Ok, so this is definitely a rampy glass cannon strategy that's entirely reliant on my commander. I'm looking for any card suggestions and/or feedback. Thank you in advance.
The following links are this decks progression from oldest to newest.
Gift should be really good cause even with indestructible they can force sac or -1/1 it until it dies. This way it'll die then come back. Smoke will slow everyone else while you keep swinging. Chandra allow you to double a spell. Tenza is +3/3 and trample for cheap and sticks around if they manage to handle narset.
I'll post my preliminary list later today after I update with the latest changes.
As promised this is my rough draft that I'll be testing and tweaking starting tonight. I personally don't like infinite turns so I built it to be a good stuff voltron and some of the choices were to find homes for cards in my collection.
Gift should be really good cause even with indestructible they can force sac or -1/1 it until it dies. This way it'll die then come back. Smoke will slow everyone else while you keep swinging. Chandra allow you to double a spell. Tenza is +3/3 and trample for cheap and sticks around if they manage to handle narset.
I'll post my preliminary list later today after I update with the latest changes.
Ok, a few more changes to the deck. Out with Hanweir Battlements, Blatant Thievery, and Storm Herd (basically my misc. section). In with Smoke, Sunder, and Divine Reckoning. I'm still after any feedback or ideas. Thanks in advance.
Here's my list for reference, My recommendations would be to lose some of your protection package in exchange for a more early game consistency via additional can trips like Ponder and Preordain, now that the mulligan rule no longer allows for partials a few more of these really helps you avoid those awkward games with like 5+ lands and no accelerants. Also, I would recommend a more proactive counter suite instead of on board protection, Force, counterspell, pyroblast, etc will stop most things that would remove your narset from the board while also being able to disrupt counters that would keep you from casting your game winners. By moving towards counterspells over on board protection you give your list more versatility in this way. Also Cavern of Souls is a must include as well as Omniscience as it's part of your most instant win combo in the deck as described on my tapped out page.
Here's my list for reference, My recommendations would be to lose some of your protection package in exchange for a more early game consistency via additional can trips like Ponder and Preordain, now that the mulligan rule no longer allows for partials a few more of these really helps you avoid those awkward games with like 5+ lands and no accelerants. Also, I would recommend a more proactive counter suite instead of on board protection, Force, counterspell, pyroblast, etc will stop most things that would remove your narset from the board while also being able to disrupt counters that would keep you from casting your game winners. By moving towards counterspells over on board protection you give your list more versatility in this way. Also Cavern of Souls is a must include as well as Omniscience as it's part of your most instant win combo in the deck as described on my tapped out page.
Thank you for posting. Cavern of Souls is a card I'm trying to acquire as is Grim Monolith. Omniscience/Enter the Infinite however are not cards I want to add as it's winmore imo.
Utilizing counterspells is a route I've tried but aside from a select few modular counterspells they don't mesh with Narset. This is obviously a meta call though.
Looking through your list (and I know you probably aren't after advice, but I'm gonna give it anyways lol). I'd drop Thran Dynamo and Gilded Lotus as a good rule of thumb with Narset is keep your rocks at cmc 2 to 3 (3 only if it adds more than 1 mana) for a turn 4 or earlier Narset. Ramp I use that you don't includes Coalition Relic, Coldsteel Heart, Crystal Vein, Thought Vessel, and Generator Servant (Servant provides haste too). I am gonna try Pentad Prism though. I'd also drop World at War (due to its wording, it only works if it's cast on your first combat and is a nonbo in most situations). Other really good cards you could try with Narset... Ancestral Knowledge for amazingly efficient deck manipulation, Razia's Purification, Rising Waters as another Winter orb effect, Sunder more resource denial, and Ral Zarek as a more versatile voltaic key.
Anyways, thank you again. I hope my advice helps and thanks for the suggestions and posting a link to your list.
omniscience/enter the infinite aren't win more, they're the first combo you go for when your getting to tutor something into a narset activation. Mystical Tutor (or long term plans, etc) for enter the infinite, cast leaving omniscience on top, Fury of the Horde pitch to get another combat, cast omniscience, play infinite beacon of tomorrows with all the counters in your deck up for protection, attack everyone to death with Aqueous Form on your narset. In short, you should always be aiming to cast enter the infinite as it basically reads you win the game if you have this combo in your narset deck.
And in my experience with the deck you benefit from some larger, abusable with voltaic key rocks because they're easy to chain into early, though they would be replaced with Mana Crypt, Grim Monolith, a few more optimized rocks that I have yet to obtain etc if I had copies.
Also the counter magic (specifically very cheap and even free counter magic) is just a more reliable way to protect a quicker narset being cast with no time to pause to play expensive redundant aura protection. They also double as additional protection from a wider variety of possible disruptions to your game plan.
Because there simply aren't enough cards printed to fill an entire deck up with taking turns/extra combat spells certain low cost stax pieces and mass LD can make it into the list to help slow your opponents down until your next natural narset activation (AKA your next turn's combat) can be reached for another attempt at going off. They are workable in this deck because you naturally break their symmetry after casting narset but it's important not to overload on them at the expense of additional turns/combat spells that you could be running. Remember, you're a combo deck first, even in a singleton format that is going to force you to work outside the box.
I've taken apart a Narset deck in the last 6 months. Vanishing is solid tech. Note that auras on Narset will phase out and back in, so you lose nothing there.
The biggest risk with Narset is that she requires a lot of mana fixing, meaning she's slow to come down, and this leaves you at risk of opponents going wide before she hits the board. Running her you will be a target too. I used things like Propaganda and Ghostly Prison to slow this down. You've got the prison, you could probably add the propaganda.
@Toc - I think you looked at the wrong list that someone else posted lol. Mines the first post and I no longer run propaganda, ghostly prison, or sphere of safety (or any pillowfort cards really).
@Rasputin - I slowly dropped all my token generators and thievery type cards and this has unfortunately left my general very open to edict effects. I don't really run into any cards that trigger on damage though (outside of swords of x and y)
As far as a pillowfort strategy goes, it's how I used to run the deck but its slowly evolved to the point I can reliably cast Narset by t3-4 to outrace other fast decks. I run 17 pieces of ramp to make this happen.
The deck, if disrupted, is admittedly susceptible to very fast and/or go-wide strategies like a well built Titania or Kozilek deck but my previous pillow fort was too slow to stop these types of decks and lost to them 100% of the time. Resource denial along with loads of early ramp has better combatted this weakness. I play in a meta that can be brutally fast and has several decks in the $2-4k range so this commander doesn't usually paint much of a target on my back. T2 hasted kozilek is scarier lol.
Ok, so I pulled an expropriate... I'll take it! I'm honestly not sure what to take out but static orb gets in my way sometime, so we'll try it as a cut for now.
I don't plan on ever running Omniscience... so nope, still not in here. It's definitely a personal preference not to run it, but I would still advocate playing it to anyone else building the deck.
And another huge upgrade to the deck that I didn't think would ever happen. A very lucky pull (foil snappy) and 2 trades later (That I ironically now own a normal snapcaster at the end of) and I've completed my set of fetches and am the proud new fath... ummm owner of...
Ok, my mana base is starting to feel overly fixed. I also have all 9 fetches I can run and need more fetchable lands. I'm going to try dropping some painlands for some basics.
*edit* Also... can I get some sort of discussion here please! I've literally made over $200 in upgrades to the deck this year and still no one wants to comment at all here. I feel like I'm crazy and holding a conversation with myself. Help me not be 'that' guy!
Ok, the good pulls continue. 2 packs w/ misty rainforest, foil Marsh Flats, and DEN. Anyways, traded the misty for cavern of souls so nevermind on one of those plains.
The following links are this decks progression from oldest to newest.
