* Maze of Ith: This, while an amazing land, is very expensive but incredibly potent in this deck. Attack with Roon and before combat damage pay 2, tap him to exile something then Maze him to get another exile this turn. This can be incredibly potent depending on what you have on the field but it is a very pricey card.
Early Game:
The idea of the early game with this deck is to just ramp up a bit and not draw attention to yourself, use whatever counters/removal you manage to pick up but make it a priority not to draw attention to yourself, we take a little bit to set up before we can really start.
A good starting hand is 2-3 lands (Preferably shocks, Command Tower or some other form of dual), 2-3 ramp spells/creatures. Bloom Tender and Birds of Paradise are probably the best mana dorks but the BEST card you can get is Coiling Oracle. and then miscellaneous cards. Usually in the form of draw or protection being Asceticism or any of the instant speed flicker effects.
Coiling Oracle: This card is so strong it needs its own little note here! This card is insane in this deck. If you can get it down and protect it for a couple of turns until you can Green Sun's Zenith for or tutor for a Seedborn/Prophet you can easily win the game just with the card advantage this little guy gives you.
Dropping lands onto the field untapped is good enough by itself for deck thinning and land advantage but the kicker is the just plain card draw it gives for such a cheap and easily recurable effect.
The best thing I have done is get him down, enchant with Flickerform when I have Prophet down to just draw a card/land every turn. Two cards if I have down Soul of the Harvest.
Mid game:
Hopefully by this time you have quite the field set up, gotten some nice ramp down and have a few good Enter the Battlefield effects with Roon on the field. At this point the table will probably see the threat you pose and start focusing on your stuff but fear not! We have a lot of cards to deal with this situation and what we need to do is try to protect our field as best as possible before our turn which is even easier with Asceticism or Prophet/Seedborn on the field.
During this phase you really just want to get the major protections down and just get more creatures down to prepare for the winning strike.
Late game:
By this point in the game you should have quite the field down and be ready to start winging in at the enemy with a few big creatures or a LOT of small ones. The best way to win is to get a Craterhoof down with a bunch of creatures and Venser, the Sojourner already down. It isn't always possible to have Venser on the field but getting Craterhoof is fairly easy with the amount of creature tutors that we have available to us, especially ETB effects that tutor creatures which are easily repeatable with our flicker effects.
So there you have it, its a fairly easy deck to play with the early game being the most important but you can still recover from a botched early game.
The longer the game goes the more explosive your final plays should be and the more likely you should be to win.
Another quick note here before I finish! There's a few things I haven't tested against but the most prominent is land destruction! When I play we generally have a rule of no land destruction as it leads to extremely long, boring games generally. You may want to tweak specific anti-LD cards in if your meta uses a lot of land destruction/disruption!
I'll be honest, I had long forgotten Spell Crumple existed. It would probably work quite well over Counterspell as there is a lot of shuffle effects happening so we will get to draw it a few times.
I'll give it a try over the next couple days and see how it goes. Generally I don't really counter spells that much except for abusing Venser, Shaper Savant.
As for Planeswalkers.. haven't had much trouble with them at all, I don't usually see that many and if they are they're usually the big ones (Jace, The Mind Sculptor or Sorin) in which case other people target them or I just Sylvan Primordial them.
^ glad to have helped. Also, I see a lot of ETB effects. Have you considered Deadeye Navigator? Nothing is more OP then blinking Sylvan Primordial a few times a turn ;p
While it -is- an amazing card and would only make this deck stronger, I personally dislike using the card because of how easy it is to abuse and how un-fun it can make the game very quickly.
While it -is- an amazing card and would only make this deck stronger, I personally dislike using the card because of how easy it is to abuse and how un-fun it can make the game very quickly.
just like your name, it would be cheese-y ;p
you can always choose not to do that as deadeye does go well with some of your other creatures (as in Craterhoof) to create win cons rather than just annoy the board.
As Beu said the counterspell creatures arent the best because Roon can't take good advantage of them. I do play the mystic snake because I have cloudshift, momentary blink and the Nephalia smuggler to use it and its just cheaper than the Draining Whelk
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This is the first decklist I have posted and I wanted to share it here to get opinions from others on the deck and also to let others try it out!
Everything in spoiler tags just to keep it clean since I am not good at formatting on here since I have only posted a handful of times.
A quick note! This deck was built on cockatrice and played there as I lack the funds to outright buy it so I have been slowly trading for it.
Without further ado, here is the decklist. I'll write more below the list.
1x Roon of the Hidden Realm
Artifact:
1x Birthing Pod
1x Chromatic Lantern
1x Cold Storage
1x Conjurer's Closet
1x Thran Dynamo
1x Mana Vault
1x Sol Ring
Creature:
1x Avenger of Zendikar
1x Bane of Progress
1x Birds of Paradise
1x Bloom Tender
1x Brutalizer Exarch
1x Coiling Oracle
1x Craterhoof Behemoth
1x Duplicant
1x Eternal Witness
1x Fierce Empath
1x Galepowder Mage
1x Gilded Drake
1x Karmic Guide
1x Mistmeadow Witch
1x Mulldrifter
1x Mystic Snake
1x Nephalia Smuggler
1x Oracle of Mul Daya
1x Phyrexian Ingester
1x Prime Speaker Zegana
1x Progenitor Mimic
1x Prophet of Kruphix
1x Regal Force
1x Reveillark
1x Seedborn Muse
1x Solemn Simulacrum
1x Soul of the Harvest
1x Sphinx of Uthuun
1x Sun Titan
1x Sylvan Primordial
1x Venser, Shaper Savant
1x Voidmage Husher
1x Wood Elves
1x Ascetcism
1x Aura Shards
1x Cathars' Crusade
1x Flickerform
1x Sylvan Library
Instants:
1x Cloudshift
1x Counterspell
1x Eladamri's Call
1x Enlightened Tutor
1x Ghostly Flicker
1x Ghostway
1x Hinder
1x Krosan Grip
1x Momentary Blink
1x Mystical Tutor
1x Path to Exile
1x Swords to Plowshares
Land:
1x Academy Ruins
1x Adarkar Wastes
1x Alchemist's Refuge
1x Ancient Tomb
1x Boseiju, Who Shelters All
1x Breeding Pool
1x Brushland
1x Cavern of Souls
1x Command Tower
6x Forest
1x Hallowed Fountain
1x High Market
1x Homeward Path
3x Island
1x Kor Haven
1x Krosan Verge
1x Maze of Ith (*)
1x Mosswort Bridge
1x Mystifying Maze
3x Plains
1x Reliquary Tower
1x Riptide Laboratory
1x Temple Garden
1x Yavimaya Coast
1x Yavimaya Hollow
1x Tezzeret the Seeker
1x Venser, the Sojourner
Sorcery:
1x Austere Command
1x Cultivate
1x Green Sun's Zenith
1x Sudden Disappearance
1x Terminus
1x Wrath of God
* Maze of Ith: This, while an amazing land, is very expensive but incredibly potent in this deck. Attack with Roon and before combat damage pay 2, tap him to exile something then Maze him to get another exile this turn. This can be incredibly potent depending on what you have on the field but it is a very pricey card.
Early Game:
A good starting hand is 2-3 lands (Preferably shocks, Command Tower or some other form of dual), 2-3 ramp spells/creatures. Bloom Tender and Birds of Paradise are probably the best mana dorks but the BEST card you can get is Coiling Oracle. and then miscellaneous cards. Usually in the form of draw or protection being Asceticism or any of the instant speed flicker effects.
Coiling Oracle: This card is so strong it needs its own little note here! This card is insane in this deck. If you can get it down and protect it for a couple of turns until you can Green Sun's Zenith for or tutor for a Seedborn/Prophet you can easily win the game just with the card advantage this little guy gives you.
Dropping lands onto the field untapped is good enough by itself for deck thinning and land advantage but the kicker is the just plain card draw it gives for such a cheap and easily recurable effect.
The best thing I have done is get him down, enchant with Flickerform when I have Prophet down to just draw a card/land every turn. Two cards if I have down Soul of the Harvest.
Mid game:
During this phase you really just want to get the major protections down and just get more creatures down to prepare for the winning strike.
Late game:
So there you have it, its a fairly easy deck to play with the early game being the most important but you can still recover from a botched early game.
The longer the game goes the more explosive your final plays should be and the more likely you should be to win.
Another quick note here before I finish! There's a few things I haven't tested against but the most prominent is land destruction! When I play we generally have a rule of no land destruction as it leads to extremely long, boring games generally. You may want to tweak specific anti-LD cards in if your meta uses a lot of land destruction/disruption!
PS: My grammar/layout is awful, I am aware!
I see you are running Hinder and Counterspell. Thoughts on adding Spell Crumple or replacing Counterspell with Spell Crumple?
edit, have you had any issues with artifact/enchantments (and perhaps planeswalkers)? I ask as it seems you are light on nonland, noncreature removal.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
I'll give it a try over the next couple days and see how it goes. Generally I don't really counter spells that much except for abusing Venser, Shaper Savant.
Edit: I haven't had that much problem with artifacts + enchantments as I do actually have (In my opinion) enough removal for them in the form of Bane of Progress, Aura Shards (W/ Blink), Sylvan Primordial and Austere Command.
As for Planeswalkers.. haven't had much trouble with them at all, I don't usually see that many and if they are they're usually the big ones (Jace, The Mind Sculptor or Sorin) in which case other people target them or I just Sylvan Primordial them.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
just like your name, it would be cheese-y ;p
you can always choose not to do that as deadeye does go well with some of your other creatures (as in Craterhoof) to create win cons rather than just annoy the board.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list