The idea is very much like typical Astral Slide deck, but in W/U combo. The idea is to get Chimera into play and return it to your grasp after it serves its purpose. In the few games I tested, if you manage to put two Chimera into play, the control is pretty much completed.
Flicker will return your chimera to your control. Stoic Champion also fits the theme, if you're in need of more creatures.
IMO between Venser and Flicker, you're complicating the real potential of this deck with all of this crazy cycling stuff. If only you could pump out a ton of mana would I suggest something like Rite of Replication, I guess that'd be something more for multiplayer though. Either way, unless you want to run something like Snapcaster Mage in order to get your cycled stuff back, I just see this as sort of a poop strategy. It seems like you're trying too hard to work around cycling. You'd be better off using Nykthos, Shrine to Nyx or Cloudpost/Glimmerpost/Vesuva (and the package of cards to help assemble those lands quickly) to generate the kind of mana you'd need for the Decree to be worth anything too. I think that's what Wildfire was hinting at with the Sun Titan suggestion.
Flicker will return your chimera to your control. Stoic Champion also fits the theme, if you're in need of more creatures.
I think a problem with good ol' Flicker is that it's a spell, which means once your opponent gains control of Chimera he could simply take control of Flicker and redirect it (Hence I use Venser and Astral Slide instead). While it gets the Chimera back no matter what, I don't want to risk my opponent using it against me, such as their own enters-battlefield-effect permanents.
IMO between Venser and Flicker, you're complicating the real potential of this deck with all of this crazy cycling stuff. If only you could pump out a ton of mana would I suggest something like Rite of Replication, I guess that'd be something more for multiplayer though. Either way, unless you want to run something like Snapcaster Mage in order to get your cycled stuff back, I just see this as sort of a poop strategy. It seems like you're trying too hard to work around cycling. You'd be better off using Nykthos, Shrine to Nyx or Cloudpost/Glimmerpost/Vesuva (and the package of cards to help assemble those lands quickly) to generate the kind of mana you'd need for the Decree to be worth anything too. I think that's what Wildfire was hinting at with the Sun Titan suggestion.
This deck is straightforward. The biggest trouble is with faster decks or decks that could destroy Astral Slide/Venser. I wonder if I need mana artifacts or cheaper, non-cycling spells to handle those (like a hard-counter such as Counterspell).
The problem is that if I take control of an opponent's creature I'd have to give it back also. I suppose it could work out if I add creature removal to handle creatures while using Chimera to take control of spells. I will test it out.
Well, it's on your terms, so if you steal a good creature you can just not tap Homeward Path for the time being, and if they play something even better you can still respond and upgrade. I think it's a good suggestion.
True... I can put it in my deck as a regular mana source without using it ability until the situation arise when I need it. Besides, I can take control of a creature with enters-battlefield effect then trade it back after the ability resolves. To bad it doesn't have cycling.
I'm tempted to remove some of the Temples due to a huge portion of enters-battlefield-tapped lands.
I would get rid of Temple of the False God first. You don't have anything that needs 6 mana (even Decree of Justice can still be cycled for less), but getting stuck on 4 or even less mana is terrible.
Agreed. This deck was edited with the old W/R Astral Slide in mind, at the time TotFG was viable. That ought smooth out the mana curve. I will post new version later.
3 Perplexing Chimera
4 Astral Slide
4 Complicate
4 Miscalculation
4 Renewed Faith
3 Rescind
3 Decree of Justice
4 Wrath of God
4 Flooded Strand
4 Hallowed Fountain
1 Island
4 Lonely Sandbar
1 Plains
4 Secluded Steppe
4 Temple of Enlightenment
2 Temple of the False God
The idea is very much like typical Astral Slide deck, but in W/U combo. The idea is to get Chimera into play and return it to your grasp after it serves its purpose. In the few games I tested, if you manage to put two Chimera into play, the control is pretty much completed.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
A Sun Titan or two wouldn't hurt either.
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Legacy: Something U/W Controlish
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Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
IMO between Venser and Flicker, you're complicating the real potential of this deck with all of this crazy cycling stuff. If only you could pump out a ton of mana would I suggest something like Rite of Replication, I guess that'd be something more for multiplayer though. Either way, unless you want to run something like Snapcaster Mage in order to get your cycled stuff back, I just see this as sort of a poop strategy. It seems like you're trying too hard to work around cycling. You'd be better off using Nykthos, Shrine to Nyx or Cloudpost/Glimmerpost/Vesuva (and the package of cards to help assemble those lands quickly) to generate the kind of mana you'd need for the Decree to be worth anything too. I think that's what Wildfire was hinting at with the Sun Titan suggestion.
Also, I'd throw in Vedalken Shackles for good, heartless, measure.
I think a problem with good ol' Flicker is that it's a spell, which means once your opponent gains control of Chimera he could simply take control of Flicker and redirect it (Hence I use Venser and Astral Slide instead). While it gets the Chimera back no matter what, I don't want to risk my opponent using it against me, such as their own enters-battlefield-effect permanents.
This deck is straightforward. The biggest trouble is with faster decks or decks that could destroy Astral Slide/Venser. I wonder if I need mana artifacts or cheaper, non-cycling spells to handle those (like a hard-counter such as Counterspell).
Shackles are great, let me test to see if I could modify it with more islands.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
The problem is that if I take control of an opponent's creature I'd have to give it back also. I suppose it could work out if I add creature removal to handle creatures while using Chimera to take control of spells. I will test it out.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
True... I can put it in my deck as a regular mana source without using it ability until the situation arise when I need it. Besides, I can take control of a creature with enters-battlefield effect then trade it back after the ability resolves. To bad it doesn't have cycling.
I'm tempted to remove some of the Temples due to a huge portion of enters-battlefield-tapped lands.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Agreed. This deck was edited with the old W/R Astral Slide in mind, at the time TotFG was viable. That ought smooth out the mana curve. I will post new version later.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs