My most casual of decks, the idea is to activate Ghost Council of Orzhova as many times as possible over the course of the game. In conjunction with Grave Pact soft-locks, I aim to draw lots of cards and keep the man down with Rule of Law effects and pinpoint disruption. As life totals begin to dwindle, the game will come to a close once Worldslayer or Death Cloud make an appearance, leaving nothing behind except the recently-blinked GCO and the faithful few Bloodghast followers.
Things take a while to set up, but this is generally the power level I am shooting for here. Surprising all-stars are Genesis Chamber and Honor-Worn Shaku. Tutors, on the other hand, are kept to a minimum because most of them interact poorly with Rule of Law -- which, by the way, is how I am trying to softly keep the local ramp decks under control.
The list is super loose, so I am open to suggestions. One thing I will ask: this was made with a budget mindset, using a lot of flavorful/fun stuff I had on hand (which explains jank like Orzhov Guildgate), so please be mindful of $$ if you have any feedback.
now THIS is a deck how i like it:
loads of ramp
loads of draw
nice control setup
pretty low average cmc
massive synergy
non-regular edh build
some cards that shine greater here than anywhere else
!!!
i could imagine Orb of Dreams doing alot work here, because it also stops lands and you dont play fetches but some naturally cipt-lands.
does Death Match really work ? i've never seen it do soo except for creatureless decks as a toy for others to destroy each other.
Thanks elfric, that is just how I build most of my EDH decks. Most EDH games are control mirrors, and in the control mirror, whoever has the most cards and mana wins.
I like what Orb of Dreams does to fetchlands, but I feel like it brings severely negative repercussions to blinking Ghost Council. Suddenly, GCO can never block, nor can the tokens it is producing. Overall I think Orb of Dreams puts a big hole in my defense.
I have only cast Death Match once, but in that scenario it was the real deal. With an active Genesis Chamber and GCO, I machine-gunned down every other creature on the battlefield. Death Match ate a removal spell, then later I brought it back with Obzedat's Aid, which brought a lot of groans and expletives from my friends. So far so good! Although, I can imagine it being less good if I am leaning heavily on Ophiomancer or something.
Yeah, Rector should be in here, but I don't feel like sinking money on this deck. If I manage to trade for one, I'll make room for it!
Out go all the tutors! In comes more mana fixing, and especially some any-color fixers to take advantage of the abolition of Rule 4 (now with Painful Truths, Praetor's Grasp, Hedonist's Trove, and Ghastly Conscription). I like the idea of "5-color Black" and using opponents' cards to add variance from game to game.
I'm not a fan of the overall CMC increase, but keep in mind that I found a lot of this stuff in the bulk rare box and want to keep this deck low-powered.
Things take a while to set up, but this is generally the power level I am shooting for here. Surprising all-stars are Genesis Chamber and Honor-Worn Shaku. Tutors, on the other hand, are kept to a minimum because most of them interact poorly with Rule of Law -- which, by the way, is how I am trying to softly keep the local ramp decks under control.
1 Ghost Council of Orzhova
Sac Engines (9)
1 Bloodsoaked Champion
1 Bloodghast
1 Nether Traitor
1 Reassembling Skeleton
1 Ophiomancer
1 Genesis Chamber
1 Spirit Bonds
1 Lingering Souls
1 Cenn's Enlistment
Payoff (13)
1 Blood Artist
1 Zulaport Cutthroat
1 Coffin Queen
1 Mentor of the Meek
1 Smothering Abomination
1 Death Match
1 Grave Pact
1 Dictate of Erebos
1 Martyr's Bond
1 Angelic Chorus
1 Black Market
1 Ghastly Conscription
1 Hedonist's Trove
Disruption (15)
1 Mindslicer
1 Ethersworn Canonist
1 Eidolon of Rhetoric
1 Rule of Law
1 Blind Obedience
1 Mana Tithe
1 Lapse of Certainty
1 Path to Exile
1 Swords to Plowshares
1 Unexpectedly Absent
1 Mortify
1 Rout
1 Tragic Arrogance
1 Merciless Eviction
1 Hour of Reckoning
1 Death Cloud
1 Worldslayer
1 Obzedat's Aid
1 Twilight Shepherd
Library Manipulation (11)
1 Skullclamp
1 Tithe
1 Night's Whisper
1 Sign in Blood
1 Painful Truths
1 Read the Bones
1 Skeletal Scrying
1 Minions' Murmurs
1 Necrologia
1 Phyrexian Arena
1 Necropotence
Mana Rocks (12)
1 Sol Ring
1 Charcoal Diamond
1 Marble Diamond
1 Coldsteel Heart
1 Star Compass
1 Fellwar Stone
1 Orzhov Signet
1 Prismatic Lens
1 Honor-Worn Shaku
1 Chromatic Lantern
1 Coalition Relic
1 Praetor's Grasp
Lands (35)
1 Ghost Quarter
1 Bojuka Bog
1 Shizo, Death's Storehouse
1 Caves of Koilos
1 Command Tower
1 Exotic Orchard
1 City of Brass
1 Mana Confluence
1 Vivid Marsh
1 Vivid Meadow
1 Fetid Heath
1 Godless Shrine
1 Isolated Chapel
1 Orzhov Basilica
1 Orzhov Guildgate
1 Scoured Barrens
1 Tainted Field
1 Temple of Silence
11 Swamp
6 Plains
The list is super loose, so I am open to suggestions. One thing I will ask: this was made with a budget mindset, using a lot of flavorful/fun stuff I had on hand (which explains jank like Orzhov Guildgate), so please be mindful of $$ if you have any feedback.
Thanks for stopping by!
Draft my Mono-Blue Cube!
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Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
I've never played Minion's Murmurs. I'll give it a shot.
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I like what Orb of Dreams does to fetchlands, but I feel like it brings severely negative repercussions to blinking Ghost Council. Suddenly, GCO can never block, nor can the tokens it is producing. Overall I think Orb of Dreams puts a big hole in my defense.
I have only cast Death Match once, but in that scenario it was the real deal. With an active Genesis Chamber and GCO, I machine-gunned down every other creature on the battlefield. Death Match ate a removal spell, then later I brought it back with Obzedat's Aid, which brought a lot of groans and expletives from my friends. So far so good! Although, I can imagine it being less good if I am leaning heavily on Ophiomancer or something.
Yeah, Rector should be in here, but I don't feel like sinking money on this deck. If I manage to trade for one, I'll make room for it!
Thanks for the feedback!
Draft my Mono-Blue Cube!
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Out:
- Entomb
- Enlightened Tutor
- Vampiric Tutor
- Shred Memory
- Tragic Slip
- Urborg Justice
- Sudden Spoiling
- Everflowing Chalice
- Mind Stone
- Sculpting Steel
- Swamp
- Swamp
- Swamp
- Swamp
- Plains
In:- Mentor of the Meek
- Smothering Abomination
- Cenn's Enlistment
- Tragic Arrogance
- Merciless Eviction
- Hedonist's Trove
- Ghastly Conscription
- Prismatic Lens
- Coalition Relic
- Chromatic Lantern
- Isolated Chapel
- City of Brass
- Mana Confluence
- Vivid Marsh
- Vivid Meadow
Out go all the tutors! In comes more mana fixing, and especially some any-color fixers to take advantage of the abolition of Rule 4 (now with Painful Truths, Praetor's Grasp, Hedonist's Trove, and Ghastly Conscription). I like the idea of "5-color Black" and using opponents' cards to add variance from game to game.I'm not a fan of the overall CMC increase, but keep in mind that I found a lot of this stuff in the bulk rare box and want to keep this deck low-powered.
EDIT: Who am I kidding, Ghastly Conscription is terrible.
Draft my Mono-Blue Cube!
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