The basic premise that I had in mind while designing this deck was to create a perfect stalemate where my opponent wouldn't be able to do anything to me, and they would be forced to eventually draw themselves out. I think I'm going to add test of endurance in order to add an actual win condition, but I'd like some other advice for things I can do to spruce this bad boy up. specifically, I need to find more ways to do things during my opponents' turns so that I don't negate the effect of my arboria. All help is greatly appreciated!
I would probably cut Howling Mine - mostly, you're just going to give your opponent a chance to draw into whatever answers they have. If they don't have answers, they'll concede, and if they have them, they'll love seeing the Mine, because it will get them to their Disenchants or whatever. I might try some sort of board wipe - Day of Judgment, or Wrath of God, or whatever you have/can get a hold of. I think it will help you to have something that can clear the board if you're facing down a bunch of creatures, and need time to establish your lock. Something like Crawlspace or Lightmine Field could conceivably work, too.
I would probably cut Howling Mine - mostly, you're just going to give your opponent a chance to draw into whatever answers they have. If they don't have answers, they'll concede, and if they have them, they'll love seeing the Mine, because it will get them to their Disenchants or whatever. I might try some sort of board wipe - Day of Judgment, or Wrath of God, or whatever you have/can get a hold of. I think it will help you to have something that can clear the board if you're facing down a bunch of creatures, and need time to establish your lock. Something like Crawlspace or Lightmine Field could conceivably work, too.
I have howling mine so that i can gain double the life from words of worship, or draw one past a card put on top of my library from enlightened tutor. I haven't run into any trouble yet from my opponents drawing an additional card. The fact of the matter is, if i don't have my protection established (or at least close to it) I would wait to lay the howling mine.
Considering that I don't use creatures in this build, wrath of god is actually a darn good card to consider if I'm worried about getting attacked when my arboria isn't in effect.
Consider felidar sovereign if you wanna go the life gain route. A beater that wins you the game instantly cant hurt. Words of worship needs to go to four if you do that and will not require howling mine to win you the game. Do consider wall of omens for your build as well as wall of blossoms.
well, i think that i've done what i came here to do. I found a nice combo between words of worship and well of lost dreams that allows for a ridiculous amount of draw power and life gain. in conjunction with test of endurance, i have a solid win condition and i'm happy with my first couple of play tests.
I feel like there might be more i can do to though... any more ideas?
You will be hated. Also, the reason Enduring Ideal is in my Pheldagryff deck (I actually prefer Web of Inertia + Rest in Peace to stop combat so I don't completely ruin the game, but that's in blue)
Here's what I'm working with.
Artifacts:
3 steel wall
3 isochron scepter
3 howling mine
2 witchbane orb
1 elixir of immortality
Enchantments:
3 aegis of honor
2 greater auramancy
2 words of worship
2 prison term
2 privileged position
2 arboria
Instants and Sorceries:
3 fog
4 rebuff the wicked
1 silence
4 cultivate
4 enlightened tutor
Lands:
11 Plains
10 Forests
41 nonlands, 21 lands, 62 total cards
I have howling mine so that i can gain double the life from words of worship, or draw one past a card put on top of my library from enlightened tutor. I haven't run into any trouble yet from my opponents drawing an additional card. The fact of the matter is, if i don't have my protection established (or at least close to it) I would wait to lay the howling mine.
Considering that I don't use creatures in this build, wrath of god is actually a darn good card to consider if I'm worried about getting attacked when my arboria isn't in effect.
I feel like there might be more i can do to though... any more ideas?
Sterling Grove: protects important pieces of your lock (prison term, Ghostly Prison, etc.) and tutors for them. Run 4.
Pollen Lullaby: Solid fog effect.
Moment's Peace: Another solid fog effect.
Font of Mythos: Quality decking alongside Howling Mine. Run 2 or 4.
Elephant Grass/Ghostly Prison: Makes it difficult for you to be attacked; you're virtually safe if you have 1 blocker every turn and 2 of these out.
Wheel of Sun and Moon: Keeps you from decking yourself or shuts down a graveyard-oriented deck. Has negative synergy with Moment's Peace. Run 1 or 2.
*Cultivate isn't necessary; you won't miss land drops with all the draw and you don't need to ramp into anything.
*Run 23-24 lands.
*Trim the list down 60 cards. I'd cut Aegis of Honor, Witchbane Orb, and Greater Auramancy as they're redundant.
Sample List:
4x Howling Mine
4x Isochron Scepter
2x Font of Mythos
4x Ghostly Prison
3x Oblivion Ring
4x Sterling Grove
4x Pollen Lullaby
4x Moment's Peace
3x Wall of Omens
3x Wall of Blossoms
4x Sunpetal Grove
9x Plains
9x Forest
1x Mystifying Maze
Humility
Dovescape
You will be hated. Also, the reason Enduring Ideal is in my Pheldagryff deck (I actually prefer Web of Inertia + Rest in Peace to stop combat so I don't completely ruin the game, but that's in blue)
360-cube - Suggestions welcome!
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