Objectives
1. Accelerate via artifact and creature mana producers
2. Establish resource denial via the same creatures, Derevi, and static ability locks
4. Establish a draw engine
5. Kill swing via Mirror Entity or combo off
I have a much less tuned deck (deliberately) I am trying to find the best sac outlet how did you come to those choices? I am kind of finding none really seem to fit.
I am actually not really that sure that blink really has that much synergy. So deadeye derevi and guilded lotus gives infinite mana but what do you use it on?
Whats melira for?
In general I feel its not actually that synergistic and more great bant cards that have cool interactions with a single other card in the deck. Basically focus more.
Those were not suggestions, they were just an example of how to make a decklist.
Off the top of my head, I tried Altar of Dementia, it was just bad, either of the Altars that give mana are better because it allows you to grab mana when you sac Derevi, then re-cast him.
I have a much less tuned deck (deliberately) I am trying to find the best sac outlet how did you come to those choices? I am kind of finding none really seem to fit.
I focused on the sac outlets that can pretty much win the game or at least generate card advantage. Hence, Blasting Station and Altar of Dementia (by pouring stuff into the GY which can be reanimated by Karmic Guide, Sun Titan, etc...)
As for Mirror Entity, I just love how it interacts with Reveillark-Karmic Guide-Body Double. It also doubles as a pump spell during the late game.
I am actually not really that sure that blink really has that much synergy. So deadeye derevi and guilded lotus gives infinite mana but what do you use it on?
To put it simply, for me blink is synergistc with all the ETB and cloning going around. Untapping my mana via Derevi as well during my opponents' turns ensures I'll be able to do this continuously. You also blink Derevi during opponents upkeep to seal their mana for that turn., all the while just aggrooing you turn.
Melira is a card my GF wanted to retain in the deck, since it can randomly combo-off with Glen Elendra Archmage + Sac outlet. Personally I would have put a different card instead, maybe Winter Orb eventually.
In general I feel its not actually that synergistic and more great bant cards that have cool interactions with a single other card in the deck. Basically focus more.
Initially, the concept I had in mind while building the deck was to it make revolve around the recursion cards, Deadeye Navigator, stuff to blink and recur, and some countermagic support. Derevi was simply fantastic at snatching the tempo out of other decks, which in turn ensures that the deck can combo-out during its turn. Just tapping key colors and ramp spells while having sac outlets was enough for me.
Then I realized that the recursion package can simply reanimate the hell out of untappers/lock spells (Seedborn Muse, Prophet of Kruphix and Hokori) effortlessly, and blinking made my reanimating creatures abusable. Team that up with a ton of flying going around, some additional evasion, some engine cards that abuse creatures, (i.e. Edric, Birthing Pod, Chord of Calling and Survival of the Fittest.) I think that for me made the deck synergistic.
Additionally, Elspeth can clear the way, create Derevi's entourage, while Venser provides additional evasion or blinking support.
All the while, free or cheap counterspells protects your plays.
Its still a work in progress, but I believe that the current interactions are quite significant to coin the term "synergistic".
Those were not suggestions, they were just an example of how to make a decklist.
Off the top of my head, I tried Altar of Dementia, it was just bad, either of the Altars that give mana are better because it allows you to grab mana when you sac Derevi, then re-cast him.
I might try the other sac outlets out, maybe even Spawning Pit. But given the no. of untappers and Derevi's untapping ability as well, I feel they're inferior to some degree. I purposely lowered the mana curve to ensure I need minimal mana before Derevi's ability (during combat) or Seedborn Muse/Prophet of Kruphix abilities' (during other player's turns) take effect.
Jenara I understand can be quite a clock, as well as a optimal mana dump for all the mana going around. But usually I prioritize combo-ing off before killing peeps via combat damage. I also hate her counters resetting due to being killed/bounced/blinked/etc...
Roon for me is too slow. And by himself he's mediocre. Derevi's "flash" ability is just too unqiue for me to give her up.
been toying with something similar bro. i based mine of Swift2210s list. his list was a good starting point and has gone through several testings sessions already. you might want to check it out too.
i like the whole reveillark, karmic guide, mirror entity and body double package. will try to mesh that with Swifts list and give some feedback. i kinda agree with swift about the Chromatic Lantern. i think the mana base is stable enough unless its in primarily for ramping but then maybe a 2cc signet-type would be better.
i used to run Reliquary but noticed i never had the need for it really and took it out. is your meta full of howling mine effects?
also do put in winter orb like you said. its suuuuuch a good card for the deck. Swift also runs static orb along side with it.
i'm quite interested in the Elspeth that you run. seems like a beast when ran with Opposition. will give it a go as well.
all in all, a very nice list bro! will contribute more feedback once i get more games in.
Thanks for the feedback Swift2210 and konradtayao.
This a first draft anyways, and my GF has only playtested it for one weekend. I kinda expect to polish our builds within a month's time.
I managed to finish my own build last night, but still lacking about 10 important cards.
Anyway, I checked Swift2210's build and agree to a degree with your proposal of taking out Chromatic Lantern, I just saw it as a "safe" card to play to avoid color screw, considering that the deck ran quite a few colorless lands. I see that he took more of the Stax path, and alternative draw engine in the form of wizards i.e. Azami, where as I didn't. (How is this fairing by the way?)
Our mana base seems also slightly different, probably because I sold of copies of my mana dudes last year and just stuck to what I had in hand.
Heliod looks awesome as well in the kind of deck, must try it as well
Anyways, the Stax path is more of a trial for us right now, I'm not really a fan of locking the board, although the deck seems to really punish opponents when that strategy is taken. (i.e. my poor Maelstrom Wanderer ) Maybe I'll just stick to Hokori and Winter Orb for now, as they seem the easiest to integrate with my build.
Hopefully I'll get copies of Winter Orbs within the month.
konradtayao, wanted to try opposition as well, hehe. Heliod + Elspeth + Opposition seems quite too much but it would be a sight to see indeed.
Oh and yeah, Reliquary Tower is there since the deck runs Consecrated Sphinx and Rhystic Study. We also run into Nekusar a lot these days, so thats another reason. Reliquary Tower also negates Jin Gitaxis's ability, so that my GF can still go around it even if I play it 1st-3rd turn in my Reanimator deck, hehe.
For now, my main goals for the deck would be:
1. Establish soft locks via smooth tempo-grabbing plays using tap and orb effects
2. Take advantage of Derevi and Edric via evasion; i.e. Mana/Tempo cdvantage and Card advantage
3. Be able to win via combo most of the time, either via Karmic Guide/Reveillark/Body Double recursion, or Deadeye Navigator blinks
4. Establish sufficient control elements and protection via recursion and countermagic
Thinking of trying out the ff. as well:
Opposition --> Check if this sufficiently helps with goal#1 Heliod, God of the Sun --> Possible replacement for Elspeth, Sun's Champion, but I still like her flexibility Phyrexian Altar --> See if its better than current sac outlets
Azami has been solid. Not an all star or MVP but a good card. We unload our hand so quickly it's essential we have the ability to refill it quickly. The dream is to get her out with Seedborn Muse or Prophet. I can tutor into her with Sisay or Pod. Edric is usually the first choice but Azami is a nice backup plan.
Played the deck again yesterday against my more seasoned playgroup, who can pretty much already discern my play habit of comboing-off after I or they themselves have stretched out thier resources. I realized the need to streamline card draw and the mana base a little more, as well as to be more patient with the deck.
the deck list is already pretty cramped. right now I'm torn with making it either more diverse or making more streamlined and efficient.
some changes would probably be in the lines of:
Out:
- Wonder --> Cute... but I'd rather draw it than tutor for it. I think I have enough flying going around anyways.
- Hinder --> Not that sure here, but I need a cheaper counterspells to protect my strategy
- Blasting Station --> Will try out Phyrexian Altar this time
- Elspeth, Sun's Champion --> On paper, its rather good and flexible. In practice, its usually countered and I don't have a way to recur her other than Eternal Witness
- Cavern of Souls --> I don't really need it anymore
the last slot I'm torn with: Gilded Drake --> More removal Turnabout --> Super flexible card, plus it combo's with Archaeomancer plus Recursion/blink cards[/SPOILER]
Out:
- Wonder --> Cute... but I'd rather draw it than tutor for it. I think I have enough flying going around anyways.
- Blasting Station --> Will try out Phyrexian Altar this time
- Elspeth, Sun's Champion --> On paper, its rather good and flexible. In practice, its usually countered and I don't have a way to recur her other than Eternal Witness
- Voidmage Prodigy --> took it out since the current multi meta is aggro heavy (Marath + Gahiji), need some board presence
- Mistmeadow Witch --> same reason as above
- Leyline of Anticipation --> same reason as above
- Seedborn Muse --> same reason as above
- Cavern of Souls --> I don't really need it anymore
- Academy Ruins --> Unnecessary for the deck
- Cryptic Command --> I will miss this card, but it's just impossible to cast sometimes
In:
+ Swan Song --> Supreb cheap counterspell
+ Phyrexian Altar --> One of the best Sac outlets out there. Testing it against Blasting Station. Hopefully it can smoothen my mana a bit.
+ Gilded Drake --> More removal
+ Archeomancer --> will test it over the weekend
+ Turnabout --> will test it over the weekend; pseudo "fog" effect
+ Spike Weaver --> "fog" effect that can attack!
+ Pithing Needle --> Due to the prevalence of Marath in the area
+ City of Brass --> I feel that I really need to fix the mana so this is a start
+ Polluted Delta --> For mana fixing
+ Hinder --> Cheaper to cast than Cryptic Command; I'm still not sold though
Played against the ff. over the past week:
1-25-14:
3 decks; All Derevi decks - 1 Win, 1 Loss
Details: First grab tempo or combo out wins!
6 decks; Marath, Derevi, Teysa, Proosh, Glissa - 1 loss
Details: Felt that I lost due to meta changes. Play group started to adapt and shifted to aggro strategies.
I'll be up against Mimeoplasm, Marath, Gahiji, Derevi, Krenko, Ghave and Karador over the weekend, hence, the changes. I needed to adjust from being tempo/combo baised to being more control based.
Truth be told, I kinda missed my Maelstrom Wanderer deck and its blatant explosiveness :P.
Reasons would be...
1. A tad too costly, given the the return may be huge, (even game breaking)
2. Don't play that many forests
3. Don't have a way to cheat him to play (no Natural Order)
I figured I'll get it via Bribery or copy someone else's.
If you're playing Karmic Guide, Venser, and Deadeye, you might as well drop Peregrine Drake and put in Palinchron. You can go infinite with Survival, a creature in hand, and 11 mana, 7 if you activate Survival at the end of an opponent's turn. Fierce Empath could also get you to Deadeye and Palinchron and Sylvan Primordial. Those are potential combos you can look at to supplement your Lark combo
If you're playing Karmic Guide, Venser, and Deadeye, you might as well drop Peregrine Drake and put in Palinchron. You can go infinite with Survival, a creature in hand, and 11 mana, 7 if you activate Survival at the end of an opponent's turn. Fierce Empath could also get you to Deadeye and Palinchron and Sylvan Primordial. Those are potential combos you can look at to supplement your Lark combo
Yeah, I actually abuse the combo in my Maelstrom Wanderer build.
But 7 mana is hard to come by, and I would rather just Lark the Peregrine Drake to play, than playing Palinchron. I just feel its not needed, and albeit overcosted for the deck, who first wants to tempo out or control other decks THEN combo out. the Drake is also a faster beater mid game, as I play him usually immediately midgame to help with the Derevi pressure.
Been aggressively testing the build over the past weekends. Honestly the past weekend had the best win-loss ratio for the deck in a 4-6 man pod match.
1-30-2014:
Against 3 decks; Karador, Mimeoplasm, Sharuum, the Hegemon - 1 loss
Details: Pretty competitive bunch, with the Karador player being the most seasoned player. Game dragged on since everyone played it smart, but I got bored and decided to throw the game by acting first and proceeding to the next one (in which I played my Sen TripletsAnimator build and won 2 games.)
1-31-2014:
Against 5 decks; Karador, Saffi, Rakdos, Rafiq, Another Derevi - 2 wins, 1 loss
Details: Another competitive bunch, the deck pretty much successfully showed off all its tricks and won 2 games via combo and 1 game via lock-out/aggro
Against 3 decks; Saffi, Rafiq, Prossh - 2 wins
Details: Another successful run. Again, won via combo.
2-01-2014
Against 7 decks; Azusa, Maelstrom Wanderer, Sharuum, Derevi, Glissa the Traitor, Prime Speaker Zegana - 2 wins, 3 loss
Details: Given the no. of players, I was well aware that winning even 1 game was already OK (w/o politics, hehe). But the deck pulled through and managed to control the games at some point, even tag-teaming with the other Derevi deck via Aven Mindcensor and orb locks, preventing them from comboing out or going wild.
I'm quite pleased with the current list, probably about the time I wrote something about each card choice. Stay tuned!
Out:
- Wonder --> Cute... but I'd rather draw it than tutor for it. I think I have enough flying going around anyways.
- Blasting Station --> Will try out Phyrexian Altar this time
- Elspeth, Sun's Champion --> On paper, its rather good and flexible. In practice, its usually countered and I don't have a way to recur her other than Eternal Witness
- Leyline of Anticipation --> same reason as above
- Academy Ruins --> Unnecessary for the deck
- Cryptic Command --> I will miss this card, but it's just impossible to cast sometimes
- Hinder --> Why countertuck generals when you can just prevent them from casting it? Its just too slow sometimes, and doesn't really provide an advantage against counter wars
- Archeomancer --> don't really need to recur any instants/enchantments other than Chord of Calling
- Turnabout --> don't need it
- Spike Weaver --> will still test this when needed
- Pithing Needle --> will still test this when needed (prevalence of Marath in the area)
- Coalition Relic --> I just don't untap it with Derevi as much as I need to
- Vesuva --> Don't need to copy anything, need to focus of color-fixing, ETB tapped sux for Derevi
- Strip Mine --> Took it out again for color fixing
- Noble Heirarch --> Currently don't own one (sold my set off last year) and just borrowed one. I've decided to test out Krosan Restorer instead
In:
+ Swan Song --> Supreb cheap counterspell
+ Phyrexian Altar --> One of the best Sac outlets out there. Testing it against Blasting Station. Hopefully it can smoothen my mana a bit.
+ Gilded Drake --> More removal
+ City of Brass --> I feel that I really need to fix the mana so this is a start
+ Polluted Delta --> For mana fixing
+ Delay --> Exiles pesky cards that you know they'll just replay or recur. Also great in a counter war, and only 1U, PERFECT!
+ Nythos --> Its been superb in practice. Color fixing and extra combo with Derevi + Deadeye Navigator
+ Krosan Restorer --> Currently testing the card, and she has been great
+ Teferi, Mage of Zhalfir --> For more combo protection and flashing. Awesome with Seedborn Muse as always.
Decided to return the ff.
+ Seedborn Muse --> Just awesome with Teferi and the Orb effects
+ Voidmage Prodigy --> Trying out the softlock again, still under my watch list
+ Mistmeadow Witch --> Just gives a hell of protection, against non-Marathdecks. Great with all the untapping going around
+ Chromatic Lantern --> I just really need it for fixing
+ Cavern of Souls --> When you need to force your wizards/spirits in
Been playing the deck a lot recently. Some minor changes:
- Krosan Restorer -->; Temporary only anyway
- Alchemist's Refuge -->; Rarely use it to flash stuff, removed for better mana fixing lands
- Venser, the Sojourner -->; Too slow and never really use it for what it was intended (evasion)
+ Exotic Orchard --> Testing this for now, will probably be replaced by pain lands... probably...
+ Noble Heirarch --> Finally got one before the price shot up.
+ Nature's Claim --> Panic button spell, specifically added it to combat Blood Moon
I really like this build that you have going for Derevi. It's not the full Stasis lockdown deck, using Winter Orb effects more as a tempo play seems a lot more tolerable than some of these other lists I see. If I get tired of my current list I'll probably look to run something very similar to this.
I really like this build that you have going for Derevi. It's not the full Stasis lockdown deck, using Winter Orb effects more as a tempo play seems a lot more tolerable than some of these other lists I see. If I get tired of my current list I'll probably look to run something very similar to this.
Thanks for the compliment. I've completely abandoned the idea of porting this to the more common Stasis lock deck. Other peeps might have been successful with those strategies, but I feel, via one way or another, another player will always find a narrow but abusable window to shut the strategy down (especially those running Krosan Grip/Wipe Away.
In a way, avoiding that strategy also grants the ff.:
1. The Derevi deck being archenemy no.1 (hopefully, since I still allow peeps to play "fair".)
2. Shorter games = More games, since you win via combo. Aggro may be viable, but slower.
Right now I feel that my next step is fixing the mana base. As I haven't really been a fan of the Shadowmoor filters and Ice Age/Apocalypse pain lands, I might give one or the other a try (I don't own copies yet). A lot of peeps in my meta suggest taking out the Chromatic Lantern, but the card just fixes the mana base too efficiently to it take out. Maybe that's the next step. I've also included a no. of cards that specifically deal with Blood Moon, Contamination and Hall of Gemstone, as well as pack more cheap removal than the usual lists. Those cards just hose the deck down too effectively, and are just too prevalent in my metagame.
1. Accelerate via artifact and creature mana producers
2. Establish resource denial via the same creatures, Derevi, and static ability locks
4. Establish a draw engine
5. Kill swing via Mirror Entity or combo off
Win Conditions
1. Mirror Entity-enhanced creature damage
2. Deadeye Navigator shenanigans
3. Reveillark shenanigans
Strenghts
- Derevi
- Simple and low cost lock cards
- Functional redundancy
- Resilient to board wipes, MLD Contamination, Blood Moon
Weaknesses
- Timed removal from experienced players
- Ridiculous amount of board wipes or creature control i.e. Marath
- Table flips
1 Derevi, Empyrial Tactician
Tutor (12):
1 Weathered Wayfarer
1 Captain Sisay
1 Recruiter of the Guard
1 Survival of the Fittest
1 Birthing Pod
1 Crop Rotation
1 Enlightened Tutor
1 Eldritch Evolution
1 Eladamri's Call
1 Chord of Calling
1 Green Sun's Zenith
1 Wargate
Countermagic (6):
1 Pact of Negation
1 Swansong
1 Mana Drain
1 Force of Will
1 Venser, Shaper Savant
1 Glen Elendra Archmage
Ramp (13):
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Noble Hierarch
1 Bloom Tender
1 Lotus Cobra
1 Wood Elves
1 Chrome Mox
1 Mox Diamond
1 Mana Crypt
1 Mana Vault
1 Carpet of Flowers
1 Sol Ring
1 Gilded Lotus
Removal (6):
1 Gilded Drake
1 Aura Shards
1 Swords to Plowshares
1 Cyclonic Rift
1 Into the Roil
1 Beast Within
1 Phantasmal Image
1 Phyrexian Metamorph
1 Peregrine Drake
1 Seedborn Muse
Soft Lock (9):
1 Winter Orb
1 Rising Waters
1 Stony Silence
1 Null Rod
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Hokori, Dusk Drinker
1 Linvala, Keeper of Silence
1 Elesh Norn, Grand Cenobite
Recursion (5):
1 Eternal Witness
1 Body Double
1 Karmic Guide
1 Reveillark
1 Sun Titan
Combo (2):
1 Mirror Entity
1 Deadeye Navigator
Card Draw and Selection (8):
1 Mystic Remora
1 Sylvan Library
1 Edric, Spymaster of Trest
1 Rhystic Study
1 Jace, the Mind Sculptor
1 Mulldrifter
1 Consecrated Sphinx
1 Brainstorm
Land (34):
1 Arid Mesa
1 Flooded Strand
1 Misty Rainforest
1 Marsh Flats
1 Polluted Delta
1 Scalding Tarn
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills
1 Tropical Island
1 Tundra
1 Savannah
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Adarkar Wastes
1 Yavimaya Coast
1 Brushland
1 Horizon Canopy
1 City of Brass
1 Command Tower
1 Gemstone Caverns
1 Mana Confluence
1 Cavern of Souls
1 Gaea's Cradle
1 Minamo, School at Water's Edge
1 Flagstone of Torkair
1 Ancient Tomb
1 High Market
1 Alchemist's Refuge
1 Homeward Path
1 Forest
1 Island
1 Plains
Commander (1):
1 Derevi, Empyrial Tactician Japanese
Tutor (12):
1 Weathered Wayfarer ONS Foil
1 Captain Sisay FTV Foil
1 Recruiter of the Guard CN2 Foil
1 Survival of the Fittest JRP Foil
1 Birthing Pod NPH Foil
1 Crop Rotation USL Foil
1 Enlightened Tutor Arena Foil
1 Eldritch Evolution EMN Foil
1 Eladamri's Call PLS Foil
1 Chord of Calling RAV Foil
1 Green Sun's Zenith MBS Foil
1 Wargate ALR Foil
Countermagic (6):
1 Pact of Negation MMA Foil
1 Swansong THS Foil
1 Mana Drain JRP Foil
1 Force of Will JRP Foil
1 Venser, Shaper Savant FUT Foil
1 Glen Elendra Archmage EVE Foil
Ramp (13):
1 Avacyn's Pilgrim ISD Foil
1 Birds of Paradise M10 Foil
1 Noble Hierarch CON Foil
1 Bloom Tender EVE Foil
1 Lotus Cobra ZEN Foil
1 Wood Elves Gateway Promo Foil
1 Chrome Mox MIR Foil
1 Mox Diamond FTV Foil
1 Mana Crypt JRP Foil
1 Mana Vault FBB
1 Carpet of Flowers
1 Sol Ring JRP Foil
1 Gilded Lotus M13 Foil
Removal (6):
1 Gilded Drake
1 Aura Shards INV Foil
1 Swords to Plowshares FNM Foil
1 Cyclonic Rift RTR Foil
1 Into the Roil ZEN Foil
1 Beast Within NPH Foil
Utility (4):
1 Phantasmal Image M12 Foil
1 Phyrexian Metamorph NPH Foil
1 Peregrine Drake EMA Foil
1 Seedborn Muse ONS Foil
Soft Lock (9):
1 Winter Orb EMA Foil
1 Rising Waters NEM Foil
1 Stony Silence ISD Foil
1 Null Rod
1 Aven Mindcensor FUT Foil
1 Thalia, Heretic Cathar EMN Foil
1 Hokori, Dusk Drinker BOK Foil
1 Linvala, Keeper of Silence ROE Foil
1 Elesh Norn, Grand Cenobite NPH Foil
Recursion (5):
1 Eternal Witness FDN Foil
1 Body Double PLC Foil
1 Karmic Guide USL Foil
1 Reveillark MOR Foil
1 Sun Titan M11 Foil
Combo (2):
1 Mirror Entity LRW Foil
1 Deadeye Navigator AVR Foil
Card Draw and Selection (8):
1 Mystic Remora
1 Sylvan Library CMA Foil
1 Edric, Spymaster of Trest CMA Foil
1 Rhystic Study CMA Foil
1 Jace, the Mind Sculptor WWK Foil
1 Mulldrifter LRW Foil
1 Consecrated Sphinx NPH Foil
1 Brainstorm MMQ Foil
Land (34):
1 Arid Mesa ZEN Foil
1 Flooded Strand JRP Foil
1 Misty Rainforest ZEN Foil
1 Marsh Flats ZEN Foil
1 Polluted Delta JRP Foil
1 Scalding Tarn ZEN Foil
1 Verdant Catacombs ZEN Foil
1 Windswept Heath JRP Foil
1 Wooded Foothills JRP Foil
1 Tropical Island
1 Tundra
1 Savannah
1 Breeding Pool GTC Foil
1 Hallowed Fountain RTR Foil
1 Temple Garden RTR Foil
1 Adarkar Wastes 9ED Foil
1 Yavimaya Coast M15 Foil
1 Brushland 9ED Foil
1 Horizon Canopy
1 City of Brass MMA Foil
1 Command Tower CMA Foil
1 Gemstone Caverns TSP Foil
1 Mana Confluence JOU Foil
1 Cavern of Souls AVR Foil
1 Gaea's Cradle JRP Foil
1 Minamo, School at Water's Edge COK Foil
1 Flagstone of Torkair TSP Foil
1 Ancient Tomb FTV Foil
1 High Market FTV Foil
1 Alchemist's Refuge AVR Foil
1 Homeward Path
1 Forest Unhinged
1 Island Unhinged
1 Plains Unhinged
Commander (1):
1 Derevi, Empyrial Tactician
Tutor (12):
1 Weathered Wayfarer
1 Captain Sisay
1 Recruiter of the Guard
1 Survival of the Fittest
1 Birthing Pod
1 Crop Rotation
1 Enlightened Tutor
1 Eldritch Evolution
1 Eladamri's Call
1 Chord of Calling
1 Green Sun's Zenith
1 Wargate
Countermagic (6):
1 Pact of Negation
1 Swansong
1 Mana Drain
1 Force of Will
1 Venser, Shaper Savant
1 Glen Elendra Archmage
Ramp (13):
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Noble Hierarch
1 Bloom Tender
1 Lotus Cobra
1 Wood Elves
1 Chrome Mox
1 Mox Diamond
1 Mana Crypt
1 Mana Vault
1 Carpet of Flowers
1 Sol Ring
1 Gilded Lotus
Removal (6):
1 Gilded Drake
1 Aura Shards
1 Swords to Plowshares
1 Cyclonic Rift RTR Foil
1 Into the Roil
1 Beast Within
Utility (4):
1 Phantasmal Image
1 Phyrexian Metamorph
1 Peregrine Drake
1 Seedborn Muse
Soft Lock (9):
1 Winter Orb
1 Rising Waters
1 Stony Silence
1 Null Rod
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Hokori, Dusk Drinker
1 Linvala, Keeper of Silence
1 Elesh Norn, Grand Cenobite
Recursion (5):
1 Eternal Witness
1 Body Double
1 Karmic Guide
1 Reveillark
1 Sun Titan
Combo (2):
1 Mirror Entity
1 Deadeye Navigator
Card Draw and Selection (8):
1 Mystic Remora
1 Sylvan Library
1 Edric, Spymaster of Trest
1 Rhystic Study
1 Jace, the Mind Sculptor
1 Mulldrifter
1 Consecrated Sphinx
1 Brainstorm
Land (34):
1 Arid Mesa
1 Flooded Strand
1 Misty Rainforest
1 Marsh Flats
1 Polluted Delta
1 Scalding Tarn
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills
1 Tropical Island
1 Tundra
1 Savannah
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Adarkar Wastes
1 Yavimaya Coast
1 Brushland
1 Horizon Canopy
1 City of Brass
1 Command Tower
1 Gemstone Caverns
1 Mana Confluence
1 Cavern of Souls
1 Gaea's Cradle
1 Minamo, School at Water's Edge
1 Flagstone of Torkair
1 Ancient Tomb
1 High Market
1 Alchemist's Refuge
1 Homeward Path
1 Forest
1 Island
1 Plains
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
If you put a number out to the side of cards in the list it will add a link for cards like this:
1 Winter Orb
1 Mox Monkey
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
yeah, finally figured it out for myself after quite a few edits.
Its been a while since I posted and I feel like a noob.
And here I am thinking Mox Monkey is Guerilla Shaman.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
Thinking of trying out Opposition though...
Thanks for the suggestions though.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
I am actually not really that sure that blink really has that much synergy. So deadeye derevi and guilded lotus gives infinite mana but what do you use it on?
Whats melira for?
In general I feel its not actually that synergistic and more great bant cards that have cool interactions with a single other card in the deck. Basically focus more.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Off the top of my head, I tried Altar of Dementia, it was just bad, either of the Altars that give mana are better because it allows you to grab mana when you sac Derevi, then re-cast him.
I found Survival of the Fittest to be questionable in my deck because lack of creatures.
Other than the 3 sac outlets, your deck looks like it would be better with Roon or Jenera as the commander.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
I focused on the sac outlets that can pretty much win the game or at least generate card advantage. Hence, Blasting Station and Altar of Dementia (by pouring stuff into the GY which can be reanimated by Karmic Guide, Sun Titan, etc...)
As for Mirror Entity, I just love how it interacts with Reveillark-Karmic Guide-Body Double. It also doubles as a pump spell during the late game.
To put it simply, for me blink is synergistc with all the ETB and cloning going around. Untapping my mana via Derevi as well during my opponents' turns ensures I'll be able to do this continuously. You also blink Derevi during opponents upkeep to seal their mana for that turn., all the while just aggrooing you turn.
Melira is a card my GF wanted to retain in the deck, since it can randomly combo-off with Glen Elendra Archmage + Sac outlet. Personally I would have put a different card instead, maybe Winter Orb eventually.
Initially, the concept I had in mind while building the deck was to it make revolve around the recursion cards, Deadeye Navigator, stuff to blink and recur, and some countermagic support. Derevi was simply fantastic at snatching the tempo out of other decks, which in turn ensures that the deck can combo-out during its turn. Just tapping key colors and ramp spells while having sac outlets was enough for me.
Then I realized that the recursion package can simply reanimate the hell out of untappers/lock spells (Seedborn Muse, Prophet of Kruphix and Hokori) effortlessly, and blinking made my reanimating creatures abusable. Team that up with a ton of flying going around, some additional evasion, some engine cards that abuse creatures, (i.e. Edric, Birthing Pod, Chord of Calling and Survival of the Fittest.) I think that for me made the deck synergistic.
Additionally, Elspeth can clear the way, create Derevi's entourage, while Venser provides additional evasion or blinking support.
All the while, free or cheap counterspells protects your plays.
Its still a work in progress, but I believe that the current interactions are quite significant to coin the term "synergistic".
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
My bad.
Anyway, I explained the reasons for choosing Blasting Station and Altar of Dementia in a previous comment.
I might try the other sac outlets out, maybe even Spawning Pit. But given the no. of untappers and Derevi's untapping ability as well, I feel they're inferior to some degree. I purposely lowered the mana curve to ensure I need minimal mana before Derevi's ability (during combat) or Seedborn Muse/Prophet of Kruphix abilities' (during other player's turns) take effect.
Jenara I understand can be quite a clock, as well as a optimal mana dump for all the mana going around. But usually I prioritize combo-ing off before killing peeps via combat damage. I also hate her counters resetting due to being killed/bounced/blinked/etc...
Roon for me is too slow. And by himself he's mediocre. Derevi's "flash" ability is just too unqiue for me to give her up.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
i like the whole reveillark, karmic guide, mirror entity and body double package. will try to mesh that with Swifts list and give some feedback. i kinda agree with swift about the Chromatic Lantern. i think the mana base is stable enough unless its in primarily for ramping but then maybe a 2cc signet-type would be better.
i used to run Reliquary but noticed i never had the need for it really and took it out. is your meta full of howling mine effects?
also do put in winter orb like you said. its suuuuuch a good card for the deck. Swift also runs static orb along side with it.
i'm quite interested in the Elspeth that you run. seems like a beast when ran with Opposition. will give it a go as well.
all in all, a very nice list bro! will contribute more feedback once i get more games in.
This a first draft anyways, and my GF has only playtested it for one weekend. I kinda expect to polish our builds within a month's time.
I managed to finish my own build last night, but still lacking about 10 important cards.
Anyway, I checked Swift2210's build and agree to a degree with your proposal of taking out Chromatic Lantern, I just saw it as a "safe" card to play to avoid color screw, considering that the deck ran quite a few colorless lands. I see that he took more of the Stax path, and alternative draw engine in the form of wizards i.e. Azami, where as I didn't. (How is this fairing by the way?)
Our mana base seems also slightly different, probably because I sold of copies of my mana dudes last year and just stuck to what I had in hand.
Heliod looks awesome as well in the kind of deck, must try it as well
Anyways, the Stax path is more of a trial for us right now, I'm not really a fan of locking the board, although the deck seems to really punish opponents when that strategy is taken. (i.e. my poor Maelstrom Wanderer ) Maybe I'll just stick to Hokori and Winter Orb for now, as they seem the easiest to integrate with my build.
Hopefully I'll get copies of Winter Orbs within the month.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
Oh and yeah, Reliquary Tower is there since the deck runs Consecrated Sphinx and Rhystic Study. We also run into Nekusar a lot these days, so thats another reason. Reliquary Tower also negates Jin Gitaxis's ability, so that my GF can still go around it even if I play it 1st-3rd turn in my Reanimator deck, hehe.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
Sorry man.
I'd gladly do this if I had sufficient time, making a primer is quite the work.
I'll try to update this as often as possible soon.
Anyway, my own build will probably look like this eventually...
1 Derevi, Empyrial Tactician
Tutors (10):
1 Weathered Wayfarer
1 Fauna Shaman
1 Trinket Mage
1 Birthing Pod
1 Survival of the Fittest
1 Tezzeret the Seeker
1 Chord of Calling
1 Mystical Tutor
1 Enlightened Tutor
1 Bribery
Countermagic (7):
1 Pact of Negation
1 Force of Will
1 Mana Drain
1 Hinder
1 Cryptic Command
1 Venser, Shaper Savant
1 Glen Elendra Archmage
Ramp (9):
1 Birds of Paradise
1 Noble Hierarch
1 Wood Elves
1 Solemn Simulacrum
1 Mana Crypt
1 Sol Ring
1 Bloom Tender
1 Coalition Relic
1 Gilded Lotus
Removal (8):
1 Swords to Plowshares
1 Cyclonic Rift
1 Unexpectedly Absent
1 Beast Within
1 Bant Charm
1 Austere Command
1 Acidic Slime
1 Angel of Finality
1 Phantasmal Image
1 Phyrexian Metamorph
1 Wonder
1 Leyline of Anticipation
1 Seedborn Muse
1 Prophet of Kruphix
1 Peregrine Drake
1 Mistmeadow Witch
1 Venser, the Sojourner
1 Deadeye Navigator
1 Elspeth, Sun's Champion
Soft Locks (4):
1 Winter Orb
1 Aven Mindcensor
1 Hokori, Dusk Drinker
1 Elesh Norn, Grand Cenobite
Recursion (5):
1 Eternal Witness
1 Karmic Guide
1 Reveillark
1 Sun Titan
1 Body Double
Sacrifice Outlets (3):
1 Blasting Station
1 Mirror Entity
1 Altar of Dementia
Card Draw and Selection (6):
1 Sensei's Divining Top
1 Sylvan Library
1 Rhystic Study
1 Edric, Spymaster of Trest
1 Mulldrifter
1 Consecrated Sphinx
Lands (36):
1 Misty Rainforest
1 Flooded Strand
1 Windswept Heath
1 Scalding Tarn
1 Verdant Catacombs
1 Arid Mesa
1 Seaside Citadel
1 Tropical Island
1 Tundra
1 Savannah
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Hinterland Harbor
1 Glacial Fortress
1 Horizon Canopy
1 Command Tower
1 Reflecting Pool
1 Cavern of Souls
1 Gaea's Cradle
1 High Market
1 Seaside Haven
1 Riptide Laboratory
1 Academy Ruins
1 Reliquary Tower
1 Vesuva
1 Strip Mine
1 Alchemist's Refuge
3 Forest
3 Island
2 Plains
For now, my main goals for the deck would be:
1. Establish soft locks via smooth tempo-grabbing plays using tap and orb effects
2. Take advantage of Derevi and Edric via evasion; i.e. Mana/Tempo cdvantage and Card advantage
3. Be able to win via combo most of the time, either via Karmic Guide/Reveillark/Body Double recursion, or Deadeye Navigator blinks
4. Establish sufficient control elements and protection via recursion and countermagic
Thinking of trying out the ff. as well:
Opposition --> Check if this sufficiently helps with goal#1
Heliod, God of the Sun --> Possible replacement for Elspeth, Sun's Champion, but I still like her flexibility
Phyrexian Altar --> See if its better than current sac outlets
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
the deck list is already pretty cramped. right now I'm torn with making it either more diverse or making more streamlined and efficient.
some changes would probably be in the lines of:
Out:
- Wonder --> Cute... but I'd rather draw it than tutor for it. I think I have enough flying going around anyways.
- Hinder --> Not that sure here, but I need a cheaper counterspells to protect my strategy
- Blasting Station --> Will try out Phyrexian Altar this time
- Elspeth, Sun's Champion --> On paper, its rather good and flexible. In practice, its usually countered and I don't have a way to recur her other than Eternal Witness
- Cavern of Souls --> I don't really need it anymore
In:
+ Swan Song --> Supreb cheap counterspell
+ Phyrexian Altar --> One of the best Sac outlets out there. Testing it against Blasting Station. Hopefully it can smoothen my mana a bit.
+ Archeomancer --> Wizard + another way of getting stuff back. Works well with almost all my recursion cards, Riptide Laboratory, Cryptic Command and Venser, the Sojourner
+ Exotic Orchard --> For color fixing
the last slot I'm torn with:
Gilded Drake --> More removal
Turnabout --> Super flexible card, plus it combo's with Archaeomancer plus Recursion/blink cards[/SPOILER]
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
Out:
- Wonder --> Cute... but I'd rather draw it than tutor for it. I think I have enough flying going around anyways.
- Blasting Station --> Will try out Phyrexian Altar this time
- Elspeth, Sun's Champion --> On paper, its rather good and flexible. In practice, its usually countered and I don't have a way to recur her other than Eternal Witness
- Voidmage Prodigy --> took it out since the current multi meta is aggro heavy (Marath + Gahiji), need some board presence
- Mistmeadow Witch --> same reason as above
- Leyline of Anticipation --> same reason as above
- Seedborn Muse --> same reason as above
- Cavern of Souls --> I don't really need it anymore
- Academy Ruins --> Unnecessary for the deck
- Cryptic Command --> I will miss this card, but it's just impossible to cast sometimes
In:
+ Swan Song --> Supreb cheap counterspell
+ Phyrexian Altar --> One of the best Sac outlets out there. Testing it against Blasting Station. Hopefully it can smoothen my mana a bit.
+ Gilded Drake --> More removal
+ Archeomancer --> will test it over the weekend
+ Turnabout --> will test it over the weekend; pseudo "fog" effect
+ Spike Weaver --> "fog" effect that can attack!
+ Pithing Needle --> Due to the prevalence of Marath in the area
+ City of Brass --> I feel that I really need to fix the mana so this is a start
+ Polluted Delta --> For mana fixing
+ Hinder --> Cheaper to cast than Cryptic Command; I'm still not sold though
Played against the ff. over the past week:
1-25-14:
3 decks; All Derevi decks - 1 Win, 1 Loss
Details: First grab tempo or combo out wins!
6 decks; Marath, Derevi, Teysa, Proosh, Glissa - 1 loss
Details: Felt that I lost due to meta changes. Play group started to adapt and shifted to aggro strategies.
I'll be up against Mimeoplasm, Marath, Gahiji, Derevi, Krenko, Ghave and Karador over the weekend, hence, the changes. I needed to adjust from being tempo/combo baised to being more control based.
Truth be told, I kinda missed my Maelstrom Wanderer deck and its blatant explosiveness :P.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
Reasons would be...
1. A tad too costly, given the the return may be huge, (even game breaking)
2. Don't play that many forests
3. Don't have a way to cheat him to play (no Natural Order)
I figured I'll get it via Bribery or copy someone else's.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
Yeah, I actually abuse the combo in my Maelstrom Wanderer build.
But 7 mana is hard to come by, and I would rather just Lark the Peregrine Drake to play, than playing Palinchron. I just feel its not needed, and albeit overcosted for the deck, who first wants to tempo out or control other decks THEN combo out. the Drake is also a faster beater mid game, as I play him usually immediately midgame to help with the Derevi pressure.
Fierce Empath is also cool, but by not playing Palinchron and Sylvan Primordial (who's now banned :P), he's a bit suboptimal. I might run Eladamri's Call, Azami or Sisay, again in the near future if I find space.
Been aggressively testing the build over the past weekends. Honestly the past weekend had the best win-loss ratio for the deck in a 4-6 man pod match.
1-30-2014:
Against 3 decks; Karador, Mimeoplasm, Sharuum, the Hegemon - 1 loss
Details: Pretty competitive bunch, with the Karador player being the most seasoned player. Game dragged on since everyone played it smart, but I got bored and decided to throw the game by acting first and proceeding to the next one (in which I played my Sen TripletsAnimator build and won 2 games.)
1-31-2014:
Against 5 decks; Karador, Saffi, Rakdos, Rafiq, Another Derevi - 2 wins, 1 loss
Details: Another competitive bunch, the deck pretty much successfully showed off all its tricks and won 2 games via combo and 1 game via lock-out/aggro
Against 3 decks; Saffi, Rafiq, Prossh - 2 wins
Details: Another successful run. Again, won via combo.
2-01-2014
Against 7 decks; Azusa, Maelstrom Wanderer, Sharuum, Derevi, Glissa the Traitor, Prime Speaker Zegana - 2 wins, 3 loss
Details: Given the no. of players, I was well aware that winning even 1 game was already OK (w/o politics, hehe). But the deck pulled through and managed to control the games at some point, even tag-teaming with the other Derevi deck via Aven Mindcensor and orb locks, preventing them from comboing out or going wild.
I'm quite pleased with the current list, probably about the time I wrote something about each card choice. Stay tuned!
Krosan Restorer, Nykthos and Delay have all been great.
Teferi is a meta call, just to give me more chances to combo. But I like the redundancy it shares with Prophet of Kruphix (+ Seedborn Muse of course).
Here's the current changelog:
Changelog:
Out:
- Wonder --> Cute... but I'd rather draw it than tutor for it. I think I have enough flying going around anyways.
- Blasting Station --> Will try out Phyrexian Altar this time
- Elspeth, Sun's Champion --> On paper, its rather good and flexible. In practice, its usually countered and I don't have a way to recur her other than Eternal Witness
- Leyline of Anticipation --> same reason as above
- Academy Ruins --> Unnecessary for the deck
- Cryptic Command --> I will miss this card, but it's just impossible to cast sometimes
- Hinder --> Why countertuck generals when you can just prevent them from casting it? Its just too slow sometimes, and doesn't really provide an advantage against counter wars
- Archeomancer --> don't really need to recur any instants/enchantments other than Chord of Calling
- Turnabout --> don't need it
- Spike Weaver --> will still test this when needed
- Pithing Needle --> will still test this when needed (prevalence of Marath in the area)
- Coalition Relic --> I just don't untap it with Derevi as much as I need to
- Vesuva --> Don't need to copy anything, need to focus of color-fixing, ETB tapped sux for Derevi
- Strip Mine --> Took it out again for color fixing
- Noble Heirarch --> Currently don't own one (sold my set off last year) and just borrowed one. I've decided to test out Krosan Restorer instead
In:
+ Swan Song --> Supreb cheap counterspell
+ Phyrexian Altar --> One of the best Sac outlets out there. Testing it against Blasting Station. Hopefully it can smoothen my mana a bit.
+ Gilded Drake --> More removal
+ City of Brass --> I feel that I really need to fix the mana so this is a start
+ Polluted Delta --> For mana fixing
+ Delay --> Exiles pesky cards that you know they'll just replay or recur. Also great in a counter war, and only 1U, PERFECT!
+ Nythos --> Its been superb in practice. Color fixing and extra combo with Derevi + Deadeye Navigator
+ Krosan Restorer --> Currently testing the card, and she has been great
+ Teferi, Mage of Zhalfir --> For more combo protection and flashing. Awesome with Seedborn Muse as always.
Decided to return the ff.
+ Seedborn Muse --> Just awesome with Teferi and the Orb effects
+ Voidmage Prodigy --> Trying out the softlock again, still under my watch list
+ Mistmeadow Witch --> Just gives a hell of protection, against non-Marathdecks. Great with all the untapping going around
+ Chromatic Lantern --> I just really need it for fixing
+ Cavern of Souls --> When you need to force your wizards/spirits in
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
Been playing the deck a lot recently. Some minor changes:
- Krosan Restorer -->; Temporary only anyway
- Alchemist's Refuge -->; Rarely use it to flash stuff, removed for better mana fixing lands
- Venser, the Sojourner -->; Too slow and never really use it for what it was intended (evasion)
+ Exotic Orchard --> Testing this for now, will probably be replaced by pain lands... probably...
+ Noble Heirarch --> Finally got one before the price shot up.
+ Nature's Claim --> Panic button spell, specifically added it to combat Blood Moon
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
UGThe FlashUG
EDH:
GDosan ControlG
GGeneral ShermanG
UWGDerevi's School of MagicUWG
Thanks for the compliment. I've completely abandoned the idea of porting this to the more common Stasis lock deck. Other peeps might have been successful with those strategies, but I feel, via one way or another, another player will always find a narrow but abusable window to shut the strategy down (especially those running Krosan Grip/Wipe Away.
In a way, avoiding that strategy also grants the ff.:
1. The Derevi deck being archenemy no.1 (hopefully, since I still allow peeps to play "fair".)
2. Shorter games = More games, since you win via combo. Aggro may be viable, but slower.
Right now I feel that my next step is fixing the mana base. As I haven't really been a fan of the Shadowmoor filters and Ice Age/Apocalypse pain lands, I might give one or the other a try (I don't own copies yet). A lot of peeps in my meta suggest taking out the Chromatic Lantern, but the card just fixes the mana base too efficiently to it take out. Maybe that's the next step. I've also included a no. of cards that specifically deal with Blood Moon, Contamination and Hall of Gemstone, as well as pack more cheap removal than the usual lists. Those cards just hose the deck down too effectively, and are just too prevalent in my metagame.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
Newly Added:
+ Aura of Silence --> Removal + soft locker
+ Linvala, Keeper of Silence --> Solid lock component that swings
+ Coiling Oracle --> Cheap ramp and draw in 1
+ Sakura Tribe Scout --> Cheap ramp
+ Green Sun's Zenith --> MORE TUTORS!
+ Eladamri's Call --> MORE TUTORS!
+ Worldly Tutor --> MORE TUTORS!
+ Azami, Lady of Scrolls --> Always wanted to try it since it synergizes well with the no. of wizards
+ Grand Arbiter Augustin IV --> Ramp + soft locker
+ Mana Confluence --> For mana fixing
Newly Removed:
- Acidic Slime --> Slow removal spell
- Nature's Claim --> Replaced with Aura of Silence
- Wood Elves --> Slower ramp
- Solemn Simulacrum --> Slower ramp
- Bribery --> Replaced with mosre useful tutors
- Mystical Tutor --> Doesn;t really tutor anything relevant
- Seedborn Muse --> Replaced with a tutor
- Angel of Finality --> Let someone else worry about the GY
- Teferi, Mage of Zhalfir --> Might see a day in the sun again, replaced with Grand Arbiter Augustin IV
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR