The shop I play at goes by its own custom point system for Commander tournaments and the challenge is to build a deck that can reliably get the most points. Here are the things that can get points:
Edit: +#M means you can get it multiple times
Edit 2: got clarification on the rules nd looks like the points are not cumulative other than eliminating another player.
+1 kill a creature with 15 power (includes your own and sacrifice must 'die')
+1 play your commander for the 4th time
+2 eliminate an opponent on another players turn
+1 exile indestructible permanent (includes your own)
+1 deal combat damage to 3 different opponents in the same turn
+2 have your general countered/stolen/destroyed 3x by same player (can get for each opponent)
+1 control 3 or more planeswalkers at 1 time (must lose them to reget points)
+1 control a creature with 10 +1/+1 counters on it
+1 eliminate a player with a spell or permanent they own (including yourself)
+1 destroy 2 or more planeswalkers during the game
+1 destroy 10 or more creatures at one time
+1 control 10 or more creature tokens at one time (must lose them to reget points)
+2 survive being attacked for lethal 3 or more times
+1 spend 30 or more mana in one turn
+1 cast 5th spell on the stack
+1M eliminate a player
+1 be the first person eliminated
+1 finish the game without being eliminated
Things that deduct points:
-4M eliminate an oponent prior to thier 5th turn
-3M being the instigator of wrecking one or more players mana base (only counts land not other mana sources)
-2M take a turn of 6 minutes or more
-2 have sol ring, mana crypt, or mana vault turn 1
-1M take 3 or more turns consecutavely (- for each after 2nd)
I was thinking the deck most likely to get the most points would be green/white elves with Rhys as commander built around token/counters using white for board wipes.
Please let me know your thoughts and deck suggestions.
Can you earn each point set more than once in a game? If so, you should look for easy ones to farm.
+1 kill a creature with 15 power
I will assume that 'kill' means to remove an opponent's creature, and that exile/tuck counts. If so, White and Black are the best colors for this. If it must 'die' Black is best.
Green gets a notable mention, for being able to pump up your opponents' creatures (so you can then kill them). Evolutionary Escalation gets a mention, as does Berserk (you can make the case that it kills it too!)
+1 play your commander for the 4th time
Cheap green Commanders with lots of ramp will be best. I am assuming the purpose of this point is to be from Command zone. If it doesn't need to be from Command zone, bounce/graveyard recursion will be good.
White would be the best for this otherwise. Path/Swords, several wrath effects. W/B gives Merciless Eviction too, which is super nice.
+1 deal combat damage to 3 different opponents in the same turn
If this point can be earned multiple times per game, this is insane. Anything that lets you get evasive minions or token swarms can go crazy.
One of my favorite token producers here would be Sacred Mesa. Cheap, and evasive.
potential Commanders would be Vela, or the partner guy that gives your guys non-flying evasion.
+2 have your general countered/stolen/destroyed 3x by same player
No real way to farm this one. I assume that you giving it away (via Karona, or that equipment) won't count.
+1 control 3 or more planeswalkers at 1 time
Best way to get multiple PW out simultaneously is to bring them back. Flip-walkers are easier to return, due to creature status.
Green can get a handful at a time with Creeping Renaissance or the return spell that hits different CMCs.
+1 control a creature with 10 +1/+1 counters on it
Green is best for +1/+1 counters. If you can get this point more than once, then graft creatures will be good. White, blue, and black make good support colors. WUG is pretty standard.
This is another easy point to farm, the bigger issue is really getting to 30 mana. Green provides mana, as well as seedborn muse effects to untap lands on opponents' turns as well.
Elves can also generate absurd mana and untap permanents.
+1 cast 5th spell on the stack
This just means to have instants, and have priority - this makes it easiest if you do it all yourself, but doesn't need to be.
+1 eliminate a player
While ANY color can kill people, having red, so you stop a small amount of damage from someone else trying to kill someone (by killing a creature), and then burning them off yourself, is an easy way to steal this point. Also, for fun, Obsidian Fireheart might be able to net you kills from beyond the grave!
+1 be the first person eliminated
Not recommended to farm
+1 finish the game without being eliminated
Fogs help.
For the negatives:
I note nothing against infinite (or non-infinite) combo.
+1 kill a creature with 15 power - Give Marath Deathtouch. Done. Marath can also pump them to 15 first, if you really need it. +1 play your commander for the 4th time - Marath is easy to self-sac, and you want to recast her anyways, as there is no 'power-cost' loss in recasting her, due to her intrinsic ability. +2 eliminate an opponent on another players turn - You have red for snipes, white for save, and Marath herself can do both. +1 exile indestructible permanent - This is where White comes in. Swords/Path/Return to Dust. Since you have red, run Sunforger for easy access to them. +1 deal combat damage to 3 different opponents in the same turn - Marath is a token maker. You can run that guy that gives you evasiveness. You can also run glory, if it helps. +2 have your general countered/stolen/destroyed 3x by same player - can't really farm this one, but marath is a threat. Or use her to chump block the same player, and claim it's their kill. +1 control 3 or more planeswalkers at 1 time - Green and white walkers are decent, but I wouldn't focus on this. If you wanted to though, Elspeth is a good wrath, while Garruk is good in token swarm, and Nissa is good in general, and Freya has recursion. +1 control a creature with 10 +1/+1 counters on it - haha, marath. also, LOL Cathars' Crusade. Evolutionary Escalation. Opal Palace gives it you you on the 3rd cast of marath. +1 eliminate a player with a spell or permanent they own - Threaten, Word of seizing etc. Use Sunforger as needed to get it when needed. +1 destroy 2 or more planeswalkers during the game - haha, marath snipe. +1 destroy 10 or more creatures at one time - White and red. Wraths and Blasphemous act. +1 control 10 or more creature tokens at one time - haha, marath. +2 survive being attacked for lethal 3 or more times - Marath pings, and fogs. Spike Weaver is beast. Sunforger can get a few good fogs too. +1 spend 30 or more mana in one turn - lol, green, lol, marath. Ramp like crazy, and marath can spend the mana to put +1/+1 counters on herself, or with various combo outlets (Ivy lane denizen) to just make a bunch of tokens. +1 cast 5th spell on the stack - sunforger can be used to always have access to an instant, that way you can snipe this point when it presents itself, or to have an 'extra' spell to stack it up yourself if need be. +1 eliminate a player - Marath snipe. +1 be the first person eliminated +1 finish the game without being eliminated - fogs, infinite (or non-infinite) marath combo. Tokens + Craterhoof. Cathars' Crusade
attacking mana base means attacking lands or rocks too?
long turns involve opponents not keeping up with you? i can storm fast when goldfishing but get asked all sorts of questions when in pod
I will second GW. I've never ran Sisay as commander but you could prolly use Gatherer to custom find Legendaries that fulfill the points your LGS gives. I do use her in Derevi and can advocate her awesomeness. I have been brewing Teeg as a meta wrecker and generally good midrange staxish style deck but have limited testing. Teeg would be incredible only for the fact that you know these rules are meant to slow the game down and teeq punishes slower, battlecruiser style decks.
Attacking mana base only means lands... So pretty much little to no land destruction.
I like Teeg. Pretty much an auto include at this point.
I want to stick to 2 color commanders if at all possible. 1 color is to weak to target hate and 3 color starts having issues with manabase and reliability.
I will edit first post to mark points you can get multiples of.
I still think Marath is your best bet, but if you want to stick to 2 colors, then I suggest GR.
Green gives you the token swarms, +1 counters, and fogs (survival). red gives you the burn, mass removal, and capability to snipe players/PWs. This should capitalize on the most of the 'farmable' points.
Play a "combo" deck that aims to create infinite points by infinitely exiling something indestructible or by graveyard looping a creature with power 15 or more. For example, you can play the Boonweaver/Pattern of Rebirth/sac outlet combo to get Karmic Guide and Fiend Hunter to put all the creatures in your deck into play - if you dedicate one deck slot to Hero of Gomo Fada or something similar you get infinite exiles on an indestructible creature (Karmic Guide) as you execute the loop.
I have a feeling a well tuned combo deck could abuse your system easily.
Our shop does pods of 3-4.
Whoever ever goes out first gets 1 point, second gets 2, points third 3 points, last 4 points. (3 possible points for a pod of 3, 4 for 4). A draw splits the remainder points or all of them if it was a 3-4 player draw. Period. Clean effective. Most points at the end of the league gets higher in the ranks.
-3M instigator for destroying lands... Instigating is an interesting word choice.
So if someone 'accidentally' reveals they are holding Armageddon and will spite-MLD in response to anything, and I attack that person, forcing the spite-MLD, who loses points? Him for casting Armageddon, or me for instigating it?
Cheers!
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Basalt Monolith gives you a point on every turn. That is not bad!
I have to agree that Marath sounds perfect for this kind of game. The mana base should be eays, because of green.
Do you have any idea on how many points people get in average?
Wow basalt monolith is a point every turn I didn't even realize that thank you for pointing that out.
On average from what I have seen <10 points
The instigating land destruction would be whoever is running Armageddon in the first place... A better example would be if someone cast wrath then on the stack a 2nd player turned a players lands into creatures... Player one will not lose points player 2 will
As others have said, the instigator of mana destruction thing is pretty bizarre. And the six minute turn is kind of tricky - do you clock everybody's turns? You basically have to do that to be consistent, otherwise the rule won't come to mind until someone is a few minutes into an overlong turn and people figure "gee we should have timed this" and then just ham it as far as how much time has passed?
I know the question is pertaining to which deck to play (probably 5C Slivers and friends) but the challenge aspect seems pretty questionable in general
As others have said, the instigator of mana destruction thing is pretty bizarre. And the six minute turn is kind of tricky - do you clock everybody's turns? You basically have to do that to be consistent, otherwise the rule won't come to mind until someone is a few minutes into an overlong turn and people figure "gee we should have timed this" and then just ham it as far as how much time has passed?
Before I moved to CA, I was running a league which had some similar points and penalties (including a few shared phrases, like "be the instigator of wrecking a player's mana base"). I ran that league for four and a half years (specifically: June 20, 2012 - January 4, 2017; I've still got the attendance records on my computer ), and my predecessor ran it for several years prior to handing it off to me. Over that time, we refined and iterated the system somewhat.
First and foremost, we never allowed you to farm the same point over and over and over. The only point that the same person could earn multiple times in a single game was for eliminating an opponent, and you've got a finite amount of those. We also introduced a per-game cap on the number of points you could earn, because the meta turned into a few control decks that could lock down the board and farm 15+ points while everybody else at the table got 2 points if they were lucky.
On the land destruction, our rule was 1/2 of mana from lands, or all mana of one color from lands (with some fuzziness for LD over several turns like Azusa/Strip Mine/Crucible). There was also no penalty if you destroyed all lands (including your own) and could demonstrate a play that would earn you a victory in 5 turns or less (eg, cast Armageddon while controlling Blightsteel) -- even if another player managed to halt your victory before it actually happened (eg, an opponent drops a Plains and casts Swords on the Blightsteel).
On the timed turns, it actually came up far less than you might expect at six minutes. Plus, our league had a great big timer on the wall (we ran two rounds at 1h40m each), so it was easy to glance up and see how many minutes had passed, if need be. Once, I had a player bring in this cube with a timer on each face that reset the countdown when you rotated it to another face, which was a neat little device, but I didn't see him bring it more than the one time, so I don't know how useful it ended up feeling for him (I wasn't in that game).
After reading your post I asked the owner and he clarified that the only points you can get multiples of is eliminating another player. So any ideas on a deck that can hit each point once as easily as possible?
I think the best to get most points with with Tasigur infi mana combo deck. When you have have infinite colored mana with tasigur you can basically do anything you want.
How does the points system get affected by scooping?
Once you have infi mana you can
1. recast tasigur bunch of times after you kill it with something beast within. Delve tasigur back to command with Dig through Time or something.
2. With opal palace you get +1/+1 counters.
3. With extract, riftsweeper and Mikokoro, Center of the Sea you can manipulate what opponents draw. Add in Worst Fears you get near full control of opponents actions during their turn (on your turn they can't do ***** because they have no cards in hand, grave and library in addition to having no mana)
4. Darksteel Citadel + Donate lets you generate infinite amount 3/3 beasts for any player with beast within so that you can make them attack you for lethal and you can chump to not die.
5. Put 3 planeswalkers, a card that lets you steal stuff from opponents (eg. Villainous Wealth), land recursion (not really required but will make things easier), a card that gives nonlands flash (eg leyline of anticipation or alchemist's refuge) and a card that can exile an indestructible permanent.
Basically that should give you easy 22 points assuming you eliminate everybody (except yourself) in a 4 player game.
Some clarification how mind control effects interact with "+2 have your general countered/stolen/destroyed 3x by same player (can get for each opponent)". Do you get points if you mind control an opponent and then make them kill your general?
Also what counts as "destroy 10 or more creatures at one time"? Do you get points if a player controls a 3/3 beast token and then you destroy it with beast within and then kill the new token with beast within? Rince and repeat for 10 times?
Ok further clarification if you have an effect that says "you control target player" then anything you make them do is still them doing it. And destroy 10 creatures at once means same exact time,not just in same turn.
Add in card draw, combo protection (counters like FoW, negate, Heroic Intervention etc. and Notion thief), removal suite (beast within, cyclonic rift, damnation) and your usual fetch + dual combo. You can include more infinite mana combos but that will dilute your overall card quality further (some of it is already "wasted" on stuff like riftsweeper, donate and extract).
Good thing about this deck is that you can play a normal control game and then cast T&N and win. When you win you also get to manipulate the game state where you get maximum amount of points every time.
So this is the big problem with having points system. They're meant to usually enforce "friendly" standards of play, but you always get someone building some sort of combo deck that slow plays for 2 extra turns and then wipes the table turn 6 or 7. Sometimes I see shops try to put out a "kill 3 or more players in a turn = negative points", but that tends to lean towards leaving the weakest dude alive and trusting he doesn't rip something ridiculous off the top of the deck.
Every time I am in a league with points like this, I make it a point to build a deck to get as many negative points as possible. Typically, infinite turns is the most efficient way to get all the negative points.
Plus, it seems like a more interesting challenge in general.
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Edit: +#M means you can get it multiple times
Edit 2: got clarification on the rules nd looks like the points are not cumulative other than eliminating another player.
+1 kill a creature with 15 power (includes your own and sacrifice must 'die')
+1 play your commander for the 4th time
+2 eliminate an opponent on another players turn
+1 exile indestructible permanent (includes your own)
+1 deal combat damage to 3 different opponents in the same turn
+2 have your general countered/stolen/destroyed 3x by same player (can get for each opponent)
+1 control 3 or more planeswalkers at 1 time (must lose them to reget points)
+1 control a creature with 10 +1/+1 counters on it
+1 eliminate a player with a spell or permanent they own (including yourself)
+1 destroy 2 or more planeswalkers during the game
+1 destroy 10 or more creatures at one time
+1 control 10 or more creature tokens at one time (must lose them to reget points)
+2 survive being attacked for lethal 3 or more times
+1 spend 30 or more mana in one turn
+1 cast 5th spell on the stack
+1M eliminate a player
+1 be the first person eliminated
+1 finish the game without being eliminated
Things that deduct points:
-4M eliminate an oponent prior to thier 5th turn
-3M being the instigator of wrecking one or more players mana base (only counts land not other mana sources)
-2M take a turn of 6 minutes or more
-2 have sol ring, mana crypt, or mana vault turn 1
-1M take 3 or more turns consecutavely (- for each after 2nd)
I was thinking the deck most likely to get the most points would be green/white elves with Rhys as commander built around token/counters using white for board wipes.
Please let me know your thoughts and deck suggestions.
Yes
-How do you survive being attacked for lethal? Just "total power larger than life points"?
Yes
-If you control 10 or more tokens for 5 turns in a row, do you get 5 points? Or is that just once?
I think you would have to loose them and get 10 more to get additional points
-"+1 exile indestructible permanent" is that per permanent? so, you could make everything indestuctible and use mass-exile *lol*
From the wording I'm going to say yes.
-Man, I hate those rules...
Me too I won by suicide the first game.
I will look into those two cards ty for the suggestions.
Edit: I do like the idea of the captain as commander including Teeg
I suggest, Marath, Will of the wild.
===
Can you earn each point set more than once in a game? If so, you should look for easy ones to farm.
For the negatives:
I note nothing against infinite (or non-infinite) combo.
====
Once looking over that list, I suggest Marath, will of the wild (ill put that at the top)
+1 play your commander for the 4th time - Marath is easy to self-sac, and you want to recast her anyways, as there is no 'power-cost' loss in recasting her, due to her intrinsic ability.
+2 eliminate an opponent on another players turn - You have red for snipes, white for save, and Marath herself can do both.
+1 exile indestructible permanent - This is where White comes in. Swords/Path/Return to Dust. Since you have red, run Sunforger for easy access to them.
+1 deal combat damage to 3 different opponents in the same turn - Marath is a token maker. You can run that guy that gives you evasiveness. You can also run glory, if it helps.
+2 have your general countered/stolen/destroyed 3x by same player - can't really farm this one, but marath is a threat. Or use her to chump block the same player, and claim it's their kill.
+1 control 3 or more planeswalkers at 1 time - Green and white walkers are decent, but I wouldn't focus on this. If you wanted to though, Elspeth is a good wrath, while Garruk is good in token swarm, and Nissa is good in general, and Freya has recursion.
+1 control a creature with 10 +1/+1 counters on it - haha, marath. also, LOL Cathars' Crusade. Evolutionary Escalation. Opal Palace gives it you you on the 3rd cast of marath.
+1 eliminate a player with a spell or permanent they own - Threaten, Word of seizing etc. Use Sunforger as needed to get it when needed.
+1 destroy 2 or more planeswalkers during the game - haha, marath snipe.
+1 destroy 10 or more creatures at one time - White and red. Wraths and Blasphemous act.
+1 control 10 or more creature tokens at one time - haha, marath.
+2 survive being attacked for lethal 3 or more times - Marath pings, and fogs. Spike Weaver is beast. Sunforger can get a few good fogs too.
+1 spend 30 or more mana in one turn - lol, green, lol, marath. Ramp like crazy, and marath can spend the mana to put +1/+1 counters on herself, or with various combo outlets (Ivy lane denizen) to just make a bunch of tokens.
+1 cast 5th spell on the stack - sunforger can be used to always have access to an instant, that way you can snipe this point when it presents itself, or to have an 'extra' spell to stack it up yourself if need be.
+1 eliminate a player - Marath snipe.
+1 be the first person eliminated+1 finish the game without being eliminated - fogs, infinite (or non-infinite) marath combo. Tokens + Craterhoof. Cathars' Crusade
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
long turns involve opponents not keeping up with you? i can storm fast when goldfishing but get asked all sorts of questions when in pod
I will second GW. I've never ran Sisay as commander but you could prolly use Gatherer to custom find Legendaries that fulfill the points your LGS gives. I do use her in Derevi and can advocate her awesomeness. I have been brewing Teeg as a meta wrecker and generally good midrange staxish style deck but have limited testing. Teeg would be incredible only for the fact that you know these rules are meant to slow the game down and teeq punishes slower, battlecruiser style decks.
Good luck!
Attacking mana base only means lands... So pretty much little to no land destruction.
I like Teeg. Pretty much an auto include at this point.
I want to stick to 2 color commanders if at all possible. 1 color is to weak to target hate and 3 color starts having issues with manabase and reliability.
I will edit first post to mark points you can get multiples of.
Green gives you the token swarms, +1 counters, and fogs (survival). red gives you the burn, mass removal, and capability to snipe players/PWs. This should capitalize on the most of the 'farmable' points.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Our shop does pods of 3-4.
Whoever ever goes out first gets 1 point, second gets 2, points third 3 points, last 4 points. (3 possible points for a pod of 3, 4 for 4). A draw splits the remainder points or all of them if it was a 3-4 player draw. Period. Clean effective. Most points at the end of the league gets higher in the ranks.
So if someone 'accidentally' reveals they are holding Armageddon and will spite-MLD in response to anything, and I attack that person, forcing the spite-MLD, who loses points? Him for casting Armageddon, or me for instigating it?
Cheers!
Krichaiushii on PucaTrade.
Wow basalt monolith is a point every turn I didn't even realize that thank you for pointing that out.
On average from what I have seen <10 points
The instigating land destruction would be whoever is running Armageddon in the first place... A better example would be if someone cast wrath then on the stack a 2nd player turned a players lands into creatures... Player one will not lose points player 2 will
You can even use Griffin/Scourge + Food Chain to get the mana needed for Avacyn. T4 infinite points with no acceleration other than Food Chain
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
I know the question is pertaining to which deck to play (probably 5C Slivers and friends) but the challenge aspect seems pretty questionable in general
First and foremost, we never allowed you to farm the same point over and over and over. The only point that the same person could earn multiple times in a single game was for eliminating an opponent, and you've got a finite amount of those. We also introduced a per-game cap on the number of points you could earn, because the meta turned into a few control decks that could lock down the board and farm 15+ points while everybody else at the table got 2 points if they were lucky.
On the land destruction, our rule was 1/2 of mana from lands, or all mana of one color from lands (with some fuzziness for LD over several turns like Azusa/Strip Mine/Crucible). There was also no penalty if you destroyed all lands (including your own) and could demonstrate a play that would earn you a victory in 5 turns or less (eg, cast Armageddon while controlling Blightsteel) -- even if another player managed to halt your victory before it actually happened (eg, an opponent drops a Plains and casts Swords on the Blightsteel).
On the timed turns, it actually came up far less than you might expect at six minutes. Plus, our league had a great big timer on the wall (we ran two rounds at 1h40m each), so it was easy to glance up and see how many minutes had passed, if need be. Once, I had a player bring in this cube with a timer on each face that reset the countdown when you rotated it to another face, which was a neat little device, but I didn't see him bring it more than the one time, so I don't know how useful it ended up feeling for him (I wasn't in that game).
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
How does the points system get affected by scooping?
Once you have infi mana you can
1. recast tasigur bunch of times after you kill it with something beast within. Delve tasigur back to command with Dig through Time or something.
2. With opal palace you get +1/+1 counters.
3. With extract, riftsweeper and Mikokoro, Center of the Sea you can manipulate what opponents draw. Add in Worst Fears you get near full control of opponents actions during their turn (on your turn they can't do ***** because they have no cards in hand, grave and library in addition to having no mana)
4. Darksteel Citadel + Donate lets you generate infinite amount 3/3 beasts for any player with beast within so that you can make them attack you for lethal and you can chump to not die.
5. Put 3 planeswalkers, a card that lets you steal stuff from opponents (eg. Villainous Wealth), land recursion (not really required but will make things easier), a card that gives nonlands flash (eg leyline of anticipation or alchemist's refuge) and a card that can exile an indestructible permanent.
Basically that should give you easy 22 points assuming you eliminate everybody (except yourself) in a 4 player game.
Some clarification how mind control effects interact with "+2 have your general countered/stolen/destroyed 3x by same player (can get for each opponent)". Do you get points if you mind control an opponent and then make them kill your general?
Also what counts as "destroy 10 or more creatures at one time"? Do you get points if a player controls a 3/3 beast token and then you destroy it with beast within and then kill the new token with beast within? Rince and repeat for 10 times?
The deck I am thinking about suggestions welcome.
1 Experiment Kraj
Lands:
1 Alchemist's Refuge
1 Breeding Pool
1 Cavern of Souls
1 Command Tower
1 Evolving Wilds
8 Forest
1 Halimar Depths
1 Hall of the Bandit Lord
6 Island
1 Llanowar Reborn
1 Lotus Vale
1 Minamo, School at Water's Edge
1 Novijen, Heart of Progress
1 Oran-Rief, the Vastwood
1 Simic Growth Chamber
1 Simic Guildgate
1 Teferi's Isle
1 Temple of Mystery
1 Terramorphic Expanse
1 Thornwood Falls
1 Tropical Island
1 Vivid Creek
1 Vivid Grove
1 Winding Canyons
1 Yavimaya Coast
Creatures:
1 Arcanis the Omnipotent
1 Archivist
1 Argothian Elder
1 Beguiler of Wills
1 Bloom Tender
1 Brutalizer Exarch
1 Elvish Archdruid
1 Elvish Harbinger
1 Eternal Witness
1 Fathom Mage
1 Fertilid
1 Forgotten Ancient
1 Gilder Bairn
1 Horseshoe Crab
1 Karametra's Acolyte
1 Knacksaw Clique
1 Krosan Restorer
1 Master Biomancer
1 Memnarch
1 Momir Vig, Simic Visionary
1 Morphling
1 Orochi Leafcaller
1 Pili-Pala
1 Plaxcaster Frogling
1 Prophet of Kruphix
1 Sage of Hours
1 Seedborn Muse
1 Selvala, Heart of the Wilds
1 Simic Ragworm
1 Skyshroud Poacher
1 Soliton
1 Tidewater Minion
1 Triskelion
1 Viridian Joiner
1 Vorel of the Hull Clade
1 Voyaging Satyr
1 Walking Ballista
1 Willbreaker
1 Wirewood Channeler
1 Aluren
1 Chord of Calling
1 Citanul Flute
1 Dawn's Reflection
1 Expedition Map
1 Fabricate
1 Freed from the Real
1 Genesis Wave
1 Green Sun's Zenith
1 Illusionist's Bracers
1 Leyline of Anticipation
1 Lightning Greaves
1 Market Festival
1 Pemmin's Aura
1 Primal Command
1 Rings of Brighthearth
1 Sol Ring
1 Sylvan Scrying
1 Thousand-Year Elixir
1 Umbral Mantle
1 Vedalken Orrery
1 Worldly Tutor
Maybeboard:
1 Bonded Fetch
1 Burnished Hart
1 Crop Rotation
1 Dreamscape Artist
1 Fauna Shaman
1 Mul Daya Channelers
1 Summoner's Pact
1 Sword of the Paruns
1 Wake Thrasher
1 Zameck Guildmage
1 Tasigur, the Golden Fang
Combo
1 Deadeye Navigator
1 Palinchron
1 Frantic Search
1 Simic Growth Chamber
1 Dimir Aqueduct
1 Golgari Rot Farm
1 Alchemist's Refuge
1 Day's Undoing
1 Eternal Witness
1 Extract
1 Riftsweeper
1 Villainous Wealth
1 Splendid Reclamation
1 Command Tower
1 Opal Palace
1 Donate
1 Darksteel Citadel
1 Jace, the Mind Sculptor
1 Any planeswalker (ugin, karn, vraska or new nissa seem good, it really doesn't matter as long as it is not jace or liliana)
1 Corpse Dance
1 Mikoro, Center of the Sea
1 Tooth and Nail
1 Demonic Tutor
1 Vampiric Tutor
1 Liliana Vess
Add in card draw, combo protection (counters like FoW, negate, Heroic Intervention etc. and Notion thief), removal suite (beast within, cyclonic rift, damnation) and your usual fetch + dual combo. You can include more infinite mana combos but that will dilute your overall card quality further (some of it is already "wasted" on stuff like riftsweeper, donate and extract).
Good thing about this deck is that you can play a normal control game and then cast T&N and win. When you win you also get to manipulate the game state where you get maximum amount of points every time.
Club Flamingo Wins: 1!
Plus, it seems like a more interesting challenge in general.