LATEST CHANGE: Added/subtracted certain cards from the deck.
WORKING ON: Rules questions section.
TO-DO LIST:
Add a decklist identical to the one I currently own in real life.
More images in various sections.
Add a "MATCHUPS" section, in which I talk about the ways the pilot of this deck can deal with various generals as their opponent.
Add a section that I keep updated with real-life tournament results.
Add a rules FAQ section where I explain the quaint interactions of this deck.
CHANGE LOG
DATE: 03/07/2014
CHANGE: -1 Greater Auramancy
EXPLANATION: I'm trying to cut back on functional copies of cards in this deck, so I can add space for more combos, and cards that help me pre-Epic. This is usually a worse Sterling Grove, so I am going to continue testing the deck without it.
DATE: 03/07/2014
CHANGE: +1 Night of Souls' Betrayal
EXPLANATION: A friend suggested this, and it makes sense. As a card that isn't bad pre-Epic, and makes a hard-lock with a card already in the deck (Living Plane), and combos pretty well with both Dovescape and Humility, this is a card that should have been included from the start. A great new addition.
DATE: 03/21/2014
CHANGE: +1 Aura of Silence
EXPLANATION: Removing artifacts and enchantments is an option I want to have. This does it better than Oblivion Ring, but does not have the versatility that O ring has. For now, I'm fine with that.
DATE: 03/21/2014
CHANGE: +1 Act of Authority
EXPLANATION: Just like Aura of Silence, Act of Authority removes pesky artifacts and enchantments better than O-Ring does, at the cost of versatility. I found that artifacts and enchantments are pretty much the only things I need to remove, usually, so I don't mind losing that versatility.
CHANGE: -1 Oblivion Ring
EXPLANATION: Aura of Silence/Act of Authority seem to test better for this deck, because they get rid of things for good. The things I need to get rid of are artifacts and enchantments more than often.
DATE: 03/21/2014
CHANGE: -1 Telepathy
EXPLANATION: Perfect information is good to have, but I felt that more removal was more important. If it turns out I'm wrong, I'll probably cut Act of Authority for Telepathy.
CHANGE: +1 Oblivion Ring
EXPLANATION: It's too versatile to ignore and quickly got added back.
DATE: 03/023/2014
CHANGE: -1 Tainted Pact
EXPLANATION: I do not like to exile cards from my library, even though I can stop at any time. This just isn't a tutor I want to play. I will most likely end up exiling a key combo piece and putting it in my hand. Now what? I still have no Enduring Ideal and I have most likely exiled some important players in the deck.
DATE: 03/023/2014
CHANGE: +1 Mystic Retrieval
EXPLANATION: I like this card. Even if someone dumps my entire library into my graveyard I can still go epic! It also helps me re-use tutors. Good for when Enduring Ideal gets countered.
DATE: 03/023/2014
CHANGE: -1 Chrome Mox
EXPLANATION: It rarely taps for the color I need and gives me card disadvantage.
DATE: 03/023/2014
CHANGE: +1 Hall of Gemstone
EXPLANATION: It disrupts my multicolored friends' mana, fights Blood Moon and Magus of the Moon, and makes Enduring Ideal pretty much uncounterable. If I keep getting bothered by free counterspells or if I find double green is an issue I will switch this to City of Solitude.
DATE: 03/08/2014
CHANGE: Added pictures.
EXPLANATION: Pictures make things better.
DATE: 03/10/2014
CHANGE: Added to the "INTRO" subsection of the "PILOTING THE DECK" section.
EXPLANATION: I wanted to specify what certain terms that I use mean, and I wanted give the reader a better understanding of what the "PILOTING THE DECK" section will consist of.
DATE: 03/16/2014
CHANGE: Added the "FREAKY THINGS THAT CAN HAPPEN" section.
EXPLANATION: This will give newer pilots of the deck a jump start on knowing what to do in sticky situations. I want to be as informative as possible.
DATE: 03/16/2014
CHANGE: Added the "WHY U NO?!" section.
EXPLANATION: Not only do I need to provide reasons as to why I run the cards I run, but I also must supply readers with good reasons as to why I do not run cards that might seem good in the deck, yet are not in the current decklist. This will hopefully prompt more discussion and ultimately lead to a better deck through brainstorming.
DATE: 03/17/2014
CHANGE: Rearranged various sections in the primer.
EXPLANATION: I want this primer to be organized in an intuitive way that makes it easy for people to read and comprehend it. For instance, the "FREAKY THINGS THAT COULD HAPPEN" section used to be near the end, when it should have been in the "PILOTING THE DECK" section. The only reason it was near the end and not in that section was because I just added it.
DATE: 03/17/2014
CHANGE: Updated ACT I of the "PILOTING THE DECK" section.
EXPLANATION: I noticed that all I said in that section was how to play around counters. I already address this issue in the "FREAKY THINGS THAT CAN HAPPEN" section, so ACT I of "PILOTING THE DECK" was pretty useless. Now it clearly describes what you should be doing before you cast Enduring Ideal.
DATE: 03/19/2014
CHANGE: Added the "CARDS I'M THINKING ABOUT/TESTING" section.
EXPLANATION: Not all cards not in the deck are bad options. Here I discuss the cards not in the deck but that can be played in it, and cards that I am currently testing for my own list.
I see this is the perfect version of the 5-color Enchantress deck that I run, what with its crazy-expensive tutors and perfect mana. So I guess I've got something to work toward.
Thanks! If you want to build this but have a bdget, first get the mana rocks, then the enchantments (except Moat and The Abyss), and at the same time, pick up the tutors that are 30 bucks and less (no imperial seal or grim tutor). After that, the deck is very functional, and can pull off turn 4 Epic without a problem! That's what I did, and the duals I use are all the shock lands (they are el cheapo), just 1 fetch, and 0 original duals. Of course the deck is better off with them but if you are like me and aren't made of money, this deck can function fine with a bunch of rainbow lands you have lying around and shock lands! Just be sure your lands can enter untapped. That's very important. So no "Vivid" lands!
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Current laser collection: 20 1000cc Ducati dualsport decks
This looks like one of the meanest decks I've ever seen. It makes up for it's meanness by making the game a draw lol. Have you considered Lightmine Field? It kills anything that attacks you, since they are all 1/1.
Wow... Enchantment lock combo deck. I'm not alone in the world!
My Karona list operates very similarly. It abuses a lot of the same things you have, but I go about it a little differently. I've got the Enduring Ideal engine and a lot of the core enchantments, but I have alternative paths as well. I opted to run one creature (that typically dies by my own hand) so I could abuse Oath of Druids.
Coffee Vampire, if you're looking to build a budget version of this deck, check out my Karona list in my sig spoiler section. It's extremely similar and a lot cheaper (no duals, fetches, shocks, and only one expensive card is necessary) by design.
EDIT: Oops, that was for WyvernSlayer
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Thank you for your input, really appreciate it! I have no enchantress effects primarily because I do not cast many enchantments. The goal is to cast Enduring Ideal ASAP, so I do not want to spend time hardcasting lock pieces or other enchantments if I do not need to. This would advocate for a longer game. I think that strategy is better suited for a Sigarda, Host of HeronsNull Rod-type deck that has an emphasis on casting soft-lock enchantments, as well as voltron "equipment" enchantments.
Wow... Enchantment lock combo deck. I'm not alone in the world!
My Karona list operates very similarly. It abuses a lot of the same things you have, but I go about it a little differently. I've got the Enduring Ideal engine and a lot of the core enchantments, but I have alternative paths as well. I opted to run one creature (that typically dies by my own hand) so I could abuse Oath of Druids.
Coffee Vampire, if you're looking to build a budget version of this deck, check out my Karona list in my sig spoiler section. It's extremely similar and a lot cheaper (no duals, fetches, shocks, and only one expensive card is necessary) by design.
Thank you for posting! It is good to see a fellow troll.....I mean, enchantment player in the world!
I took a look at your list, and I really like what you did with the graveyard theme and all. I have been considering making another version of this deck, that involves creatures and uses Oath and also Defense of the Heart. You gave my some inspiration there! Thanks again.
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Current laser collection: 20 1000cc Ducati dualsport decks
Defense of the Heart? I've heard of opponents actively working together to avoid triggering it. Tooth and Nail entwined is a virtually identical effect, so I imagine you'd include that... Out of curiosity, what're your 2 critters of choice?
And NP about the inspiration. You gave me an idea too.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
You're half right about Mike and Trike being inferior, but it doesn't let you kill players immediately. Remember that Mephidross Vampire doesn't hand out counters for pinging players and does not allow you to profit in counters either. If you're looking to end the game immediately, this is not the most efficient way to go about it. But I suppose this is a discussion for another thread. Wouldn't you agree?
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
You're half right about Mike and Trike being inferior, but it doesn't let you kill players immediately. Remember that Mephidross Vampire doesn't hand out counters for pinging players and does not allow you to profit in counters either. If you're looking to end the game immediately, this is not the most efficient way to go about it. But I suppose this is a discussion for another thread. Wouldn't you agree?
Yeah I was totally wrong about the vampire...I thought it read "player". I guess Mikaeus is the only way to go! Thanks for pointing that out dude.
Private Mod Note
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Current laser collection: 20 1000cc Ducati dualsport decks
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
You forgot Mindlock Orb.
You'd have to be pretty wrecked to play EI before dealing with that kind of impediment. If it comes down after casting EI, then that's potentially a problem. However, since Mindlock Orb and Stranglehold don't have flash, they will most likely be caught by Dovescape, and it's a fairly narrow window to cast Aven Mindcensor (usually about 1 turn, 2 at most) because Humility is liable to come down shortly afterwards.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Hi, thanks for reading and commenting! I recognize that no one card is an auto-win, but Enduring Ideal is about as close as you can get. There are always things people can do "in response" to win conditions that foil them. My apologies if I made it sound like I think the game is just over once I resolve Enduring Ideal. I will look back at the primer and edit it accordingly.
I appreciate you bringing these two problem cards to my attention! I have added a new section: "FREAKY THINGS THAT CAN HAPPEN". In this section, I address these two cards and provide ways to play around/with them. Take a look if you please!
Thanks very much for reading, and for your praise! Zur sure is powerful if you build around him...probably more powerful than this deck. My problem was that I didn't want to!
The reason I didn't include Nether Void is that it does not do enough to warrant using an Epic trigger on. Other cards I have serve the purpose of being the first part in locking my opponents out of the game completely. All Nether Void does is make it harder for them to cast things by 3 mana. EDH is a format of fast mana, so by the time I have gone Epic they will be able to pay the 3 extra mana needed to cast a removal spell for Nether Void. And then I'm back to square one, while all 3 players continue to swing at me. Pre-Epic, it hurts me more than helps me in most situations.
Thanks for bringing this card to light! I plan to include this in my future section: "WHY NOT X?".
I really like that idea. It doesn't come into play tapped and lets me deal with problems Post-Epic? Sounds good to me! Thanks...this will be in the next update for sure.
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Current laser collection: 20 1000cc Ducati dualsport decks
Something the should be observed is Second Chance comboing with Form of the Dragon. With either Mistveil Plains or Wheel of Sun and Moon it is infinite turns and infinite damage once you cast Enduring Ideal.
Something the should be observed is Second Chance comboing with Form of the Dragon. With either Mistveil Plains or Wheel of Sun and Moon it is infinite turns and infinite damage once you cast Enduring Ideal.
Hey pal, thanks for checking this out! I address Second Chance in the "WHY U O X?!" section of the primer. basically, my view is that the combo cannot be assembled until after I go Epic, and is prone to removal unless I fetch protection first, which means I must have already locked down the board. However, if I have already locked down the board I don't really need infinite turns. I have a lot of ways to win already, so a 3-card or 4-card combo isn't ideal here. Although, I am going to test Mistveil Plains as a card in the deck. It seems like it could save me from having to waste a fetch on Wheel of Sun and Moon after I go Epic. Thanks for the suggestions!
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I was already thinking of testing City of Solitude, but I think I like your suggestion of Hall of Gemstone even more. Not only does it stop counters, but it also supremely messes with multicolored decks. I'm going to test this. Thanks!
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Hall of Gemstone is hilarious, and I have loved playing it in so many different decks. In this one, it seems like it would work very well. You will have to be cautious of mana rocks, though.
Apologies for the necro, but does anyone know where this primer/list went? Was looking for 5c entrantress ideas and found this via google, and the comments got me excited but alas, no list.
WORKING ON: Rules questions section.
TO-DO LIST:
EXPLANATION: I'm trying to cut back on functional copies of cards in this deck, so I can add space for more combos, and cards that help me pre-Epic. This is usually a worse Sterling Grove, so I am going to continue testing the deck without it.
EXPLANATION: A friend suggested this, and it makes sense. As a card that isn't bad pre-Epic, and makes a hard-lock with a card already in the deck (Living Plane), and combos pretty well with both Dovescape and Humility, this is a card that should have been included from the start. A great new addition.
EXPLANATION: Removing artifacts and enchantments is an option I want to have. This does it better than Oblivion Ring, but does not have the versatility that O ring has. For now, I'm fine with that.
EXPLANATION: Just like Aura of Silence, Act of Authority removes pesky artifacts and enchantments better than O-Ring does, at the cost of versatility. I found that artifacts and enchantments are pretty much the only things I need to remove, usually, so I don't mind losing that versatility.
EXPLANATION: Great utility card that takes care of Aven Mindcensor post-Epic.
EXPLANATION: Useful land that gives me more options post-Epic, and lets me recur Enduring Ideal if it gets countered.
EXPLANATION: Needed room for utility lands. I still have Taiga.
EXPLANATION: Needed room for utility lands. I still have Volcanic Island.
EXPLANATION: Aura of Silence/Act of Authority seem to test better for this deck, because they get rid of things for good. The things I need to get rid of are artifacts and enchantments more than often.
EXPLANATION: Perfect information is good to have, but I felt that more removal was more important. If it turns out I'm wrong, I'll probably cut Act of Authority for Telepathy.
EXPLANATION: I found that Aura of Silence was all I needed for enchantment/artifact hate, and I was lacking in the O-Ring department.
EXPLANATION: It's too versatile to ignore and quickly got added back.
EXPLANATION: I do not like to exile cards from my library, even though I can stop at any time. This just isn't a tutor I want to play. I will most likely end up exiling a key combo piece and putting it in my hand. Now what? I still have no Enduring Ideal and I have most likely exiled some important players in the deck.
EXPLANATION: I like this card. Even if someone dumps my entire library into my graveyard I can still go epic! It also helps me re-use tutors. Good for when Enduring Ideal gets countered.
EXPLANATION: It rarely taps for the color I need and gives me card disadvantage.
EXPLANATION: It disrupts my multicolored friends' mana, fights Blood Moon and Magus of the Moon, and makes Enduring Ideal pretty much uncounterable. If I keep getting bothered by free counterspells or if I find double green is an issue I will switch this to City of Solitude.
EXPLANATION: Pictures make things better.
EXPLANATION: I wanted to specify what certain terms that I use mean, and I wanted give the reader a better understanding of what the "PILOTING THE DECK" section will consist of.
EXPLANATION: This will give newer pilots of the deck a jump start on knowing what to do in sticky situations. I want to be as informative as possible.
EXPLANATION: Not only do I need to provide reasons as to why I run the cards I run, but I also must supply readers with good reasons as to why I do not run cards that might seem good in the deck, yet are not in the current decklist. This will hopefully prompt more discussion and ultimately lead to a better deck through brainstorming.
EXPLANATION: I want this primer to be organized in an intuitive way that makes it easy for people to read and comprehend it. For instance, the "FREAKY THINGS THAT COULD HAPPEN" section used to be near the end, when it should have been in the "PILOTING THE DECK" section. The only reason it was near the end and not in that section was because I just added it.
EXPLANATION: I noticed that all I said in that section was how to play around counters. I already address this issue in the "FREAKY THINGS THAT CAN HAPPEN" section, so ACT I of "PILOTING THE DECK" was pretty useless. Now it clearly describes what you should be doing before you cast Enduring Ideal.
EXPLANATION: Not all cards not in the deck are bad options. Here I discuss the cards not in the deck but that can be played in it, and cards that I am currently testing for my own list.
I see this is the perfect version of the 5-color Enchantress deck that I run, what with its crazy-expensive tutors and perfect mana. So I guess I've got something to work toward.
My Karona list operates very similarly. It abuses a lot of the same things you have, but I go about it a little differently. I've got the Enduring Ideal engine and a lot of the core enchantments, but I have alternative paths as well. I opted to run one creature (that typically dies by my own hand) so I could abuse Oath of Druids.
I went with Humility/Dovescape/Night of Souls' Betrayal. I hadn't considered Living Plane to mess with people. Check out my list of some more ideas.
Coffee Vampire, if you're looking to build a budget version of this deck, check out my Karona list in my sig spoiler section. It's extremely similar and a lot cheaper (no duals, fetches, shocks, and only one expensive card is necessary) by design.
EDIT: Oops, that was for WyvernSlayer
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Thank you for posting! It is good to see a fellow troll.....I mean, enchantment player in the world!
I took a look at your list, and I really like what you did with the graveyard theme and all. I have been considering making another version of this deck, that involves creatures and uses Oath and also Defense of the Heart. You gave my some inspiration there! Thanks again.
And NP about the inspiration. You gave me an idea too.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
You're half right about Mike and Trike being inferior, but it doesn't let you kill players immediately. Remember that Mephidross Vampire doesn't hand out counters for pinging players and does not allow you to profit in counters either. If you're looking to end the game immediately, this is not the most efficient way to go about it. But I suppose this is a discussion for another thread. Wouldn't you agree?
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Yeah I was totally wrong about the vampire...I thought it read "player". I guess Mikaeus is the only way to go! Thanks for pointing that out dude.
No worries, that one's easy to miss. Start a new thread for this deck. I'd love to help you out with it.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
This is one of the coolest lists I've ever seen.
I'm currently making Zur and loving the interactions there but you really did something amazing here.
I have to ask why no Nether void?
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
You forgot Mindlock Orb.
You'd have to be pretty wrecked to play EI before dealing with that kind of impediment. If it comes down after casting EI, then that's potentially a problem. However, since Mindlock Orb and Stranglehold don't have flash, they will most likely be caught by Dovescape, and it's a fairly narrow window to cast Aven Mindcensor (usually about 1 turn, 2 at most) because Humility is liable to come down shortly afterwards.
@Coffee Vampire
That reminds me, you should consider running Barbarian Ring to deal with Aven Mindcensor and Gaddock Teeg.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Hi, thanks for reading and commenting! I recognize that no one card is an auto-win, but Enduring Ideal is about as close as you can get. There are always things people can do "in response" to win conditions that foil them. My apologies if I made it sound like I think the game is just over once I resolve Enduring Ideal. I will look back at the primer and edit it accordingly.
I appreciate you bringing these two problem cards to my attention! I have added a new section: "FREAKY THINGS THAT CAN HAPPEN". In this section, I address these two cards and provide ways to play around/with them. Take a look if you please!
Thanks very much for reading, and for your praise! Zur sure is powerful if you build around him...probably more powerful than this deck. My problem was that I didn't want to!
The reason I didn't include Nether Void is that it does not do enough to warrant using an Epic trigger on. Other cards I have serve the purpose of being the first part in locking my opponents out of the game completely. All Nether Void does is make it harder for them to cast things by 3 mana. EDH is a format of fast mana, so by the time I have gone Epic they will be able to pay the 3 extra mana needed to cast a removal spell for Nether Void. And then I'm back to square one, while all 3 players continue to swing at me. Pre-Epic, it hurts me more than helps me in most situations.
Thanks for bringing this card to light! I plan to include this in my future section: "WHY NOT X?".
I really like that idea. It doesn't come into play tapped and lets me deal with problems Post-Epic? Sounds good to me! Thanks...this will be in the next update for sure.
MTGS egos at their finest.
Thoughts on proxies:
Hey pal, thanks for checking this out! I address Second Chance in the "WHY U O X?!" section of the primer. basically, my view is that the combo cannot be assembled until after I go Epic, and is prone to removal unless I fetch protection first, which means I must have already locked down the board. However, if I have already locked down the board I don't really need infinite turns. I have a lot of ways to win already, so a 3-card or 4-card combo isn't ideal here. Although, I am going to test Mistveil Plains as a card in the deck. It seems like it could save me from having to waste a fetch on Wheel of Sun and Moon after I go Epic. Thanks for the suggestions!
MTGS egos at their finest.
Thoughts on proxies:
I was already thinking of testing City of Solitude, but I think I like your suggestion of Hall of Gemstone even more. Not only does it stop counters, but it also supremely messes with multicolored decks. I'm going to test this. Thanks!
MTGS egos at their finest.
Thoughts on proxies: