Giving access to all but red, Thrasios and Tymna come with card advantage stapled to them. Both generate card advantage through the ability to draw cards, and while, in the right deck Tymna can be an absolute powerhouse, in this deck she is more of bit player, making use of opportunistic attacks rather than relying on her for the strategy. Thrasios on the other hand is the real player in this deck, his ability to scry and draw, potentially ramping in the process is what this deck is built around.
Main win conditions are:
Dark Depths/Thespians Stage
Titania, Priest of Argoth
Good old fashioned beatdown
Generating card advantage through repeatable effects helps me survive until the long game. There is an element of giving resources to other which can be dangerous, however we are usually better equipped to make use of those resources.
Looking for comments and criticism, it's for a semi casual/semi competitive meta.
Giving access to all but red, Thrasios and Tymna come with card advantage stapled to them. Both generate card advantage through the ability to draw cards, and while, in the right deck Tymna can be an absolute powerhouse, in this deck she is more of bit player, making use of opportunistic attacks rather than relying on her for the strategy. Thrasios on the other hand is the real player in this deck, his ability to scry and draw, potentially ramping in the process is what this deck is built around.
2 Snapcaster Mage
3 Azusa, Lost but Seeking (Foil)
3 Eternal Witness (Foil)
3 Kefnet the Mindful (Invocation)
3 Knight of the Reliquary (Foil)
4 Oracle of Mul Daya
5 Cataclysmic Gearhulk (Foil)
5 The Gitrog Monster
5 Titania, Protector of Argoth
6 Noxious Gearhulk (Masterpiece)
6 Sun Titan (Foil)
Enchantments: 15
1 Burgeoning
1 Exploration (Foil)
1 Manabond
1 Training Grounds (Foil)
2 Prismatic Omen
2 Sacred Ground (Foil)
2 Squandered Resources
2 Sylvan Library (Foil)
2 Trade Routes (Foil)
3 Astral Slide (Foil)
3 Aura Fracture (Foil)
3 Phyrexian Arena (Foil)
3 Rites of Flourishing
3 Rhystic Study (Foil)
5 Mirari's Wake (Foil)
Sorceries: 10
2 Life from the Loam
3 Toxic Deluge (Foil)
3 Vindicate (Foil)
3 Wargate (Foil)
4 Damanation
4 Day of Judgement (Foil)
4 Splendid Reclamation
4 Supreme Verdict (Foil)
5 Creeping Renaissance (Foil)
9 The Great Aurora (Foil)
2 Constant Mists
2 Cyclonic Rift (Foil)
2 Mana Drain
3 Anguished Unmaking (Foil)
3 Krosan Grip (Foil)
3 Voidslime (Foil)
4 Utter End (Foil)
Artifacts: 11
0 Zuran Orb (Foil)
1 Amulet of Vigor
1 Elixir of Immortality (Foil)
1 Meekstone
1 Sol Ring (Foil)
2 Scroll Rack (Masterpiece)
3 Chromatic Lantern (Masterpiece)
3 Crucible of Worlds
3 Horn of Greed (Foil)
4 Ghirapur Orrery
6 Planar Bridge (Masterpiece)
Lands: 44
1 Breeding Pool
1 City of Brass
1 Command Tower (Foil)
1 Exotic Orchard
1 Fetid Pools
1 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
1 Irrigated Farmland (Foil)
1 Lotus Vale
1 Mana Confluence (Foil)
1 Marsh Flats
1 Misty Rainforest
1 Murmuring Bosk (Foil)
1 Overgrown Tomb
1 Polluted Delta
1 Reflecting Pool
1 Scattered Groves
1 Temple Garden
1 Verdant Catacombs
1 Watery Grave
1 Windswept Heath
1 Glacial Chasm
1 Kor Haven
1 Maze of Ith (Foil)
1 Academy Ruins
1 Alchemist's Refuge (Foil)
1 Dark Depths (Foil)
1 Deserted Temple
1 Drownyard Temple (Foil)
1 Emeria, the Sky Ruin
1 Flagstones of Trokair
1 Geier Reach Sanitarium (Foil)
1 Gods' Eye, Gate to the Reikai (Foil)
1 High Market (Foil)
1 Mikokoro, Centre of the Sea
1 Petrified Field
1 Reliquary Tower (Foil)
1 Riftstone Portal
1 Strip Mine
1 Thespian's Stage
1 Tolaria West (Foil)
1 Volrath's Stronghold
1 Winding Canyons
Main win conditions are:
Dark Depths/Thespians Stage
Titania, Priest of Argoth
Good old fashioned beatdown
Generating card advantage through repeatable effects helps me survive until the long game. There is an element of giving resources to other which can be dangerous, however we are usually better equipped to make use of those resources.
Looking for comments and criticism, it's for a semi casual/semi competitive meta.