2. Planeswalker Advantage
- A number of the ultimates on the planeswalkers are great finishers. Particularly strong are Elspeth, Sun's Champion and Sorin, Grim Nemesis.
- Sometimes going for the ultimate isn't really an option, that's where the incremental advantage comes in, the rest of the planeswalkers in the deck offer some form of card advantage, whether that is drawing cards or acting as repeatable removal. There is a The Chain Veil in here to really pile the hurt on when it's all set up.
If you get her adequately geared up with equipment, have you considered assault suit? its a very potent card for voltron builds that enables a commander to wrack up damage on opponents. Since assault suit triggers at the beginning of their upkeep, you dont have to worry about your opponents getting free assassins.
Assault suit has been working out quite well actually.
We run our decks around the 75% principals, so no tutors if the power level is relatively high etc.
As for sweepers, there's sweepers built into the planeswalkers, the main reason I don't run merciless eviction though is because there's quite a few ways to cast cards from decks/graveyards in the meta so I don't like giving my opponents the option.
assemble the legion I played for a bit but it just got killed on sight and cost to much mana to have it die with no effect.
torment of hailfire - I don't like giving my opponents the choice, I'd rather run exsanguinate, but it doesn't fit the theme, debt to the deathless just wins the game on the spot if not answered and I'm not a huge fan of that style in my current meta.
Sphere of safety can actually protect your walkers unlike ghostly prison. I would also take one of the 1 drop life gain sisters for authority of the consuls which would give you another enchant for the sphere as well as being harder to remove than a creatures with the bonus blind obedience effect.
Paths to Victory
1. Make tokens and swing
- One of the great things about the BW planeswalkers is that they almost invariably have the capability to pump up the team.
- Elesh Norn, Grand Cenobite, Purphoros, God of the Forge, Iroas, God of Victory, Spear of Heliod all play supporting roles here, with Anointed Procession giving double the number of tokens.
2. Planeswalker Advantage
- A number of the ultimates on the planeswalkers are great finishers. Particularly strong are Elspeth, Sun's Champion and Sorin, Grim Nemesis.
- Sometimes going for the ultimate isn't really an option, that's where the incremental advantage comes in, the rest of the planeswalkers in the deck offer some form of card advantage, whether that is drawing cards or acting as repeatable removal. There is a The Chain Veil in here to really pile the hurt on when it's all set up.
3. Voltron
- Planeswalkers provide pumps to creatures too. Particularly good ones are Ajani Steadfast, for the first strike, vigilance, death touch Queen Marchesa, and Elspeth, Knight-Errant.
- Champion's Helm is another great card for the voltron strategy.
1 Soul's Attendant
1 Soul Warden
3 Ophiomancer
4 Iroas, God of Victory
4 Purphoros, God of the Forge
4 Windborn Muse
5 Djeru, with Eyes Open
5 Kazuul, Tyrant of the Cliffs
5 Knight-Captain of Eos
6 Darien, King of Kjeldor
6 Sun Titan
7 Elesh Norn, Grand Cenobite
7 Teysa, Envoy of Ghosts
Planeswalkers: 14
3 Gideon of the Trials
3 Liliana of the Veil
4 Ajani Steadfast
4 Elspeth, Knight-Errant
4 Gideon, Ally of Zendikar
4 Kaya, Ghost Assassin
4 Nahiri, the Harbinger
4 Sorin, Lord of Innistrad
4 Sorin, Solemn Visitor
5 Ob Nixilis of the Black Oath
5 Ob Nixilis Reignited
6 Elspeth, Sun's Champion
6 Sorin, Grim Nemesis
8 Ugin, the Spirit Dragon
Artifact: 15
1 Elixir of Immortality
1 Skullclamp
1 Sol Ring
2 Boros Signet
2 Fellwar Stone
2 Lightning Greaves
2 Orzhov Signet
2 Rakdos Signet
2 Swiftfoot Boots
2 Thought Vessel
3 Champion's Helm
3 Mimic Vat
4 The Chain Veil
5 Mind's Eye
5 Norn's Annex
1 Land tax
1 Phyrexian Reclamation
2 Blind Obedience
3 Ghostly Prison
3 Oath of Gideon
3 Phyrexian Arena
3 Spear of Heliod
4 Anointed Procession
4 No Mercy
Sorcery: 3
3 Vindicate
6 Austere Command
6 Final Judgment
Instant: 7
1 Path to Exile
1 Swords to Plowshares
2 Terminate
3 Anguished Unmaking
3 Chaos Warp
3 Oblation
4 Return to Dust
Land: 38
8 Plains
4 Swamp
2 Mountain
1 Blood Crypt
1 Godless Shrine
1 Sacred Foundry
1 Nomad Outpost
1 Mana Confluence
1 Command Tower
1 Reflecting Pool
1 Lavaclaw Reaches
1 Foreboding Ruins
1 Graven Cairns
1 Isolated Chapel
1 Dragonskull Summit
1 Clifftop Retreat
1 Boros Garrison
1 Rakdos Carnarium
1 Arid Mesa
1 Bloodstained Mire
1 Marsh Flats
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 High Market
1 Kor Haven
1 Reliquary Tower
1 Sunhome, Fortress of the Legion
Any improvements you can suggest that I've missed?
edit - i made a stupid comment and had to fix it
edit 2 - bonus points for skywise avatar
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
re: Edit 2, managed to get all of the elf quest books for my birthday this year
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
We run our decks around the 75% principals, so no tutors if the power level is relatively high etc.
As for sweepers, there's sweepers built into the planeswalkers, the main reason I don't run merciless eviction though is because there's quite a few ways to cast cards from decks/graveyards in the meta so I don't like giving my opponents the option.
Leave//chance is a great shout, thanks.
assemble the legion I played for a bit but it just got killed on sight and cost to much mana to have it die with no effect.
torment of hailfire - I don't like giving my opponents the choice, I'd rather run exsanguinate, but it doesn't fit the theme, debt to the deathless just wins the game on the spot if not answered and I'm not a huge fan of that style in my current meta.
Daretti, Ingenious Iconoclast could also be a fun inclusion as added removal.