I've always liked miracles. And it turns out that all six of the blue & white miracles are perfectly suited for Commander: Terminus & Banishing Stroke tuck creatures on the bottom, Vanishment tuck things on top, Devastation Tide bounces all nonland permanentts, Temporal Mastery gives you an extra turn, and Entreat the Angels is a really good win condition.
The combination of Rasputin Dreamweaver, Entreat the Angels, and Akroma's Memorial is the reason you want to play this deck. All 3 are powerful cards on their own, any one of them combos with any other, and if you ever get all 3 online, someone is about to get wrecked. With a light flicker theme, a heavy Moat theme, and plenty of card draw & library stacking, the deck stalls with ETB effects while ramping and winning with fliers. (I've considered dipping into red for Bonfire of the Damned, but there just aren't any good UWR generals to choose from. Rasputin has such great synergy with the rest of the deck that Bonfire will have to wait until a suitable general is printed.)
When building and tweeking the deck, I have a few rules which I think are important for the deck to remain a "miracle deck" and not just "UW good stuff" deck that happens to have miracles. The miracles already give the deck excellent spot removal, board wipes, an extra turn, and a win condition, so I intentionally decided not to include other popular UW spot removal (Swords to Plowshares, Path to Exile), wrath effects (Wrath of God, Austere Command, Cyclonic Rift), extra turns (Time Warp, Time Stretch), or token generating win conditions (Decree of Justice, White Sun's Zenith). Because of these restrictions, the entire deck focuses on building up a lot of mana, searching for entreat, casting entreat, and then recycling entreat. These deck restrictions also helps to skew the deck away from being a dedicated Rasputin flicker combo deck. There are a few flicker effects in the deck, but not many. This isn't a UW good stuff deck and it's a not a flicker combo deck. This deck is a control deck that can grind out games with the best of them and can still go for that big splashy win.
Entreat the Angels - Ramp for as much mana as possible to cast as large of an entreat as possible, as an EOT miracle if possible, with Akroma's Memorial on the battlefield if possible. (a.k.a. the miracle win)
Jace, the Mind Sculptor, Venser, the Sojourner, Karn Liberated, Moat, Predator, Flagship, Maze of Ith - The deck has enough defensive cards to protect your planeswalkers long enough to try an ultimate one of them to victory, even against multiple opponents. You can even sneak in a Temporal Mastery for double activations if that will put you over the top. (a.k.a. the planeswalker win)
Let me start off first by saying that this deck is intended to be the last Commander deck I ever build. I've already sold off most of my collection on eBay. I had thousands of dollars worth of cardboard sitting on my shelves that I barely even used anymore. I have bills to pay, so it felt like the right time to let go of the game. And yet, I want to hang on to something -- at least one deck. And for me, all of this means that the deck must meet some long term criteria:
It must be fun to play with. -- This might be the most difficult deck to pilot that I've ever built, Commander or otherwise. Every decision you make with Sensei's Divining Top, Brainstorm, Ancestral Knowledge, Scroll Rack, and JtMS is huge in how efficiently you are with your mana based on what your opponents will be doing in future turns. Every scry and flicker has at least 2-3 things to consider. Setting up miracle mana is one thing and deciding whether or not to pay for a miracle's alternate casting cost is another. Planeswalkers with multiple abilities, charms with multiple modes, and even cumulative upkeep cost considerations all require a second thought. There are actually very few win conditions in the deck and navigating the deck to get to those win conditions is different every time. My hope is that this deck will take years to learn how to play properly.
It must be fun to play against. -- I'm all for being as Spikey as possible, with as many broken interactions, and infinite combos as you see fit. But for me, it's just not something I want to do every time. I enjoy playing those decks, but sometimes even I need a break from them. For a deck that is supposed to the last I ever make, this deck had to be as "EDH friendly" as possible. There are no infinite combos, no mass land desctruction, and very few counter spells. With the exception of Moat, there are no prison or pillow fort cards. When you get down to it, the deck is just ramp, card drawing, tutoring, acting & reacting to threats, and eventually getting to the deck's bombs to try and win the game. It interacts with other players without completely screwing any other single player over.
It must be expensive. -- I might be a little bit of a snob over this last point, but I've played MTG for ~20 years and I love the how revered some of the older cards are in the eyes of most players. This deck features some of the most expensive and hard to find Commander legal cards out there like JtMS, Mana Drain, Moat, and Timetwister. After selling off most of the rest of my collection (except for a Ravnica Cube), I've funneled a lot of the money I made back into this deck. I enjoy playing with expensive cards.
This is a deck with a lot of synergy, it's very grindy, and it wins in a very "fair" way while still slapping people around with some of the most expensive & powerful cards ever printed. If that sounds like something you want to play, this deck might be for you too.
Ramp with artifact mana, set up future draws by manipulating the top of your library, and play early defensive creatures. Continue with flicker shenanigans on small ETB creatures and don't be shy about setting up some early miracles to delay the game long enough for you to get to Rasputin Dreamweaver. (Note: With the right draw, it's possible to get a turn 2 or 3 Rasputin on the board, launching you right into the deck's "late game.")
The late game begins once you hit 6 mana and Rasputin first hits the battlefield. Ideally, the turn Rasputin is played you'll also be able to drop a Akroma's Memorial or Karn Liberated. Sometimes it's also correct to drop Rasputin when you have W or U available to flicker for protection. From here you'll either be able to beat down with some big fliers or set up an Entreat the Angels were x=6 or so. Reset the board with Terminus or Devastation tide if things get out of control and make sure to keep recycling your miracles with Elixir of Immortality and Timetwister.
This deck has a "super late game" scenario that is somewhat unique and it all has to do with Ancestral Knowledge. On the surface, you can cast it to dig 10 cards deep and search for an answer to the current board state -- but that's not all. Whenever Ancestral Knowledge enters the battlefield, you are exiling 7-9 cards from your deck. With help from cards like Elixir of Immortality, Timetwister, Flickerwisp, Venser, Sun Titan, and Devastation Tide, you can bring it back over and over again. Eventually, you'll get your library to the point where the only cards left in the deck are the bombs you need to win the game, including Elixir of Immortality, which will help you recycle those bombs indefinitely.
Elixir of Immortality - This deck wants games to go long in order to get to Entreat the Angels and cast it for as much mana as possible, repeatedly if necessary. Elixir is important for both the life gain and endless shuffle.
Ancestral Knowledge - A key card in the deck that allows you to trim your entire deck down to the bare essentials. It can be flickered with Venser & Flickerwisp and can be reanimated with Sun Titan. It also acts as an additional shuffle effect and miracle enabler.
Scroll Rack, Brainstorm, Jace, the Mind Sculptor - Use to get miracles out of your hand and on top of your library. With Jace; Fateseal away cards (including Commanders) that have been tucked with Vanishment. Brainstorm every turn to set up miracles. Unsummon creatures defensively and then Timetwister.
Sensei's Divining Top - The best reusable miracle enabler & instant draw engine in the deck.
Mystical Tutor - Instant miracle in a pinch, at any time, for one blue mana.
Akroma's Memorial - One of the key cards in the deck for a couple reasons. Entreat the Angels is great, but in a multiplayer game an army of 4/4 flying angels with summoning sickness can be dealt with easily. Someone will usually have a wrath if Entreat is cast on your turn. With Akroma's Memorial, at least all the angels will have haste (along with every other ability). Also, at 7 mana, it's the perfect bomb to cast after dropping Rasputin Dreamweaver on the battlefield. You can transform Rasputin into a 4/1 flying, trample, haste, first strike, vigilance, pro black & red creature the turn he enters the battlefield. The pro black & red in particular make him much harder to remove, making it more likely that you'll be able to untap and have the chance to blink him and reset his dream counters.
Consecrated Sphinx - One of the best card draw engines ever printed. Gives you potential miracle draws for every turn of every player. Combine with Scroll Rack to dig deep.
Skycloud Egg - This has over performed ever since I put it in the deck. This deck produces a lot of colorless mana (like the turn you drop Rasputin Dreamweaver) and the ability to convert colorless mana into colored mana is usually the difference in casting an additional spell. It's also important because it's anther source of instant draw which produces WU that gives you the chance to draw and cast 5 of the 6 miracles. It can even be fetched with Trinket Mage and reanimated with Sun Titan.
Trinket Mage - A fantastic tutor in a deck that has Skycloud Egg, Sol Ring, Sensei's Divining Top, Elixir of Immortality, Mana Vault, Wayfarer's Bauble, and Mox Diamond as targets.
Land Tax, Trade Routes - Great cards on their own and even better when combined as they compliment each other perfectly. Trade Routes also acts as reusable card draw to try and hit miracles.
Timetwister - Together with Elixir of Immortality, this is used to keep reshuffling your miracles back into your library. Also, Timetwister gives the deck a very powerful play when combined with Devastation Tide. After casting Devastation Tide, re-play as many mana rocks as possible, then Timetwister everyone's hands away into their libraries (including opposing generals).
Karn Liberated - Too good to not include in the deck. At 7 mana, he can be played the turn Rasputin hits the table. And he can reset the game if too much of your deck is exiled with Jester's Cap or if anything else goes wrong.
Galepowder Mage, Venser, the Sojourner - Reusable flicker effects. Galepowder Mage wasn't originally in my list until I added Akroma's Memorial and gave the mage the potential to flicker something the turn he entered the battlefield.
Moat - Half of the creatures in the deck already have flying. But when the deck's main win condition involve Entreat the Angels and Akroma's Memorial, Moat really begins to shine. It slows down the game and is great at keeping your planeswalkers alive.
I know your running light creatures but Rasputin screams Deadeye Navigator to me the creatures you are running most have pretty decent EBT triggers. flickering sun titan 3-4 times after an artifact wipe seem good, or blinking trinket or treasure mage 5 or 6 times and going crazy with artifact ramp. Now with your general even with out infinite mana shenanigans thats a + 6 colorless mana production every time you blink him for as many islands as you have in play. = seems good. Power out your lamp or Eldrazi (I know not in list but.....)
Step 2:??????????
Step 3: prophet
I like this idea a lot and might look into picking up a Rasputin. I would of course play degenerate combo with him. Good for you for going a fun rout.
I know your running light creatures but Rasputin screams Deadeye Navigator to me the creatures you are running most have pretty decent EBT triggers. flickering sun titan 3-4 times after an artifact wipe seem good, or blinking trinket or treasure mage 5 or 6 times and going crazy with artifact ramp. Now with your general even with out infinite mana shenanigans thats a + 6 colorless mana production every time you blink him for as many islands as you have in play. = seems good. Power out your lamp or Eldrazi (I know not in list but.....)
Step 2:??????????
Step 3: prophet
I like this idea a lot and might look into picking up a Rasputin. I would of course play degenerate combo with him. Good for you for going a fun rout.
I think all of the other Rasputin decks go for straight combo and they're probably all more powerful than this deck. I just really like miracles and I wanted an excuse to run all 6 miracles + Aladdin's Lamp. Whatever changes I make to the deck, those 7 cards are staying in.
(Although, this might not be a bad control deck after I'm done with it.)
You can always put the miracles back on top with scroll rack. Which can be fetched.
Updated the OP and added a Strategy section, including a "Super Late Game" scenario which can be fun.
Deciding not to include any of the targeted recursion for now (except for Sun Titan) just because there really looking to flicker them too much and I think the deck just wants to elixir them into the library and go for the natural draw again. Also, the concentration of miracles is actually very low with only 6 of 99 cards being miracles and 5 of those 6 miracles aren't named 'Entreat the Angels'. For every other miracle, mana acceleration is almost just as good to simply hard cast the spell. Scroll Rack is kind of nice with entreat in hand, but most of the times it just feels like a wasted card. I think Brainstorm and JTMS might be enough.
I originally had Scroll Rack in my list, but I'm beginning to think I don't need it that much. There are so many turn 2 plays and so much mana to dump. And if I ever get up to Aladdin's Lamp mana, the rack and the lamp are kind of an anti-combo. I can replace cards from my hand to the top of my library only to look at the top cards of my library and put one into my hand. Not sure about this one yet.
I've basically gone all in on flicker and have added Blightsteel Colossus. With Transmute Artifact, I will be able to cash in Aladdin's Lamp if needed for a colossus for cheap. I've also gone with the beacons and zeniths to continue to get reshuffled along with colossus for very long games and for those game where I can get Ancestral Knowledge to mill the majority of my deck.
I got rid of some staples like Swords to Plowshares and Wrath of God just because I want to be more reliant on the miracles to get me out of a jam.
edit: The deck was becoming too much of a "UW good stuff" deck and began drifting farther and farther away from being a "miracle deck." So I cut everything again, started from scratch, and made sure that Entreat the Angels was the main win condition for the deck. See the OP for most current changes.
The old list was getting too far away from a "miracle deck" and becoming just a "UW good stuff deck" that happened to have miracles in it. I got rid of old staples like Swords to Plowshares, Path to Exile, Wrath of God, and other win conditions like Decree of Justice. The deck now relies much more heavily on the miracles to do some of the heavy lifting and many of the cards are just there to draw cards (for miracles), tutor for cards (more miracles), and recycle cards (the miracles).
Flicker is still a major theme in the deck, but it still doesn't really combo off other than Palinchron + Deadeye Navigator. Even then, infinite mana won't really do anything with Entreat the Angels for infinite angels or Aladdin's Lamp to tutor for any card every turn.
I also scrapped the entire mana base after realizing that Scrying Sheets was perfect for this deck.
Lemme know what you think. I updated the OP with lots of comments about card selection in the Notes section.
I think this is going to be the last bump for a while. I've continued to make changes and I think the deck is *exactly* how I want it until a new set comes out or if I just completely missed something. Here are the major recent changes:
Went to a completely snow manabase. There are 38 snow cards in the deck to take full advantage of Scrying Sheets. The deck really doesn't miss the dual lands at all. The color distribution is slightly skewed towards blue, but there are so many artifacts and other mana fixers, I barely get mana screwed. With all of the library manipulation already in the deck Scrying Sheets becomes amazing throughout the entire game (resulting in bigger and bigger Entreat the Angels). Also, added Dark Depths as a secondary super-late win condition.
Venser, the Sojourner finally got cut and now I wonder what took me so long to get rid of him. On paper, he's perfect for the deck. But in reality, he's just a worse Conjurer's Closet and the deck doesn't need 2 of them. He's much more vulnerable (due to simple damage) and he can't be cast the turn Rasputin enters the battlefield. The deck doesn't need 2 of them because this isn't a dedicated flicker combo deck; it's a miracle deck.
Swapped out Timely Reinforcements for Beacon of Immortality. I really like Timely Reinforcements for almost any deck, but I realized that this deck doesn't really interact with token creatures at all. If I'm trying to gain life and let the game go long, nothing really beats the Elixir of Immortality + Beacon of Immortality combo.
Cleaned up the selection of smaller creatures in the deck. Got rid of cards that doesn't actually draw (Augur of Bolas, Sea Gate Oracle) because they don't actually trigger miracles. Really happy with the Augury Owl + Omenspeaker as my early drops. If they ever print even more 2cc scry creatures, I think this deck could use 1-2 more. It's so satisfying to drop them early, maybe flicker them once or twice, just to set up an early miracle blowout.
Finally swapped out Time Spiral for Timetwister and it's kind of unbelievable how good it is. Both Elixir of Immortality & Timetwister keep Entreat the Angels shuffled in for more uses and Devastation Tide + Timetwister is so wrong that it's funny.
Lately, I rewrote a lot of the info in the OP to reflect all the changes. I'm really happy with the deck. It's really fun to play, mostly because it might be the hardest EDH deck to pilot that I've ever made. There are so many decisions to be made with each spell, stacking miracles, when to flicker, when to use Rasputin, etc.
Anyway, if you think I'm missing something obvious, lemme know.
edit: And just as I post this update, I'm seriously considering dropping both Angel of Serenity and Palinchron in favor of Consecrated Sphinx and something else. Consecrated Sphinx give you potential miracle draws every turn and a Timetwister draws your entire deck. Hm... I guess that's the last thing I have to figure out. I like how the low end creatures look, but the high end could use some work. I've also considered Kozilek, Butcher of Truth, but that takes the deck into a different direction... or does it?
A small update because I got a couple cards in the mail yesterday:
I just finished selling off a bunch of other cards to finally afford my Timetwister ($368) and Moat ($300). I really got lucky with the Timetwister. It's in beautiful condition. I'm going to hold on to it for a while, but I could probably go on eBay right now and sell it for $500-$600. They were both really expensive and they're 2 of the most important cards for the deck.
Other recent inclusions to the deck are Predator, Flagship and Island of Wak-Wak. They both work great with Entreat the Angels, but they also help me go all-in on the Moat/Planeswalker back-up plan if entreat doesn't work out.
(Once the rest of the cards arrive I'll be posting a bunch of pictures and adding them to the OP.)
So, after checking out this thread a few times I just wanted to know how the deck holds up in games. I have been playing the Pauper Child of Alara Dreamcrusher deck for a number of years now and was looking for another control deck to play as well. How do typical games end up panning out for you and what does your metagame look like? Also, along with that, are there any things about the deck you are trying to improve / work on?
So, after checking out this thread a few times I just wanted to know how the deck holds up in games. I have been playing the Pauper Child of Alara Dreamcrusher deck for a number of years now and was looking for another control deck to play as well. How do typical games end up panning out for you and what does your metagame look like? Also, along with that, are there any things about the deck you are trying to improve / work on?
My meta is pretty casual. Not because they don't want to do the most busted things possible, but because they don't spend nearly as much time/money on their decks as I do. There are a ton of wraths so, if I ever get the angels online, I can usually only get 1 player. I don't win all the time, but I don't really care. I just wanted to make a deck that was fun to play.
The thing I tweak most in the deck is the main alternate win condition. I just put Elesh Norn, Grand Cenobite back in the deck and I'm currently thinking of swapping her for Deadeye Navigator (again). The deck has the most problems against noncreature permanents. Karn Liberated is the best answer, and I also have Devastation Tide and Venser, Shaper Savant, but it feels like it's not enough. I think I want to make these changes:
This way maybe I can grow a golem army with Blade Splicer or die through my deck with other creatures. With Rasputin, I could get absurd entreats and dig for even more with Aladdin's Lamp. But I would lose the raw power of Elesh Norn and it might be too obnoxious to have Venser, Shaper Savant + navigator.
I'm also tempted to try out Stormtide Leviathan for another Moat effect, but I don't think the deck needs it and too hard to cast.
But the issue is that Soothsaying will not draw you a card, while Aladdin's Lamp will. The former won't give him a miracle when used, which (I believe) is critical to the deck.
The truth is that Aladdin's Lamp should probably just be cut and not even replaced with anything. Soothsaying doesn't draw a card, but Aladdin's Lamp is just a replacement effect. They they work very similarly in practice except the lamp lets you auto cycle things to the bottom of your library.
If the lamp stays in, I should probably just put Karn, Silver Golem back in the deck to get more value. But I took Karn out before when Moat came in.
Hm... deck isn't done yet. I still have more to figure out.
I see what you guys are getting at, but soothsayingand Aladdin's Lamp essentially do the same thing which is stack the deck before you draw a card. And while your stacking your deck hoping for a miracle, you should try out counterbalance right? And I hear drawing cards on other peoples turns is good in a miracle deck so why don't you up the chances of a Hallelujah! with Consecrated Sphinx.
*edit* My bad, I was looking at an older list I think so I didn't notice you've added the Consecrated Sphinx. Right on. While I'm here again though, Crucible of worlds seems like it could have some synergy in your deck with Trade Routes and your sac lands. I totally agree with what you wrote saying about the deck possibly using an eldrazi as Rasputin generates a sweet amount of mana. I know it's preference, but Ulamog, the infinite gyrecould be more useful than drawing cards.
I replaced it with Stormtide Leviathan to act as an alternate win condition as well as a redundant Moat effect. The eldrazi are fine cards and I've definitely considered them in the past, but they're so good that I felt like they were kind of taking the spotlight away from Entreat the Angels as the primary win condition. And then later when I added Moat, it made even more sense to go with other fatties that either had flying or had some type of interaction with the angels. Also, since they cost more than 7 mana, it always felt like the deck had to lean more into flicker effects to generate the mana and I didn't want this deck to have to rely on flicker.
In my previous post, I said the deck felt like it needed another answer card for noncreature permanents. Instead of going with Spine of Ish Sah I went with a simple Disenchant. The deck was top heavy enough as it was.
Mystic Remora also got replaced by Skullclamp. I think they're pretty similar in this deck and maybe I should just run both, but the clamp can be fetched with Trinket Mage, doesn't have an expiration date, and doesn't annoy other players quite as much because they can just play however they normally play without having to even think about a tax of 4.
really like that list... im gonna try and build something similar, the only thing missing will be the moat...and i will include both the lamp and Karn, just love the idea.
thx for sharing
B
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Hakim, Loreweaver
Autumn Willow Yomiji, Who Bars the Way
Hanna, Ship's Navigator
Chromium
Skyfire Kirin
really like that list... im gonna try and build something similar, the only thing missing will be the moat...and i will include both the lamp and Karn, just love the idea.
thx for sharing
B
Thanks. But note that the current list I have up in the OP is only 99 cards. I can't decide what the last card should be. Here are a bunch of cards that keep going in and out of the deck:
I can't decide if I need another flying creature, another counter, or a utility card for the 100th card.
Maybe I should just stick Oblivion Stone in there and cheat around my "no other wraths" rule.
edit: A couple more changes.
I replaced Mystic Remora with Stroke of Genius. Mystic Remora was drawing more attention to me than I really wanted. I still wanted a big draw spell, so Stroke of Genius goes in.
I replaced Mana Drain with Force of Will. Now that Aladdin's Lamp is out of the deck, it feels like it doesn't need the extra mana anymore. Mana Drain mana can't actually help pay for Entreat the Angels (except for the rare times that it's hard cast.) Also, the Force of Will + Misdirection combo makes a lot of sense when the deck wants to tap out for Rasputin Dreamweaver, Consecrated Sphinx, Entreat the Angels, and Stroke of Genius. There a lot of situations where this deck wants to tap out. (There are 28 blue cards in the deck.) And in a weird way, it also fits the miracle theme (sort of). Ideally, you'll be able to pay for your blue miracles for their cheap miracle costs. But sometimes you just have overcosted jank sitting in your hand. Force of Will & Misdirection help make use of the cards in your hand. (Not to mention that I just replaced Aladdin's Lamp with Stormtide Leviathan, which adds to the blue card count.)
A few small changes. First, I finally settled on Enlightened Tutor as the 100th card. And if I count that as a 2nd Moat, Stormtide Leviathan feels less impressive. Enlightened Tutor could also easily fetch Predator, Flagship or Akroma's Memorial as a 3rd source of flying, so Vow of Flight is out. Most importantly, in playing the deck, there were definitely times I felt like I drew the wrong half of the deck all at once and I was stuck with nothing but land, mana rocks, and no card draw. Or maybe a Brainstorm or Sensei's Divining Top, but no shuffle effect. The deck felt like it needed at least 1-2 more threats, so I'm going to try out Geist-Honored Monk since she works with flicker and creates flying spirits.
The more I play the deck, the more it's obvious that the deck needs at least 1 more finisher. And as much I want to stick to Entreat the Angels as my only real finisher, I think Decree of Justice makes the deck. There were too many times where I would just draw into the wrong first 15 cards of my deck with no card draw, no action, and the deck just fell flat.
Also, the more I played the deck, the more kills I got with a big splashy entreat or some type of flash + swarm strategy. So I decided to put in True Conviction to go along with Akroma's Memorial and Elesh Norn to make my attacks completely absurd. With True Conviction for lifelink, I think the Timely Reinforcements and Azorius Charm probably aren't needed. Most of the time I was just cycling Azorius Charm anyway.
TL;DR - These latest changes turn 2 relatively do-nothing cards into potential bombs, depending on the board state; something the deck really needed.
When Brago, King Eternal deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.
Flicker effect? Check.
Flying? Check.
Looks like I need to make room for it in the deck. Hm...
Perhaps Propaganda and what not to add for more protection?
With that many artifacts, Tezzeret the Seeker might be a good addition. Also, you already run Trinket Mage, what about the blue and white artifact lands?
Perhaps Propaganda and what not to add for more protection?
With that many artifacts, Tezzeret the Seeker might be a good addition. Also, you already run Trinket Mage, what about the blue and white artifact lands?
Oops. I haven't checked MTGSalvation in a few days. Thanks for the spotlight.
I actually had both Blue Sun's Zenith & White Sun's Zenith at one point. It only takes a little bit of play before you realize that they're surprisingly poor (compared to Decree of Justice, Entreat the Angels, and Stroke of Genius) because of their triple colored mana cost. The mana cost restriction ends up being huge for this deck because what you really want to do is ramp up to 7 mana, drop Rasputin and leave one colored mana source open. If no one has removal for Rasputin, then great. If someone does have removal, you can tap your single colored source, remove all 7 counters from Rasputin and still cast a reasonably sized spell. With the zenith's, they're just stuck in your hand. I know you can argue that you can have the zenith's in addition to the other spells, but I don't really think it needs it.
True Conviction can be a "win more" card at times, but in EDH, can you really ever win more? For practical purposes, it's a high life gain card that can be fetched with Enlightened Tutor. I think it was important for the deck to have at least one huge life gain source. True Conviction can be swapped out for any of those cards. I just chose to go with the conviction.
Rhystic Study just became too annoying for me to play with. If you don't mind playing with it, it's fine. Personal preference thing.
Long-Term Plans used to be in the deck. Just seemed too slow. And it essentially handicaps you and prevents you from using shuffle effects for 2 turns. It came up too often for my taste so I took it out. If anything, I would add a Personal Tutor before Long-Term Plans.
Soothsaying is a fine card. If I ever felt like I needed another deck manipulator, I would try it.
Future Sight used to be in the deck. But I quickly realized that letting everyone know when a miracle is going to pop is exactly what this deck doesn't want to do. I might be wrong on this, but I feel the cons outweigh the pros.
Propaganda (and friends) is interesting and might be worth trying out in the future. Mostly, I just tried to stick with the "moat" theme in terms of protection.
Tezeret, the Seeker used to be in the deck. But Tezzeret and a few other cards (Mana Vault, Grim Monolith, Voltaic Key) that used to be in the deck really forced the entire deck to adopt more of an artifact theme. There are mana artifacts in this deck, but it's not really an "artifact deck."
Boseiju, Who Shelters All is a preference thing. One of my goals was to include as few nonbasics as possible. There are probably half a dozen nonbasics that would fit the deck just fine.
~ UW Miracles ~
I've always liked miracles. And it turns out that all six of the blue & white miracles are perfectly suited for Commander: Terminus & Banishing Stroke tuck creatures on the bottom, Vanishment tuck things on top, Devastation Tide bounces all nonland permanentts, Temporal Mastery gives you an extra turn, and Entreat the Angels is a really good win condition.
Why Rasputin Dreamweaver?
The combination of Rasputin Dreamweaver, Entreat the Angels, and Akroma's Memorial is the reason you want to play this deck. All 3 are powerful cards on their own, any one of them combos with any other, and if you ever get all 3 online, someone is about to get wrecked. With a light flicker theme, a heavy Moat theme, and plenty of card draw & library stacking, the deck stalls with ETB effects while ramping and winning with fliers. (I've considered dipping into red for Bonfire of the Damned, but there just aren't any good UWR generals to choose from. Rasputin has such great synergy with the rest of the deck that Bonfire will have to wait until a suitable general is printed.)
What type of deck is this?
When building and tweeking the deck, I have a few rules which I think are important for the deck to remain a "miracle deck" and not just "UW good stuff" deck that happens to have miracles. The miracles already give the deck excellent spot removal, board wipes, an extra turn, and a win condition, so I intentionally decided not to include other popular UW spot removal (Swords to Plowshares, Path to Exile), wrath effects (Wrath of God, Austere Command, Cyclonic Rift), extra turns (Time Warp, Time Stretch), or token generating win conditions (
Decree of Justice, White Sun's Zenith). Because of these restrictions, the entire deck focuses on building up a lot of mana, searching for entreat, casting entreat, and then recycling entreat. These deck restrictions also helps to skew the deck away from being a dedicated Rasputin flicker combo deck. There are a few flicker effects in the deck, but not many. This isn't a UW good stuff deck and it's a not a flicker combo deck. This deck is a control deck that can grind out games with the best of them and can still go for that big splashy win.How does this deck win?
The deck has 3 main win conditions:
1 Rasputin Dreamweaver
Creatures
1 Augury Owl
1 Omenspeaker
1 Wall of Omens
1 Flickerwisp
1 Man-o'-War
1 Trinket Mage
1 Vendilion Clique
1 Brago, King Eternal
1 Galepowder Mage
1 Phyrexian Metamorph
1 Restoration Angel
1 Solemn Simulacrum
1 Venser, Shaper Savant
1 Geist-Honored Monk
1 Mulldrifter
1 Reveillark
1 Consecrated Sphinx
1 Sun Titan
1 Elesh Norn, Grand Cenobite
1 Kozilek, Butcher of Truth
Miracles
1 Banishing Stroke
1 Devastation Tide
1 Entreat the Angels
1 Temporal Mastery
1 Terminus
1 Vanishment
1 Brainstorm
1 Enlightened Tutor
1 Swords to Plowshares
1 Momentary Blink
1 Mystical Tutor
1 Ghostly Flicker
1 Vanish Into Memory
1 Force of Will
1 Misdirection
1 Stroke of Genius
Other Sorceries
1 Timetwister
Enchantments
1 Land Tax
1 Soothsaying
1 Ancestral Knowledge
1 Trade Routes
1 Act of Authority
1 Moat
1 True Conviction
Artifacts
1 Claws of Gix
1 Elixir of Immortality
1 Mana Vault
1 Sensei's Divining Top
1 Sol Ring
1 Voltaic Key
1 Grim Monolith
1 Ichor Wellspring
1 Mind Stone
1 Mycosynth Wellspring
1 Scroll Rack
1 Thran Dynamo
1 Gilded Lotus
1 Predator, Flagship
1 Akroma's Memorial
1 Jace, the Mind Sculptor
1 Venser, the Sojourner
1 Karn Liberated
Nonbasic Land
1 Celestial Colonnade
1 Command Tower
1 Flooded Strand
1 Island of Wak-Wak
1 Maze of Ith
1 Reliquary Tower
1 Strip Mine
Basic Land
18 Island
14 Plains
Ramp with artifact mana, set up future draws by manipulating the top of your library, and play early defensive creatures. Continue with flicker shenanigans on small ETB creatures and don't be shy about setting up some early miracles to delay the game long enough for you to get to Rasputin Dreamweaver. (Note: With the right draw, it's possible to get a turn 2 or 3 Rasputin on the board, launching you right into the deck's "late game.")
Late Game
The late game begins once you hit 6 mana and Rasputin first hits the battlefield. Ideally, the turn Rasputin is played you'll also be able to drop a Akroma's Memorial or Karn Liberated. Sometimes it's also correct to drop Rasputin when you have W or U available to flicker for protection. From here you'll either be able to beat down with some big fliers or set up an Entreat the Angels were x=6 or so. Reset the board with Terminus or Devastation tide if things get out of control and make sure to keep recycling your miracles with Elixir of Immortality and Timetwister.
Super Late Game
This deck has a "super late game" scenario that is somewhat unique and it all has to do with Ancestral Knowledge. On the surface, you can cast it to dig 10 cards deep and search for an answer to the current board state -- but that's not all. Whenever Ancestral Knowledge enters the battlefield, you are exiling 7-9 cards from your deck. With help from cards like Elixir of Immortality, Timetwister, Flickerwisp, Venser, Sun Titan, and Devastation Tide, you can bring it back over and over again. Eventually, you'll get your library to the point where the only cards left in the deck are the bombs you need to win the game, including Elixir of Immortality, which will help you recycle those bombs indefinitely.
Thread | Draft
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Step 2:??????????
Step 3: prophet
I like this idea a lot and might look into picking up a Rasputin. I would of course play degenerate combo with him. Good for you for going a fun rout.
You should really check out the Decklist Database thread: http://forums.mtgsalvation.com/showthread.php?t=442195&page=44
I think all of the other Rasputin decks go for straight combo and they're probably all more powerful than this deck. I just really like miracles and I wanted an excuse to run all 6 miracles + Aladdin's Lamp. Whatever changes I make to the deck, those 7 cards are staying in.
(Although, this might not be a bad control deck after I'm done with it.)
Thread | Draft
You can always put the miracles back on top with scroll rack. Which can be fetched.
Thanks to Heroes of the Plane for the awesome Sig.
Currently Playing- EDH
GGGOmnath, Locus of the LifestreamGGG
BBBShirei, Lord of PoniesBBB
UWRasputin Dreamweaver, Russia's Greatest Love MachineUW
UBWZur, Killer of FunUBW
UGWTreva, Princess of CanterlotUGW
RWTajic, Master of the Reverse BladeRW
RRRZirilan, How to Train Your DragonRRR
PDH Decks
Gelectrode
Ascended Lawmage
Blaze Commando
Updated the OP and added a Strategy section, including a "Super Late Game" scenario which can be fun.
Deciding not to include any of the targeted recursion for now (except for Sun Titan) just because there really looking to flicker them too much and I think the deck just wants to elixir them into the library and go for the natural draw again. Also, the concentration of miracles is actually very low with only 6 of 99 cards being miracles and 5 of those 6 miracles aren't named 'Entreat the Angels'. For every other miracle, mana acceleration is almost just as good to simply hard cast the spell. Scroll Rack is kind of nice with entreat in hand, but most of the times it just feels like a wasted card. I think Brainstorm and JTMS might be enough.
I originally had Scroll Rack in my list, but I'm beginning to think I don't need it that much. There are so many turn 2 plays and so much mana to dump. And if I ever get up to Aladdin's Lamp mana, the rack and the lamp are kind of an anti-combo. I can replace cards from my hand to the top of my library only to look at the top cards of my library and put one into my hand. Not sure about this one yet.
Thread | Draft
1 Rasputin Dreamweaver
Creatures 13
1 Phantasmal Image
1 Wall of Omens
1 Blade Splicer
1 Flickerwisp
1 Palladium Myr
1 Treasure Mage
1 Trinket Mage
1 Phyrexian Metamorph
1 Restoration Angel
1 Deadeye Navigator
1 Sun Titan
1 Sphinx of Uthuun
1 Blightsteel Colossus
Miracles 6
1 Banishing Stroke
1 Devastatioon Tide
1 Entreat the Angels
1 Temporal Mastery
1 Terminus
1 Vanishment
Other Sorceries 3
1 Flicker
1 Transmute Artifact
1 Beacon of Tomorrows
Other Instants 10
1 Brainstorm
1 Cloudshift
1 Mystical Tutor
1 Mana Drain
1 Momentary Blink
1 Thirst for Knowledge
1 Fact or Fiction
1 Beacon of Immortality
1 Blue Sun's Zenith
1 White Sun's Zenith
1 Land Tax
1 Ancestral Knowledge
1 Copy Artifact
1 Parallax Wave
Planeswalkers 4
1 Jace, the Mind Sculptor
1 Tezzeret, the Seeker
1 Venser, the Sojourner
1 Karn Liberated
Artifacts 21
1 Chrome Mox
1 Mox Diamond
1 Mox Opal
1 Aether Spellbomb
1 Mana Vault
1 Relic of Progenitus
1 Sensei's Divining Top
1 Sol Ring
1 Voltaic Key
1 Azorius Signet
1 Grim Monolith
1 Marble Diamond
1 Mind Stone
1 Scroll Rack
1 Sky Diamond
1 Oblivion Stone
1 Sculpting Steel
1 Thran Dynamo
1 Gilded Lotus
1 Staff of Nin
1 Aladdin's Lamp
1 Ancient Den
1 Darksteel Citadel
1 Flood Plain
1 Flooded Strand
1 Glacial Fortress
1 Hallowed Fountain
1 Mystic Gate
1 Mystifying Maze
1 Prahv, Spires of Order
1 Seat of the Synod
1 Strip Mine
1 Tundra
Basic Land 16
10 Island
6 Plains
I've basically gone all in on flicker and have added Blightsteel Colossus. With Transmute Artifact, I will be able to cash in Aladdin's Lamp if needed for a colossus for cheap. I've also gone with the beacons and zeniths to continue to get reshuffled along with colossus for very long games and for those game where I can get Ancestral Knowledge to mill the majority of my deck.
I got rid of some staples like Swords to Plowshares and Wrath of God just because I want to be more reliant on the miracles to get me out of a jam.
Thread | Draft
edit: The deck was becoming too much of a "UW good stuff" deck and began drifting farther and farther away from being a "miracle deck." So I cut everything again, started from scratch, and made sure that Entreat the Angels was the main win condition for the deck. See the OP for most current changes.
Thread | Draft
1 Rasputin Dreamweaver
Creatures
1 Augur of Bolas
1 Cloud of Faeries
1 Wall of Omens
1 Blade Splicer
1 Flickerwisp
1 Plumeveil
1 Trinket Mage
1 Restoration Angel
1 Solemn Simulacrum
1 Venser, Shaper Savant
1 Mulldrifter
1 Peregrine Drake
1 Deadeye Navigator
1 Sun Titan
1 Angel of Serenity
1 Palinchron
1 Sphinx of Uthuun
Miracles
1 Banishing Stroke
1 Devastation Tide
1 Entreat the Angels
1 Temporal Mastery
1 Terminus
1 Vanishment
1 Brainstorm
1 Cloudshift
1 Mystical Tutor
1 Azorius Charm
1 Mana Drain
1 Momentary Blink
1 Snap
1 Frantic Search
1 Ghostly Flicker
1 Vanish into Memory
Other Sorceries
1 Ponder
1 Flicker
1 Timely Reinforcements
1 Time Spiral
Enchantments
1 Land Tax
1 Ancestral Knowledge
1 Trade Routes
1 Parallax Wave
1 Treachery
Planeswalkers
1 Jace, the Mind Sculptor
1 Venser, the Sojourner
Artifacts
1 Mox Diamond
1 Chromatic Sphere
1 Elixir of Immortality
1 Mana Vault
1 Sensei's Divining Top
1 Skycloud Egg
1 Sol Ring
1 Wayfarer's Bauble
1 Azorius Signet
1 Coldsteel Heart
1 Mind Stone
1 Scroll Rack
1 Talisman of Progress
1 Thran Dynamo
1 Conjurer's Closet
1 Gilded Lotus
1 Akroma's Memorial
1 Aladdin's Lamp
1 Scrying Sheets
Basic Land
18 Snow-Covered Island
18 Snow-Covered Plains
The old list was getting too far away from a "miracle deck" and becoming just a "UW good stuff deck" that happened to have miracles in it. I got rid of old staples like Swords to Plowshares, Path to Exile, Wrath of God, and other win conditions like Decree of Justice. The deck now relies much more heavily on the miracles to do some of the heavy lifting and many of the cards are just there to draw cards (for miracles), tutor for cards (more miracles), and recycle cards (the miracles).
Flicker is still a major theme in the deck, but it still doesn't really combo off other than Palinchron + Deadeye Navigator. Even then, infinite mana won't really do anything with Entreat the Angels for infinite angels or Aladdin's Lamp to tutor for any card every turn.
I also scrapped the entire mana base after realizing that Scrying Sheets was perfect for this deck.
Lemme know what you think. I updated the OP with lots of comments about card selection in the Notes section.
Comments & suggestions welcome.
Thread | Draft
I think this is going to be the last bump for a while. I've continued to make changes and I think the deck is *exactly* how I want it until a new set comes out or if I just completely missed something. Here are the major recent changes:
- Went to a completely snow manabase. There are 38 snow cards in the deck to take full advantage of Scrying Sheets. The deck really doesn't miss the dual lands at all. The color distribution is slightly skewed towards blue, but there are so many artifacts and other mana fixers, I barely get mana screwed. With all of the library manipulation already in the deck Scrying Sheets becomes amazing throughout the entire game (resulting in bigger and bigger Entreat the Angels). Also, added Dark Depths as a secondary super-late win condition.
- Venser, the Sojourner finally got cut and now I wonder what took me so long to get rid of him. On paper, he's perfect for the deck. But in reality, he's just a worse Conjurer's Closet and the deck doesn't need 2 of them. He's much more vulnerable (due to simple damage) and he can't be cast the turn Rasputin enters the battlefield. The deck doesn't need 2 of them because this isn't a dedicated flicker combo deck; it's a miracle deck.
- Swapped out Timely Reinforcements for Beacon of Immortality. I really like Timely Reinforcements for almost any deck, but I realized that this deck doesn't really interact with token creatures at all. If I'm trying to gain life and let the game go long, nothing really beats the Elixir of Immortality + Beacon of Immortality combo.
- Cleaned up the selection of smaller creatures in the deck. Got rid of cards that doesn't actually draw (Augur of Bolas, Sea Gate Oracle) because they don't actually trigger miracles. Really happy with the Augury Owl + Omenspeaker as my early drops. If they ever print even more 2cc scry creatures, I think this deck could use 1-2 more. It's so satisfying to drop them early, maybe flicker them once or twice, just to set up an early miracle blowout.
- Finally swapped out Time Spiral for Timetwister and it's kind of unbelievable how good it is. Both Elixir of Immortality & Timetwister keep Entreat the Angels shuffled in for more uses and Devastation Tide + Timetwister is so wrong that it's funny.
Lately, I rewrote a lot of the info in the OP to reflect all the changes. I'm really happy with the deck. It's really fun to play, mostly because it might be the hardest EDH deck to pilot that I've ever made. There are so many decisions to be made with each spell, stacking miracles, when to flicker, when to use Rasputin, etc.
Anyway, if you think I'm missing something obvious, lemme know.
edit: And just as I post this update, I'm seriously considering dropping both Angel of Serenity and Palinchron in favor of Consecrated Sphinx and something else. Consecrated Sphinx give you potential miracle draws every turn and a Timetwister draws your entire deck. Hm... I guess that's the last thing I have to figure out. I like how the low end creatures look, but the high end could use some work. I've also considered Kozilek, Butcher of Truth, but that takes the deck into a different direction... or does it?
Thread | Draft
I just finished selling off a bunch of other cards to finally afford my Timetwister ($368) and Moat ($300). I really got lucky with the Timetwister. It's in beautiful condition. I'm going to hold on to it for a while, but I could probably go on eBay right now and sell it for $500-$600. They were both really expensive and they're 2 of the most important cards for the deck.
Other recent inclusions to the deck are Predator, Flagship and Island of Wak-Wak. They both work great with Entreat the Angels, but they also help me go all-in on the Moat/Planeswalker back-up plan if entreat doesn't work out.
(Once the rest of the cards arrive I'll be posting a bunch of pictures and adding them to the OP.)
Thread | Draft
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
My meta is pretty casual. Not because they don't want to do the most busted things possible, but because they don't spend nearly as much time/money on their decks as I do. There are a ton of wraths so, if I ever get the angels online, I can usually only get 1 player. I don't win all the time, but I don't really care. I just wanted to make a deck that was fun to play.
The thing I tweak most in the deck is the main alternate win condition. I just put Elesh Norn, Grand Cenobite back in the deck and I'm currently thinking of swapping her for Deadeye Navigator (again). The deck has the most problems against noncreature permanents. Karn Liberated is the best answer, and I also have Devastation Tide and Venser, Shaper Savant, but it feels like it's not enough. I think I want to make these changes:
- Elesh Norn, Grand Cenobite
- Momentary Blink
- something else
+ Deadeye Navigator
+ Flicker
+ Spine of Ish Sah
This way maybe I can grow a golem army with Blade Splicer or die through my deck with other creatures. With Rasputin, I could get absurd entreats and dig for even more with Aladdin's Lamp. But I would lose the raw power of Elesh Norn and it might be too obnoxious to have Venser, Shaper Savant + navigator.
I'm also tempted to try out Stormtide Leviathan for another Moat effect, but I don't think the deck needs it and too hard to cast.
Thread | Draft
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsIf the lamp stays in, I should probably just put Karn, Silver Golem back in the deck to get more value. But I took Karn out before when Moat came in.
Hm... deck isn't done yet. I still have more to figure out.
Thread | Draft
*edit* My bad, I was looking at an older list I think so I didn't notice you've added the Consecrated Sphinx. Right on. While I'm here again though, Crucible of worlds seems like it could have some synergy in your deck with Trade Routes and your sac lands. I totally agree with what you wrote saying about the deck possibly using an eldrazi as Rasputin generates a sweet amount of mana. I know it's preference, but Ulamog, the infinite gyrecould be more useful than drawing cards.
I replaced it with Stormtide Leviathan to act as an alternate win condition as well as a redundant Moat effect. The eldrazi are fine cards and I've definitely considered them in the past, but they're so good that I felt like they were kind of taking the spotlight away from Entreat the Angels as the primary win condition. And then later when I added Moat, it made even more sense to go with other fatties that either had flying or had some type of interaction with the angels. Also, since they cost more than 7 mana, it always felt like the deck had to lean more into flicker effects to generate the mana and I didn't want this deck to have to rely on flicker.
In my previous post, I said the deck felt like it needed another answer card for noncreature permanents. Instead of going with Spine of Ish Sah I went with a simple Disenchant. The deck was top heavy enough as it was.
Mystic Remora also got replaced by Skullclamp. I think they're pretty similar in this deck and maybe I should just run both, but the clamp can be fetched with Trinket Mage, doesn't have an expiration date, and doesn't annoy other players quite as much because they can just play however they normally play without having to even think about a tax of 4.Thread | Draft
thx for sharing
B
Hakim, Loreweaver
Autumn Willow
Yomiji, Who Bars the Way
Hanna, Ship's Navigator
Chromium
Skyfire Kirin
Thanks. But note that the current list I have up in the OP is only 99 cards. I can't decide what the last card should be. Here are a bunch of cards that keep going in and out of the deck:
I can't decide if I need another flying creature, another counter, or a utility card for the 100th card.
Maybe I should just stick Oblivion Stone in there and cheat around my "no other wraths" rule.
edit: A couple more changes.
I replaced Mystic Remora with Stroke of Genius. Mystic Remora was drawing more attention to me than I really wanted. I still wanted a big draw spell, so Stroke of Genius goes in.
I replaced Mana Drain with Force of Will. Now that Aladdin's Lamp is out of the deck, it feels like it doesn't need the extra mana anymore. Mana Drain mana can't actually help pay for Entreat the Angels (except for the rare times that it's hard cast.) Also, the Force of Will + Misdirection combo makes a lot of sense when the deck wants to tap out for Rasputin Dreamweaver, Consecrated Sphinx, Entreat the Angels, and Stroke of Genius. There a lot of situations where this deck wants to tap out. (There are 28 blue cards in the deck.) And in a weird way, it also fits the miracle theme (sort of). Ideally, you'll be able to pay for your blue miracles for their cheap miracle costs. But sometimes you just have overcosted jank sitting in your hand. Force of Will & Misdirection help make use of the cards in your hand. (Not to mention that I just replaced Aladdin's Lamp with Stormtide Leviathan, which adds to the blue card count.)
Thread | Draft
+1 Enlightened Tutor
+1 Deadeye Navigator
+1 Geist-Honored Monk
-1 Stormtide Leviathan
-1 Vow of Flight
Thread | Draft
-1 Azorius Charm
-1 Timely Reinforcements
+1 True Conviction
+1 Decree of Justice
The more I play the deck, the more it's obvious that the deck needs at least 1 more finisher. And as much I want to stick to Entreat the Angels as my only real finisher, I think Decree of Justice makes the deck. There were too many times where I would just draw into the wrong first 15 cards of my deck with no card draw, no action, and the deck just fell flat.
Also, the more I played the deck, the more kills I got with a big splashy entreat or some type of flash + swarm strategy. So I decided to put in True Conviction to go along with Akroma's Memorial and Elesh Norn to make my attacks completely absurd. With True Conviction for lifelink, I think the Timely Reinforcements and Azorius Charm probably aren't needed. Most of the time I was just cycling Azorius Charm anyway.
TL;DR - These latest changes turn 2 relatively do-nothing cards into potential bombs, depending on the board state; something the deck really needed.
Thread | Draft
Flicker effect? Check.
Flying? Check.
Looks like I need to make room for it in the deck. Hm...
Thread | Draft
You already run Stroke of Genius, how about Blue Sun's Zenith?
How has True Conviction been for you? It doesn't look like it would do too much in this deck? And just end up being win-more?
How about Rhystic Study over Skycloud Egg?
Long-Term Plans is a cool card that can not only set up a miracle, but also tutor for any card in your deck.
Soothsaying is a great library manipulator too.
Have you considererd Future Sight?
Perhaps Propaganda and what not to add for more protection?
With that many artifacts, Tezzeret the Seeker might be a good addition. Also, you already run Trinket Mage, what about the blue and white artifact lands?
Boseiju, Who Shelters All makes sure your Miracles resolve.
That's all I can think of right now...
Oops. I haven't checked MTGSalvation in a few days. Thanks for the spotlight.
Thread | Draft