This is my Numot, the Devastator Good Stuff/Pillow Fort multiplayer deck. It combines three strengths of RWU: big flying creatures, efficient control spells, and good defensive permanents. With this deck I like to play defensively, work the politics of the table, and then secure victory with powerful late game cards. Currently, it runs 23 creatures (including the commander), 37 noncreature spells, and 40 lands.
General Strategy: The strategy of this deck is pretty straightforward. Early game, I play my mana acceleration artifacts and pillow fort spells. Mid-game, I play my utility creatures and equipment and use my removal, theft, and draw spells to defend myself. It's important to note that nearly all my removal, theft, and draw spells are instant-speed, to compliment my defensive and political strategy. Late game, I play my big creatures, like Akroma, Angel of Wrath or Stormtide Leviathan, and spells, like Insurrection or Blatant Thievery, and try to win.
Deck Tech: Compulsion: This gives all the other cards in my deck cycling for 1U. That's a great way to dump land and mana artifacts I no longer need. Crystal Ball: Poor man's Sensei's Divining Top. I think it's actually better than the Top, because scrying allows me to dump useless cards and dig deeper into my deck. Tower of Calamities: Repeatable, colorless, 12 damage is pretty nasty. Run it; people will learn to fear the Tower. Chimeric Mass: A lot of players rely on manlands to survive mass removal. This guy may cost mana to play, but his activation is cheaper and his body is bigger.
This deck is a work-in-progress, so suggestions are welcome! I will update the list as I make changes.
I haven't settled on anything yet, but am thinking about additionally cutting Disenchant and Radiant's Judgment, and maybe Tower of Calamities, to make room for either more creatures, counter spells, or graveyard hate. After that, I may reduce the basic land count.
Are you having issues with colored mana? If you are, it's understandable, as my Zedruu deck does on occasion. That being said, I'm really not too keen on Prophetic Prism. It doesn't really do that much aside from color fixing and cantripping. I feel like there's a better card for that slot. If you like the Aven Mindcensor, have you considered Stranglehold? It's red, costs one more, but it's an enchantment and more difficult to remove, with a stronger effect.
If you want draw, you could give Mind's Eye a shot. It's a bit slow with a high cmc, but it seems efficient enough. If you want another straight-up blue draw spell, maybe look at Concentrate or Tidings?
Thanks for the suggestions! I added Prophetic Prism because it color-fixes without losing card advantage. Some games it's handy, others it's not. I'll probably cut it. As for the Aven Mindcensor, there are no combo decks in my gaming group (and not even a lot of tutors, other than land-searching), so the 2/1 flying body is usually more useful than the ability! I'll probably cut this as well.
Here are the most recent changes:
OUT: Sphinx of Magosi
IN: Sphinx of Uthuun (Magosi is pretty mana/color intensive. I'll give Uthuun a shot, since it was recommended.)
IN: Crystal Ball (Nice repeatable scry. A "poor man's Divining Top" and maybe even better.)
As for future additions, what do you guys think about Rhystic Study? I'd want to use it for the draw more than the tax. Also, are there any strong cards that synergize with Numot, the Devastator (other than mass land destruction, which I don't think is fun)?
I recommend Kazuul highly, as well as Collective Restraint as that will cost 3 instead of 2 like all the other enchantments. Soul Snare is pretty limited as a one-off, where these other enchantments last.
Soul Snare is pretty limited as a one-off, where these other enchantments last.
What I personally like about Soul Snare is that your opponent fully know it's coming. A player may be willing to pay a few mana to attack you, but how willing will they be knowing that their biggest creature is going to get exiled?
I've always loved damage deflection spells. This one is the best, being able to protect multiple targets (including planeswalkers). Mimic Vat sometimes made me too much of a threat, hurting my pillow fort strategy, so it's out.