My Pride and Joy
Amongst my ideas, this deck holds a special place in my heart. The speaker for Zonot One doubles as the general for the pride and joy of my EDH deck collection. May the tides be forever with you, Zegana.
About Me:
My name is kingofeds, known as Eds by many of my friends inside of the virtual world known as the internet. I have been playing Magic for about 3 and a half years and despite my relative success in Sealed and Standard, EDH is really where my heart lies.
Why Zegana?
So when I play Magic, I always hear "card advantage" this, "card advantage" that. What if this card advantage could help me win the game? Look at Zegana. She has card advantage written all over her! Most people see her as draw 3-5 cards and get little value from her. But at the same time, why not just draw 25? Seems good to me.
Who Is The Deck For?
Do you like ramp? Do you like big creatures? Do you like drawing lots and lots of cards? Congratulations! This deck might be for you!
Explaining the Choices
So there are quite a few choices that I had to consider when making this deck and most of them had to do with "loopholes" or rules that make this deck run. So we'll go bit by bit.
Conundrum Sphinx: We have quite a few cards in the deck that allow us to reveal the top card of our library or look at it, so it makes hitting cards with Conundrum Sphinx a lot easier. Archaeomancer/Eternal Witness: The first of our many loopholes. So this card in combination with our general and two other cards in our deck, Ghostly Flicker and Omniscience, allows us to draw our entire deck for free by casting Ghostly Flicker on Archaeomancer/Eternal Witness and Zegana, having it resolve, drawing cards and returning Ghostly Flicker, which eventually draws us into Laboratory Maniac to help us win. Primeval Light: So whenever I cast this card, people have to read it. What the heck is this? Very situational, but most decks play some form of enchantment and if they play multiple, why waste something like a counterspell or Krosan Grip on it when you can just hit all of them at once. Roil Elemental: The second of our loopholes was one I discovered recently. Because the deck contains so many flicker effects that state "under your control" and we have so many opportunities to trigger landfall, we can gain control of our opponent's creatures, perhaps some even permanently. Enter the Infinite: So I was sitting down one day playing a game of EDH with my friend Mike and he watched me cast Omniscience and combo off like I do most games and he asked me if I played Enter the Infinite. I wasn't at the time. The decision to add Enter the Infinite came from the fact that it makes us do what we want to do a lot faster. I would much rather go: Omniscience, Enter the Infinite, Laboratory Maniac, Brainstorm than have to Ghostly Flicker 3000000 times. Vigor: I realized that I never explained having Vigor in the deck. There are times when you just get outraced, it happens (note my post below about my game against Sliver Overlord). Vigor is our backup man. It suddenly turns a Birds of Paradise or any small dude into a beast. Oh good, you're swinging with your 16/16 general that would have killed me in 2 turns, okay, block with my Bird, suddenly it's a 16/17 that is willing to swing back. Vigor also has a key word on it that says "Prevent". Suddenly makes deathtouch seem a lot less scary. Sword of Feast and Famine: Okay, I finally decided to deconstruct bits of my Kemba, Kha Regent deck to build up Zegana a bit more. Feast and Famine is great in this rendition of the deck because it does what Prophet of Kruphix does except on my turn, so I in essence get 2 turns in 1 in addition to taking my turn on your turn as well (Leyline and Prophet = I take turns all the time :P). When you have a lot of mana and a lot of things to do, you like being able to do everything at once.
Cards I'm Considering
- Spell Crumple: A very nice counter, but nobody wants to let go of theirs -.- Oh well. I hope it's added to the deck soon.
- Teferi, Mage of Zhalfir: So I was playing EDH at my LGS and someone dropped a Teferi on the board against me (which of course completely neutralizes my strategy), but I thought that maybe if one was on my side of the board, things could get interesting for me. I would definitely try to fit it in (especially when it gives creatures Flash).
Psychosis Crawler. I've had many a game where I play this, cast Zegana, win game instantly because lolcards.
Even when you're not winning the game instantly with it, it's still supplementary damage and a good beater. Plus, I like having at least one creature whose power is based on hand size around, since they go so well with Zegana.
I completely forgot Psychosis Crawler was a card (which is sad because I own 7), so that will most likely see the deck. In terms of some of the staples mentioned: Basically, it's just availability. I would love Spell Crumple, Hinder and Voidslime, but I am not in possession of any of those. However, they would definitely see the deck if I got my hands on them. I'm not a huge fan of Birthing Pod, so that's why it's not in here. Mulldrifter and Eternal Witness are cards I will definitely consider adding as well. Solemn and Rite were in the original build of this deck and got cut for one reason or another. I would definitely consider adding them back in.
I'm not a fan of Birds of Paradise. With this much card draw, I play Sakura-Tribe Scout and Skyshroud Ranger. Getting more lands in play has a longer-lasting effect than something that dies to wrath. Lotus Cobra is the exception. Also, Burgeoning is absolutely insane. It feels like a do-nothing card until you drop 6 or so lands throughout the course of a game and end up way ahead as a result. Azusa, Lost but Seeking is pretty good, too.
Elvish Visionary is kind of chaff. I don't think you really need it.
Chromatic Lantern and signets should never be played in a green deck. Play Kodama's Reach and Cultivate instead. Only broken artifact ramp (like Sol Ring) belongs in a green deck. Even Gilded Lotus is probably unnecessary. You'll usually tap out for it, and it doesn't have legs which can hurt your defense as well as the number of cards you draw with Zegana.
I don't know about Garruk's Horde. It seems very expensive.
Overbeing of Myth is fairly on-par with Psychosis Crawler. It doesn't do damage, but it does draw extra cards. In my deck, I also play Aeon Chronicler and Soramaro, First to Dream. They are huge creatures that can end games, but also make Zegana triggers redonkulous. Each of them comes with built-in card draw as well, and the latter has evasion.
You have access to three Glimpse of Natures on a stick: Soul of the Harvest, Primordial Sage, and Fathom Mage (lesser effect, but cheaper). They are all very good, especially with tons of ramp and cheap creatures. I often have enough mana to play one of these and then at least 2 other creatures in a single turn.
Rite of Replication is one of the best ways to win with this deck, but it might annoy your playgroup some. There are few things people can do about 6 Sylvan Primordials (I've played both cards in the same turn), but you might get some complaints for exactly that same reason (it's not very interactive).
Raw card draw spells (Amass the Components, Blue Sun's Zenith) shouldn't be necessary. I had Zenith in my deck, but cut it because I rarely needed to cast it. Brainstorm could still be good with so many shuffle effects, though, and Urban Evolution is too good to pass up. I just cut my Explore (love the card) because I don't think it really does enough.
Even after M14 rules, cloning things is one of the best things you can be doing in commander games. Phantasmal Image is bar none the best clone. Even Clone is quite good. Stolen Identity can often get you two clones, but usually not anymore unless you're already in a dominating position. Progenitor Mimic is fun but fragile. I once played it on a Mulldrifter and it survived about 4 turns. I don't currently play Spitting Image, but it's good too. Usually I like to play out my lands, though, which is why he didn't get the nod.
Cyclonic Rift is very, very good. It has cleared a path for me to win on several occasions.
Mimic Vat is really good in this deck. It has a bad rap because it's really good in every deck, but I don't let that stop me from putting it in a deck it belongs in.
My deck looks to bury my opponents in card advantage and overwhelm them with mana so that they just can't do as much in a turn as I can. It works surprisingly often. It's an oppressive deck, though; it wins by running your opponents out of options. Since the card advantage comes from so many places, they can't just tuck your commander and end it. If you play it a lot against a single playgroup, though, they might start hating on it. After a while it can get a little boring, too, because you often win the in the same ways after long, grindy games. Still, I'm a Simic guild member all the way, and I love love love Prime Speaker Zegana, so I just keep coming back to this deck.
Birds of Paradise just has such a minimal effect in the late game. Not that Wood Elves are especially relevant in the late game, but that's the point. Drawing cards is only good if you are drawing into business spells, so minimizing the no effect spells is paramount. Sakura-Tribe Scout isn't a powerhouse, but it's still somewhat relevant in the mid-to-late game by letting you dump out the extra lands you draw. It can also ramp to 3 on turn 2, same as Birds of Paradise. The only thing Sakura-Tribe Scout can't do that birds can is chump block a flier.
BoP has a 1:1 cost ramp ratio this is very good
BoP can ramp turn 1
Becuase Bop cost 1 you can slip him in on
A turn you wouldn't normally be able to use the mama
With a deck that draws so many cards it's almost like free mana even late game free mana is never bad.
Even if it died to wrath it virtually cost you nothing it functions similar to
Mox diamond in mono blue
BoP has a 1:1 cost ramp ratio this is very good
BoP can ramp turn 1
Becuase Bop cost 1 you can slip him in on
A turn you wouldn't normally be able to use the mama
With a deck that draws so many cards it's almost like free mana even late game free mana is never bad.
Even if it died to wrath it virtually cost you nothing it functions similar to
Mox diamond in mono blue
It's a great card, don't get me wrong. I've been playing BoPs since Revised and loving every minute of it. I just think Sakura-Tribe Scout is a better fit for this deck, and card slots are very highly contested. STS is a small, incremental advantage that builds up over time. After a few turns, it can get you so much further ahead than a BoP can. I then use that monstrous mana advantage to win games. BoP is only ever going to get me ahead 1 mana.
Alright, so I know it has been 8 months since anyone last posted in here, but I have updated the decklist to my most recent setup. This is post-Sylvan Primordial ban, but pre-Journey into Nyx (which hopefully I will get a Kruphix to put in here from a prerelease).
Changes:
-1 Garruk's Horde (wasn't doing what I wanted it to do, but was fun at times)
-1 Giant Adephage (too clunky for my liking)
-1 Unsummon (Cyclonic Rift is just plain better, even if you can't Rift your own dude)
-1 Deceiver Exarch (It was good for what it did in that rendition of the deck, but the deck has changed significantly and is no longer too useful)
-1 Strionic Resonator (I like the card, but just not for this deck)
-1 Contagion Engine (It had almost zero purpose in the deck because the one thing I want to make bigger is the one thing I want to keep flickering. No infect and no major counter hoardes here, just not in need of the Engine)
-1 Primeval Bounty (It was alright as a card in this deck, but its main function was to help me win more when I was already winning, which made it basically a dead card in many situations)
-1 Amass the Components (3 more mana for basically a Brainstorm wasn't cutting it, plus I got a better draw spell in the form of Recurring Insight)
-1 Elvish Visionary (Decided it wasn't worth keeping in the deck. Cute little trick early game, but not too worth it in the late game usually)
-1 Oran-Rief, the Vastwood (Much rather have the Forest and Opal Palace is simply better at what I really intended for Oran-Rief to do)
-2 Island
+1 Sakura-Tribe Scout (Alright, I made the executive decision that since I couldn't decide between the two [and this deck's lack of flying dudes], I chose to put both Birds and Scout in the deck)
+1 Prophet of Kruphix (Seedborn Muse reborn into this cute little guy that I love playing)
+1 Progenitor Mimic (This card can get really crazy, especially with some fun things in play )
+1 Mimic Vat (Things die, I like making things come back [as my friends will make mention of the game I cast Plasm Capture at least 9 times against them], therefore, Mimic Vat works!)
+1 Sword of Feast and Famine (See explanation below the decklist)
+1 Cyclonic Rift (I was playing against a Captain Sisay deck that was getting WAY too out of hand one day and I really wanted Cyclonic Rift, good early game, good late game, it's just plain good)
+1 Rite of Replication (As strange as this may sound, copy effects are really sweet! [shocker, right?] I also have things I would like to have more of and maybe even a few of my opponent's things too)
+1 Recurring Insight (So I was helping my friend build his Sygg, River Guide deck and I noticed that he was playing Recurring Insight. After we played a few games, I got to see how powerful it actually was, especially when someone got screwed and left in the mana dust and stuck at 7 cards in hand. It's really good)
+1 Enter the Infinite (See explanation below the decklist)
+1 Forest
+1 Temple of Mystery (U/G Scry Land seems good)
+1 Opal Palace (Because why not draw another card?)
Amongst my ideas, this deck holds a special place in my heart. The speaker for Zonot One doubles as the general for the pride and joy of my EDH deck collection. May the tides be forever with you, Zegana.
About Me:
Why Zegana?
So when I play Magic, I always hear "card advantage" this, "card advantage" that. What if this card advantage could help me win the game? Look at Zegana. She has card advantage written all over her! Most people see her as draw 3-5 cards and get little value from her. But at the same time, why not just draw 25? Seems good to me.
Who Is The Deck For?
Do you like ramp? Do you like big creatures? Do you like drawing lots and lots of cards? Congratulations! This deck might be for you!
THE DECK:
6 Prime Speaker Zegana
Creatures (25)
1 Birds of Paradise
1 Sakura-Tribe Scout
2 Coiling Oracle
2 Fauna Shaman
2 Lotus Cobra
3 Eternal Witness
3 Laboratory Maniac
3 Trinket Mage
3 Wood Elves
4 Archaeomancer
4 Conundrum Sphinx
4 Master Biomancer
4 Oracle of Mul Daya
4 Phyrexian Metamorph
5 Acidic Slime
5 Prophet of Kruphix
5 Psychosis Crawler
6 Consecrated Sphinx
6 Deadeye Navigator
6 Frost Titan
6 Progenitor Mimic
6 Roil Elemental
6 Vigor
8 Vorinclex, Voice of Hunger
10 Kozilek, Butcher of Truth
Artifacts (10)
1 Elixir of Immortality
1 Expedition Map
1 Sensei's Divining Top
1 Sol Ring
2 Simic Signet
3 Chromatic Lantern
3 Mimic Vat
3 Sword of Feast and Famine
5 Conjurer's Closet
5 Gilded Lotus
4 Leyline of Anticipation
5 Asceticism
10 Omniscience
Planeswalkers (1)
4 Garruk Wildspeaker
Instants (13)
1 Brainstorm
1 Mystical Tutor
1 Worldly Tutor
2 Counterspell
2 Cyclonic Rift
3 Beast Within
3 Ghostly Flicker
3 Hinder
3 Krosan Grip
4 Plasm Capture
4 Rewind
5 Spin Into Myth
6 Summoning Trap
Sorceries (12)
1 Green Sun's Zenith
2 Explore
2 Sylvan Scrying
3 Cultivate
3 Kodama's Reach
4 Primeval Light
4 Rite of Replication
5 Time Warp
5 Urban Evolution
6 Recurring Insight
8 Praetor's Counsel
12 Enter the Infinite
9 Island
9 Forest
1 Thespian's Stage
1 Simic Growth Chamber
1 Halimar Depths
1 Reliquary Tower
1 Evolving Wilds
1 Simic Guildgate
1 Breeding Pool
1 Dryad Arbor
1 Temple of the False God
1 Command Tower
1 Alchemist's Refuge
1 Strip Mine
1 Hinterland Harbor
1 Terramorphic Expanse
1 Misty Rainforest
1 Temple of Mystery
1 Opal Palace
Explaining the Choices
So there are quite a few choices that I had to consider when making this deck and most of them had to do with "loopholes" or rules that make this deck run. So we'll go bit by bit.
Archaeomancer/Eternal Witness: The first of our many loopholes. So this card in combination with our general and two other cards in our deck, Ghostly Flicker and Omniscience, allows us to draw our entire deck for free by casting Ghostly Flicker on Archaeomancer/Eternal Witness and Zegana, having it resolve, drawing cards and returning Ghostly Flicker, which eventually draws us into Laboratory Maniac to help us win.
Primeval Light: So whenever I cast this card, people have to read it. What the heck is this? Very situational, but most decks play some form of enchantment and if they play multiple, why waste something like a counterspell or Krosan Grip on it when you can just hit all of them at once.
Roil Elemental: The second of our loopholes was one I discovered recently. Because the deck contains so many flicker effects that state "under your control" and we have so many opportunities to trigger landfall, we can gain control of our opponent's creatures, perhaps some even permanently.
Enter the Infinite: So I was sitting down one day playing a game of EDH with my friend Mike and he watched me cast Omniscience and combo off like I do most games and he asked me if I played Enter the Infinite. I wasn't at the time. The decision to add Enter the Infinite came from the fact that it makes us do what we want to do a lot faster. I would much rather go: Omniscience, Enter the Infinite, Laboratory Maniac, Brainstorm than have to Ghostly Flicker 3000000 times.
Vigor: I realized that I never explained having Vigor in the deck. There are times when you just get outraced, it happens (note my post below about my game against Sliver Overlord). Vigor is our backup man. It suddenly turns a Birds of Paradise or any small dude into a beast. Oh good, you're swinging with your 16/16 general that would have killed me in 2 turns, okay, block with my Bird, suddenly it's a 16/17 that is willing to swing back. Vigor also has a key word on it that says "Prevent". Suddenly makes deathtouch seem a lot less scary.
Sword of Feast and Famine: Okay, I finally decided to deconstruct bits of my Kemba, Kha Regent deck to build up Zegana a bit more. Feast and Famine is great in this rendition of the deck because it does what Prophet of Kruphix does except on my turn, so I in essence get 2 turns in 1 in addition to taking my turn on your turn as well (Leyline and Prophet = I take turns all the time :P). When you have a lot of mana and a lot of things to do, you like being able to do everything at once.
- Teferi, Mage of Zhalfir: So I was playing EDH at my LGS and someone dropped a Teferi on the board against me (which of course completely neutralizes my strategy), but I thought that maybe if one was on my side of the board, things could get interesting for me. I would definitely try to fit it in (especially when it gives creatures Flash).
- Witchstalker
- Cold-Eyed Selkie
- Mimic Vat
- Garruk, Primal Hunter
- Syncopate
- Rapid Hybridization
- Deprive
- Dissipate
- Recollect
- Journey of Discovery
+ Kodama's Reach
+ Sylvan Scrying
+ Hinder
+ Primeval Bounty
+ Simic Signet
+ Psychosis Crawler
+ Eternal Witness
+ Lotus Cobra
+ Coiling Oracle
+ Counterspell
Modern: :symu::symr: - Storm
EDH: :symu::symb: - Wrexial, the Risen Deep
EDH: - Kemba, Kha Regent
Even when you're not winning the game instantly with it, it's still supplementary damage and a good beater. Plus, I like having at least one creature whose power is based on hand size around, since they go so well with Zegana.
Modern: :symu::symr: - Storm
EDH: :symu::symb: - Wrexial, the Risen Deep
EDH: - Kemba, Kha Regent
Played a game with it yesterday against a Sliver Overlord deck. Vigor came up huge in that game, allowing me to freely block with my Conundrum Sphinx.
Modern: :symu::symr: - Storm
EDH: :symu::symb: - Wrexial, the Risen Deep
EDH: - Kemba, Kha Regent
I'm not a fan of Birds of Paradise. With this much card draw, I play Sakura-Tribe Scout and Skyshroud Ranger. Getting more lands in play has a longer-lasting effect than something that dies to wrath. Lotus Cobra is the exception. Also, Burgeoning is absolutely insane. It feels like a do-nothing card until you drop 6 or so lands throughout the course of a game and end up way ahead as a result. Azusa, Lost but Seeking is pretty good, too.
Elvish Visionary is kind of chaff. I don't think you really need it.
Chromatic Lantern and signets should never be played in a green deck. Play Kodama's Reach and Cultivate instead. Only broken artifact ramp (like Sol Ring) belongs in a green deck. Even Gilded Lotus is probably unnecessary. You'll usually tap out for it, and it doesn't have legs which can hurt your defense as well as the number of cards you draw with Zegana.
I don't know about Garruk's Horde. It seems very expensive.
Overbeing of Myth is fairly on-par with Psychosis Crawler. It doesn't do damage, but it does draw extra cards. In my deck, I also play Aeon Chronicler and Soramaro, First to Dream. They are huge creatures that can end games, but also make Zegana triggers redonkulous. Each of them comes with built-in card draw as well, and the latter has evasion.
You have access to three Glimpse of Natures on a stick: Soul of the Harvest, Primordial Sage, and Fathom Mage (lesser effect, but cheaper). They are all very good, especially with tons of ramp and cheap creatures. I often have enough mana to play one of these and then at least 2 other creatures in a single turn.
Mulldrifer should definitely not be overlooked.
Rite of Replication is one of the best ways to win with this deck, but it might annoy your playgroup some. There are few things people can do about 6 Sylvan Primordials (I've played both cards in the same turn), but you might get some complaints for exactly that same reason (it's not very interactive).
Raw card draw spells (Amass the Components, Blue Sun's Zenith) shouldn't be necessary. I had Zenith in my deck, but cut it because I rarely needed to cast it. Brainstorm could still be good with so many shuffle effects, though, and Urban Evolution is too good to pass up. I just cut my Explore (love the card) because I don't think it really does enough.
Even after M14 rules, cloning things is one of the best things you can be doing in commander games. Phantasmal Image is bar none the best clone. Even Clone is quite good. Stolen Identity can often get you two clones, but usually not anymore unless you're already in a dominating position. Progenitor Mimic is fun but fragile. I once played it on a Mulldrifter and it survived about 4 turns. I don't currently play Spitting Image, but it's good too. Usually I like to play out my lands, though, which is why he didn't get the nod.
Cyclonic Rift is very, very good. It has cleared a path for me to win on several occasions.
Mimic Vat is really good in this deck. It has a bad rap because it's really good in every deck, but I don't let that stop me from putting it in a deck it belongs in.
My deck looks to bury my opponents in card advantage and overwhelm them with mana so that they just can't do as much in a turn as I can. It works surprisingly often. It's an oppressive deck, though; it wins by running your opponents out of options. Since the card advantage comes from so many places, they can't just tuck your commander and end it. If you play it a lot against a single playgroup, though, they might start hating on it. After a while it can get a little boring, too, because you often win the in the same ways after long, grindy games. Still, I'm a Simic guild member all the way, and I love love love Prime Speaker Zegana, so I just keep coming back to this deck.
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
BoP can ramp turn 1
Becuase Bop cost 1 you can slip him in on
A turn you wouldn't normally be able to use the mama
With a deck that draws so many cards it's almost like free mana even late game free mana is never bad.
Even if it died to wrath it virtually cost you nothing it functions similar to
Mox diamond in mono blue
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
It's a great card, don't get me wrong. I've been playing BoPs since Revised and loving every minute of it. I just think Sakura-Tribe Scout is a better fit for this deck, and card slots are very highly contested. STS is a small, incremental advantage that builds up over time. After a few turns, it can get you so much further ahead than a BoP can. I then use that monstrous mana advantage to win games. BoP is only ever going to get me ahead 1 mana.
Changes:
-1 Garruk's Horde (wasn't doing what I wanted it to do, but was fun at times)
-1 Giant Adephage (too clunky for my liking)
-1 Unsummon (Cyclonic Rift is just plain better, even if you can't Rift your own dude)
-1 Deceiver Exarch (It was good for what it did in that rendition of the deck, but the deck has changed significantly and is no longer too useful)
-1 Strionic Resonator (I like the card, but just not for this deck)
-1 Contagion Engine (It had almost zero purpose in the deck because the one thing I want to make bigger is the one thing I want to keep flickering. No infect and no major counter hoardes here, just not in need of the Engine)
-1 Primeval Bounty (It was alright as a card in this deck, but its main function was to help me win more when I was already winning, which made it basically a dead card in many situations)
-1 Amass the Components (3 more mana for basically a Brainstorm wasn't cutting it, plus I got a better draw spell in the form of Recurring Insight)
-1 Elvish Visionary (Decided it wasn't worth keeping in the deck. Cute little trick early game, but not too worth it in the late game usually)
-1 Oran-Rief, the Vastwood (Much rather have the Forest and Opal Palace is simply better at what I really intended for Oran-Rief to do)
-2 Island
+1 Sakura-Tribe Scout (Alright, I made the executive decision that since I couldn't decide between the two [and this deck's lack of flying dudes], I chose to put both Birds and Scout in the deck)
+1 Prophet of Kruphix (Seedborn Muse reborn into this cute little guy that I love playing)
+1 Progenitor Mimic (This card can get really crazy, especially with some fun things in play )
+1 Mimic Vat (Things die, I like making things come back [as my friends will make mention of the game I cast Plasm Capture at least 9 times against them], therefore, Mimic Vat works!)
+1 Sword of Feast and Famine (See explanation below the decklist)
+1 Cyclonic Rift (I was playing against a Captain Sisay deck that was getting WAY too out of hand one day and I really wanted Cyclonic Rift, good early game, good late game, it's just plain good)
+1 Rite of Replication (As strange as this may sound, copy effects are really sweet! [shocker, right?] I also have things I would like to have more of and maybe even a few of my opponent's things too)
+1 Recurring Insight (So I was helping my friend build his Sygg, River Guide deck and I noticed that he was playing Recurring Insight. After we played a few games, I got to see how powerful it actually was, especially when someone got screwed and left in the mana dust and stuck at 7 cards in hand. It's really good)
+1 Enter the Infinite (See explanation below the decklist)
+1 Forest
+1 Temple of Mystery (U/G Scry Land seems good)
+1 Opal Palace (Because why not draw another card?)
Modern: :symu::symr: - Storm
EDH: :symu::symb: - Wrexial, the Risen Deep
EDH: - Kemba, Kha Regent