I think I have a similar issue and the main reason tends to be that efficient decks are not casual lol. The more I play the more I realize casual = bad . I think in going to try to make a deck that gores infinite then instead of winning plays some incredible rediculos chain of cards to make the game state trolly as possible. Maybe go infure mana with reiterate tutor into diabolic rev and donate copy's of leyline then drop hive mind and put I fire copy's of minds desire for everyone on the stack so we just flip cards until someone wins lol.
Why do you feel that combo/infinite is the only way to win? I can't recall you ever talking about any other kind of EDH deck.
I actualy just played my new not combo deck and won but I had a sol ring and went first so I feel like I cheated . Though admittedly I mainly okay only combo in every format normally storm. I do like my new deck but I dunno if I don't have twice as much mana as the turn I'm on I don't feel right.
The longer I've played the format, the quicker I am to consider including at least one combo in each deck I design. I'm indebted to Blackjack68's EDH primer. I remember reading it a few years ago and looking at the different playstyles listed thinking, Why not several paths to victory? How can I make a focused deck that can still control the board, win through combat, or combo out if all else fails? Even my mono-G deck has combos! I enjoy playing dynamically and responding to the gamestate as many others do, and I like to do so without putting all of my eggs in one basket. As Spiky as I am, my Vorthosian nature keeps most of my decks in check. For example, I never ran Sylvan Primordial and I still don't run Tooth and Nail because I can't justify either from a flavor perspective. (I might change my mind about Tooth one day, though.)
TL;DR: I like big combos and I cannot lie...
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
The longer I've played the format, the quicker I am to consider including at least one combo in each deck I design. I'm indebted to Blackjack68's EDH primer. I remember reading it a few years ago and looking at the different playstyles listed thinking, Why not several paths to victory? How can I make a focused deck that can still control the board, win through combat, or combo out if all else fails? Even my mono-G deck has combos!
I am kinda the same way. A lot of my wins (when I win) come in the combat step, but I frequently include some simple combo in my deck and/or some big blowout spell like Exsanguinate to use on the off chance that I need it. I don't really enjoy playing, nor am I good at, complex combos.
The longer I've played the format, the quicker I am to consider including at least one combo in each deck I design. I'm indebted to Blackjack68's EDH primer. I remember reading it a few years ago and looking at the different playstyles listed thinking, Why not several paths to victory? How can I make a focused deck that can still control the board, win through combat, or combo out if all else fails? Even my mono-G deck has combos!
I am kinda the same way. A lot of my wins (when I win) come in the combat step, but I frequently include some simple combo in my deck and/or some big blowout spell like Exsanguinate to use on the off chance that I need it. I don't really enjoy playing, nor am I good at, complex combos.
A fair amount of my wins are due to concessions.
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
ewe that deck doesn't have like any 0-2 drops add in the ramp form maybe board for sure looks light on mana for how top heavy it is
The moment you get prophet and momir out is dame over since essentially you take three turns with out a draw step, I've created an unstoppable board state turn five
Yea you could do that playing mormir out of the command zone and any u/g fetches prophet. Either way the end game looks fine I just think it could do it a turn faster if you played some cards turn 1-2 right now it looks like you probably do land go a lot the first two turns. Since I saw a cmc 1 and cmc dirk in the maybe board thought I'd suggest then moving main
How do you manage against decks with a lot of removal? Prophet players tend to tap out to cast it.
What if they counter/destroy it, then reanimate it?
What happens if they Wasteland your bounce land? Do you just lose? By the curve of your deck, it looks this deck loses to good players and good players who play land destruction.
You sure seem confidant that you will resolve Prophet, but your deck doesn't have the potential to cast it on turn 3 consistently with tutors or manually.
I happen to play in a control heavy meta where prophet is hard to use. I tried casting one on turn 5 with nothing in play to abuse it with and I ate a Swords to Plowshares immediately after casting it from the mono white deck. It is typically the type of card you want to cut off when you get a chance. I almost lost my Seedborn as well (a second swords) when someone used a Word of Seizing on my Glen Elendra but I talked him into exiling Glen instead since I had no way onboard to abuse her and he was playing a control deck.
Prophet can be great, but it draws a ton of hate so you really need to be breaking the card in half in my opinion to be able to run it at all because people just freak the hell out and rage smash it if they can. Its like every bad experience they have ever had flashes through their head in one moment, the end result is that everything they have in hand gets thrown at it.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Cryo, your deck looks just fine. It doesn't have any of the anti-Control cards like Winter Orb that Deveri could run. If you are blowing people out with Pod, then really, people need to play more Control in pubs. Fair Deveri decks can have maybe 3-4 must-answer cards in the deck, and players could even get by not answering them if their win-conditions are good enough. Just sleeve up, keep rolling the Goblin tribal decks, and no guilt.
And to hear Bacon tell it, every deck has 10 spot removal cards , 10 MLD cards, at least 10 draw spells to get through it. What's their win-condition look like at that point? Man-Lands only? Of course, I have actually heard before that Kher Keep + Sword of Fire and Ice is a terrific win-con. I don't have any clue what that out-races though.
Cryo, your deck looks just fine. It doesn't have any of the anti-Control cards like Winter Orb that Deveri could run. If you are blowing people out with Pod, then really, people need to play more Control in pubs. Fair Deveri decks can have maybe 3-4 must-answer cards in the deck, and players could even get by not answering them if their win-conditions are good enough. Just sleeve up, keep rolling the Goblin tribal decks, and no guilt.
And to hear Bacon tell it, every deck has 10 spot removal cards , 10 MLD cards, at least 10 draw spells to get through it. What's their win-condition look like at that point? Man-Lands only? Of course, I have actually heard before that Kher Keep + Sword of Fire and Ice is a terrific win-con. I don't have any clue what that out-races though.
Yeah, see that's the thing. In a meta that isn't full of Stax and average curves of 2cmc, synergies like Prophet and Azami are pretty brutal. Combine that with DEN and some counterspells, and the deck is fairly resilient. So it isn't broken by any means, but it's just surprising how strong it is naturally.
I don't know, I still think that if a game lets you play out Azami and enough creatures to let her draw 3-4 cards per turn, then resolve Prophet on top of that, that table all deserves to lose. How objectively strong that is, I'm not sure. I just know it's not oppressively strong relative to decks with answers. And I don't feel any loyalty to allow players who run decks without either any answers or win conditions to take games.
Well John makes a good point. It doesn't matter if your meta is filled with Stax which our isn't anymore. That's a lie, most of the Stax spikes left for a while or moved away for school.
Cyro, don't make the excuse for bad deck building for a soft meta. Show them how to build good decks without going all-in on Stax or Tempo or Control or combo. Nice well rounded decks will always win the long game, and chances are it will survive the early aggro and combo deck assault.
Every deck needs at least 5-7 spot removal that is cheap and afforable. You have no excuse to not be playing Swords, Path, Beast Within, and at least one Wrath effect in every G/W Deck. Deverei isn't an aggro deck; it plays like RUG Delver.
Protect the Queen; play dudes, equipment, attack, counter/removal what you need. Have a single Armageddon or mass bounce spell to finish the game like Cyclonic Rift.
Do you think all my decks are the same?
I can make any deck I play Tempo-Control.
Azusa; Ramp, Lando, Tempo-Control
Lyzolda: Suicide-Tempo-Aggro-Control
Jund: Suicide-Tempo-Aggro-Control
Nicol Bolas: Tempo-Control-Combo
Sharuum: Reanimator-Tempo-Control
See the pattern there?
If you played my Grixis deck, you would never resolve Prohpet or Azami, sorry Cyrogen. I ran way too much mana denial, counter-magic and removal. Off the top of my head I had Obliterate, Jokulhaups, Mana Vortex, Desolation, 7 counter-spells including Force and Pact, and 12 removal spells (9/12 are 3 cmc or less).
Cyro, don't make the excuse for bad deck building for a soft meta. Show them how to build good decks without going all-in on Stax or Tempo or Control or combo. Nice well rounded decks will always win the long game, and chances are it will survive the early aggro and combo deck assault.
Well the specific deck is a deck whose goal is to be more casual, so trying to impart my deck-building wisdom on the table isn't really my goal. The goal is to have a decently synergestic deck that doesn't overwhelm the rest of the table.
Quote from Bacon »
If you played my Grixis deck, you would never resolve Prohpet or Azami, sorry Cyrogen. I ran way too much mana denial, counter-magic and removal. Off the top of my head I had Obliterate, Jokulhaups, Mana Vortex, Desolation, 7 counter-spells including Force and Pact, and 12 removal spells (9/12 are 3 cmc or less).
I don't know, the decks I play on Modo either already have a response for Prophet on board by the time it's played, or don't care at all about Prophet. Even with Prophet and a draw engine, the player still probably has 2-3 turns before they have lethal against one player on board. And for example in my Skittles deck, I either have lethal with evasion on board at that time, or I've already lost. Like whenever it plays against Deveri at all, it's already lost to the tapdown ability if I can't get protections on it. And even otherwise, that deck is not very good in an area with so many midrange decks out there. Just Mind Twist the UG player for max, then hope no one else has answers. Nothing to do with Prophet. It might as well be a Reanimated Woodfall Primus, that just gives me a few more turns of drawing really thin.
Yea you could do that playing mormir out of the command zone and any u/g fetches prophet. Either way the end game looks fine I just think it could do it a turn faster if you played some cards turn 1-2 right now it looks like you probably do land go a lot the first two turns. Since I saw a cmc 1 and cmc dirk in the maybe board thought I'd suggest then moving main
the three drop mana rocks are about to be cut for a birds and caryatid so that should help
So cryo you were right just won 2 games with ephera first time they conceded to rift into sunder Game 2 this time its 5 players mid game someone reforges the soul then before my turn someone wraths i mystical armageddon holding GIAV and mana crypt i already had a signet land tax god and SOFAF out so one dude scoops to the crypt >Giav >geddon> land go> next turn i pass 3 dudes seem fine then i cast fact or fiction on my next turn cycle is shows sunder they all scoop ..... i think i get less hate goign off turn 3 then i do for casting Armageddon effects -_- its like you cant do anything that wins the game or people get mad
…If you played my Grixis deck…. I ran way too much mana denial, counter-magic and removal. Off the top of my head I had Obliterate, Jokulhaups, Mana Vortex, Desolation, 7 counter-spells including Force and Pact, and 12 removal spells (9/12 are 3 cmc or less).
__________________________________________________________________________________________________
This deck's theme is the result of a poll and will be my last deck until Journey Into Nyx. I went with a darker interpretation of Carroll's books, similar to American McGee's ALICE. The primary goal of ONE-DOUR-LAND is to ensure your opponents go mad and maybe even lose their heads in the process. Having recently designed another Grixis deck, I wanted to go in a different direction than I did in that deck.
For folks interested in making the deck their own, I've included a short list of other possible flavorful inclusions that didn't remain in the deck, as I did with my DUNE deck(s) featured at SCG. (Visit TappedOut.net for this deck's sample hand generator.)
Flavorful Strategy
Madness. It's usually a solitary experience, one suffered in private. Even in communities of the insane, each member is locked in their own personal hell. But, sometimes, an individual's madness leaks from their mind, pours from their mouth. Sometimes, madness is contagious.
Welcome to ONE-DOUR-LAND.
This world's nightmares will test the limits of your sanity. Physical strength will not serve you here. It's not your brawn on trial. Only those willing to brave their inner demons have the smallest hope of release from the insane asylum that is ONE-DOUR-LAND.
Will your tears pool (Rising Waters)
Your face slack and drool
As you weep in forlorn sadness?
The Caterpillar (Massacre Wurm), he has advice
Truly, his counsel kills (Vampiric Tutor)!
The Cheshire Cat's (Savage Firecat) claws will slice
Blood his only thrill
Why do you feel that combo/infinite is the only way to win? I can't recall you ever talking about any other kind of EDH deck.
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
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
TL;DR: I like big combos and I cannot lie...
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
http://tappedout.net/mtg-decks/turbogriff/
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
The moment you get prophet and momir out is dame over since essentially you take three turns with out a draw step, I've created an unstoppable board state turn five
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
What if they counter/destroy it, then reanimate it?
What happens if they Wasteland your bounce land? Do you just lose? By the curve of your deck, it looks this deck loses to good players and good players who play land destruction.
You sure seem confidant that you will resolve Prophet, but your deck doesn't have the potential to cast it on turn 3 consistently with tutors or manually.
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
Prophet can be great, but it draws a ton of hate so you really need to be breaking the card in half in my opinion to be able to run it at all because people just freak the hell out and rage smash it if they can. Its like every bad experience they have ever had flashes through their head in one moment, the end result is that everything they have in hand gets thrown at it.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I consider a draw just as good as a win in Heartless Hidetsugu.
And to hear Bacon tell it, every deck has 10 spot removal cards , 10 MLD cards, at least 10 draw spells to get through it. What's their win-condition look like at that point? Man-Lands only? Of course, I have actually heard before that Kher Keep + Sword of Fire and Ice is a terrific win-con. I don't have any clue what that out-races though.
Yeah, see that's the thing. In a meta that isn't full of Stax and average curves of 2cmc, synergies like Prophet and Azami are pretty brutal. Combine that with DEN and some counterspells, and the deck is fairly resilient. So it isn't broken by any means, but it's just surprising how strong it is naturally.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
Cyro, don't make the excuse for bad deck building for a soft meta. Show them how to build good decks without going all-in on Stax or Tempo or Control or combo. Nice well rounded decks will always win the long game, and chances are it will survive the early aggro and combo deck assault.
Every deck needs at least 5-7 spot removal that is cheap and afforable. You have no excuse to not be playing Swords, Path, Beast Within, and at least one Wrath effect in every G/W Deck. Deverei isn't an aggro deck; it plays like RUG Delver.
Protect the Queen; play dudes, equipment, attack, counter/removal what you need. Have a single Armageddon or mass bounce spell to finish the game like Cyclonic Rift.
Do you think all my decks are the same?
I can make any deck I play Tempo-Control.
Azusa; Ramp, Lando, Tempo-Control
Lyzolda: Suicide-Tempo-Aggro-Control
Jund: Suicide-Tempo-Aggro-Control
Nicol Bolas: Tempo-Control-Combo
Sharuum: Reanimator-Tempo-Control
See the pattern there?
If you played my Grixis deck, you would never resolve Prohpet or Azami, sorry Cyrogen. I ran way too much mana denial, counter-magic and removal. Off the top of my head I had Obliterate, Jokulhaups, Mana Vortex, Desolation, 7 counter-spells including Force and Pact, and 12 removal spells (9/12 are 3 cmc or less).
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Do you guys really want to build RUG or BUG Control?
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Well the specific deck is a deck whose goal is to be more casual, so trying to impart my deck-building wisdom on the table isn't really my goal. The goal is to have a decently synergestic deck that doesn't overwhelm the rest of the table.
Yeah, these aren't things I see at my league.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
the three drop mana rocks are about to be cut for a birds and caryatid so that should help
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
GRIXIS list
ONE-DOUR-LAND: THE MIS-ADVENTURES OF ALICE
- STARRING GWENDLYN DI CORCI -
This deck's theme is the result of a poll and will be my last deck until Journey Into Nyx. I went with a darker interpretation of Carroll's books, similar to American McGee's ALICE. The primary goal of ONE-DOUR-LAND is to ensure your opponents go mad and maybe even lose their heads in the process. Having recently designed another Grixis deck, I wanted to go in a different direction than I did in that deck.
For folks interested in making the deck their own, I've included a short list of other possible flavorful inclusions that didn't remain in the deck, as I did with my DUNE deck(s) featured at SCG. (Visit TappedOut.net for this deck's sample hand generator.)
Flavorful Strategy
Madness. It's usually a solitary experience, one suffered in private. Even in communities of the insane, each member is locked in their own personal hell. But, sometimes, an individual's madness leaks from their mind, pours from their mouth. Sometimes, madness is contagious.
Welcome to ONE-DOUR-LAND.
This world's nightmares will test the limits of your sanity. Physical strength will not serve you here. It's not your brawn on trial. Only those willing to brave their inner demons have the smallest hope of release from the insane asylum that is ONE-DOUR-LAND.
ONE-DOUR-LAND
Do you dare cross the threshold
Of the rabbit hole (Possessed Portal)
To begin your gibbering Descent into Madness?
Will your tears pool (Rising Waters)
Your face slack and drool
As you weep in forlorn sadness?
The Caterpillar (Massacre Wurm), he has advice
Truly, his counsel kills (Vampiric Tutor)!
The Cheshire Cat's (Savage Firecat) claws will slice
Blood his only thrill
Sup with the Duchess (Liliana of the Veil)
She'll nurse your fears
AND caress them away!
Or tea with the Hatter (Sire of Insanity)
Complete with 'mouse (Ravenous Rats) chatter
Your mind gone one more day (Time Sieve)!
But beware the Queen (Nin, the Pain Artist)
And her fury mean (Death Cloud)
If you want to keep your head
Escape her wrath (Damnation)
Into Jabberwock's (Jin-Gitaxias, Core Augur) path
And you might still end up dead!
Copyright ©2014 Lark Ballinger.
1 Gwendlyn Di Corci
THE WHITE RABBIT
1 Tamiyo, the Moon Sage
HIS WATCH
1 Clock of Omens
DOWN THE RABBIT-HOLE
1 Descent into Madness
1 Gibbering Descent
1 Necrogen Mists
1 Oppression
1 Possessed Portal
INNOCENCE LOST
1 Necropotence
THE POOL OF TEARS
1 Rising Waters
1 Storm Cauldron
1 Sunder
THE CATERPILLAR
1 Massacre Wurm
ADVICE FROM A CATERPILLAR
1 Demonic Tutor
1 Mystical Tutor
1 Preordain
1 Vampiric Tutor
THE CHESHIRE CAT
1 Savage Firecat
THE DUCHESS
1 Liliana of the Veil
"YOU DON'T KNOW MUCH
AND THAT'S A FACT!"
1 Liliana's Caress
1 Megrim
THE MAD HATTER
1 Sire of Insanity
THE MARCH HARE
1 Kezzerdrix
THE DORMOUSE
1 Ravenous Rats
THE MAD HATTER'S CLOCK
1 Time Sieve
"TIME WON'T DO A THING YOU ASK"
1 Static Orb
1 Tangle Wire
1 Winter Orb
WHO STOLE THE TARTS?
1 Ponder
THE KNAVE OF HEARTS
1 Deadeye Navigator
THE QUEEN OF HEARTS
1 Nin, the Pain Artist
THE QUEEN'S FURY
1 Damnation
1 Death Cloud
1 Embargo
1 Leyline of the Void
1 Null Brooch
1 Ruination
1 Stranglehold
1 Vandalblast
THROUGH THE LOOKING GLASS
1 Chaos Warp
NIGHTMARES REVISITED
1 Animate Dead
1 Necromancy
1 Reanimate
1 Jin-Gitaxias, Core Augur
THE VORPAL SWORD
1 Sword of Feast and Famine
1 Phyrexian Arena
TWEEDLEDEE & TWEEDLEDUM
1 Evil Twin
1 Body Double
THE CARPENTER
1 Tezzeret the Seeker
THE GNAT (AND THE LOOKING-GLASS INSECTS)
1 Thopter Assembly
A CREATURE WITH
A LONG BEAK
1 Palinchron
ALICE PROMOTES TO QUEEN
1 Bloodchief Ascension
STEAMPUNK SPROCKETS
1 Chromatic Lantern
1 Coalition Relic
1 Crucible of Worlds
1 Dimir Signet
1 Gilded Lotus
1 Izzet Signet
1 Rakdos Signet
1 Rings of Brighthearth
1 Sol Ring
1 Talisman of Dominance
1 Talisman of Indulgence
THE WANDERED LANDS
1 Blood Crypt
1 Bojuka Bog
1 Buried Ruin
1 Cabal Coffers
1 Cascade Bluffs
1 Cavern of Souls
1 Command Tower
1 Dragonskull Summit
1 Drowned Catacomb
1 Graven Cairns
1 Great Furnace
1 High Market
6 Island
4 Mountain
1 Reliquary Tower
1 Rix Maadi, Dungeon Palace
1 Seat of the Synod
1 Steam Vents
1 Strip Mine
1 Sulfur Falls
1 Sunken Ruins
5 Swamp
1 Urborg, Tomb of Yawgmoth
1 Vault of Whispers
1 Watery Grave
1x Gwendlyn Di Corci
Creature (12)
1x Body Double
1x Deadeye Navigator
1x Evil Twin
1x Jin-Gitaxias, Core Augur
1x Kezzerdrix
1x Massacre Wurm
1x Nin, the Pain Artist
1x Palinchron
1x Ravenous Rats
1x Savage Firecat
1x Sire Of Insanity
1x Thopter Assembly
Planeswalker (3)
1x Liliana of the Veil
1x Tamiyo, the Moon Sage
1x Tezzeret the Seeker
Instant (4)
1x Chaos Warp
1x Mystical Tutor
1x Sunder
1x Vampiric Tutor
Sorcery (8)
1x Damnation
1x Death Cloud
1x Demonic Tutor
1x Ponder
1x Preordain
1x Reanimate
1x Ruination
1x Vandalblast
Enchantment (15)
1x Animate Dead
1x Bloodchief Ascension
1x Descent into Madness
1x Embargo
1x Gibbering Descent
1x Leyline of the Void
1x Liliana's Caress
1x Megrim
1x Necrogen Mists
1x Necromancy
1x Necropotence
1x Oppression
1x Phyrexian Arena
1x Rising Waters
1x Stranglehold
1x Chromatic Lantern
1x Clock of Omens
1x Coalition Relic
1x Crucible of Worlds
1x Dimir Signet
1x Gilded Lotus
1x Izzet Signet
1x Null Brooch
1x Possessed Portal
1x Rakdos Signet
1x Rings of Brighthearth
1x Sol Ring
1x Static Orb
1x Storm Cauldron
1x Sword of Feast and Famine
1x Talisman of Dominance
1x Talisman of Indulgence
1x Tangle Wire
1x Time Sieve
1x Winter Orb
Land (37)
1x Blood Crypt
1x Bojuka Bog
1x Buried Ruin
1x Cabal Coffers
1x Cascade Bluffs
1x Cavern of Souls
1x Command Tower
1x Dragonskull Summit
1x Drowned Catacomb
1x Graven Cairns
1x Great Furnace
1x High Market
6x Island
4x Mountain
1x Reliquary Tower
1x Rix Maadi, Dungeon Palace
1x Seat of the Synod
1x Steam Vents
1x Strip Mine
1x Sulfur Falls
1x Sunken Ruins
5x Swamp
1x Urborg, Tomb of Yawgmoth
1x Vault of Whispers
1x Watery Grave
1 Deathgazer
THE GRYPHON
1 Perplexing Chimera
THE MOCK TURTLE
1 Wormfang Turtle
1 Sword of Kaldra
1 Quietus Spike
THE RED KING
1 Kaervek the Merciless
1 Consuming Aberration
THE CARPENTER
1 Etherium Sculptor
HUMPTY DUMPTY
1 Summoner's Egg