I am Chief_of_Compliance, a long-time EDH enthusiast and posting another deck of mine that I hope you will all enjoy. This is another deck that became loosely inspired by a Legacy deck. It began as a draw-go deck with incremental card advantage (since card draw is stapled to the commander) and was built as a UG variant to The Gitrog Monster. It has since become a toolbox land deck that tries to stall out the game (or sneak a win out of nowhere) through the value engine that is Tatyova, Benthic Druid.
Note: You do not need a Timetwister for this deck, and can easily be replaced by Day's Undoing. I got my copy as a wedding present many years ago and slip it into a deck I'm playing whenever possible. Since M19 has reprints of Scapeshift and Crucible of Worlds, this deck can easily be build on a budget.
Quick Info
This deck was built at first to prove my playgroup wrong that Tatyova is not a watered down version of The Gitrog Monster. I am an EDH player exclusively, but I often find inspiration in Legacy or competitive Modern designs and comb through those deck lists for EDH applications. As I was building this deck, I remembered that Legacy Lands was a thing. Sadly, I had lost an eBay bid on a fairly reasonably priced Tabernacle many years ago and I prefer not to run proxies unless I own the card. For all intents and purposes, this deck strives to mimic Legacy Lands where all possible while amassing a huge amount of card draw.
Early Game
The early game strategy is simple: cast Tatyova as soon as possible. Mulligan aggressively if you need to since your commander is a card draw engine. I've been reviewing many other Tatyova builds and they tend to eschew using mana rocks / mana dorks in favor of cards like Exploration. While I agree in losing the mana dorks, doubling up on the mana acceleration can ensure that I have Tatyova in play and have enough mana to cast her again (because she will die often).
The second part of the early game is survival against faster decks. For this, we have Glacial Chasm, Maze of Ith, and Scavenger Grounds. We also have our own land destruction package with Strip Mine / Wasteland and similar cards to slow down decks trying to win in the first 4 turns of the game.
If we get very lucky, Thespian's Stage / Dark Depths can close out a game quickly. Yet, while indestructible, Marit Lage can still get exiled or bounced. Pulling this off by turn 2, however, will let your opponents know that you aren't f***ing around.
Mid Game
The deck really shines in the mid and late game because of the toolbox nature of the deck combined with lands as the main win condition (we'll get to that in a moment). Lands are incredibly difficult to interact with outside of mass land destruction and spot removal such as Strip Mine / Wasteland. The same goes for abilities stapled to a land, which unless a deck is heavy on stifle effects, will not be able to counter what my lands are doing.
Trophy Mage gets us Cloudstone Curio or Aetherflux Reservoir. The latter is self-explanatory in that this deck gains a lot of life and can blast someone in the face for 50. Cloudstone Curio, however, plays a unique role in the deck for its ability to bounce lands (a nonartifact permanent I control) to keep the value train going.
Late Game
At the end of the day, this deck aims to win the war of attrition through the value of toolbox lands. How long can I deny opponents from their resources? How long can I keep them from their win conditions while setting up my own? This deck is very good at stalling out the game.
We got to the end, now what? How does this deck win? Through pure shenanigans. Laboratory Maniac is a requirement for this deck because it is very possible to deck yourself. Marit Lage (especially repeatable with so much land recursion) can win the game after I've drawn out all the removal over the course of the game. The real win condition is the reason I built this deck.. Sunscorched Desert.
Retreat to Coralhelm + Cloudstone Curio + Skyshroud Ranger (or variants) + Sunscorched Desert + any other land. Yes, this is an extremely convoluted way to win the game, but so immensely satisfying to infinitely play a land and machine gun an opponent. For having so many moving parts, the combo is surprisingly easy to pull off. For the exception of the Curio, the combo contains parts that does not pose any immediate threat to draw removal over the course of the game.
General
This deck, in its current form, is far-and-away from the finished project. The original form only played basic lands until I scoped out a Legacy Lands deck list. Since I've been playing this deck shortly after the Dominaria prerelease, the deck has not yet lost a single match. It has tested well against The Mimeoplasm, Niv-Mizzet, the Firemind, Grand Arbiter Augustin IV, and Edgar Markov. It very nearly lost to Memnarch, but survived by drawing out every counter and removal spell until I limped my way through with commander damage.
Wow this is an interesting take of Tatyova! I think it is totally different from Gitrog and personally I find her more fun to Play. You can check my deck on my signature (it's a wip) for more ideas. I've found out that killing the table with Scorching Desert is the least expected way. As for the dorks, I prefer ramp spells because they can cantrip late game.
Wow this is an interesting take of Tatyova! I think it is totally different from Gitrog and personally I find her more fun to Play. You can check my deck on my signature (it's a wip) for more ideas. I've found out that killing the table with Scorching Desert is the least expected way. As for the dorks, I prefer ramp spells because they can cantrip late game.
Mana dorks help casting her, but don't help with the lands strategy. The Gitrog Monster is far more degenerative and earns its spot as a cEDH deck. I wanted to do something different, but is still no where near competitive enough (where cEDH is concerned). The issue that I've found is my deck stalls out many casual and some 75% decks, making it "unfun" for the group. And the deck doesn't feel like it would stand up against most of the cEDH decks out there. The toolbox design gives it silver bullets, but flash hulk is a thing. No way this deck goes turn-0 or turn-1.
As it turns out, I can recover quite quickly against MLD. Life from the Loam, Ramunap Excavator, Crucible of Worlds, and Splendid Reclamation all put me right back into the game. My deck also doesn't care about all my land getting blown up, because my mana curve is pretty low. The deck isn't trying to drop large CMC creatures or play high CMC spells where losing my land would hinder my play. I care about my lands coming into play to net card draw, but don't really care what happens to them afterwards.
I feel like Overburden is a card that this deck could like. Bouncing lands gives you more triggers for your commander - and I don't think you actually ever lack them. Your opponents, though, could suffer greatly from the effect, especially decks like Animar or Karador, or aggressive creature decks. If you want to go further down this route you could try Mana Vortex, but you did mention that your deck is already "unfun".
Saccing lands in blue is actually something that's rarely truly been explored, so I think you have a lot of room for new secret tech cards. Stuff like Excavation, Psychic Vortex, Rushing River, etc. Obviously these are pretty bad, but they might be a good start.
Of course bouncing lands is much more common, and I'm still disappointed to see no Meloku the Clouded Mirror as a classic, no Kefnet the Mindful as a new power card, and no Uyo, Silent Prophet to copy stuff like Explosive Vegetation for ridiculous combos. I am also surprised to see that your Floodbringer isn't Oboro Breezecaller to combo with stuff like Maze of Ith. I also think Soratami Savant is worth a try - 3 mana is a lot to keep up all the time.
Finally, Multani, Yavimaya's Avatar is a card.
Expanding on that, green has recently received more tools for mass land recursion, like The Mending of Dominaria and World Shaper. They include some self mill which would go well with your LFTL and Crucible package.
Another thing that you should heavily consider is that your board control is quite lacking. Sure, it's green's weakness, but blue has more than enough to cover for it with mass bounce. Nonland bounce is especially common, and especially effective since most of what you care about are your commander and lands - so mass bouncing shouldn't be a problem. Devastation Tide, Cyclonic Rift, Turbulent Dreams, Distorting Wake... They take care of a LOT of problems.
I feel like Overburden is a card that this deck could like. Bouncing lands gives you more triggers for your commander - and I don't think you actually ever lack them. Your opponents, though, could suffer greatly from the effect, especially decks like Animar or Karador, or aggressive creature decks. If you want to go further down this route you could try Mana Vortex, but you did mention that your deck is already "unfun".
Saccing lands in blue is actually something that's rarely truly been explored, so I think you have a lot of room for new secret tech cards. Stuff like Excavation, Psychic Vortex, Rushing River, etc. Obviously these are pretty bad, but they might be a good start.
Of course bouncing lands is much more common, and I'm still disappointed to see no Meloku the Clouded Mirror as a classic, no Kefnet the Mindful as a new power card, and no Uyo, Silent Prophet to copy stuff like Explosive Vegetation for ridiculous combos. I am also surprised to see that your Floodbringer isn't Oboro Breezecaller to combo with stuff like Maze of Ith. I also think Soratami Savant is worth a try - 3 mana is a lot to keep up all the time.
Finally, Multani, Yavimaya's Avatar is a card.
Expanding on that, green has recently received more tools for mass land recursion, like The Mending of Dominaria and World Shaper. They include some self mill which would go well with your LFTL and Crucible package.
Another thing that you should heavily consider is that your board control is quite lacking. Sure, it's green's weakness, but blue has more than enough to cover for it with mass bounce. Nonland bounce is especially common, and especially effective since most of what you care about are your commander and lands - so mass bouncing shouldn't be a problem. Devastation Tide, Cyclonic Rift, Turbulent Dreams, Distorting Wake... They take care of a LOT of problems.
Why the hell did I think AEtherflux Reservoir costed 3cmc. I must have been tired or hungover, but thank you for correcting me. I always use Trophy Mage it to get my Cloudstone Curio. I must have missed Oboro Breezecaller combing through creature-land synergies. I excluded Uyo, Silent Prophet and Multani, Yavimaya's Avatar strictly due trying to keep the mana curve low and since the deck tries to not focus on creature-based strategies. Meloku the Clouded Mirror presents an interesting opportunity to bounce lands for cheap. World Shaper gives me a good death trigger to get my lands back and deserves a play test.
Why does Scouting Trek net you advantage with Manabond? The lands don't end up in your hand.
You didn't comment on the rest of the cards I'd offered though, and I think there are some really interesting suggestions.
Of course Meloku is great for you, and also Overburden, Mana Vortex, and Kefnet the Mindful seem to be very useful.
Kefnet is one that I know people think is bad, but with all your draw triggers seven cards shouldn't be a big issue for you, and his ability is very relevant since you like bouncing your lands.
I also think that either Devastation Tide or Cyclonic Rift should be in your deck. I know they're everywhere, but that's because they're so effective at what they do.
EDIT: Also, the classic Sylvan Safekeeper can help protect your commander. That's important since your deck is so reliant on it.
Why does Scouting Trek net you advantage with Manabond? The lands don't end up in your hand.
You didn't comment on the rest of the cards I'd offered though, and I think there are some really interesting suggestions.
Of course Meloku is great for you, and also Overburden, Mana Vortex, and Kefnet the Mindful seem to be very useful.
Kefnet is one that I know people think is bad, but with all your draw triggers seven cards shouldn't be a big issue for you, and his ability is very relevant since you like bouncing your lands.
I also think that either Devastation Tide or Cyclonic Rift should be in your deck. I know they're everywhere, but that's because they're so effective at what they do.
EDIT: Also, the classic Sylvan Safekeeper can help protect your commander. That's important since your deck is so reliant on it.
EDIT: Also, the classic Sylvan Safekeeper can help protect your commander. That's important since your deck is so reliant on it.
I guess I wanted to address the idea that my deck is reliant on my commander. While this is true to point, the deck does not win via my commander in the way voltron decks do. It is far more reliant on utilizing lands in a way that is unusual and against green's desire to ramp and cast giant creature spells. If drew similarity to any commander, it would be The Gitrog Monster in that my commander offers a value engine if she sticks on the battlefield for a turn or two. In essense, the lands are the spells. My lands protect me, like Glacial Chasm and Maze of Ith. If anything, the deck needs a Rishadan Port and other spell-mimicry lands and more ways of dealing with Blood Moon, which absolutely would wreck me.
The ultimate goal for this deck is to break into cEDH as a rogue build (even if it's in the lower tiers). Which means I need to have ways to deal with Tymna the Weaver, General Tazri, and Zur the Enchanter.
Oboro, Palace in the Clouds
Undiscovered Paradise
Nexus of Fate
Time Warp
Capture of Jingzou
Temporal Manipulation
Constant Mists
Battlefield Scrounger
?
I think this is a really fun list to experiment with, so props. There's a couple of fantastic new lands that are worth including in this list, if you're still active in the forums, Chief. Blast Zone in particular looks like a slam dunk for what this deck needs.
I just built a Tatyova list not too long ago. Been looking for ways to make it more competitive. Been having trouble finding ways to make it run smoothly outside of basic fast ramp into bombs, so this provided some inspiration, thanks.
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I am Chief_of_Compliance, a long-time EDH enthusiast and posting another deck of mine that I hope you will all enjoy. This is another deck that became loosely inspired by a Legacy deck. It began as a draw-go deck with incremental card advantage (since card draw is stapled to the commander) and was built as a UG variant to The Gitrog Monster. It has since become a toolbox land deck that tries to stall out the game (or sneak a win out of nowhere) through the value engine that is Tatyova, Benthic Druid.
Note: You do not need a Timetwister for this deck, and can easily be replaced by Day's Undoing. I got my copy as a wedding present many years ago and slip it into a deck I'm playing whenever possible. Since M19 has reprints of Scapeshift and Crucible of Worlds, this deck can easily be build on a budget.
1 Tatyova, Benthic Druid
Creature
1 Floodbringer
1 Sakura-Tribe Scout
1 Skyshroud Ranger
1 Azusa, Lost but Seeking
1 Llanowar Scout
1 Budoka Gardener
1 Oracle of Mul Daya
1 Laboratory Maniac
1 Trophy Mage
1 Ramunap Excavator
1 Lotus Cobra
1 Snapcaster Mage
1 Wayward Swordtooth
Enchantment
1 Flooded Shoreline
1 Manabond
1 Trade Routes
1 Leyline of Anticipation
1 Exploration
1 Survival of the Fittest
1 Retreat to Coralhelm
1 Sylvan Library
1 Burgeoning
Land
1 Tropical Island
1 Dust Bowl
1 Strip Mine
1 Alchemist's Refuge
1 Cephalid Coliseum
1 Glacial Chasm
1 Breeding Pool
1 Thespian's Stage
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
1 Wooded Foothills
1 Tectonic Edge
1 Wasteland
1 Maze of Ith
1 Verdant Catacombs
1 Misty Rainforest
1 Scalding Tarn
1 Sunscorched Desert
1 Scavenger Grounds
1 Dark Depths
1 Tolaria West
1 High Market
1 Lonely Sandbar
1 Ghost Quarter
1 Tranquil Thicket
1 Terrain Generator
1 Command Beacon
1 Hinterland Harbor
1 Reliquary Tower
6 Forest
5 Island
1 Dryad Arbor
1 Mox Diamond
1 Sensei's Divining Top
1 Aetherflux Reservoir
1 Cloudstone Curio
1 Mana Vault
1 Sol Ring
1 Mana Crypt
1 Crucible of Worlds
1 Walking Atlas
Instant
1 Realms Uncharted
1 Memory's Journey
1 Pongify
1 Intuition
1 High Tide
1 Cyclonic Rift
1 Sunder
1 Cryptic Command
1 Nature's Claim
1 Remand
1 Crop Rotation
1 Gush
1 Mana Drain
1 Mystical Tutor
1 Brainstorm
Sorcery
1 Timetwister
1 Scouting Trek
1 Summer Bloom
1 Walk the Aeons
1 Life from the Loam
1 Sylvan Scrying
1 Treasure Hunt
1 Splendid Reclamation
1 Explore
1 Scapeshift
1 Kiora, the Crashing Wave
This deck was built at first to prove my playgroup wrong that Tatyova is not a watered down version of The Gitrog Monster. I am an EDH player exclusively, but I often find inspiration in Legacy or competitive Modern designs and comb through those deck lists for EDH applications. As I was building this deck, I remembered that Legacy Lands was a thing. Sadly, I had lost an eBay bid on a fairly reasonably priced Tabernacle many years ago and I prefer not to run proxies unless I own the card. For all intents and purposes, this deck strives to mimic Legacy Lands where all possible while amassing a huge amount of card draw.
Early Game
The early game strategy is simple: cast Tatyova as soon as possible. Mulligan aggressively if you need to since your commander is a card draw engine. I've been reviewing many other Tatyova builds and they tend to eschew using mana rocks / mana dorks in favor of cards like Exploration. While I agree in losing the mana dorks, doubling up on the mana acceleration can ensure that I have Tatyova in play and have enough mana to cast her again (because she will die often).
The second part of the early game is survival against faster decks. For this, we have Glacial Chasm, Maze of Ith, and Scavenger Grounds. We also have our own land destruction package with Strip Mine / Wasteland and similar cards to slow down decks trying to win in the first 4 turns of the game.
If we get very lucky, Thespian's Stage / Dark Depths can close out a game quickly. Yet, while indestructible, Marit Lage can still get exiled or bounced. Pulling this off by turn 2, however, will let your opponents know that you aren't f***ing around.
Mid Game
The deck really shines in the mid and late game because of the toolbox nature of the deck combined with lands as the main win condition (we'll get to that in a moment). Lands are incredibly difficult to interact with outside of mass land destruction and spot removal such as Strip Mine / Wasteland. The same goes for abilities stapled to a land, which unless a deck is heavy on stifle effects, will not be able to counter what my lands are doing.
Because of Crucible of Worlds, Life from the Loam, Ramunap Excavator, and Splendid Reclamation, we have a lot of ways to get our lands back from the graveyard. Command Beacon ensures we don't have to pay the commander death tax.
Trophy Mage gets us Cloudstone Curio or Aetherflux Reservoir. The latter is self-explanatory in that this deck gains a lot of life and can blast someone in the face for 50. Cloudstone Curio, however, plays a unique role in the deck for its ability to bounce lands (a nonartifact permanent I control) to keep the value train going.
Late Game
At the end of the day, this deck aims to win the war of attrition through the value of toolbox lands. How long can I deny opponents from their resources? How long can I keep them from their win conditions while setting up my own? This deck is very good at stalling out the game.
We got to the end, now what? How does this deck win? Through pure shenanigans. Laboratory Maniac is a requirement for this deck because it is very possible to deck yourself. Marit Lage (especially repeatable with so much land recursion) can win the game after I've drawn out all the removal over the course of the game. The real win condition is the reason I built this deck.. Sunscorched Desert.
Retreat to Coralhelm + Cloudstone Curio + Skyshroud Ranger (or variants) + Sunscorched Desert + any other land. Yes, this is an extremely convoluted way to win the game, but so immensely satisfying to infinitely play a land and machine gun an opponent. For having so many moving parts, the combo is surprisingly easy to pull off. For the exception of the Curio, the combo contains parts that does not pose any immediate threat to draw removal over the course of the game.
General
This deck, in its current form, is far-and-away from the finished project. The original form only played basic lands until I scoped out a Legacy Lands deck list. Since I've been playing this deck shortly after the Dominaria prerelease, the deck has not yet lost a single match. It has tested well against The Mimeoplasm, Niv-Mizzet, the Firemind, Grand Arbiter Augustin IV, and Edgar Markov. It very nearly lost to Memnarch, but survived by drawing out every counter and removal spell until I limped my way through with commander damage.
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Mana dorks help casting her, but don't help with the lands strategy. The Gitrog Monster is far more degenerative and earns its spot as a cEDH deck. I wanted to do something different, but is still no where near competitive enough (where cEDH is concerned). The issue that I've found is my deck stalls out many casual and some 75% decks, making it "unfun" for the group. And the deck doesn't feel like it would stand up against most of the cEDH decks out there. The toolbox design gives it silver bullets, but flash hulk is a thing. No way this deck goes turn-0 or turn-1.
As it turns out, I can recover quite quickly against MLD. Life from the Loam, Ramunap Excavator, Crucible of Worlds, and Splendid Reclamation all put me right back into the game. My deck also doesn't care about all my land getting blown up, because my mana curve is pretty low. The deck isn't trying to drop large CMC creatures or play high CMC spells where losing my land would hinder my play. I care about my lands coming into play to net card draw, but don't really care what happens to them afterwards.
I feel like Overburden is a card that this deck could like. Bouncing lands gives you more triggers for your commander - and I don't think you actually ever lack them. Your opponents, though, could suffer greatly from the effect, especially decks like Animar or Karador, or aggressive creature decks. If you want to go further down this route you could try Mana Vortex, but you did mention that your deck is already "unfun".
Saccing lands in blue is actually something that's rarely truly been explored, so I think you have a lot of room for new secret tech cards. Stuff like Excavation, Psychic Vortex, Rushing River, etc. Obviously these are pretty bad, but they might be a good start.
Of course bouncing lands is much more common, and I'm still disappointed to see no Meloku the Clouded Mirror as a classic, no Kefnet the Mindful as a new power card, and no Uyo, Silent Prophet to copy stuff like Explosive Vegetation for ridiculous combos. I am also surprised to see that your Floodbringer isn't Oboro Breezecaller to combo with stuff like Maze of Ith. I also think Soratami Savant is worth a try - 3 mana is a lot to keep up all the time.
Finally, Multani, Yavimaya's Avatar is a card.
Expanding on that, green has recently received more tools for mass land recursion, like The Mending of Dominaria and World Shaper. They include some self mill which would go well with your LFTL and Crucible package.
Another thing that you should heavily consider is that your board control is quite lacking. Sure, it's green's weakness, but blue has more than enough to cover for it with mass bounce. Nonland bounce is especially common, and especially effective since most of what you care about are your commander and lands - so mass bouncing shouldn't be a problem. Devastation Tide, Cyclonic Rift, Turbulent Dreams, Distorting Wake... They take care of a LOT of problems.
I'd remove cards like Scouting Trek and Summer Bloom, but I'm not sure on what else to cut.
Why the hell did I think AEtherflux Reservoir costed 3cmc. I must have been tired or hungover, but thank you for correcting me. I always use Trophy Mage it to get my Cloudstone Curio. I must have missed Oboro Breezecaller combing through creature-land synergies. I excluded Uyo, Silent Prophet and Multani, Yavimaya's Avatar strictly due trying to keep the mana curve low and since the deck tries to not focus on creature-based strategies. Meloku the Clouded Mirror presents an interesting opportunity to bounce lands for cheap. World Shaper gives me a good death trigger to get my lands back and deserves a play test.
Scouting Trek + Treasure Hunt gets me an insane amount of ramp if I have Manabond out.
Mine doesn't, but Splendid Reclamation and Crucible of worlds help offset some of the MLD effects.
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
You didn't comment on the rest of the cards I'd offered though, and I think there are some really interesting suggestions.
Of course Meloku is great for you, and also Overburden, Mana Vortex, and Kefnet the Mindful seem to be very useful.
Kefnet is one that I know people think is bad, but with all your draw triggers seven cards shouldn't be a big issue for you, and his ability is very relevant since you like bouncing your lands.
I also think that either Devastation Tide or Cyclonic Rift should be in your deck. I know they're everywhere, but that's because they're so effective at what they do.
EDIT: Also, the classic Sylvan Safekeeper can help protect your commander. That's important since your deck is so reliant on it.
Scouting trek sticks all the lands on top of the library then treasure hunt draws them into your hand. End turn and manabond dump them into play
Overburden, Mana Vortex, and Kefnet the Mindful are interesting inclusions in a deck trying to deny resources in a non-traditional sense. Cyclonic Rift is already in the deck. Sylvan Safekeeper is a nice land-sac outlet and is repeatable to keep whatever creatures I'm looking to keep alive. Titania, Protector of Argoth could be interesting as a pseudo-stax inclusion.
I guess I wanted to address the idea that my deck is reliant on my commander. While this is true to point, the deck does not win via my commander in the way voltron decks do. It is far more reliant on utilizing lands in a way that is unusual and against green's desire to ramp and cast giant creature spells. If drew similarity to any commander, it would be The Gitrog Monster in that my commander offers a value engine if she sticks on the battlefield for a turn or two. In essense, the lands are the spells. My lands protect me, like Glacial Chasm and Maze of Ith. If anything, the deck needs a Rishadan Port and other spell-mimicry lands and more ways of dealing with Blood Moon, which absolutely would wreck me.
The ultimate goal for this deck is to break into cEDH as a rogue build (even if it's in the lower tiers). Which means I need to have ways to deal with Tymna the Weaver, General Tazri, and Zur the Enchanter.
Oboro, Palace in the Clouds
Undiscovered Paradise
Nexus of Fate
Time Warp
Capture of Jingzou
Temporal Manipulation
Constant Mists
Battlefield Scrounger
?
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
GW Death and Taxes WG