Hey guys, today I want to show you a deck that has served me well over the past few years, even earning the title of the "Yugioh villain deck" from my playgroup, but sadly, that name comes with a price. For the past few months, the deck has not preformed the way that it once did. It's an Emeria Control deck that seeks to either win with Luminarch Ascension or by getting value off from Sun Titan, Emeria, the Sky Ruin and Emeria Shepherd. My friends now realize its weaknesses; namely that it is a slow, grindy that sometimes stalls and is disrupted by land destruction or simply ganging up on me. So, I would like to change it a bit and make it more competitive and less durdly, perhaps by dropping the more expensive cards and creating a deck that gets more value from Sun Titan, however I want to try to stay away from carbon copies of Modern Sun Titan decks.
Adding Eldrazi Displacer and CloudPost/GlimmerPost/Thespian's Stage can be a big step up here. It offers a lot of control, more ETB, and speed. Mind you, your plains won't be getting out as quickly and so Emeria, the Sky Ruin won't be online as soon as it was. But in your playgroup it sounds like you aren't getting to that point anymore anyway so this could help facilitate that. Blinking things like Knight-Captain of Eos can get you where you need to be pretty easily. I'd suggest checking out Prid3's white multiplayer guide. He has a sample blink deck with things that you could incorporate here in Emeria control. Subjugator Angel + Sunblast Angel is a nice little combo that you can abuse with blinking as well.
Thank you for your response. Well, no one in my group plays a Cloudpost deck. I'm not certain if they even know it exists, so it could be fun to show them. This would most likely move the deck into White Green to take advantage of cards like Sylvan Scrying and the new Hour of Promise to quickly find my non-basics. Unless, I'm missing something, I don't think White has other means of finding Cloudposts.
Eldrazi Displacer probably deserves a slot or two in whatever configuration I decide, providing the mana base supports it.
There are other options though. Out of the five or six others people I regularly play with, no one really plays blue. I have a Grixis deck that is heavily Blue Black, but I rarely play it, so my first thoughts on improving this deck leap to Azorius. Especially since Sun Titan works so nicely with Phantasmal Image. This is a list I made awhile back after Approach of the Second Sun was spoiled.
Yes, it is still slow and maybe too greedy, but it has enough board clears to where that may be okay. Other members on this board suggested the land package I am currently running in the deck at the top of the page as well as Chronomantic Escape and Akroma's Vengeance both of which I could definitely see adding.I would still need to test this list though.
Xyx posted this list which I like, but could never afford.
I could also put together Thopter Sword, although that would mean shilling out for a couple Sword of the Meek.
Another idea would be to add black to the deck, allowing me to play things such as Animate Dead and Angelic Renewal to make near infinite recurring Sun Titans. The rest of the deck could just be value creatures and permanents.
If you want to recur more Titans without going into other colors, Gift of Immortality is another great synergy there. It's could be especially good since your playgroup doesn't play blue often (for bouncing). Your only worry is probably exile at that point. And I would agree with going green for Hour of Promise in the near future. It also opens up things like Eternal Witness, Eldritch Evolution, Genesis, Dense Foliage, etc.
If you go too deep into graveyard synergies and your playgroup starts planning for it by packing gy hate, then having the blink sub theme could be helpful. I don't think I'd bother with Eldrazi Displacer though if you're not committing a good amount of colorless mana to the deck. Eerie Interlude and something like Eternal Witness is another option, though again, gy hate can disrupt that loop.
It sounds like your playgroup adapts pretty well so if your deck becomes a little too strong but you don't focus too heavily on one particular strategy that can be easily hosed, then you should be in good shape.
Rtdeely: Excuse me for not commenting on the possibility of adding green to the deck. To be honest, most of my decks are green, despite the fact that it's my least favorite color, and I would like to avoid it unless the argument to make the deck green white is too strong to ignore.
I like the deck due to its resiliency and ability to handle almost any type of threat. My friends play little instant spot removal, bounce, or counterspells,and there is almost no graveyard disruption (which is silly given that one of the strongest decks is a Seasons' Past control deck), so it will definitely cause some disgruntled groans at my table. While it may be slow, between the many board clears, I think I should be fine. The deck is not without issues though and I would like to continue to hear your opinions. Creatures should be no problem, with 6+ Wraths and Serenity handles enchantments and artifacts, but my table plays a lot of burn. Usually in the form of Gray Merchant of Asphodel, Exsanguinate, and Siege Rhino; not to mention, I want my next project to be a Mardu burn deck. I'm using Sphinx's Revelation and Comeuppance to stymie these types of cards, but I'm unsure whether it's enough given that the deck takes a while to actually win. Especially Revelation, since it's slow and feels greedy.
There are also a bevy of other cards that I feel are worth including, but I'm unsure what to remove and would like advice: Azorius Signet, Mind Stone: Both accelerate mana. The first fixes, while the latter can be reused with Sun Titan to draw cards. Angelic Renewal, Gift of Immortality: More Sun Titans are always nice. Elixir of Immortality: Works against my Sun Titan plan, but as a one of allows me to recycle my deck and hopefully in order to chain together Sphinx's Revelations in the long game. Life gain is a bonus. Act of Authority: Gives me more ways to deal with troublesome permanents, while rarely actually hurting me, at least with the build in its current state.
Some form of graveyard disruption: Relic of Progenitus
Fair. What would you recommend for countering mass life loss and burn? Kitchen Finks would most likely be optimal, but I can't afford them. Although, I', hoping they get reprinted again. I know Lone Missionary is used in Modern Sun Titan decks, but it doesn't feel like that does enough.
This is the list I ran today in some one v. ones with my friend and it worked really well; however, there are still somethings I'm unsure about.
Things I Liked:
In each game, I was able to completely control the board through various board wipes.
Martyr of Sands keeps our life total high and revealing board clears can act as a psychological deterrent.
I was able to play or copy at least three Sun Titans every game.
Gift of Immortality completely out-performed my initial expectations. I included it over Angelic Renewal since it returns itself to the field, thereby allowing us to use our Sun Titan trigger on something else, but man, I did not expect being able to continuously wipe the board every single turn and get back everything.
Things I Disliked:
61 cards. What should I cut?
It could have been because I was playing one v. one, but 3x Serenity felt like too many. I had the same issue with Tragic Arrogance.
The deck can run out of cards if the pieces don't come together quickly. Sphinx's Revelation usually is enough, but sometimes it's too slow. Would a singleton like Courier's Capsule or Oath of Jace be good?
Emeria, the Sky Ruin seems shaky in a deck running only 12 Plains. If you count, Evolving Wilds it brings the number to 16 which is on par with similar Modern Emeria, but I wanted to ask you guys whether you thought I was being too greedy with my mana base. Eventually, I may replace Glacial Fortress with the new Irrigated Farmland.
To a lesser extent, my game-plan is very vulnerable to graveyard hate and counterspells. Luckily, my opponents, for whatever reason, don't play the former and are hesitant to use much, if any, of the latter.
The Case for Elixir of Immortality:
I anticipate that this is the card I will get the most questions about or suggestions to cut. I realize that it's usually pretty useless, that the lifegain is negligible, and that is has anti-synergy with Sun Titan but the ability to use it to chain together Sphinx's Revelation and recycle is compelling enough for me to at least test it. That being said, I've never played with the card before, and if there are better options please let me know.
Maybe replace some of your control/sweep spells with a few Austere Commands in order to free up space?
(otherwise no advise, this is not really my type of deck...)
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In magic there's Harry Dresden, Fizban, Sethra Lavode, Dorotea Senjak and me...
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
3x Perimeter Captain
3x Martyr of Sands
3x Oreskos Explorer
3x Wall of Omens
3x Solemn Simulacrum
3x Sun Titan
2x Emeria Shepherd
3x Luminarch Ascension
3x Ghostly Prison
2x Grasp of Fate
Sorceries:
4x Day of Judgment
3x Tragic Arrogance
3x Emeria, the Sky Ruin
2x Myriad Landscape
1x Mistveil Plains
1x Mirrorpool
18x Plains
I'll update the post more in a bit, but please feel free to offer any suggestions.
http://www.mtgsalvation.com/forums/the-game/casual-related-formats/multiplayer/176940-prid3s-guide-to-white-multiplayer-cards-and
Eldrazi Displacer probably deserves a slot or two in whatever configuration I decide, providing the mana base supports it.
There are other options though. Out of the five or six others people I regularly play with, no one really plays blue. I have a Grixis deck that is heavily Blue Black, but I rarely play it, so my first thoughts on improving this deck leap to Azorius. Especially since Sun Titan works so nicely with Phantasmal Image. This is a list I made awhile back after Approach of the Second Sun was spoiled.
Yes, it is still slow and maybe too greedy, but it has enough board clears to where that may be okay. Other members on this board suggested the land package I am currently running in the deck at the top of the page as well as Chronomantic Escape and Akroma's Vengeance both of which I could definitely see adding.I would still need to test this list though.
Xyx posted this list which I like, but could never afford.
I could also put together Thopter Sword, although that would mean shilling out for a couple Sword of the Meek.
Another idea would be to add black to the deck, allowing me to play things such as Animate Dead and Angelic Renewal to make near infinite recurring Sun Titans. The rest of the deck could just be value creatures and permanents.
Tell me what you guys think.
If you go too deep into graveyard synergies and your playgroup starts planning for it by packing gy hate, then having the blink sub theme could be helpful. I don't think I'd bother with Eldrazi Displacer though if you're not committing a good amount of colorless mana to the deck. Eerie Interlude and something like Eternal Witness is another option, though again, gy hate can disrupt that loop.
It sounds like your playgroup adapts pretty well so if your deck becomes a little too strong but you don't focus too heavily on one particular strategy that can be easily hosed, then you should be in good shape.
4x Wall of Omens
3x Phantasmal Image
3x Sun Titan
Enchantments
3x Luminarch Ascension
3x Serenity
Sorceries
3x Preordain
1x Balance
3x Sphinx's Revelation
2x Comeuppance
4x Day of Judgment
2x Supreme Verdict
3x Planar Cleansing
2x Approach of the Second Sun
4x Glacial Fortress
4x Prairie Stream
4x Evolving Wilds
8x Plains
4x Island
Rtdeely: Excuse me for not commenting on the possibility of adding green to the deck. To be honest, most of my decks are green, despite the fact that it's my least favorite color, and I would like to avoid it unless the argument to make the deck green white is too strong to ignore.
I like the deck due to its resiliency and ability to handle almost any type of threat. My friends play little instant spot removal, bounce, or counterspells,and there is almost no graveyard disruption (which is silly given that one of the strongest decks is a Seasons' Past control deck), so it will definitely cause some disgruntled groans at my table. While it may be slow, between the many board clears, I think I should be fine. The deck is not without issues though and I would like to continue to hear your opinions. Creatures should be no problem, with 6+ Wraths and Serenity handles enchantments and artifacts, but my table plays a lot of burn. Usually in the form of Gray Merchant of Asphodel, Exsanguinate, and Siege Rhino; not to mention, I want my next project to be a Mardu burn deck. I'm using Sphinx's Revelation and Comeuppance to stymie these types of cards, but I'm unsure whether it's enough given that the deck takes a while to actually win. Especially Revelation, since it's slow and feels greedy.
There are also a bevy of other cards that I feel are worth including, but I'm unsure what to remove and would like advice:
Azorius Signet, Mind Stone: Both accelerate mana. The first fixes, while the latter can be reused with Sun Titan to draw cards.
Angelic Renewal, Gift of Immortality: More Sun Titans are always nice.
Elixir of Immortality: Works against my Sun Titan plan, but as a one of allows me to recycle my deck and hopefully in order to chain together Sphinx's Revelations in the long game. Life gain is a bonus.
Act of Authority: Gives me more ways to deal with troublesome permanents, while rarely actually hurting me, at least with the build in its current state.
Some form of graveyard disruption: Relic of Progenitus
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
3x Martyr of Sands
4x Phantasmal Image
3x Sun Titan
3x Wall of Omens
Enchantments
3x Luminarch Ascension
3x Serenity
2x Gift of Immortality
1x Elixir of Immortality
Sorceries
1x Balance
4x Day of Judgment
3x Tragic Arrogance
2x Planar Cleansing
1x Hour of Revelation
Instants
3x Sphinx's Revelation
2x Ghost Quarter
3x Emeria, the Sky Ruin
4x Evolving Wilds
3x Glacial Fortress
4x Prairie Stream
8x Plains
1x Island
This is the list I ran today in some one v. ones with my friend and it worked really well; however, there are still somethings I'm unsure about.
Things I Liked:
Things I Disliked:
The Case for Elixir of Immortality:
I anticipate that this is the card I will get the most questions about or suggestions to cut. I realize that it's usually pretty useless, that the lifegain is negligible, and that is has anti-synergy with Sun Titan but the ability to use it to chain together Sphinx's Revelation and recycle is compelling enough for me to at least test it. That being said, I've never played with the card before, and if there are better options please let me know.
As always, thank you for your help guys.
(otherwise no advise, this is not really my type of deck...)
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.