So, I think this is my strongest deck and I think I would like to tune it into something that can at least make for a reasonable game against competitive decks. So, I'm looking for advice on how I can make this even more cutthroat without focusing on combo .
As it plays now, it is one part control and theft, one part cheating in Eldrazi Conscription, and one part inevitability.
As it plays now, it is one part control and theft, one part cheating in Eldrazi Conscription, and one part inevitability.
1 Hanna, Ship's Navigator
//SPELLS
1 Aura Finesse
1 Ancestral Memories
1 Fact or Fiction
1 Cleansing Meditation
1 Path to Exile
1 Drain Power
1 Open the Vaults
1 Enduring Ideal
1 Spell Crumple
1 Counterspell
1 Austere Command
1 Three Dreams
1 Terminus
1 Tunnel Vision
1 Swords to Plowshares
//CREATURES
1 Heliod, God of the Sun
1 Auratouched Mage
1 Aven Mindcensor
1 Trinket Mage
1 Bruna, Light of Alabaster
1 Wurmcoil Engine
1 Consecrated Sphinx
1 Sovereigns of Lost Alara
1 Azorious Guildmage
1 Aura Thief
1 Riptide Shapeshifter
1 Rayne, Academy Chancellor
1 Solemn Simulacrum
1 Thassa's Emissary
1 Dreamscape Artist
1 Memnarch
1 Elspeth, Knight Errant
1 Jace, Memory Adept
//ARTIFACTS
1 Mindslaver
1 Fieldmist Borderpost
1 Pithing Needle
1 Codex Shredder
1 Nevinyrral's Disk
1 Ratchet Bomb
1 Claws of Gix
1 Trading Post
1 Jester's Cap
1 Scrabbling Claws
1 Sol Ring
//ENCHANTMENTS
1 Dance of Many
1 Flight of Fancy
1 Eldrazi Conscription
1 Leyline of Anticipation
1 Standstill
1 Aura of Silence
1 Enchanted Evening
1 Marshal's Anthem
1 Rhystic Study
1 Mystic Veil
1 Coalition Flag
1 Corrupted Conscience
1 Angelic Destiny
1 Confiscate
1 Control Magic
1 Soul Snare
1 Darksteel Mutation
1 Seat of the Synod
1 Azorious Chancery
1 Sejiri Refuge
1 Command Tower
1 Ancient Den
18 Island
16 Plains