Hanna is really an amazing general - you can go down so many different paths that it is impossible to predict which it will take. Hanna is also pretty laid back, many will assume she isn't a highly powerful general, but those who have played against her know she is truly a force to be feared.
Common Hanna Archetypes:
Prison
Voltron
Token
Group Hug
Stax
Combo/Control
----------------------------- Pros:
Many different decktypes
Dead artifacts and enchantments never stay dead
Can mostly work within Teeg's bounds
Can spend countless hours tinkering
Can deal with most board situations
Cons:
Graveyard hate can impact the game-plan
Colorscheme draws hate
Reactive playstyle (could be a con)
Deck History:
Hanna is the third EDH deck i have built. Previous lists have included Rafiq Goodstuff (scrapped) and Numot, the Devastator. While Numot has been relatively untouched past the intial builds, Hanna has changed more than any deck built before and since. Quickly, Hanna has become my go-to general, being able to react to almost any situation.
During the construction of Hanna, i was still just wading into the vast Vintage cardpool. After years of purely casual play I was just moving into the Standard environment, so i had a fairly small knowledge of cards past mirrodin. Suggestions have given Hanna teeth, and me a greater knowledge of the direction i wanted to take Hanna in. Research has led to a greater wealth of card knowledge than before, and as a result, Hanna has gone down a very strange path to where it is now. It is still being testing and played with daily to make it the best it can possibly be.
Academy Ruins - Another form of recursion is always welcome, particularly one that can tap for mana when i dont need its other ability.
Ancient Den/Seat of the Synod - Pretty basic, just in-case i need emergency land fix off of a Trinket Mage grab or if i need an artifact to do something else with (use your imagination).
Ancient Tomb - Best land in EDH. Gives me a quick boost of mana.
Buried Ruin - One shot recursion for my many artifacts.
Fetches - Hanna uses 4 Fetches, they serve to fix mana and to shuffle//barely thin the deck. With Rings, they turn into rampant growths.
Creatures:
Academy Rector - With your sacrifice outlets, you can turn this into an instant-speed enchantment of your choice. Since this deck uses enchantments for the final kill, this can help speed it up.
Argivian Archaeologist - An Artifact-only Hanna. If Hanna gets tucked, you can still use this.
Duplicant - Recurrable kill spell. Dont leave home without it.
Grand Architect - The best creature in the deck. Turns most of your creatures into ramp spells, and is a decent Plan C should things go south.
Phyrexian Metamorph - Recurrable clone. Good for killing legends or just for value.
Solemn Simulacrum - Recurrable ramp and draw. The fact that it can swing for 2 is a nice bonus.
Steel Hellkite - Your kill-card and one-sided sweeper. It's recurrable.
Sun Titan - Plan B and recursion. Something like 70% of the deck is recurrable to this titan.
Trinket Mage - Tutor for a wide variety of utility. Trinket Mage is still one of the best creatures in Magic.
Planeswalkers:
Tezzeret the Seeker - Extremely useful for his numerous abilites.
+1 - Untap two artifacts that generate 2 or more mana for a massive acceleration boost.
-x - typically used to find a combo-piece, it can be a nasty surprise to opponents
-5 - You'll only be using this as a last resort - and hopefully you'll do enough damage to win.
Spells:
Ancestral Vision - Our most efficient draw spell. Wait 4 turns to draw 3.
Argivian Find - A one-shot instantspeed Hanna effect. Highly powerful when used at the right time.
Dispatch - The best removal possible for artifact-based decks. Hell yeah baby!
Enlightened Tutor - Instant speed 1 mana tutor for both of the main card types. Very, very good.
Intuition - It's just too good. Tutor for three cards, one you get now, two you get later. Alternatively, you can throw one of the recursion engines in to guarantee you get what you want.
Mana Drain - Not only does it stop a spell, but it gives you mana to use next turn! The best counterspell in magic.
Muddle the Mixture - A counterspell and Tutor built into one neat package.
Open the Vaults - Bring back... everything! Usually ends the game.
Stifle - This card is so good! Not only does it serve as protection (stifle that eldrazi trigger or Tendrils storm) but it can also help you with your permanent exiling tricks. Just stifle the trigger!
Trickbind - An uncounterable Stifle! Can be used offensively or defensively.
Artifacts:
Azorius Signet - Standard turn-colorless-into-colored mana source.
Basalt Monolith - A One-shot piece of ramp that hooks up with two different cards for infinite mana.
Claws of Gix - The original sac-outlet. Lifegain is an added bonus.
Crucible of Worlds - Allows for really nice Intuition Packages, and turns fetches into reuseable land drops.
Grim Monolith - Cheap and efficient ramp. Combo's for infinite mana.
Ichor Wellspring - Very efficient draw. No waiting around to get your draws off, gives you a card just for playing it, another for killing it off.
Lightning Greaves - Really speeds up your winning when you've gone infinite or serves to make Hanna work instantly.
Mana Crypt - Free mana is a good thing, i hear. Draw-back is insignificant, as when you're done with it you can just sacrifice it.
Memory Jar - Recurrable D7. Added bonus of disrupting the opponent's next 7.
Mind Stone - Ramp when you want it, draw when you dont. Efficient.
Mox Opal - With all the artifacts in the deck, this is almost always a Mox Everything. It enables a "second" land-drop the turn you play it to get ahead of your opponents.
Nevinyrall's Disk - Blow up the world for cheap. Key onlines this faster.
Oblivion Stone - Blow up the world, save your own stuff. Seems good.
Pithing Needle - Disable target ability. Recur if it dies. Seems good.
Rings of Brighthearth - One of the best cards in the deck. Double up abilities and go infinite with Basalt Monolith.
Sensei's Divining Top - Draw filter is always good. Does wonders with an active Rings.
Shrine of Piercing Vision - Instant speed Impulse or better. A great way to find an answer late into the game. Doubles as a cantrip with Hanna.
Sol Ring - The most efficient mana source that isn't a Lotus. Screams run me.
Tormod's Crypt - Mandatory grave-yard hate. It's always nice to remove your opponent's yard before a Vaults.
Voltaic Key - Reload artifacts or just boost mana production, Key does anything you need.
Enchantments:
Aura of Silence - Taxes other players heavily for artifacts and enchantments, and works to blow up those you dont like. Works as a one-shot sac outlet if you need to.
Dance of Many - Your catch-all enchantment. Either take one of the best creatures for your use, kill a legendary, or combo with Sun Titan for a lot of them.
Future Sight - Play one-turn ahead of what you would normally do. Combo's for infinite draw.
Hatching Plans - Very efficient draw that can wait until you need it most.
Journey to Nowhere - Remove target creature from the game. With a sac outlet, do it permanently and load Journey up for a second target.
Karmic Justice - Makes your opponents not want to board wipe, because then they'll lose quite a bit.
Martyr's Bond - This deck loves to sacrifice stuff. This card likes sacrificing stuff. Seems fairly broken.
Moat - Any non-flying creatures are fairly screwed with this on the field. Luckily, your kill-condition flies.
Oblivion Ring - A Journey for everything. Very good with a sac outlet.
Opalescence - Strictly a combo piece, combines with the two Parallaxes for massive disruption.
Parallax Tide - Remove lands from the game. After you sacrifice it, remove those lands permanently.
Hanna is easily the most complex deck i've built. Every card in the deck synergizes with each other and with themselves, providing some unique and powerful plays that are only possible after hours of play with Hanna.
Hanna is a mid-game combo-control decklist. It's capable of controlling the board for extended periods of time, but nearly always wins in one of its many combo finishes. By virtue of being able to draw resources from the graveyard, Hanna can overcome opponents by sheer amount of card advantage, yet isn't neutered much by graveyard hate.
It's impossible to pick this deck up and instantly know how to proceed in a match. Every situation requires a careful evaluation of what you are capable of doing and what your opponents are capable of doing.
Not only do you have infinite mana, but you also have the pleasure of being able to draw your deck via Top being copied by Rings.
Basalt Monolith Taps for 3 and uses that mana to untap itself. Using two mana from an outside source you can copy that untap with the rings. In response to that untap, tap it for 3 mana. Tap it for another 3 (6) and untap it with that 3 mana, then copy it with the mana you got from the untap! This nets you +1 Mana per cycle, which gives you infinite. Once you get infinite mana, draw with sensei's top and copy that ability. Top will draw itself back! Repeate to draw the deck.
Infinite Mana, once again. Not difficult to understand why it works.
------------------------------------------------------------------- Sun Titan + Dance of Many + Claws of Gix
This one's a little more complex and defenitely harder to assemble as there is no way to tutor for Sun Titan, but it generates 1 Sun Titan and 1 Life for each mana you have available. When you attack next turn, you can also recur a lot of stuff and potentially restart the combo with even more mana available.
If the combo is not instantly obvious, here's a quick rundown.
With Sun Titan in hand or on the field ready to attack and Dance of Many in the Grave.
Play/Attack with Sun Titan. Bring Back Dance of Many. Have Dance Target Sun Titan. With this trigger on the stack, Sacrifice the Dance to Claws of Gix. The Sun Titan token comes into play, targeting the Dance again... and so the loop continues.
But wait, you might say. Dance of Many kills off the token when it dies!
Yes, it does. But by the time the token comes into play the Dance is already gone, and it only effects that particular Sun Titan token. The Last Dance will not effect the first Titan token.
Hanna's Signature combo and the one that causes the most confusion.
1. Have an Opalescence, Parallax Tide, and Parallax Wave on the field.
2. Remove something with Parallax Wave.
3. Now, because Opalescence makes Parallax Wave a creature, remove itself in response to the 2 trigger. (Since it only exiles a creature)
4. The Parallax Wave self-removal trigger resolves.
It leaves the field and comes back with 5 fresh counters due to its own Leaves the Battlefield trigger.
5. The original removal return trigger resolves - but wait! The Wave is already gone, and the ability is essentially countered.
That creature is now gone for good. So yes, you can exile every creature on the board with just these two.
But this is just the first mode of the combo - disruption. Hanna's got several highly useful ETB creatures that she can abuse with this. Instead of permanently exiling them, she can just blink them.
Steps 1 and 2 are the same.
3. Let the removal trigger resolve!
4. Now, have the Wave exile itself and let the Leaves the Battlefield triggers occur. It comes back with 5 fresh counters, and so does the exiled creature. This can result in some insane tricks with Trinket Mage or Sun Titan.
So now we've got two modes - Disruption and Benefit. How does Parallax Tide work into this combo?
In Disruption mode:
1. Exile 5 Lands. (Note the enchantment doesnt sacrifice until the next upkeep it has zero counters)
2. In response to exiling those lands, exile it with Parallax Wave.
3. Those lands are now toast as the fresh Wave and Tide come in.
In Benefit mode:
1. Exile 5 lands (probably yours)
2. Let the triggers resolve.
3. Exile the Tide with Wave and enjoy 5 untapped lands.
In this way, you get infinite mana while screwing with everyone else's boards! If you throw in Oblivion Ring, you can exile non-land/non-creature permanents as well! A win/win!
So, in essence, this combo clears the field of anything not controlled by you. Concessions are quick to come after this hits.
Where is..?
Aura Thief + Enchanted Evening Combo: Too slow and untutorable for one of the pieces. A truly bad combo for this deck, if powerful.
Serra Sanctum: I dont run that many enchantments, so Serra Sanctum is often dead. If you opt to use Enchanted Evening, this gets a lot better.
Master Transmuter: This is now obsolete. When the deck played more large artifacts, the Transmuter could do some nasty things. However, it's now just a liability.
Dovescape: Has terrible synergy with the combos. I'd rather win on the spot than give some creature-based deck the chance to fight back. No Thanks.
Spine of Ish Sah: Simply, it's too costly. Even if it's synergetic with Claws of Gix, there isn't a reason for this deck to want an 8 mana vindicate.
Mindslaver: Once deemed too slow, it's now receiving some very serious thought once more. It's just too devastating not to consider Mindslaver Locks with.
Budget Options:
So you're short on cash? Dont want to spend Billions of Mana dollars on cards? The deck still works!
I'm sort of playing with the banned list and sort of not. Some (like the moxen) are banned for good reasons and i'll keep it that way.
Cleasing Meditation moved. Oops : )
I picked up a Crucible of Worlds
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after looking at tolarian a bit more, i'd rather use the crucible, and i have plenty of land/draw power to get to them.
Parralax combo is as follows - Play one of the parralax's, and either let it fade out or exile instantly - regardless, when the last counter (or any, doesnt matter) is removed, in response to it being removed, sacrifice it to arenson's aura, claws of gix, or teferi's care. When the game checks for the ETB trigger - it's gone already, so the cards are exiled permanentely.
Since you have hanna, you can recurse them to do it again... and again... and again...
Parallax Wave also combos with Opalescence for an infinite source of targeted creature/enchantment exiling. This combo is also extremely adept at dodging targeted removal as it can blink itself.
The only other suggestions I have for this list are in the Hanna deck that's linked in my sig. I prefer a more toolbox-y feel for my list, and thus have quite a few more 1cc artifacts that fulfill various purposes (I use Artificer's Intuition to tutor for most of them).
Good luck! Hanna's a really fun general - just be careful to avoid over-extending your graveyard.
Dropped Capsize for a Plains in order to get a little more consistancy on land drops.
---- Recent Changes:
Dropped Memnarch for Karn, Silver Golem. I wish i had room for both of them, but i dont. Memnarch proved to be less useful than Karn is. Karn is a great wrath deterrent. You wipe - you lose your artifacts, and helps Doran not attack into my suddenly 8/8. Thanks, buddy.
Dropped Wrath of God for Nevinyrall's Disk. While it hits more than just creatures, the disk is recurrable through Hanna, and only one mana per turn is needed to deter anyone from doing something stupid like trying to combo out. Oblivion Stone has been doing so well, i think it needs a cousin to help it.
Dropped Impulse for Angelic Shield. Impulse was used to set up Tunnel Vision targets if i had OtV in my hand. This was too narrow an application, and with the addition of Vedalken Archmage, i didnt need the draw as much. Angelic Shield, on the other hand, functions in two important ways. It prevents a March of the Machines/Opalescence mass rush from killing my lands, and it enables an infinite recurring combo that hanna can do. The other option i was considering was Aether Spellbomb, which i decided against because of the presence of Replenish in my deck. Although the spellbomb is trinket mage tutorable, TMage has better targets than a combo enabler/drawer... like a better one in Top.
Are we sure that the Parallax Wave + Opalescence combo work ? I think I remember having seen an errata on Parallax Wave saying that it wouldn't come back to play if it had removed itself from the game...
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"The last thing to go through the mogg's mind was its teeth."
Are we sure that the Parallax Wave + Opalescence combo work ? I think I remember having seen an errata on Parallax Wave saying that it wouldn't come back to play if it had removed itself from the game...
I havent found anything to this effect. If you do find something - link it.
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Tantarus: It didn't make the gaka greifer level, so it should be fine
Well I think there was an errata on Parallax Wave saying it couldn't target itself, but apparently the M10 rules changing removed that errata. So ignore my precedent post ^^
Can I suggest either or both Recurring Insight or Stroke of Genius over Rush of Knowledge? Insight will probably draw you substantially more cards for one more mana, and Stroke probably will draw you fewer cards for the same mana but the EOT aspect can't be understated.
Also, Fact or Fiction goes in any deck with Island, and especially one that wants stuff in its graveyard.
Can I suggest either or both Recurring Insight or Stroke of Genius over Rush of Knowledge? Insight will probably draw you substantially more cards for one more mana, and Stroke probably will draw you fewer cards for the same mana but the EOT aspect can't be understated.
Also, Fact or Fiction goes in any deck with Island, and especially one that wants stuff in its graveyard.
You're completely right, and originally, insight and FoF were both in here. My latest task has been re-adding at least FoF without removing something vital.
Cards i'm iffy about: Arcanis the Omnipotent - Can provide tons of card draw, and can protect himself, but he's not feeling strong in this deck. Untutorable. Luminarch Ascension - It is highly unwise to drop this unless Solitary Confinement is out or early game, because damage that might have gone elsewhere heads my way. Tutorable. Rhystic Study - I'm happier with this card than the other two, it draws a lot of cards and prevents a lot of spells if people do not want me to draw (it happens). The taxation effect is not to be ignored. Tutorable/ Elspeth Tirel - Her function is to give me time to set up my combo. In the aggro-infested environment i live in, her -2 is an excellent way to give me another turn, while her +2 brings me out of the red zone. The ultimate is gravy, but incredibly important gravy, if the field gets out of hand.
Untutorable. Rush of Knowledge - It can be anything from a new hand to absolutely nothing. When i have no board presence, it is a terrible draw.
Like to add: Fact or Fiction - draw that puts stuff in the graveyard for later use. Stroke of Genius - potential kill-con, but acts to function as a draw spell. Only complaint is it's massive requirement of mana to be effective. Thousand-Year Elixer - Enables Hanna to recycle the turn she's played, lets Arcanis draw a ton, but is this not enough?
@Dack: Thanks for that interesting read, i sure am glad i can play mind games with the parallax cards. They've been one of my keys to victory multiple times. (Yeah, i just exiled all your lands, what now?)
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Tantarus: It didn't make the gaka greifer level, so it should be fine
Attunement can draw you cards and dump cards into to graveyard, is an enchantment, and is recurrable with Sun Titan and your general.
IMHO the best draw engine in Hanna is Hatching Plans, expecially since you already run Claws of Gix. I never liked Standstill because in a MP game, all of your opponents but 1 will be drawing 3 cards as well.
Eel Umbra and Crab Umbra might actually be a really good fit here, being enchantments that can protect Hanna while also being easily recurrable with her as well. Also works with Rayne, Academy Chancellor which you alredy run.
I would definately consider at least one recurrable creature control card, preferable Treachery since it's essentially "free". Deters people from attacking and is recurrable. You can also sac it to claws when you want a new creature.
There's a few cards that I don't quite see the point of or seem underwhelming me to, such as Karn, Silver Golem (Useless without Lattice in play...), Tunnel Vision (Do you use this on yourself...?), Angelic Shield, Elspeth Tirel(...?) and I have to be honest, Null Rod just seems like a bombo.
Last but not least, depending on your meta, I always maindeck Tormod's Crypt and Sacred Ground because graveyard hate is so important and land disruption is so prevalent here, but it's up to you. Good luck!
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My apologies, children, for I am afraid I cannot save you all.
Attunement - When used, the actual discard has been too overwhelming. Recycling cards is fine, but i want to get something out of it.
Hatching Plans - I tried this, and wasn't very happy with it. Yes, i can get rid of it easily, yes, it's three cards - but otherwise it was just taking up space. I may test it out again, but my initial reaction wasn't good.
Standstill - keeps my allies happy, and potentially makes new ones. I havent had reason to doubt it yet, and once so far it has gone through 7 turns before eventually being cracked.
Umbras - if anything, i would run Crab Umbra. I havent been a fan of them, but the potential is there.
Treachery - The card that currently fits the description (at least somewhat) is Duplicant. While being more expensive, it can also swing even if the target is removed by the owner, which has happened more than once.
Decree of Silence - I really wanted this card to work in testing, but it was so out of place and so hate-worthy, i had to cut it. Its cost was another reason not to play it.
Planar Collapse - this card has been in, out, then in, and once more out again. I'm seriously unsure about it. On one hand, it's a recurrable wipe (though conditional). On the other, it gives aggro players one more turn to kill me. I like it and love it, completely on the fence for it.
Karn - true, it seems out of place. His main purposes are:
1. Make wrathing a very bad idea
2. LD with Mycosynth
3. Prevent Doran from overrunning me, and giving me a huge blocker.
He could defenitely be cut, similar to memnarch's cutting.
Tunnel Vision - Used on myself, yup. It's a great way to suddenly play your deck, and setting up a target is relatively easy. Scroll Rack was added to prevent me from being decked if someone decided to make me draw into my last card and then beyond.
Angelic Shield - recurrable creature bounce. Primarily for emrakul/big stuff, its secondary role is to enable an infinite recursion combo with hanna, and its tertiary role is to prevent march of the machines or opalescense from killing my lands (but that's just coincidence)
Tirel - a meta call for aggro decks, nothing less and nothing more.
Null Rod - While it is a double-edged sword, the first time an opponent thought acquiring it to kill me would work, they were sadly mistaken. I can easily play around it, although it can cut off my accel. I should probably add more ways to kill it (just in case). The main function is an absolute lock of the board with Mycosynth Lattice. Surprisingly, it has been my go-to combo far too often.
Tutors - Mystical tutor and personal tutor have been tried, but the spell density is too low to make effective use of them. Long-Term Plans i havent yet gotten ahold of, but initial proxying was iffy at best.
Crypt/ground - I run the only graveyard-oriented deck in my meta, so there isn't much call for the crypt...yet. Sacred ground would be utterly dead, the only LD used is strip mine and wasteland (and not many utilize them)
Keep the ideas coming!
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Tantarus: It didn't make the gaka greifer level, so it should be fine
In my deck, Copy Artifact almost always copied some form of artifact ramp (this deck is very mana hungry) and there was always a target for it, either my own or someone else's Sol Ring.
That's similar to how i ran it, but from the cards you linked - i'm correct in assuming you're running a far more prison-y variant? It might be better in something such as that, where duplicates can help a lot more than it can with me.
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Tantarus: It didn't make the gaka greifer level, so it should be fine
3. Opalescense + Parallax Tide + Parallax Wave == Infinite Mana of Any Color//ETB effects
While this is true, it really should read: If unanswered, Infinite Mana of Any Color/Exile all Opponent's Lands/Exile all Opponent's Creatures/All Opponents Scoop. This unanswered is really just another 3 card combo win-con.
Quote from "Gaka" »
9. Mycosynth Lattice + Null Rod == Lockdown the entire board. Only one known way to get rid of it. (Simian Spirit Guide + Elvish Spirit Guide + Shatter/Naturalize)
I'm really curious how you play around this, because I just don't see the answer right now... you should have no mana, no activated abilities, nothing except a bunch of artifact permanents. So naturally I'm very curious because Null Rod + Mycosynth is such a good lock that I would like to use in my Hanna, I could see where it would be good if you just dropped the Mycosynth Lattice + March of the Machines bomb, but at that point everyone's lands should be dead and already floating whatever mana they have left to use to cast spells, Null Rod just seems redundant at that point in time, I just want to know how you get yourself around it = )
Yeah, i have the card to reset her, but i completely forgot the hasty addition. Should fix that. Also - i seriously like the way you think with Deserted Temple. It can be used in other ways than just this combo, which is perfect. I do believe i have one somewhere, so i'll probably find room for it. Thanks
While this is true, it really should read: If unanswered, Infinite Mana of Any Color/Exile all Opponent's Lands/Exile all Opponent's Creatures/All Opponents Scoop. This unanswered is really just another 3 card combo win-con.
I'm really curious how you play around this, because I just don't see the answer right now... you should have no mana, no activated abilities, nothing except a bunch of artifact permanents. So naturally I'm very curious because Null Rod + Mycosynth is such a good lock that I would like to use in my Hanna, I could see where it would be good if you just dropped the Mycosynth Lattice + March of the Machines bomb, but at that point everyone's lands should be dead and already floating whatever mana they have left to use to cast spells, Null Rod just seems redundant at that point in time, I just want to know how you get yourself around it = )
I dont play around the actual lock, just the sole Null Rod itself. The lock is impossible for me to do anything about, too. It ends the game on the spot... though in one memorable matchup a Lorthos/Eight-tails duo made us actually do the 87 damage requires for victory..
I digress, I made sure that i could (mostly) play around a Null Rod, since i'm not the only one who plays this lock here. While it is true much of my cards become dead (it was a lot worse a bit ago) my enchantments can still fight on. During a matchup with Sen Triplets they acquire'd me, and tried to do the most possible damage by grabbing Null Rod - which was incredibly ironic, because it hurt them more than it did me. I just set aside my artifacts and played with enchantments. I ended up winning through a swarm of Sacred Mesa tokens.
So again, the lock is impossible to play around (it's a lock!) but the individual pieces are. While March of the Machines is indeed a really nice way to end the game, you'll notice the severe lack of enchantment tutors available. With the number of artifact tutors available, it is significantly easier to tutor for and play Null Rod than it is to tutor for and play march of the machines.
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Tantarus: It didn't make the gaka greifer level, so it should be fine
Wow, great stuff here. I've been building Hanna too and while it's strong at times, it's a bit unfocused. I'll definitely be taking ideas from here. Coincidentally I've been building Jaya too.
A couple ideas... Have you considered Etherium Sculptor? It accomplishes the same thing as Cloud Key but it's cheaper. Also what are your thoughts on Transmute? Drift of Phantasms can search for Hanna if she gets shuffled into your library, for example.
I'd like to argue Karn's case. Besides the obviously Lattice + Karn = 1 Mana Stone Rain, he does alot of other cool tricks. He makes all your recurable artifacts chump blockers that can defend you in a pinch, so you'll never be out of a defense. He kills opposing artifacts whenever someone wraths, and you're playing the #1 Wrath Color. He shoots mana crypts, Mox Diamond, and any other 0 Casting Cost Non-creature artifact. Finally, he makes equipment fall off opposing generals, allowing you to sneak in some quick removal. I've found this is one of the best ways to deal with lightning greaves and the lot.
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Thanks to DarkKnightCavalier from Heroes of the Plane Studios for this awesome signature!
Wow, great stuff here. I've been building Hanna too and while it's strong at times, it's a bit unfocused. I'll definitely be taking ideas from here. Coincidentally I've been building Jaya too.
A couple ideas... Have you considered Etherium Sculptor? It accomplishes the same thing as Cloud Key but it's cheaper. Also what are your thoughts on Transmute? Drift of Phantasms can search for Hanna if she gets shuffled into your library, for example.
If you're building both Hanna and Jaya, i think we can get along.
I'm currently using Cloud Key over Etherium Sculptor simply due to the dual nature of my deck. There are times i want to empty my hand of enchantments, and will call for that. After Cloud Key is ineffective, i sacrifice it and i am then able to replay it for artifacts if i choose. Sculptor is extremely one-sided, which is why i did not use it.
Transmute would work, provided you could find multiple transmute effects that are for what you need. Given the many 3 costing cards in the deck, Drift of Phantasms would work, and yes - could get Hanna back. However, the card itself doesnt add anything to the deck, unless you consider it to read "1UU - tutor for a 3cmc card, which does not fit the bill for a valuable card at the moment.
I do agree there needs to be a way to get Hanna back should she be shuffled away, which is why i have been relooking at Planar Portal, among others.
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Tantarus: It didn't make the gaka greifer level, so it should be fine
Credit to Lanxal
Decklist - version 11
Why Hanna?
Prison
Voltron
Token
Group Hug
Stax
Combo/Control
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Pros:
Many different decktypes
Dead artifacts and enchantments never stay dead
Can mostly work within Teeg's bounds
Can spend countless hours tinkering
Can deal with most board situations
Cons:
Graveyard hate can impact the game-plan
Colorscheme draws hate
Reactive playstyle (could be a con)
Deck History:
During the construction of Hanna, i was still just wading into the vast Vintage cardpool. After years of purely casual play I was just moving into the Standard environment, so i had a fairly small knowledge of cards past mirrodin. Suggestions have given Hanna teeth, and me a greater knowledge of the direction i wanted to take Hanna in. Research has led to a greater wealth of card knowledge than before, and as a result, Hanna has gone down a very strange path to where it is now. It is still being testing and played with daily to make it the best it can possibly be.
1 Hanna, Ship's Navigator
Lands - 36
1 Academy Ruins
1 Ancient Den
1 Ancient Tomb
1 Arid Mesa
1 Buried Ruin
1 Command Tower
1 Flagstones of Trokair
1 Flooded Strand
1 Glacial Fortress
1 Glimmervoid
1 Hallowed Fountain
7 Island
1 Kor Haven
1 Marsh Flats
1 Minamo, School at Water's Edge
1 Mistveil Plains
1 Misty Rainforest
1 Mystic Gate
1 Phyrexia's Core
3 Plains
1 Scalding Tarn
1 Seachrome Coast
1 Seat of the Synod
1 Strip Mine
1 Tolaria West
1 Tundra
1 Wasteland
Creatures - 9
1 Academy Rector
1 Argivian Archaeologist
1 Duplicant
1 Grand Architect
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Steel Hellkite
1 Sun Titan
1 Trinket Mage
1 Ancestral Vision
1 Argivian Find
1 Dispatch
1 Enlightened Tutor
1 Fabricate
1 Fact or Fiction
1 Idyllic Tutor
1 Intuition
1 Mana Drain
1 Muddle the Mixture
1 Open the Vaults
1 Reshape
1 Stifle
1 Swords to Plowshares
1 Thirst for Knowledge
1 Thoughtcast
1 Transmute Artifact
1 Trickbind
Planeswalkers - 1
1 Tezzeret the Seeker
Artifacts - 20
1 Azorius Signet
1 Basalt Monolith
1 Claws of Gix
1 Crucible of Worlds
1 Grim Monolith
1 Ichor Wellspring
1 Lightning Greaves
1 Mana Crypt
1 Memory Jar
1 Mind Stone
1 Nevinyrral's Disk
1 Oblivion Stone
1 Pithing Needle
1 Rings of Brighthearth
1 Sensei's Divining Top
1 Shrine of Piercing Vision
1 Sol Ring
1 Talisman of Progress
1 Tormod's Crypt
1 Voltaic Key
1 Aura of Silence
1 Dance of Many
1 Future Sight
1 Hatching Plans
1 Journey to Nowhere
1 Karmic Justice
1 Martyr's Bond
1 Moat
1 Oblivion Ring
1 Opalescence
1 Parallax Tide
1 Parallax Wave
1 Power Artifact
1 Rhystic Study
1 Solitary Confinement
1 Treachery
1 Hanna, Ship's Navigator
Artifacts - 14
1 Aether Spellbomb
1 Azorius Signet
1 Courier's Capsule
1 Darksteel Ingot
1 Dispeller's Capsule
1 Fieldmist Borderpost
1 Golem Foundry
1 Ichor Wellspring
1 Mind Stone
1 Mycosynth Wellspring
1 Origin Spellbomb
1 Sisay's Ring
1 Tormod's Crypt
1 Wayfarer's Bauble
Creatures - 17
1 Auramancer
1 Drift of Phantasms
1 Etherium Sculptor
1 Faerie Mechanist
1 Glassdust Hulk
1 Gold Myr
1 Leonin Squire
1 Lumengrid Drake
1 Mnemonic Wall
1 Mulldrifter
1 Neurok Familiar
1 Salvage Scout
1 Sanctum Gargoye
1 Silver Myr
1 Trinket Mage
1 Wizard Replica
1 Angelic Renewal
1 Dance of Many
1 Faith's Fetters
1 Icy Prison
1 Journey to Nowhere
1 Mana Chains
1 Mystic Remora
1 Oblivion Ring
1 Rhystic Study
1 Seal of Cleansing
1 Seal of Removal
Instants - 14
1 Arcane Denial
1 Brainstorm
1 Capsize
1 Condescend
1 Counterspell
1 Dismantling Blow
1 Faerie Trickery
1 Frantic Salvage
1 Frantic Search
1 Impulse
1 Logic Knot
1 Muddle the Mixture
1 Overrule
1 Stoic Rebuttal
1 Deep Analysis
1 Merchant Scroll
1 Preordain
1 Thouhtcast
Lands - 39
1 Ancient Den
1 Command Tower
1 Evolving Wilds
1 Halimar Depths
16 Island
1 Lonely Sandbar
14 Plains
1 Remote Isle
1 Seat of the Synod
1 Secluded Steppe
1 Terramorphic Expanse
Card Choices:
Lands:
Ancient Den/Seat of the Synod - Pretty basic, just in-case i need emergency land fix off of a Trinket Mage grab or if i need an artifact to do something else with (use your imagination).
Ancient Tomb - Best land in EDH. Gives me a quick boost of mana.
Buried Ruin - One shot recursion for my many artifacts.
Command Tower - Tundra #6!
Flagstones of Trokair - It's sole purpose in life is to generate a net loss of zero off of Smokestack
Glacial Fortress - Tundra #3
Glimmervoid - Tundra #4 with an almost invisible downside.
Hallowed Fountain - Tundra #2 fetchable off the fetches.
Kor Haven - Stops Voltron in its tracks, taps for mana when i dont need the ability.
Minamo, School at Water's Edge - Simply a way to get more mileage with Hanna, two uses a turn is better than one.
Mistveil Plains - Put non-recurrable stuff back into the deck, or save recurrable stuff from gravehate. It's also fetchable.
Mystic Gate - Pure mana-fix.
Phyrexia's Core - At last - a land sac engine! Rejoice, all ye faithful!
Seachrome Coast - Tundra #5
Strip Mine - Kill target annoying land.
Tolaria West - Tutor for other lands or any of the zero costers. Gets Claws of Gix out in a hurry.
Tundra - Taps for both types of mana. Why not?
Wasteland - Kill target annoying nonbasic land.
Fetches - Hanna uses 4 Fetches, they serve to fix mana and to shuffle//barely thin the deck. With Rings, they turn into rampant growths.
Argivian Archaeologist - An Artifact-only Hanna. If Hanna gets tucked, you can still use this.
Duplicant - Recurrable kill spell. Dont leave home without it.
Grand Architect - The best creature in the deck. Turns most of your creatures into ramp spells, and is a decent Plan C should things go south.
Phyrexian Metamorph - Recurrable clone. Good for killing legends or just for value.
Solemn Simulacrum - Recurrable ramp and draw. The fact that it can swing for 2 is a nice bonus.
Steel Hellkite - Your kill-card and one-sided sweeper. It's recurrable.
Sun Titan - Plan B and recursion. Something like 70% of the deck is recurrable to this titan.
Trinket Mage - Tutor for a wide variety of utility. Trinket Mage is still one of the best creatures in Magic.
+1 - Untap two artifacts that generate 2 or more mana for a massive acceleration boost.
-x - typically used to find a combo-piece, it can be a nasty surprise to opponents
-5 - You'll only be using this as a last resort - and hopefully you'll do enough damage to win.
Ancestral Vision - Our most efficient draw spell. Wait 4 turns to draw 3.
Argivian Find - A one-shot instantspeed Hanna effect. Highly powerful when used at the right time.
Dispatch - The best removal possible for artifact-based decks. Hell yeah baby!
Enlightened Tutor - Instant speed 1 mana tutor for both of the main card types. Very, very good.
Fabricate - Standard Artifact tutor.
Fact or Fiction - Since your very general is recursion itself, this is basically an instant-speed D5.
Idyllic Tutor - Standard Enchantment tutor.
Intuition - It's just too good. Tutor for three cards, one you get now, two you get later. Alternatively, you can throw one of the recursion engines in to guarantee you get what you want.
Mana Drain - Not only does it stop a spell, but it gives you mana to use next turn! The best counterspell in magic.
Muddle the Mixture - A counterspell and Tutor built into one neat package.
Open the Vaults - Bring back... everything! Usually ends the game.
Reshape - Tutors for artifacts!
Stifle - This card is so good! Not only does it serve as protection (stifle that eldrazi trigger or Tendrils storm) but it can also help you with your permanent exiling tricks. Just stifle the trigger!
Swords to Plowshares - One of the best spot removal ever printed.
Thirst for Knowledge - Excellent draw-spell with a drawback that isn't.
Thoughtcast - The most efficient draw Hanna has. Affinity almost always makes this a U costing spell, no more.
Transmute Artifact - Tutors for artifacts!
Trickbind - An uncounterable Stifle! Can be used offensively or defensively.
Azorius Signet - Standard turn-colorless-into-colored mana source.
Basalt Monolith - A One-shot piece of ramp that hooks up with two different cards for infinite mana.
Claws of Gix - The original sac-outlet. Lifegain is an added bonus.
Crucible of Worlds - Allows for really nice Intuition Packages, and turns fetches into reuseable land drops.
Grim Monolith - Cheap and efficient ramp. Combo's for infinite mana.
Ichor Wellspring - Very efficient draw. No waiting around to get your draws off, gives you a card just for playing it, another for killing it off.
Lightning Greaves - Really speeds up your winning when you've gone infinite or serves to make Hanna work instantly.
Mana Crypt - Free mana is a good thing, i hear. Draw-back is insignificant, as when you're done with it you can just sacrifice it.
Memory Jar - Recurrable D7. Added bonus of disrupting the opponent's next 7.
Mind Stone - Ramp when you want it, draw when you dont. Efficient.
Mox Opal - With all the artifacts in the deck, this is almost always a Mox Everything. It enables a "second" land-drop the turn you play it to get ahead of your opponents.
Nevinyrall's Disk - Blow up the world for cheap. Key onlines this faster.
Oblivion Stone - Blow up the world, save your own stuff. Seems good.
Pithing Needle - Disable target ability. Recur if it dies. Seems good.
Rings of Brighthearth - One of the best cards in the deck. Double up abilities and go infinite with Basalt Monolith.
Sensei's Divining Top - Draw filter is always good. Does wonders with an active Rings.
Shrine of Piercing Vision - Instant speed Impulse or better. A great way to find an answer late into the game. Doubles as a cantrip with Hanna.
Sol Ring - The most efficient mana source that isn't a Lotus. Screams run me.
Talisman of Progress - Just ramp and mana fix.
Tormod's Crypt - Mandatory grave-yard hate. It's always nice to remove your opponent's yard before a Vaults.
Voltaic Key - Reload artifacts or just boost mana production, Key does anything you need.
Aura of Silence - Taxes other players heavily for artifacts and enchantments, and works to blow up those you dont like. Works as a one-shot sac outlet if you need to.
Dance of Many - Your catch-all enchantment. Either take one of the best creatures for your use, kill a legendary, or combo with Sun Titan for a lot of them.
Future Sight - Play one-turn ahead of what you would normally do. Combo's for infinite draw.
Hatching Plans - Very efficient draw that can wait until you need it most.
Journey to Nowhere - Remove target creature from the game. With a sac outlet, do it permanently and load Journey up for a second target.
Karmic Justice - Makes your opponents not want to board wipe, because then they'll lose quite a bit.
Martyr's Bond - This deck loves to sacrifice stuff. This card likes sacrificing stuff. Seems fairly broken.
Moat - Any non-flying creatures are fairly screwed with this on the field. Luckily, your kill-condition flies.
Oblivion Ring - A Journey for everything. Very good with a sac outlet.
Opalescence - Strictly a combo piece, combines with the two Parallaxes for massive disruption.
Parallax Tide - Remove lands from the game. After you sacrifice it, remove those lands permanently.
Parallax Wave - Parallax Tide for creatures.
Power Artifact - Another combo-piece only. The Monoliths are infinite!
Rhystic Study - Hugely powerful draw engine or tax engine.
Solitary Confinement - Your protection against storm or other combo decks. Also stops aggro cold for a few turns.
Treachery - Essentially free steal effect.
Hanna is a mid-game combo-control decklist. It's capable of controlling the board for extended periods of time, but nearly always wins in one of its many combo finishes. By virtue of being able to draw resources from the graveyard, Hanna can overcome opponents by sheer amount of card advantage, yet isn't neutered much by graveyard hate.
It's impossible to pick this deck up and instantly know how to proceed in a match. Every situation requires a careful evaluation of what you are capable of doing and what your opponents are capable of doing.
Winning:
There are four main combos in this deck, each with infinite variations.
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Basalt Monolith + Rings of Brighthearth + Sensei's Divining Top
Not only do you have infinite mana, but you also have the pleasure of being able to draw your deck via Top being copied by Rings.
Basalt Monolith Taps for 3 and uses that mana to untap itself. Using two mana from an outside source you can copy that untap with the rings. In response to that untap, tap it for 3 mana. Tap it for another 3 (6) and untap it with that 3 mana, then copy it with the mana you got from the untap! This nets you +1 Mana per cycle, which gives you infinite. Once you get infinite mana, draw with sensei's top and copy that ability. Top will draw itself back! Repeate to draw the deck.
Play Steel Hellkite and Lightning Greaves. Kill target opponent.
If you have access to a color-generating artifact, including Voltaic Key gets you infinite of that color.
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Grim Monolith/Basalt Monolith + Power Artifact
Infinite Mana, once again. Not difficult to understand why it works.
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Sun Titan + Dance of Many + Claws of Gix
This one's a little more complex and defenitely harder to assemble as there is no way to tutor for Sun Titan, but it generates 1 Sun Titan and 1 Life for each mana you have available. When you attack next turn, you can also recur a lot of stuff and potentially restart the combo with even more mana available.
If the combo is not instantly obvious, here's a quick rundown.
With Sun Titan in hand or on the field ready to attack and Dance of Many in the Grave.
Play/Attack with Sun Titan. Bring Back Dance of Many. Have Dance Target Sun Titan. With this trigger on the stack, Sacrifice the Dance to Claws of Gix. The Sun Titan token comes into play, targeting the Dance again... and so the loop continues.
But wait, you might say. Dance of Many kills off the token when it dies!
Yes, it does. But by the time the token comes into play the Dance is already gone, and it only effects that particular Sun Titan token. The Last Dance will not effect the first Titan token.
Opalescense + Parallax Tide + Parallax Wave
Hanna's Signature combo and the one that causes the most confusion.
1. Have an Opalescence, Parallax Tide, and Parallax Wave on the field.
2. Remove something with Parallax Wave.
3. Now, because Opalescence makes Parallax Wave a creature, remove itself in response to the 2 trigger. (Since it only exiles a creature)
4. The Parallax Wave self-removal trigger resolves.
It leaves the field and comes back with 5 fresh counters due to its own Leaves the Battlefield trigger.
5. The original removal return trigger resolves - but wait! The Wave is already gone, and the ability is essentially countered.
That creature is now gone for good. So yes, you can exile every creature on the board with just these two.
But this is just the first mode of the combo - disruption. Hanna's got several highly useful ETB creatures that she can abuse with this. Instead of permanently exiling them, she can just blink them.
Steps 1 and 2 are the same.
3. Let the removal trigger resolve!
4. Now, have the Wave exile itself and let the Leaves the Battlefield triggers occur. It comes back with 5 fresh counters, and so does the exiled creature. This can result in some insane tricks with Trinket Mage or Sun Titan.
So now we've got two modes - Disruption and Benefit. How does Parallax Tide work into this combo?
In Disruption mode:
1. Exile 5 Lands. (Note the enchantment doesnt sacrifice until the next upkeep it has zero counters)
2. In response to exiling those lands, exile it with Parallax Wave.
3. Those lands are now toast as the fresh Wave and Tide come in.
In Benefit mode:
1. Exile 5 lands (probably yours)
2. Let the triggers resolve.
3. Exile the Tide with Wave and enjoy 5 untapped lands.
In this way, you get infinite mana while screwing with everyone else's boards! If you throw in Oblivion Ring, you can exile non-land/non-creature permanents as well! A win/win!
So, in essence, this combo clears the field of anything not controlled by you. Concessions are quick to come after this hits.
Where is..?
Aura Thief + Enchanted Evening Combo: Too slow and untutorable for one of the pieces. A truly bad combo for this deck, if powerful.
Serra Sanctum: I dont run that many enchantments, so Serra Sanctum is often dead. If you opt to use Enchanted Evening, this gets a lot better.
Master Transmuter: This is now obsolete. When the deck played more large artifacts, the Transmuter could do some nasty things. However, it's now just a liability.
Dovescape: Has terrible synergy with the combos. I'd rather win on the spot than give some creature-based deck the chance to fight back. No Thanks.
Spine of Ish Sah: Simply, it's too costly. Even if it's synergetic with Claws of Gix, there isn't a reason for this deck to want an 8 mana vindicate.
Mindslaver: Once deemed too slow, it's now receiving some very serious thought once more. It's just too devastating not to consider Mindslaver Locks with.
Budget Options:
So you're short on cash? Dont want to spend Billions of
Manadollars on cards? The deck still works!Moat -> Teferi's Moat, Propaganda, Ghostly Prison
Tundra -> Any land will do.
Grim Monolith -> Everflowing Chalice, Gilded Lotus
Power Artifact -> Sorry, no replacement.
Mana Drain -> Counterspell
Mana Crypt, Mana Vault -> There are dozens of other cheap artifact ramp cards!
Sensei's Divining Top -> Crystal Ball works until you try to combo with it.
- Etherium Sculptor
- Consecrated Sphinx
- Enchanted Evening
- Teferi's Care
- Recurring Insight
- Mycosynth Lattice
- Smokestack
- Thousand-Year Elixer
- Vedalken Orrery
- Inkmoth Nexus
+ Counterspell
+ Dissipate
+ Faerie Trickery
+ Force of Will
+ Hinder
+ Mana Drain
+ Remand
+ Rewind
+ Stifle
+ Seachrome Coast
- Rewind
- Strategic Planning
+ Argivian Find
+ Muddle the Mixture
May 7, 2011
- Remand
- Serra's Sanctum
- Artificer's Intuition
- Windfall
- Vedalken Archmage
- Lightning Greaves
- Counterspell
+ Island
+ Ancestral Visions
+ Trickbind
+ Forbid
+ Dispatch
+ Swords to Plowshares
+ Phyrexia's Core
June 6, 2011
- Deserted Temple
- Magosi, The Waterveil
- Despotic Scepter
+ Island
+ Ancient Tomb
+ Preordain
June 21, 2011
- Island
- Master Transmuter
- Spine of Ish Sah
- Faerie Trickery
+ Command Tower
+ Lightning Greaves
+ Spell Crumple
+ Martyr's Bond
July 29, 2011
- Island
- Mox Opal
- Dissipate
- Forbid
- Force of Will
- Hinder
- Spell Crumple
- Preordain
+ Crucible of Worlds
+ Scroll Rack
+ Phyrexian Metamorph
+ Buried Ruin
+ Strip Mine
+ Wasteland
+ Rhystic Study
+ Treachery
August 21, 2011
- Scroll Rack
- Mana Vault
+ Shrine of Piercing Visions
+ Azorius Signet
December 16, 2011
- Ponder
- Proteus Staff
+ Reshape
+ Transmute Artifact
Thanks to everyone who has given suggestions to this continually shifting deck!
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
Duplicant is a card that's especially good in Hanna. I'd try to find room for him if I were you.
Also, Parallax Wave + Opalescence makes for good times. Opalescence is pretty good here anyway.
Seal of Removal switched with Aether Spellbomb.
Plains switched with Opalescensce.
Teferi's Moat switched with Duplicant.
Curve +0.03
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
Also, Cleansing Meditation is in the wrong area, and Tolarian Academy is on that "banned" list...if you play with that. Just trying to help.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Cleasing Meditation moved. Oops : )
I picked up a Crucible of Worlds
----
after looking at tolarian a bit more, i'd rather use the crucible, and i have plenty of land/draw power to get to them.
Parralax combo is as follows - Play one of the parralax's, and either let it fade out or exile instantly - regardless, when the last counter (or any, doesnt matter) is removed, in response to it being removed, sacrifice it to arenson's aura, claws of gix, or teferi's care. When the game checks for the ETB trigger - it's gone already, so the cards are exiled permanentely.
Since you have hanna, you can recurse them to do it again... and again... and again...
Crucible of Worlds for Tolarian Academy.
Curve -0.01
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
Parallax Wave also combos with Opalescence for an infinite source of targeted creature/enchantment exiling. This combo is also extremely adept at dodging targeted removal as it can blink itself.
The only other suggestions I have for this list are in the Hanna deck that's linked in my sig. I prefer a more toolbox-y feel for my list, and thus have quite a few more 1cc artifacts that fulfill various purposes (I use Artificer's Intuition to tutor for most of them).
Good luck! Hanna's a really fun general - just be careful to avoid over-extending your graveyard.
I have many options.
Provided i dont get any, then yes, it could hurt.
Part of the fun of edh is dealing with these cards you've rarely seen (if ever) before.
This Hanna deck has proven to be reliable and solid after the changes, so bring it on i say,
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
----
Recent Changes:
Dropped Memnarch for Karn, Silver Golem. I wish i had room for both of them, but i dont. Memnarch proved to be less useful than Karn is. Karn is a great wrath deterrent. You wipe - you lose your artifacts, and helps Doran not attack into my suddenly 8/8. Thanks, buddy.
Dropped Wrath of God for Nevinyrall's Disk. While it hits more than just creatures, the disk is recurrable through Hanna, and only one mana per turn is needed to deter anyone from doing something stupid like trying to combo out. Oblivion Stone has been doing so well, i think it needs a cousin to help it.
Dropped Impulse for Angelic Shield. Impulse was used to set up Tunnel Vision targets if i had OtV in my hand. This was too narrow an application, and with the addition of Vedalken Archmage, i didnt need the draw as much. Angelic Shield, on the other hand, functions in two important ways. It prevents a March of the Machines/Opalescence mass rush from killing my lands, and it enables an infinite recurring combo that hanna can do. The other option i was considering was Aether Spellbomb, which i decided against because of the presence of Replenish in my deck. Although the spellbomb is trinket mage tutorable, TMage has better targets than a combo enabler/drawer... like a better one in Top.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
I havent found anything to this effect. If you do find something - link it.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
Source : http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/58a&page=3
Also, Fact or Fiction goes in any deck with Island, and especially one that wants stuff in its graveyard.
EDH: U Arcum Dagsson (primer!) U
You're completely right, and originally, insight and FoF were both in here. My latest task has been re-adding at least FoF without removing something vital.
Cards i'm iffy about:
Arcanis the Omnipotent - Can provide tons of card draw, and can protect himself, but he's not feeling strong in this deck. Untutorable.
Luminarch Ascension - It is highly unwise to drop this unless Solitary Confinement is out or early game, because damage that might have gone elsewhere heads my way. Tutorable.
Rhystic Study - I'm happier with this card than the other two, it draws a lot of cards and prevents a lot of spells if people do not want me to draw (it happens). The taxation effect is not to be ignored. Tutorable/
Elspeth Tirel - Her function is to give me time to set up my combo. In the aggro-infested environment i live in, her -2 is an excellent way to give me another turn, while her +2 brings me out of the red zone. The ultimate is gravy, but incredibly important gravy, if the field gets out of hand.
Untutorable.
Rush of Knowledge - It can be anything from a new hand to absolutely nothing. When i have no board presence, it is a terrible draw.
Like to add:
Fact or Fiction - draw that puts stuff in the graveyard for later use.
Stroke of Genius - potential kill-con, but acts to function as a draw spell. Only complaint is it's massive requirement of mana to be effective.
Thousand-Year Elixer - Enables Hanna to recycle the turn she's played, lets Arcanis draw a ton, but is this not enough?
@Dack: Thanks for that interesting read, i sure am glad i can play mind games with the parallax cards. They've been one of my keys to victory multiple times. (Yeah, i just exiled all your lands, what now?)
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
IMHO the best draw engine in Hanna is Hatching Plans, expecially since you already run Claws of Gix. I never liked Standstill because in a MP game, all of your opponents but 1 will be drawing 3 cards as well.
Eel Umbra and Crab Umbra might actually be a really good fit here, being enchantments that can protect Hanna while also being easily recurrable with her as well. Also works with Rayne, Academy Chancellor which you alredy run.
I would definately consider at least one recurrable creature control card, preferable Treachery since it's essentially "free". Deters people from attacking and is recurrable. You can also sac it to claws when you want a new creature.
Late game, nothing beats a recurrable Decree of Silence.
Planar Collapse is a recurrable wrath effect.
There's a few cards that I don't quite see the point of or seem underwhelming me to, such as Karn, Silver Golem (Useless without Lattice in play...), Tunnel Vision (Do you use this on yourself...?), Angelic Shield, Elspeth Tirel(...?) and I have to be honest, Null Rod just seems like a bombo.
As far as tutors go, Mystical Tutor, Personal Tutor, Merchant Scroll and Long-Term Plans are all good ones you may want to consider.
Last but not least, depending on your meta, I always maindeck Tormod's Crypt and Sacred Ground because graveyard hate is so important and land disruption is so prevalent here, but it's up to you. Good luck!
Hatching Plans - I tried this, and wasn't very happy with it. Yes, i can get rid of it easily, yes, it's three cards - but otherwise it was just taking up space. I may test it out again, but my initial reaction wasn't good.
Standstill - keeps my allies happy, and potentially makes new ones. I havent had reason to doubt it yet, and once so far it has gone through 7 turns before eventually being cracked.
Umbras - if anything, i would run Crab Umbra. I havent been a fan of them, but the potential is there.
Treachery - The card that currently fits the description (at least somewhat) is Duplicant. While being more expensive, it can also swing even if the target is removed by the owner, which has happened more than once.
Decree of Silence - I really wanted this card to work in testing, but it was so out of place and so hate-worthy, i had to cut it. Its cost was another reason not to play it.
Planar Collapse - this card has been in, out, then in, and once more out again. I'm seriously unsure about it. On one hand, it's a recurrable wipe (though conditional). On the other, it gives aggro players one more turn to kill me. I like it and love it, completely on the fence for it.
Karn - true, it seems out of place. His main purposes are:
1. Make wrathing a very bad idea
2. LD with Mycosynth
3. Prevent Doran from overrunning me, and giving me a huge blocker.
He could defenitely be cut, similar to memnarch's cutting.
Tunnel Vision - Used on myself, yup. It's a great way to suddenly play your deck, and setting up a target is relatively easy. Scroll Rack was added to prevent me from being decked if someone decided to make me draw into my last card and then beyond.
Angelic Shield - recurrable creature bounce. Primarily for emrakul/big stuff, its secondary role is to enable an infinite recursion combo with hanna, and its tertiary role is to prevent march of the machines or opalescense from killing my lands (but that's just coincidence)
Tirel - a meta call for aggro decks, nothing less and nothing more.
Null Rod - While it is a double-edged sword, the first time an opponent thought acquiring it to kill me would work, they were sadly mistaken. I can easily play around it, although it can cut off my accel. I should probably add more ways to kill it (just in case). The main function is an absolute lock of the board with Mycosynth Lattice. Surprisingly, it has been my go-to combo far too often.
Tutors - Mystical tutor and personal tutor have been tried, but the spell density is too low to make effective use of them. Long-Term Plans i havent yet gotten ahold of, but initial proxying was iffy at best.
Crypt/ground - I run the only graveyard-oriented deck in my meta, so there isn't much call for the crypt...yet. Sacred ground would be utterly dead, the only LD used is strip mine and wasteland (and not many utilize them)
Keep the ideas coming!
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
Wait for it...
I tried those too! And while sometimes pretty darn amazing, they were many times pretty darn useless, which i wasn't very happy with.
How do you utilize yours?
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
Copy Enchantment usually hit a "pay more"effect such as Propaganda, Ghostly Prison, Rhystic Study, In the Eye of Chaos, Squeeze, Invoke Prejudice or some such. Again never a dead target though, since someone is always playing Mirari's Wake or other such nonsense.
the best part is you can sacrifice and recur it if you want something else.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
I think you are missing part of this combo, Hanna, Ship's Navigator + Rings of Brighthearth + Infinite Mana can only recur something twice, you either need a way to untap her (Minamo, School at Water's Edge + Deserted Temple + Rings Copy Ability) or something that gives her haste so you can keep replaying her and tapping (Lightning Greaves or Thousand-Year Elixir)
While this is true, it really should read: If unanswered, Infinite Mana of Any Color/Exile all Opponent's Lands/Exile all Opponent's Creatures/All Opponents Scoop. This unanswered is really just another 3 card combo win-con.
I'm really curious how you play around this, because I just don't see the answer right now... you should have no mana, no activated abilities, nothing except a bunch of artifact permanents. So naturally I'm very curious because Null Rod + Mycosynth is such a good lock that I would like to use in my Hanna, I could see where it would be good if you just dropped the Mycosynth Lattice + March of the Machines bomb, but at that point everyone's lands should be dead and already floating whatever mana they have left to use to cast spells, Null Rod just seems redundant at that point in time, I just want to know how you get yourself around it = )
Yeah, i have the card to reset her, but i completely forgot the hasty addition. Should fix that. Also - i seriously like the way you think with Deserted Temple. It can be used in other ways than just this combo, which is perfect. I do believe i have one somewhere, so i'll probably find room for it. Thanks
...true.
I dont play around the actual lock, just the sole Null Rod itself. The lock is impossible for me to do anything about, too. It ends the game on the spot... though in one memorable matchup a Lorthos/Eight-tails duo made us actually do the 87 damage requires for victory..
I digress, I made sure that i could (mostly) play around a Null Rod, since i'm not the only one who plays this lock here. While it is true much of my cards become dead (it was a lot worse a bit ago) my enchantments can still fight on. During a matchup with Sen Triplets they acquire'd me, and tried to do the most possible damage by grabbing Null Rod - which was incredibly ironic, because it hurt them more than it did me. I just set aside my artifacts and played with enchantments. I ended up winning through a swarm of Sacred Mesa tokens.
So again, the lock is impossible to play around (it's a lock!) but the individual pieces are. While March of the Machines is indeed a really nice way to end the game, you'll notice the severe lack of enchantment tutors available. With the number of artifact tutors available, it is significantly easier to tutor for and play Null Rod than it is to tutor for and play march of the machines.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
A couple ideas... Have you considered Etherium Sculptor? It accomplishes the same thing as Cloud Key but it's cheaper. Also what are your thoughts on Transmute? Drift of Phantasms can search for Hanna if she gets shuffled into your library, for example.
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
Thanks to DarkKnightCavalier from Heroes of the Plane Studios for this awesome signature!
If you're building both Hanna and Jaya, i think we can get along.
I'm currently using Cloud Key over Etherium Sculptor simply due to the dual nature of my deck. There are times i want to empty my hand of enchantments, and will call for that. After Cloud Key is ineffective, i sacrifice it and i am then able to replay it for artifacts if i choose. Sculptor is extremely one-sided, which is why i did not use it.
Transmute would work, provided you could find multiple transmute effects that are for what you need. Given the many 3 costing cards in the deck, Drift of Phantasms would work, and yes - could get Hanna back. However, the card itself doesnt add anything to the deck, unless you consider it to read "1UU - tutor for a 3cmc card, which does not fit the bill for a valuable card at the moment.
I do agree there needs to be a way to get Hanna back should she be shuffled away, which is why i have been relooking at Planar Portal, among others.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary