Why Triad of Fates?
The quick answer would be: because it's not Teysa. Kidding aside, I think they're cool and can act as an Orzhov blink commander. I've always liked blinking things into play and Triad's ability, although slow, can also EXILE threats permanently. Such a strong effect on a body should not be overlooked in a format like commander.
Key Strategies and Themes:
The deck is based on blinking things in and out of play while slowly draining opponents life totals. The enchantment module also plays a key role in blinking our permanents and bleeding our opponents while the reanimation package grinds out opposing resources. I tried to avoid infinite combos mostly because Teysa, Orzhov Scion or Vish Kal, Blood Arbiter are better suited for such plays. Still, I really enjoy optimizing a theme and I tried packing in as much synergy as possible. Orzhov has some very powerful blink targets so it was important to find ways to flicker some of these targets on a regular bases. There will be some painful omissions but I had to keep my curve in mind. I'll try to explain some of my choices below.
You may like this deck if:
You like playing midrange.
You like grindy decks.
You like blinking permanents.
You like to win by draining opponents.
You may not like this deck if:
You like infinite combos.
You like fast decks.
You like getting into the redzone.
You are super competitive.
Card Choices and Synergy
Blink Enablers and Targets: "The landscape shimmered and I felt a chill breeze."
The deck's bread and butter. This is how we deal with troublesome permanents while bleeding our opponents dry.
Flickerwisp: Cheap flyer, can blink any permanent. Especially powerful since it's one of the few ways to reset Demonic Pact.
Restoration Angel: Flying beater. Instant blocker. Can blank spot removal. Way versatile.
Flickerform: Very versatile enchantment. Use to abuse ETB effects and to trigger Skybind.
Skybind: Having a blast testing this card out in here. Works surprisingly well with the enchantment package, a constant blink source when combined with Heliod, God of the Sun.
Sudden Disappearance: Mass blink triggers or clear the way for your beaters. What's not to like?
Ghostway: Instant mass blink. Allows your army to dodge mass removal.
Cloudstone Curio: Not blink per se but plays a key role in abusing ETB effects. Can also bounce Demonic Pact to reset and further abuse its terms.
Ashen Rider: Exiles both on entering the battlefield and dying. Can also be used to snuff Demonic Pact when needed.
Sidisi, Undead Vizier: Whether blinked or reanimated, we want to abuse this tutor on a stick. His high toughness and deathtouch also plays into our defense package,
Priest of the Blood Rite: Very nice 2 for 1. I'll take a 5/5 demon flyer. Flick and reanimate this guy as often as possible.
Reanimation and Sacrifice Outlets: "Empires rise and fall, but evil is eternal."
Blinking powerful reanimation tools really helps us grind out our opponents resources.
Angel of Serenity: Removal + resurrection in fat flying package. Extremely versatile. Extremely powerful.
Karmic Guide: Another prime blink target, raise whatever you want.
Whip of Erebos: Reanimation on a stick. Lifelink also plays into our bleed strategy.
Vish Kal, Blood Arbiter: Flying lifelink beater. Plays into our bleed strategy, doubles as removal and a sacrifice outlet. This guy is an optimal choice at the top of the curve.
Ghost Council of Orzhova: He's one of our bleeders but the main interest here is that he dodges removal and provides another sacrifice outlet. Very versatile.
Bleeding: "Plate mail, the skin of the chest, the rib cage, the heart - all useless against the mage who can reach directly for the soul."
This is how the deck plans to win. The pings are small at first but eventually cards like Sanguine Bond, Vizkopa Guildmage, and Gray Merchant of Asphodel help seal our opponents' fate.
Massacre Wurm: Absolutely destroys token strategies while bleeding them dry.
Fate Unraveler: It's basically easier to cast than Underworld Dreams and can hurt decks that rely on massive card draw, a common strategy in EDH. Also allows us to somewhat negate and bleed opponents when permanently exiling creatures with Triad's B activation.
Obzedat, Ghost Council: While not the most powerful card ever, the drain is constant. It can also reliably drain 4 per turn with Skybind in play: Exile him during your turn, bleed for 2 at beginning of end step. Exiles itself. Drain 2 during your next upkeep. It adds up.
Crypt Ghast: Doubles black mana and is an extort bleeder. Great card.
Demonic Pact: New card from Origins. I'm willing to give this one a try. The deck has a fair number of ways to either reset or get rid it before it kills us. Meanwhile, card draw and a healthy drain in one cheap package is exactly what this deck wants. Great bleeder when abused. Painful with Vizkopa Guildmage or Sanguine Bond.
Gray Merchant of Asphodel: If we're going to be blinking and bleeding, this guy is the MVP of the deck.
Removal and Defenses: "Which is worse-the sleep that never ends or the sleep that never comes?"
The initial list started off as some sort of pillow fort deck and there's always the possibility of playing it as such. Now it relies mostly on it's commander and flicking other permanents for defense.
Teysa, Envoy of Ghosts: I initially wanted to include No Mercy but I'm on a budget. Teysa not only gives us that Mercy effect but can also act as a nice unblockable body, The spirit tokens are nice as well, giving us additional chump blockers in the process. She is higher in the curve though so bare that in mind.
Spirit Bonds: I wanted to stay away from a token strategy but Spirit Bonds is worth running here as it provides us with some sacrifice fodder and chump blockers. This should so some work given the number of nontoken creatures coming into play.
High Priest of Penance: Orzhov rattlesnake. Can be recurred with Sun Titan or Reveillark. While Teysa comes out late, this little guy is an early blocker that should keep opponents sending their guys elsewhere.
Royal Assassin: I really like assassin in here. He can make use of the Triad's untapping gear when they're not around. He's also a cheap, reccurable deterrent.
Ashen Rider: Mentioned early as being one of the prime blink targets and for good reason. Exile any permanent, sacrifice it to exile another. This makes it a pride candidate for Gift of Immortality and Karmic Guide.
Merciless Eviction: My only sweeper but it is quite versatile. Can also wreck artifact heavy decks.
Strategy and Deck List
Early Game
The early game consists of ramping and laying down untap gear for Triad of Fates. Mana rocks, Pilgrim's Eye, Crypt Ghast should make an appearance here. Swiftfoot Boots, Thousand-Year Elixir, Royal Assassin and High Priest of Penance are also good plays in the early game. You're not doing anything overly aggressive and most people aren't exactly gunning scared of your commander yet. The deck definitely takes advantage of the fact while defensive cards further dissuade aggressive decks from targeting you.
Mid Game
There's several options here, depending on what kind of defenses and untap gear you have on the board. Play Triad of Fates if you have the means to protect or untap them. This will serve as further defense while we keep building our board. If the board state is relatively calm, you can leave our commander in the command zone and play key tools like Skybind, Conjurer's Closet, Sanguine Bond, Sphere of Safety, Heliod, etc. This will set up the late game. Remember, we plan on grinding opponents out and setting up the board is more important than laying down beaters at this point.
I only see 4.5 cards that give you card advantage. I would add more (Syphon Mind, Ancient Craving, Ambition's Cost, Disciple of Bolas)
Your deck is also pretty mana hungry. I'm only seeing 5 mana ramp cards; considering you don't have much card draw I think you need more ramp to play your stuff(Liliana of the Dark Realms, Thran Dynamo). Fleshbag Marauder/Slum Reaper seem like what you could use.
I'm assuming you are playing a casual environment? That's cool, but this deck won't hold up to abuse fyi.
Ah Triad of Fates. I've loved the flavor of the card ever since i first saw it. I've only skimmed through your post so far, but i'd like to say i love the layout. I'm going to take a longer look after i've gotten some sleep.
Oblivion Stone should be a shoe-in, considering it's the only other card that puts fate counters on things. Your commander could help set up a one-sided board wipe pretty easily with O.Stone in play.
Parallax Wave is an option as well. Not only does it act as removal for creatures your opponents' control. It can also act as a blink enabler for your own creatures. With Skybind in play, it gets pretty crazy. Does it go infinite? I'm too tired to think it through atm.
I'd probably drop the pillowfort aspect of the deck to go deeper into the blink theme. There are alot of prime blink targets in white and black after all.
I'll take a second look later on.
EDIT: Ignore the Skybind thing. I am too tired, and i'm mixing up cards.
Thank you for the comments. I know the deck is far from optimal and it's true that I've kept it mostly casual. Having said that, there are ways to break this commander but it probably revolves around combo and control. I do want this to be competitve though so changes here are hopefully going to bring the deck closer to that level. I would ideally love to get this closer to the 75% competitive range. I'm gonna go ahead and make the following changes to that effect.
The deck should have a few combos in it if it's going to compete. Not only is Opalescence + Parallax Wave a win con, it also fits nicely into theme. I removeD Fate Unraveler because it's pretty weak in comparison and while Necormancy is strong, we plan on exiling opposing threats which should leave GYs a little light in the long run.
Hmm if you want your deck to be top 75% competitive you are going to need to make a lot of changes lol.
Where to start...
Tutors - A competitive deck needs tutors: they are wildly overpowered in EDH. You need them to combo as fast as other decks as well as answer their decks in time to stop them. You can play broken tutors which will make opponents worried (Vampiric Tutor, Demonic Tutor, Grim Tutor), or you can play "reveal" tutors if you mainly just use them to answer problems on the board (Enlightened Tutor, Beseech the Queen, Dimir House Guard, Night Dealings, Stoneforge Mystic).
Protection - If you want to win with combo (particularly not infinite combo) you need to protect your stuff. The best combo protection in the game is extraction effects (Tidehollow Sculler, Castigate, Thoughtseize, Praetor's Grasp, etc.). They let you not only remove counterspells/instant speed destruction preemptively, they let you see that player's hand which helps you know when you can combo. Mind Slash/Corpse Traders/Sadistic Hypnotist are permanents that let you ruin people's hands: but they want you to sac things rather than blink things.
Removal - Assuming you add tutors, you are still going to need a couple generic answer cards to problems on the board (Unexpectedly Absent, Vindicate, Oblation).
You are also going to have to add more consistency as I suggested above if you want the deck to be more competitive. But yeah the harsh truth of EDH is that for competitive play you have to be able to deal with stupid "1-card-combo" decks: and that means less pet cards in your deck.
Just remember you can always make another deck for competitive play if you like this deck.
That's fair enough. I really wanted to make blink work but that's probably not the most competitive thing to do with a general that is subpar to begin with. Having said that, I will be overhauling the deck completely while STILL trying to make Triad of Fates work. However, I think I'll be going more control and possibly combo than blink.
Thanks for the honesty folks. I'll be working on a new version later so check back soon for that. I'll keep your thoughts in mind.
Why Triad of Fates?
The quick answer would be: because it's not Teysa. Kidding aside, I think they're cool and can act as an Orzhov blink commander. I've always liked blinking things into play and Triad's ability, although slow, can also EXILE threats permanently. Such a strong effect on a body should not be overlooked in a format like commander.
Key Strategies and Themes:
The deck is based on blinking things in and out of play while slowly draining opponents life totals. The enchantment module also plays a key role in blinking our permanents and bleeding our opponents while the reanimation package grinds out opposing resources. I tried to avoid infinite combos mostly because Teysa, Orzhov Scion or Vish Kal, Blood Arbiter are better suited for such plays. Still, I really enjoy optimizing a theme and I tried packing in as much synergy as possible. Orzhov has some very powerful blink targets so it was important to find ways to flicker some of these targets on a regular bases. There will be some painful omissions but I had to keep my curve in mind. I'll try to explain some of my choices below.
You may like this deck if:
You like playing midrange.
You like grindy decks.
You like blinking permanents.
You like to win by draining opponents.
You may not like this deck if:
You like infinite combos.
You like fast decks.
You like getting into the redzone.
You are super competitive.
Blink Enablers and Targets: "The landscape shimmered and I felt a chill breeze."
The deck's bread and butter. This is how we deal with troublesome permanents while bleeding our opponents dry.
Triad of Fates: Our commanders. They're a bit slow but cards like Illusionist's Bracers, Magewright's Stone, Thousand-Year Elixir, and Thornbite Staff turn them into a blink and/or removal engine. Especially good against indestructible creatures and Eldrazi. The ability to rid the table of such huge threats is NOT to be underestimated.
Flickerwisp: Cheap flyer, can blink any permanent. Especially powerful since it's one of the few ways to reset Demonic Pact.
Restoration Angel: Flying beater. Instant blocker. Can blank spot removal. Way versatile.
Flickerform: Very versatile enchantment. Use to abuse ETB effects and to trigger Skybind.
Skybind: Having a blast testing this card out in here. Works surprisingly well with the enchantment package, a constant blink source when combined with Heliod, God of the Sun.
Sudden Disappearance: Mass blink triggers or clear the way for your beaters. What's not to like?
Ghostway: Instant mass blink. Allows your army to dodge mass removal.
Cloudstone Curio: Not blink per se but plays a key role in abusing ETB effects. Can also bounce Demonic Pact to reset and further abuse its terms.
Ashen Rider: Exiles both on entering the battlefield and dying. Can also be used to snuff Demonic Pact when needed.
Sidisi, Undead Vizier: Whether blinked or reanimated, we want to abuse this tutor on a stick. His high toughness and deathtouch also plays into our defense package,
Priest of the Blood Rite: Very nice 2 for 1. I'll take a 5/5 demon flyer. Flick and reanimate this guy as often as possible.
Reanimation and Sacrifice Outlets: "Empires rise and fall, but evil is eternal."
Blinking powerful reanimation tools really helps us grind out our opponents resources.
Angel of Serenity: Removal + resurrection in fat flying package. Extremely versatile. Extremely powerful.
Karmic Guide: Another prime blink target, raise whatever you want.
Reveillark: Obvious combo with Karmic Guide. Can also raise Priest of the Blood Rite and Gray Merchant of Asphodel.
Necromancy: Instant reanimation when needed. Powerful and cheap.
Gift of Immortality: Combine with Sun Titan and a sac outlet to further abuse ETB effects. Can potentially trigger Skybind every turn.
Rescue from the Underworld: I like this card. It blanks removal and allows for fresh ETB triggers.
Unburial Rites: 2 for 1 reanimation spell. Yes please.
Whip of Erebos: Reanimation on a stick. Lifelink also plays into our bleed strategy.
Vish Kal, Blood Arbiter: Flying lifelink beater. Plays into our bleed strategy, doubles as removal and a sacrifice outlet. This guy is an optimal choice at the top of the curve.
Dimir House Guard: No cost sacrifice outlet that can fetch key cards such as Ghost Council of Orzhova and Heliod, God of the Sun.
Ghost Council of Orzhova: He's one of our bleeders but the main interest here is that he dodges removal and provides another sacrifice outlet. Very versatile.
Bleeding: "Plate mail, the skin of the chest, the rib cage, the heart - all useless against the mage who can reach directly for the soul."
This is how the deck plans to win. The pings are small at first but eventually cards like Sanguine Bond, Vizkopa Guildmage, and Gray Merchant of Asphodel help seal our opponents' fate.
Massacre Wurm: Absolutely destroys token strategies while bleeding them dry.
Fate Unraveler: It's basically easier to cast than Underworld Dreams and can hurt decks that rely on massive card draw, a common strategy in EDH. Also allows us to somewhat negate and bleed opponents when permanently exiling creatures with Triad's B activation.Sanguine Bond: This goes a long way in our bleed strategy. It will end games with cards like Gray Merchant of Asphodel and other drains. Win Condition.
Vizkopa Guildmage: Powerful card, doubles damage from our drains. Win Condition.
Obzedat, Ghost Council: While not the most powerful card ever, the drain is constant. It can also reliably drain 4 per turn with Skybind in play: Exile him during your turn, bleed for 2 at beginning of end step. Exiles itself. Drain 2 during your next upkeep. It adds up.
Crypt Ghast: Doubles black mana and is an extort bleeder. Great card.
Demonic Pact: New card from Origins. I'm willing to give this one a try. The deck has a fair number of ways to either reset or get rid it before it kills us. Meanwhile, card draw and a healthy drain in one cheap package is exactly what this deck wants. Great bleeder when abused. Painful with Vizkopa Guildmage or Sanguine Bond.
Gray Merchant of Asphodel: If we're going to be blinking and bleeding, this guy is the MVP of the deck.
Death Grasp / Exsanguinate: Bleed one of them dry. Or bleed all of them dry.
Removal and Defenses: "Which is worse-the sleep that never ends or the sleep that never comes?"
The initial list started off as some sort of pillow fort deck and there's always the possibility of playing it as such. Now it relies mostly on it's commander and flicking other permanents for defense.
Teysa, Envoy of Ghosts: I initially wanted to include No Mercy but I'm on a budget. Teysa not only gives us that Mercy effect but can also act as a nice unblockable body, The spirit tokens are nice as well, giving us additional chump blockers in the process. She is higher in the curve though so bare that in mind.
Spirit Bonds: I wanted to stay away from a token strategy but Spirit Bonds is worth running here as it provides us with some sacrifice fodder and chump blockers. This should so some work given the number of nontoken creatures coming into play.
Mortify: Versatile removal spell.
Journey to Nowhere: I like this because it's cheap but I might end up swapping it out for Banishing Light or Oblivion Ring.
Sphere of Safety: Pillow fort defense. The deck runs 14 enchantments + Heliod, God of the Sun, which makes enchantment creatures.
High Priest of Penance: Orzhov rattlesnake. Can be recurred with Sun Titan or Reveillark. While Teysa comes out late, this little guy is an early blocker that should keep opponents sending their guys elsewhere.
Swords to Plowshares: Classic white removal.
Royal Assassin: I really like assassin in here. He can make use of the Triad's untapping gear when they're not around. He's also a cheap, reccurable deterrent.
Ashen Rider: Mentioned early as being one of the prime blink targets and for good reason. Exile any permanent, sacrifice it to exile another. This makes it a pride candidate for Gift of Immortality and Karmic Guide.
Merciless Eviction: My only sweeper but it is quite versatile. Can also wreck artifact heavy decks.
Early Game
The early game consists of ramping and laying down untap gear for Triad of Fates. Mana rocks, Pilgrim's Eye, Crypt Ghast should make an appearance here. Swiftfoot Boots, Thousand-Year Elixir, Royal Assassin and High Priest of Penance are also good plays in the early game. You're not doing anything overly aggressive and most people aren't exactly gunning scared of your commander yet. The deck definitely takes advantage of the fact while defensive cards further dissuade aggressive decks from targeting you.
Mid Game
There's several options here, depending on what kind of defenses and untap gear you have on the board. Play Triad of Fates if you have the means to protect or untap them. This will serve as further defense while we keep building our board. If the board state is relatively calm, you can leave our commander in the command zone and play key tools like Skybind, Conjurer's Closet, Sanguine Bond, Sphere of Safety, Heliod, etc. This will set up the late game. Remember, we plan on grinding opponents out and setting up the board is more important than laying down beaters at this point.
Late Game
This is where we start laying down our Priest of Blood Rite, Obzedat, Ghost Council, Ashen Rider, Divinity of Pride, and Vish Kal, Blood Arbiter. The bodies are relevant and so are their abilities. Lifelink will double as life gain and bleeding damage with cards like Sanguine Bond and Vizkopa Guildmage on the board; blink powerful ETB effects like Ashen Rider and Angel of Serenity to grind away at their resources while our commander blinks or exiles as necessary. Finally, drain their life away with Gray Merchant of Asphodel, Demonic Pact and Obzedat.
1x Angel of Serenity
1x Ashen Rider
1x Bloodgift Demon
1x Crypt Ghast
1x Dimir House Guard
1x Divinity of Pride
1x Flickerwisp
1x Ghost Council of Orzhova
1x Gray Merchant of Asphodel
1x Heliod, God of the Sun
1x High Priest of Penance
1x Karmic Guide
1x Massacre Wurm
1x Obzedat, Ghost Council
1x Pilgrim's Eye
1x Priest of the Blood Rite
1x Restoration Angel
1x Reveillark
1x Royal Assassin
1x Sidisi, Undead Vizier
1x Sun Titan
1x Teysa, Envoy of Ghosts
1x Vish Kal, Blood Arbiter
1x Vizkopa Guildmage
Sorcery (6)
1x Death Grasp
1x Exsanguinate
1x Buried Alive
1x Merciless Eviction
1x Sudden Disappearance
1x Unburial Rites
1x Blind Obedience
1x Demonic Pact
1x Flickerform
1x Gift of Immortality
1x Journey to Nowhere
1x Spirit Bonds
1x Phyrexian Arena
1x Sanguine Bond
1x Skybind
1x Sphere of Safety
1x Opalescence
1x Parallax Wave
1x Underworld Connections
Artifact (14)
1x Cloudstone Curio
1x Coldsteel Heart
1x Conjurer's Closet
1x Illusionist's Bracers
1x Magewright's Stone
1x Mind Stone
1x Orzhov Signet
1x Sol Ring
1x Swiftfoot Boots
1x Thornbite Staff
1x Thousand-Year Elixir
1x Well of Lost Dreams
1x Whip of Erebos
1x Worn Powerstone
1x Mortify
1x Necrologia
1x Rescue from the Underworld
1x Swords to Plowshares
Land (38)
1x Bojuka Bog
1x Caves of Koilos
1x Command Tower
1x Evolving Wilds
1x Godless Shrine
1x Isolated Chapel
1x Kabira Crossroads
1x Orzhov Basilica
1x Orzhov Guildgate
1x Piranha Marsh
9x Plains
1x Reliquary Tower
1x Scoured Barrens
1x Strip Mine
10x Swamp
1x Tainted Field
1x Temple of Silence
1x Temple of the False God
1x Terramorphic Expanse
1x Urborg, Tomb of Yawgmoth
1x Vault of the Archangel
(plus I need all the help I can get)
Your deck is also pretty mana hungry. I'm only seeing 5 mana ramp cards; considering you don't have much card draw I think you need more ramp to play your stuff(Liliana of the Dark Realms, Thran Dynamo).
Fleshbag Marauder/Slum Reaper seem like what you could use.
I'm assuming you are playing a casual environment? That's cool, but this deck won't hold up to abuse fyi.
WUBRGReaper KingGRBUW 5c Blink [Less Competitive]
WBEvershrikeBW Orzhov Enchantments [Less Competitive]
GIwamori of the Open FistG Green Smash [Less Competitive]
RGWUInk-Treader NephilimUWGR Draw Too Many Cards [More Competitive]
URJhoira of the GhituRU Izzet Stax [More Competitive]
URGRiku of Two ReflectionsGRU Ceta Dredge [More Competitive]
Modern
RUGBNightshiftBGUR Like Scapeshift but bad
Oblivion Stone should be a shoe-in, considering it's the only other card that puts fate counters on things. Your commander could help set up a one-sided board wipe pretty easily with O.Stone in play.
Parallax Wave is an option as well. Not only does it act as removal for creatures your opponents' control. It can also act as a blink enabler for your own creatures. With Skybind in play, it gets pretty crazy. Does it go infinite? I'm too tired to think it through atm.
I'd probably drop the pillowfort aspect of the deck to go deeper into the blink theme. There are alot of prime blink targets in white and black after all.
I'll take a second look later on.
EDIT: Ignore the Skybind thing. I am too tired, and i'm mixing up cards.
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
+1x Opalescence
+1x Parallax Wave
-1x Fate Unraveler
-1x Necromancy
The deck should have a few combos in it if it's going to compete. Not only is Opalescence + Parallax Wave a win con, it also fits nicely into theme. I removeD Fate Unraveler because it's pretty weak in comparison and while Necormancy is strong, we plan on exiling opposing threats which should leave GYs a little light in the long run.
Where to start...
Tutors - A competitive deck needs tutors: they are wildly overpowered in EDH. You need them to combo as fast as other decks as well as answer their decks in time to stop them. You can play broken tutors which will make opponents worried (Vampiric Tutor, Demonic Tutor, Grim Tutor), or you can play "reveal" tutors if you mainly just use them to answer problems on the board (Enlightened Tutor, Beseech the Queen, Dimir House Guard, Night Dealings, Stoneforge Mystic).
Protection - If you want to win with combo (particularly not infinite combo) you need to protect your stuff. The best combo protection in the game is extraction effects (Tidehollow Sculler, Castigate, Thoughtseize, Praetor's Grasp, etc.). They let you not only remove counterspells/instant speed destruction preemptively, they let you see that player's hand which helps you know when you can combo. Mind Slash/Corpse Traders/Sadistic Hypnotist are permanents that let you ruin people's hands: but they want you to sac things rather than blink things.
Removal - Assuming you add tutors, you are still going to need a couple generic answer cards to problems on the board (Unexpectedly Absent, Vindicate, Oblation).
You are also going to have to add more consistency as I suggested above if you want the deck to be more competitive. But yeah the harsh truth of EDH is that for competitive play you have to be able to deal with stupid "1-card-combo" decks: and that means less pet cards in your deck.
Just remember you can always make another deck for competitive play if you like this deck.
WUBRGReaper KingGRBUW 5c Blink [Less Competitive]
WBEvershrikeBW Orzhov Enchantments [Less Competitive]
GIwamori of the Open FistG Green Smash [Less Competitive]
RGWUInk-Treader NephilimUWGR Draw Too Many Cards [More Competitive]
URJhoira of the GhituRU Izzet Stax [More Competitive]
URGRiku of Two ReflectionsGRU Ceta Dredge [More Competitive]
Modern
RUGBNightshiftBGUR Like Scapeshift but bad
Thanks for the honesty folks. I'll be working on a new version later so check back soon for that. I'll keep your thoughts in mind.
http://www.youtube.com/watch?v=SY8h2vp5Xis