A few of the group at the store were impressed. One said slowly, to himself, "You've made an EDH legal version of Four Horsemen." The owner liked it, too, because he's a fan of cornball garbage like this.
I built the deck to do three things without any plan getting very much in the way of the others.
A) The Man Plan. Use Sidisi incrementally and make 2/2 tokens that get buffs from the lords in the deck. Simple and straightforward. Protect your small army with counterspells, use removal on threats, and play a sort of boring game.
B} Reanimator. Bury some targets by any means (discard, search, self mill, etc) and get a threat onto the board. Jin-Gits is a good start, usually.
c} Combo. This is the first thing I thought of when I started thinking about Sidisi's ability. She doesn't trigger on each creature, just on each activiation if there is a creature. So, I wondered how I could mill very specific amounts of cards. Naturally, I thought of Basalt Monolith and Mesmeric Orb. Sometimes, jamming Orb is enough for a game (potential Zombie for each permanent getting untapped), but Basalt Monolith makes it infinite. Vigor and Guile shuffle themselves back each time for arbitrary numbers of tokens. Then you have options. Unmake the Graves and Endless Obedience are now free to cast, so they can pick up a wincon (Gempalm Polluter or Viscera Seer + Diregraf Captain) or they can get a lethal fatty (Craterhoof Behemoth and maybe Sidisi doesn't have summoning sickness for two kills). Dread Return works if you didn't have either of those in your hand or no mana to play them.
Argivian Restoration and Academy Ruins (and Crucible of Worlds for the Academy) gets the combo back if you mill it yourself. The best part of the combo is that you really only need two cards: Monlith and Orb. You have your general, already, so I take her for granted. The rest shows up in the bin when you get going, so you don't have to search for them.
So it's not optimized, I feel a few cards choices are kinda weird, and the lands need work, but it's a list. One of my favorite, so far.
The monolith uses the mana generated from tapping it to untap itself, for a net mana gain of 0, but every untap triggers the orb, milling yourself an infinite amount of times.
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Manplan:
1 Diregraf Captain
1 Undead Warchief
1 Death Baron
1 Lord of the Undead
1 Cemetery Reaper
1 Gempalm Polluter
The Combo:
1 Basalt Monolith
1 Mesmeric Orb
1 Guile
1 Vigor
Search and Draw:
1 Drift of Phantasams
1 Demonic Tutor
1 Shred Memory
1 Forbidden Alchemy
1 Sylvan Library
1 Brainstorm
1 Life from the Loam
Mana:
1 Sol Ring
1 Sakura-Tribe Elder
1 Birds of Paradise
1 Chromantic Lantern
1 Wood Elves
1 Crucible of Worlds
Counterspells:
1 Counterspell
1 Dissipate
1 Forbid
1 Hinder
1 Rewind
1 Dissolve
1 Faerie Trickery
1 Terastodon
1 Far/Away
1 Ashes to Ashes
1 Putrefy
1 Maelstrom Pulse
1 Doom Blade
1 Mutilate
1 Krosan Grip
1 Nihil Spellbom
1 Tormod's Crypt
Discard and Sac outlets:
1 Viscera Seer
1 Attunment
1 Carrion Feeder
1 Zombie Infestation
Graveyard Plan:
1 Wonder
1 Argivian Restoration
1 Stitch Together
1 Life/Death
1 Dread Return
1 Reanimate
1 Beacon of Unrest
1 Exhume
1 Living Death
1 Unmake the Graves
1 Craterhoof Behemoth
1 Nyx Weaver
1 Eternal Witness
1 Buried Alive
1 Endless Obedience
1 Sheoldred, Whispering One
1 Jin-Gitaxias, Core Augur
1 Blasted Landscape
1 Polluted Mire
1 Lonely Sandbar
1 Barren Moor
1 Tranquil Thicket
1 Slippery Karst
1 Cephalid Coliseum
1 Academy Ruins
1 Bojuka Bog
1 Urborg, Tomb of Yawgmoth
1 Polluted Delta
1 Reflecting Pool
1 Command Tower
1 Drowned Catacomb
1 Underground River
1 Flooded Grove
1 Breeding Pool
1 Yavimaya Coast
1 Hinterland Harbor
1 Llanowar Wastes
1 Overgrown Tomb
1 Tainted Wood
1 Woodland Cemetery
7 Swamp
4 Forest
4 Island
I built the deck to do three things without any plan getting very much in the way of the others.
A) The Man Plan. Use Sidisi incrementally and make 2/2 tokens that get buffs from the lords in the deck. Simple and straightforward. Protect your small army with counterspells, use removal on threats, and play a sort of boring game.
B} Reanimator. Bury some targets by any means (discard, search, self mill, etc) and get a threat onto the board. Jin-Gits is a good start, usually.
c} Combo. This is the first thing I thought of when I started thinking about Sidisi's ability. She doesn't trigger on each creature, just on each activiation if there is a creature. So, I wondered how I could mill very specific amounts of cards. Naturally, I thought of Basalt Monolith and Mesmeric Orb. Sometimes, jamming Orb is enough for a game (potential Zombie for each permanent getting untapped), but Basalt Monolith makes it infinite. Vigor and Guile shuffle themselves back each time for arbitrary numbers of tokens. Then you have options. Unmake the Graves and Endless Obedience are now free to cast, so they can pick up a wincon (Gempalm Polluter or Viscera Seer + Diregraf Captain) or they can get a lethal fatty (Craterhoof Behemoth and maybe Sidisi doesn't have summoning sickness for two kills). Dread Return works if you didn't have either of those in your hand or no mana to play them.
Argivian Restoration and Academy Ruins (and Crucible of Worlds for the Academy) gets the combo back if you mill it yourself. The best part of the combo is that you really only need two cards: Monlith and Orb. You have your general, already, so I take her for granted. The rest shows up in the bin when you get going, so you don't have to search for them.
So it's not optimized, I feel a few cards choices are kinda weird, and the lands need work, but it's a list. One of my favorite, so far.
BGWKarador, Night of the Wood God
UBRMarchesa, The Black Rose
BRGProssh, Suicide Crew