Before I begin, I apologize if this or a similar deck was already posted. Didn't see anything first two pages, or through a search.
What is this deck about? It's about playing the most underplayed card type in magic - enchantments. And winning.
The core of the deck:
Sphere of Safety - This card is, at worst, a mini Ghostly Prison. However, by the time it usually comes out, it makes it virtually impossible for your opponent to attack with anything.
Assemble the Legion - This is your win condition. While it's usually panned as being too slow, in our deck, it not only provides stall, it eventually provides us a win condition.
The deck is pretty straightforward - ramp as fast as possible and start playing your game-breaking enchantments. Mass removal available for the obvious reasons.
Sideboard cards are pretty straightforward. Nevermore comes in to hose your opponents hate - they probably won't be packing any game 1. Door to Nothingness comes in if your opponent sides in Illness in the Ranks. As far as mainboard, I am testing Merciless Eviction to see if I like it, or if I just want to run 4 Terminus.
I have been working on a similar list. Let me share what I've found.
1. The deck already runs green for acceleration and fixing. The obvious thing, in my opinion is to run 4 Abundant Growth and 4 Mana Bloom. Unlike Farseek, these are enchantments, which help out the Sphere (one of 3 vital cards in the deck) to serve as a Wrath effect when it hits. This also helps to get Underworld Connections down early, which I've come to find is the second of the 3 vital pieces to the deck, the final being...
2. Blind Obedience ABSOLUTELY belongs in the main deck. The life that it gives contributes to continued casting of Underworld Connections is simply needed. It also serves as an admittedly slow win condition, but a win-con never the less. It makes late game Abundant Growths feel pretty good, especially if you have 2 B.O. down and get to double ping. Finally, the Mana Blooms, while sometimes clunky, can be cast for 0 every turn as fuel for the B.O. This makes the B.O. win condition become somewhat a reality while also continuing to allow those Underworld Connections to tick.
3. O. Ring & Detention Sphere: You just don't need 8, trust me. some combination of the two cards to end up with 5 in the main deck is plenty. They really only need to hit a planeswalker.
4. Wrath effects: I run only one. Lets be honest here, you have 8 Wrath effects, and if built this way, Sphere might as well be Wraths as well. Now I have lost games because I haven't drawn one of my 4 Spheres / 1 Wrath effect, but that said, most decks that are afraid of Wrath are built to resist it anyway. A Sphere with 4 enchantments in play is often much more effective, and if you get a second sphere, just forget about it.
5. Have an I-win-now at the top of the deck. I currently run a Sphinx's Revelation and Nicol-Bolas. Thought about Assembly, and it seems fine as well, I just haven't tested it out yet. Door to nothingness works just fine as well.
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
Is there really a need for red, though? I'd almost like to see red dropped in favor of some Azor's Elecutors and maybe Griselbrand. Avacyn would be great, as well.
What is this deck about? It's about playing the most underplayed card type in magic - enchantments. And winning.
The core of the deck:
Sphere of Safety - This card is, at worst, a mini Ghostly Prison. However, by the time it usually comes out, it makes it virtually impossible for your opponent to attack with anything.
Assemble the Legion - This is your win condition. While it's usually panned as being too slow, in our deck, it not only provides stall, it eventually provides us a win condition.
Oblivion Ring/Detention Sphere - Our removal, and they also help with Sphere of Safety.
Verdant Haven - Mana fixing and ramp. The unsung hero of this deck.
Underworld Connections - Card advantage. Helps us find Sphere of Safety and Assemble the Legions.
So, without further ado, the deck:
4x Temple Garden
4x Godless Shrine
3x Breeding Pool
3x Overgrown Tomb
3x Hallowed Fountain
2x Sacred Foundry
2x Watery Grave
1x Blood Crypt
2x Stomping Ground
4x Farseek
4x Supreme Verdict
3x Terminus
1x Merciless Eviction
Enchantments:
4x Verdant Haven
4x Underworld Connections
4x Sphere of Safety
4x Assemble the Legion
4x Oblivion Ring
4x Detention Sphere
4x Nevermore
4x Blind Obedience
3x Curse of Echoes
2x Rest in Peace
2x Door to Nothingness
The deck is pretty straightforward - ramp as fast as possible and start playing your game-breaking enchantments. Mass removal available for the obvious reasons.
Sideboard cards are pretty straightforward. Nevermore comes in to hose your opponents hate - they probably won't be packing any game 1. Door to Nothingness comes in if your opponent sides in Illness in the Ranks. As far as mainboard, I am testing Merciless Eviction to see if I like it, or if I just want to run 4 Terminus.
1. The deck already runs green for acceleration and fixing. The obvious thing, in my opinion is to run 4 Abundant Growth and 4 Mana Bloom. Unlike Farseek, these are enchantments, which help out the Sphere (one of 3 vital cards in the deck) to serve as a Wrath effect when it hits. This also helps to get Underworld Connections down early, which I've come to find is the second of the 3 vital pieces to the deck, the final being...
2. Blind Obedience ABSOLUTELY belongs in the main deck. The life that it gives contributes to continued casting of Underworld Connections is simply needed. It also serves as an admittedly slow win condition, but a win-con never the less. It makes late game Abundant Growths feel pretty good, especially if you have 2 B.O. down and get to double ping. Finally, the Mana Blooms, while sometimes clunky, can be cast for 0 every turn as fuel for the B.O. This makes the B.O. win condition become somewhat a reality while also continuing to allow those Underworld Connections to tick.
3. O. Ring & Detention Sphere: You just don't need 8, trust me. some combination of the two cards to end up with 5 in the main deck is plenty. They really only need to hit a planeswalker.
4. Wrath effects: I run only one. Lets be honest here, you have 8 Wrath effects, and if built this way, Sphere might as well be Wraths as well. Now I have lost games because I haven't drawn one of my 4 Spheres / 1 Wrath effect, but that said, most decks that are afraid of Wrath are built to resist it anyway. A Sphere with 4 enchantments in play is often much more effective, and if you get a second sphere, just forget about it.
5. Have an I-win-now at the top of the deck. I currently run a Sphinx's Revelation and Nicol-Bolas. Thought about Assembly, and it seems fine as well, I just haven't tested it out yet. Door to nothingness works just fine as well.
My 180 Modern Bordered Only Cube