Who is Lady Sun? Lady Sun, known as Sun Shangxiang in Chinese opera and contemporary culture, was a noble lady who lived in the late Eastern Han Dynasty. She was a daughter of Sun Jian and a younger sister of the warlords Sun Ce and Sun Quan, who laid the foundation for the state of Eastern Wu in the Three Kingdoms period. She was wed to the warlord Liu Bei sometime in 209 as Liu's third wife, supposedly to strengthen an alliance between Liu Bei and Sun Quan. However, around 211, she returned to Sun Quan's domain when Liu Bei left Jing Province (covering present-day Hubei and Hunan) and travelled to Yi Province
{Taken from the Wikipedia article regarding The Romance of the Three Kingdoms.}
Why Lady Sun, out of all the broken mono commanders? Simple:
Her ability can actually help defend us against early aggro.
Bouncing one of the few threats your opponent can play is strong if they try to break your prison.
She saves herself with her ability, keeping a relatively low cost during the course of the game.
She draws considerably less hate than Arcum, Azami, Arcanis, etc
Locks, prison, and control strategies are your thing.
Old-school portal awesomeness.
The child in the artwork is adorable.
Ok, but why not Lady Sun?
Not as high impact as the previously mentioned generals.
Hard to find, somewhat expensive $ wise.
Awkward Portal wording on her ability, restricted to before attacks and on your turn.
Not everyone likes prison strategies, some playgroups might hate you for it.
Your Meta runs an abundance of artifact hate. This deck HATES Stony Silence, Null Rod, etc.
As previously stated, the deck uses its various tools, mostly being enchantments/artifacts, to attempt to counteract your opponents game. You'll notice that the list is mostly creature-less: This is to avoid conflicting too much with the hate cards in the deck.
How to pilot
What does an ideal hand look like? What do I keep, and what do I send back?
[SPOILER=Sample hands, the good and bad]If you'll look at the artifact section, you'd notice the abundance of mana rocks/some acceleration.
These help us to get our prison online quicker, and so an ideal hand would contain some amount of these. Lets look at a few examples:
This hand is actually pretty awesome. 3 lands, amazingly good mana rock, card quality with top, and quicksilver fountain to disrupt
mana early. I'd say a keeper.
[spoiler=Tricks,tips, other useful information] Winter Orb is an extremely powerful card, if played correctly.
Make sure to drop it at the right time, as to avoid anymore talbe-hate. "But when is the right time?" you ask? Well let me explain!
It helps to know your meta game, or be 2 steps ahead or everyone else in thinking. Notice a player going ape **** with the Cultivate variants? Wait till they tap out for the last one, and bam. All that mana they ramped into is now useless, congratulations.
"But, High_Hopes we need our mana to play our own spells! How can we play around our own orb to break the symmetry?"
You'd be right in saying that, good thing we came prepared! There are a few ways in the list that we can help break the symmetry. Using cards like Capsize or Aether Tradewinds before your turn can make your untap stap orb free, and allow you to just replay it without being hindered. You can also utilize the artifact sac outlets we include such as Claws of Gix or Trading Post to sac it before your turn, then recur with Academy Ruins to replay it.
[/spoiler]
[SPOILER=Packages/Engines]
Another great thing about the deck is the ability to find whatever tool you need. You also have many avenues of card advantage besides the traditional draw spells, outlined below:
Trinket Mage:
This guy does it all, he has no shortage of targets here, 13 in all.
As you can see, no matter what situation you're in, Trinket Mage is your man.
Salvaging Station:
This card is all kinds of awesome, and goes hand in hand with Trinket Mage. He fetches the 1 cmc artifacts, an you can (ab)use them again with the station. Opponent trying to land their voltron general? Keep them bounced with Aether Spellbomb, or just keep cycling it away for card draw at the person to your right's EoT. Key 1cmc artifact gets blown up? Recur it with ease! Need to continuously nuke a gy? Recur Tormod's Crypt until they cry. Wayfarer's Bauble turns into a 3 mana rampant growth every Salvaging tap.
Trading Post:
M13 gave us one of the best artifacts in a long time in my opinion in Trading Post. The card does so much, and people don't realize it usually until it's too late. Lets dissect the modes a bit.
:1mana:,:symtap:: Discard a card: You gain 4 life.
People will generally be angry about you hindering their game, often sending stray damage your way. Discarding an extra land, or currently useless lock piece to negate some of that damage really adds up.
:1mana:,:symtap::Pay 1 life: Put a 0/1 white Goat creature token onto the battlefield.
Offers an emergency chump blocker, not amazing here, not bad though. However, with the next mode being..
:1mana:,:symtap::Sacrifice a creature: Return target artifact card from your graveyard to your hand.
Remember those goats from before? Yeah, it's that awesome. We are a creature-light deck, so we aren't really meant to super abuse this mode, but having the option is still great. Feel good saccing a Solemn Simulacrum to this. Can also offer up our general to this as well in a time of need.
:1mana:,:symtap::Sacrifice an artifact: Draw a card.
This is where things get really good. Remember Salvaging Station? Sol Ring becomes "Tap for :2mana:, sac to Trading Post, Salvage it back, and still have floating." Also turns top, elixir, crypt and friends into draw spells when needed.
[/spoiler]
Below, the individual card choices are explained more indepth.
Lands: Academy Ruins-Most of our prison pieces and engines are artifacts, this helps us bring back key pieces. Island-Helps pay for our things. Strip Mine-Helps get rid of opponents problem lands. Terrain Generator-Being a mostly basic man base, helps us keep up.
Planeswalkers: Jace, Architect of Thought-Card Advantage, softens our opponents creatures, and his ult wins games. Tamiyo, the Moon Sage-Helps tap down opponents creatures/lands, draws cards, and killer ult. Tezzeret the Seeker-Untaps our rocks, finds key artifacts. All around amazing.
Sorceries: Curse of Swine-Permanent removal, stops reanimation. Fabricate-Mini Tezzeret, slow but sometimes you just need that 1 artifact. Merchant Scroll-Gets us a counter or other utility spell. Ponder-Card quality and draw. Preordain-Sets up our draws. Recurring Insight-Refills our hands, and keeps it that way.
Creatures: Trinket mage-Although we run Torpor Orb, this guy fetches us too many artifacts not to include. Solemn Simulacrum-Ramp, draw, can be recurred with post. All around good creature. Phyrexian Metamorph-Can copy a prison card, mana rock, or an opponents creature.
Instants: Aether Tradewinds-Saves one of our pieces from removal/exile, bounces Winter Orb EoT, and can get rid of
opponents problematic things. Great catch-all. Arcane Denial-Cheap counter that draws us cards. Brainstorm-Card quality and digging power. Capsize-Bounces our orb, solves problems. Also wins with infi mana. Counterspell-Classic counterspell. The deck is fairly counter-light, so save it only for important spells (I.e Merciless Eviction/Austere Command.) Cryptic Command-Versatile counter with all relevant modes. UUU isn't hard in a mono colored deck. Cyclonic Rift-Amazing utility, devastating effect for your opponents, especially under an orb. Evacuation-About to die to a horde of creatures? Nah. Force of Will-Free counter with little downside. Ghostly Flicker-Reuse solemn/trinketmage/metamorph, or save pieces from exile/removal. Also a mini
ritual if used on 2 mana rocks. Hinder-Tucking counterspells are good in EDH I hear. Hurkyl's Recall-Can be used offensively or defensively. Saving your board, or bouncing an opponents
rocks/utility. Mystical Tutor-Can fetch any of our utility instants at instant speed. Spellcrumple-Another tuck, thats reusable. Sunder-When you bounce people's lands under a lock, or in response to a wheel, they usually give up.
Enchantments: Arcane Laboratory-Helps lock out our opponents and stops combo dead. Back to Basics-Cripples 3 color+ decks, and we usually don't care. Frozen Aether-Bit expensive, but is a jack of all trades enchantment. Really slows tempo. Invoke Prejudice-Absolutely backbreaking for any opponent, considering we usually won't have a creature. Land Equilibrium-Play this after a Sunder, or early enough and sit back and play mana rocks. Mana Breach-Helps off tempo the rampers early, starts to add up late as well. Overburden-Makes people think twice about playing creatures. Propaganda-Deterent to early attacks. Rhystic Study-Helps refill your hand. Hard to pay 3 while under an orb or something else.
Artifacts Aether Spellbomb-Keeps opponents threats off the board, cycles when you don't need it. Salvaging Station package. Basalt Monolith-Mana rock, combos with Rings of Brighthearth for infinite mana as well. Claws of Gix-Multi purpose sac outlet and small life buffer. Codex Shredder-Stops mirage tutors or opponents from topping. Also recursion. Salvaging package. Elixir of Immortality-Shuffles destroyed pieces, gains some life. Salvaging packages. Ensnaring Bridge-Protects you from creature strategies, and can be recurred. Gilded Lotus-One of the best mana rocks, protects itself. Goblin Cannon-Really only in here so the deck has a win con. Infi mana dump. Mana Vault-3 mana for 1. Seems good. Salvaging package. Mind Stone-Ramp when you need it, card when you don't. Pithing Needle-Name an opponents problematic card. Trinket Mage/Salvaging Package. Quicksilver Fountain-Slowly attacks opponents mana, can bounce or sac when almost all lands are islands. Rings of Brighthearth-Copies top, trading post, etc. Infinite mana with Basalt monolith. Salvaging Station-Gets back key artifacts, card advantage engine. Sculpting Steel-Copies rock or utility piece. Sensei's Divining Top-Format poster child. Sets up draws. Salvaging package. Sol Ring-Ultimate mana rock! Salvaging package. Spine of Ish Sah-Versatile removal, albeit expensive. Can't really complain in mono U. Staff of Nin-Draw and usually irrelevant ping. Summoning Station-Makes tokens. Can be abused with our many artifacts and sac outlets. Tormod's Crypt-Grave hate, pure and simple. Salvaging Package. Trading Post-Swiss artifact knife. This card does it all. Voltaic Key-Untaps post, or a rock. Salvaging Package. Ward of Bones-Good after a Sunder, creature hate is always relevant in this deck. Wayfarer's Bauble-Early ramp that's recurrable. Salvaging package. Winter Orb-Played correctly, this card stops opponents in their tracks, and should not really hurt you.
Cards to test:
I have a small pile of cards that i'd like to test more and try to fit in. Some of which include: Divinier's Wand-Works well with infi mana, and could provide another win. Myr Matrix-Indestructible, and could give me another wincon. Windfall-Casting Sunder in response to this is fun, refills my hand and can mess with my oponent's. But wheels have usually backfired on me unless the deck is made to abuse them. Squeeze-Unless I get it out early, I feel it won't be as high-impact. Crucible of Worlds-No real way to abuse it here, would really only be used to recur Academy Ruins. Ancient Tomb-Feel like the life loss would add up, especially if you annoy your oponents enough into
attacking you. Dream Tides-Nuts to you, green! Flood-Cheap initial way to deter attackers. A bit too mana intensive in the long run? Caged Sun-Do I really need it here? Crystal Chimes-Limited blue recursion for our enchantments. Clock of Omens-A lot of shenannigans, should probably be in here. Argrivian Restoration-We run a lot of artifacts so why not. Coldsteel Heart-Mana rock that taps for U.
Banner from Inkfox Aesthetics by Xen
Lady Sun, known as Sun Shangxiang in Chinese opera and contemporary culture, was a noble lady who lived in the late Eastern Han Dynasty. She was a daughter of Sun Jian and a younger sister of the warlords Sun Ce and Sun Quan, who laid the foundation for the state of Eastern Wu in the Three Kingdoms period. She was wed to the warlord Liu Bei sometime in 209 as Liu's third wife, supposedly to strengthen an alliance between Liu Bei and Sun Quan. However, around 211, she returned to Sun Quan's domain when Liu Bei left Jing Province (covering present-day Hubei and Hunan) and travelled to Yi Province
{Taken from the Wikipedia article regarding The Romance of the Three Kingdoms.}
Why Lady Sun, out of all the broken mono commanders? Simple:
Ok, but why not Lady Sun?
1 Lady Sun
Artifacts
1 Aether Spellbomb
1 Basalt Monolith
1 Claws of Gix
1 Codex Shredder
1 Elixir of Immortality
1 Ensnaring Bridge
1 Gilded Lotus
1 Goblin Cannon
1 Mana Vault
1 Mind Stone
1 Pithing Needle
1 Quicksilver Fountain
1 Rings of Brighthearth
1 Salvaging Station
1 Sculpting Steel
1 Sensei's Divining Top
1 Sol Ring
1 Spine of Ish Sah
1 Staff of Nin
1 Summoning Station
1 Tormod's Crypt
1 Torpor Orb
1 Trading Post
1 Voltaic Key
1 Ward of Bones
1 Wayfarer's Bauble
1 Winter Orb
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Trinket Mage
Enchantments
1 Arcane Laboratory
1 Back to Basics
1 Frozen Aether
1 Invoke Prejudice
1 Land Equilibrium
1 Mana Breach
1 Overburden
1 Propaganda
1 Rhystic Study
Instants
1 Aether Tradewinds
1 Arcane Denial
1 Brainstorm
1 Capsize
1 Counterspell
1 Cryptic Command
1 Cyclonic Rift
1 Evacuation
1 Force of Will
1 Ghostly Flicker
1 Hinder
1 Hurkyl's Recall
1 Mystical Tutor
1 Spell Crumble
1 Sunder
1 Academy Ruins
1 Darksteel Citadel
31 Island
1 Reliquary Tower
1 Strip Mine
1 Terrain Generator
Planeswalkers
1 Jace, Architect of Thought
1 Tamiyo, the Moon Sage
1 Tezzeret, the Seeker
Sorceries
1 Curse of the Swine
1 Fabricate
1 Merchant Scroll
1 Ponder
1 Preordain
1 Recurring Insight
As previously stated, the deck uses its various tools, mostly being enchantments/artifacts, to attempt to counteract your opponents game. You'll notice that the list is mostly creature-less: This is to avoid conflicting too much with the hate cards in the deck.
What does an ideal hand look like? What do I keep, and what do I send back?
These help us to get our prison online quicker, and so an ideal hand would contain some amount of these. Lets look at a few examples:
Islandx2
Strip Mine
Sol Ring
Sensei's Divining Top
Quicksilver Fountain
Capsize
This hand is actually pretty awesome. 3 lands, amazingly good mana rock, card quality with top, and quicksilver fountain to disrupt
mana early. I'd say a keeper.
Islandx3
Darksteel Citadel
Trinket Mage
Frozen Aether
Brainstorm
Another good hand. Although no mana rock, we have Trinket mage to fetch Sol Ring or Wayfarer's Bauble, quality in Brainstorm,
and lock in Frozen Aether.
Force of Will
Mana Breach
Elixir of Immortality
Trading Post
Mana Vault
Rings of Brighthearth
Island
Too risky with only 1 land. If it were 2 lands i'd say keep. Ship it back.
[/SPOILER]
[spoiler=Tricks,tips, other useful information]
Winter Orb is an extremely powerful card, if played correctly.
Make sure to drop it at the right time, as to avoid anymore talbe-hate. "But when is the right time?" you ask? Well let me explain!
It helps to know your meta game, or be 2 steps ahead or everyone else in thinking. Notice a player going ape **** with the Cultivate variants? Wait till they tap out for the last one, and bam. All that mana they ramped into is now useless, congratulations.
"But, High_Hopes we need our mana to play our own spells! How can we play around our own orb to break the symmetry?"
You'd be right in saying that, good thing we came prepared! There are a few ways in the list that we can help break the symmetry. Using cards like Capsize or Aether Tradewinds before your turn can make your untap stap orb free, and allow you to just replay it without being hindered. You can also utilize the artifact sac outlets we include such as Claws of Gix or Trading Post to sac it before your turn, then recur with Academy Ruins to replay it.
[/spoiler]
[SPOILER=Packages/Engines]
Another great thing about the deck is the ability to find whatever tool you need. You also have many avenues of card advantage besides the traditional draw spells, outlined below:
Trinket Mage:
This guy does it all, he has no shortage of targets here, 13 in all.
1 Claws of Gix
1 Codex Shredder
1 Darksteel Citadel
1 Elixir of Immortality
1 Mana Vault
1 Pithing Needle
1 Seat of the Synod
1 Sensei's Divining Top
1 Sol Ring
1 Tormod's Crypt
1 Voltaic Key
1 Wayfarer's Bauble
From the list above, if you need ramp you have the options of Seat of the Synod, Darksteel Citadel, Sol Ring, Mana Vault, Voltaic Key and Wayfarer's Bauble.
Silver bullets in Pithing Needle and Tormod's Crypt.
And General utility in Aether Spellbomb, Claws of Gix, Codex Shredder, Elixir of Immortality and Sensei's Divining Top.
As you can see, no matter what situation you're in, Trinket Mage is your man.
This card is all kinds of awesome, and goes hand in hand with Trinket Mage. He fetches the 1 cmc artifacts, an you can (ab)use them again with the station. Opponent trying to land their voltron general? Keep them bounced with Aether Spellbomb, or just keep cycling it away for card draw at the person to your right's EoT. Key 1cmc artifact gets blown up? Recur it with ease! Need to continuously nuke a gy? Recur Tormod's Crypt until they cry. Wayfarer's Bauble turns into a 3 mana rampant growth every Salvaging tap.
Trading Post:
M13 gave us one of the best artifacts in a long time in my opinion in Trading Post. The card does so much, and people don't realize it usually until it's too late. Lets dissect the modes a bit.
People will generally be angry about you hindering their game, often sending stray damage your way. Discarding an extra land, or currently useless lock piece to negate some of that damage really adds up.
Offers an emergency chump blocker, not amazing here, not bad though. However, with the next mode being..
Remember those goats from before? Yeah, it's that awesome. We are a creature-light deck, so we aren't really meant to super abuse this mode, but having the option is still great. Feel good saccing a Solemn Simulacrum to this. Can also offer up our general to this as well in a time of need.
This is where things get really good. Remember Salvaging Station? Sol Ring becomes "Tap for :2mana:, sac to Trading Post, Salvage it back, and still have floating." Also turns top, elixir, crypt and friends into draw spells when needed.
[/spoiler]
Below, the individual card choices are explained more indepth.
Lands:
Academy Ruins-Most of our prison pieces and engines are artifacts, this helps us bring back key pieces.
Island-Helps pay for our things.
Strip Mine-Helps get rid of opponents problem lands.
Terrain Generator-Being a mostly basic man base, helps us keep up.
Planeswalkers:
Jace, Architect of Thought-Card Advantage, softens our opponents creatures, and his ult wins games.
Tamiyo, the Moon Sage-Helps tap down opponents creatures/lands, draws cards, and killer ult.
Tezzeret the Seeker-Untaps our rocks, finds key artifacts. All around amazing.
Sorceries:
Curse of Swine-Permanent removal, stops reanimation.
Fabricate-Mini Tezzeret, slow but sometimes you just need that 1 artifact.
Merchant Scroll-Gets us a counter or other utility spell.
Ponder-Card quality and draw.
Preordain-Sets up our draws.
Recurring Insight-Refills our hands, and keeps it that way.
Creatures:
Trinket mage-Although we run Torpor Orb, this guy fetches us too many artifacts not to include.
Solemn Simulacrum-Ramp, draw, can be recurred with post. All around good creature.
Phyrexian Metamorph-Can copy a prison card, mana rock, or an opponents creature.
Instants:
Aether Tradewinds-Saves one of our pieces from removal/exile, bounces Winter Orb EoT, and can get rid of
opponents problematic things. Great catch-all.
Arcane Denial-Cheap counter that draws us cards.
Brainstorm-Card quality and digging power.
Capsize-Bounces our orb, solves problems. Also wins with infi mana.
Counterspell-Classic counterspell. The deck is fairly counter-light, so save it only for important spells (I.e Merciless Eviction/Austere Command.)
Cryptic Command-Versatile counter with all relevant modes. UUU isn't hard in a mono colored deck.
Cyclonic Rift-Amazing utility, devastating effect for your opponents, especially under an orb.
Evacuation-About to die to a horde of creatures? Nah.
Force of Will-Free counter with little downside.
Ghostly Flicker-Reuse solemn/trinketmage/metamorph, or save pieces from exile/removal. Also a mini
ritual if used on 2 mana rocks.
Hinder-Tucking counterspells are good in EDH I hear.
Hurkyl's Recall-Can be used offensively or defensively. Saving your board, or bouncing an opponents
rocks/utility.
Mystical Tutor-Can fetch any of our utility instants at instant speed.
Spellcrumple-Another tuck, thats reusable.
Sunder-When you bounce people's lands under a lock, or in response to a wheel, they usually give up.
Enchantments:
Arcane Laboratory-Helps lock out our opponents and stops combo dead.
Back to Basics-Cripples 3 color+ decks, and we usually don't care.
Frozen Aether-Bit expensive, but is a jack of all trades enchantment. Really slows tempo.
Invoke Prejudice-Absolutely backbreaking for any opponent, considering we usually won't have a creature.
Land Equilibrium-Play this after a Sunder, or early enough and sit back and play mana rocks.
Mana Breach-Helps off tempo the rampers early, starts to add up late as well.
Overburden-Makes people think twice about playing creatures.
Propaganda-Deterent to early attacks.
Rhystic Study-Helps refill your hand. Hard to pay 3 while under an orb or something else.
Artifacts
Aether Spellbomb-Keeps opponents threats off the board, cycles when you don't need it. Salvaging Station package.
Basalt Monolith-Mana rock, combos with Rings of Brighthearth for infinite mana as well.
Claws of Gix-Multi purpose sac outlet and small life buffer.
Codex Shredder-Stops mirage tutors or opponents from topping. Also recursion. Salvaging package.
Elixir of Immortality-Shuffles destroyed pieces, gains some life. Salvaging packages.
Ensnaring Bridge-Protects you from creature strategies, and can be recurred.
Gilded Lotus-One of the best mana rocks, protects itself.
Goblin Cannon-Really only in here so the deck has a win con. Infi mana dump.
Mana Vault-3 mana for 1. Seems good. Salvaging package.
Mind Stone-Ramp when you need it, card when you don't.
Pithing Needle-Name an opponents problematic card. Trinket Mage/Salvaging Package.
Quicksilver Fountain-Slowly attacks opponents mana, can bounce or sac when almost all lands are islands.
Rings of Brighthearth-Copies top, trading post, etc. Infinite mana with Basalt monolith.
Salvaging Station-Gets back key artifacts, card advantage engine.
Sculpting Steel-Copies rock or utility piece.
Sensei's Divining Top-Format poster child. Sets up draws. Salvaging package.
Sol Ring-Ultimate mana rock! Salvaging package.
Spine of Ish Sah-Versatile removal, albeit expensive. Can't really complain in mono U.
Staff of Nin-Draw and usually irrelevant ping.
Summoning Station-Makes tokens. Can be abused with our many artifacts and sac outlets.
Tormod's Crypt-Grave hate, pure and simple. Salvaging Package.
Trading Post-Swiss artifact knife. This card does it all.
Voltaic Key-Untaps post, or a rock. Salvaging Package.
Ward of Bones-Good after a Sunder, creature hate is always relevant in this deck.
Wayfarer's Bauble-Early ramp that's recurrable. Salvaging package.
Winter Orb-Played correctly, this card stops opponents in their tracks, and should not really hurt you.
[spoiler=Why aren't you playing these/Alternate card choices]
Because of budget:
Jace, the Mind Sculptor-Working on asquiring one.
Mana Crypt-Don't own one, also expensive. If you have one use it.
Mishra's Workshop-^
Mana Drain-^
The Tabernacle at Pendrell Vale-We are extremely creature light, so it would make a great addition.
However, it's around $400.
Alternate options:
Different type of stax:
Smokestack and its ilk-This is more of a prison rather then a sac stax type of deck. You could absolutely
include these type of cards and take the deck more in that direction. Other options could include:
Pendrell Mists, Mana Vortex, Static Orb, Kill Switch, Words of Wind, Trinisphere, Sphere of Resistance Lodestone Golem.
Aggro version
If you or your playgroup doesn't like prison strategies, you could always go aggro.
More creatures like Cephalid Constable, Thada Adel,Consecrated Sphinx, Sphinx of Uthunn, Stormtide Leviathan, etc. Also more equipment would be good like Sword of X and Y and Lightning Greaves. More value creatures as well like Sage of Epityr, Sea Gate Oracle, Merchant of Secrets.
Combo/mono U goodstuff
Adding cards like Palinchron, Deadeye Navigator, High Tide, Blue Sun's Zenith, Teferi, Mage of Zhalfir and other cards can easily convert this into a nasty mono blue combo list. I'd encourage you to pick a different commander, such as Azami or Arcanis, however.
Cards to test:
I have a small pile of cards that i'd like to test more and try to fit in. Some of which include:
Divinier's Wand-Works well with infi mana, and could provide another win.
Myr Matrix-Indestructible, and could give me another wincon.
Windfall-Casting Sunder in response to this is fun, refills my hand and can mess with my oponent's. But wheels have usually backfired on me unless the deck is made to abuse them.
Squeeze-Unless I get it out early, I feel it won't be as high-impact.
Crucible of Worlds-No real way to abuse it here, would really only be used to recur Academy Ruins.
Ancient Tomb-Feel like the life loss would add up, especially if you annoy your oponents enough into
attacking you.
Dream Tides-Nuts to you, green!
Flood-Cheap initial way to deter attackers. A bit too mana intensive in the long run?
Caged Sun-Do I really need it here?
Crystal Chimes-Limited blue recursion for our enchantments.
Clock of Omens-A lot of shenannigans, should probably be in here.
Argrivian Restoration-We run a lot of artifacts so why not.
Coldsteel Heart-Mana rock that taps for U.