[I]In the dreams of a slumbering, twenty-five year-old Timmy, the year is still 1999. The sky is still full of seven-mana French-vanilla fliers and in young Timmy's hand he clutches three, crinkled, one-dollar bills, eager to crack another booster of Urza's Destiny, with the faintest hopes of finding an Elvish Piper.
He walks down winding streets to his local LGS, but in the store's place the stands a neon abstraction of a great castle. A drawbridge lowers, young Timmy steps across the moat and sees 10/10 leviathans peering up at him through the depths. Timmy enters the castle and finds himself in the court of Intet, the Queen of Slumberland.
Queen Intet has but one wish for Little Timmy. Timmy must live out his purest dreams right before the Queen. He must become the shrouded mystic he always dreamed of becoming, he must use his mystical powers to see through space an time and call upon all the creatures of the Dreamscape to wage war against her greatest foes.
Little Timmy accepts.[/I]
Who is Intet? Why does she dream?
Very little is known about Intet, the Dreamer. She first appeared during the time rifts strewn across Dominaria after the Sylex Blast, which occurred hundreds of years in the past as Urza's final attempt to rid the world of Mishra. The rifts unleashed altered realities and worlds that could have been. Out of one of these rifts came Intet, one of the Dragons Primeval dreamt up in an alternate world.
The Dragons Primeval, in the original Dominarian timeline were five ancient dragon lords who ruled over all other dragons. They were collectively known as the Ur-Dragon. Intet is a member of this collective from another time, in another version of Dominaria where the five dragons primeval had very different color allegiances.
Intet is a physical manifestation of the Id, the Ego, and the Super-Ego, each part being represented by one of her colors. The Id is represented through her red (:symr:) alignment; it is a vast fathom of subconscious that regulates impulse and instinct, it dictates our wants, needs, and desires. The Ego is represented though her green (:symg:) alignment; The Ego regulates reason and common sense, it is connected to the natural order of survival and taps into the Earth's circle of life. The Ego can lose control of itself when not kept in check, causing violent outbursts of power and aggression. The Super-Ego is represented by Intet's blue (:symu:) alignment; the Super-Ego strives for perfection and forces order upon the world through control and manipulation, without the balance of the Id and Ego, the Super-Ego can run rampant.
Intet is a master of all three domains, giving her mystical powers that transcend those of any other dragon. Through the manipulation of the three psychological constructs, Intet wields the power to turn her deepest dreams of the Id into physical realities. She dreams, and through her dreams she conquers.
Why Play Intet, the Dreamer?
You may LOVE Intet if:
You are a Timmy and like dropping spells that go BOOSH! and/or KAKOW!
You like non-linear modes of play and enjoy playing different styles of play within the same deck
You like cheating BIG spells into play.
You like slinging spells across the table.
You like utilizing all spell types with no preference between Creatures and other spells.
You like games to hand some sense of randomness, you like surprises.
You care more about having a fun game and making outlandish plays than actually winning each game.
You like the slap-happy combination of green ramp, blue control, and red chaos.
You love dragons.
You may HATE Intet if:
You prefer to combo out for your wins.
You prefer cutthroat decks that win quickly via control or stax effects.
You play in a meta that's big into Mass Land Destruction.
You scoff at the notion of "Good Stuff."
Likewise, you think Timmy is a word that only describes an immature greenhorn.
You hate dragons.
Other Competition:
Animar, Soul of Elements - Animar is a very cutthroat general, but he screams "BUILD AROUND ME!" and requires a very linear style of play. He requires creature heavy decks (like upwards of 40-50 creatures), and succumbs to board wipes. That being said, we actually do run Animar in this deck. Riku of the Two Reflections - Riku is another viable Good Stuff general, but he's got a target tattooed to his face. As soon as he sees play people start shooting him. Riku is great if you want to play a spell slinging deck that forks every spell you cast, and he can lead to some silly combos, but he has less flavor than Intet and sort of seems like a cheap card to play. Maelstron Wanderer - if you like dumping your whole deck and combo-ing out in a single turn, then by all means play Maelstrom Wanderer, this guy is hated in almost every meta and the decks rely too heavily on Maelstrom Wanderer himself. If he gets tucked, then odds are you'll be stuck.
Deck History and Personal Bio:
The Deck:
This deck was created about three years ago in my bedroom in Somerville, Massachusetts. The original version of this deck was build out of my cards, but by designed my roommate, Logan. It was full over over-cost spells and very little ramp. It was a Greenhorned Timmy deck to a tee: lots of good stuff, no sense of deck construction. The deck didn't do very well, but sometimes in multiplayer games it would get lucky and make a big enough splash on the table. Logan was very steadfast with keeping Intet, The Dreamer as his commander, and was very reluctant to switch. After a little coaxing he allowed me to make some strategic revisions to the deck.
Intet 2.0 was an exercise in flavor. I boosted the top-deck manipulation by throwing in scry effects, Mirri's Guile, Future Sight , Soothsaying and other top deck-friendly cards like Djinn of Wishes. I fixed the land count and boosted the ramp. The deck began to do surprisingly well. Logan was enjoying himself, and with his new trust in my revisions, allowed me to keep tweaking the deck.
Logan and our friend Dan played weekly EDH games together. They were casual, but usually ended in degenerate ways. Dan had a knack for accentually dropping ridiculous combos into his decks - he especially loved Izzet spellslinging decks. I began fleshing out Intet as time passed. I took out some of the top deck manipulation and allowed it to play more randomly. I added some wheel effects, and included a dragon tribal subtheme (much to the delight of Logan), and, inspired by Dan's decks, I began to include fewer creatures and more spells. The deck was beginning to feel really alive. It began to win lots of games. It has a knack of starting slowly and then snowballing into something unstoppable. I've had more fun playing [I]against[/I] Intet than any other deck I've ever been up against. The deck just feels right - it brings me back to my early days of paying Magic when creatures were just massive beat sticks and big impact spells could win you the game.
In building this Intet, the Dreamer I wanted to capture the randomness and impermanence of a dreamscape. Dreams are full of non-sequiturs, amazing creatures, and forbidden looks into your own psyche. To reflect those notions, I've filled Intet's deck with a ride array of spells and creatures that serve to disrupt the board state into a wheel of cohesive confusion. Since the flavor of the deck is Dreaming and the Dreamworld, I've probably sacrificed some practicality for flavor, looking for cards that deal with dreams or dream logic, and I sided with some cards simply based on their art rather than their power, none the less, this deck can still BRING IT.
As I've continued to tweak the deck over time, I've developed a real fondness for it. Sure it's a Timmy Good Stuff deck, but the world needs decks like that; the world needs to remember when dragons won you games and a single extra turn with a well timed wheel effect made you feel like a winner, even if you still died 2 turns later. These splashy spells are what Magic is all about - the thrill and the giggles, not the blood and the table flipping.
About Me:
I began playing Magic in the mid 90's. I was only 8 years old. Ice Age boosters could still be bought in stores and vendors selling used books on the street usually had a binder on the table with loose singles in it. I could walk into Neutral Grounds in Mid-Town Manhattan and marvel over a $400 autographed Black lotus in their display case. Decks rarely ran full sets, we had no understanding of card value, and every card we owned we either picked up for a quarter at a store, cracked in a booster, or won through a cutthroat trade. I continued to collect and play Magic through Nemesis. Then I somehow lost interest. I was now in Junior High, social expectations set it, I began to hang out with cool kids and girls.
Then three years ago, having graduated from college and finding no work in New York City, I moved to Boston - specifically Somerville - to live with my friend Logan. We bought a few Deck Builder's Toolkits at Target near our house and started building decks. I grabbed my cards back in NYC (most of which I had sold off in high school) and we started to get sort of serious. It was still casual, we never designed spike decks, just silly decks, themed decks, and decks with no win conditions. I started buying a lot more singles. I've extremely grateful for MTG Salvation, I've learned most of what I know about Magic in the last 3 years from this site. My decks are never cutthroat, I usually sacrifice power for flavor - but flavor is a huge part of Magic, and I hope the decks I build can bring a smile to everyone's face, not just the victor.
First, an Airing of Grievances...
[I]Good Stuff is a Four-Letter Word[/I]? On this Forum, and amongst the general Magic metas all around, there seems to be some serious prejudice against decks deemed as "Good Stuff." Like-wise, the term Timmy gets thrown around a lot as a term for someone with naive understanding of cards. People seem to think that Timmy is just a nine year-old boy who'll trade you three of his Dark Confidants for a single Colossus of Sardia. This notion is extremely biased and very troubling. Timmy is a real person, a real player, and his role is just as important and significant as Spikes and Johnnies. Sure, Timmy likes big creatures, but that's because he likes splashy plays. Of course Timmy wants to win, and he [I]knows[/I] it's not all about having a 9/9 trampler, but that does make the win feel [I]better[/I]. Timmy is the little voice in all of us, reminding us why we got into Magic in the first place - because you [I]can[/I] start with a crappy booster pack and trade your way up to some [I]good stuff[/I]. That Good Stuff wins you games. The challenge in building a Timmy good Stuff deck is making those cards synergize - it's finding the balance between cramming over-cost beaters into a deck, while still maintaining some early game presence and control.
So sure, this deck might be called a "Good Stuff" deck, and sure, it's pretty Timmy-tastic. But that's the way some of us like to play. And for every Primer out there telling people how to design around a general for optimal degeneration and winning potential, there should be at least one deck held up to the standards of a Timmy player, and Intet, the Dreamer is the poster-child of that deck.
With that out of the way...
Yes, this deck functions on the surface as a typical Intet.GoodStuff.dec. But Intet wants you to have Good Stuff. She desires Good Stuff. She dreams up the Good Stuff. Let's take a careful look at Intet, the Dreamer so we can understand exactly what she represents in a game:
Intet the Dreamer: Casting Cost: 3URG
Intet has a CMC of 6. This probably the average cost of most EDH commanders, though some do run cheaper. As far as dragons go, this is about average. Intet can make a splash when she enters play, but once you start using her ability to cheat cards into play, she's gonna see some hate. After she starts costing 8 mana, 10 mana, then you probably won't want to cast her too much. That's why we need to use her sparingly, cast her when we know we can utilize her ability immediately, so she's not just sitting around as a target.
Creature Type: Dragon.
Just a dragon, nothing more, nothing less. But dragons are nothing to scoff at. Having a dragon in the command zone that you can repeatedly summon is quite powerful on its own. Dragons fly, dragons are strong, and dragons, surprisingly, can synergize with each other. Play just a single Utvara Hellkite with Intet on the board, attack with both, and suddenly you have 4 dragons in total. Repeat that, and suddenly you have an entire flight of dragons (shout of to the Rankin/Bass animated film, anyone?), that's nothing to scoff at.
Her Ability:
Flying
Whenever Intet, the Dreamer deals combat damage to a player, you may pay 2U. If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
So Intet lets us cast any card off the top of our deck for just 3 mana? That sounds pretty sweet. How can we use this to our advantage? Well, first of all, it could help to know what's on top of our deck. Mirri's Guile is good for this, allowing us to set up our draws each turn. Brainstorm is also great for this, it even allows us to put expensive card from our hand [I]back onto[/I] our library, to cast for cheaper once Intet triggers. This ability is a powerhouse, and a well-timed Brainstorm into Omniscience cast with Intet can win us games.
Power/Toughness: 6/6
Intet is strong. She flies, her commander damage is nothing to scoff at, and she can do a lot of blocking.
To sum up Intet, once she hits the table, people will start paying attention. Her ability can help you gain a dominant board presence after just one activation, and as a creature, she can dominate most combat. Use her wisely and she can go a long way.
Having looked at Intet, we can probably all conclude the following: Top deck manipulation is one of our priorities. Lucky for us, top-deck manipulation is really cheap and easy to come by. Brainstorm and Serum Visions are some hard draws that let us manipulate our draw by replacing heavy casting cost cards back into our deck so we can cast them for cheap with Intet. Mirri's Guile costs about $10, but it's worth every penny. G to set up every one of our draws? Sign me up. We also run cards like Oracle of Mul Daya which serves as ramp AND lets us glimpse our next card. This deck used to run cards like Future Sight and Sphinx of Jwar Isle, but I found they were too costly and took away some of the fun, but feel free to give them a try on your own - they still won games.
Despite Intet being the dominant force in this deck, I've found that the deck rarely plays the same way twice, and over time I've found four distinct modes of play.
Modes of Play:
RAMP> INTET> GOOD STUFF
The clearest way to play is to ramp up, drop Intet, the Dreamer, start racking up commander damage and dreaming cards into play with Intet's triggered ability. Intet will be your main way of cheating in your fat spells. You'll need her if you want to cast an early Omniscience.
Prophet of Krupix works great with Intet's ability, letting you cast any creatures exiled with Intet [I]whenever you want[/I]. Alchemist's Refuge is in there for a similar reason, and works really nicely with the Prophet, exile an Omniscience, wait for your opponent’s turn, then flash in the Omniscience and empty your hand.
Miracle cards love Intet. Reforge the Soul and Temporal Mastery can be set up via Brainstorm or Mirri's Guile to cast for their miracle cost, or we can cheat them into play with Intet, and Jhoira of the Ghitu.
Or you can always use Intet as the beautiful 6/6 beatstick that she is.
After we wheel our spells into our graveyard, there are a number of things we can do with them. Cast a Spellheart Chimera whose power can become beastly really fast, or cast Past in Flames to do it all over again.
This deck is really heavy with dragons. Dragons of all kinds. Utvara Hellkite can lead the way, kick Rite of Replication on Utvara and you're unstoppable. Ogre Battledriver gives all our beefy dragon token +2/+0 and haste.
If you're tired of cheating cards in off Intet, you can always tutor up Animar, Soul of Elements. He comes in early and let's you start dropping beefy creatures pretty fast.
Prophet of Krupix has been an all-star with Animar, untapping your lands and flashing in big creatures for cheap for the surprise block.
The Game:
Opening Hand: You'll want to see lost of small fries in your first hand. Think a 2 drop creature, a tutor, a single piece of ramp, and 2 lands. Ideally you'll have a creature like Sakura-tribe Elder or Scavenging Ooze, something to next you some more mana. A bounce card like Snap or Boomerang will also help with a guy like Coiling Oracle. Next come the 3 drops, these creatures are key utility. Trygon Predator really helps with early game tempo, drop her on turn 2 and start screwing with opponent's mana rocks and control-ish enchantments. If you can tutor for Animar, Soul of Elements, you'll want him to see play as soon as possible, so you can start dropping bigger creatures. Jhoira of the Ghitu is also great in an opening hand, if you can drop her turn 2 and suspend a dragon on turn 3 you're in excellent shape. These early game creatures are mostly utility, but they can also be nuisances (Especially Animar, he can get pretty dangerous), and will eat up lots of targeted removal that your opponent's probably should have saved for the dragons.
When to Mulligan: In a deck like this one, you’re wanting to avoid big spells in an opening hand. If you’re looking at 2 lands, 2 dragons, Omniscience, and no ramp, then toss it. On the other hand, you do want playable cards. It might be tempting to keep a hand like: Two lands, Sol Ring, Farseek, Rampant Growth, and 2 dragons, but then you’re sitting around with no board presence for 3 turns. The perfect balance is to have land, a source of ramp, a touch of removal or defense (read: Snap, Pongify, Beast Within), and something to drop early. You should mulligan anything short of a turn 2 play, with a turn 2 play being either early game ramp, or some form of removal and disruption to keep players’ tempo in check. The early game strategy is to keep the board under control while we ramp up to drop our bigger cards. Try not to mulligan past 6 cards. The sheer ratio of lands and ramp in the deck suggests that we should be able to keep a 6 card hand as long at we can drop one land and are looking at least some sort of play in the next 2 turns, since we’ve got enough draw manipulation, there should always be something in your hand, even at 6 cards, that can let us control our draws in one way or another to ensure that we’re hitting the mana we want.
Mid Game: This is where we establish our board presence and start utilizing our spot removal. Trygon Predator will probably see early removal, since she's just going to keep blowing things up. At this point in the game you'll want to see 6-8 mana so you can confidently cast Intet, the Dreamer. If you come across a Mystical Tutor, I would try to find a Plasm Capture, since this will be your main deterrent against wraths. Mid Game is where you really try to utilize Intet to the fullest. A mid game Worldly Tutor should find you Utvara Hellkite to cast with Intet's trigger. Once you have Utvara and at least one other dragon in play, that's when things start to snowball.
Late Game: You scream in for the kill. Cyclonic Rift and Reforge the Soul are the late game cards, this is when you start to target with disruption cards that throw off your opponent's game. If you've managed to cast Omniscience, then you've pretty much won already, but it’s not a necessary card. Reforge the Soul should give you a hand full of other useful bits of bounce and removal, and if you draw into a Mystic Retrieval or Past in Flames then you should have no trouble holding down the fort until your Dragons win you the game.
A Look at our card choices:
Denizens of Slumberland:
Snapcaster Mage - We wheel a lot in this deck, and it's always goo to get some lost spells back. He can be flashed it as a surprise and we can bounce him with cards like Boomerang and Species Gorger. We can use him to get back our removal spells, or even recast a Reforge the Soul.
Scavenging Ooze - never doubt cheap fodder. This dude can take care of all our problems when facing a recursion deck like Mimeoplasm, and he pumps himself. Great mana sink as well, especially if player are dumping their hands with cards like Reforge the Soul
Spellheart Chimera - such a dangerous card. This deck throws a lot of spells around, and Reforge the Soul can dump countless spells into our graveyard. It's pretty common to be casting this Chimera as a 15/3 sometimes.
Animar, Soul of Elements - THIS GUY. What can i say about Animar that hasn't be said a million times. He helps us cast cheap dragons. He pumps himself. He has protection from White and Black - the two best removal colors. He's sort of too good, which is why I only run him as part of the 99, and not the commander.
Trygon Predator - great deterrent against artificer and control decks. This guy comes down fast and can start blowing up board states left and right. He's actually a pretty popular removal target, which is good for us, I'm a fan of people wasting removal on small fries.
Thassa, God of the Sea – In this deck, she won’t be a creature too often, making her a hard to remove scy engine, perfect for setting up Intet’s ability. Also she makes Intet unblockable, guaranteeing we get to trigger her dream ability.
Jhoira of the Ghitu - If Intet gets tucked, then Jhoira steps up to plate and starts suspending our power cards in our hand. Once the cards gain suspension, it's fine if she dies. She's good for getting a few big dragons into play before she eats removal.
Mystic Snake – Surprise snakes are so surprising then can even counter spells! I love Mystic snake for his versatility, he can chump block, he can stop spells, he can chump block AND block spells at the [i]same time[/c]! And we can reuse him with Species Gorger.
Oracle of Mul Daya - Great ramp card, lets us know what's on the top of our deck. Doesn't see too much early game removal since some opponents will like to know what you're top-decking. You might also want to look at Into the Wilds for a copy of Oracle without legs.
Fathom Mage - I just love this card. Elegant design and amazing art. We drop lots of creatures; she keeps getting stronger, and nets us some cards. I might drop her at some point, but right now she has a comfortable place in this deck.
Prime Speaker Zegana – This gal is the draw engine this deck needs. With all the dragon hitting the table, she’ll usually draw us a minimum of five cards.
Elvish Piper - Before there was Intet, before there was Jhoira, there was Elvish Piper. This little lady is great for dropping big creatures for one mana. She's slow (needs to tap), and sees a lot of removal, but she really brings on the heat.
Ogre Battledriver - Simply an amazing card. I'm not sure why he doesn't see more play. He's a powerhouse under Utvara Hellkite or Rite of Replication. The downside is he's weak, but his job is to sit back on the sidelines and drive your creatures forward.
Prophet of Kruphix - the most added EDH card in Theros? Next to the gods, probably. She's AMAZING. This deck usually has a full hand, so it always wants open mana, and the ability to flash in a creature exiled by Intet is priceless.
Keiga, the Tide Star - I felt Blue dragons needed some representation and Keiga is pretty great. She's a 5/5 flyer who opponents dont really want to kill. She usually sticks around long enough to do some damage, and she always replaces herself with someone else's creature.
Sphinx of Uthuun - this deck used to have more sphinxes. Now it has 2. Sphinx of Uthuun is just Fact or Fiction of a REALLY big stick. And this deck, having so much GOOD STUFF, creates some very interesting dilemmas for opponents trying to make piles out of our stuff.
Hellkite Tyrant – This is a meta-call, I play some annoying artificer decks, and this guy simply shuts them down.
Sphinx Ambassador - this is Logan's favorite card, so it'll never leave the deck. She's just so goofy, I love the flavor of her ability. Stealing cards with Sphinxes is fun. She presents a mystery of the Sphinx that some players will never solve.
Utvara Hellkite - the Backbone of this deck. If you want to win with style, then you need Utvara. This guy is too amazing, and exponentially nets you too many dragons to count.
Removal / Bounce / Counters:
Swan Song – This one mana spell lets us stop lost of pesky control elements from htting the table. Stop a wrath, stop a stax engine, stop another counter. All for the cost of one lil’ 2/2 bird.
Pongify - ZAP! You're a monkey! probably the best targeted removal we can ask for in these colors.
shattering spree - for those pesky artificer decks, it's sort of too good a card to not include. And easy to recur.
Hull Breach - choice is good. Hard to believe this card is a common.
Voidslime – A super versatile counter, even if something hits the table, this can usually shut it down.
Boomerang - We run a few bounce spells, great for disruption (right before a wheel), or reusing our creatures, or just saving them. Snapcaster Mage, Coiling Oracle, Mystic Snake all benefit from bounce.
Cyclonic Rift - this card is dastardly. This card makes people cry. This card wins every game in which it sees play. Bounce EVERYTHING your opponent owns, then cast a lil' Reforge the Soul, table flipping might commence.
Beast Within - the other best removal in these colors. When you really need to get rid of that utility land. I don't actually see many utility lands in my meta, but I hear people hate them.
Chaos Warp - I love random chaos. It's great for tucking generals, and it can target any permanent, making it extremely versatile.
Blasphemous Act - Gotta have those board wipes incase your dragons happen to be outmatched. That rarely happens. This card rarely sees play. But I'd rather have it and not need it, that need it and not have it.
Enchantments:
Mirri's Guile - The most bang for your buck out of almost any other card. Mirri's Guile sets up our draws, helps us maximize Intet, and simply nets us advantage over everything. There are very few cards that to the same thing, so almost any deck that runs green should probably splurge of Mirri's Guile. I cannot possibly tell you exactly how much this card means to this deck, but I'm always grateful for it.
Fires of Yavimaya - This has always been an amazing card, no matter the format. Creatures in this deck really benefit from haste, especially the dragons, and if we've cast an Ogre Battle Driver, then we can turn Fires into a cheap pump for a turn.
Omniscience - So I know how this card [I]should[/I] be pronounced, but I still love saying in a booming voice, "OMNI-SCIENCE!!" whenever I drop it down. It's. Too. Much. Fun.
Ramp/Rocks:
Sol Ring - This deck needs a card like soul ring, lots of expensive creatures instantly become more affordable when Sol Ring hits the table.
Farseek - I run all 3 applicable shock lands in this deck, so Farseek helps us fix our mana quite often.
Nature’s Lore – Best land tutor in green? It fetches us a shock or a forest of any kind.
Rampant Growth - people say power creep has caused this card to lose it's importance, but i beg to differ. Much like STEve, this card can really help you fix you mana if you're lacking specific representation in any one color. It's cheap, can be cast almost immediately, and ALWAYS helps.
Cultivate - I say hold on to your ramp if you can. This need if pretty mana hungry, but it's got decent ramp outside of these spells. You'll want cards like Cultivate only once or twice, and if you're in a MLD heavy meta, these guys are great to hold onto.
Chromatic Lantern - It's nice to not have to worry about having enough of the right type of mana.
Tutors:
Mystical tutor - I put these tutors in all my decks, but they're especially great with Intet, since you put the card on top of your deck, and can then cast whatever you tutored for cheap after Intet attacks.
Serum Visions - cheap draw and setting up our next draw, these are things Intet craves.
Telling Time – just another lil’ card that allows us to stack the top of our deck, while also drawing cards in the process.
Brainstorm - Better than Serum Visions in this deck, since it also lets us put cards from our hand back onto our deck, so we can cast them cheaper with Intet if we don't have enough mana at first.
Reforge the Soul - I love wheeling. It helps us find our Good Stuff, it also lets us ping away with Niv-Mizzet, and hen we have an Omniscience on the board, we can cast up to 14 cards for free.
Time Spiral - for those times when you simply don't want the game to end. It wheels, it replaces our graveyard (if we've wheeled too much), and often it wins us games since it always leaves you in a dominant possition.
Temporal Mastery - Miracle cards are great in this deck since we can set up our draws. Mirri's Guile into a Temporal Mastery is a great way to take a cheap extra turn. Or we can cast them with Intet. I'm not into running degenerate combos that give us infinite extra turns, but one extra turn once in a while is pretty healthy.
Assorted Spells & Tricks:
Simic Charm - Pump Intet, bounce someone's game winning creature, or give all our permanents hexproof. The RTR block charms are insanely powerful, and they're al EDH gold. I run the charms in any colors they fit.
Wild Ricochet - I like the random fork effect here and there, and I like that it retargets as well.
Rite of Replication - EDHGoodStuff.dec staple. Replicate an Utvara Hellkite, FOR THE TABLE FLIP!
Plasm Capture - This deck craves lots of extra, free mana. Plasm Capture provides that mana, and just so happens to be a handy counter spell. With Prophet of Kruphix in play, we'll usually have mana to cast it.
Recursion:
Noxious Revival - Some people think this card is weak cuz it just puts the card on your library, but, as I've said, that's exactly what Intet likes. Also reclaim Reforge the Soul or Temporal Mastery to trigger it's miracle cost.
Regrowth - Great card, put it in every deck, there's tons of stuff we'll want to replay in this deck. And since we lose a bit to wheels, its always good to get stuff back.
Past in Flames This card gets really silly with Reforge the Soul. I don't know how it just does. It's certainly no Yawgmoth's Will, but it comes close, and it has flashback, making it just insane. It's one of my favorite Magic cards right now.
Mystic Retrieval - This deck wants to maximize the replay value of each card it has. Mystic Retrieval helps us do this. We can get back removal, ramp, a wheel, ANYTHING to keep the gears cranking.
Planeswalker:
Ral Zarek - Simply because I live for his ultimate. It's too much. I love Ral. His first ability is pretty great, adds a little control to this deck.
Tamiyo, The Moon Sage – like Zarek, this lil’ lady gives us some control, letting us lock down pesky commanders. We can also score some card draw, and her ultimate synergizes with Omniscience
Lands:
This deck doesn't really run utility lands, sans Alchemist's refuge. It's got 39 lands in it and it's pretty much laid out just to fix the curve and make sure we have enough of each color. Nothing too fancy here, but it does the trick.
Change Log:
3/22/14
-Hua Tuo, Honored Physician, +Thassa, God of the Sea – This deck isn’t running enough creatures to make Hua Tuo useful enough f the time. In this deck, she won’t be a creature too often, making her a hard to remove scry engine, perfect for setting up Intet’s ability. Also she makes Intet unblockable, guaranteeing we get to trigger her dream ability.
3/17/14
-Reclaim, +Noxious Revival – strictly better.
-Unknown Shores, +Temple of Mystery – Strictly better, and we love scry with Intet.
-Species Gorger, +Tamiyo, the Moon Sage – a bit risky swapping a creature for a planeswalker, but Species Gorger was never clicking with any creatures wed want to bounce, and Tamiyo is almost always useful.
-Charmbreaker Devils, +Swan Song – once again, we’re cutting back on creatures, but the Devils were too pricey, and I felt the deck needed some more counters for the early game control.
-Coiling Oracle, +Scavenging Ooze – Without species gorger, Coiling Oracle lost her replay value. Scavenging Ooze helps us out against recursion decks, something I realized this deck was lacking.
1/7/14
-Time Reversal, +Time Spiral – Because Win More. Tis move was a no brainer, it was just a matter of having the budget to splurge on the Spiral
-Winds of Change, +Nature’s Lore – Winds of Change proved to be rather disappointing, especially when it was failing to draw me more lands. Nature’s Lore is probably the best land tutor in Green, fetching us any shock land, or a basic forest.
-Snap, +Telling Time – This deck already has a lot of bounce effect, and I wanted to bost the draw power, while also helping us manipulate our top deck for Intet.
-Urban Evolution, +Voidslime – Urban Evolution was always a place holder, it’s only worth the cost half the time, basically provided you draw into another land to drop. Voidslime is super versatile and helps us both early game and late game.
11/29/13
-Dragonstorm, +Fires of Yavimaya – Dragonstorm was a pipedream, I wanted it to work, but nothing ever clicked. What our creatures do want is more haste, especially if we get a Rite of Replication or Progenitor Mimic to stick.
-Into the Wilds, +Oracle of Mul Daya – Oracle is just Into the Wilds on legs, but in this deck she can trigger Animar and be cast cheaply off him. Plus she lets us know what we’re top dekcing, which, once again, really helps out Intet.
11/27/13
-Enter the Infinite, +Species Gorger – Enter the Infinite was another pipedream, one that had too much grandeur behind it. Species Gorger is a practical card that gives us replay value out of cards like Snapcaster Mage and Coiling Oracle.
-Shrieking Drake, +Snapcaster Mage – As soon as I could afford a Snapcaster, I bought one. The drake was there for Animar, but it’s a pretty useless card otherwise. This deck has too many things for Snapcaster to target. No Brainer.
-Horizon Chimera, +Fathom Mage – I was experimenting around with Horizon Chimera, she didn’t actually do much, mostly because the deck needed more card draw. Fathom Mage gives us that card draw, and we drop fatties, so she’ll trigger a lot, and get pretty big herself.
11/11/13
-Fork, + Wild Ricochet – Fork is great, and cheap, but Wild Ricochet actually lets us retarget, which is a pretty big difference, worth the extra 2 mana.
11/07/13
-Gilded Lotus, +Into the Wilds – Gilded Lotus served better purposes in another deck, and Into the Wilds allowed us to view our top card, which Intet loves.
11/03/13
-Etherium-Horn Sculptor, +Ogre Battledriver – Cascade is a double edged sword. The magic minotaur is pretty expensive, but more time than not it just cascaded into a counter spell or ramp card, blowing the whole effect. Ogre Battle Driver gives our creatures haste, which this deck craves with all its copy effects.
- Lotus Cobra, +Coiling Oracle – Lotus Cobra helped us get more mana quickly, but this deck needs some extra card draw, and I thought Coiling Oracle, with some bounce cards could really help out both our draw, and Animar.
- Djinn of Wishes, +Horizon Chimera – With Jhoira and Intet in the deck, Djinn was looking a little outclassed, he never made a big splash. I’m testing out Horizon Chimera to see how the lifegain works with the wheeling in the deck.
-Dismiss into Dreams, +Blasphemous Act – This deck needed a wrath effect, and Dismiss into Dreams simply didn’t act fast enough. Blasphemous Act is always a good card to have up your sleeve.
10/10/13
-Scourge of valkas, +Prophet of Kruphix – Scourge never clicked, we simply never had enough dragon for his damage to be significant. Prophet, on the otherhand, is amazing and lets us cast basically whatever we want, whenever we want.
-Elgaud Sheildmate, +Animar, Soul of Elements – Elgaud is a red-headed cutie who gives our biggest hitter hexproof, but she was low impact over-all. Animar is a beast who basically ramps into our biggest creatures, making even our biggest dragons affortable.
-Wheel of Fate, +Reforge the Soul – the Suspend took too long, Reforge plays off Intet’s topdeck manipulation and happens when you draw it, no waiting around extra turns after suspending it.
-Krosan Grip, +Hull Breach – Everyone likes their Krosan Grip, but I like the option of destroying two things at once, and it’s a tad cheaper.
-Goblin Flectomancer, +Spellheart Chimera – Flecto didn’t last long, Spellheart is the cheap beater this deck needs, with all the spells we’re dumping and wheeling into our graveyard, he can get pretty powerful.
9/24/13
-Void Stalker, +Goblin Flectomancer – Void Stalker was simply there for General hate, and he didn’t see play too often. I’m trying out the Flectomancer to see how much control he adds to the table, at the very least he eats up some removal.
-Stormtide leviathan, +Utvara Hellkite – Trying to swap a leviathan theme for a dragon theme. The leviathans simply didn’t do too much, the dragons at least fly. Utvara plus Intet starts netting us 2 dragons per attack, then it exponentially grows.
-Inkwell Leviathan, +Keiga, the Tide Star – With Utvara Hellkite on board, I wanted to boost our dragon count. Keiga is a great dragon that people never want to remove. We can throw a Rite of Replication on her to steal all our enemies creatures, too.
-Monkey Cage, +Ral Zarek – Taking out more random artifacts that my roommate Logan had been playing with, I threw in Ral Zarek because his +1 is some useful control that this deck needs, and his ultimate is just too much Win More to pass up.
9/15/13
-Cackling Counterpart, +Plasm Capture – This switch has no connection, Counterpart is simply too weak a card, and I wanted to make splashier plays. Plasm Capture gives this deck the extra mana that it needs.
-Palinchron, +Cyclonic Rift – I traded one Good Stuff card for another. Palinchron didn’t do anything in this deck, and I’m not a fan of the DEN combo, so I took it out for a massive one-sided sweeper. Win More, indeed.
7/08/13
-Basilisk Collar, +Simic Charm – I thought I’d go a different direction with the deck and take out equipment, the collar was a little too off flavor. SImic Charm, however, is a truly amazing card, giving our creatures hexproof, or serving as a bounce.
-Reverberate, +Winds of Change – These cards aren’t the same, but I liked the old school quality of Winds of Change, and I liked how random and dick-ish it can be. Worth a shot.
-Feldon’s Cane, +Mystic Retrieval – Mystic Retrieval is one of the greatest unsung cards. The Cane didn’t do too much, and was only useful sometimes, Mystic Retrieval allows us to dig through our grave for any spell we need to use at the moment, then we get to do it again!
-Cast Through Time, +Past in Flames – Cast Through Tim is simply too expensive, I liked that Past In Flames allowed up to dig into our graveyard and draw up old spells that might be useful again, rather can copying a spell that was just cast, limiting our possibilities.
Other Considerations:
These are cards I'm not currently running, but have run, and may run again. I like to keep a small pile of "possible" cards with my deck, that I can swap out whenever I want to spice things up or play a different type of game with the deck: Creatures:
Scourge of Valkas - Fun when you get your dragons online, but he never quite clicked. Good target for Rite of Replication, and fun to cast with Utvara Hellkite. He probably won't be finding another spot in the deck anytime soon, though.
Djinn of Wishes - A poor-man's Intet. I took him out because once Intet hits the board, Djinn sort of becomes irrelevant, but if you're playing with a heavier top-card manipulation theme, then I would totally include him.
Void Stalker - Some flavorful removal. I like the idea of this dude floating around the dreamscape and erasing commanders from everyone's memories. I took him out because he was too slow and rarely even saw play.
Rubblehulk - Nice card to play when you want to steal a win, this deck usually has enough lands to make Intet swing for at least 16 damage whenever you cast Rubblehulk. He's also a decent creature, but lacks evasion or haste.
Melek, Izzet Paragon - I took this guy out because Logan hated him, not sure why really. He copies spells and lets you know what you're top decking, and you basically have an 8 card hand with him on the table. He's amazing with an Epic Experiment package.
Nucklavee - I have no idea what the flavor behind this beast is. He actually doesn't do anything, but this deck loves spell recursion. I've since replaced him with other recursion spells, and I never missed his body.
Magus of the Future - He was around for the first iteration of this deck, when I wanted a heavy top-deck theme. I've since scaled back those cards and prefer the randomness of things.
Conundrum Sphinx - Fun if you know your top card, odds are your opponent won't know his/hers.
Sphinx of Jwar Isle - Most likely card to be re-added to the deck, evasion, shroud, and I can peak at my top card, Im a big fan of this guy, but I took him out to add more dragons.
Etherium-Horn Sorcerer - Frankly, this guy just never saw play, and besides being a repeatable cascade trigger, he doesn't do all that much. I guess he's good with Animar on the table.
Instants and Sorceries:
Desertion - Fun little card, great if you can exile it with Intet, then cast it when it's useful.
Urban Evolution - This card sees a lot of hate, probably from people who play standard. I'm a fan of any card that lets me draw 3 and play an extra land. As I said, this deck love ramp, and I'm willing to pay the 5 mana to ramp and draw.
Guided Passage - There is only one reason I took this card out - It takes too damn long to resolve. I hate cards that slow the game down, especially one that force player to search libraries for non-specific cards (I'll admit, Sphinx Ambassador does the same thing, but that only searches for one card).
Epic Experiment - This card is fun. It's especially fun when you fill your deck with every available Fork-type card in the game, and go to town copying Epic Experiment, hitting other fork cards, and digging through your whole deck, then you follow it up with...
Psychic Spiral - We wheel a lot with this deck, and you'll find lots of cards hitting the graveyard. Psychic Spiral is the perfect way to turn the tides, recoup your losses, and mill your opponent.
Turnabout - great when mixed in with Epic Experiment and Psychic Spiral, it's been replaced by Prophet of Kruphix, but if I were to revise the deck and put in the Epic Experiment package again, I'd totally include Turnabout.
Dream Cache - A "fixed" Brainstorm, this is another card that lets us put expensive cards on top of our deck to cast with Intet. It's also very flavorful.
Long-Term Plans - The only way to really tutor up Omniscience in this deck, if you're trying to win more, then this is the card for you, I cut it for a more casual feel.
Obviously this deck requires not only a lot of mana, but also some very specific colors. The deck has lots of different ways to tutor up lands and fix our colors, but when facing a deck that operates on any sort of stax or control platform, we can face some challenges. This deck does run a variety of spot removal, but if you’re facing an overly controlling meta, I’d certainly swap out a card like Hellkite Tyrant or even Animar, Soul of Elements for some more hard counters.
Once this deck hits its mana quota, then the deck begins to spiral to a finish, the challenge is to hold off attacks while it’s gathering that mana. If you’re in an agro heavy meta then it pays to fit in some more sweepers, if you’re being hit with weenies then you can probably afford to swap out dragons for some cheaper aggressive creatures, or something like Nacatl War-Pride. Garruk, Wildspeaker could also help out, since he’s a factory of ramp, tokens, and overruns.
I think you’ll find that this deck can find a place in most multiplayer circles. While it might falter against some Tier 1 combo decks, it packs a fair amount of disruption that many players don’t see coming. A lot of people don’t really know what to expect from an Intet deck, except for some variety of good stuff. Cards we run like Reforge the Soul, Cyclonic Rift, and Time Spiral can really screw over players. It’s the early game that we need to worry about, which if why we want our first hands to have lots of spot removal and counters. It's greatest weakness is against cheaper aggro and control decks - it lacks any response to early game disruption, and can fold easily under pressure. Those are the things that I need to work on.
Conclusion:
This is a really fun deck to play. It probably lacks the laser-honed precision of a competitive deck, but it does some goofy-ass things in a casual environment. As I said, I may have sacrificed a little practicality for flavor, but that’s what EDH is for. It's still a random deck chocked full of random spells, but there's a cohesion to it and once the ball starts rolling, all the pieces fall into place. Death by Dragons is the most common way to win with the deck, there's just so man of them, and Utvara Hellkite and Ogre Battledriver simply run so much game together.
Omniscience in the rarer win-con, simply because it costs so much, but if you can get Omnisience to stick, then you've probably won already, provided no wraths interfere. Draw cards with Reforge the Soul and loop it with Mystic Retrieval or Snapcaster Mage dump your hand, you'll probably find a way to win that turn.
As I’ve said in the Challenges section, right now the deck could use a stronger early-game presence. It moves like a snowball, gathering steam quietly for a few turns until it can explode with some ridiculous finishers in true Spirit of EDH fashion.
But I really don't know what you/he mean by "sleep" flavor... like tapping effects? Bounce effects? If you don't need bounce effects, Dissipation Field could hurt more than it helps.
[color=teal]
But I really don't know what you/he mean by "sleep" flavor... like tapping effects? Bounce effects? If you don't need bounce effects, Dissipation Field could hurt more than it helps.
I guess Flavor and Theme would mean the same thing - just cards that, outside of mechanics and function, would support a Slumberland theme.
[color=teal]
Also, for ramp/fixing, why no Farseek or Rampant Growth? Personally, I'd use those before I used Urban Evolution or Explosive Vegetation.[/color]
If the deck had more shocks then maybe Farseek wouldn't be bad. I could totally switch explosive vegetation for Rampant Growth, since the deck could probably use ramp at a variety of CMCs.
Urban Evolution, however, is a really fun card to play with, it's sort of become a staple in most applicable decks in our play group, and with top-deck manipulation in this deck you could set up the draw to ensure the extra land drop.
The deck already has Theft and Sleep. I have Dream Cache but it doesn't really seem strong enough as a one-of in EDH.
In defense of Dream Cache, the ability may not be overly strong as a singleton but it's one of the few cards that will let your roommate put cards from his hand back on top of the deck to be cast with Intet's ability. Whether or not that is worth it is up to you or the roommate, but functionally being able to draw 3 and put 2 from hand on top to set up your Intet trigger and next draw or put 2 chaff spells/unneeded lands on the bottom is still a pretty reasonable effect at 3 mana.
You're right. We are, after all, playing casual, and my roommate will appreciate the flavor. I'll also make the changes to ramp with some cheaper cards. I'm sure I have a farseek lying around, and I may as well invest in 2 more shock lands, since it wouldn't be fair to hog the shocks in my personal decks. Now, for Dream Cache, Tempest art or Mirage art...?
So I have done a massive overhaul of this deck. I've done a few test plays with it, and in a casual environment, it's really fun. However, it's slow to build steam, and lacks an early-game presence. It can fold under early-game aggro disruption, and i'm not sure what type of presence, or answer package, I should be looking for to allow it to stay afloat until it's combo and win con potential can be reached.
Hi, I like the theme of the deck and the thought you have put into it. As far as sweepers go, would you consider inexpensive red spells that "rain fire" trippy enough to be on theme? (Spells like Volcanic Fallout or Anger of the Gods). I also just like Firespout for being flexible and effective at killing small hordes.
There is also an odd new blue spell that is kind of mass removal: Curse of the Swine. Aside from the Odyssey reference I think the flavor is dreamlike, where things are transmutable. It is like a Pongify that can hit multiple troublesome creatures and leaves smaller tokens. It can set up a red sweeper as well. I'm only unsure about how good X-cost spells are in this deck.
Hi, I like the theme of the deck and the thought you have put into it. As far as sweepers go, would you consider inexpensive red spells that "rain fire" trippy enough to be on theme? (Spells like Volcanic Fallout or Anger of the Gods). I also just like Firespout for being flexible and effective at killing small hordes.
There is also an odd new blue spell that is kind of mass removal: Curse of the Swine. Aside from the Odyssey reference I think the flavor is dreamlike, where things are transmutable. It is like a Pongify that can hit multiple troublesome creatures and leaves smaller tokens. It can set up a red sweeper as well. I'm only unsure about how good X-cost spells are in this deck.
I currently run my only copy of Curse of the Swine in my Rasputin deck (Rasputin works great with x spells). However, I think I'll add it to Intet next time I play and see how she does. Right now the most devastating thing she can do to a board state is drop an overloaded Cyclonic Rift, which does a lot more than Curse of the Swine, and would probably cost the same (6). I'll see what happens when I swap it in for Blasphemous Act - I've been doubting the flavor of the Act anyway.
This deck has really been surprising me lately. I've only been playing against it, with my friend Logan as the pilot. I've been using my Doran deck and my Rasputin deck, and I've yet to win a game against Intet. She plays like a snowball, picking up steam. The only effective strategies against her are wrath effects, Armageddon, and Cataclysm - and she can beat those by holding onto a Plasm Capture. Cyclonic Rift is just too good a card, and with Alchemist's Refuge in play, you can drop it whenever.
I know your intent isn't to max out the power which is fine but aside from Mindslaver shenanigans Noxious Revival is strictly better than Reclaim so I would suggest making that swap.
I know your intent isn't to max out the power which is fine but aside from Mindslaver shenanigans Noxious Revival is strictly better than Reclaim so I would suggest making that swap.
I also think it is funny if you see someone setting up a miracle card or something you can put a land on top of their library as they go to top miracle it. It can also be used diplomatically though to make someone else wrath for you which can be handy when a wrath really needs to happen.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Scroll Rack is always nice to see, but Intet likes it especially. Keeps the control bits in your hand and the bombs on your library.
When/If i have the money for this little gem, I'll certainly find a home for it, it's always been a "Duh" card for Intet, but I don't come across them very often. I'll add it into "Cards to Consider" for now.
I know your intent isn't to max out the power which is fine but aside from Mindslaver shenanigans Noxious Revival is strictly better than Reclaim so I would suggest making that swap.
I also think it is funny if you see someone setting up a miracle card or something you can put a land on top of their library as they go to top miracle it. It can also be used diplomatically though to make someone else wrath for you which can be handy when a wrath really needs to happen.
I agree, Noxious Revival has a lot of versatility, I'll pick one up immediately. Mindslaver is a fun lil' diddy, but would most likely take the place of a creature. In multiplayer I always worry about it getting removed before it can trigger, but I guess that's what recursion is for.
I'm happy to announce that list list has just received Primer status. I'd like to open the thread up to suggestions from one and all for their ideas of how to make Intet the most fun deck you'd want to play against, or with. I've been filtering through the new Born of the Gods cards. Besides the new dragon, Forgestoker Dragon, and maybe the Archetypes, nothing really stands out as a must have. Any suggestions from the new set that I may have overlooked? I'm about to place an order for new cards to test out, so I'll want to know what I should add to my shopping card. Xenagos, God of Revels looks like something that could be fun, allows Intet for command the field herself if he's already out.
-Hua Tuo, Honored Physician, +Thassa, God of the Sea – This deck isn’t running enough creatures to make Hua Tuo useful enough of the time. And Thassa is just too juicy to pass up. In this deck, she won’t be a creature too often, making her a hard to remove scry engine, perfect for setting up Intet’s ability. Also she makes Intet unblockable, guaranteeing we get to trigger her dream ability.
-Unknown Shores, +Temple of Mystery – Shores was always just a placeholder. I thought I'd give the scry lands a try - wish they were cheaper though.
-Species Gorger, +Tamiyo, the Moon Sage – a bit risky swapping a creature for a planeswalker, but Species Gorger was never clicking with any creatures we'd want to bounce, and Tamiyo is almost always useful. I love her utility, and players often ignore her since her +1 is more pesky than dangerous. If you crack her ultimate, then you're in a perfect position to go infinite with Omniscience in play.
-Charmbreaker Devils, +Swan Song – once again, we’re cutting back on creatures, but the Devils were too pricey, and I felt the deck needed some more counters for the early game control. I've found that Animar still bulks quickly, even on a low creature curve, and we have enough bounce effects to re-use dudes should we need to.
-Coiling Oracle, +Scavenging Ooze – Without species gorger, Coiling Oracle lost her replay value. Scavenging Ooze helps us out against recursion decks, something I realized this deck was lacking when I faced a Mimeoplasm deck the other night.
I just want to say that I really like you're deck. I've been looking for a good template to build my deck around and this seems like a really solid start. Also, I do appreciate the flavor and backstory that you wrote. Its part of what makes magic such a great experience. I appreciate that you didnt want this deck to be too ruthless, but I did envision it to use a bit more scry and topdeck manipulation. I was thinking of running the following top deck manipulation:
oracle of mul daya
magus of the future
thassa
sensei
scroll rack (I dont own it but it seems perfect! Might be worth getting)
brainstorm
soothsaying
call of the wild
druid satchel
garruk's horde
Could you speak to why went away from this type of route? I guess I struggle between making a great deck thats fun but not overly competitive. Still, I think it could be a really fun theme. Also, I'm a super timmy and I love playing big creatures too! I just can't ever seem to play as many as I want to!
EDIt: Did you consider the new red blue god? Seems like it could fit the theme too. Let me know what you think.
Kruphix, God of Horizons seems like an excellent addition to this deck. It helps keep mana up [albeit colorless] and lets you have a fat hand. Depending on your meta and how often you do your wheel effects Library of Leng can help you put the stuff in your hand back in your library for Intent to cast it for you.
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To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
Just was looking up the primers and caught this gem. I too play a very casual Intet deck. Have you done any more recent changes with the newer sets out? Temur Ascendancy has been fun and stellar in my list.
Just was looking up the primers and caught this gem. I too play a very casual Intet deck. Have you done any more recent changes with the newer sets out? Temur Ascendancy has been fun and stellar in my list.
On the same token, Dragon Tempest would be nice also with all the dragons around.
How's this deck looking these days? I'm in the midst of updating my Intet deck that hasn't seen any love since 2014 and wondering what changes you've made.
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He walks down winding streets to his local LGS, but in the store's place the stands a neon abstraction of a great castle. A drawbridge lowers, young Timmy steps across the moat and sees 10/10 leviathans peering up at him through the depths. Timmy enters the castle and finds himself in the court of Intet, the Queen of Slumberland.
Queen Intet has but one wish for Little Timmy. Timmy must live out his purest dreams right before the Queen. He must become the shrouded mystic he always dreamed of becoming, he must use his mystical powers to see through space an time and call upon all the creatures of the Dreamscape to wage war against her greatest foes.
Little Timmy accepts.[/I]
Who is Intet? Why does she dream?
The Dragons Primeval, in the original Dominarian timeline were five ancient dragon lords who ruled over all other dragons. They were collectively known as the Ur-Dragon. Intet is a member of this collective from another time, in another version of Dominaria where the five dragons primeval had very different color allegiances.
Intet is a physical manifestation of the Id, the Ego, and the Super-Ego, each part being represented by one of her colors. The Id is represented through her red (:symr:) alignment; it is a vast fathom of subconscious that regulates impulse and instinct, it dictates our wants, needs, and desires. The Ego is represented though her green (:symg:) alignment; The Ego regulates reason and common sense, it is connected to the natural order of survival and taps into the Earth's circle of life. The Ego can lose control of itself when not kept in check, causing violent outbursts of power and aggression. The Super-Ego is represented by Intet's blue (:symu:) alignment; the Super-Ego strives for perfection and forces order upon the world through control and manipulation, without the balance of the Id and Ego, the Super-Ego can run rampant.
Intet is a master of all three domains, giving her mystical powers that transcend those of any other dragon. Through the manipulation of the three psychological constructs, Intet wields the power to turn her deepest dreams of the Id into physical realities. She dreams, and through her dreams she conquers.
Why Play Intet, the Dreamer?
Other Competition:
Deck History and Personal Bio:
The Deck!
6 Intet, the Dreamer
Denizens of Slumberland (22)
2 Scavenging Ooze
2 Sakura-Tribe Elder
2 Snapcaster Mage
3 Animar, Soul of Elements
3 Thassa, God of the Sea
3 Jhoira of the Ghitu
3 Spellheart Chimera
3 Trygon Predator
4 Elvish Piper
4 Fathom Mage
4 Mystic Snake
4 Ogre Battledriver
4 Oracle of Mul Daya
5 Prophet of Kruphix
6 Keiga, the Tide Star
6 Niv-Mizzet, the Firemind
6 Progenitor Mimic
6 Prime Speaker Zegana
6 Sphinx of Uthuun
7 Hellkite Tyrant
7 Sphinx Ambassador
8 Utvara Hellkite
Removal & Bounce (9)
1 Pongify
1 Shattering Spree
2 Hull Breach
2 Boomerang
2 Cyclonic Rift
3 Beast Within
3 Chaos Warp
5 Spin into Myth
9 Blasphemous Act
1 Mirri's Guile
3 Fires of Yavimaya
10 Omniscience
Ramp/Rocks (7)
1 Sol Ring
2 Nature’s Lore
2 Farseek
2 Rampant Growth
3 Cultivate
3 Kodama's Reach
3 Chromatic Lantern
Tutors (2)
1 Mystical tutor
1 Worldly Tutor
Card Draw/ Time Travel (5)
1 Serum Visions
1 Brainstorm
5 Reforge the Soul
6 Time Spiral
7 Temporal Mastery
Assorted Spells & Tricks (6)
1 Swan Song
2 Simic Charm
3 Voidslime
4 Wild Ricochet
4 Rite of Replication
4 Plasm Capture
Recursion (4)
1 Nocious Revival
2 Regrowth
4 Past in Flames
4 Mystic Retrieval
4 Ral Zarek
5 Tamiyo, the Moon Sage
Lands (38)
0 Forest (6)
0 Island (8)
0 Mountain (6)
0 Vivid Crag
0 Rogue's Passage
0 Lonely Sandbar
0 Simic Growth Chamber
0 Halimar Depths
0 Temple of the False God
0 Rootbound Crag
0 Reliquary Tower
0 Breeding Pool
0 Stomping Ground
0 Gruul Turf
0 Evolving Wilds
0 Gemstone Mine
0 Temple of Mystery
0 Alchemist's Refuge
0 Hammerheim
0 Hinterland Harbor
0 Bant Panorama
0 Steam Vents
Strategy
With that out of the way...
Modes of Play:
The Game:
A Look at our card choices:
Removal / Bounce / Counters:
Enchantments:
Ramp/Rocks:
Tutors:
Card Draw/ Time Travel:
Assorted Spells & Tricks:
Recursion:
Planeswalker:
Lands:
Change Log:
3/22/14
-Hua Tuo, Honored Physician, +Thassa, God of the Sea – This deck isn’t running enough creatures to make Hua Tuo useful enough f the time. In this deck, she won’t be a creature too often, making her a hard to remove scry engine, perfect for setting up Intet’s ability. Also she makes Intet unblockable, guaranteeing we get to trigger her dream ability.
3/17/14
-Reclaim, +Noxious Revival – strictly better.
-Unknown Shores, +Temple of Mystery – Strictly better, and we love scry with Intet.
-Species Gorger, +Tamiyo, the Moon Sage – a bit risky swapping a creature for a planeswalker, but Species Gorger was never clicking with any creatures wed want to bounce, and Tamiyo is almost always useful.
-Charmbreaker Devils, +Swan Song – once again, we’re cutting back on creatures, but the Devils were too pricey, and I felt the deck needed some more counters for the early game control.
-Coiling Oracle, +Scavenging Ooze – Without species gorger, Coiling Oracle lost her replay value. Scavenging Ooze helps us out against recursion decks, something I realized this deck was lacking.
1/7/14
-Time Reversal, +Time Spiral – Because Win More. Tis move was a no brainer, it was just a matter of having the budget to splurge on the Spiral
-Winds of Change, +Nature’s Lore – Winds of Change proved to be rather disappointing, especially when it was failing to draw me more lands. Nature’s Lore is probably the best land tutor in Green, fetching us any shock land, or a basic forest.
-Snap, +Telling Time – This deck already has a lot of bounce effect, and I wanted to bost the draw power, while also helping us manipulate our top deck for Intet.
-Urban Evolution, +Voidslime – Urban Evolution was always a place holder, it’s only worth the cost half the time, basically provided you draw into another land to drop. Voidslime is super versatile and helps us both early game and late game.
11/29/13
-Dragonstorm, +Fires of Yavimaya – Dragonstorm was a pipedream, I wanted it to work, but nothing ever clicked. What our creatures do want is more haste, especially if we get a Rite of Replication or Progenitor Mimic to stick.
-Into the Wilds, +Oracle of Mul Daya – Oracle is just Into the Wilds on legs, but in this deck she can trigger Animar and be cast cheaply off him. Plus she lets us know what we’re top dekcing, which, once again, really helps out Intet.
11/27/13
-Enter the Infinite, +Species Gorger – Enter the Infinite was another pipedream, one that had too much grandeur behind it. Species Gorger is a practical card that gives us replay value out of cards like Snapcaster Mage and Coiling Oracle.
-Shrieking Drake, +Snapcaster Mage – As soon as I could afford a Snapcaster, I bought one. The drake was there for Animar, but it’s a pretty useless card otherwise. This deck has too many things for Snapcaster to target. No Brainer.
-Horizon Chimera, +Fathom Mage – I was experimenting around with Horizon Chimera, she didn’t actually do much, mostly because the deck needed more card draw. Fathom Mage gives us that card draw, and we drop fatties, so she’ll trigger a lot, and get pretty big herself.
11/11/13
-Fork, + Wild Ricochet – Fork is great, and cheap, but Wild Ricochet actually lets us retarget, which is a pretty big difference, worth the extra 2 mana.
11/07/13
-Gilded Lotus, +Into the Wilds – Gilded Lotus served better purposes in another deck, and Into the Wilds allowed us to view our top card, which Intet loves.
11/03/13
-Etherium-Horn Sculptor, +Ogre Battledriver – Cascade is a double edged sword. The magic minotaur is pretty expensive, but more time than not it just cascaded into a counter spell or ramp card, blowing the whole effect. Ogre Battle Driver gives our creatures haste, which this deck craves with all its copy effects.
- Lotus Cobra, +Coiling Oracle – Lotus Cobra helped us get more mana quickly, but this deck needs some extra card draw, and I thought Coiling Oracle, with some bounce cards could really help out both our draw, and Animar.
- Djinn of Wishes, +Horizon Chimera – With Jhoira and Intet in the deck, Djinn was looking a little outclassed, he never made a big splash. I’m testing out Horizon Chimera to see how the lifegain works with the wheeling in the deck.
-Dismiss into Dreams, +Blasphemous Act – This deck needed a wrath effect, and Dismiss into Dreams simply didn’t act fast enough. Blasphemous Act is always a good card to have up your sleeve.
10/10/13
-Scourge of valkas, +Prophet of Kruphix – Scourge never clicked, we simply never had enough dragon for his damage to be significant. Prophet, on the otherhand, is amazing and lets us cast basically whatever we want, whenever we want.
-Elgaud Sheildmate, +Animar, Soul of Elements – Elgaud is a red-headed cutie who gives our biggest hitter hexproof, but she was low impact over-all. Animar is a beast who basically ramps into our biggest creatures, making even our biggest dragons affortable.
-Wheel of Fate, +Reforge the Soul – the Suspend took too long, Reforge plays off Intet’s topdeck manipulation and happens when you draw it, no waiting around extra turns after suspending it.
-Krosan Grip, +Hull Breach – Everyone likes their Krosan Grip, but I like the option of destroying two things at once, and it’s a tad cheaper.
-Goblin Flectomancer, +Spellheart Chimera – Flecto didn’t last long, Spellheart is the cheap beater this deck needs, with all the spells we’re dumping and wheeling into our graveyard, he can get pretty powerful.
9/24/13
-Void Stalker, +Goblin Flectomancer – Void Stalker was simply there for General hate, and he didn’t see play too often. I’m trying out the Flectomancer to see how much control he adds to the table, at the very least he eats up some removal.
-Stormtide leviathan, +Utvara Hellkite – Trying to swap a leviathan theme for a dragon theme. The leviathans simply didn’t do too much, the dragons at least fly. Utvara plus Intet starts netting us 2 dragons per attack, then it exponentially grows.
-Inkwell Leviathan, +Keiga, the Tide Star – With Utvara Hellkite on board, I wanted to boost our dragon count. Keiga is a great dragon that people never want to remove. We can throw a Rite of Replication on her to steal all our enemies creatures, too.
-Monkey Cage, +Ral Zarek – Taking out more random artifacts that my roommate Logan had been playing with, I threw in Ral Zarek because his +1 is some useful control that this deck needs, and his ultimate is just too much Win More to pass up.
9/15/13
-Cackling Counterpart, +Plasm Capture – This switch has no connection, Counterpart is simply too weak a card, and I wanted to make splashier plays. Plasm Capture gives this deck the extra mana that it needs.
-Palinchron, +Cyclonic Rift – I traded one Good Stuff card for another. Palinchron didn’t do anything in this deck, and I’m not a fan of the DEN combo, so I took it out for a massive one-sided sweeper. Win More, indeed.
7/08/13
-Basilisk Collar, +Simic Charm – I thought I’d go a different direction with the deck and take out equipment, the collar was a little too off flavor. SImic Charm, however, is a truly amazing card, giving our creatures hexproof, or serving as a bounce.
-Reverberate, +Winds of Change – These cards aren’t the same, but I liked the old school quality of Winds of Change, and I liked how random and dick-ish it can be. Worth a shot.
-Feldon’s Cane, +Mystic Retrieval – Mystic Retrieval is one of the greatest unsung cards. The Cane didn’t do too much, and was only useful sometimes, Mystic Retrieval allows us to dig through our grave for any spell we need to use at the moment, then we get to do it again!
-Cast Through Time, +Past in Flames – Cast Through Tim is simply too expensive, I liked that Past In Flames allowed up to dig into our graveyard and draw up old spells that might be useful again, rather can copying a spell that was just cast, limiting our possibilities.
Other Considerations:
Creatures:
Instants and Sorceries:
Challenges, and Adjusting to Your Meta
Conclusion:
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
But I really don't know what you/he mean by "sleep" flavor... like tapping effects? Bounce effects? If you don't need bounce effects, Dissipation Field could hurt more than it helps.
Also, for ramp/fixing, why no Farseek or Rampant Growth? Personally, I'd use those before I used Urban Evolution or Explosive Vegetation.
Thank you to Rivenor for this awesome banner!
Palladia-Mors of {The Spirit of EDH}
EDH
WLinvala, Queen of the AngelsW
WUThe Prison of the Grand ArbiterUW [Primer]
URNiv-Mizzet, Handcycling ComboRU
UTalrand, Drake-Slinging to VictoryU
WUGDerevi, Tactical ShufflingGUW
BCao Cao, Discard Stax of Absolute MiseryB
The deck already has Theft and Sleep. I have Dream Cache but it doesn't really seem strong enough as a one-of in EDH.
I guess Flavor and Theme would mean the same thing - just cards that, outside of mechanics and function, would support a Slumberland theme.
If the deck had more shocks then maybe Farseek wouldn't be bad. I could totally switch explosive vegetation for Rampant Growth, since the deck could probably use ramp at a variety of CMCs.
Urban Evolution, however, is a really fun card to play with, it's sort of become a staple in most applicable decks in our play group, and with top-deck manipulation in this deck you could set up the draw to ensure the extra land drop.
thanks!
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
In defense of Dream Cache, the ability may not be overly strong as a singleton but it's one of the few cards that will let your roommate put cards from his hand back on top of the deck to be cast with Intet's ability. Whether or not that is worth it is up to you or the roommate, but functionally being able to draw 3 and put 2 from hand on top to set up your Intet trigger and next draw or put 2 chaff spells/unneeded lands on the bottom is still a pretty reasonable effect at 3 mana.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
Any help would be much appreciated.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
There is also an odd new blue spell that is kind of mass removal: Curse of the Swine. Aside from the Odyssey reference I think the flavor is dreamlike, where things are transmutable. It is like a Pongify that can hit multiple troublesome creatures and leaves smaller tokens. It can set up a red sweeper as well. I'm only unsure about how good X-cost spells are in this deck.
I currently run my only copy of Curse of the Swine in my Rasputin deck (Rasputin works great with x spells). However, I think I'll add it to Intet next time I play and see how she does. Right now the most devastating thing she can do to a board state is drop an overloaded Cyclonic Rift, which does a lot more than Curse of the Swine, and would probably cost the same (6). I'll see what happens when I swap it in for Blasphemous Act - I've been doubting the flavor of the Act anyway.
This deck has really been surprising me lately. I've only been playing against it, with my friend Logan as the pilot. I've been using my Doran deck and my Rasputin deck, and I've yet to win a game against Intet. She plays like a snowball, picking up steam. The only effective strategies against her are wrath effects, Armageddon, and Cataclysm - and she can beat those by holding onto a Plasm Capture. Cyclonic Rift is just too good a card, and with Alchemist's Refuge in play, you can drop it whenever.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
I also think it is funny if you see someone setting up a miracle card or something you can put a land on top of their library as they go to top miracle it. It can also be used diplomatically though to make someone else wrath for you which can be handy when a wrath really needs to happen.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
When/If i have the money for this little gem, I'll certainly find a home for it, it's always been a "Duh" card for Intet, but I don't come across them very often. I'll add it into "Cards to Consider" for now.
I agree, Noxious Revival has a lot of versatility, I'll pick one up immediately. Mindslaver is a fun lil' diddy, but would most likely take the place of a creature. In multiplayer I always worry about it getting removed before it can trigger, but I guess that's what recursion is for.
I'm happy to announce that list list has just received Primer status. I'd like to open the thread up to suggestions from one and all for their ideas of how to make Intet the most fun deck you'd want to play against, or with. I've been filtering through the new Born of the Gods cards. Besides the new dragon, Forgestoker Dragon, and maybe the Archetypes, nothing really stands out as a must have. Any suggestions from the new set that I may have overlooked? I'm about to place an order for new cards to test out, so I'll want to know what I should add to my shopping card. Xenagos, God of Revels looks like something that could be fun, allows Intet for command the field herself if he's already out.
I'm happy to hear any and all feedback!
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
-Hua Tuo, Honored Physician, +Thassa, God of the Sea – This deck isn’t running enough creatures to make Hua Tuo useful enough of the time. And Thassa is just too juicy to pass up. In this deck, she won’t be a creature too often, making her a hard to remove scry engine, perfect for setting up Intet’s ability. Also she makes Intet unblockable, guaranteeing we get to trigger her dream ability.
-Reclaim, +Noxious Revival – strictly better.
-Unknown Shores, +Temple of Mystery – Shores was always just a placeholder. I thought I'd give the scry lands a try - wish they were cheaper though.
-Species Gorger, +Tamiyo, the Moon Sage – a bit risky swapping a creature for a planeswalker, but Species Gorger was never clicking with any creatures we'd want to bounce, and Tamiyo is almost always useful. I love her utility, and players often ignore her since her +1 is more pesky than dangerous. If you crack her ultimate, then you're in a perfect position to go infinite with Omniscience in play.
-Charmbreaker Devils, +Swan Song – once again, we’re cutting back on creatures, but the Devils were too pricey, and I felt the deck needed some more counters for the early game control. I've found that Animar still bulks quickly, even on a low creature curve, and we have enough bounce effects to re-use dudes should we need to.
-Coiling Oracle, +Scavenging Ooze – Without species gorger, Coiling Oracle lost her replay value. Scavenging Ooze helps us out against recursion decks, something I realized this deck was lacking when I faced a Mimeoplasm deck the other night.
Intet dominated the board in a 4-man pod last night. The deck hit all its ramp and dropped a Progenitor Mimic, copying an opponent's Acidic Slime, blowing up a permanent each turn. Toss in a few counter spells, a Pongify, and Prophet of Kruphix and the board was locked down. The other decks were Azusa, Lost but Seeking, Melek, Izzet Paragon, and Shattergang Brothers
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
oracle of mul daya
magus of the future
thassa
sensei
scroll rack (I dont own it but it seems perfect! Might be worth getting)
brainstorm
soothsaying
call of the wild
druid satchel
garruk's horde
Could you speak to why went away from this type of route? I guess I struggle between making a great deck thats fun but not overly competitive. Still, I think it could be a really fun theme. Also, I'm a super timmy and I love playing big creatures too! I just can't ever seem to play as many as I want to!
EDIt: Did you consider the new red blue god? Seems like it could fit the theme too. Let me know what you think.
http://www.youtube.com/watch?v=SY8h2vp5Xis
Temur Ascendancy has been fun and stellar in my list.
On the same token, Dragon Tempest would be nice also with all the dragons around.
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