Anointed Procession is good with Heliod, Kirtar's Wrath, Sigil of the Empty Throne...
I also thought Daxos was your main win condition.
Grim Guardian is another one I am suspicious of... but that being said, Cloudstone Curio is amazing in this deck. Sun Titan, all the constellation cards, Mesa Enchantress, Sigil of the Empty Throne..
All your Oblivion Rings can be re-used, especially when the permanent you exiled belongs to a player no longer in the game. You can use Whip of Erebos twice in the same turn. You can float mana with Serra's Sanctum, crack Burnished Hart or Evolving wilds, return sanctum to your hand, then play Sanctum and double your mana from it.
Just imagine having Legion's landing and Land Tax with Curio... you would get 1 token for each 2 white mana you control, and trigger constellation that many times. You basically turn all your small enchantments into flickering wards.
LOL I guess I did not check far enough when I replied... I updated my decklist for the moment. I will make some hard decisions for some of the pricy cards I need to get...
Firstly, our lists are pretty focused on Daxos. It takes enough support and buildup to make him useful that any subset of the list that tries to be unreliant on Daxos but also doesn't do what he wants to do will undermine his usefulness. Too much of that and the list has a split personality and probably wants a different Orzhov commander and different approach.
If Anointed Procession is winmore, then so is Rings. Those two are comparable in that Daxos's ability is the main activated ability in the deck and they'd both help produce double the tokens for less mana (although, Procession is better at that). Sometimes you need to go a bit wider with the spirits if you haven't found evasion for them. Plus there are plenty of games where creature wipes happen and you have to rebuild. It appears possibly wimore, but its result is no different in this deck than a mana doubler. People play those all the time in mana-hungry decks, as well as playing things like Parallel Lives and Doubling Season in token-based decks. But when you have constellation stuff out you know also have the enchantment equivalent of Panharmonicon.
Cloudstone Curio is an engine piece, though. It can help get more constellation activations with just enchantments. Enchantment enters the battlefield, triggers Cloudstone, you bounce another enchantment to your hand. If it's something like Act of Authority you've turned it into repeated removal. I also used it once with Reconnaissance and Land Tax. With Thoughtrender Lamia, you gouge opponent's hands. With Doomwake Giant, your opponents' creatures are likely all dead. With Skybind, you can reset every land you tapped for W to cast those cheap enchantments, bounce blockers out of the way of your spirits, etc. With Daxos out, that racks up a lot of experience counters if you're trying to close out the game, but he also becomes an instant-speed bounce to protect your enchantments from removal while advancing board state with tokens.
Edit: As Dunharrow mentions, Heliod can serve as a backup for instant-speed constellation shenanigans with the same engine pieces that Daxos takes advantage of. Haven't found myself in need of such a backup myself, but that could have to do with being able to tutor for the engine pieces that help Daxos protect himself.
I think I am close to a more balanced deck. Which cards should be replaced for stuff like Path to Exile (and how many) to optimize the deck and ensure more success? From the 2 decks mentioned earlier, I see around 4-5 such spells. I just can't decide what to cut.
You're getting there you should start seeing the deck performing better.
Blightcaster only triggers on cast, and you don't seem to have the infrastructure to machine gun casts over here reliably. As such, this isn't gonna exactly eat boards Doomwake Giant style.
You're trying to make your removal more reliable, so Banishing Light and Oblivion Ring can make way. I've found Cast Out having flash and Grasp of Fate's reach make them both perfectly runnable though.
Dauthi Embrace is cute as hell, but you don't really need it. You're not trying to sneak any particular thing through most of the time, you accrue value and drown people in stupidly big three mana bodies.
You have Spear of Heliod and Whip of Erebos listed under both artifact and enchantment, in case that's throwing your count off.
And now for some unsolicited advice! For starters, the mana base could use a slight touchup. One of the things that hampered my deck's early incarnations the most was lands coming into play tapped a lot, and an already rather slow deck would become downright glacial because of it. I'd recommend upgrading Vivid Marsh and Vivid Meadow. Take a step back and think about it - in a two colour deck, these are essentially guildgates that only tap "off-colour" three times and then deplete to a basic land. Ew. You could also consider taking out Evolving Wilds and Terramorphic Expanse, they also slow you down and you don't need THAT much fixing. I'd say you're better off running basics than these things. In case you feel like splurging on some non-basics, good options would include Nykthos, Shrine to Nyx (I'd strongly recommend this one at least), Isolated Chapel, Reflecting Pool and Vault of the Archangel. Plus, Expedition Map is nice as it gets you Sanctum and any of your other options you may want, and Wayfarer's Bauble is nice as it land ramps you. Apparently Gilded Lotus has been on the rise for years, and the days of me picking one up for two euro for my budget Tromokratis deck are way in the past, but that's also something to keep in mind when you have some spare moolah - it plays very well with the deck's fervent desire for mana, you can often follow it up the turn you play it with something cool, and it's best friends with Skybind.
Plea for Guidance, consider upgrading that to Razaketh, the Foulblooded. Somebody once told me repeatable Grim Tutor is pretty good I am pretty sure I have a 100% win rate after resolving him so far. True, the sample is not quite as big as the other back-breakers such as Skybind, Thoughtrender Lamia or True Conviction, but this guy is absolutely bonkers and you should play him if you can. A similar quick upgrade would be Story Circle into Righteous Aura. True, you do have to pay two life per activation, but it's cheaper to play and doesn't commit you to a colour. Absorb 2 from a massive swinger of a fireball or something, sounds good to me. Kirtar's Wrath, Life's Finale and Sublime Exhalation (unless you routinely play in 5+ man pods) are still kind of suboptimal, and I still think you'd get better mileage out of Rout (this one's superbeast and supercheap), Toxic Deluge and Elspeth, Sun's Champion.
Thanks Rumpy, I fined-tuned the deck again as per your latest comments. Some of the more expensive cards will be considered in the future, while other cards will have to be scavenged from other decks. So I am going to wait for the moment until I have a better idea of the new direction the deck has taken. It has been quite an undertaking, I now see how my initial build wasn't going to work. The latest iteration is still not as efficient as yours (or Lyonhaert's) but I believe it should be more resilient.
One question about Razaketh, since he has a CMC of 8, isn't it difficult to bring him online? I mean, by the time you can cast it, he may very well be dealt with before your next turn. Just curious...
I mean, I've been pouring time and money into my build since 2015, it's okay if you take a while to get there you have the Sanctum, that's a fantastic and very important piece of tech. Of the things I brought up, Nykthos, Rout and Razaketh are probably the most important, and thankfully none of them break the bank.
You see, the beauty of Razaketh is that it's not a case of play him with eight mana and pray that he lives until you untap. You do not begin your development by playing him at eight mana. You will have other things on the board, things you can chew up with him for whatever cardboard of your choice. Wrath when he hits? Aww shucks. Sac off Daxos and spirit army, untap with 5+ tutored cards, win.
One more thing I have been pondering over, several cards that were suggested require repeated life payment to activate. How do you manage this life loss, considering that very few cards in the deck allow some life gain (True Conviction being the only notable exception)? You must have played games where your life total got pretty low due to all this life payment?
Also (reading back a previous comment), I was under the impression that either Evolving Wilds and Terramorphic Expanse would work well with Sun Titan... has your play experience showed you otherwise?
I took the "bad" fetches out before I put Sun Titan in, and now run the "proper" ones. I see your point, but that is also just one card in the 99 while being quite tutor light. How likely are you to get both him and the fetches online? And by themselves, these lands are not super good. Play some games, see if you miss them, put them in, see if they hamper your development.
Yeah, I'm quite forthcoming with my life total. Apart from True Conviction, I also have Vault of the Archangel (which responds to Expedition Map, hint hint :P), and to a lesser extent Authority of the Consuls which you already have. It hasn't been a huge problem for me, really, but also I've got some tutors in the deck and most of the life loss abilities lead to card acquisition. As such, I quite often draw into a way to get the lifelink online if I need to get it online. Plus, there's the fort elements to make others harming you a bit harder for them.
Yeah, this seems like it will play pretty damn fine. Your previous version had some nice instant speed removal in Path to Exile and Utter End, where'd those go?
It's definitely not standard fare you should start with.
What do you mean, I think it should be tried as it can enable some creatures to reach opponent and trigger the sword while avoiding the creature to be blocked and die.
If you have to have evasion in the list, lyonhaert's other option (Cover of Darkness) would likely yield better results. Also you're really overthinking the whole swinging with the sword thing
It's definitely not standard fare you should start with.
What do you mean, I think it should be tried as it can enable some creatures to reach opponent and trigger the sword while avoiding the creature to be blocked and die.
If you have to have evasion in the list, lyonhaert's other option (Cover of Darkness) would likely yield better results. Also you're really overthinking the whole swinging with the sword thing
I agree, Cover would be better initially for evasion. You're not going to have the sword in play every game, so wouldn't build around it. I was giving Dauthi Embrace as an example of thinking unconventionally about evasion in WB. I have my own concerns about the experimental inclusion since it costs me precious colored mana, but I want to see if it aids politically in messing with my opponents' combat phases. It deviates from the baseline way that this approach to Daxos is built and played, so I figure you would want to get accustomed to that before any experimenting. Just like real experiments, you need a control group.
I playtested the deck quite a bit over the weekend. I pulled ahead in most games but in some instances, it got pounded into the ground. I'd say win ratio 75% of games. I have a question, what would be your top 3 picks in the very early game with a enlightened tutor? Consider that you have in hand none of the key enchantments. Please refer to my latest decklist above. In my playtesting, I often went for a land tax to ensure I had a good start.
One more thing, would you agree that Death Grasp has a place in the deck? In some games where I had Nykthos, Shrine to Nyx
or Serra's Sanctum, I would be able to generate so much mana that it would help me survive long enough to get the win (and sometimes take out an opponent).
Getting beat is just going to happen sometimes. I played this weekend and lost to RU spellslinger. Somebody who can counter your enchantments is just going to be a tough matchup.
In long-term playgroup politics, 75% is probably too much and could build Archenemy reputation (especially if you don't play other decks that lose more often to lower that percentage). If there are 4 players, winning about a quarter of them +/- is the average. Naturally, winning an above-average number of games builds that reputation. You definitely shouldn't be shooting for 100%.
Also, we generally try to avoid "pulling ahead" until late game so we don't get targeted, but reputation from winning often could still cause you to be targeted. But given your win ratio with this list so far, we could be playing against stronger opponents.
As for early choices with Enlightened Tutor, I try to save it until I know what I want since it will replace a draw. Land Tax is good if you start with some discard stuff or it looks like you're not going to make land drops. Protection for Daxos isn't bad, either, like Lightning Greaves to protect from spot removal. Card draw like Phyrexian Arena is good if you have BB (this is one I have no problem casting before Daxos). If you're up against tokens/reanimator/flicker then Authority of the Consuls could be a good early enchantment. Or you could just search for a cheap mana rock, Expedition Map, or Wayfarer's Bauble. The latter two could be really good choices if I already have other things covered already and have recursion such as Emeria Shepherd or Sun Titan in hand.
Just want to mention that these games were 1 vs. 1 only, so the 75% record is not that relevant as I will usually play 3 player games. I played against a deck featuring Kresh and another with Samut (both of which don't have much in the way of removing enchantments).
Just want to mention that these games were 1 vs. 1 only, so the 75% record is not that relevant as I will usually play 3 player games. I played against a deck featuring Kresh and another with Samut (both of which don't have much in the way of removing enchantments).
That is true, 1v1 data doesn't count toward social aspects.
Re-recommending Martyr's Cause and Attrition. They are really, really good when you've got a bunch of dudes and you can make more for 3 mana.
Martyr's Cause lets you chump block an attacker and prevent the damage from a second. It also lets you save half of your creatures from a red sweeper like Blasphemous Act, and can save you from taking any damage from things like Comet Storm. Attrition is a reusable Doom Blade.
Attrition is on my want list (also Vault of the archangel and other more expensive cards). I can see its value for sure (same as Martyr's Cause). My only worry though is that these cards are rather useless when I have nothing or very few creatures in play. I am sure you are right, but so far I notice that the deck takes many turns before I develop some form of presence creaturewise. I am also a bit on the fence about Attrition's limitation with black creatures. In my group, a majority of decks involve black, so I am a bit reluctant at the moment and will wait a bit to see how the current iteration handles itself. Thanks for the suggestions!
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If Anointed Procession is winmore, then so is Rings. Those two are comparable in that Daxos's ability is the main activated ability in the deck and they'd both help produce double the tokens for less mana (although, Procession is better at that). Sometimes you need to go a bit wider with the spirits if you haven't found evasion for them. Plus there are plenty of games where creature wipes happen and you have to rebuild. It appears possibly wimore, but its result is no different in this deck than a mana doubler. People play those all the time in mana-hungry decks, as well as playing things like Parallel Lives and Doubling Season in token-based decks. But when you have constellation stuff out you know also have the enchantment equivalent of Panharmonicon.
Cloudstone Curio is an engine piece, though. It can help get more constellation activations with just enchantments. Enchantment enters the battlefield, triggers Cloudstone, you bounce another enchantment to your hand. If it's something like Act of Authority you've turned it into repeated removal. I also used it once with Reconnaissance and Land Tax. With Thoughtrender Lamia, you gouge opponent's hands. With Doomwake Giant, your opponents' creatures are likely all dead. With Skybind, you can reset every land you tapped for W to cast those cheap enchantments, bounce blockers out of the way of your spirits, etc. With Daxos out, that racks up a lot of experience counters if you're trying to close out the game, but he also becomes an instant-speed bounce to protect your enchantments from removal while advancing board state with tokens.
Edit: As Dunharrow mentions, Heliod can serve as a backup for instant-speed constellation shenanigans with the same engine pieces that Daxos takes advantage of. Haven't found myself in need of such a backup myself, but that could have to do with being able to tutor for the engine pieces that help Daxos protect himself.
old thread
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old thread
R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
http://www.essentialmagic.com/Decks/View.asp?ID=1056827
I will add it to this site when I get a few minutes.
1 Command Tower
1 Concealed Courtyard
1 Godless Shrine
1 Holdout Settlement
1 Myriad Landscape
1 New Benalia
1 Orzhov Basilica
1 Orzhov Guildgate
11 Plains
1 Scoured Barrens
11 Swamp
1 Tainted Field
1 Temple of Silence
1 Temple of the False God
1 thran quarry
1 Reflecting Pool
1 Serra's Sanctum
1 Burnished Hart
1 Ajani's Chosen
1 Blightcaster
1 Celestial Ancient
1 Daxos the Returned
1 Mesa Enchantress
1 Monk Idealist
1 Silent Sentinel
1 Sun Titan
1 Erebos, God of the Dead
1 Heliod, God of the Sun
1 Flickering Ward
1 Anointed Procession
1 Aura of Silence
1 Authority of the Consuls
1 Blind Obedience
1 Cast Out
1 Ghostly Prison
1 Gossamer Chains
1 Grasp of Fate
1 Greater Auramancy
1 Karmic Justice
1 Land Tax
1 Necropotence
1 Phyrexian Arena
1 Phyrexian Reclamation
1 Reconnaissance
1 Seal of Cleansing
1 Sigil of the Empty Throne
1 Skybind
1 Sphere of Safety
1 Story Circle
1 True Conviction
1 Underworld Connections
1 Erebos, God of the Dead
1 Heliod, God of the Sun
1 Kirtar's Wrath
1 Life's Finale
1 Mine Excavation
1 Open the Vaults
1 Plea for Guidance
1 Replenish
1 Sublime Exhalation
1 Path to Exile
1 Mortify
1 Utter End
1 Cloudstone Curio
1 Expedition Map
1 Orzhov Signet
1 Sol Ring
1 Star Compass
1 Sword of the Animist
1 Spear of Heliod
1 Whip of Erebos
Thanks for the assistance...
Blightcaster only triggers on cast, and you don't seem to have the infrastructure to machine gun casts over here reliably. As such, this isn't gonna exactly eat boards Doomwake Giant style.
You're trying to make your removal more reliable, so Banishing Light and Oblivion Ring can make way. I've found Cast Out having flash and Grasp of Fate's reach make them both perfectly runnable though.
Dauthi Embrace is cute as hell, but you don't really need it. You're not trying to sneak any particular thing through most of the time, you accrue value and drown people in stupidly big three mana bodies.
You have Spear of Heliod and Whip of Erebos listed under both artifact and enchantment, in case that's throwing your count off.
And now for some unsolicited advice! For starters, the mana base could use a slight touchup. One of the things that hampered my deck's early incarnations the most was lands coming into play tapped a lot, and an already rather slow deck would become downright glacial because of it. I'd recommend upgrading Vivid Marsh and Vivid Meadow. Take a step back and think about it - in a two colour deck, these are essentially guildgates that only tap "off-colour" three times and then deplete to a basic land. Ew. You could also consider taking out Evolving Wilds and Terramorphic Expanse, they also slow you down and you don't need THAT much fixing. I'd say you're better off running basics than these things. In case you feel like splurging on some non-basics, good options would include Nykthos, Shrine to Nyx (I'd strongly recommend this one at least), Isolated Chapel, Reflecting Pool and Vault of the Archangel. Plus, Expedition Map is nice as it gets you Sanctum and any of your other options you may want, and Wayfarer's Bauble is nice as it land ramps you. Apparently Gilded Lotus has been on the rise for years, and the days of me picking one up for two euro for my budget Tromokratis deck are way in the past, but that's also something to keep in mind when you have some spare moolah - it plays very well with the deck's fervent desire for mana, you can often follow it up the turn you play it with something cool, and it's best friends with Skybind.
Plea for Guidance, consider upgrading that to Razaketh, the Foulblooded. Somebody once told me repeatable Grim Tutor is pretty good I am pretty sure I have a 100% win rate after resolving him so far. True, the sample is not quite as big as the other back-breakers such as Skybind, Thoughtrender Lamia or True Conviction, but this guy is absolutely bonkers and you should play him if you can. A similar quick upgrade would be Story Circle into Righteous Aura. True, you do have to pay two life per activation, but it's cheaper to play and doesn't commit you to a colour. Absorb 2 from a massive swinger of a fireball or something, sounds good to me. Kirtar's Wrath, Life's Finale and Sublime Exhalation (unless you routinely play in 5+ man pods) are still kind of suboptimal, and I still think you'd get better mileage out of Rout (this one's superbeast and supercheap), Toxic Deluge and Elspeth, Sun's Champion.
One question about Razaketh, since he has a CMC of 8, isn't it difficult to bring him online? I mean, by the time you can cast it, he may very well be dealt with before your next turn. Just curious...
You see, the beauty of Razaketh is that it's not a case of play him with eight mana and pray that he lives until you untap. You do not begin your development by playing him at eight mana. You will have other things on the board, things you can chew up with him for whatever cardboard of your choice. Wrath when he hits? Aww shucks. Sac off Daxos and spirit army, untap with 5+ tutored cards, win.
One more thing I have been pondering over, several cards that were suggested require repeated life payment to activate. How do you manage this life loss, considering that very few cards in the deck allow some life gain (True Conviction being the only notable exception)? You must have played games where your life total got pretty low due to all this life payment?
Also (reading back a previous comment), I was under the impression that either Evolving Wilds and Terramorphic Expanse would work well with Sun Titan... has your play experience showed you otherwise?
Yeah, I'm quite forthcoming with my life total. Apart from True Conviction, I also have Vault of the Archangel (which responds to Expedition Map, hint hint :P), and to a lesser extent Authority of the Consuls which you already have. It hasn't been a huge problem for me, really, but also I've got some tutors in the deck and most of the life loss abilities lead to card acquisition. As such, I quite often draw into a way to get the lifelink online if I need to get it online. Plus, there's the fort elements to make others harming you a bit harder for them.
1 Caves of Koilos
1 Command Tower
1 Concealed Courtyard
1 Godless Shrine
1 Holdout Settlement
1 Myriad Landscape
1 Orzhov Basilica
1 Orzhov Guildgate
11 Plains
1 Reflecting Pool
1 Scoured Barrens
11 Swamp
1 Tainted Field
1 Temple of Silence
1 Temple of the False God
1 Thran Quarry
1 Nykthos, Shrine to Nyx
1 Serra's Sanctum
Creatures
1 Burnished Hart
1 Archetype of Courage
1 Doomwake Giant
1 Celestial Ancient
1 Daxos the Returned
1 Mesa Enchantress
1 Restoration Specialist
1 Razaketh, the Foulblooded
1 Silent Sentinel
1 Sun Titan
1 Erebos, God of the Dead
1 Heliod, God of the Sun
1 Thoughtrender Lamia
1 Cho-Manno's Blessing
1 Flickering Ward
1 Anointed Procession
1 Aura of Silence
1 Authority of the Consuls
1 Blind Obedience
1 Cast Out
1 Ghostly Prison
1 Gossamer Chains
1 Grasp of Fate
1 Greater Auramancy
1 Greed
1 Land Tax
1 Necropotence
1 Phyrexian Arena
1 Phyrexian Reclamation
1 Reconnaissance
1 Seal of Cleansing
1 Sigil of the Empty Throne
1 Skybind
1 Sphere of Safety
1 Story Circle
1 True Conviction
1 Underworld Connections
1 Spear of Heliod
1 Whip of Erebos
1 Enlightened Tutor
1 Extinguish All Hope
1 Kirtar's Wrath
1 Life's Finale
1 Mine Excavation
1 Open the Vaults
1 Plea for Guidance
1 Replenish
1 Rout
1 Death Grasp
1 Utter End
1 Path to Exile
1 Mortify
1 Vindicate
Artifacts
1 Cloudstone Curio
1 Expedition Map
1 Gilded Lotus
1 Chromatic Lantern
1 Sol Ring
1 Star Compass
1 Sword of the Animist
old thread
old thread
old thread
R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
What do you mean, I think it should be tried as it can enable some creatures to reach opponent and trigger the sword while avoiding the creature to be blocked and die.
old thread
old thread
old thread
R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
I playtested the deck quite a bit over the weekend. I pulled ahead in most games but in some instances, it got pounded into the ground. I'd say win ratio 75% of games. I have a question, what would be your top 3 picks in the very early game with a enlightened tutor? Consider that you have in hand none of the key enchantments. Please refer to my latest decklist above. In my playtesting, I often went for a land tax to ensure I had a good start.
One more thing, would you agree that Death Grasp has a place in the deck? In some games where I had Nykthos, Shrine to Nyx
or Serra's Sanctum, I would be able to generate so much mana that it would help me survive long enough to get the win (and sometimes take out an opponent).
Thanks
In long-term playgroup politics, 75% is probably too much and could build Archenemy reputation (especially if you don't play other decks that lose more often to lower that percentage). If there are 4 players, winning about a quarter of them +/- is the average. Naturally, winning an above-average number of games builds that reputation. You definitely shouldn't be shooting for 100%.
Also, we generally try to avoid "pulling ahead" until late game so we don't get targeted, but reputation from winning often could still cause you to be targeted. But given your win ratio with this list so far, we could be playing against stronger opponents.
As for early choices with Enlightened Tutor, I try to save it until I know what I want since it will replace a draw. Land Tax is good if you start with some discard stuff or it looks like you're not going to make land drops. Protection for Daxos isn't bad, either, like Lightning Greaves to protect from spot removal. Card draw like Phyrexian Arena is good if you have BB (this is one I have no problem casting before Daxos). If you're up against tokens/reanimator/flicker then Authority of the Consuls could be a good early enchantment. Or you could just search for a cheap mana rock, Expedition Map, or Wayfarer's Bauble. The latter two could be really good choices if I already have other things covered already and have recursion such as Emeria Shepherd or Sun Titan in hand.
old thread
old thread
old thread
R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
old thread
old thread
old thread
R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
1 Caves of Koilos
1 Command Tower
1 Concealed Courtyard
1 Godless Shrine
1 Holdout Settlement
1 Myriad Landscape
1 Orzhov Basilica
1 Orzhov Guildgate
11 Plains
1 Reflecting Pool
1 Scoured Barrens
11 Swamp
1 Tainted Field
1 Temple of Silence
1 Temple of the False God
1 Thran Quarry
1 Nykthos, Shrine to Nyx
1 Serra's Sanctum
Creatures
1 Burnished Hart
1 Agent of Erebos
1 Archetype of Courage
1 Doomwake Giant
1 Celestial Ancient
1 Daxos the Returned
1 Mesa Enchantress
1 Restoration Specialist
1 Razaketh, the Foulblooded
1 Silent Sentinel
1 Sun Titan
1 Erebos, God of the Dead
1 Heliod, God of the Sun
1 Thoughtrender Lamia
1 Cho-Manno's Blessing
1 Flickering Ward
1 Anointed Procession
1 Aura of Silence
1 Authority of the Consuls
1 Blind Obedience
1 Cast Out
1 Ghostly Prison
1 Gossamer Chains
1 Grasp of Fate
1 Greater Auramancy
1 Greed
1 Land Tax
1 Necropotence
1 Phyrexian Arena
1 Phyrexian Reclamation
1 Reconnaissance
1 Seal of Cleansing
1 Sigil of the Empty Throne
1 Skybind
1 Sphere of Safety
1 Story Circle
1 True Conviction
1 Underworld Connections
1 Spear of Heliod
1 Whip of Erebos
1 Enlightened Tutor
1 Extinguish All Hope
1 Kirtar's Wrath
1 Life's Finale
1 Mine Excavation
1 Open the Vaults
1 Diabolic Tutor
1 Replenish
1 Rout
1 Death Grasp
1 Utter End
1 Path to Exile
1 Mortify
1 Vindicate
Artifacts
1 Chromatic Lantern
1 Cloudstone Curio
1 Expedition Map
1 Gilded Lotus
1 Lightning Greaves
1 Sol Ring
1 Star Compass
1 Sword of the Animist
Martyr's Cause lets you chump block an attacker and prevent the damage from a second. It also lets you save half of your creatures from a red sweeper like Blasphemous Act, and can save you from taking any damage from things like Comet Storm. Attrition is a reusable Doom Blade.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)