http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/601696-narset-enchantron
http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/618968-narset-enchantron
http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/649051-narset-voltron-enchantments
Current decklist by function (note: some cards are in more than one category)
6 Narset, Enlightened Master Foil
Tutors/Deck Manipulation: 8
1 Enlightened Tutor
1 Mystical Tutor
1 Personal Tutor
1 Brainstorm
2 Ancestral Knowledge
2 Scroll Rack
3 Long-Term Plans Foil
4 Jace, the Mind Sculptor
Mana Rocks/Ramp: 18
0 Ancient Tomb Foil
0 Crystal Vein
0 Mana Crypt
0 Chrome Mox
0 Lotus Petal
1 Mana Vault
1 Sol Ring
2 Copy Artifact
2 Grim Monolith
2 Generator Servant Foil
2 Talisman of Progress
2 Felwar Stone
2 Pentad Prism
2 Azorius Signet
2 Boros Signet Foil
2 Izzet Signet
3 Coalition Relic
3 Basalt Monolith
3 Worn Powerstone
Extra Combat/Turns: 16
3 Aggravated Assault
4 Seize the Day
4 Relentless Assault
4 Ral Zarek
5 Waves of Aggression
5 Savage Beating
5 Temporal Manipulation Foil
5 Time Warp
6 Walk the Aeons
6 Part the Waterveil
7 Fury of the Horde
7 Temporal Mastery
8 Beacon of Tomorrows
9 Expropriate
10 Time Stretch
11 Temporal Trespass
1 Aqueous Form Foil
2 Spirit Mantle
3 Shielded by Faith
3 Sword of Feast and Famine
3 Steel of the Godhead
4 Indestructibility Foil
4 Holy Mantle Foil
Boardwipes/MLD: 7
4 Armageddon Foil
4 Divine Reckoning
4 Cataclysm Foil
4 Sunder
5 Tragic Arrogance Foil
6 Catastrophe
6 Razia's Purification Foil
Resource Denial: 2
2 Winter Orb
4 Rising Waters
Walkers: 2
4 Ral Zarek
4 Jace, the Mind Sculptor
Haste Enablers: 6
0 Hall of the Bandit Lord
1 Mass Hysteria
1 Need for Speed Foil
2 Generator Servant Foil
2 Lightning Greaves
2 Ashling's Prerogative
Extra Spell Casting: 3
2 Strionic Resonator
4 Mizzix's Mastery
6 Spelltwine Foil
Lands: 34 (by count)
1 Volcanic Island
1 Tundra
1 Plateau
1 Ancient Tomb Foil
1 Maze of Ith
1 Hall of the Bandit Lord
1 Crystal Vein
1 Marsh Flats
1 Wooded Foothills
1 Bloodstained Mire
1 Misty Rainforest
1 Scalding Tarn
1 Polluted Delta
1 Windswept Heath
1 Flooded Strand
1 Arid Mesa
1 Cavern of Souls
1 Command Tower
1 Reflecting Pool
1 Steam Vents
1 Sulfur Falls
1 Hallowed Fountain
1 Glacial Fortress
1 Sacred Foundry
1 Clifftop Retreat
3 Mountain
3 Plains
3 Island
Wish List: Capture of Jingzhou, Ravages of War, and Lion's Eye Diamond
Gift should be really good cause even with indestructible they can force sac or -1/1 it until it dies. This way it'll die then come back. Smoke will slow everyone else while you keep swinging. Chandra allow you to double a spell. Tenza is +3/3 and trample for cheap and sticks around if they manage to handle narset.
I'll post my preliminary list later today after I update with the latest changes.
4c Gifts Deck Stats: https://bit.ly/2XMPrlY
https://pucatrade.com/invite/gift/120495
1x Academy Ruins
1x Azorius Guildgate
1x Battlefield Forge
1x City of Brass
1x Command Tower
1x Flooded Strand
1x Glacial Fortress
1x Hallowed Fountain
3x Island
1x Madblind Mountain
1x Mana Confluence
1x Mistveil Plains
1x Moonring Island
3x Mountain
1x Myriad Landscape
1x Mystic Monastery
3x Plains
1x Polluted Delta
1x Prairie Stream
1x Rocky Tar Pit
1x Rogue's Passage
1x Shivan Reef
1x Temple of Enlightenment
1x Temple of Epiphany
1x Temple of the False God
1x Temple of Triumph
1x Terramorphic Expanse
1x Tranquil Cove
1x Wind-Scarred Crag
1x Wooded Foothills
Sorcery (8)
1x Divine Reckoning
1x Mass Calcify
1x Open the Armory
1x Preordain
1x Saheeli's Artistry
1x Serum Visions
1x Storm Herd
1x World at War
1x Batterskull
1x Boros Signet
1x Chromatic Lantern
1x Commander's Sphere
1x Darksteel Plate
1x Expedition Map
1x Gilded Lotus
1x Godsend
1x Loxodon Warhammer
1x Mind Stone
1x Prismatic Lens
1x Pristine Talisman
1x Prowler's Helm
1x Sol Ring
1x Spear of Heliod
1x Tenza, Godo's Maul
1x The Chain Veil
1x Worn Powerstone
Enchantment (12)
1x Aqueous Form
1x Eldrazi Conscription
1x Ghostly Prison
1x Gift of Immortality
1x Indestructibility
1x Jeskai Ascendancy
1x Oblivion Ring
1x Omniscience
1x Sigarda's Aid
1x Smoke
1x Sphere of Safety
1x Steel of the Godhead
Planeswalker (16)
1x Ajani, Caller of the Pride
1x Ajani Vengeant
1x Chandra, Flamecaller
1x Chandra, the Firebrand
1x Chandra, Torch of Defiance
1x Dack Fayden
1x Elspeth, Knight-Errant
1x Elspeth, Sun's Champion
1x Gideon, Ally of Zendikar
1x Jace Beleren
1x Jace, Unraveler of Secrets
1x Nahiri, the Lithomancer
1x Ral Zarek
1x Teferi, Temporal Archmage
1x Tezzeret the Seeker
1x Venser, the Sojourner
1x Azorius Charm
1x Brainstorm
1x Condemn
1x Crib Swap
1x Long-Term Plans
1x Pongify
1x Swords to Plowshares
1x Telling Time
1x Unsubstantiate
1x Valorous Stance
4c Gifts Deck Stats: https://bit.ly/2XMPrlY
https://pucatrade.com/invite/gift/120495
So get, sorry I never got back to you, and thanks for posting. My Narset deck started out somewhat similar to yours but slowly evolved into a glass cannon. (http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/618968-narset-enchantron).
One thing I recommend is a lot of mana rocks. A good rule of thumb with her is stick to 2 drop or less mana rocks to power out an early Narset. 3 drop is ok if it produces more than 1 Mana (i.e. Coalition Relic, Basalt Monolith, and Worn Powerstone).
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
Thank you for posting. Cavern of Souls is a card I'm trying to acquire as is Grim Monolith. Omniscience/Enter the Infinite however are not cards I want to add as it's winmore imo.
Utilizing counterspells is a route I've tried but aside from a select few modular counterspells they don't mesh with Narset. This is obviously a meta call though.
Looking through your list (and I know you probably aren't after advice, but I'm gonna give it anyways lol). I'd drop Thran Dynamo and Gilded Lotus as a good rule of thumb with Narset is keep your rocks at cmc 2 to 3 (3 only if it adds more than 1 mana) for a turn 4 or earlier Narset. Ramp I use that you don't includes Coalition Relic, Coldsteel Heart, Crystal Vein, Thought Vessel, and Generator Servant (Servant provides haste too). I am gonna try Pentad Prism though. I'd also drop World at War (due to its wording, it only works if it's cast on your first combat and is a nonbo in most situations). Other really good cards you could try with Narset... Ancestral Knowledge for amazingly efficient deck manipulation, Razia's Purification, Rising Waters as another Winter orb effect, Sunder more resource denial, and Ral Zarek as a more versatile voltaic key.
Anyways, thank you again. I hope my advice helps and thanks for the suggestions and posting a link to your list.
In: Pentad Prism
And in my experience with the deck you benefit from some larger, abusable with voltaic key rocks because they're easy to chain into early, though they would be replaced with Mana Crypt, Grim Monolith, a few more optimized rocks that I have yet to obtain etc if I had copies.
Also the counter magic (specifically very cheap and even free counter magic) is just a more reliable way to protect a quicker narset being cast with no time to pause to play expensive redundant aura protection. They also double as additional protection from a wider variety of possible disruptions to your game plan.
Because there simply aren't enough cards printed to fill an entire deck up with taking turns/extra combat spells certain low cost stax pieces and mass LD can make it into the list to help slow your opponents down until your next natural narset activation (AKA your next turn's combat) can be reached for another attempt at going off. They are workable in this deck because you naturally break their symmetry after casting narset but it's important not to overload on them at the expense of additional turns/combat spells that you could be running. Remember, you're a combo deck first, even in a singleton format that is going to force you to work outside the box.
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
The biggest risk with Narset is that she requires a lot of mana fixing, meaning she's slow to come down, and this leaves you at risk of opponents going wide before she hits the board. Running her you will be a target too. I used things like Propaganda and Ghostly Prison to slow this down. You've got the prison, you could probably add the propaganda.
List looks good otherwise.
@Rasputin - I slowly dropped all my token generators and thievery type cards and this has unfortunately left my general very open to edict effects. I don't really run into any cards that trigger on damage though (outside of swords of x and y)
As far as a pillowfort strategy goes, it's how I used to run the deck but its slowly evolved to the point I can reliably cast Narset by t3-4 to outrace other fast decks. I run 17 pieces of ramp to make this happen.
The deck, if disrupted, is admittedly susceptible to very fast and/or go-wide strategies like a well built Titania or Kozilek deck but my previous pillow fort was too slow to stop these types of decks and lost to them 100% of the time. Resource denial along with loads of early ramp has better combatted this weakness. I play in a meta that can be brutally fast and has several decks in the $2-4k range so this commander doesn't usually paint much of a target on my back. T2 hasted kozilek is scarier lol.
Out: Mystic Monastery
In: Ancient Tomb
I'm still always looking for feedback or suggestions from fellow degenerate Narset players. Thanks in advance.
In: Grim Monolith
I'm still looking for any feedback or suggestions. Thanks in advance.
Out: Scourge of the Nobilis
In: Storm Herd
In: Expropriate
Out: Static Orb
It's one of the best non-creatures to get with Narset. Wins the game with enlightened tutor.
In: Scalding Tarn
In: Mana Crypt
Out: Eldrazi Conscription
Out: Mana Confluence, City of Brass, Shivan Reef, Battlefield Forge, and Skycloud Expanse.
In: 2 Island, 2 Plains, 1 Mountain
*edit* Also... can I get some sort of discussion here please! I've literally made over $200 in upgrades to the deck this year and still no one wants to comment at all here. I feel like I'm crazy and holding a conversation with myself. Help me not be 'that' guy!
In: Cavern of Souls
6 Narset, Enlightened Master Foil
Tutors/Deck Manipulation: 8
1 Enlightened Tutor
1 Mystical Tutor
1 Personal Tutor
1 Brainstorm
2 Ancestral Knowledge
2 Scroll Rack
3 Long-Term Plans Foil
4 Jace, the Mind Sculptor
Mana Rocks/Ramp: 18
0 Ancient Tomb Foil
0 Crystal Vein
0 Mana Crypt
0 Chrome Mox
0 Lotus Petal
1 Mana Vault
1 Sol Ring
2 Copy Artifact
2 Grim Monolith
2 Generator Servant Foil
2 Talisman of Progress
2 Felwar Stone
2 Pentad Prism
2 Azorius Signet
2 Boros Signet Foil
2 Izzet Signet
3 Coalition Relic
3 Basalt Monolith
3 Worn Powerstone
Extra Combat/Turns: 16
3 Aggravated Assault
4 Seize the Day
4 Relentless Assault
4 Ral Zarek
5 Waves of Aggression
5 Savage Beating
5 Temporal Manipulation Foil
5 Time Warp
6 Walk the Aeons
6 Part the Waterveil
7 Fury of the Horde
7 Temporal Mastery
8 Beacon of Tomorrows
9 Expropriate
10 Time Stretch
11 Temporal Trespass
1 Aqueous Form Foil
2 Spirit Mantle
3 Shielded by Faith
3 Sword of Feast and Famine
3 Steel of the Godhead
4 Indestructibility Foil
4 Holy Mantle Foil
Boardwipes/MLD: 7
4 Armageddon Foil
4 Divine Reckoning
4 Cataclysm Foil
4 Sunder
5 Tragic Arrogance Foil
6 Catastrophe
6 Razia's Purification Foil
Resource Denial: 2
2 Winter Orb
4 Rising Waters
Walkers: 2
4 Ral Zarek
4 Jace, the Mind Sculptor
Haste Enablers: 6
0 Hall of the Bandit Lord
1 Mass Hysteria
1 Need for Speed Foil
2 Generator Servant Foil
2 Lightning Greaves
2 Ashling's Prerogative
Extra Spell Casting: 3
2 Strionic Resonator
4 Mizzix's Mastery
6 Spelltwine Foil
Lands: 34 (by count)
1 Volcanic Island
1 Tundra
1 Plateau
1 Ancient Tomb Foil
1 Maze of Ith
1 Hall of the Bandit Lord
1 Crystal Vein
1 Marsh Flats
1 Wooded Foothills
1 Bloodstained Mire
1 Misty Rainforest
1 Scalding Tarn
1 Polluted Delta
1 Windswept Heath
1 Flooded Strand
1 Arid Mesa
1 Cavern of Souls
1 Command Tower
1 Reflecting Pool
1 Steam Vents
1 Sulfur Falls
1 Hallowed Fountain
1 Glacial Fortress
1 Sacred Foundry
1 Clifftop Retreat
3 Mountain
3 Plains
3 Island
Anyone have any feedback or suggestions? Anybody?