PREFACE: This is Nick's post from another site that I haven't seen here, and I feel it needs discussion. What follows is from NickP himself.
Alright this deck's a little crazy, so even though I think it's fairly generically powerful I made sure to test it rigorously against the top two perceived decks (Ramunap Red and Temur Energy) as well as two other likely popular decks (Mardu Vehicles and UB Control). I selected these to test against not only because they are likely going to see play, but also because they represent a wide amount of archetypes. This will give us data about other potential matchups. For example, the matchup against Mardu Vehicles might show us useful information if we are playing against UR Pirates. As a caveat, really no amount of testing can measure up to the collective data represented in the first month of actual tournaments, but I believe 30 matches is a good place to start. More on testing and the results later.
So what is Bant Tishana? It's a deck built around a web of synergies that roughly resembles what an elf deck might do. The main synergies are Inspiring Statuary + Fabricate Spells + Tishana and Growing Rites of the Itlimoc + Creatures + Tishana. As the deck title might imply, Tishana is the big payoff for doing what we're doing. When things are going well we draw 9+ cards on turn 5 and set up a kill with a 20/20 Walking Ballista. That makes this sort of a combo deck, sort of a ramp deck, but mostly an elf deck. Going wide and casting Angel of Invention is often good enough and puts a ton of pressure on decks like Mardu Vehicles. The gameplan is always Tishana, but the deck can get it done with value creatures as well. I'd like to thank the GAM podcast for the early idea for this list. They were missing tons of key cards but the idea of using Tishana in a non merfolk deck was really the tipping point for me.
4x Inspiring Statuary - The first piece of the core of our ramp strategy. Once going, it makes all of our Fabricate spells essentially two mana. For example, once Statuary is out you can tap it and a servo to cast Sram's Expertise. The new servo's let you cast another assuming you have WW mana available. This let's us dump our hands and then eventually cast Tishana for pretty much free. I knew that Statuary was a broken card, and it was just waiting for this deck to capitalize on it. I know Abrade exists, but Statuary is worth the risk and games where you have it snowball so fast it's unreal.
Enchantment (4)
4x Growing Rites of Itlimoc - The second engine piece. Finding a creature is fine and all, especially when diggin for Tishana, but we're really interested in the transformed version. Frickin Gaea's Cradle. Once we have like, idk, thirty or so creatures on the battlefield we can tap this to play a giant Ballista. Then we play another, and when it flips we keep the untapped one and pump Ballista up for lethal. That's just one of the many busted things going on with this card. Casting our Tishana with two lands is Modern power level at least.
Creature (20)
4x Ixalli's Diviner - This card might seem suspect, but it's here for a reason. More so, I chose it as the 4-of over Merfolk Branchwalker because this isn't an attacking deck, and a 1/4 brickwalls most early plays. A 0/3 that draws a card is essentially a better elvish visionary, so both modes on this card are insane. I can't wait for everyone to realize how insanely powerful Explore is.
3x Merfolk Branchwalker - If you could play more than 4 Elvish Visionary's in your deck, would you? I would. These two mana plays are the backbone of this deck and fluidly smooth out otherwise clunky draws. it might honestly be correct to play eight of these. At first I tested actual ramp cards but quickly found that the removal in the format is unreal against dorks right now. But these give value no matter what, especially in a deck digging for specific cards.
4x Tishana, Voice of Thunder - The payoff. A better Regal Force. A card I had to read like four times to make sure it was real. I was listening to the GAM podcast and Gerry was talking about something that really clicked in me. Just because Merfolk is a tribe doesn't mean that all Merfolk have to go in the "Merfolk" deck. Tishana and Merfolk Branchwalker are perfectly great cards outside those archetypes and are great here. Drawing 10+ cards with Tish is really the greatest. She just puts the game out of reach so fast, which to be fair is kind of what you expect from your seven drops. The thing is with the explosive ramp in this deck she comes down early and often. She almost always chains into another one. I've cast five+ spells in a turn quite consistently.
4x Angel of Invention - The other payoff for ramping in our deck is Angel of Invention. Angel comes down and can represent 10 or more power. This deck generates a TON of servos and sometimes Angel just does an Elvish Archdruid impersonation and you get there with Servo Beats. In fact against some decks that's the primary goal. it helps to have generically good creatures that also go off with Statuary and Tishana.
3x Visionary Augmenter - It's important to have a critical mass of creatures that put three bodies on the board. It makes flipping Itlimoc significantly easier. I'm not going to sit here and tell you this card is good, but it's reasonable in this deck and pays you off for three cards with Tishana.
2x Walking Ballista - Really mostly here to go off with Itlimoc and give us something other than Tishana to do with our mana. Once we've drawn most of our deck finding one is trivial so there's no reason to run four unless the meta calls for it. It's exceedingly meh as a 1/1 and really doesn't go off until much later. Still, it's an important piece of the puzzle and another generically reasonable card to have in the deck.
Sorcery (8)
4x Servo Exhibition - Two servos for two mana is an exceptional deal. We care both about the artifact count for Statuary AND the creature count for Itlimoc/Tishana. By far the best home for this card I've seen.
4x Sram's Expertise - Quite possibly the most explosive card in the deck. Casting an Itlimoc or Statuary off it is just the business. Three servos are great for chumping and getting you over the hill to Tishana and once your "storming off" with Statuary can represent a ton of ramp/ritual potential. For example, if you are trying to cast a lethal Ballista and have a statuary and Itlimoc out. You can tap two servos and WW to cast Expertise and then cast a Servo Exhibition for free. THEN you can tap Cradle for five mana. That's basically dark ritual with five servos attached. DOING IT!
Land (24) - The mana base is fairly complex but mostly solid. The only blue in the deck is Tishana and the sideboard Negate's so we really only need 10 sources. Frank Karsten Analysis says we only need 9 but I don't really feel safe considering how much we really do need to cast Tish. We need a TON of white sources to go off with statuary and honestly 18 is even potentially a little low, but mostly fine. Then we have the Karsten recommended 13 lands for our green two drops. We could make the mana base better for colors if we'd like, but this setup allows for more lands to come into play untapped. I've tweaked a ton with this and this setup was by far the best for me. We could play stuff like Spire of Industry for more white sources, but I'm worried about not getting to WW in the first place. Another issue with the mana base is that there isn't room for Shefet Dunes, which would be insane in the deck. We need a ton of plains for our check lands to function which is more important imo. Luckily we have plenty of stuff to do with our mana if we flood because of the cycle lands.
4x Botanical Sanctum
2x Forest
4x Glacial Fortress
2x Irrigated Farmland
5x Plains
3x Scattered Groves
4x Sunpetal Grove
Sideboard (15) - The sideboard is a bit of a cluster but it was good for in the matchups I cared about. Inspiring Cleric and Settle the Wreckage are THE tech for Ram Red. Control can't beat carnage tyrant to point of it being comical, and negate plays well with statuary and I was able to "get" my opponent and counter their wrath on a critical turn. Ajani is there to grind and ramp into and often draws two cards per activation for us as well as digging for moar Tishanas! That being said the board could probably use some tuning. I'd like some graveyard hate.
2x Ajani Unyielding
2x Carnage Tyrant
4x Inspiring Cleric
4x Negate
3x Settle the Wreckage
So as for testing!
I played ten GAMES against Ramp Red to start. Five preboard five post board. Ram red won 4 of the preboard games and I won 3 of the postboard games. The matchup was mostly about how each of us curved out and if they had Hazoret. I felt way better on the play but the matchup felt pretty rough preboard. Just too much too fast. I had to start chumping and didn't have enough juice left to stabilize. The post board games were much better and I won every game where I saw a sideboard card (Settle the Wreckage and Inspiring Cleric). The abrades on the Inspiring Statuary convinced me to board all of them out, which if I had figured out a game earlier I likely could have won another post board game. Overall 4-6, which is about what I expected. The games felt roughly representative of the matchup as a whole and I'd say that we're favored post board but not on the draw in game three.
I played ten GAMES against Temur Energy. I swept the preboard games 5-0 and won 2 of the post board games. I think the Temur Energy matchup is the reason to play this deck to be honest. It felt like their gameplan was just nonsense compared to mine. Nothing they did was fast enough and their removal was largely irrelevant. Post board I lost three games to Sweltering Suns. Cheap Wraths are good against elves, who knew? It makes me think that some number of Spell Pierce over Negate is correct. Either way, 7-3 against the format's top dog, not too shabby!
I played five GAMES against UB Control, three preboard and two postboard. I won two of the preboard games and lost both post board games. The wins were on the back of servo beat down, which is pretty great against them and the losses were to censor and Yahenni's Expertise. Censor is fantastic against us in the early turns because we basically have to tap out each turn or we aren't anywhere near fast enough. The counterspells mean that Tishana is basically never resolving so we are in a rough spot with our primary gamplan. Post board Ajani would have been nice in theory but they have a ton of counters and contempt, so I'd like to look elsewhere for card advantage. So 2-3 against UB control. Not a great matchup by any means.
I played five GAMES against Mardu Vehicles, three preboard and two post board. I won two preboard and one post board. The wins were from Tishana doing her thing and the losses were to flying beat down and well timed removal. Things that Mardu does very well. Heart of Kiran is great against us and Glorybringer clocks really fast when not extering. I countered a key fumigate post board which to me felt like big wraths are bad against us. Spell pierce would have been fine in any of my games so I'm thinking a 2-2 split with negate could be correct. 3-2 against Mardu vehicles. The matchup felt close but favorable.
I hope that was enough data for you and thanks for reading. Let me know what you think!
This is a deck I'm keeping my eye on, once I get more of these new cards. Rites is the budget killer of this list, but Tishana is a bargain-priced mythic.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
The curve is not as bad as you think. The deck is designed around 4x [[Inspiring Statuary]], 4x [[Growing Rites of Itlimoc]] and 4 million servos. Once you get either of those cards out, you simply tap for a ton of mana and get your expensive stuff out no problem.
Nick explains Visionary Augmenter, probably work trying as presented. I also have a thought that Legion's Landing might be an excellent option. Oviya definitely should be tried. You can never feel bad about 1-drops being targeted for removal as that's almost always a win when it means your Angel of Invention lives because they ran out of removal. Heroic Intervention is an option, but the deck is blue so Negate might just be better.
Overwhelming Splendor in a ramp deck like that would be very fun, lol. But I don't know how easy it is to provide that mana, or if would be another win more.
Overwhelming Spendor or Sandwurm Convergence. My thinking is there's not much card draw in the deck aside from Tishana, so redundancy in the vein of "good luck beating this card" would be helpful.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
Playtesting, I think the deck needs work. Overwhelming Splendor seems great. Tishana seems okay. Defensive resources to get there seem awful currently. Also draw consistency isn't all there, you don't necessarily find the right cards at the right time, and removal seems inadequate.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
for the 3cmc I tested Rishkar, Peema Renegade and is nice, T3 you can use the other creatures to cast another 2cmc, Champion of Wits good at early and late, doesn't help much with Itlimoc, but make his point. And Rhonas the Indomitable good at late, terrible at early (except by he can stay in the table), so, no.
I'm thinking in Trophy Mage, we could remove one (or two) Inspiring Statuary and even add one single [card]Lifecrafter's Bestiary
[/card], it is slow, but with lifelinkers T1-T2 can work. Well, or not, since we don't cast half of the creatures in that deck.
Dusk / Dawn was fun, Dusk is mediocre at max (was amazing against RG Dino), but Dawn is basicly a "back to the game"... discard Dusk with Champion of Wits looked the best and most unlikely thing in some games.
One or two Oketra's Monument could work if there's enough creature spells.Looking at it as a Trophy Mage target. If not that, then Aethersphere Harvester? Anyway, lots of random ideas, but I'm still hoping to see a more viable deckbuild than the original.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
Alright this deck's a little crazy, so even though I think it's fairly generically powerful I made sure to test it rigorously against the top two perceived decks (Ramunap Red and Temur Energy) as well as two other likely popular decks (Mardu Vehicles and UB Control). I selected these to test against not only because they are likely going to see play, but also because they represent a wide amount of archetypes. This will give us data about other potential matchups. For example, the matchup against Mardu Vehicles might show us useful information if we are playing against UR Pirates. As a caveat, really no amount of testing can measure up to the collective data represented in the first month of actual tournaments, but I believe 30 matches is a good place to start. More on testing and the results later.
So what is Bant Tishana? It's a deck built around a web of synergies that roughly resembles what an elf deck might do. The main synergies are Inspiring Statuary + Fabricate Spells + Tishana and Growing Rites of the Itlimoc + Creatures + Tishana. As the deck title might imply, Tishana is the big payoff for doing what we're doing. When things are going well we draw 9+ cards on turn 5 and set up a kill with a 20/20 Walking Ballista. That makes this sort of a combo deck, sort of a ramp deck, but mostly an elf deck. Going wide and casting Angel of Invention is often good enough and puts a ton of pressure on decks like Mardu Vehicles. The gameplan is always Tishana, but the deck can get it done with value creatures as well. I'd like to thank the GAM podcast for the early idea for this list. They were missing tons of key cards but the idea of using Tishana in a non merfolk deck was really the tipping point for me.
Let's get to the list:
http://tappedout.net/mtg-decks/bant-tishana/
Artifact (4)
4x Inspiring Statuary - The first piece of the core of our ramp strategy. Once going, it makes all of our Fabricate spells essentially two mana. For example, once Statuary is out you can tap it and a servo to cast Sram's Expertise. The new servo's let you cast another assuming you have WW mana available. This let's us dump our hands and then eventually cast Tishana for pretty much free. I knew that Statuary was a broken card, and it was just waiting for this deck to capitalize on it. I know Abrade exists, but Statuary is worth the risk and games where you have it snowball so fast it's unreal.
Enchantment (4)
4x Growing Rites of Itlimoc - The second engine piece. Finding a creature is fine and all, especially when diggin for Tishana, but we're really interested in the transformed version. Frickin Gaea's Cradle. Once we have like, idk, thirty or so creatures on the battlefield we can tap this to play a giant Ballista. Then we play another, and when it flips we keep the untapped one and pump Ballista up for lethal. That's just one of the many busted things going on with this card. Casting our Tishana with two lands is Modern power level at least.
Creature (20)
4x Ixalli's Diviner - This card might seem suspect, but it's here for a reason. More so, I chose it as the 4-of over Merfolk Branchwalker because this isn't an attacking deck, and a 1/4 brickwalls most early plays. A 0/3 that draws a card is essentially a better elvish visionary, so both modes on this card are insane. I can't wait for everyone to realize how insanely powerful Explore is.
3x Merfolk Branchwalker - If you could play more than 4 Elvish Visionary's in your deck, would you? I would. These two mana plays are the backbone of this deck and fluidly smooth out otherwise clunky draws. it might honestly be correct to play eight of these. At first I tested actual ramp cards but quickly found that the removal in the format is unreal against dorks right now. But these give value no matter what, especially in a deck digging for specific cards.
4x Tishana, Voice of Thunder - The payoff. A better Regal Force. A card I had to read like four times to make sure it was real. I was listening to the GAM podcast and Gerry was talking about something that really clicked in me. Just because Merfolk is a tribe doesn't mean that all Merfolk have to go in the "Merfolk" deck. Tishana and Merfolk Branchwalker are perfectly great cards outside those archetypes and are great here. Drawing 10+ cards with Tish is really the greatest. She just puts the game out of reach so fast, which to be fair is kind of what you expect from your seven drops. The thing is with the explosive ramp in this deck she comes down early and often. She almost always chains into another one. I've cast five+ spells in a turn quite consistently.
4x Angel of Invention - The other payoff for ramping in our deck is Angel of Invention. Angel comes down and can represent 10 or more power. This deck generates a TON of servos and sometimes Angel just does an Elvish Archdruid impersonation and you get there with Servo Beats. In fact against some decks that's the primary goal. it helps to have generically good creatures that also go off with Statuary and Tishana.
3x Visionary Augmenter - It's important to have a critical mass of creatures that put three bodies on the board. It makes flipping Itlimoc significantly easier. I'm not going to sit here and tell you this card is good, but it's reasonable in this deck and pays you off for three cards with Tishana.
2x Walking Ballista - Really mostly here to go off with Itlimoc and give us something other than Tishana to do with our mana. Once we've drawn most of our deck finding one is trivial so there's no reason to run four unless the meta calls for it. It's exceedingly meh as a 1/1 and really doesn't go off until much later. Still, it's an important piece of the puzzle and another generically reasonable card to have in the deck.
Sorcery (8)
4x Servo Exhibition - Two servos for two mana is an exceptional deal. We care both about the artifact count for Statuary AND the creature count for Itlimoc/Tishana. By far the best home for this card I've seen.
4x Sram's Expertise - Quite possibly the most explosive card in the deck. Casting an Itlimoc or Statuary off it is just the business. Three servos are great for chumping and getting you over the hill to Tishana and once your "storming off" with Statuary can represent a ton of ramp/ritual potential. For example, if you are trying to cast a lethal Ballista and have a statuary and Itlimoc out. You can tap two servos and WW to cast Expertise and then cast a Servo Exhibition for free. THEN you can tap Cradle for five mana. That's basically dark ritual with five servos attached. DOING IT!
Land (24) - The mana base is fairly complex but mostly solid. The only blue in the deck is Tishana and the sideboard Negate's so we really only need 10 sources. Frank Karsten Analysis says we only need 9 but I don't really feel safe considering how much we really do need to cast Tish. We need a TON of white sources to go off with statuary and honestly 18 is even potentially a little low, but mostly fine. Then we have the Karsten recommended 13 lands for our green two drops. We could make the mana base better for colors if we'd like, but this setup allows for more lands to come into play untapped. I've tweaked a ton with this and this setup was by far the best for me. We could play stuff like Spire of Industry for more white sources, but I'm worried about not getting to WW in the first place. Another issue with the mana base is that there isn't room for Shefet Dunes, which would be insane in the deck. We need a ton of plains for our check lands to function which is more important imo. Luckily we have plenty of stuff to do with our mana if we flood because of the cycle lands.
4x Botanical Sanctum
2x Forest
4x Glacial Fortress
2x Irrigated Farmland
5x Plains
3x Scattered Groves
4x Sunpetal Grove
Sideboard (15) - The sideboard is a bit of a cluster but it was good for in the matchups I cared about. Inspiring Cleric and Settle the Wreckage are THE tech for Ram Red. Control can't beat carnage tyrant to point of it being comical, and negate plays well with statuary and I was able to "get" my opponent and counter their wrath on a critical turn. Ajani is there to grind and ramp into and often draws two cards per activation for us as well as digging for moar Tishanas! That being said the board could probably use some tuning. I'd like some graveyard hate.
2x Ajani Unyielding
2x Carnage Tyrant
4x Inspiring Cleric
4x Negate
3x Settle the Wreckage
So as for testing!
I played ten GAMES against Ramp Red to start. Five preboard five post board. Ram red won 4 of the preboard games and I won 3 of the postboard games. The matchup was mostly about how each of us curved out and if they had Hazoret. I felt way better on the play but the matchup felt pretty rough preboard. Just too much too fast. I had to start chumping and didn't have enough juice left to stabilize. The post board games were much better and I won every game where I saw a sideboard card (Settle the Wreckage and Inspiring Cleric). The abrades on the Inspiring Statuary convinced me to board all of them out, which if I had figured out a game earlier I likely could have won another post board game. Overall 4-6, which is about what I expected. The games felt roughly representative of the matchup as a whole and I'd say that we're favored post board but not on the draw in game three.
I played ten GAMES against Temur Energy. I swept the preboard games 5-0 and won 2 of the post board games. I think the Temur Energy matchup is the reason to play this deck to be honest. It felt like their gameplan was just nonsense compared to mine. Nothing they did was fast enough and their removal was largely irrelevant. Post board I lost three games to Sweltering Suns. Cheap Wraths are good against elves, who knew? It makes me think that some number of Spell Pierce over Negate is correct. Either way, 7-3 against the format's top dog, not too shabby!
I played five GAMES against UB Control, three preboard and two postboard. I won two of the preboard games and lost both post board games. The wins were on the back of servo beat down, which is pretty great against them and the losses were to censor and Yahenni's Expertise. Censor is fantastic against us in the early turns because we basically have to tap out each turn or we aren't anywhere near fast enough. The counterspells mean that Tishana is basically never resolving so we are in a rough spot with our primary gamplan. Post board Ajani would have been nice in theory but they have a ton of counters and contempt, so I'd like to look elsewhere for card advantage. So 2-3 against UB control. Not a great matchup by any means.
I played five GAMES against Mardu Vehicles, three preboard and two post board. I won two preboard and one post board. The wins were from Tishana doing her thing and the losses were to flying beat down and well timed removal. Things that Mardu does very well. Heart of Kiran is great against us and Glorybringer clocks really fast when not extering. I countered a key fumigate post board which to me felt like big wraths are bad against us. Spell pierce would have been fine in any of my games so I'm thinking a 2-2 split with negate could be correct. 3-2 against Mardu vehicles. The matchup felt close but favorable.
I hope that was enough data for you and thanks for reading. Let me know what you think!
-NickP
4x Angel of Invention
2x Angel of Sanctions
4x Ixalli's Diviner
2x Merfolk Branchwalker
4x Tishana, Voice of Thunder
2x Visionary Augmenter
2x Walking Ballista
Enchantment (4)
4x Growing Rites of Itlimoc
Land (24)
4x Botanical Sanctum
2x Forest
4x Glacial Fortress
2x Irrigated Farmland
5x Plains
3x Scattered Groves
4x Sunpetal Grove
4x Inspiring Statuary
Sorcery (8)
4x Servo Exhibition
4x Sram's Expertise
2x Ajani Unyielding
2x Carnage Tyrant
4x Inspiring Cleric
4x Negate
3x Settle the Wreckage
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
The merlfolks worth it?
Visionary Augmenter looks really slow too. Would be better if you could find a 1-3 drop to do the "same".
Oviya Pashiri, Sage Lifecrafter is a 1 drop that can slowly win the game, she probably will eat a removal, but is 1 mana.
Sacret Cat is another 1 mana that can return to battlefield, but don't help with artifacts.
Anointer Priest is another creatire that can return to battlefield and help with life.
Legion's Landing is 1 mana creature that can generate mana and creatures later. It doesn't help with artifacts.
What about use Harvest Season to ramp? Is better if you can flip your creatures without attack.
Heroic Action may be a good side card against wrath.
You can Settle the Wreckage your own creatures to ramp too, lol. But this really don't help with Tishana
Nick explains Visionary Augmenter, probably work trying as presented. I also have a thought that Legion's Landing might be an excellent option. Oviya definitely should be tried. You can never feel bad about 1-drops being targeted for removal as that's almost always a win when it means your Angel of Invention lives because they ran out of removal. Heroic Intervention is an option, but the deck is blue so Negate might just be better.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
Siren Stormtamer isn't a bad idea either, if you can provide the blue mana
Dusk // Dawn could be fun, you probably care more for Dawn than Dusk, Dawn would smash control plan, if it solves.
If you use Growing Rites of Itlimoc and Legion's Landing, Hope Tender may be a nice option, or it's just win more?
Master Trinketeer is a nice plan C for Sram's Expertise, and a good mana sink.
Overwhelming Splendor in a ramp deck like that would be very fun, lol. But I don't know how easy it is to provide that mana, or if would be another win more.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
for the 3cmc I tested Rishkar, Peema Renegade and is nice, T3 you can use the other creatures to cast another 2cmc, Champion of Wits good at early and late, doesn't help much with Itlimoc, but make his point. And Rhonas the Indomitable good at late, terrible at early (except by he can stay in the table), so, no.
I'm thinking in Trophy Mage, we could remove one (or two) Inspiring Statuary and even add one single [card]Lifecrafter's Bestiary
[/card], it is slow, but with lifelinkers T1-T2 can work. Well, or not, since we don't cast half of the creatures in that deck.
Dusk / Dawn was fun, Dusk is mediocre at max (was amazing against RG Dino), but Dawn is basicly a "back to the game"... discard Dusk with Champion of Wits looked the best and most unlikely thing in some games.
Mouth / Feed is another mediocre T3, but good late with Shefet Dunes and Angel of Invention.
Start / Finish Worked well in another deck, Start is instant speed, and that is maked total difference to flip Legion's Landing.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG