An interesting effect. Probably an auto-include in Darien, King of Kjeldor and makes me went to rebuild that. But it's kindof a nonbo with Daxos because the angel tokens are not enchantments and don't interact with any of the constellation toolbox like Skybind, Thoughtrender Lamia, etc. The lack of size compared to the Daxos tokens isn't as big a deal because of the flying and vigilance, as well as cards like Anointed Procession, Cathars' Crusade, and True Conviction.
Nice to see you guys back in here It's an interesting side-grade for the tokens, but another thing that would get shot by the metamorphose is Serra's Sanctum, which tends to balloon out of control with spirits. Personally I'll give it a pass for now, but if any of you have success with it I'll be happy to hear about it. Never forget that I initially skipped Anointed Procession
I've been less active with magic and pared down my active decks, as in my sig. Trying for shorter games so I can get 2-3 in when playing with my very small group rather than fewer games that are more protracted. But I still follow the thread because it's a cool deck and I like how it plays.
That's unfortunate, but understandable. It's sad to watch everyone leave Daxos behind though. Think that I'm currently on the third rotation of folks in the thread, it's never quite as ghost-towny as Patron of the Orochi (which has a third of this thread's page count in spite of existing longer). Feel free to stop by any time
With that said, RTRTR is not contributing anything to the deck. The angel maker is an interesting token side-grade, but I think it hoses too many of the deck's primary synergies basing on the fact that the bodies are enchantments, so I'll give it a pass for now as mentioned before. It's nice to see cards like Crush Contraband, which are solid utility control pieces that should be available to the general populace for a pittance. There will obviously still be a select set of optimal utility spells to run, but it's cool that the backend is diversifying and offering a comparable impact level.
The deck likes its games long and drawn out, plus like Shantu pointed out there's a ton of shuffling going on. I didn't realise just how much until I started explicitly paying attention when considering/testing the Top - the best case is getting some Crucible of Worlds/Land Tax/Sword of Rampant Growth action going for a fresh set of three to evaluate each turn, a tutor/fetch every couple of goes is realistic. I'm probably preaching to the choir here, but yeah, the value this thing brings to the table is pretty silly in the long run. Plus, given the deck's awkward early game, the oft ridiculed turn one Top into turn two use is actually welcomed here! Daxos is apparently morphing into tepid Orzhov goodstuff. Any other value engines I should be running?
The cut is actually not Blind Obedience, in spite of what I said. I don't remember the last time I dumpstered a commander with Darksteel Mutation. The same old-age softness that led me to slide out Nevermore has stopped me from using the Mutation for maximum benefit, and all too often it gets dribble discarded or used as suboptimal single shot removal on non-commander targets. The Christmas Land synergy with Doomwake Giant and Sun Titan is cute, but not worth keeping around for. And so ends an era of the deck!
In terms of potential future direction, the most reliable way to cheese more wins would be to up the removal quota. Put in the recent wipes that let Daxos live (Citywide Bust, reintroduce Dusk // Dawn) to bleed people out, probably slip Darksteel Mutation/Nevermore back in and play them ferociously. That's not particularly fun to play against... not that Daxos is made of fun or anything, but the list's style of unpleasantness is anchored in many small inconveniences adding up rather than a perpetual wrath crawl. In terms of more general spitballing, I still kind of want to find room for Painful Quandary again, and I can't shed Liliana's Contract thoughts for whatever reason either. Both of those cost quite a bit of mana though, which is keeping me in check. Last time I let the curve flow wild things ended up quite clunky.
A year draws to a close, which is a pretty good excuse to look back on the deck. Sensei's Divining Top has performed admirably, granting me very good card selection. As stated in the update that introduced it, the deck does shuffle pretty often, so I get to pick from new cards reliably. Sculpt a line of play, build up a fat mana base, get things done. As such, I'm going to follow this whole "card selection" train a bit more.
I am not super stoked about including a five drop in place of a two drop. Not too long ago I had to slim down the deck's curve as it bloated with various expensive things, and here I go introducing another costly card to the mix. However, Doom Whisperer is very good, and has performed admirably in testing. In a standard scenario, he allows for some card quality assessment and binning things of less importance. In a time of need, you can dig harder. In two rather patchy looking games, I'd funnel 6-10 life into the bugger and use the deck's reasonable level of haymaker density and overall redundancy to find something interesting to shake things up. Things will probably get quite silly if I land some lifegain with him around. I'm also yet to set up some graveyard synergy (Crucible of Worlds, Sun Titan, Replenish, the standard stuff), but I'm sure it'll be cute. More resilience! Daxos doesn't need to be around for the filtering to do relevant things, so appropriate evasive manoeuvres can be taken to ensure the deck can come online. Oh yeah, and he makes for good walker police and wears Sword of Rampant Growth very well.
The cut seems unfortunate, as it eats into both my explicit draw power and my low-cost enchantments. And it's not the promised Blind Obedience either! However, the Whisperer eats life, so the extort made for a good excuse to keep the Obedience around. In all honesty, I don't even remember the last time I got good value off Arguel's Blood Fast. I've gotten less stupid with my keeps, so its potential early game boost hasn't come online in a while, and this whole "I got wiped, so I can funnel all the mana I had up for bodies into cards" is not super common. Also, in fairness, it'd be better to reintroduce Greed for sheer mana efficiency. That, and the whole "look ma how nice Blood Fast is at 4/5 mana" scenario I cooked up way back when ends up with the same net everything off the basic Greed, with cheaper activations later. However, that keeps endangering the curve, so not gonna happen quite yet.
In terms of future direction, I am still keeping my eyes peeled for sources of Daxos independence, or at least less dependence (i.e. Cathars' Crusade). I've got some fat dudes, with the newest include being a nice beefslab as well, but I'm not sure that's enough in a 40 life multiplayer format. The most reliable way forward would involve Exsanguinate variants, as the name of the game is buff mana. However, if I have the mana to funnel into this to do serious harm to the table, I'm in a pretty good place, no? Most eligible Daxos-independent value town pieces have already been in the list at some point, and been cut for being very expensive while not doing that much (even if what they offer works in a vacuum). The wipe quota upping is still a possibility as well.
I'm not sure where I'd include this, but I always find myself lacking mana especially without access to Serra's Sanctum. This card seems crazy to me, even if Rule of Law and friends lower its effectiveness a bit.
Seems great to me. I doubt opponents will pay by default, so you're getting ~3 storable mana per round. Sometimes more, sometimes less. And if they do, you're effectively ramped by 2 mana anyway. In their eyes, it won't feel good to collectively pay 6 merely to prevent you from making _one_ spirit.
Things like Serra's Sanctum or Black Market are strictly ramp (albeit very high yield) and, while we do want those, I really like that "Something Tithe" provides so much flexibility. Save your treasure and you're effectively never fully tapped out. Spend one or two at a time to accelerate while still banking the rest. Burn a bunch on that critical turn. Whatever you need that round. I really like how it enables the reactive Constellation trigger threat so my opponents need to play around it, without holding me back from continuing to develop my game plan or letting mana go to waste if it wasn't all needed.
Having gotten two separate playtest sessions in with the thing (about 7-8 games total, with the Mana Study in the opening hand as a replacement of Thran Dynamo), the card has an interesting dynamic to it. In a draw-free vacuum, where the person just topdecks their card for turn and that's that, a point is hit where they get a mana base so sculpted they can afford the 2 per turn and treasure generation is turned off. However, those sort of decks tend to respond poorly to removal and being dribble discarded. The builds that are less fussed by those things are the ones with more pronounced card advantage engines going on. Daxos also has ways of interacting, be it Rule of Law variants or the absolute lack of subtlety of Uba Mask, but they traditionally put up more of a fight as they're just more conventionally powerful. If played against a draw-happy opponent, Mana Study becomes a goldmine more often than not, and keeps delivering the goods late into the game as well. As such, the card acts as a sort of catch-up mechanism against well-rounded opponents, while delivering less value than a mana rock against decks that you don't need as much help against. Interesting!
As to what to do with the treasures, erfunk has the mechanism down pretty well. Unlike a conventional rock, they just sit there, banking up. If you're just a little short of something, you can crack them, but on the whole I've found myself saving them up for power plays. On one occasion, I amassed 20+ treasure (with ~7 non-treasure mana!) while Intet, the Dreamer and Lord Windgrace got good things going on. In one fell swoop, I made a few extra dudes in the end step, buffed and pumped the team respectably, wiped the board and offered a table kill out of nowhere (which got ultimately blanked by a Constant Mists reveal). Thran Dynamo wouldn't have let me do that
Due to its weird rubber band dynamic that feels like the polar opposite of winmore, I'll probably end up including this.
So yeah, the whole set is out. The only non-Mana Study cards meriting some amount of thought are Ethereal Absolution and Font of Agonies. The former kind of reminds me of The Immortal Sun with its kitchen sink design, but I don't feel it's worth a slot here at six mana (especially as the curve's still trying to watch its figure). The latter is pretty cool in Christmas Land, but there's not a whole lot of life-paying effects going on. You'd pretty much need to land Doom Whisperer, Necropotence or Big Ole Raz for this to properly come online, but if you have any of those you're doing just fine.
As explained in the post above, Mana Study has a very good dynamic going on. If somebody's drawing tons of stuff and running away with the game a bit, the card compensates you handsomely and keeps you in sight of them. The cut is to trim the rock population a little, as for some illogical reason running five rocks feels a lot more vulnerable than four. The deck's in a pretty good spot right now - Doom Whisperer settled admirably, and causes alarm levels akin to a game-ending haymaker upon hitting the board due to his dig flexibility. Possible future directions include the wipes that have been mentioned, or dusting off my mono white hatebear collection (think Aven Mindcensor, Linvala, Keeper of Silence, those sort of guys). However, those would be unpleasant to play against more so than just being throttled on spells per turn or whatever other mild aggravations the deck currently rolls out, so not going to happen. On a similar note, ran the list past Ebline, who decreed that the only real way to make a better Daxos would be to build him pretty hard stax and use the dudebros as fuel for various unpleasantness. I'm quite happy with the flexible, toolbox'y thing that's currently going on. It would be nice if I figured out ways to get some more Daxos independence that doesn't suck with the commander around though.
First off, thank you so much for this decklist. I've been running a slightly budget version of your list for almost a year now with great success. One of the cards im considering adding is Teysa Karlov for the token anthem effect; have you considered this at all? I also added Revel in Riches alongside smothering tithe for the secondary win-con.
First off, thank you so much for this decklist. I've been running a slightly budget version of your list for almost a year now with great success. One of the cards im considering adding is Teysa Karlov for the token anthem effect; have you considered this at all? I also added Revel in Riches alongside smothering tithe for the secondary win-con.
Glad to hear it was of some use I'm not sure Teysa Karlov's token buffs are strong enough to merit a non-enchantment slot. Is it the fact it's a combination of vigilance and lifelink that's tempting? There are plenty of options granting either already, sometimes with cute perks (Brave the Sands, Whip of Erebos).
As for Revel in Riches, analysed in the current deck vacuum it feels a bit cute. Old me already accused Black Market of being too variable, and in a vacuum this is a sidegrade with a bit more of a downgrade feel to it. However, it has to be said that the occasional end step Rout cheese win could be hilarious. Also, I've been playing a whole bunch of EDH recently, and unsurprisingly the deck's performance is closely correlated to how dumb its mana base gets during the game. An undisrupted Weathered Wayfarer setting me up with all the power lands puts me in a stupidly good spot, and I don't even necessarily need a haymaker to close out the game due to the sheer volume of mana I can sink. In the Command Zone game statistics analysis, the unsurprising conclusion was that the person with the most lands tended to clean house. We might not get to green ramp, but our lands are high impact, and a corollary on mana total should still hold up. Should maximising mana generation be pursued? If so, how?
The most mana-efficient way would be more rocks. Good return of investment, but susceptible to getting shot out, especially if there's too many of them around. Also, most of the good ones don't offer coloured, which limits their mana sink potential. Land ramp's the most resilient, which is good. However, there's really not that much land ramp left out of the 99 that would make sense to include. Burnished Hart is probably the best, and that got axed in a general fat trimming update a while back. I trialled Thaumatic Compass in the past and wasn't impressed, gave Conqueror's Galleon a spin recently and was also somewhat underwhelmed. Kor Cartographer is a Depression Automaton lookalike that's not quite as cool, Knight of the White Orchid is unreliable. As such, maybe the morbid enchantment options (Black Market, Revel in Riches) are indeed the way to go? I already mentioned old me not being super keen on this sort of effect, but old me was stuck with variably performing versions of the deck. Maybe back then there were more pressing matters to sort out? I guess all this will take some thinking and testing, and not even the previously evaluated options are off the table. Any input would be appreciated.
Also, as I'm already making a post, may as well leave this little nugget of the nuttest draw the deck ever had for posterity. Think I went first, just to add insult to injury. Also, its absolute nutness was predictably driven by mana, which adds further relevance to my upstream musings.
I don't put Thaumatic Compass in my Ramp suite, I put it in my Draw suite. It's a decent mana sink in the early game when you need to ensure your land drops but it is just a draw engine. Afterwards, it turns into a Maze of Ith that provides mana. That alone gives power, as no one wants to attack me because 'they'll get mazed anyway', so I end up using that colourless on an end step to produce a Daxosman.
If you don't mind pseudo-group hug, Oath of Lieges helps ramp you up. It's a nice rubber-band effect on those who try to explode out lands, like most Green Ramp decks. The best piece is that while everyone might have the same amount of lands because of Oath, your quality is much higher once you bust out Cabal Coffers with Urborg, Tomb of Yawgmoth. Another way to exploit a more Basic-centric land build would be Terrain Generator.
My experience playing Daxos confirms that access to colored mana is often the limiting factor. I hadn't previously considered Thespian Stage or Vesuva but I think they are limiting in their utility. They can only really copy Cabal Coffers due to the legendary rule (No Serra's Sanctum or Nykthos, Shrine to Nyx)
Ethersworn doesn't seem to make sense because its not an enchantment, so there is basically no benefit to you for casting it. The artifacts this deck runs are pretty limited and have specific purposes. I think a lot of the stax piece can be meta dependent tbh. My version doesn't run Agent of Erebos because no one in my group really runs graveyard decks.
There's no arguing that Ethersworn Canonist is worse than Rule of Law/Dude of Law in the shell, but its actual mileage is quite meta dependent. If you have no mono brown cruising around, or anything crutching too heavily on rocks, the Canonist is going to be okay. In my meta, it would be noticeably worse as one guy somehow built all his decks in a manner that would render him near impervious to the effect (Brudiclad, Telchor Engineer, Marchesa, the Black Rose modular tribal, Mayael the Anima which for whatever reason runs tons of rocks and some other artifacts). The fact that this always slugs us to some degree while potentially leaving a gate open for others to get around it is not super desirable if trying to keep the deck operational in a metagame vacuum.
Nether Void seems like a high risk medium reward sort of card. Imagine this - you drop Daxos on curve, follow up with the Void next turn, and someone kills Daxos. Ruh roh, now you need to spend eight mana to get him back, and are staring down the Void tax on anything you try to do in the meantime. True, it also stiffs everybody else, but the manner in which it can backfire if dropped on an inadequately mana-rich board makes it rather narrow in when it can be cast profitably. The wording on The Abyss means you have to have your sacrificial lamb ready before it's your turn again, which also makes sequencing awkward to dangerous. I never really considered either, as they cost an arm and a leg, but they seem too risky to merit a slot. Go forth and try them out, probably with proxies if you don't own them already, and see how they do.
I don't put Thaumatic Compass in my Ramp suite, I put it in my Draw suite. It's a decent mana sink in the early game when you need to ensure your land drops but it is just a draw engine. Afterwards, it turns into a Maze of Ith that provides mana. That alone gives power, as no one wants to attack me because 'they'll get mazed anyway', so I end up using that colourless on an end step to produce a Daxosman.
If you don't mind pseudo-group hug, Oath of Lieges helps ramp you up. It's a nice rubber-band effect on those who try to explode out lands, like most Green Ramp decks. The best piece is that while everyone might have the same amount of lands because of Oath, your quality is much higher once you bust out Cabal Coffers with Urborg, Tomb of Yawgmoth. Another way to exploit a more Basic-centric land build would be Terrain Generator.
Thanks for the feedback. I gave Oath of Lieges a shot, and the results were disastrous. Everybody rubber-banded off each other heavily, everybody else started doing crazy stuff super fast. I played a few games with it against different configurations of opposing decks and was consistently left in the dust. Once again, may just be meta differences. I need to retry Thaumatic Compass, see if the lack of evasion hurts Dowsing Dagger (I'm pretty sure it will), get some more mileage on Conqueror's Galleon. Sadly, they'll all probably just succumb to Thran Dynamo. My Smothering Tithe has been in the mail for two weeks, so I played a game with the old configuration of the list against some friends, and the Dynamo did perfectly okay. No frills, no nonsense, here's three extra mana.
There's no arguing that Ethersworn Canonist is worse than Rule of Law/Dude of Law in the shell, but its actual mileage is quite meta dependent. If you have no mono brown cruising around, or anything crutching too heavily on rocks, the Canonist is going to be okay. In my meta, it would be noticeably worse as one guy somehow built all his decks in a manner that would render him near impervious to the effect (Brudiclad, Telchor Engineer, Marchesa, the Black Rose modular tribal, Mayael the Anima which for whatever reason runs tons of rocks and some other artifacts). The fact that this always slugs us to some degree while potentially leaving a gate open for others to get around it is not super desirable if trying to keep the deck operational in a metagame vacuum.
Nether Void seems like a high risk medium reward sort of card. Imagine this - you drop Daxos on curve, follow up with the Void next turn, and someone kills Daxos. Ruh roh, now you need to spend eight mana to get him back, and are staring down the Void tax on anything you try to do in the meantime. True, it also stiffs everybody else, but the manner in which it can backfire if dropped on an inadequately mana-rich board makes it rather narrow in when it can be cast profitably. The wording on The Abyss means you have to have your sacrificial lamb ready before it's your turn again, which also makes sequencing awkward to dangerous. I never really considered either, as they cost an arm and a leg, but they seem too risky to merit a slot. Go forth and try them out, probably with proxies if you don't own them already, and see how they do.
I don't put Thaumatic Compass in my Ramp suite, I put it in my Draw suite. It's a decent mana sink in the early game when you need to ensure your land drops but it is just a draw engine. Afterwards, it turns into a Maze of Ith that provides mana. That alone gives power, as no one wants to attack me because 'they'll get mazed anyway', so I end up using that colourless on an end step to produce a Daxosman.
If you don't mind pseudo-group hug, Oath of Lieges helps ramp you up. It's a nice rubber-band effect on those who try to explode out lands, like most Green Ramp decks. The best piece is that while everyone might have the same amount of lands because of Oath, your quality is much higher once you bust out Cabal Coffers with Urborg, Tomb of Yawgmoth. Another way to exploit a more Basic-centric land build would be Terrain Generator.
Thanks for the feedback. I gave Oath of Lieges a shot, and the results were disastrous. Everybody rubber-banded off each other heavily, everybody else started doing crazy stuff super fast. I played a few games with it against different configurations of opposing decks and was consistently left in the dust. Once again, may just be meta differences. I need to retry Thaumatic Compass, see if the lack of evasion hurts Dowsing Dagger (I'm pretty sure it will), get some more mileage on Conqueror's Galleon. Sadly, they'll all probably just succumb to Thran Dynamo. My Smothering Tithe has been in the mail for two weeks, so I played a game with the old configuration of the list against some friends, and the Dynamo did perfectly okay. No frills, no nonsense, here's three extra mana.
Thanks. I just bought the precon and will probably play it out of the box before adding in some of the cards I have lying around, before I go online and buy the main pieces.
I have Oath of Lieges in a different deck and what usually happens is that because each person can get a second land in per turn, instead of rubber banding, it tends to create a vicious cycle which is usually only broken when decks start running out of basics.
The reanimation spells are cheap, trigger Daxos and can create a very powerful creature out of nowhere.
The bond is best used when the tokens get wiped as it is either an enchantment or a creature wipe and because the tokens are both, they can wipe the opponents of their enchantments/creatures.
The Nether Void functions as a third Rule of Law effect, while majorly taxing plays.
The Orrery is give us the ability to better react to opponents plays.
The connections for additional card draw and the ascension is an alternate token generator should Daxos become too expensive to play.
Vedalken Orrery is extremely strong in this deck as it can screw up combat math with the tokens and disincentives people from attacking (all people had to see was me with an Orrery and grip of cards and they either didn't attack or attacked elsewhere, and in addition to its normal ability functioned as another pillow fort card for that reason.
Of the cards you suggest, Vedalken Orrery is the most interesting. I haven't been able to kill stuff reliably enough to use reanimation auras to good effect, Luminarch Ascension is a trap as discussed time and time again, Underworld Connections is a stick I use to dismiss poor draw options, Martyr's Bond is crazy overcosted for what it can actually do in the deck, and I shared my Nether Void concerns last time you showed up 'round these parts. Maybe they've been working out for you, if so glad to hear that. However, 2016 me has this to say about the Orrery:
Also, in the interest of notes for the future, I tried Vedalken Orrery. It seemed like a great idea, as granting flash to all sorts of enchantment nonsense is a slam dunk. I drew it in a few games, and one game it was indeed a slam dunk, but in the others it didn't really do all that much. It has a smaller average impact than something like Cloudstone Curio. True, it was nice to slap in Sphere of Safety against an overcommitted, over-equipped voltron (making me immune for the turn), or eat what would have been a threatening army in a few turns with No Mercy, or have Rule of Law/Oblivion Ring etc at instant speed, but this only does proper work every now and then. It wouldn't be too good for consistency, so at least at this point I'm not going to run it.
It's entirely possible the deck's in a better place now and it wouldn't suck, I guess I should try it again at some point if it's been working so well for you.
Seeing how I'm making a post here, may as well toss the tiny predictable list update.
The Dynamo never did anything wrong. It unconditionally delivers a sturdy mana burst that's handy at any stage of the game. Five rocks is not particularly excessive, so that now makes two reasons for cutting it that were quite bogus. In it goes, over the long earmarked Blind Obedience. I was considering taking out Righteous Aura instead, but the card is good at handling large swingers/voltrons, something the deck inherently has more trouble keeping at bay than swarms. Plus hey, the occasional fireball protection cheese doesn't hurt either. The Obedience's CIPT tempo slug is not something the deck can abuse super reliably, and while it's a handy nuisance it's got a lower ceiling than the Aura. So this essentially retcons the cut for Smothering Tithe (which has been performing very well, mind you). The deck sure likes its mana, the more the merrier, and the bigger the mana pool the more it tends to win. There's a nonzero chance this side of the deck will continue to grow.
I also tested a few other options, to varying degrees of success:
I got Black Market out onto the board. Someone wiped. Suddenly I had 10+ extra black mana, the board repopulated, another wipe came down, I flooded the table in dudes and everything was over. How could I not be running this?! Old me's musings about the inconsistency of the card reared their head soon enough, as in the following five games I failed to amass anything of note on there. Revel in Riches further exacerbated this problem, as I couldn't even throw chumps under the bus to get some value out. I got maybe 1-2 treasure total across all of its test games. I guess these are the perks of not living in a particularly wipe-happy meta, but the overall reiterated takeaway is that the cards are quite high variance. This in combination with their nontrivial mana cost is going to keep me off them.
Crypt Ghast works very well with a spiffed mana base with fetches, plus the Urborg angle. However, Daxos is not inherently explosive, so the extra burst of mana would rear heads, and as it was easier to deal with than the fat mana lands (who knew killing a bear was simpler than landing a Strip Mine style effect) it just got me unwarranted attention that I wasn't able to fend off with the extra resources. Still the best of the trialled options, maybe one day...
Dowsing Dagger was a failure, simple as that. There's a major psychological difference between "I got the land on swing" versus "I get a Lotus on hit" and the dude just won't connect if the opponent can help it. And seeing how the list only offers Flickering Ward and a handful of fliers in the evasion department, guaranteeing connecting with one particular dagger-wielding chicken just isn't going to happen.
Of the cards you suggest, Vedalken Orrery is the most interesting. I haven't been able to kill stuff reliably enough to use reanimation auras to good effect, Luminarch Ascension is a trap as discussed time and time again, Underworld Connections is a stick I use to dismiss poor draw options, Martyr's Bond is crazy overcosted for what it can actually do in the deck, and I shared my Nether Void concerns last time you showed up 'round these parts. Maybe they've been working out for you, if so glad to hear that. However, 2016 me has this to say about the Orrery:
Also, in the interest of notes for the future, I tried Vedalken Orrery. It seemed like a great idea, as granting flash to all sorts of enchantment nonsense is a slam dunk. I drew it in a few games, and one game it was indeed a slam dunk, but in the others it didn't really do all that much. It has a smaller average impact than something like Cloudstone Curio. True, it was nice to slap in Sphere of Safety against an overcommitted, over-equipped voltron (making me immune for the turn), or eat what would have been a threatening army in a few turns with No Mercy, or have Rule of Law/Oblivion Ring etc at instant speed, but this only does proper work every now and then. It wouldn't be too good for consistency, so at least at this point I'm not going to run it.
It's entirely possible the deck's in a better place now and it wouldn't suck, I guess I should try it again at some point if it's been working so well for you.
Seeing how I'm making a post here, may as well toss the tiny predictable list update.
The Dynamo never did anything wrong. It unconditionally delivers a sturdy mana burst that's handy at any stage of the game. Five rocks is not particularly excessive, so that now makes two reasons for cutting it that were quite bogus. In it goes, over the long earmarked Blind Obedience. I was considering taking out Righteous Aura instead, but the card is good at handling large swingers/voltrons, something the deck inherently has more trouble keeping at bay than swarms. Plus hey, the occasional fireball protection cheese doesn't hurt either. The Obedience's CIPT tempo slug is not something the deck can abuse super reliably, and while it's a handy nuisance it's got a lower ceiling than the Aura. So this essentially retcons the cut for Smothering Tithe (which has been performing very well, mind you). The deck sure likes its mana, the more the merrier, and the bigger the mana pool the more it tends to win. There's a nonzero chance this side of the deck will continue to grow.
I also tested a few other options, to varying degrees of success:
I got Black Market out onto the board. Someone wiped. Suddenly I had 10+ extra black mana, the board repopulated, another wipe came down, I flooded the table in dudes and everything was over. How could I not be running this?! Old me's musings about the inconsistency of the card reared their head soon enough, as in the following five games I failed to amass anything of note on there. Revel in Riches further exacerbated this problem, as I couldn't even throw chumps under the bus to get some value out. I got maybe 1-2 treasure total across all of its test games. I guess these are the perks of not living in a particularly wipe-happy meta, but the overall reiterated takeaway is that the cards are quite high variance. This in combination with their nontrivial mana cost is going to keep me off them.
Crypt Ghast works very well with a spiffed mana base with fetches, plus the Urborg angle. However, Daxos is not inherently explosive, so the extra burst of mana would rear heads, and as it was easier to deal with than the fat mana lands (who knew killing a bear was simpler than landing a Strip Mine style effect) it just got me unwarranted attention that I wasn't able to fend off with the extra resources. Still the best of the trialled options, maybe one day...
Dowsing Dagger was a failure, simple as that. There's a major psychological difference between "I got the land on swing" versus "I get a Lotus on hit" and the dude just won't connect if the opponent can help it. And seeing how the list only offers Flickering Ward and a handful of fliers in the evasion department, guaranteeing connecting with one particular dagger-wielding chicken just isn't going to happen.
I haven't hit the Luminarch Ascension in play testing yet, but the more I think of it, the more likely it will probably be cut. My theory when putting it in was it was an alternative mana sink to Daxos, the Returned in the event he got hated out (it is far tougher to deal with enchantments than a creature for every color but green).
The Nether Void, when I have tested it, has been a combination of powerful taxing effect or another Rule of Law effect, since most decks usually cannot afford the 6 extra mana. The Underworld Connections has been a semi-lackluster Phyrexian Arena (you trade off being able to use it potentially on the turn you play it and at will at the cost of it costing one land a turn and providing opponents with an easy Strip Mine target). Martyr's Bond I am using as proactive wrath protection, but it seems too expensive. That all being said, I haven't gotten a ton of games in yet, so it was a pretty low sample size.
The Vedalken Orrery has been really good when I have played it since people were really scared of attacking me when I had it up (it is far scarier to attack into someone with 7-9 mana up and can play anything from their hand than with 4-5 mana and have fewer options as to what can happen. I would say it probably has dissuaded more attacks for that reason than Ghostly Prison, especially when people don't know your deck. Being able to Merciless Eviction or Austere Command at instant speed is as close as orzhov will get to Cyclonic Rift.
Overall, I got a few games in and the deck has performed very well, though I may have caused people to have an irrational hatred of Eidolon of Rhetoric and Uba Mask Also, using Skybind to flicker a bounce land is very satisfying, though I have not managed to live the dream by flickering a Lotus Vale or Scorched Ruins.
The problem with Luminarch Ascension is that it's the archetypical EDH early game leg-up nonsense, like Serra Ascendant. Drop it on curve, the table gasps in unison, nobody can do anything about it immediately, it clocks people a bunch and eventually goes away, getting you more attention than it deserves. You topdeck it late and it does nothing. Given the fact the Ascension's fail case is a "KICK ME" note in a deck trying to slip under the radar, I've been giving it a wide berth.
I haven't managed to get Orrery evaluation in, for I got distracted with a new shiny. It's funny how I just declared that there could be more mana in the deck, only for Bolas Rock to hit. Initial testing has been quite ludicrous - the thing lands and immediately tears into the library, leading to a ridiculous amount of value. The same high density of shuffles that make Top useful double up as brick protection here, as does Top itself along with Necropotence and Doom Whisperer. There's some pretty damned strong lifegain in the 99 to help offset the drain if a particularly juicy value chain presents itself. Importantly, the explosion will leave behind a tangible benefit even if it's met with a wipe because of experience counters. This feels like the equivalent of strapping a rocket engine to your bicycle, slamming down the pedal and hoping you don't splatter against the wall - a very EDH design. The last time I was this smitten by a card was Meglonoth.
One of those test rounds turned out to be one of the best games I have ever played. Bolas Rock came down on turn seven, ripped through about 20 mana's worth of topdeck, scavenged a number of experience counters and got immediately nuked to the stone age through a concerted Terastodon into Austere Command from the rest of the table. Daxos never managed to explode as hard previously, let alone off a single card. The activated ability, which I figured would never see use, was popped in response to the Command and turned some doomed tokens into a nontrivial table slug. Had I not gotten wiped, it was pretty over. In spite of being wiped, the experience counter advantage was sufficient to offer a ridiculous leg up for the rest of the game. While the rest of the table got distracted by a baller Avacyn + Archetype of Endurance + Platinum Emperion setup Mayael side, which got Clone Legioned, I healed to triple digits off a massive lifelink swing and did an Enter the Infinite tier draw off Necropotence, somehow staying under the radar. Upon untapping, a perfectly sculpted alpha with multiple backup lines was ensured. What a game, that one.
I find it hilarious that you loved Meglonoth, that's a card I wanted to use for a hot second before I put my inner bad player back in the box.
It's both good and bad that Bolas's Citadel was so good. Good, because I immediately wanted to put it in everything; bad, because it'll be expensive and might even be ban worthy? Do you find that the Citadel hits that bannable point?
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R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
old thread
old thread
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R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
With that said, RTRTR is not contributing anything to the deck. The angel maker is an interesting token side-grade, but I think it hoses too many of the deck's primary synergies basing on the fact that the bodies are enchantments, so I'll give it a pass for now as mentioned before. It's nice to see cards like Crush Contraband, which are solid utility control pieces that should be available to the general populace for a pittance. There will obviously still be a select set of optimal utility spells to run, but it's cool that the backend is diversifying and offering a comparable impact level.
1 Darksteel Mutation
1 Sensei's Divining Top
The deck likes its games long and drawn out, plus like Shantu pointed out there's a ton of shuffling going on. I didn't realise just how much until I started explicitly paying attention when considering/testing the Top - the best case is getting some Crucible of Worlds/Land Tax/Sword of Rampant Growth action going for a fresh set of three to evaluate each turn, a tutor/fetch every couple of goes is realistic. I'm probably preaching to the choir here, but yeah, the value this thing brings to the table is pretty silly in the long run. Plus, given the deck's awkward early game, the oft ridiculed turn one Top into turn two use is actually welcomed here! Daxos is apparently morphing into tepid Orzhov goodstuff. Any other value engines I should be running?
The cut is actually not Blind Obedience, in spite of what I said. I don't remember the last time I dumpstered a commander with Darksteel Mutation. The same old-age softness that led me to slide out Nevermore has stopped me from using the Mutation for maximum benefit, and all too often it gets dribble discarded or used as suboptimal single shot removal on non-commander targets. The Christmas Land synergy with Doomwake Giant and Sun Titan is cute, but not worth keeping around for. And so ends an era of the deck!
In terms of potential future direction, the most reliable way to cheese more wins would be to up the removal quota. Put in the recent wipes that let Daxos live (Citywide Bust, reintroduce Dusk // Dawn) to bleed people out, probably slip Darksteel Mutation/Nevermore back in and play them ferociously. That's not particularly fun to play against... not that Daxos is made of fun or anything, but the list's style of unpleasantness is anchored in many small inconveniences adding up rather than a perpetual wrath crawl. In terms of more general spitballing, I still kind of want to find room for Painful Quandary again, and I can't shed Liliana's Contract thoughts for whatever reason either. Both of those cost quite a bit of mana though, which is keeping me in check. Last time I let the curve flow wild things ended up quite clunky.
1 Arguel's Blood Fast
1 Doom Whisperer
I am not super stoked about including a five drop in place of a two drop. Not too long ago I had to slim down the deck's curve as it bloated with various expensive things, and here I go introducing another costly card to the mix. However, Doom Whisperer is very good, and has performed admirably in testing. In a standard scenario, he allows for some card quality assessment and binning things of less importance. In a time of need, you can dig harder. In two rather patchy looking games, I'd funnel 6-10 life into the bugger and use the deck's reasonable level of haymaker density and overall redundancy to find something interesting to shake things up. Things will probably get quite silly if I land some lifegain with him around. I'm also yet to set up some graveyard synergy (Crucible of Worlds, Sun Titan, Replenish, the standard stuff), but I'm sure it'll be cute. More resilience! Daxos doesn't need to be around for the filtering to do relevant things, so appropriate evasive manoeuvres can be taken to ensure the deck can come online. Oh yeah, and he makes for good walker police and wears Sword of Rampant Growth very well.
The cut seems unfortunate, as it eats into both my explicit draw power and my low-cost enchantments. And it's not the promised Blind Obedience either! However, the Whisperer eats life, so the extort made for a good excuse to keep the Obedience around. In all honesty, I don't even remember the last time I got good value off Arguel's Blood Fast. I've gotten less stupid with my keeps, so its potential early game boost hasn't come online in a while, and this whole "I got wiped, so I can funnel all the mana I had up for bodies into cards" is not super common. Also, in fairness, it'd be better to reintroduce Greed for sheer mana efficiency. That, and the whole "look ma how nice Blood Fast is at 4/5 mana" scenario I cooked up way back when ends up with the same net everything off the basic Greed, with cheaper activations later. However, that keeps endangering the curve, so not gonna happen quite yet.
In terms of future direction, I am still keeping my eyes peeled for sources of Daxos independence, or at least less dependence (i.e. Cathars' Crusade). I've got some fat dudes, with the newest include being a nice beefslab as well, but I'm not sure that's enough in a 40 life multiplayer format. The most reliable way forward would involve Exsanguinate variants, as the name of the game is buff mana. However, if I have the mana to funnel into this to do serious harm to the table, I'm in a pretty good place, no? Most eligible Daxos-independent value town pieces have already been in the list at some point, and been cut for being very expensive while not doing that much (even if what they offer works in a vacuum). The wipe quota upping is still a possibility as well.
I'm not sure where I'd include this, but I always find myself lacking mana especially without access to Serra's Sanctum. This card seems crazy to me, even if Rule of Law and friends lower its effectiveness a bit.
Things like Serra's Sanctum or Black Market are strictly ramp (albeit very high yield) and, while we do want those, I really like that "Something Tithe" provides so much flexibility. Save your treasure and you're effectively never fully tapped out. Spend one or two at a time to accelerate while still banking the rest. Burn a bunch on that critical turn. Whatever you need that round. I really like how it enables the reactive Constellation trigger threat so my opponents need to play around it, without holding me back from continuing to develop my game plan or letting mana go to waste if it wasn't all needed.
As to what to do with the treasures, erfunk has the mechanism down pretty well. Unlike a conventional rock, they just sit there, banking up. If you're just a little short of something, you can crack them, but on the whole I've found myself saving them up for power plays. On one occasion, I amassed 20+ treasure (with ~7 non-treasure mana!) while Intet, the Dreamer and Lord Windgrace got good things going on. In one fell swoop, I made a few extra dudes in the end step, buffed and pumped the team respectably, wiped the board and offered a table kill out of nowhere (which got ultimately blanked by a Constant Mists reveal). Thran Dynamo wouldn't have let me do that
Due to its weird rubber band dynamic that feels like the polar opposite of winmore, I'll probably end up including this.
1 Thran Dynamo
1 Smothering Tithe
As explained in the post above, Mana Study has a very good dynamic going on. If somebody's drawing tons of stuff and running away with the game a bit, the card compensates you handsomely and keeps you in sight of them. The cut is to trim the rock population a little, as for some illogical reason running five rocks feels a lot more vulnerable than four. The deck's in a pretty good spot right now - Doom Whisperer settled admirably, and causes alarm levels akin to a game-ending haymaker upon hitting the board due to his dig flexibility. Possible future directions include the wipes that have been mentioned, or dusting off my mono white hatebear collection (think Aven Mindcensor, Linvala, Keeper of Silence, those sort of guys). However, those would be unpleasant to play against more so than just being throttled on spells per turn or whatever other mild aggravations the deck currently rolls out, so not going to happen. On a similar note, ran the list past Ebline, who decreed that the only real way to make a better Daxos would be to build him pretty hard stax and use the dudebros as fuel for various unpleasantness. I'm quite happy with the flexible, toolbox'y thing that's currently going on. It would be nice if I figured out ways to get some more Daxos independence that doesn't suck with the commander around though.
Glad to hear it was of some use I'm not sure Teysa Karlov's token buffs are strong enough to merit a non-enchantment slot. Is it the fact it's a combination of vigilance and lifelink that's tempting? There are plenty of options granting either already, sometimes with cute perks (Brave the Sands, Whip of Erebos).
As for Revel in Riches, analysed in the current deck vacuum it feels a bit cute. Old me already accused Black Market of being too variable, and in a vacuum this is a sidegrade with a bit more of a downgrade feel to it. However, it has to be said that the occasional end step Rout cheese win could be hilarious. Also, I've been playing a whole bunch of EDH recently, and unsurprisingly the deck's performance is closely correlated to how dumb its mana base gets during the game. An undisrupted Weathered Wayfarer setting me up with all the power lands puts me in a stupidly good spot, and I don't even necessarily need a haymaker to close out the game due to the sheer volume of mana I can sink. In the Command Zone game statistics analysis, the unsurprising conclusion was that the person with the most lands tended to clean house. We might not get to green ramp, but our lands are high impact, and a corollary on mana total should still hold up. Should maximising mana generation be pursued? If so, how?
The most mana-efficient way would be more rocks. Good return of investment, but susceptible to getting shot out, especially if there's too many of them around. Also, most of the good ones don't offer coloured, which limits their mana sink potential. Land ramp's the most resilient, which is good. However, there's really not that much land ramp left out of the 99 that would make sense to include. Burnished Hart is probably the best, and that got axed in a general fat trimming update a while back. I trialled Thaumatic Compass in the past and wasn't impressed, gave Conqueror's Galleon a spin recently and was also somewhat underwhelmed. Kor Cartographer is a Depression Automaton lookalike that's not quite as cool, Knight of the White Orchid is unreliable. As such, maybe the morbid enchantment options (Black Market, Revel in Riches) are indeed the way to go? I already mentioned old me not being super keen on this sort of effect, but old me was stuck with variably performing versions of the deck. Maybe back then there were more pressing matters to sort out? I guess all this will take some thinking and testing, and not even the previously evaluated options are off the table. Any input would be appreciated.
Also, as I'm already making a post, may as well leave this little nugget of the nuttest draw the deck ever had for posterity. Think I went first, just to add insult to injury. Also, its absolute nutness was predictably driven by mana, which adds further relevance to my upstream musings.
An actual Ramp card would be Dowsing Dagger. That Lotus mana is sweet, especially once you copy it with Thespian Stage or Vesuva.
If you don't mind pseudo-group hug, Oath of Lieges helps ramp you up. It's a nice rubber-band effect on those who try to explode out lands, like most Green Ramp decks. The best piece is that while everyone might have the same amount of lands because of Oath, your quality is much higher once you bust out Cabal Coffers with Urborg, Tomb of Yawgmoth. Another way to exploit a more Basic-centric land build would be Terrain Generator.
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
There's no arguing that Ethersworn Canonist is worse than Rule of Law/Dude of Law in the shell, but its actual mileage is quite meta dependent. If you have no mono brown cruising around, or anything crutching too heavily on rocks, the Canonist is going to be okay. In my meta, it would be noticeably worse as one guy somehow built all his decks in a manner that would render him near impervious to the effect (Brudiclad, Telchor Engineer, Marchesa, the Black Rose modular tribal, Mayael the Anima which for whatever reason runs tons of rocks and some other artifacts). The fact that this always slugs us to some degree while potentially leaving a gate open for others to get around it is not super desirable if trying to keep the deck operational in a metagame vacuum.
Nether Void seems like a high risk medium reward sort of card. Imagine this - you drop Daxos on curve, follow up with the Void next turn, and someone kills Daxos. Ruh roh, now you need to spend eight mana to get him back, and are staring down the Void tax on anything you try to do in the meantime. True, it also stiffs everybody else, but the manner in which it can backfire if dropped on an inadequately mana-rich board makes it rather narrow in when it can be cast profitably. The wording on The Abyss means you have to have your sacrificial lamb ready before it's your turn again, which also makes sequencing awkward to dangerous. I never really considered either, as they cost an arm and a leg, but they seem too risky to merit a slot. Go forth and try them out, probably with proxies if you don't own them already, and see how they do.
Thanks for the feedback. I gave Oath of Lieges a shot, and the results were disastrous. Everybody rubber-banded off each other heavily, everybody else started doing crazy stuff super fast. I played a few games with it against different configurations of opposing decks and was consistently left in the dust. Once again, may just be meta differences. I need to retry Thaumatic Compass, see if the lack of evasion hurts Dowsing Dagger (I'm pretty sure it will), get some more mileage on Conqueror's Galleon. Sadly, they'll all probably just succumb to Thran Dynamo. My Smothering Tithe has been in the mail for two weeks, so I played a game with the old configuration of the list against some friends, and the Dynamo did perfectly okay. No frills, no nonsense, here's three extra mana.
Thanks. I just bought the precon and will probably play it out of the box before adding in some of the cards I have lying around, before I go online and buy the main pieces.
I have Oath of Lieges in a different deck and what usually happens is that because each person can get a second land in per turn, instead of rubber banding, it tends to create a vicious cycle which is usually only broken when decks start running out of basics.
1. Animate Dead
2. Martyr's Bond
3. Nether Void
4. Necromancy
5. Luminarch Ascension
6. Underworld Connections
7. Vedalken Orrery
The reanimation spells are cheap, trigger Daxos and can create a very powerful creature out of nowhere.
The bond is best used when the tokens get wiped as it is either an enchantment or a creature wipe and because the tokens are both, they can wipe the opponents of their enchantments/creatures.
The Nether Void functions as a third Rule of Law effect, while majorly taxing plays.
The Orrery is give us the ability to better react to opponents plays.
The connections for additional card draw and the ascension is an alternate token generator should Daxos become too expensive to play.
It's entirely possible the deck's in a better place now and it wouldn't suck, I guess I should try it again at some point if it's been working so well for you.
Seeing how I'm making a post here, may as well toss the tiny predictable list update.
1 Blind Obedience
1 Thran Dynamo
The Dynamo never did anything wrong. It unconditionally delivers a sturdy mana burst that's handy at any stage of the game. Five rocks is not particularly excessive, so that now makes two reasons for cutting it that were quite bogus. In it goes, over the long earmarked Blind Obedience. I was considering taking out Righteous Aura instead, but the card is good at handling large swingers/voltrons, something the deck inherently has more trouble keeping at bay than swarms. Plus hey, the occasional fireball protection cheese doesn't hurt either. The Obedience's CIPT tempo slug is not something the deck can abuse super reliably, and while it's a handy nuisance it's got a lower ceiling than the Aura. So this essentially retcons the cut for Smothering Tithe (which has been performing very well, mind you). The deck sure likes its mana, the more the merrier, and the bigger the mana pool the more it tends to win. There's a nonzero chance this side of the deck will continue to grow.
I also tested a few other options, to varying degrees of success:
I haven't hit the Luminarch Ascension in play testing yet, but the more I think of it, the more likely it will probably be cut. My theory when putting it in was it was an alternative mana sink to Daxos, the Returned in the event he got hated out (it is far tougher to deal with enchantments than a creature for every color but green).
The Nether Void, when I have tested it, has been a combination of powerful taxing effect or another Rule of Law effect, since most decks usually cannot afford the 6 extra mana. The Underworld Connections has been a semi-lackluster Phyrexian Arena (you trade off being able to use it potentially on the turn you play it and at will at the cost of it costing one land a turn and providing opponents with an easy Strip Mine target). Martyr's Bond I am using as proactive wrath protection, but it seems too expensive. That all being said, I haven't gotten a ton of games in yet, so it was a pretty low sample size.
The Vedalken Orrery has been really good when I have played it since people were really scared of attacking me when I had it up (it is far scarier to attack into someone with 7-9 mana up and can play anything from their hand than with 4-5 mana and have fewer options as to what can happen. I would say it probably has dissuaded more attacks for that reason than Ghostly Prison, especially when people don't know your deck. Being able to Merciless Eviction or Austere Command at instant speed is as close as orzhov will get to Cyclonic Rift.
Finally, I have the extra slots since I don't have a fully optimized mana base yet. I have a spare Scrubland and Serra's Sanctum but not a spare Godless Shrine and fetches, so some of the cards like Crucible of Worlds, Weathered Wayfarer and Expedition Map would not be as strong, so the mana base is not very different from the precon's.
Smothering Tithe is also extremely strong as, unlike Rhystic Study, no one ever wants to pay for it.
Overall, I got a few games in and the deck has performed very well, though I may have caused people to have an irrational hatred of Eidolon of Rhetoric and Uba Mask Also, using Skybind to flicker a bounce land is very satisfying, though I have not managed to live the dream by flickering a Lotus Vale or Scorched Ruins.
I haven't managed to get Orrery evaluation in, for I got distracted with a new shiny. It's funny how I just declared that there could be more mana in the deck, only for Bolas Rock to hit. Initial testing has been quite ludicrous - the thing lands and immediately tears into the library, leading to a ridiculous amount of value. The same high density of shuffles that make Top useful double up as brick protection here, as does Top itself along with Necropotence and Doom Whisperer. There's some pretty damned strong lifegain in the 99 to help offset the drain if a particularly juicy value chain presents itself. Importantly, the explosion will leave behind a tangible benefit even if it's met with a wipe because of experience counters. This feels like the equivalent of strapping a rocket engine to your bicycle, slamming down the pedal and hoping you don't splatter against the wall - a very EDH design. The last time I was this smitten by a card was Meglonoth.
One of those test rounds turned out to be one of the best games I have ever played. Bolas Rock came down on turn seven, ripped through about 20 mana's worth of topdeck, scavenged a number of experience counters and got immediately nuked to the stone age through a concerted Terastodon into Austere Command from the rest of the table. Daxos never managed to explode as hard previously, let alone off a single card. The activated ability, which I figured would never see use, was popped in response to the Command and turned some doomed tokens into a nontrivial table slug. Had I not gotten wiped, it was pretty over. In spite of being wiped, the experience counter advantage was sufficient to offer a ridiculous leg up for the rest of the game. While the rest of the table got distracted by a baller Avacyn + Archetype of Endurance + Platinum Emperion setup Mayael side, which got Clone Legioned, I healed to triple digits off a massive lifelink swing and did an Enter the Infinite tier draw off Necropotence, somehow staying under the radar. Upon untapping, a perfectly sculpted alpha with multiple backup lines was ensured. What a game, that one.
It's both good and bad that Bolas's Citadel was so good. Good, because I immediately wanted to put it in everything; bad, because it'll be expensive and might even be ban worthy? Do you find that the Citadel hits that bannable point?
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