The CMC is pretty low, and I don't think the deck is particularly reliant on anything on the banned list so far as I am aware. My guess would be pretty well. You'd need to continue lowering the CMC, add some redundancy tools and maybe tune the right hatebears for that metagame.
That said, Ephara's incremental card advantage engine is maybe not where you want to be in duel? I'm thinking you'd rather not tap out on turn 3 in duel commander, and so you'd need to play more of a generic blue white control, and if you are doing that you might be better off with Geist or GAAIV or something.
Really tough to say, probably depends heavily on whether UW control is a legitimate archetype and whether you can get the games to drag out long enough for Ephara to work.
I have played the deck a lot heads up with friends and it usually does really well because the CMC is so low that I can crank out threats. The consistency tends to be higher than other decks that rely a bit more on ramping. Usually if you can tutor up the one hatebear that works in a match it's pretty punishing.
Duel is so much more tunned that I'm not 100% sure tho
My limited understanding of dual commander is that cheap counterspells and spot removal sort of rule the format which often makes combo less popular there. I suspect there would still be difficulties in porting it to dual commander but the best way to ask might be to strike up a disucssion in the dual commander section about if ephara could be viable or not.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Been trying Torrential Gearhulk and it really is a huge temptation to run big mana instants like Spelljack, although in general I do tend to avoid those.
Been trying Torrential Gearhulk and it really is a huge temptation to run big mana instants like Spelljack, although in general I do tend to avoid those.
Gearhulk is absolutely very powerful. There're a lot of strong instants you can run just cos they're good too like evacuation.
Hi. Awesome decklist you've got going. I've constructed my own ephara based on yours, and even though it's still half filled with placeholders it went 3-0 in a recent convention control works in edh!
There are some questions and arguments I'd like to make. Sorry about bad formatting - I'm typing from my phone.
- If Serra Ascendant isn't available, and I'm considering the Ranger of Eos package, what would you recommend?
- Flickerwisp. I'm seeing it in every blink deck, but why do we need it?
- Why Reality Shift instead of Path to Exile? Surely CMC is more important than replacing a creature in a pinch.
- How consistently are you buybacking forbid?
- Return to Dust. I'm including it for now but looking to swap it for other noncreature removal - I have a mimeoplasm full of Chancellor of the spire effects in my meta. I'd also make the same comment about Bribery in this list. Have any recommendations for replacements?
- When playing Ephara I found that most of my power came when I could draw-go and have a ton of mana available. In that case, why are you running Catastrophe instead of Rout?
- No Sol Ring. I have an EDH deck that considers removing it, but it's Karador, and he's got a bunch of 1cmc mana dorks and Carpet of Flowers to lean on. We, on the other hand, have ramp issues, and are running a ton of artifacts that can benefit from Sol Ring, so why not run it?
- On that note, you already have Aether Vial and Wayfarer's Bauble, so why not run Trinket Mage?
- What does Jitte end up doing? Isn't it a bit too slow?
Hi. Awesome decklist you've got going. I've constructed my own ephara based on yours, and even though it's still half filled with placeholders it went 3-0 in a recent convention control works in edh!
There are some questions and arguments I'd like to make. Sorry about bad formatting - I'm typing from my phone.
- If Serra Ascendant isn't available, and I'm considering the Ranger of Eos package, what would you recommend?
- Flickerwisp. I'm seeing it in every blink deck, but why do we need it?
- Why Reality Shift instead of Path to Exile? Surely CMC is more important than replacing a creature in a pinch.
- How consistently are you buybacking forbid?
- Return to Dust. I'm including it for now but looking to swap it for other noncreature removal - I have a mimeoplasm full of Chancellor of the spire effects in my meta. I'd also make the same comment about Bribery in this list. Have any recommendations for replacements?
- When playing Ephara I found that most of my power came when I could draw-go and have a ton of mana available. In that case, why are you running Catastrophe instead of Rout?
- No Sol Ring. I have an EDH deck that considers removing it, but it's Karador, and he's got a bunch of 1cmc mana dorks and Carpet of Flowers to lean on. We, on the other hand, have ramp issues, and are running a ton of artifacts that can benefit from Sol Ring, so why not run it?
- On that note, you already have Aether Vial and Wayfarer's Bauble, so why not run Trinket Mage?
- What does Jitte end up doing? Isn't it a bit too slow?
Thanks!
I rarely get ascendant these days. Mom and wayfarer all the way. You want 3 targets though.
Wisp is just all purpose. Undoes theft effects reuses stuff etc. Recruiter target, great body for swords. Also is a hard removal spell w containment priest, something I have used more than once.
Reality shift is transmutable with muddle and beats protection from white and doesn't ramp. I've found it important. YMMV.
I consider forbid lock a win condition. Happens a lot. Maybe every other time I draw forbid. Deck draws a lot of cards.
Return to dust is likely too slow for hyper competitive metas but I like the card advantage and exiling is really relevant. Academy ruins everywhere.
My meta doesn't allow Sol ring. It replaces wayfarers bauble in less friendly groups.
Trinket mage is kinda slow. If I had a top in deck I'd run it.
Jitte is gross. My meta is littered with mana dorks and utility schmoes. Jitte has killed more Oracle of mul dayas than I can count easily. It is meta dependent for sure.
Catastrophe can kill lands when you're ahead. Slot could easily be cyclonic rift or rout or evacuation. An issue there tho is ramp decks can recover from those.
I'll do a full set review after I guess but that Faerie Artisans is potentially quite powerful. Kinda like an almost strictly better Saltskitter that sometimes does insane things and flies.
I have my eye on that as well. Seems like a perfect fit for the deck, plus you piggyback with all the ETB effects too!
The only real issue is the same with most "punisher-ish" mechanics -- people can play around it and make choices of whether to deny you resources/etc. Also creature-light decks will not fuel you as much (even token decks hose it kinda).
Still I suspect it is quite strong, likely better than Heliod unless you happen to just love Heliod like I do
It's an engine. 4 mana is typically where those cards go. It's really going to be inconsistent. I kind of like that it craps ETB creatures. It's possible it's better than Hushwing Gryff in some ways because it does it without screwing us. I will probably explore this card. Bonus recruiterable engine.
I mean, it's powerful -- basically a flash fog that makes a gigantic creature. We're generally not that excited about giant beaters, but it can win out of nowhere, and 4 mana is the magic number where no one knows what the heck you are holding up, sometimes it's just counter mana. There're ways we can lock people out of the game with this card and cloudstone curio which is nice. Generally I like it with clones and ninjas, and you can tutor for it with Recruiter.
Hamletback Bird Monk gets an honorable mention, but big dumb beaters at 4 mana aren't really where we want to be I don't think.
My group's just not been using stuff that mindcensor punishes and the bird tends to be kinda centralizing. I want to try out retainers and it's the best fit.
Bribery, while a strong card, is one I can do without since it costs 5 mana--going to test the artisans. Feels like it could be really strong in the deck--if it's out while Ephara's out, you're going to generate absurd amounts of value.
I'll update some text in the primer on these cards if they're good; my initial thinking is that it's quite easy for this deck to get some crazy value out of both.
Loyal Retainers has been on my radar for a while, I just didn't own one. This deck has a ton of high value targets, especially Elesh Norn, but it also can get brought back by Sun Titan, get looped with Sword of Light and Shadow, etc.
Faerie Artisans is a great equalizer card against ETB the Gathering decks out there. There're a lot of cards that it flat out craps on. It's not perfect, but I am excited to try it out.
I noticed you put in the Walking Atlas. I'm trying to lower my curve, does it help?
I'm just afraid of playing that or the Myrs and having them blown away. Or do people leave the dorks alone? At first I thought you were crazy for leaving your mana on a body but then I realized it's practically Eggs. You play mana and draw a card. I think the Atlas is way more interesting than the Myrs because when the Atlas dies all of those lands are still there.
Atlas is one of the ways I have run away with games; extra land drop every turn with a super full hand because of Ephara (and sometimes land tax). If this deck has a mana advantage it's really hard to beat, and Atlas is one of the few ways you can do that with a body. Bigger mana rocks are always an option but they don't wield swords or draw cards.
I really like it. The issue primarily with Atlas is that it requires a certain number of lands in your opener to work (or a Land Tax, or similar), and the deck doesn't reliably see 4 lands in the first 10-11 cards. I've considered going up a land or two as a result--but my general feeling is that Atlas is much better late game than the rocks/dorks are, so I think it's a wash in the end.
Dorks are generally fine in the deck, but people do love to pick them off. I try to keep them to a minimum but the deck wants a critical mass of t2 ramp spells, and I've found that number is between 8 and 10.
Stormscape Familiar is actually my favorite ramp spell in the deck. The mana advantage really adds up when trying to cast multiple spells and most of the deck is white. And it wields swords and doesn't have to tap.
Edit to note: If you're statistically minded I keep my Ephara deck up to date on deckbox for statistics -- things like curve visualizations, test hands, etc. https://deckbox.org/sets/665530
A few questions:
1. If your group didn't have its in-house bans, what cards would you put in (they have to be legal in 'normal' commander) and what would you replace to make space for them?
2. Would Trophy Mage nudge your artifact choices a little? Maybe trade that Helm of Possession for a Vedalken Shackles?
3. I read in your log that you traded off Mana Drain. I've been thinking about getting one for a while. How crucial is it for the deck?
4. Ever tried Aethersnatch or Spelljack?
A few questions:
1. If your group didn't have its in-house bans, what cards would you put in (they have to be legal in 'normal' commander) and what would you replace to make space for them?
2. Would Trophy Mage nudge your artifact choices a little? Maybe trade that Helm of Possession for a Vedalken Shackles?
3. I read in your log that you traded off Mana Drain. I've been thinking about getting one for a while. How crucial is it for the deck?
4. Ever tried Aethersnatch or Spelljack?
1. I'd probably play sol ring and consider trying deadeye navigator (though I have found him to be kinda boring). It's only softbanned so I could, just don't like playing it. Sol Ring is an easy in for wayfarer's bauble which is awful, and Deadeye would have to swap for Aetherling. We don't really have anything else soft-banned I'd like to play and my group's general soft-banning approach has softened a lot as people mix with other playgroups.
I imagine I'll probably just stick a sol ring in there one of these days Maybe today is that day? Just made that swap -- most of my playgroup has been unapologetically letting sol rings slip back into their decks so whatever, let's play the lottery!
2. I don't think the deck has enough islands to support shackles. Helm is just too strong, especially since I can steal people's dudes via other means and sac them to helm. I am not sure trophy mage is right for the deck but maybe worth trying.
3. If you're trying to be competitive, mana drain is fantastic and definitely worth it. Results in a lot of turn 3 Epharas and is great late game too. I would probably want to be playing Snapcaster and 3-4 more good spells in a competitive deck though.
4. I have not. I consider Desertion to be just barely playable - 5 mana is already pushing it though. I don't think I would play either in a competitively tuned list, probably crank down to only 2 mana counterspells (except forbid). I would play Draining Whelk before either Spelljack or Aethersnack since it's guaranteed to make a creature and can't be dispelled/glen elendra archmaged.
So, this set is pretty parasitic, and there's really not much in here for us. Not much flash, not much blink (despite the Revolt mechanic?!), not really any hate creatures to speak of in our colors. There're some cool ideas but in general the dependence on either vehicles, artifacts or energy makes stuff not appropriate.
Decent stuff-- Deadeye Harpooner - This guy is deceptively strong. Creatures are often tapped in EDH, and you can get some strong value by recurring this guy. Really powerful effect. Probably not right in my deck as I'd rather play Fiend Hunter for the combo potential if I wanted this effect, but it's pretty good. Pretty unique effect.
Felidar Guardian - This card is very, very, very strong with planeswalkers. It's mostly a worse restoration angel in my deck but in a deck that is playing stronger ETBs or walkers I could see playing this. Also, it infinite combos with restoration angel and some ETB enabler (altar of the brood, for ex.) which makes it worth thinking about. It also enables an infinite combo with reveillark and a sac outlet (sac this guy while its etb targeting reveillark is on the stack, reveillark blinks and brings it back). Pretty strong card. Note that most clones do this too so it's kinda redundant, but it's got some different angles of attack.
Restoration Specialist - A 3 mana 2-for-1 that recurs stuff and synergizes with sun titan is worth considering. There're very likely some pretty dirty things you could do with this guy.
TRophy Mage - It gets a lot of stuff we care about. Does a not unreasonable stoneforge impression.
Mechanized Production - Definitely worth thinking about as we play a pretty decent number of artifact creatures and there's probably a deck that plays more.
Quicksmith Spy - Eh, it's a strong card in EDH in general, but I am not a fan in our deck.
Skyship Plunderer - Prolifepirate is pretty good. Sure there's a good use for it, but not in our version.
Whir of Invention - Definitely playable, not for me but worth remembering for Ephara.
Merchant's Dockhand - I won't play it, but anything powerful repeatable that you can trinket mage for is worth noting.
Scrap Trawler - Well, yeah. I am positive this guy will enable tons of degenerate nonsense. Not in my deck but yeah.
I am adding in Walking Ballista in my deck for an added win con. Infinite mana (through deadass and palinchron/drake) = infinte pings. It is extremely easy to tutor in our deck also and isn't terrible by itself.
I consider adding a Treasure Keeper - since it 'cascades' on death there is a decent chance to get a hatebear out on an oponent's turn when blocking with it and triggering Ephara that way.
Not too happy with the randomness, but there aren't that many chances for it to whiff. Even a spell queller without a target would at least be another flyer to carry a sword (and could be bounced to use later). Hitting unneeded removal would be worst case, but in a multiplayer game there should be a somewhat valuable target most of the time, and at least you won't wipe the board by accident with cmc 3 or less.
Trophy Mage is pretty much an auto include for me - getting curio or a sword is absoluteley enough to justify a slot for her imo.
At 4 CMC I think treasure keeper has a really tough sell. Generally my feeling is things that provide raw card advantage are not particularly good in this deck unless they are super cheap or provide another role, or both (e.g. Land Tax). Keeper is just too random and expensive. Solemn Simulacrum would be a much stronger play and I don't have room for that.
Getting Curio (ANNNND Oblivion Stone) is a really compelling argument for Trophy Mage -- I'll probably try one out. Peacekeeper and Hushwing Gryff are both iffy enough I could see cutting them. Peacekeeper's in general been just bad lately. Might be better off progressing our gameplan.
My shop had a foil trophy mage so I picked one up to try out. Retainers seems the most cuttable 3-drop as I've shedded some legendaries over the while.
Faerie artisans has been altogether too cute. Never really want to cast it for some reason. Gonna have to give it another go. The only time I have seen it on the board was when it got Telemin Performanced by someone else
Since you're getting enough draw triggers to run Forbid consistently, I suggest running Solitary Confinement.
It's been a total beast in my meta. Most decks are midrange or combo and kill by combat damage or targeting combos, and Confinement protects from both. It does cost a painful two cards per round (skipping draw step and discarding a card), but it's the same as forbidding once per round so I figure it's worth it.
In my meta it's incomparable with effects like Ghostly Prison and Leyline of Sanctity because it covers everything. My opponents skip removing my creatures or my token engines to kill it, and I'm usually better off because I can keep drawing cards.
I also suggest Eldrazi Displacer instead of Flickerwisp. It's multi-usable, it's easier to cast, it's more durable, and you don't care much for bouncing noncreatures.
Some more suggestions are more control components - I took out Catastrophe for being too expensive but still have 3 mass removals in my deck (excluding big Elspeth), as well as Counterspell, Nevermore, Rest In Peace and even Silumgar Sorcerer which has been surprisingly flexible and effective. I would also suggest considering Ojutai's Command, Meddling Mage, Phyrexian Revoker, etc.
My deck can get out a surprising amount of creatures and tokens, which chump all day and net me a ton of cards while I counter threats and gain board state. The thing with this deck is that you actually want a good amount of noncreature permanents so that you can activate Ephara and Heliod easily without them being too vulnerable.
I've taken out Weathered Wayfarer because I was consistently getting land drops with all the cards I was drawing, and I still have Spirit of the Labyrinth and Eidolon of rhetoric. It's funny to see my opponents arguing that they're terrible cards then seeing these "terrible cards" prevent their Maelstrom Wanderer and Kozilek, the Great Distortion from hitting the board. Aven mindcensor is also still in, ruining the day for my ever ramping opponents.
Faerie Artisans is another card that prevents my opponents from playing Magic. It's not that they can't, they just don't want me to copy their giant stuff.
That said, Ephara's incremental card advantage engine is maybe not where you want to be in duel? I'm thinking you'd rather not tap out on turn 3 in duel commander, and so you'd need to play more of a generic blue white control, and if you are doing that you might be better off with Geist or GAAIV or something.
Really tough to say, probably depends heavily on whether UW control is a legitimate archetype and whether you can get the games to drag out long enough for Ephara to work.
I have played the deck a lot heads up with friends and it usually does really well because the CMC is so low that I can crank out threats. The consistency tends to be higher than other decks that rely a bit more on ramping. Usually if you can tutor up the one hatebear that works in a match it's pretty punishing.
Duel is so much more tunned that I'm not 100% sure tho
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
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[Modern] Allies
Augustin, Rasputin, Bruna, Brago, Ojutai
Gearhulk is absolutely very powerful. There're a lot of strong instants you can run just cos they're good too like evacuation.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
There are some questions and arguments I'd like to make. Sorry about bad formatting - I'm typing from my phone.
- If Serra Ascendant isn't available, and I'm considering the Ranger of Eos package, what would you recommend?
- Flickerwisp. I'm seeing it in every blink deck, but why do we need it?
- Why Reality Shift instead of Path to Exile? Surely CMC is more important than replacing a creature in a pinch.
- How consistently are you buybacking forbid?
- Return to Dust. I'm including it for now but looking to swap it for other noncreature removal - I have a mimeoplasm full of Chancellor of the spire effects in my meta. I'd also make the same comment about Bribery in this list. Have any recommendations for replacements?
- When playing Ephara I found that most of my power came when I could draw-go and have a ton of mana available. In that case, why are you running Catastrophe instead of Rout?
- No Sol Ring. I have an EDH deck that considers removing it, but it's Karador, and he's got a bunch of 1cmc mana dorks and Carpet of Flowers to lean on. We, on the other hand, have ramp issues, and are running a ton of artifacts that can benefit from Sol Ring, so why not run it?
- On that note, you already have Aether Vial and Wayfarer's Bauble, so why not run Trinket Mage?
- What does Jitte end up doing? Isn't it a bit too slow?
Thanks!
I rarely get ascendant these days. Mom and wayfarer all the way. You want 3 targets though.
Wisp is just all purpose. Undoes theft effects reuses stuff etc. Recruiter target, great body for swords. Also is a hard removal spell w containment priest, something I have used more than once.
Reality shift is transmutable with muddle and beats protection from white and doesn't ramp. I've found it important. YMMV.
I consider forbid lock a win condition. Happens a lot. Maybe every other time I draw forbid. Deck draws a lot of cards.
Return to dust is likely too slow for hyper competitive metas but I like the card advantage and exiling is really relevant. Academy ruins everywhere.
My meta doesn't allow Sol ring. It replaces wayfarers bauble in less friendly groups.
Trinket mage is kinda slow. If I had a top in deck I'd run it.
Jitte is gross. My meta is littered with mana dorks and utility schmoes. Jitte has killed more Oracle of mul dayas than I can count easily. It is meta dependent for sure.
Catastrophe can kill lands when you're ahead. Slot could easily be cyclonic rift or rout or evacuation. An issue there tho is ramp decks can recover from those.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Augustin, Rasputin, Bruna, Brago, Ojutai
The only real issue is the same with most "punisher-ish" mechanics -- people can play around it and make choices of whether to deny you resources/etc. Also creature-light decks will not fuel you as much (even token decks hose it kinda).
Still I suspect it is quite strong, likely better than Heliod unless you happen to just love Heliod like I do
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Generally, I think there are only two cards seriously worth considering for Ephara in this set.
1) Faerie Artisans
It's an engine. 4 mana is typically where those cards go. It's really going to be inconsistent. I kind of like that it craps ETB creatures. It's possible it's better than Hushwing Gryff in some ways because it does it without screwing us. I will probably explore this card. Bonus recruiterable engine.
2) Selfless Squire
I mean, it's powerful -- basically a flash fog that makes a gigantic creature. We're generally not that excited about giant beaters, but it can win out of nowhere, and 4 mana is the magic number where no one knows what the heck you are holding up, sometimes it's just counter mana. There're ways we can lock people out of the game with this card and cloudstone curio which is nice. Generally I like it with clones and ninjas, and you can tutor for it with Recruiter.
Hamletback Bird Monk gets an honorable mention, but big dumb beaters at 4 mana aren't really where we want to be I don't think.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Augustin, Rasputin, Bruna, Brago, Ojutai
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
-aven mindcensor
-bribery
+loyal retainers
+faerie artisans
My group's just not been using stuff that mindcensor punishes and the bird tends to be kinda centralizing. I want to try out retainers and it's the best fit.
Bribery, while a strong card, is one I can do without since it costs 5 mana--going to test the artisans. Feels like it could be really strong in the deck--if it's out while Ephara's out, you're going to generate absurd amounts of value.
I'll update some text in the primer on these cards if they're good; my initial thinking is that it's quite easy for this deck to get some crazy value out of both.
Loyal Retainers has been on my radar for a while, I just didn't own one. This deck has a ton of high value targets, especially Elesh Norn, but it also can get brought back by Sun Titan, get looped with Sword of Light and Shadow, etc.
Faerie Artisans is a great equalizer card against ETB the Gathering decks out there. There're a lot of cards that it flat out craps on. It's not perfect, but I am excited to try it out.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
I'm just afraid of playing that or the Myrs and having them blown away. Or do people leave the dorks alone? At first I thought you were crazy for leaving your mana on a body but then I realized it's practically Eggs. You play mana and draw a card. I think the Atlas is way more interesting than the Myrs because when the Atlas dies all of those lands are still there.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
I really like it. The issue primarily with Atlas is that it requires a certain number of lands in your opener to work (or a Land Tax, or similar), and the deck doesn't reliably see 4 lands in the first 10-11 cards. I've considered going up a land or two as a result--but my general feeling is that Atlas is much better late game than the rocks/dorks are, so I think it's a wash in the end.
Dorks are generally fine in the deck, but people do love to pick them off. I try to keep them to a minimum but the deck wants a critical mass of t2 ramp spells, and I've found that number is between 8 and 10.
Stormscape Familiar is actually my favorite ramp spell in the deck. The mana advantage really adds up when trying to cast multiple spells and most of the deck is white. And it wields swords and doesn't have to tap.
Edit to note: If you're statistically minded I keep my Ephara deck up to date on deckbox for statistics -- things like curve visualizations, test hands, etc. https://deckbox.org/sets/665530
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
1. If your group didn't have its in-house bans, what cards would you put in (they have to be legal in 'normal' commander) and what would you replace to make space for them?
2. Would Trophy Mage nudge your artifact choices a little? Maybe trade that Helm of Possession for a Vedalken Shackles?
3. I read in your log that you traded off Mana Drain. I've been thinking about getting one for a while. How crucial is it for the deck?
4. Ever tried Aethersnatch or Spelljack?
Augustin, Rasputin, Bruna, Brago, Ojutai
1. I'd probably play sol ring and consider trying deadeye navigator (though I have found him to be kinda boring). It's only softbanned so I could, just don't like playing it. Sol Ring is an easy in for wayfarer's bauble which is awful, and Deadeye would have to swap for Aetherling. We don't really have anything else soft-banned I'd like to play and my group's general soft-banning approach has softened a lot as people mix with other playgroups.
I imagine I'll probably just stick a sol ring in there one of these days Maybe today is that day? Just made that swap -- most of my playgroup has been unapologetically letting sol rings slip back into their decks so whatever, let's play the lottery!
2. I don't think the deck has enough islands to support shackles. Helm is just too strong, especially since I can steal people's dudes via other means and sac them to helm. I am not sure trophy mage is right for the deck but maybe worth trying.
3. If you're trying to be competitive, mana drain is fantastic and definitely worth it. Results in a lot of turn 3 Epharas and is great late game too. I would probably want to be playing Snapcaster and 3-4 more good spells in a competitive deck though.
4. I have not. I consider Desertion to be just barely playable - 5 mana is already pushing it though. I don't think I would play either in a competitively tuned list, probably crank down to only 2 mana counterspells (except forbid). I would play Draining Whelk before either Spelljack or Aethersnack since it's guaranteed to make a creature and can't be dispelled/glen elendra archmaged.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
So, this set is pretty parasitic, and there's really not much in here for us. Not much flash, not much blink (despite the Revolt mechanic?!), not really any hate creatures to speak of in our colors. There're some cool ideas but in general the dependence on either vehicles, artifacts or energy makes stuff not appropriate.
Decent stuff--
Deadeye Harpooner - This guy is deceptively strong. Creatures are often tapped in EDH, and you can get some strong value by recurring this guy. Really powerful effect. Probably not right in my deck as I'd rather play Fiend Hunter for the combo potential if I wanted this effect, but it's pretty good. Pretty unique effect.
Felidar Guardian - This card is very, very, very strong with planeswalkers. It's mostly a worse restoration angel in my deck but in a deck that is playing stronger ETBs or walkers I could see playing this. Also, it infinite combos with restoration angel and some ETB enabler (altar of the brood, for ex.) which makes it worth thinking about. It also enables an infinite combo with reveillark and a sac outlet (sac this guy while its etb targeting reveillark is on the stack, reveillark blinks and brings it back). Pretty strong card. Note that most clones do this too so it's kinda redundant, but it's got some different angles of attack.
Restoration Specialist - A 3 mana 2-for-1 that recurs stuff and synergizes with sun titan is worth considering. There're very likely some pretty dirty things you could do with this guy.
TRophy Mage - It gets a lot of stuff we care about. Does a not unreasonable stoneforge impression.
Efficient construction - I've said a few times I think there is a thopter spy network/metallurgic summonings version of this deck, and I stand by that. Cloudstone Curio and any two 0-drop artifacts makes infinite thopters too which is pretty gross. Pretty easy to break this card in EDH.
Mechanized Production - Definitely worth thinking about as we play a pretty decent number of artifact creatures and there's probably a deck that plays more.
Quicksmith Spy - Eh, it's a strong card in EDH in general, but I am not a fan in our deck.
Skyship Plunderer - Prolifepirate is pretty good. Sure there's a good use for it, but not in our version.
Whir of Invention - Definitely playable, not for me but worth remembering for Ephara.
Merchant's Dockhand - I won't play it, but anything powerful repeatable that you can trinket mage for is worth noting.
Scrap Trawler - Well, yeah. I am positive this guy will enable tons of degenerate nonsense. Not in my deck but yeah.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Not too happy with the randomness, but there aren't that many chances for it to whiff. Even a spell queller without a target would at least be another flyer to carry a sword (and could be bounced to use later). Hitting unneeded removal would be worst case, but in a multiplayer game there should be a somewhat valuable target most of the time, and at least you won't wipe the board by accident with cmc 3 or less.
Trophy Mage is pretty much an auto include for me - getting curio or a sword is absoluteley enough to justify a slot for her imo.
W(W/U)U Ephara - Flash & Taxes W(W/U)U || B(B/G)G Meren - Circle of Life B(B/G)G
RGW Marath - Ever shifting Wilds RGW || (U/R)C(W/B) Breya - Artificial Dominion (U/R)C(W/B)
UBR Becket Brass - take what you can, give nothing back UBR
Getting Curio (ANNNND Oblivion Stone) is a really compelling argument for Trophy Mage -- I'll probably try one out. Peacekeeper and Hushwing Gryff are both iffy enough I could see cutting them. Peacekeeper's in general been just bad lately. Might be better off progressing our gameplan.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
-loyal retainers
+trophy mage
My shop had a foil trophy mage so I picked one up to try out. Retainers seems the most cuttable 3-drop as I've shedded some legendaries over the while.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
I've played maybe 5 or so games in the last month (ugh) and here's my general recollections.
Trophy mage has been stellar. It's a second oblivion stone consistently which is tutorable off of recruiter of the guard which essentially gives me 5 board wipes in the deck or so.
Faerie artisans has been altogether too cute. Never really want to cast it for some reason. Gonna have to give it another go. The only time I have seen it on the board was when it got Telemin Performanced by someone else
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
It's been a total beast in my meta. Most decks are midrange or combo and kill by combat damage or targeting combos, and Confinement protects from both. It does cost a painful two cards per round (skipping draw step and discarding a card), but it's the same as forbidding once per round so I figure it's worth it.
In my meta it's incomparable with effects like Ghostly Prison and Leyline of Sanctity because it covers everything. My opponents skip removing my creatures or my token engines to kill it, and I'm usually better off because I can keep drawing cards.
I also suggest Eldrazi Displacer instead of Flickerwisp. It's multi-usable, it's easier to cast, it's more durable, and you don't care much for bouncing noncreatures.
Some more suggestions are more control components - I took out Catastrophe for being too expensive but still have 3 mass removals in my deck (excluding big Elspeth), as well as Counterspell, Nevermore, Rest In Peace and even Silumgar Sorcerer which has been surprisingly flexible and effective. I would also suggest considering Ojutai's Command, Meddling Mage, Phyrexian Revoker, etc.
My deck can get out a surprising amount of creatures and tokens, which chump all day and net me a ton of cards while I counter threats and gain board state. The thing with this deck is that you actually want a good amount of noncreature permanents so that you can activate Ephara and Heliod easily without them being too vulnerable.
I've taken out Weathered Wayfarer because I was consistently getting land drops with all the cards I was drawing, and I still have Spirit of the Labyrinth and Eidolon of rhetoric. It's funny to see my opponents arguing that they're terrible cards then seeing these "terrible cards" prevent their Maelstrom Wanderer and Kozilek, the Great Distortion from hitting the board. Aven mindcensor is also still in, ruining the day for my ever ramping opponents.
Faerie Artisans is another card that prevents my opponents from playing Magic. It's not that they can't, they just don't want me to copy their giant stuff.