Been watching this thread for a while and got a lot of tips from it. Now some of my opinions:
I actually am loving Soul of Theros in my build. He can serve as an infinite mana outlet as well as gain us huge amounts of life. Thoughts on it?
Right now I have Aura of Silence and Aura shards in my build because of voltron problems, namely Uril.
Thalia has treated me pretty well, with a low noncreature spell count she seems great.
I've been loving stoneforge here because it's amazing with birthing pod and can get us SoFaF. Opinions on her?
Slithermuse seems like something I'd prefer to keep in there, it can draw a lot of cards. Then again, sometimes it can be a dead card.
Reclamation Sage has done some work. In a creature toolbox like this, I like having her as a smaller alternative to Bane of Progress.
Spell Crumple/Hinder seem good to deal with pesky voltron commanders.
Quasali Pridemage has been pretty not bad for me.
Cloud of Faeries hasn't ever been very good for me. Does it really deserve the slot?
Also, Mana drain is a bit out of my budget (though I am going to get a cradle and fetches soon, yay reprint!), any ideas for an alternative counterspell?
Thanks for the awesome decklist! Opinions on my thoughts here appreciated!
Glad to be of assitance. Let's go through each of your ideas. Soul of Theros has Vigilance which works well with our lockdown strategy, and as a pump for creatures. It is also fetchable through Fierce Empath, one of the backbones for our combo finishes. However I see Soul of Theros as inferior to Kamahl because Kamahl's pump ability gives trample and works better with Elesh Norn to take out all our opponents' lands. Lifegain is usually not important - 90% of my games finish to combo (which is great, no downtime waiting around for the next game to start). It's not a bad creature to run but I'm not high enough on Soul of Theros to include it in my list when I'm playing against Zur, Mimeo, and Marath. However if your're playing against slower lists I can see it being useful. Aura of Silence and Aura Shards are both excellent cards which I have often debated including. If you want a reason as to why they're not in my list, I'll say I value creatures very highly. I love cards which work towards our win condition or accelrate us there and are useful on their own. That said both cards are very solid choices. I have no problem with seeing Aura Shards or Aura of Silence in any list. The lockdown strategy is usually sufficient without having to resort to Thalia and friends. They lose value late game and are often not enough by themselves to shut down opponents. Stasis, orbs, and Hokori are vastly superior. Stoneforge with SoFaF and Greaves are solid choices. I may pull Sisay for Stoneforge and try to squeeze in SoFaF. Slithermuse is hit and miss, high reward but sometimes a dead card. Derevi loves 1-2cmc instant spells. Spell Crumple and Hinder are suited to lists which play for long games. I constructed Derevi with a mind towards an offensive emphasis. Having 3 mana open means we have failed. Qasali and Reclamation sage are very good, worthy of inclusion in any creature-based list. Cloud of Faeries can do some nice tricks with Cradle(this is a must have)/Vale and Deadeye. It can help get us there. T2 Faerie into Bloom Tender is a great turn. And if you don't like it you can cycle it. Basically it is a card akin to Elvish Visionary, a support card. Mana Drain is a luxury and not an absolute necessity. Arcane Denial, Swan Song, Pact of Negation, Force of Will, and Mana Drain are my 5 favorite hard counters. I'd probably run Counterspell next in line. Best of luck to you and your Derevi!
Thanks for the advice! I think I'll swap Spell Crumple for a Counterspell. Also, what do you think about a Craterhoof Behemoth as an alternate win con? 9/10 times I drop it I kill the entire table.
On an unrelated note, my friend just altered my Derevi and she looks AWESOME.
Thanks for the advice! I think I'll swap Spell Crumple for a Counterspell. Also, what do you think about a Craterhoof Behemoth as an alternate win con? 9/10 times I drop it I kill the entire table.
On an unrelated note, my friend just altered my Derevi and she looks AWESOME.
Played 3 games with Derevi against Zur and Derevi. First game I got to Cataclysm with Sphinx out, opponents conceded arouund turn 5. Second game Zur went off his turn 4 our turn 3. Third game I went infinite with Deadeye, Derevi, and Gilded Lotus around turn 5 or 6. Then I put away Derevi and played Grenko. As to the new cards I tested, Cataclysm was brutally effective. It has a place. Should never have taken it out. Theoretically Mirri's Guile is better in an opening hand than SDT but SDT is better late in the game and if we go infinite with Deadeye I believe we can stack triggers so that we draw our library with Top by: Tapping SDT to put draw on stack, blinking Derevi, Derevi returns, Untap SDT on stack then Soulbond trigger with Deadeye on top of it, bond with Deadeye, Untap SDT, Tap SDT to put draw on stack, blink Derevi ... Do that X+1 times where X is how many cards in our library. We draw top card of library put SDT on top, draw SDT, draw the rest of our library card by card. Voidmage Prodigy is another card I'm not sure of. He is bad in an opening hand but mid to late game he is a gem. I didn't get to Tezzeret in any of the games. Still testing
C14 has arrived. Teferi, Temporal Archmage is a perfect card for us. First plus, tempo: He's free to play essentially. Play Teferi and untap 4 permanents. At worst we pay 2, and then we can continue to play cards. Best case we have Cradle and Pod out, and we can Pod multiple (3+ times) a turn while floating in mana. Second plus, synergy with stax pieces: Make Stasis, Hokori, and Orbs partially one-sided. Terefi and one of these pieces means opponents look at your board with malice and envy. Third plus, card draw: Draw a card if we have nothing else to do. All around a solid walker. The worst case is seeing Teferi early in an opening hand without the means to reach UU4 within turn 4. In that scenario it's not a good start. But even with Sphinx we have the same problem. Removed Consecrated Sphinx to get Teferi in.
C14 has arrived. Teferi, Temporal Archmage is a perfect card for us. First plus, tempo: He's free to play essentially. Play Teferi and untap 4 permanents. At worst we pay 2, and then we can continue to play cards. Best case we have Cradle and Pod out, and we can Pod multiple (3+ times) a turn while floating in mana. Second plus, synergy with stax pieces: Make Stasis, Hokori, and Orbs partially one-sided. Terefi and one of these pieces means opponents look at your board with malice and envy. Third plus, card draw: Draw a card if we have nothing else to do. All around a solid walker. The worst case is seeing Teferi early in an opening hand without the means to reach UU4 within turn 4. In that scenario it's not a good start. But even with Sphinx we have the same problem. Removed Consecrated Sphinx to get Teferi in.
Wow, I didn't even think about how good Teferi would be here. Is it really worth cutting the sphinx for though? It's kinda ridiculous. Also, have you considered Geist of St. Traft here? Allows you to keep up stasis indefinitely, brings the beats, and is a creature. Played him for the first time on Friday night and fell in love with him to the point that Brimaz seems worth a look.
Also, is Cataclysm really that good? There's some situations where it's ridiculous, but all in all it seems we're a deck that wants a massive board state, something cataclysm seems to work against.
I like this list. I originally made a combo-less version w/o Deadeye whose primary wincon was just a lockout. Much better to have a combo win-con as primary, with lockout as a secondary option.
One card I might suggest is Pattern of Rebirth. When it works, it's like a Natural Order #2 that can fetch Deadeye. But of course, there's a chance the creature you target will get killed, or the enchantment will eat Krosan Grip. Still, one more point in the Birthing Pod chain with possibly Academy Rector if that interests you.
Academy Rector is a really good card but the number of sac outlets we're running is on the low side. I'd probably say 5-6 is the minimum I'd want to justify putting in Pattern or Rector, with the latter being the better option.
Sphinx is an awesome value card. I played a couple games without him, but the list still did well.
I'm pretty big on Cataclysm because we can operate on limited resources very effectively while many opponents can't. It shuts out high cc generals after 1 counter. Granted we won't be able to win without a board but our recovery and acceleration is very fast. I considered replacing it with Magus of the Disk and Yavimaya Hollow for board control. But it's slow.
Geist is not good here, hexproof beater with pseudo vigilance. Slow
Nice list my suggestions are to switch the dorks that put lands into play (except coiling oracle) for tap ability mana dorks, a few rocks such as the talismans wouldn't kill you either unless your leaning on bane of progress a ton or your meta is especially hostile to artifacts. transmute artifact would become an awesome addition and cataclysm would also more reliably leave you with multiple mana.
I would believe sword of feast and famine would be okay but if your facing lots of reanimator I suppose it could backfire.
swan song has been a mixed bag for me, would force of will, remand, or memory lapse be okay? I just hate how often the bird token steals your tempo.
I'm gonna steal your cloud of faeries combo and try the super risky seeming lotus vail
Thanks
Played 5-6 games last weekend 3 handed against Zur and Mimeo. I got swept but I think the games illustrated a lack of a control element which the list was needing. Mimeo ran away with one game after Zur Duressed my Cyclonic Rift T1. And in another game Zur got a t3 win with a pretty nifty hand. But in 3/4 of the games I had the best start. Just couldn't get to a finisher or establish a death grip on the table. Heavy removal elements negated those starts. And in response I played stax elements to slow down the game but Derevi would get stolen or neutralized and it was a losing battle after that. I think the removal elements in the list like O-stone, StP, and Cataclysm are less valuable than control elements like Voidmage Prodigy, counters, or Nature's Will (which can also serve as an accelerator) which restrict opponents from interacting with my board. I took out Trinket Mage and SDT as well. They provide marginal benefits without getting to answers or win-cons consistently. Maybe Tangle Wire should go in. Homeward Path definately goes in. Derevi got stolen 4x while countless creatures of mine animated. Last game I got out 11 permanents by the end of T2. But alas, I couldn't finish. The only bright spot was a 1on1 game with Zur where I won the roll, played and went infinite T3.
Played some more games over the weekend 4 handed against Prossh/Oloro, Zur, and Marath. These were the worst possible matchups I think for Derevi. Between Marath's creature control and Zur's Contamination Derevi never established board control in any of the 4 games. I decided to speed up the list and cut some of the less useful combo elements and tutors to focus more on surviving Contamination/Blood Moon effects.
i think i kind of solved the problem of speed by getting rid of most of the artifacts and adding a stony silence. for blood moon defense, it's often just enough to fetch basics when you have the chance.
Seems a few of these play extra land creatures would be better replaced by enchantment versions like Expedition so they don't suffer summoning sickness and wipe vulnerability. Sure you have 1/1 bodies for later, but this deck doesn't feel like optimized aggro derevi to warrant the need.
I mention this every once in a while, but my build has none of these problems. It cleans up on Cockatrice almost every time I play it in rooms labeled "competitive." Just try it.
I mention this every once in a while, but my build has none of these problems. It cleans up on Cockatrice almost every time I play it in rooms labeled "competitive." Just try it.
Good to see you still floating around these forums. Our land and mana bases aren't that far apart. Your build would face similar problems establishing a board. Zur runs a heavy control element with lots of spot removal and hand disruption and he knows he's got to slow down Derevi so the usual pattern is Thoughtseize/Duress/Gitaxian Probe T1, my Bloom Tender gets killed T2, and T3 my attempt to tutor/playBane of Progress to shut down his artifact accel gets countered or my draw engine gets countered. Contamination to buy time to get to his combo win (Angels Grace + Ad Nauseam) is his next play. At this point I'm usually playing defense and trying to slow the game down. No one can go off until Zur runs out of ammo. Mimeo friend plays plenty of disruption too but mostly bides his time until he can get to 9 mana and go off. When he plays Marath if he establishes any kind of board no one else can have creatures. Oloro/Prossh has the highest win rate among our group but that may be more a result of how he appears on threat radars. It's a shame none of my friends post lists here, they are all well tuned. Derevi gets a lot of respect. Bloom Tender never gets an untap phase.
Droptimal: They are bad draws outside an opening hand but they allow for incredible T2's. They are too good not to play, and one of the best suggestions I got here.
buddha84: I thought about Stony Silence and Null Rod but I have some artifacts I'd like to keep which serve ti advance my board state. Those 2 cards stall the board with Contamination out in a kind of mutual ruin. I think adding more colored mana rocks is probably sufficient
Droptimal: They are bad draws outside an opening hand but they allow for incredible T2's. They are too good not to play, and one of the best suggestions I got here.
I'm more curious why you are doing the creature versions though, not so much the utility they offer. My argument is that the enchantment versions gain you an extra land the turn cycle you resolve them and are less likely to be killed off since they're low threat and not often hit by mass removal. The creatures can come out, die to an effect and never do anything. Exploration and Burgeoning seem MUCH stronger and less of a risk unless you are trying to extract value out of the 1/1 bodies, which doesn't seem the case. These two can easily net you 4+ lands turn 2, as opposed to 3.
Also Lotus Vale seems REALLY risky despite the infinite combos and utility it provides with untaps. I've wanted to run it, but one Strip Mine or Beast Within hilariously set you back. It also seems like it paints a very big target on it you. If you were running some heavy land ramps from library I would say otherwise, but throwing lands available in hand and then losing two for monocolor 3 can lead to some awkward mana situations if things don't go right. Seems almost better to just ran a mana increasing card to gain access to combos. Dawn's Reflection is less risky and arguably better in some cases. You also have global effects such as Mirari's Wake that can help in multiple ways. I always favor consistency and less risky cards due to the 4 player nature of the game providing more chances for answers to "all in" strategies.
They are creatures. That's why they are better than the enchantment versions. We need to be able to feed Cradle, generate untaps, trigger Nature's Will and SoFaF, pitch to SotF or Fauna Shaman, sac to Natural Order or Pod. Synergy!
The tap for any colored mana enchantment is cool, I may have to use it to get around Contamination. And it can serve as acceleration and a win-condition. Lotus Vale isn't a major target in my meta. There are bigger fish waiting to be fried.
Played a couple of games last night with the stoneforge package and Sakashima the Impostor. 4-way against Zur, Narset, and Prossh/Oloro. The mid-game got upgraded signficantly. Sakashima tested really well. Being able to copy an ETB creature before combat and gaining additional value after combat is a neat trick to keep in your pocket. Copying Glen Elendra for board control was also extremely effective. No one can sneeze without your permission. That sealed a win for me one game. Sakashima was also an Elesh Norn. Zur animated my Elesh Norn and I played Sakashima to counteract it's effect so I could trigger untaps and play creatures. Prossh cried though lol. Overall it's a great board amplifier. I'll try to fit SoFaI in next. The board control and value it adds can be very useful at any stage of the game. My friend's Narset was a creatureless version. I didn't like it too much; required too much setup to be practical. Also too little board presence. But a couple thins worked for him: Rhystic Study was an allstar no one paid, and he drew 40 cards. That's a card I also want to fit in. And I probably need more enchantment hate. Zur won one game on the back of T1 Necro. So 3 cards to fit in.
1-for-1 replacement is usually a poor idea. Mana Crypt has a unique effect in that it's the only "true" Mox in the format. Similarly, Mana Drain is really a ramp spell more than it's a counterspell.
You probably can't play Derevi without a pile of duals, shocks, and fetches because it relies so heavily on good mana fixing in the early turns. If you're on a budget, I'd suggest a different deck.
Elesh Norn is a linchpin of the list. She is part of our very small toolbox of answers as well as being one of our two ways to finish tables: get to infinite mana and use her with Kamahl activations on opponents' lands to get concessions. I'd proxy her. Gaea's Cradle is the second most important card among those you listed (and a solid investment). The list jumps with Cradle in play. The others can be replaced without too much of a drop in performance. That said this list is probably not a good idea to play on a casual table. Its power level is 9/10 on a scale of 10. Stomping the table like a schoolyard bully is... bad. I'd take this list onto competitive tables only
Thought long and hard about what to cut. Finally cut Stasis. The swords I added create problems untapping creatures while Stasis is in play. Untap triggers cannot target equipped creatures with protection from UGW. With Teferi gone, Garruk gone, and Heliod gone the only 2 remaining synergies with Stasis are Sakashima and Sun Titan. That's not enough. Stasis is cut for Extract. It's good anytime in a game against a combo deck. Everyone in my meta plays some type of combo. So I expect some good usage from it. And Extract works as a finisher with Deadeye, Eternal Witness and infinite mana to nuke libraries. Also cut Sylvan Tutor for Chain of Vapor. And a Plains for Flagstones of Trokair
I actually am loving Soul of Theros in my build. He can serve as an infinite mana outlet as well as gain us huge amounts of life. Thoughts on it?
Right now I have Aura of Silence and Aura shards in my build because of voltron problems, namely Uril.
Thalia has treated me pretty well, with a low noncreature spell count she seems great.
I've been loving stoneforge here because it's amazing with birthing pod and can get us SoFaF. Opinions on her?
Slithermuse seems like something I'd prefer to keep in there, it can draw a lot of cards. Then again, sometimes it can be a dead card.
Reclamation Sage has done some work. In a creature toolbox like this, I like having her as a smaller alternative to Bane of Progress.
Spell Crumple/Hinder seem good to deal with pesky voltron commanders.
Quasali Pridemage has been pretty not bad for me.
Cloud of Faeries hasn't ever been very good for me. Does it really deserve the slot?
Also, Mana drain is a bit out of my budget (though I am going to get a cradle and fetches soon, yay reprint!), any ideas for an alternative counterspell?
Thanks for the awesome decklist! Opinions on my thoughts here appreciated!
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
On an unrelated note, my friend just altered my Derevi and she looks AWESOME.
Craterhoof is a viable option. I'd run it with more token producers such as: Brimaz, King of Oreskos, Chasm Skulker, Hero of Bladehold, Deranged Hermit, maybe Avenger
Played 3 games with Derevi against Zur and Derevi. First game I got to Cataclysm with Sphinx out, opponents conceded arouund turn 5. Second game Zur went off his turn 4 our turn 3. Third game I went infinite with Deadeye, Derevi, and Gilded Lotus around turn 5 or 6. Then I put away Derevi and played Grenko. As to the new cards I tested, Cataclysm was brutally effective. It has a place. Should never have taken it out. Theoretically Mirri's Guile is better in an opening hand than SDT but SDT is better late in the game and if we go infinite with Deadeye I believe we can stack triggers so that we draw our library with Top by: Tapping SDT to put draw on stack, blinking Derevi, Derevi returns, Untap SDT on stack then Soulbond trigger with Deadeye on top of it, bond with Deadeye, Untap SDT, Tap SDT to put draw on stack, blink Derevi ... Do that X+1 times where X is how many cards in our library. We draw top card of library put SDT on top, draw SDT, draw the rest of our library card by card. Voidmage Prodigy is another card I'm not sure of. He is bad in an opening hand but mid to late game he is a gem. I didn't get to Tezzeret in any of the games. Still testing
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
Wow, I didn't even think about how good Teferi would be here. Is it really worth cutting the sphinx for though? It's kinda ridiculous. Also, have you considered Geist of St. Traft here? Allows you to keep up stasis indefinitely, brings the beats, and is a creature. Played him for the first time on Friday night and fell in love with him to the point that Brimaz seems worth a look.
One card I might suggest is Pattern of Rebirth. When it works, it's like a Natural Order #2 that can fetch Deadeye. But of course, there's a chance the creature you target will get killed, or the enchantment will eat Krosan Grip. Still, one more point in the Birthing Pod chain with possibly Academy Rector if that interests you.
Sphinx is an awesome value card. I played a couple games without him, but the list still did well.
I'm pretty big on Cataclysm because we can operate on limited resources very effectively while many opponents can't. It shuts out high cc generals after 1 counter. Granted we won't be able to win without a board but our recovery and acceleration is very fast. I considered replacing it with Magus of the Disk and Yavimaya Hollow for board control. But it's slow.
Geist is not good here, hexproof beater with pseudo vigilance. Slow
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
I would believe sword of feast and famine would be okay but if your facing lots of reanimator I suppose it could backfire.
swan song has been a mixed bag for me, would force of will, remand, or memory lapse be okay? I just hate how often the bird token steals your tempo.
I'm gonna steal your cloud of faeries combo and try the super risky seeming lotus vail
Thanks
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
edit - sorry meant Exploration
https://www.cubecobra.com/cube/list/p420
Good to see you still floating around these forums. Our land and mana bases aren't that far apart. Your build would face similar problems establishing a board. Zur runs a heavy control element with lots of spot removal and hand disruption and he knows he's got to slow down Derevi so the usual pattern is Thoughtseize/Duress/Gitaxian Probe T1, my Bloom Tender gets killed T2, and T3 my attempt to tutor/playBane of Progress to shut down his artifact accel gets countered or my draw engine gets countered. Contamination to buy time to get to his combo win (Angels Grace + Ad Nauseam) is his next play. At this point I'm usually playing defense and trying to slow the game down. No one can go off until Zur runs out of ammo. Mimeo friend plays plenty of disruption too but mostly bides his time until he can get to 9 mana and go off. When he plays Marath if he establishes any kind of board no one else can have creatures. Oloro/Prossh has the highest win rate among our group but that may be more a result of how he appears on threat radars. It's a shame none of my friends post lists here, they are all well tuned. Derevi gets a lot of respect. Bloom Tender never gets an untap phase.
Droptimal: They are bad draws outside an opening hand but they allow for incredible T2's. They are too good not to play, and one of the best suggestions I got here.
buddha84: I thought about Stony Silence and Null Rod but I have some artifacts I'd like to keep which serve ti advance my board state. Those 2 cards stall the board with Contamination out in a kind of mutual ruin. I think adding more colored mana rocks is probably sufficient
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
Also Lotus Vale seems REALLY risky despite the infinite combos and utility it provides with untaps. I've wanted to run it, but one Strip Mine or Beast Within hilariously set you back. It also seems like it paints a very big target on it you. If you were running some heavy land ramps from library I would say otherwise, but throwing lands available in hand and then losing two for monocolor 3 can lead to some awkward mana situations if things don't go right. Seems almost better to just ran a mana increasing card to gain access to combos. Dawn's Reflection is less risky and arguably better in some cases. You also have global effects such as Mirari's Wake that can help in multiple ways. I always favor consistency and less risky cards due to the 4 player nature of the game providing more chances for answers to "all in" strategies.
The tap for any colored mana enchantment is cool, I may have to use it to get around Contamination. And it can serve as acceleration and a win-condition. Lotus Vale isn't a major target in my meta. There are bigger fish waiting to be fried.
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
You probably can't play Derevi without a pile of duals, shocks, and fetches because it relies so heavily on good mana fixing in the early turns. If you're on a budget, I'd suggest a different deck.
https://www.cubecobra.com/cube/list/p420
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
Thought long and hard about what to cut. Finally cut Stasis. The swords I added create problems untapping creatures while Stasis is in play. Untap triggers cannot target equipped creatures with protection from UGW. With Teferi gone, Garruk gone, and Heliod gone the only 2 remaining synergies with Stasis are Sakashima and Sun Titan. That's not enough. Stasis is cut for Extract. It's good anytime in a game against a combo deck. Everyone in my meta plays some type of combo. So I expect some good usage from it. And Extract works as a finisher with Deadeye, Eternal Witness and infinite mana to nuke libraries. Also cut Sylvan Tutor for Chain of Vapor. And a Plains for Flagstones of Trokair
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL