I've been playing Riku for a few months now and have fell in love. This decklist is my ideal end product for the playgroup I currently play with.
This is in no regards a "competitive" deck, I was not looking to make a "combo" deck with infinite mana palinchrons; nor was I looking to dish out
all of my money for fetch/shock lands, plus I wouldn't be able to double my basic ramp spells as often with a bunch of bull***** expensive lands.
Although this is not to say I don't want to win, I just want to have fun and make sure my other Planeswalkers are having fun as well.
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This deck doesn't explode turn 3, I often play in the back trying to maintain political grace so to speak but the Oloro player in my playgroup is
catching onto my passive ramping wars until I can Comet Storm everyone to the face.
Other win cons,
Beat down with big fatties through a couple outlets Genesis Wave or Maelstrom Wanderer (copied so I can cascade 4 times)
If I G-wave into a bunch of creatures (all with decent ETB effects) I will hopefully have haste and swing under the radar with unblockability Thassa, God of the Sea or Glaring Spotlight
Who needs 26 turns? I do, my mission is to kill someone with Commander damage. Which actually isn't that hard with Xenagos, God of Revels and Master Biomancer
I did have Blue Sun's Zenith so I could deck out people with a lot of mana, but I decided not to run Palinchron because insta-win combos aren't my style.
So your goal is to make sure everyone has loads of fun? I find extra turn spells to be severely detrimental to the fun factor. For example, you are playing a 4 player game; not unusual in this format. As the game goes on, turns start to take longer and longer. Once you start taking multiple turns in a row, you have several people (three, in this case) who just sit around and wait for essentially one extremely long turn. It becomes more painful when your opponents could have responses for all the shenanigans you are pulling. Don't even get me started on getting multiple floating turns.
If insta-wins aren't your style, then perhaps making your insta-win take a very long time isn't your style either.
Also, Maelstrom Wanderer only cascades on cast. A copy will not cascade, and will just die a horrible, painful death.
So your goal is to make sure everyone has loads of fun? I find extra turn spells to be severely detrimental to the fun factor. For example, you are playing a 4 player game; not unusual in this format. As the game goes on, turns start to take longer and longer. Once you start taking multiple turns in a row, you have several people (three, in this case) who just sit around and wait for essentially one extremely long turn. It becomes more painful when your opponents could have responses for all the shenanigans you are pulling. Don't even get me started on getting multiple floating turns.
If insta-wins aren't your style, then perhaps making your insta-win take a very long time isn't your style either.
Also, Maelstrom Wanderer only cascades on cast. A copy will not cascade, and will just die a horrible, painful death.
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NOTE: I have yet to play test this exact deck list
1x Riku, of Two Reflections
CREATURES
1x Avenger of Zendikar
1x Birds of Paradise
1x Clever Impersonator
1x Consecrated Sphinx
1x Deadeye Navigator
1x Eternal Witness
1x Fierce Empath
1x Glen Elendra Archmage
1x Intet, the Dreamer
1x Kederekt Leviathan
1x Keranos, God of Storms
1x Kruphix, God of Horizons
1x Maelstrom Wanderer
1x Master Biomancer
1x Melek, Izzet Paragon
1x Mulldrifter
1x Mystic Snake
1x Oracle of Mul Daya
1x Phyrexian Metamorph
1x Prophet of Kruphix
1x Reclamation Sage
1x Thassa, God of the Sea
1x Vigor
1x Xenagos, God of Revels
ARTIFACTS
1x Birthing Pod
1x Chromatic Lantern
1x Darksteel Plate
1x Doubling Cube
1x Glaring Spotlight
1x Lightning Greaves
1x Mimic Vat
1x Sensei's Divining Top
1x Sol Ring
1x Blasphemous Act
1x Cultivate
1x Explosive Vegetation
1x Genesis Wave
1x Green Sun's Zenith
1x Guided Passage
1x Howl of the Horde
1x Hull Breach
1x Kodama's Reach
1x Time Stretch
1x Unexpected Results
INSTANTS
1x Chaos Warp
1x Comet Storm
1x Fork
1x Frantic Search
1x Lightning Bolt
1x Mystical Tutor
1x Reverberate
1x Turnabout
1x Twincast
1x Worldly Tutor
ENCHANTMENTS
1x Burgeoning
1x Doubling Season
1x Future Sight
1x Leyline of Anticipation
1x Lurking Predators
1x Temur Ascendancy
1x Chandra, the Firebrand
1x Dack Fayden
LANDS
1x Alchemist's Refuge
1x Command Tower
1x Dryad Arbor
7x Forest
1x Frontier Bivouac
1x Hinterland Harbor
1x Homeward Path
8x Island
1x Izzet Boilerworks
1x Kessig Wolf Run
5x Mountain
1x Reflecting Pool
1x Reliquary Tower
1x Simic Growth Chamber
1x Sulfur Falls
1x Temple of Abandon
1x Temple of Epiphany
1x Temple of Mystery
1x Temple of the False God
1x Thespian's Stage
I've been playing Riku for a few months now and have fell in love. This decklist is my ideal end product for the playgroup I currently play with.
This is in no regards a "competitive" deck, I was not looking to make a "combo" deck with infinite mana palinchrons; nor was I looking to dish out
all of my money for fetch/shock lands, plus I wouldn't be able to double my basic ramp spells as often with a bunch of bull***** expensive lands.
Although this is not to say I don't want to win, I just want to have fun and make sure my other Planeswalkers are having fun as well.
------
This deck doesn't explode turn 3, I often play in the back trying to maintain political grace so to speak but the Oloro player in my playgroup is
catching onto my passive ramping wars until I can Comet Storm everyone to the face.
Other win cons,
Beat down with big fatties through a couple outlets Genesis Wave or Maelstrom Wanderer (copied so I can cascade 4 times)
If I G-wave into a bunch of creatures (all with decent ETB effects) I will hopefully have haste and swing under the radar with unblockability Thassa, God of the Sea or Glaring Spotlight
Stealing people's fun things with Clever impersonator, Dack's Duplicate, Dack Fayden himself, Phyrexian Metamorph have all done a lot of work for me.
Flashing things in is always fun, ultimate blue playstyle, play nothing on my turn wait to respond with all open mana with flash outlets like Prophet of Kruphix, Alchemist's Refuge, Leyline of Anticipation, and Future Sight
Melek, Izzet Paragon Have yet to play with Melek so I'm not sure if he's going to stick because I've got more creatures than Instants/Sorceries but I love the prospect of another copy for spells.
Picture this, Time Stretch Two turns copied,
Once Riku, of Two Reflections
Twice Chandra, the Firebrand
Four times Twincast
Six times Reverberate
Eight times Fork
Twelve times Howl of the Horde
Thirteen Times Melek, Izzet Paragon
Who needs 26 turns? I do, my mission is to kill someone with Commander damage. Which actually isn't that hard with Xenagos, God of Revels and Master Biomancer
I did have Blue Sun's Zenith so I could deck out people with a lot of mana, but I decided not to run Palinchron because insta-win combos aren't my style.
Sideboard
GRWort, Control
UBDralnu, Reanimator
If insta-wins aren't your style, then perhaps making your insta-win take a very long time isn't your style either.
Also, Maelstrom Wanderer only cascades on cast. A copy will not cascade, and will just die a horrible, painful death.
If insta-wins aren't your style, then perhaps making your insta-win take a very long time isn't your style either.
Also, Maelstrom Wanderer only cascades on cast. A copy will not cascade, and will just die a horrible, painful death.