wait it seems like everyone's hung up on the taxing counter part. That's not the cool bit; the cool bit is obviously the instant-speed discard effect!
Like, for seriousies, instant-speed discard effects are awesome. there's a reason why the vast majority of them are sorcery speed! If i understood this card correct, even if the opponent pays the tax, they still have to discard, right?
That being said, i've not run (or seen) this yet. I might add that in to my talrand build at some point. Seems quite ok, and gains me +0.35 tempo (i stop a thing, he loses 2 cards, i lose 1, board state doesn't change).
wait it seems like everyone's hung up on the taxing counter part. That's not the cool bit; the cool bit is obviously the instant-speed discard effect!
Like, for seriousies, instant-speed discard effects are awesome. there's a reason why the vast majority of them are sorcery speed! If i understood this card correct, even if the opponent pays the tax, they still have to discard, right?
That being said, i've not run (or seen) this yet. I might add that in to my talrand build at some point. Seems quite ok, and gains me +0.35 tempo (i stop a thing, he loses 2 cards, i lose 1, board state doesn't change).
Instant speed discard is good when you can rip a card out of a hand specifically during your opponent's draw step, before the card can be used when the hand was previously empty. Attaching this effect to a counterspell restricts it to being used in any way other than that, functionally making it just as fair as any sorcery speed discard you might have; a value effect rather than a mean one.
For a taxing counterspell to be worth playing in this format, it has to be pretty mana efficient and actually put a decent cost on the spell. Basically, Spell Pierce and Mana Leak, and even then, the former is somewhat meta dependent. This is expensive and only taxes for 1. If you got to chose what they discarded, or it was at least random, it might be borderline playable, but as it is, you'll get to odd gotcha moment where it counters a spell and makes them discard something strong, but more often than not, it'll be a dead card, and even when you do get to counter something, the discard won't be particularly good.
For rhystic counters, I would add Daze, Force Spike, and Mana Tithe. Daze is especially useful because if you're in a deck where you run a lot of rhystic counters (e.g., one where Winter Orb is a thing), it works as a one-shot Quirion Ranger as well. Brine Seer and the spiketails (especially Spiketail Hatchling because both Sun Titan and Reveillark exist; Wizard Replica is nice for the same reason) are also pretty nice. Disruptive Student and Patron Wizard play the same role as a repeatable rhystic counter, and cost nothing to activate. And Temur Charm is a charm, which can also be removal or basically give all attacking creatures daunt 3.
There are also corner-case ones, e.g. my Breya uses Override, or merfolk tribal can use Lullmage Mentor. Zegana uses Spell Rupture. And monoblue always considers Spell Syphon. (Patron Wizard is also probably something you wouldn't be running in your Child of Alara deck any time soon.)
So, actually, there are a lot of playable rhystic counters. Probably not going to put them all in one deck. Hell, going through Gatherer reading the comments on Logic Knot made me realize just how much stronger Counterspell is than modern counters.
For this card, though? Not so much. It's a discard spell, albeit an instant speed one, with a Force Spike attached to it, though that Force Spike means you don't "really" get to choose who discards and when. But if you have your opponents' mana monopolized like that, this type of discard, with card parity rather than advantage (unlike, say, Hymn to Tourach), and it's not a Duress-type effect (i.e., look at opp's hand and choose a card) or forcing everyone to discard or repeatable. So, it has nothing that makes discard good, much less playable when you're already playing a deck that kinda goes against discard? (Winter Orb-style prison decks generally don't worry about opponents' hands so long as they can keep all those lands tapped down.)
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
effectively ubblockable and able to dodge removal, its not terrible, but its also not of much use in this format. Voltron generally wants to suit up the commander, and it only plays well with cheap equip costs anyway. And though it dodges removal, putting itself on top of your library is the worst way to do it. It was OK in limited, held back by all the other shadow creatures making it blockable, but pretty bad in commander.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Blue getting mass recursion is about as much nonsense as the name of this card.
If you bring me something in your uncle's lab, I can make it so summer never ends.
At this point, I assume blue's section of the color pie is omnipotence.
Private Mod Note
():
Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Blue getting mass recursion is about as much nonsense as the name of this card.
Blue had cards that create token copies of creatures, and they also exile cards from grave, such as Back from the Brink.
And, from time to time each color pie does things outside of their zone, as long as the flavor fits and cost a lot higher, i.e., Phyrexian Tribute. Compare to Entreat the Dead, I think Hour is fine.
Blue zombies has been a thing for a while so it seems reasonable pie wise. The color pie is more what you might call guidelines anyway.
Sad to think that threats are so strong that this is a bad card. 5 mana for a single 4/4?? 7 mana for 2? Get out of here and bring me my barely playable Entreat the Angels.
Blue has card that put creatures on the top of the library. Blue can mill, so:
"Not Murder"1UU
Instant
Put target creature on top of its owner's library. That player puts the first card of his library into the graveyard.
Realy maro has said that he's gonna do an article talking about every colors' weaknesses. I think the blue part will only be "blue can't deal direct damage".
Actually Blue's had Psionic Blast, Psychic Purge, and dozens of pingers for ages. I think Blue's major weakness is that every other color hates blue most of all.
Acorn Catapult is a decent card that features a good bit of versatility. Can ping tiny utility creatures dead, and can make token blockers for big scary ones, like a psuedo-Forcefield. Shows it's worth in multiplayer, where people will attack each other with squirrels just so that you'll give them more of them. It's just a problem when you've given someone three squirrels and they toss down a Skullclamp. Oops!
Blue had cards that create token copies of creatures, and they also exile cards from grave, such as Back from the Brink.
Blue has card that put creatures on the top of the library. Blue can mill, so:
"Not Murder"1UU
Instant
Put target creature on top of its owner's library. That player puts the first card of his library into the graveyard.
Realy maro has said that he's gonna do an article talking about every colors' weaknesses. I think the blue part will only be "blue can't deal direct damage".
This is what becomes a functional break, similar to Turn/Burn being unallowed as a break in retrospect.
Blue has card that put creatures on the top of the library. Blue can mill, so:
"Not Murder"1UU
Instant
Put target creature on top of its owner's library. That player puts the first card of his library into the graveyard.
Realy maro has said that he's gonna do an article talking about every colors' weaknesses. I think the blue part will only be "blue can't deal direct damage".
Actually Blue's had Psionic Blast, Psychic Purge, and dozens of pingers for ages. I think Blue's major weakness is that every other color hates blue most of all.
Acorn Catapult is a decent card that features a good bit of versatility. Can ping tiny utility creatures dead, and can make token blockers for big scary ones, like a psuedo-Forcefield. Shows it's worth in multiplayer, where people will attack each other with squirrels just so that you'll give them more of them. It's just a problem when you've given someone three squirrels and they toss down a Skullclamp. Oops!
Direct damage indeed used to be part of blue's color pie, but not anymore. Psychic Purge is really old, and Time Spiral is full of breaks even though it was wrong in regards to color pie at the time, allowing both new cards and reprints that broke the modern pie.
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Like, for seriousies, instant-speed discard effects are awesome. there's a reason why the vast majority of them are sorcery speed! If i understood this card correct, even if the opponent pays the tax, they still have to discard, right?
That being said, i've not run (or seen) this yet. I might add that in to my talrand build at some point. Seems quite ok, and gains me +0.35 tempo (i stop a thing, he loses 2 cards, i lose 1, board state doesn't change).
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
Instant speed discard is good when you can rip a card out of a hand specifically during your opponent's draw step, before the card can be used when the hand was previously empty. Attaching this effect to a counterspell restricts it to being used in any way other than that, functionally making it just as fair as any sorcery speed discard you might have; a value effect rather than a mean one.
For rhystic counters, I would add Daze, Force Spike, and Mana Tithe. Daze is especially useful because if you're in a deck where you run a lot of rhystic counters (e.g., one where Winter Orb is a thing), it works as a one-shot Quirion Ranger as well. Brine Seer and the spiketails (especially Spiketail Hatchling because both Sun Titan and Reveillark exist; Wizard Replica is nice for the same reason) are also pretty nice. Disruptive Student and Patron Wizard play the same role as a repeatable rhystic counter, and cost nothing to activate. And Temur Charm is a charm, which can also be removal or basically give all attacking creatures daunt 3.
There are also corner-case ones, e.g. my Breya uses Override, or merfolk tribal can use Lullmage Mentor. Zegana uses Spell Rupture. And monoblue always considers Spell Syphon. (Patron Wizard is also probably something you wouldn't be running in your Child of Alara deck any time soon.)
So, actually, there are a lot of playable rhystic counters. Probably not going to put them all in one deck. Hell, going through Gatherer reading the comments on Logic Knot made me realize just how much stronger Counterspell is than modern counters.
For this card, though? Not so much. It's a discard spell, albeit an instant speed one, with a Force Spike attached to it, though that Force Spike means you don't "really" get to choose who discards and when. But if you have your opponents' mana monopolized like that, this type of discard, with card parity rather than advantage (unlike, say, Hymn to Tourach), and it's not a Duress-type effect (i.e., look at opp's hand and choose a card) or forcing everyone to discard or repeatable. So, it has nothing that makes discard good, much less playable when you're already playing a deck that kinda goes against discard? (Winter Orb-style prison decks generally don't worry about opponents' hands so long as they can keep all those lands tapped down.)
On phasing:
I got it! You use this to trigger Aid from the Cowl every turn.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
That's all I got.
On phasing:
Blue getting mass recursion is about as much nonsense as the name of this card.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
If you bring me something in your uncle's lab, I can make it so summer never ends.
At this point, I assume blue's section of the color pie is omnipotence.
On phasing:
Blue had cards that create token copies of creatures, and they also exile cards from grave, such as Back from the Brink.
And, from time to time each color pie does things outside of their zone, as long as the flavor fits and cost a lot higher, i.e., Phyrexian Tribute. Compare to Entreat the Dead, I think Hour is fine.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
When recruiting squirrels, you probably don't need to throw acorns at yourself, but it seems to help.
Sad to think that threats are so strong that this is a bad card. 5 mana for a single 4/4?? 7 mana for 2? Get out of here and bring me my barely playable Entreat the Angels.
Actually Blue's had Psionic Blast, Psychic Purge, and dozens of pingers for ages. I think Blue's major weakness is that every other color hates blue most of all.
Acorn Catapult is a decent card that features a good bit of versatility. Can ping tiny utility creatures dead, and can make token blockers for big scary ones, like a psuedo-Forcefield. Shows it's worth in multiplayer, where people will attack each other with squirrels just so that you'll give them more of them. It's just a problem when you've given someone three squirrels and they toss down a Skullclamp. Oops!
This is what becomes a functional break, similar to Turn/Burn being unallowed as a break in retrospect.
Direct damage indeed used to be part of blue's color pie, but not anymore. Psychic Purge is really old, and Time Spiral is full of breaks even though it was wrong in regards to color pie at the time, allowing both new cards and reprints that broke the modern pie.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Blue (and green) sometimes get the zombie creature type, but that's not the same thing as reanimation.
Proof against that!
Ignore Law BR
Instant
Destroy target enchantment.
Gideon was flabbergasted by what Chandra suggested they do to the Boros Legion.
Anyway, Acorn Catapult is what you need when you want to screw over opponents in some way. Burning Sands and Night of Souls' Betrayal is downright lulzy.
On phasing:
Question of the day: how many mistakes do you think I made trying to spell that correctly?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
How often do you actually need to get back that many cards?
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers