I havent seen Boonweaver run AN yet, and honestly as of right now the only decks I'm worried about are those that run it. Well that and hardcore stax builds that at this point feel like theyre just tacking an extra 10-15 turns on the game.
Do either of you have a link to one of these Derevi stax decks you have mentioned? What I have so far from Derevi in my meta has not been all that impressive.
Yeah, I'm trying to put more control and disruption into my list. I'm really interested in the Zur's landbase. 4 less than me and High Tide could very well fit in as well. I'm back to the drawing boards for sure, which is beyond exciting because this deck hasn't seen more than a one or two card change in about a year and a half.
Edit: wait, artifact lands. scratch the high tide thing.
Thank you guys for responding so quick. Ajacobik, I did not see Copy Artifact listed with your combo set.
Speaking of you, Welgo, Moxnix, Swift2210 and Skuloth it has been my experience that the mtg edh experts are incredibly knowledgeable, diligent, kind and offer great insight.
I took my decklist to FNM this past Friday and I noticed that having a backup combo is important. In my second pod, I was targeted with a lot of Sharuum combo hate. I won the game by going infinite with Thropter-Sword.
This indicates that as we work on optimizing Sharuum, we need to not make it so singular that it becomes easily hated out. If we can keep a bit of diversity in our win conditions, our deck will be able to maintain some resiliency.
I personally have had opposite results. It's probably a meta call, but I haven't needed to use a back up in forever. At the good tables, you only play around when Rest in Peace hits or if there's a Tormod's Crypt in play. I've been able to play around keeping pieces in hand til I can do everything in one turn. I really can't say what's best though, it's only recently I've wanted to cut them. Dropping some lands and the 4 slots I have for Sieve combos would let me add in the control I lack in comparison to the other decks. The only one I lose to outside of flukes or dead draws/Narset god hands plays a lot more control than me. I want to at least try tunneling gravestorm before calling it off.
I think Utter End may be the better cut, I like Vindicate just because the LD is pretty relevant. Is the instant speed of disenchant relevant? I've been debating Chain of Vapor because as of right now, only my two cmc rocks would set me behind mana if they were bounced. But, there is that one sorcery speed nonland bounce for U. I just really think shooting for one cmc if we can is the way to go.
Also, thoughts on eggs? I grabbed a foil Darkwater Egg today when I was grabbing stuff at PAX East. I really don't think they work all that well without something like Nihil Spellbomb..but I'd sure like to hear what everyone thinks about them
I forgot Copy Artifact and Blasting Station. As I told you, I've been playing Teferi exclusively for a few weeks and haven't even seen my Esper duals in months.
With the recent mention of the power of doomsday decks, I wanted to point out another aspect of those decks. While doomsday is a very powerful card, it also requires a LOT of skill to effectively use. Making the correct doomsday stack is one of the hardest things to do right in magic. This means that the Doomsday decks have a human factor involved in them if you were to analyze them in a broader scope.
This means that the potential power of these Doomsday decks is only fully realized by an expert and experienced pilot. Lesser pilots are more prone to making mistakes and and wrong doomsday stack for the current situation and game state. You can't just net-deck a doomsday deck and expert to perform the same as someone who is practiced in it.
I just wanted to point this out and make sure we do not forget about this factor. Magic decks don't play them selves. If we include the person behind the spells, we may be able to perform a more holistic and generalized analysis of a decks power level and the current meta.
I'm in a position to assume anyone running it knows what they're doing. My Zur player may not be a master at it, be he sure understands the function of it overall so that it's as threatening as my deck when you know its at the table. Plus, I don't think it's too smart to count on/factor in something that goes away when people learn about something.
What was pointed out by kaolbrec actually. I could never really use it and the end of turn, and in a sense was like Mirrorpool, where I would have to wait a rotation to win. Off the top of my head, I can't even think of any loops I could jump through where discarding could loop a combo.
I haven't tested w/o combo pieces yet, but from what I gathered from PAX east when i saw my meta, it was more of a racing game than it's ever been with competitive decks. Zur rarely gets Rest in Peace, which hasn't been the worst thing in the world, but its regular appearance was the only thing that held me up. The few times I won with Meekfoundry was because I just played around it. Now more than ever it sounds like cutting for control and draw is what I have to do. If anything, Pull from Eternity looks like it'd come in as a pseudo combo piece if that kind of effect is needed.
Since shops in Vintage got kicked in the junk, I've been playing more EDH. I've made more changes to the list with improved results. We've only ayes 3-4 man games recently due to player availability mid week, but the deck has combo's off more in these last 8 games than in the last 12 months. I'll post more about it at work, and share my feelings on the slots when I get in.
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Blue: teaching Magic players manners since 1995
Shops: Teaching blue players manners since 2009
Since shops in Vintage got kicked in the junk, I've been playing more EDH. I've made more changes to the list with improved results. We've only ayes 3-4 man games recently due to player availability mid week, but the deck has combo's off more in these last 8 games than in the last 12 months. I'll post more about it at work, and share my feelings on the slots when I get in.
Do you have an updated list you are willing to share? Due to the new mulligan rules, my Wanderer deck is not as good as it used to be so I am thinking about making Sharuum again, though my luck has been very poor with trinkets.
Work was crazy busy. I'm looking for the tablet to post my list (as my phone is an edge and goes psycho with my big hands). I'll be posting it in a few minutes... just got home.
Here is my current list (still a work in progress)
Spells - 64
Artifact Creatures (10)
(XX) Hangerback Walker*
(4) Phyrexian Metamorph
(5) Kudoltha Forgemaster
(5) Karn, Silver Golem
(6) Sharuum the Hegemon
(6) Duplicant
(7) Magister Sphinx
(7) Myr Battlephere
(7) Sandstone Oracle*
(8) Sphinx of the Steel Wind
Creature - 1
(6) Sun Titan*
Mana Rocks - 14
(-) Lotus Bloom
(0) Lion's eye Diamond
(0) Mana Crypt
(0) Mox Opal
(0) Mox Diamond
(1) Mana Vault
(1) Sol Ring
(2) Grim Monolith
(2) Dimir Signet
(2) Azorius Signet
(3) Basalt Monolith*
(3) Chromatic Lantern
(3) Darksteel Ingot
(5) Gilded Lotus
Utility Artifacts - 19
(1) Altar of the Brood
(1) Aether Spellbomb
(1) Dispeller's Capsule
(1) Elixer of Immortality
(1) Executioner's Capsule
(1) Nihil Spellbomb
(1) Sensei's Divining Top
(1) Voyager's Staff
(2) Sword of The Meek
(2) Thopter Foundry
(2) Time Sieve
(3) Crucible of Worlds
(3) Rings of Brighthearth
(3) Sculpting Steel
(4) Clock of Omens
(4) Tawnos's Coffin
(5) Memory Jar
(5) Mind's Eye
(6) Salvaging Station
Enchantments - 2
(2) Artificer's Intuition
(4) Leyline of the Void*
Mana Acceleration - 5
Ancient Tomb
City of Traitors
Crystal Vein
Gemstone Cavern
Mishra's Workshop
Artifact Lands - 4
Ancient Den
Darksteel Citadel
Seat of the Synod
Vault of Whispers
Rainbow Lands** - 5
City of Brass
Command Tower
Glimmervoid
Mana Confluence
Reflecting Pool
Mana Fixing - 4
Fetid Heath
Mystic Gate
Sunken Ruins
Urborg, Tomb of Yawgmoth
Utility Lands - 9
Academy Ruins
Bazaar of Baghdad
Buried Ruin
Cavern of Souls
Cephalid Coliseum
Inkmoth Nexus
Mirrorpool*
Strip Mine
Wasteland
*denotes new cards in the list for testing
A few notes:
Mirrorpool is simultaneously the best and worst utility land in the deck. When you drop it turn 1, the "comes into play tapped" clause doesnt hurt as bad. When you need to topdeck just one more mana and you topdeck this, you'll fling the deck across the room. It's best utility is in the subtlety of its uses. Yes you can combo off with Sharuum and this land, but being able to copy an expended Myr Battlesphere to Sieve an extra turn, using Metamorph and Mirrorpool to double up on copies of opposing creatures, using it as a 5 mana Sculpting Steel with Karn, or just a typical value play
Sun Titan is better in this list than he was a few years ago. Its nice to have something that doesnt die to Aura Shards, that can bring back pieces and lands. I like the interaction between this guy and mirrorpool. He's good butnot amazing but he does help recur things in a pinch.
Leyline / Altar of the Brood is the new go-to infi in the deck. EDH has become an arms race with all the redardedness that has seen print over the last fez years while Sharuum decks have gotten much of nothing. Altar is more easily tutorable, can mess with opponent's lines of play (like forcing them to not play their top deck tutors while you have a fetch or thopter foundry available) It makes Nihil Spellbomb more of a priority to land in play. Leyline punishes greedy graveyard based decks, which also happen to be the decks where their recursive engines wreck Sharuum by taking itapat piece by piece. Leyline also has the benefit to be relevant on turn 0at times. I havent had issues of Eldrazi reshuffles, as you just crypt them in response to the trigger. With that said, i wish i had space for crypt itself. I don't
Ugin is just so much better than Karn Liberated. He does cost one more, but the ability to Deed the table into exile while yours remains intact is huge. The plus ability to bolt the table is also relevant for cleaning up the board or picking off low-hanging fruit.
Basalt is in there as a lotus petal replacement and as a possible infinite to be used with foundry and Hangerback Walker which are great mana sinks. With infinite mana it is possible to net infinite untaps with the right pieces on the table... Just create more lines of play to exploit. Not untapping hasn't been that bad, as ive come into turns that im digging for the right kind of gas or a line of play, and i have the mana top untap at the endstep right befire i take a turn. Itis also a chance that was made because im using the next card.
Clock of Omens just does dumb things. While i think the card is cheesy beyond hell, it does bring the power level of the deck up significantly. It interacts well with rings, and allows for interactions that get exponentially larger as you cycle through them. On Sunday, it allowed me to make infinite thopters with Sword of the 'eek and mana vault (with the Sword coming in untapped, just like the token, netting me 2 untapped tokens per cycle). Its a great way to get from 4 to 8 for Ugin and sphinxes, and allows me to bank turns with Sieve to respond to extra turn effects.
Hangerback Walker really hnst been that impressive. Its addition comes from needing a scalable threat I can search out with Artificer's Intuition. It gets somewhat better with other engines, but its primary use is to jumpstart certain engines in the deck, and act as a fat ass for defense.
Cyclonic Rift is hete because it really is an offensive card. When Behind, it breaks up plays and stabilizes the table. When ahead, it just wins games. Also works really well with Memory Jar and Sandstone Oracle.
Sandstone Oracle is a card that is a win more. I like the fact its the right creature type for our Caverns. The other day, i finally got in enough reps with it to see that it can function under hand parity, but it is something you have to coax it to do. By mindful spell casting, meticulous Bazaar activations, and blinking at the right times, you can chew through enough of your deck to get what you need after the initial assault on the table, when everyone is sculpting their hands and board for the next go-around.
The deck has gotten faster, but its still not where I Want it to be. I'll keep waiting for new tools, but until then, the older tech will have to suffice. Also, a mention on the new mulligan rule:
I dont mind it at all. It used to allow people to sculpt their hands with artifact hate. Since its implementation, there have been far fewer austere commands and its ilk pointed my way. However, it does encourage those with a broken start to more easily run a table over, especially due to heavy mulligans and mana inconsistency in the early game. Its allowed me to combo off more often and faster than normal. I miss winning games without the combo finish, but with the arms race, there is no longer an incentive to play fair.
With Bazaar, Timetwister and Mishra's Workshop inside, I don't think so ^^
Thank you for sharing your list.
I have a question about one card. Did anybody test Welding Jar already?
I can see lot of advantages from this cog:
- CMC <= 1 (a cog) means recurrable with Salvaging Station.
- Can protect an artifact creature from {combat} damage or Supreme Verdict wraths.
- Can protect any artifact from a targeted destruction.
- Can protect Salvaging Station from a Creeping Corrosion or Austere Command, leaving a way to reccurs our cogs, artifact lands and manarocks.
Hello all. I played my Sharuum list at FNM and won. I wanted to pose a question to the group?
What do you search for if/when you cast Intuition?
In my game, I searched for Sculpting Steel, Metamorph, and a manarock. I was given the manarock by an opponent.
It varies but there are certain packages you can grab. It sounds like you were comboing to win and had the Gravestorm aspect ready. Getting Sculpting Steel and Phyrexian Metamorph just guarantees one goes into the yard and hand, so your set to try and combo and have a back up in case someone clears yard. Intuition is kind of tough to summarize (at least for me) since a lot of games it really varies. There are some general ways to make sure things like Bitter Ordeal is castable.
So i stoped playing Sharuum because in multiplayer has been ratehr dificult to combo off because having a target in your head was abit too mutch
But now my LGS is going to have 1v1 commander so im wondering if the deck is good or atleast stronger this way. Any diferences betwen multiplayer and 1v1(ofcourse apart from the banned cards)
So i stoped playing Sharuum because in multiplayer has been ratehr dificult to combo off because having a target in your head was abit too mutch
But now my LGS is going to have 1v1 commander so im wondering if the deck is good or atleast stronger this way. Any diferences betwen multiplayer and 1v1(ofcourse apart from the banned cards)
Do you mean Duel Commander or Multiplayer EDH banlist 1v1. If the former you can check out the Duel Commander section of these forums. If the latter you can pray to draw Sol Ring or Mana Crypt and that your opponent doesn't because you'll be playing a warped format not designed for tournament play.
I'm excited about that, and also the promise of a 4 coloured commander. I'm hoping the WUBR one is artifact centric so I can smash Daretti and Sharuum together.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
Edit: wait, artifact lands. scratch the high tide thing.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
Speaking of you, Welgo, Moxnix, Swift2210 and Skuloth it has been my experience that the mtg edh experts are incredibly knowledgeable, diligent, kind and offer great insight.
This indicates that as we work on optimizing Sharuum, we need to not make it so singular that it becomes easily hated out. If we can keep a bit of diversity in our win conditions, our deck will be able to maintain some resiliency.
Edit: I dont know how I feel about Memory Jar or Necrologia either.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
Also, thoughts on eggs? I grabbed a foil Darkwater Egg today when I was grabbing stuff at PAX East. I really don't think they work all that well without something like Nihil Spellbomb..but I'd sure like to hear what everyone thinks about them
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
You have a list for your Teferi ?
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
This means that the potential power of these Doomsday decks is only fully realized by an expert and experienced pilot. Lesser pilots are more prone to making mistakes and and wrong doomsday stack for the current situation and game state. You can't just net-deck a doomsday deck and expert to perform the same as someone who is practiced in it.
I just wanted to point this out and make sure we do not forget about this factor. Magic decks don't play them selves. If we include the person behind the spells, we may be able to perform a more holistic and generalized analysis of a decks power level and the current meta.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
I haven't tested w/o combo pieces yet, but from what I gathered from PAX east when i saw my meta, it was more of a racing game than it's ever been with competitive decks. Zur rarely gets Rest in Peace, which hasn't been the worst thing in the world, but its regular appearance was the only thing that held me up. The few times I won with Meekfoundry was because I just played around it. Now more than ever it sounds like cutting for control and draw is what I have to do. If anything, Pull from Eternity looks like it'd come in as a pseudo combo piece if that kind of effect is needed.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009
Do you have an updated list you are willing to share? Due to the new mulligan rules, my Wanderer deck is not as good as it used to be so I am thinking about making Sharuum again, though my luck has been very poor with trinkets.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Work was crazy busy. I'm looking for the tablet to post my list (as my phone is an edge and goes psycho with my big hands). I'll be posting it in a few minutes... just got home.Here is my current list (still a work in progress)
Spells - 64
Artifact Creatures (10)
(XX) Hangerback Walker*
(4) Phyrexian Metamorph
(5) Kudoltha Forgemaster
(5) Karn, Silver Golem
(6) Sharuum the Hegemon
(6) Duplicant
(7) Magister Sphinx
(7) Myr Battlephere
(7) Sandstone Oracle*
(8) Sphinx of the Steel Wind
Creature - 1
(6) Sun Titan*
Mana Rocks - 14
(-) Lotus Bloom
(0) Lion's eye Diamond
(0) Mana Crypt
(0) Mox Opal
(0) Mox Diamond
(1) Mana Vault
(1) Sol Ring
(2) Grim Monolith
(2) Dimir Signet
(2) Azorius Signet
(3) Basalt Monolith*
(3) Chromatic Lantern
(3) Darksteel Ingot
(5) Gilded Lotus
Utility Artifacts - 19
(1) Altar of the Brood
(1) Aether Spellbomb
(1) Dispeller's Capsule
(1) Elixer of Immortality
(1) Executioner's Capsule
(1) Nihil Spellbomb
(1) Sensei's Divining Top
(1) Voyager's Staff
(2) Sword of The Meek
(2) Thopter Foundry
(2) Time Sieve
(3) Crucible of Worlds
(3) Rings of Brighthearth
(3) Sculpting Steel
(4) Clock of Omens
(4) Tawnos's Coffin
(5) Memory Jar
(5) Mind's Eye
(6) Salvaging Station
Enchantments - 2
(2) Artificer's Intuition
(4) Leyline of the Void*
Instants -
(1) Entomb
(1) Vampiric Tutor
(2) Cyclonic Rift*
(3) Intuition
(3) Thirst for Knowledge
Planeswalkers - 4
(4) Tezzeret, Agent of Bolas
(5) Tezerret the Seeker
(5) Venser, the Sojourner
(8) Ugin, the Spirit Dragon*
Sorceries - 9
(2) Demonic Tutor
(2) Transmute Artifact
(3) Timetwister
(3) Windfall
(4) Whispering Madness*
(5) Unburial Rites
(6) Open the Vaults
(7) All is Dust
(7) Roar of Reclamation
Lands - 36
Fetch Engine - 9
Flooded Strand
Godless Shrine
Hallowed Fountain
Marsh Flats
Polluted Delta
Scrubland
Tundra
Underground Sea
Watery Grave
Mana Acceleration - 5
Ancient Tomb
City of Traitors
Crystal Vein
Gemstone Cavern
Mishra's Workshop
Artifact Lands - 4
Ancient Den
Darksteel Citadel
Seat of the Synod
Vault of Whispers
Rainbow Lands** - 5
City of Brass
Command Tower
Glimmervoid
Mana Confluence
Reflecting Pool
Mana Fixing - 4
Fetid Heath
Mystic Gate
Sunken Ruins
Urborg, Tomb of Yawgmoth
Utility Lands - 9
Academy Ruins
Bazaar of Baghdad
Buried Ruin
Cavern of Souls
Cephalid Coliseum
Inkmoth Nexus
Mirrorpool*
Strip Mine
Wasteland
*denotes new cards in the list for testing
A few notes:
Mirrorpool is simultaneously the best and worst utility land in the deck. When you drop it turn 1, the "comes into play tapped" clause doesnt hurt as bad. When you need to topdeck just one more mana and you topdeck this, you'll fling the deck across the room. It's best utility is in the subtlety of its uses. Yes you can combo off with Sharuum and this land, but being able to copy an expended Myr Battlesphere to Sieve an extra turn, using Metamorph and Mirrorpool to double up on copies of opposing creatures, using it as a 5 mana Sculpting Steel with Karn, or just a typical value play
Sun Titan is better in this list than he was a few years ago. Its nice to have something that doesnt die to Aura Shards, that can bring back pieces and lands. I like the interaction between this guy and mirrorpool. He's good butnot amazing but he does help recur things in a pinch.
Leyline / Altar of the Brood is the new go-to infi in the deck. EDH has become an arms race with all the redardedness that has seen print over the last fez years while Sharuum decks have gotten much of nothing. Altar is more easily tutorable, can mess with opponent's lines of play (like forcing them to not play their top deck tutors while you have a fetch or thopter foundry available) It makes Nihil Spellbomb more of a priority to land in play. Leyline punishes greedy graveyard based decks, which also happen to be the decks where their recursive engines wreck Sharuum by taking itapat piece by piece. Leyline also has the benefit to be relevant on turn 0at times. I havent had issues of Eldrazi reshuffles, as you just crypt them in response to the trigger. With that said, i wish i had space for crypt itself. I don't
Ugin is just so much better than Karn Liberated. He does cost one more, but the ability to Deed the table into exile while yours remains intact is huge. The plus ability to bolt the table is also relevant for cleaning up the board or picking off low-hanging fruit.
Basalt is in there as a lotus petal replacement and as a possible infinite to be used with foundry and Hangerback Walker which are great mana sinks. With infinite mana it is possible to net infinite untaps with the right pieces on the table... Just create more lines of play to exploit. Not untapping hasn't been that bad, as ive come into turns that im digging for the right kind of gas or a line of play, and i have the mana top untap at the endstep right befire i take a turn. Itis also a chance that was made because im using the next card.
Clock of Omens just does dumb things. While i think the card is cheesy beyond hell, it does bring the power level of the deck up significantly. It interacts well with rings, and allows for interactions that get exponentially larger as you cycle through them. On Sunday, it allowed me to make infinite thopters with Sword of the 'eek and mana vault (with the Sword coming in untapped, just like the token, netting me 2 untapped tokens per cycle). Its a great way to get from 4 to 8 for Ugin and sphinxes, and allows me to bank turns with Sieve to respond to extra turn effects.
Hangerback Walker really hnst been that impressive. Its addition comes from needing a scalable threat I can search out with Artificer's Intuition. It gets somewhat better with other engines, but its primary use is to jumpstart certain engines in the deck, and act as a fat ass for defense.
Cyclonic Rift is hete because it really is an offensive card. When Behind, it breaks up plays and stabilizes the table. When ahead, it just wins games. Also works really well with Memory Jar and Sandstone Oracle.
Sandstone Oracle is a card that is a win more. I like the fact its the right creature type for our Caverns. The other day, i finally got in enough reps with it to see that it can function under hand parity, but it is something you have to coax it to do. By mindful spell casting, meticulous Bazaar activations, and blinking at the right times, you can chew through enough of your deck to get what you need after the initial assault on the table, when everyone is sculpting their hands and board for the next go-around.
The deck has gotten faster, but its still not where I Want it to be. I'll keep waiting for new tools, but until then, the older tech will have to suffice. Also, a mention on the new mulligan rule:
I dont mind it at all. It used to allow people to sculpt their hands with artifact hate. Since its implementation, there have been far fewer austere commands and its ilk pointed my way. However, it does encourage those with a broken start to more easily run a table over, especially due to heavy mulligans and mana inconsistency in the early game. Its allowed me to combo off more often and faster than normal. I miss winning games without the combo finish, but with the arms race, there is no longer an incentive to play fair.
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009
With Bazaar, Timetwister and Mishra's Workshop inside, I don't think so ^^
Thank you for sharing your list.
I have a question about one card. Did anybody test Welding Jar already?
I can see lot of advantages from this cog:
- CMC <= 1 (a cog) means recurrable with Salvaging Station.
- Can protect an artifact creature from {combat} damage or Supreme Verdict wraths.
- Can protect any artifact from a targeted destruction.
- Can protect Salvaging Station from a Creeping Corrosion or Austere Command, leaving a way to reccurs our cogs, artifact lands and manarocks.
What do you think about this one?
What do you search for if/when you cast Intuition?
In my game, I searched for Sculpting Steel, Metamorph, and a manarock. I was given the manarock by an opponent.
Thoughts?
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
But now my LGS is going to have 1v1 commander so im wondering if the deck is good or atleast stronger this way. Any diferences betwen multiplayer and 1v1(ofcourse apart from the banned cards)
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009
Do you mean Duel Commander or Multiplayer EDH banlist 1v1. If the former you can check out the Duel Commander section of these forums. If the latter you can pray to draw Sol Ring or Mana Crypt and that your opponent doesn't because you'll be playing a warped format not designed for tournament play.
Next mtg expansion will be on Kaladesh http://magic.wizards.com/en/content/kaladesh-information
The home plane of Chandra, india/steampunk-themed.
Wizards answered our complaints and finally designed a new Artifact expansion!
I have great hopes to get new toys for Sharuum!
There will be a new PW called Saheeli Rai.
Xira Arien Lands EDH List
Marchesa Recursion EDH List
Oloro Reanimator EDH List
Winter Orb will be reprinted in EMA... with a re-re-erratum bringing back the untap clause.
More Clock of Omens Shenanigans ?
Great flavor text or greatest flavor text?
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU