[/B]
Welcome to House Dimir. Officially, we do not exist. If captured, you will deny any knowledge of this primer, and the pill you have been given will provide a swift and painless death if all alternatives have been exhausted. This primer will instruct you in the ways of our clandestine organization: those of manipulation and assassination. My name is not important, but you may address me as Weresquirrel. First, it is crucial that you take an inventory of the tools at our disposal:
Allow me to go into detail. I cannot stress enough the importance of being familiar with the library of spells that your new allegiance with House Dimir affords you.
[B]FILLING GRAVEYARDS[/B]
The first step in our scheme is to fill the tombs so that we may have more bodies to resurrect and memories to pilfer.
[b]Mesmeric Orb[/B]: For the purposes of slowly driving our opponents to madness, the orb is the most powerful tool at our disposal. It exacts a terrible price on the libraries of those who would dare to cross us, and at a piddling cost. We also have a fondness for trinkets here, which makes it easier to retrieve from our library.
[B]Mindcrank[/B]: We have an excellent array of fearsome monsters to summon to our cause, so why use them to damage only our opponents' bodies, when they can also be used to damage their minds? As is now common knowledge, it can also combine with Bloodchief Ascension to put a swift end to a battle.
[B]Memory Erosion[/B]: A low-cost and low-maintenance enchantment that slowly grinds away at sanity.
[B]Jace's Archivist[/B]: It has come to our attention that a spell known as Windfall was once a popular option for filling graveyards and gaining knowledge. This innocuous minion has the incredible ability to cast said spell repeatedly.
[B]Whispering Madness[/B]: The pinnacle of our new Cipher spells, especially effective when its first casting grants our leader Double Strike, or when encoded upon Creeping Tar Pit.
[b]Dreamborn Muse[/b]: Another low-maintenance option for filling graveyards with future Dimir spies, this one also provides additional punishment to those who are greedy with their resources and retain them with Reliquary Tower or Praetor's Counsel.
[b]Nemesis of Reason[/b]: A horrendous, tentacled eldritch horror? Our dark lords are pleased. The fact that his power is activated upon attack can give you a surprising strike if he attacks alongside our illustrious guildmaster.
[b]Consuming Aberration[/b]: Another unspeakable monstrosity, providing fuel for our machinations and crushing underfoot all those who are unable to defend themselves from it.
[b]Jace, Memory Adept[/b]: Beleren first provides a quick and powerful mental attack, and on future outings can continue this strategy or provide a slow influx of knowledge.
[B]
NECROMANCY
[/B]
When it comes to raising the dead and retrieving lost knowledge, our predilection for the Mesmeric Orb requires that we devote a portion of our library to using such tricks on our own graveyard.
[b]Snapcaster Mage[/b]: Cheap to hire, and quick to act. We like casting our spells, and like casting them twice even more.
[b]Yawgmoth's Will[/b]: The dark god of an ancient plane provides bountiful gifts to the faithful. They are best utilized once the Cabal Coffers have been combined with his tomb.
[b]Xiahou Dun, the One-Eyed[/b]: His ability to return black resources to our waiting hands is useful, as is his rare horsemanship ability, which makes him another prime target for encoding with Whispering Madness.
The remainder of this section describes spells with the ability to turn our opponents' fallen soldiers and lobotomized memories against them.
[b]Bloodchief Ascension[/b]: It will often lie dormant for ages, only to be destroyed by a meddling green mage, but once activated it can quickly drain the lifeblood from our opponents and infuse us with vitality.
[b]Reanimate, Animate Dead, Necromancy[/b]: All serving similar purposes, these spells can be used as surgical strikes to zombify just the man for the job. Necromancy has the added benefit of being ready at a moment's notice, which can take an enemy by surprise.
[b]Memory Plunder[/b]: Easy to cast and can allow us to catch an enemy unawares by throwing one of their own spells back at them.
[b]Body Double[/b]: A shapeshifter after our leader's own heart, taking the shape of the dead.
[b]Puppeteer Clique[/b]: A swift an unexpected attack will follow after this enters the battlefield. Especially effective when coupled with everyone's least favorite boatman, Deadeye Navigator.
[b]Guiltfeeder[/b]: The very epitome of our strategy. Zero power to damage opponents in a traditional sense, but can devour a foe with a single touch by using their lost memories against them.
[b]Geth, Lord of the Vault[/b]: This fusion of dead flesh and technology can gobble up any used creature or machine, and even fuels his own engine.
[b]Sepulchral Primordial[/b]: Entering the battlefield and bringing the best fallen soldier from each opponent's graveyard with it makes this a very powerful ally.
[b]Diluvian Primordial[/b]: Similar to its black counterpart, this can sometimes end a battle on its own, depending on what powerful spells your opponents have laid out before you.
[b]Chancellor of the Spires[/b]: As with the previous, this is a large flying beast that can cast opponent's used spells, but it only gets you one. A benefit the Chancellor has is that he doesn't exile he used spell when cast so it can be used multiple times, and with a little luck he can give you a head-start on grinding away your enemies' libraries.
[b]Rise of the Dark Realms[/b]: We at House Dimir are not satisfied by anything less than...everything.
[B]
MISCELLANY
[/B]
[B]MANA TRINKETS[/B]
In our pursuit of power and influence, it is important to be one step ahead of our enemies at every turn.
[b]Sol Ring[/b]: We wouldn't enter battle without it.
Not every tool is flashy, but each has its purpose.
[b]Sensei's Divining Top[/b]: We learn new secrets every day. Divining helps ensure we learn the right ones.
[b]Force of Will, Pact of Negation[/b]: We do not generally wait for our enemies to act before making our move, but when the cost is so low it allows us to keep our opponents off guard.
[b]Solemn Simulacrum[/b]: Each guild could benefit from putting this automaton to work, no matter how melancholy it may make him.
[b]Tormod's Crypt, Nihil Spellbomb[/b]: What's yours is mine, not yours. These are here to intervene if our enemies try to give us a taste of our own medicine.
[b]Lightning Greaves[/b]: Speed is not one of our strengths, and we often find our minions afflicted with summoning sickness at inopportune moments.
[b]Leyline of Anticipation[/b]: The ability to take action at the best possible time is invaluable.
[b]Deadeye Navigator[/b]: Sometimes we need a way to get our subjects where they need to be, and a boatman is just the man for the job.
[b]Kokusho, the Evening Star[/b]: The pathetic blows of our opponents coupled with our own greed can occasionally put us close to expiring. The Evening Star dies with a vampiric fury, syphoning precious vitae from our enemies.
[B]
THE LAY OF THE LAND
[/B]
House Dimir rules over a great many realms, but always in secret.
[b]High Market, Phrexian Tower[/b]: The strength of many creatures is the abilities they unleash upon entering the battlefield. In this case, returning them to the grave to unearth them again is a viable means to an end. And, if one of our own is to be exiled or turn double agent, we would rather them be dead.
[b]Urborg, Tomb of Yawgmoth, Cabal Coffers, Deserted Temple[/b]: The tomb is effective at easing the casting of spells by providing black mana where there was none, but when coupled with the other two, the mana flows like blood.
[b]Volrath's Stronghold[/b]: Dead spies tell no tales, but also learn no secrets. This infamous monument to the power of a long-dead shapeshifter provides the means to revive dead soldiers, and at a very low opportunity cost.
[b]Academy Ruins[/b]: Retrieval of discarded trinkets is essential, especially if the trinket is Oblivion Stone.
[b]Reliquary Tower[/b]: We want to keep what we get, and damn the rules. We're greedy like that.
[b]Strip Mine[/b]: If this section has taught you anything, it should be that the lands we control can be a source of great power. The same is true of our opponent's lands. Sometimes they have to go.
[B]
THE BATTLE PLAN
[/B]
A typical skirmish begins with summoning our leader to your side. Next, you are to begin the process of filling your enemies' cemeteries with creatures and spells, by whatever means necessary. Choose wisely what Lazav shall mimic, and do not let your opponents forget that he can never be targeted by their spells. Last, you are to turn their resources against them and raise an army of undead soldiers from their overflowing graveyards. Since you are using their spells as often as your own, each battle will play out differently, and powerful new synergies will be discovered.
This ends your training, initiate. Do not fail us.
[b]CHANGELOG[/b]
[B]8/23/2013[/B]
-1 Nemesis of Reason: When adding cards, something's got to go on the chopping block. This guy mills a decent chunk when he attacks, and he was responsible for one of the more hilarious turns I've ever experienced in EDH, but for the most part he just doesn't pull his weight.
+1 Mind Grind: By extremely popular demand, I'm giving this thing a shot. The ability to be fetched by Mystical Tutor and Muddle the Mixture is a big part of the appeal for me, and it seems like it has the potential to actually mill people to death under the right circumstances. Time will tell.
Your list is..well, significantly different from mine. Should be interesting to compare them eh?
Still kinda surprised to not see things like Mind Grind, which is an absolute house, Traumatize, Mirko Vosk, etc. And no Sword of Body and Mind? Our general is pretty damn effective when turned sideways.
Your list is..well, significantly different from mine. Should be interesting to compare them eh?
Still kinda surprised to not see things like Mind Grind, which is an absolute house, Traumatize, Mirko Vosk, etc. And no Sword of Body and Mind? Our general is pretty damn effective when turned sideways.
there are only so many card slots. cutting from this is real tricky. Mind Grind and the like i've been avoiding just because i have a general preference for cheap permanents that just sit there and do their thing. i have been considering adding either that or Mind Funeral though, if only so that i'll have a source of milling that i can find with Mystical Tutor. SoBaM is a complete no-brainer, though. can't believe i hadn't thought of that.
I know the feeling hahaha. It took a lot to cut my list to what it currently is (and it's changing a tad more still, Snapcaster and Memory Adept are getting slotted in tomorrow). It's still pretty mill focused, but a bit less reanimator and a bit more voltron/aggro.
Yeah, one of the things i like about lazav is that he doesn't necessarily require any particular playstyle. This is just what I thought of when i saw him, but yours is a totally valid angle also. I had more equipment in here originally, because it did occur to me that the native hexproof goes well with it.
Love the list. Admittedly I have been having some problems with my Lazav list.
I like a small Ninja theme, because I could not resist Ink-Eyes, Servant of Oni and Silent-Blade Oni.
I took a few ideas from Weresquirrel (not trying to style-bite here, my deck needed some serious gas) and this is what I came up with:
Your list is so close to mine! Definitely think I got some good pointers from here though. I can't believe i didn't think of Mesmeric Orb. Sword of Mill You To Death While Making Puppies has definitely been very beneficial in my build. Another I'd consider including is Dimir Infiltrator (unblockable and transmutable!), maybe in place of Muddle The Mixture? Mind Grind is pretty fun too. I agree with wanting to take up slots with cheap permanents that hang out for a while, but Mind Grind hits the whole table so hard that it's worth it. Same with Traumatize (not the whole table, but so powerful). I keep putting in and taking out Whispering Madness so much that it has never actually come onto the board, so I'd appreciate hearing an in depth opinion on how that one plays.
Your list is so close to mine! Definitely think I got some good pointers from here though. I can't believe i didn't think of Mesmeric Orb. Sword of Mill You To Death While Making Puppies has definitely been very beneficial in my build. Another I'd consider including is Dimir Infiltrator (unblockable and transmutable!), maybe in place of Muddle The Mixture? Mind Grind is pretty fun too. I agree with wanting to take up slots with cheap permanents that hang out for a while, but Mind Grind hits the whole table so hard that it's worth it. Same with Traumatize (not the whole table, but so powerful). I keep putting in and taking out Whispering Madness so much that it has never actually come onto the board, so I'd appreciate hearing an in depth opinion on how that one plays.
Whispering Madness has been awesome in my experiences with it thus far. It's so easy for Lazav to pick up evasion, and he already has Hexproof, which makes the chances extremely high that you will be able to cast it every turn. Ideally, you just keep digging until you hit your Notion Thief, at which point it's basically game over.
Side note, if you guys are running multiple Windfall effects, run Notion Thief. It is too good when you pull off that combo.
Here is my decklist for comparison. After reading over your list I ended up adding Mesmeric Orb, Jace's Archivist and Whispering Madness, but the rest was already here.
I'm thinking I need to find a slot for at least one more mana rock. Tunnel Vision is in the sideboard for when I get annoyed by heavy combo players killing me on turn 4 over and over again.
[B]
Welcome to House Dimir. Officially, we do not exist. If captured, you will deny any knowledge of this primer, and the pill you have been given will provide a swift and painless death if all alternatives have been exhausted. This primer will instruct you in the ways of our clandestine organization: those of manipulation and assassination. My name is not important, but you may address me as Weresquirrel. First, it is crucial that you take an inventory of the tools at our disposal:
1 Lazav, Dimir Mastermind
[b]Artifacts[/b]
1 Chrome Mox
1 Tormod's Crypt
1 Nihil Spellbomb
1 Expedition Map
1 Sensei's Divining Top
1 Sol Ring
1 Fellwar Stone
1 Coldsteel Heart
1 Talisman of Dominance
1 Dimir Signet
1 Mindcrank
1 Mesmeric Orb
1 Lightning Greaves
1 Chromatic Lantern
1 Coalition Relic
1 Oblivion Stone
1 Crucible of Worlds
[b]Enchantments[/b]
1 Bloodchief Ascension
1 Animate Dead
1 Necromancy
1 Necropotence
1 Phyrexian Arena
1 Memory Erosion
1 Leyline of Anticipation
[b]Instants[/b]
1 Slaughter Pact
1 Pact of Negation
1 Vampiric Tutor
1 Mystical Tutor
1 Muddle the Mixture
1 Lim-Dûl's Vault
1 Snuff Out
1 Memory Plunder
1 Force of Will
1 Reanimate
1 Demonic Tutor
1 Yawgmoth's Will
1 Fabricate
1 Whispering Madness
1 Damnation
1 Rise of the Dark Realms
1 Mind Grind
[b]Creatures[/b]
1 Snapcaster Mage
1 Phantasmal Image
1 Trinket Mage
1 Jace's Archivist
1 Dreamborn Muse
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Xiahou Dun, the One-Eyed
1 Body Double
1 Puppeteer Clique
1 Consuming Aberration
1 Guiltfeeder
1 Consecrated Sphinx
1 Deadeye Navigator
1 Kokusho, the Evening Star
1 Geth, Lord of the Vault
1 Sepulchral Primordial
1 Diluvian Primordial
1 Chancellor of the Spires
1 Rune-Scarred Demon
[b]Planeswalkers[/b]
1 Tezzeret the Seeker
1 Jace, Memory Adept
1 Academy Ruins
1 Volrath's Stronghold
1 Phyrexian Tower
1 High Market
1 Strip Mine
1 Cabal Coffers
1 Deserted Temple
1 Reliquary Tower
1 Command Tower
1 Tainted Isle
1 Watery Grave
1 Sunken Ruins
1 Reflecting Pool
1 River of Tears
1 Creeping Tar Pit
1 Drowned Catacomb
1 Terramorphic Expanse
1 Evolving Wilds
1 Marsh Flats
1 Bojuka Bog
1 Urborg, Tomb of Yawgmoth
1 Shizo, Death's Storehouse
1 Minamo, School at Water's Edge
1 Vault of Whispers
1 Seat of the Synod
1 Tolaria West
5 Island
5 Swamp
Allow me to go into detail. I cannot stress enough the importance of being familiar with the library of spells that your new allegiance with House Dimir affords you.
The first step in our scheme is to fill the tombs so that we may have more bodies to resurrect and memories to pilfer.
[b]Mesmeric Orb[/B]: For the purposes of slowly driving our opponents to madness, the orb is the most powerful tool at our disposal. It exacts a terrible price on the libraries of those who would dare to cross us, and at a piddling cost. We also have a fondness for trinkets here, which makes it easier to retrieve from our library.
[B]Mindcrank[/B]: We have an excellent array of fearsome monsters to summon to our cause, so why use them to damage only our opponents' bodies, when they can also be used to damage their minds? As is now common knowledge, it can also combine with Bloodchief Ascension to put a swift end to a battle.
[B]Memory Erosion[/B]: A low-cost and low-maintenance enchantment that slowly grinds away at sanity.
[B]Jace's Archivist[/B]: It has come to our attention that a spell known as Windfall was once a popular option for filling graveyards and gaining knowledge. This innocuous minion has the incredible ability to cast said spell repeatedly.
[B]Whispering Madness[/B]: The pinnacle of our new Cipher spells, especially effective when its first casting grants our leader Double Strike, or when encoded upon Creeping Tar Pit.
[b]Dreamborn Muse[/b]: Another low-maintenance option for filling graveyards with future Dimir spies, this one also provides additional punishment to those who are greedy with their resources and retain them with Reliquary Tower or Praetor's Counsel.
[b]Nemesis of Reason[/b]: A horrendous, tentacled eldritch horror? Our dark lords are pleased. The fact that his power is activated upon attack can give you a surprising strike if he attacks alongside our illustrious guildmaster.
[b]Consuming Aberration[/b]: Another unspeakable monstrosity, providing fuel for our machinations and crushing underfoot all those who are unable to defend themselves from it.
[b]Jace, Memory Adept[/b]: Beleren first provides a quick and powerful mental attack, and on future outings can continue this strategy or provide a slow influx of knowledge.
[B]
When it comes to raising the dead and retrieving lost knowledge, our predilection for the Mesmeric Orb requires that we devote a portion of our library to using such tricks on our own graveyard.
[b]Snapcaster Mage[/b]: Cheap to hire, and quick to act. We like casting our spells, and like casting them twice even more.
[b]Yawgmoth's Will[/b]: The dark god of an ancient plane provides bountiful gifts to the faithful. They are best utilized once the Cabal Coffers have been combined with his tomb.
[b]Crucible of Worlds[/b]: Restores used or destroyed lands, and allows multiple uses of Terramorphic Expanse, Evolving Wilds, Marsh Flats, and Strip Mine.
[b]Xiahou Dun, the One-Eyed[/b]: His ability to return black resources to our waiting hands is useful, as is his rare horsemanship ability, which makes him another prime target for encoding with Whispering Madness.
The remainder of this section describes spells with the ability to turn our opponents' fallen soldiers and lobotomized memories against them.
[b]Bloodchief Ascension[/b]: It will often lie dormant for ages, only to be destroyed by a meddling green mage, but once activated it can quickly drain the lifeblood from our opponents and infuse us with vitality.
[b]Reanimate, Animate Dead, Necromancy[/b]: All serving similar purposes, these spells can be used as surgical strikes to zombify just the man for the job. Necromancy has the added benefit of being ready at a moment's notice, which can take an enemy by surprise.
[b]Memory Plunder[/b]: Easy to cast and can allow us to catch an enemy unawares by throwing one of their own spells back at them.
[b]Body Double[/b]: A shapeshifter after our leader's own heart, taking the shape of the dead.
[b]Puppeteer Clique[/b]: A swift an unexpected attack will follow after this enters the battlefield. Especially effective when coupled with everyone's least favorite boatman, Deadeye Navigator.
[b]Guiltfeeder[/b]: The very epitome of our strategy. Zero power to damage opponents in a traditional sense, but can devour a foe with a single touch by using their lost memories against them.
[b]Geth, Lord of the Vault[/b]: This fusion of dead flesh and technology can gobble up any used creature or machine, and even fuels his own engine.
[b]Sepulchral Primordial[/b]: Entering the battlefield and bringing the best fallen soldier from each opponent's graveyard with it makes this a very powerful ally.
[b]Diluvian Primordial[/b]: Similar to its black counterpart, this can sometimes end a battle on its own, depending on what powerful spells your opponents have laid out before you.
[b]Chancellor of the Spires[/b]: As with the previous, this is a large flying beast that can cast opponent's used spells, but it only gets you one. A benefit the Chancellor has is that he doesn't exile he used spell when cast so it can be used multiple times, and with a little luck he can give you a head-start on grinding away your enemies' libraries.
[b]Rise of the Dark Realms[/b]: We at House Dimir are not satisfied by anything less than...everything.
[B]
[B]MANA TRINKETS[/B]
In our pursuit of power and influence, it is important to be one step ahead of our enemies at every turn.
[b]Sol Ring[/b]: We wouldn't enter battle without it.
[b]Chrome Mox, Dimir Signet, Talisman of Dominance, Coldsteel Heart, Fellwar Stone, Chromatic Lantern, Coalition Relic[/b]: The remainder of our trinkets were chosen mainly based upon the restrictive nature of our leader's requirements.
[B]KNOWLEDGE IS POWER[/B]
Simlarly, we would never settle for pulling resources from our library at the same rate as our opponents.
[b]Phyrexian Arena[/b]: Doubles the rate of knowledge consumption at the cost of shaving seconds of our lives.
[b]Necropotence[/b]: Hours, not seconds, but the power gained is exponential.
[b]Consecrated Sphinx[/b]: The sphinx punishes our enemies for daring to think that they can ever keep secrets from House Dimir.
[B]FINDING THE TOOLS FOR THE JOB[/B]
Crushing our enemies is the goal, and we would never leave a thing like that up to chance.
[b]Vampiric Tutor, Demonic Tutor, Lim-Dûl's Vault, Rune-Scarred Demon[/b]: These can be used to find whatever it is we're looking for. The demon also bonds well with Deadeye Navigator and delivers painful beatings to our opponents.
[b]Expedition Map: Commonly used to discover Urborg, Tomb of Yawgmoth, due to its ability to make our spells easier to cast, and to produce seas of black mana in conjunction with Cabal Coffers. It also pairs very well with Academy Ruins.
[b]Muddle the Mixture[/b]: Serves as a counter to certain opposing spells, but most times it will be transmuted into Mesmeric Orb.
[b]Trinket Mage, Trinket Mage, Tezzeret the Seeker[/b]: We do so love our shiny things.
[B]THE USUAL SUSPECTS[/B]
Not every tool is flashy, but each has its purpose.
[b]Sensei's Divining Top[/b]: We learn new secrets every day. Divining helps ensure we learn the right ones.
[b]Force of Will, Pact of Negation[/b]: We do not generally wait for our enemies to act before making our move, but when the cost is so low it allows us to keep our opponents off guard.
[b]Slaughter Pact, Snuff Out, Damnation, Oblivion Stone[/b]: Assassination is one of our specialties, be it precise and targeted, or widespread and earth-shattering.
[b]Phantasmal Image, Phyrexian Metamorph[/b]: Our leader is a master of disguise and mimicry. These are two of his favorite subjects.
[b]Solemn Simulacrum[/b]: Each guild could benefit from putting this automaton to work, no matter how melancholy it may make him.
[b]Tormod's Crypt, Nihil Spellbomb[/b]: What's yours is mine, not yours. These are here to intervene if our enemies try to give us a taste of our own medicine.
[b]Lightning Greaves[/b]: Speed is not one of our strengths, and we often find our minions afflicted with summoning sickness at inopportune moments.
[b]Leyline of Anticipation[/b]: The ability to take action at the best possible time is invaluable.
[b]Deadeye Navigator[/b]: Sometimes we need a way to get our subjects where they need to be, and a boatman is just the man for the job.
[b]Kokusho, the Evening Star[/b]: The pathetic blows of our opponents coupled with our own greed can occasionally put us close to expiring. The Evening Star dies with a vampiric fury, syphoning precious vitae from our enemies.
[B]
House Dimir rules over a great many realms, but always in secret.
[b]Drowned Catacomb, Creeping Tar Pit, River of Tears, Sunken Ruins, Watery Grave, Tainted Isle, Command Tower, Reflecting Pool[/b]: Like all guilds, we need only two colors of mana to perpetrate our dealings. However, our leader is very secretive and is quite reluctant to be summoned for public appearances, hence the presence of this mulitude of marsh lands and briny seas.
[b]Shizo, Death's Storehouse, Minamo, School at Water's Edge[/b]: Their uses are fairly limited, but there is little drawback to using these in place of your average swamp or island.
[b]High Market, Phrexian Tower[/b]: The strength of many creatures is the abilities they unleash upon entering the battlefield. In this case, returning them to the grave to unearth them again is a viable means to an end. And, if one of our own is to be exiled or turn double agent, we would rather them be dead.
[b]Urborg, Tomb of Yawgmoth, Cabal Coffers, Deserted Temple[/b]: The tomb is effective at easing the casting of spells by providing black mana where there was none, but when coupled with the other two, the mana flows like blood.
[b]Volrath's Stronghold[/b]: Dead spies tell no tales, but also learn no secrets. This infamous monument to the power of a long-dead shapeshifter provides the means to revive dead soldiers, and at a very low opportunity cost.
[b]Academy Ruins[/b]: Retrieval of discarded trinkets is essential, especially if the trinket is Oblivion Stone.
[b]Seat of the Synod, Vault of Whispers[/b]: They are here solely to be retrieved by Trinket Mage and Tezzeret the Seeker.
[b]Terramorphic Expanse, Evolving Wilds, Marsh Flats[/b]: Similarly, these are here primarily for their synergy with Crucible of Worlds.
[b]Bojuka Bog[/b]: As previously stated, our strategy can occasionally give an enemy an advantage. We wouldn't want that, would we?
[b]Tolaria West[/b]: Retrieves any of the lands in our possession, as well as Pact of Negation, Slaughter Pact, and Tormod's Crypt.
[b]Reliquary Tower[/b]: We want to keep what we get, and damn the rules. We're greedy like that.
[b]Strip Mine[/b]: If this section has taught you anything, it should be that the lands we control can be a source of great power. The same is true of our opponent's lands. Sometimes they have to go.
[B]
A typical skirmish begins with summoning our leader to your side. Next, you are to begin the process of filling your enemies' cemeteries with creatures and spells, by whatever means necessary. Choose wisely what Lazav shall mimic, and do not let your opponents forget that he can never be targeted by their spells. Last, you are to turn their resources against them and raise an army of undead soldiers from their overflowing graveyards. Since you are using their spells as often as your own, each battle will play out differently, and powerful new synergies will be discovered.
This ends your training, initiate. Do not fail us.
[b]CHANGELOG[/b]
-1 Nemesis of Reason: When adding cards, something's got to go on the chopping block. This guy mills a decent chunk when he attacks, and he was responsible for one of the more hilarious turns I've ever experienced in EDH, but for the most part he just doesn't pull his weight.
+1 Mind Grind: By extremely popular demand, I'm giving this thing a shot. The ability to be fetched by Mystical Tutor and Muddle the Mixture is a big part of the appeal for me, and it seems like it has the potential to actually mill people to death under the right circumstances. Time will tell.
WRGisela, Blade of Goldnight: Holy Fire
UBLazav, Dimir Mastermind: Dimir Machinations
RGThromok the Insatiable: OMNOMNOMNOMNOM
Retired EDH Decks:
BBMikaeus, the Unhallowed: Black Gold
RUGRiku of Two Reflections: The Most Epicest Experiment
BWVish Kal, Blood Arbiter: Vishous
(R/G)(R/G)Rosheen Meanderer: Party Time!
BGNath of the Gilt-Leaf: The Rock
GWUJenara, Asura of War: Bant 187
Your list is..well, significantly different from mine. Should be interesting to compare them eh?
Still kinda surprised to not see things like Mind Grind, which is an absolute house, Traumatize, Mirko Vosk, etc. And no Sword of Body and Mind? Our general is pretty damn effective when turned sideways.
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
there are only so many card slots. cutting from this is real tricky. Mind Grind and the like i've been avoiding just because i have a general preference for cheap permanents that just sit there and do their thing. i have been considering adding either that or Mind Funeral though, if only so that i'll have a source of milling that i can find with Mystical Tutor. SoBaM is a complete no-brainer, though. can't believe i hadn't thought of that.
WRGisela, Blade of Goldnight: Holy Fire
UBLazav, Dimir Mastermind: Dimir Machinations
RGThromok the Insatiable: OMNOMNOMNOMNOM
Retired EDH Decks:
BBMikaeus, the Unhallowed: Black Gold
RUGRiku of Two Reflections: The Most Epicest Experiment
BWVish Kal, Blood Arbiter: Vishous
(R/G)(R/G)Rosheen Meanderer: Party Time!
BGNath of the Gilt-Leaf: The Rock
GWUJenara, Asura of War: Bant 187
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
WRGisela, Blade of Goldnight: Holy Fire
UBLazav, Dimir Mastermind: Dimir Machinations
RGThromok the Insatiable: OMNOMNOMNOMNOM
Retired EDH Decks:
BBMikaeus, the Unhallowed: Black Gold
RUGRiku of Two Reflections: The Most Epicest Experiment
BWVish Kal, Blood Arbiter: Vishous
(R/G)(R/G)Rosheen Meanderer: Party Time!
BGNath of the Gilt-Leaf: The Rock
GWUJenara, Asura of War: Bant 187
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
Neheb
Marath
Yidris
Sharuum
Yidris
UBRSedris, the Necromancer KingUBR
Thanks! I had a lot of fun writing it.
WRGisela, Blade of Goldnight: Holy Fire
UBLazav, Dimir Mastermind: Dimir Machinations
RGThromok the Insatiable: OMNOMNOMNOMNOM
Retired EDH Decks:
BBMikaeus, the Unhallowed: Black Gold
RUGRiku of Two Reflections: The Most Epicest Experiment
BWVish Kal, Blood Arbiter: Vishous
(R/G)(R/G)Rosheen Meanderer: Party Time!
BGNath of the Gilt-Leaf: The Rock
GWUJenara, Asura of War: Bant 187
UBRBLACK ROSE COMMANDERUBR
WURGBTrades - Looking for ABU Duals, Fetches, Ect. Have Liliana otV, Snapcaster Mages, Chrod of Calling, Alters!WURGB
Commander
Omnath, Locus of Mana
GWBUR Genju of The Realms RUBWG
UBRBLACK ROSE COMMANDERUBR
WURGBTrades - Looking for ABU Duals, Fetches, Ect. Have Liliana otV, Snapcaster Mages, Chrod of Calling, Alters!WURGB
Commander
Omnath, Locus of Mana
GWBUR Genju of The Realms RUBWG
I like a small Ninja theme, because I could not resist Ink-Eyes, Servant of Oni and Silent-Blade Oni.
I took a few ideas from Weresquirrel (not trying to style-bite here, my deck needed some serious gas) and this is what I came up with:
1x Lazav, Dimir Mastermind
Creatures:
1x Body Double
1x Consecrated Sphinx
1x Consuming Aberration
1x Diluvian Primordial
1x Dimir Doppelganger
1x Dreamborn Muse
1x Extractor Demon
1x Geth, Lord of the Vault
1x Ink-Eyes, Servant of Oni
1x Kokusho, the Evening Star
1x Kozilek, Butcher of Truth
1x Mirko Vosk, Mind Drinker
1x Nether Traitor
1x Phantasmal Image
1x Phyrexian Metamorph
1x Rune-Scarred Demon
1x Sepulchral Primordial
1x Silent-Blade Oni
1x Snapcaster Mage
1x Solemn Simulacrum
1x Undead Alchemist
1x Withered Wretch
Instants:
1x Cyclonic Rift
1x Dissipate
1x Go for the Throat
1x Grisly Spectacle
1x Hinder
1x Last Word
1x Lim-Dul's Vault
1x Memory Plunder
1x Muddle the Mixture
1x Pact of Negation
1x Shred Memory
1x Spell Crumple
1x Black Sun's Zenith
1x Bribery
1x Damnation
1x Decree of Pain
1x Demonic Tutor
1x Diabolic Vision
1x Fabricate
1x Ill-Gotten Gains
1x Mind Funeral
1x Mind Grind
1x Reanimate
1x Telemin Performance
1x Traumatize
1x Whispering Madness
Planeswalker:
1x Jace, Memory Adept
Artifacts:
1x Chrome Mox
1x Dimir Keyrune
1x Dimir Signet
1x Fellwar Stone
1x Gilded Lotus
1x Mesmeric Orb
1x Mindcrank
1x Sol Ring
1x Sword of Body and Mind
1x Talisman of Dominance
1x Vedalken Orrery
Enchantments:
1x Animate Dead
1x Bloodchief Ascension
1x Memory Erosion
1x Phyrexian Arena
1x Rhystic Study
1x Cabal Coffers
1x Creeping Tar Pit
1x Darkslick Shores
1x Dimir Aqueduct
1x Dimir Guildgate
1x Dreadship Reef
1x Drowned Catacomb
1x Duskmantle, House of Shadow
1x Frost Marsh
1x Halimar Depths
7x Island
1x Phyrexian Tower
1x Reliquary Tower
1x River of Tears
1x Rogue's Passage
1x Salt Marsh
1x Sunken Ruins
5x Swamp
1x Tainted Isle
1x Temple of the False God
1x Thawing Glaciers
1x Urborg, Tomb of Yawgmoth
1x Volrath's Stronghold
1x Watery Grave
Whispering Madness has been awesome in my experiences with it thus far. It's so easy for Lazav to pick up evasion, and he already has Hexproof, which makes the chances extremely high that you will be able to cast it every turn. Ideally, you just keep digging until you hit your Notion Thief, at which point it's basically game over.
Side note, if you guys are running multiple Windfall effects, run Notion Thief. It is too good when you pull off that combo.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Tell me about it! Lazav was very happy with the rules change.
WRGisela, Blade of Goldnight: Holy Fire
UBLazav, Dimir Mastermind: Dimir Machinations
RGThromok the Insatiable: OMNOMNOMNOMNOM
Retired EDH Decks:
BBMikaeus, the Unhallowed: Black Gold
RUGRiku of Two Reflections: The Most Epicest Experiment
BWVish Kal, Blood Arbiter: Vishous
(R/G)(R/G)Rosheen Meanderer: Party Time!
BGNath of the Gilt-Leaf: The Rock
GWUJenara, Asura of War: Bant 187
I still think you should run more counterspells, though.
I'm thinking I need to find a slot for at least one more mana rock. Tunnel Vision is in the sideboard for when I get annoyed by heavy combo players killing me on turn 4 over and over again.
I would love to hear any and all opinions.
1x Academy Ruins
1x Barren Moor
1x Bojuka Bog
1x Boseiju, Who Shelters All
1x Cabal Coffers
1x Cavern of Souls
1x Command Tower
1x Creeping Tar Pit
1x Darkslick Shores
1x Darkwater Catacombs
1x Dimir Aqueduct
1x Drowned Catacomb
1x Faerie Conclave
1x Frost Marsh
1x Ghost Quarter
1x High Market
1x Jwar Isle Refuge
1x Lonely Sandbar
1x Maze of Ith
1x Minamo, School at Water's Edge
1x Petrified Field
1x Reliquary Tower
1x Rogue's Passage
1x Rupture Spire
1x Salt Marsh
1x Strip Mine
1x Thespian's Stage
1x Tolaria West
1x Underground River
1x Urborg, Tomb of Yawgmoth
1x Watery Grave
2x Swamp
3x Island
1x Capsize
1x Cryptic Command
1x Cyclonic Rift
1x Force of Will
1x Hinder
1x Lim-Dul's Vault
1x Memory Plunder
1x Mystical Tutor
1x Spell Crumple
1x Spin into Myth
1x Vampiric Tutor
1x Jace, Memory Adept
1x Tezzeret the Seeker
1x AEtherling
1x Consecrated Sphinx
1x Consuming Aberration
1x Dimir Infiltrator
1x Geth, Lord of the Vault
1x Gilded Drake
1x Guiltfeeder
1x Ink-Eyes, Servant of Oni
1x Jace's Archivist
1x Nemesis of Reason
1x Notion Thief
1x Phyrexian Metamorph
1x Rune-Scarred Demon
1x Sangromancer
1x Snapcaster Mage
1x Solemn Simulacrum
1x Szadek, Lord of Secrets
1x Trinket Mage
1x Vendilion Clique
1x Wrexial, the Risen Deep
1x Chromatic Lantern
1x Expedition Map
1x Lightning Greaves
1x Mana Vault
1x Mesmeric Orb
1x Mindcrank
1x Mind's Eye
1x Sensei's Divining Top
1x Sol Ring
1x Sword of Body and Mind
1x Sword of Feast and Famine
1x Tormod's Crypt
1x Black Sun's Zenith
1x Bribery
1x Chainer's Edict
1x Damnation
1x Demonic Tutor
1x Mind Grind
1x Rite of Replication
1x Traumatize
1x Whispering Madness
1x Animate Dead
1x Bloodchief Ascension
1x Leyline of Anticipation
1x Megrim
1x Necromancy
1x Necropotence
1x Phyrexian Arena
1x Rhystic Study
1x Dimir Signet
1x Fabricate
1x Memory Erosion
1x Nihil Spellbomb
1x Rise of the Dark Realms
1x Talisman of Dominance
1 Consecrated Sphinx
1 Consuming Aberration
1 Crypt Ghast
1 Dark Confidant
1 Invisible Stalker
1 Mirko Vosk, Mind Drinker
1 Notion Thief
1 Phyrexian Metamorph
1 Rune-Scarred Demon
1 Shadowmage Infiltrator
1 Snapcaster Mage
1 Trinket Mage
1 Wrexial, the Risen Deep
1 Counterspell
1 Cryptic Command
1 Fact or Fiction
1 Forbid
1 Force of Will
1 Go for the Throat
1 Hinder
1 Muddle the Mixture
1 Mystical Tutor
1 Pongify
1 Rapid Hybridization
1 Spell Crumple
1 Sudden Death
1 Trickbind
1 Vampiric Tutor
1 Ashes to Ashes
1 Black Sun's Zenith
1 Bribery
1 Damnation
1 Demonic Tutor
1 Living Death
1 Mind Grind
1 Reanimate
1 Stolen Identity
1 Time Spiral
1 Traumatize
1 Whispering Madness
1 Yawgmoth's Will
1 Necromancy
1 Phyrexian Arena
1 Darksteel Ingot
1 Darksteel Plate
1 Dimir Keyrune
1 Dimir Signet
1 Expedition Map
1 Fireshrieker
1 Lightning Greaves
1 Mana Vault
1 Mindcrank
1 Sensei's Divining Top
1 Sol Ring
1 Strionic Resonator
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Talisman of Dominance
1 Umezawa's Jitte
1 Jace, Memory Adept
1 Tezzeret the Seeker
1 Academy Ruins
1 Ancient Tomb
1 Bojuka Bog
1 Cabal Coffers
1 Cephalid Coliseum
1 Creeping Tar Pit
1 Deserted Temple
1 Drowned Catacomb
1 High Market
6 Island
1 Maze of Ith
1 Nephalia Drownyard
1 Reliquary Tower
1 Seat of the Synod
1 Strip Mine
1 Sunken Ruins
5 Swamp
1 Tainted Isle
1 Thespian's Stage
1 Tolaria West
1 Underground River
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Vault of Whispers
1 Vesuva
1 Watery Grave
Yeah, it's pretty different haha.
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver