, but if I got my hands on it I would be sorely tempted to run it.
Helm of Obedience--I REALLY dislike the combo between this and Leyline of the Void. It's retarded and just makes you win. Arguably that makes me a hypocrite because I am running Magistrate's Scepter, but that combo is a lot harder to put together and pull off.
Dreamborn Muse and its ilk--I don't like milling myself. It's acceptable to me when it's Windfall or Jace's Archivist doing it because then I'm trading in a subpar hand for a better one, but I don't like just straight milling myself.
Temple Bell, Howling Mine, Font of Mythos--These give my opponents too much advantage to be worth it. I think they're terrible. Temple Bell can be decent in the right 60-card deck, but not EDH unless it's the Mind Over Matter combo.
Power Artifact, Basalt Monolith--This combo is just stupid. I only play Oona at all because I don't have ridiculous mana production like this combo or the Coffers/Urborg one. I only have janky proliferate mana.
Treasure Mage--A Trinket Mage who can find me Contagion Engine or Altar of Shadows. I just don't have space for him, but I'd put him in if I could.
Well, there you have it. That's the Frog of Secrets deck. Any comments/suggestions are appreciated.
WUBRG Slivers and Friends
I think the current president of your regional Magic club might have an extra Demonic Tutor, if I remember correctly from the last time I talked with him.
You could try and run Creeping Tar Pit, Rootwater Depths, Darkslick Shores, Mistvein Borderpost, River Delta, Frost Marsh, Shelldock Isle, Secluded Glen, and/or Waterveil Cavern, if you can get them.