I'd like to note that the mana base isn't because I'm cheap, but because filling up your deck with 12 Ravnica Duals and a boatload of painlands is just overkill in a deck like that one. If the mana works with less duals, then you don't need them because you have other options to look at, such as Prahv. River of Tears is just functionally better in this deck than islands (not looking at Blood Moon, Ghost Quarter and the like because its looking objectively at functionality) because they are islands that can also get you black.
Lesurgo, I didn't say you were cheap but you are right that putting 12 Rav Duals plus Pains is an overkill especially when the deck doesn't need that much color fixing, maybe River of Tears and Nimbus Maze can work well and maybe just a few Rav duals just to fix the mana base a bit with the help of a couple of Flagstones to find the right lands.
Simple play a oriss and chump block lol. Also with delay *THANK YOU MARK ROSEWATER* we who play block constructed can counter from turn 2. Also if you get tefferi out delay becomes a solid counter so its all good. My unique version of this deck uses magus of the moat to sheild myself.
Against a black deck I wouldn't play Oriss Before Teferi hits the board coz of the chances of it getting extirpated, but against a MGA maybe I can risk to play it especially when it cannot die even if it chump blocks a SWId creature, hehehe..
How about playing Venser, acts as a counter and a bounce spell, searchable with Mystical Teachings and Vedalken Aethermage what do you guys think?
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN, I SAID DUMB!! DUMB !!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
Lesurgo, I didn't say you were cheap but you are right that putting 12 Rav Duals plus Pains is an overkill especially when the deck doesn't need that much color fixing, maybe River of Tears and Nimbus Maze can work well and maybe just a few Rav duals just to fix the mana base a bit with the help of a couple of Flagstones to find the right lands.
Against a black deck I wouldn't play Oriss Before Teferi hits the board coz of the chances of it getting extirpated, but against a MGA maybe I can risk to play it especially when it cannot die even if it chump blocks a SWId creature, hehehe..
How about playing Venser, acts as a counter and a bounce spell, searchable with Mystical Teachings and Vedalken Aethermage what do you guys think?
Hmmm.... I like Venser in the deck, as he can counter spells, bounce problem permanents, which is where they'll stay with the Oriss lock. He can also save your own stuff from a wrath (if it sneaks through).
I personally wouldn't mind running Howling Mine in the deck. Your opponent may get their draw as well, but once you get your lock, it won't matter.
Hmmm.... I like Venser in the deck, as he can counter spells, bounce problem permanents, which is where they'll stay with the Oriss lock. He can also save your own stuff from a wrath (if it sneaks through).
I personally wouldn't mind running Howling Mine in the deck. Your opponent may get their draw as well, but once you get your lock, it won't matter.
Or better yet aeon chronicler, uncounterable draw, would help us to dig fot a finisher while they are at lock since we discard the card that we draw for oriss.
How about calling this deck Oriss Chant, or teferi Chant since it uses teferi to finish the lock, hehehe...
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN, I SAID DUMB!! DUMB !!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
Or better yet aeon chronicler, uncounterable draw, would help us to dig fot a finisher while they are at lock since we discard the card that we draw for oriss.
How about calling this deck Oriss Chant, or teferi Chant since it uses teferi to finish the lock, hehehe...
Aeon Chronicler, huh? Never thought of using that. And with repeated uses of Delay, you could keep it out there during your lock for a while. Great idea.
I don't know why the deck would really need a flashy name. Something like Oriss Lock or Oriss Chant should suffice.
My current problem is that the deck is tight and I can't decide what to take out for anti-aggro cards. I don't want to take out signets (Like, 90% of control or combo decks play some sort of acceleration), but there really isn't anything I want to cut at this point.
I don't know why the deck would really need a flashy name. Something like Oriss Lock or Oriss Chant should suffice.
My current problem is that the deck is tight and I can't decide what to take out for anti-aggro cards. I don't want to take out signets (Like, 90% of control or combo decks play some sort of acceleration), but there really isn't anything I want to cut at this point.
Point taken. Oriss Lock is fine. I like Oriss Chant better, since any white control deck with the word "CHANT" should scare the pants off of many MTG vets.
Heheh. Jojo and I had a funny conversation about names today. A mutual friend of ours complained that it must be a DCI rule that names have to state what the deck is. (note: He does not know a lot about standard. A little, but not a lot)
"Boros Deck Wins? Mono Green Aggro? Izzetron? Real inventive names!"
call it what you want, mine will always be Oriss Chant:-/ but I digress...
I'm thinking out changingmy lands around too, with the adition of theses new (usable) uncommon duals, such as Nimbus maze Terramorphic Expanase with new duals and a full suite of Storage lands is looking good to me, I just have to come up with a good configuration for them.;)
call it what you want, mine will always be Oriss Chant:-/ but I digress...
I'm thinking out changingmy lands around too, with the adition of theses new (usable) uncommon duals, such as Nimbus maze Terramorphic Expanase with new duals and a full suite of Storage lands is looking good to me, I just have to come up with a good configuration for them.;)
I wouldn't run too many storage lands. If you run too many, you'll end up getting more than you need in your hand, and that could lose you a game.
Anybody considering running the coldsnap duals? They're essentially the same as the shocklands, except you can't farseek them (we're not running green, so no big deal), they only come in allied colors (that's still a blue black and a blue white, just no black white) and you can't choose to have them CIP untapped.
Anybody considering running the coldsnap duals? They're essentially the same as the shocklands, except you can't farseek them (we're not running green, so no big deal), they only come in allied colors (that's still a blue black and a blue white, just no black white) and you can't choose to have them CIP untapped.
Yeah, just really thought that out. A friend thought it was a good idea.
So, I'm thinking up a decklist for myself. My problems:
The landbase. I refuse to pay 15 dollars for shocklands. Even if we only run 4 or 5, that's still over 60 bucks for lands that will cycle out. I'm thinking of running 2 each of the WU and UB storage lands, some of the painlands (3 or 4 Caves of Koilos and 1 or 2 of the WU and UB), some River of Tears and some Nimbus Mazes, along with some basics.
As for the creatures and spells:
Assuming I have 24 lands, 1 Akroma, 2 Magus of the Moat, 1 Venser (silver bullet?), 4 Oriss, 4 Undertaker, and 3 Teferi, that leaves 8 slots for spells. I need 2 or 3 Mystical Teachings, some draw, and counters. I'm thinking of dropping the Magi into the sideboard, and dropping Venser entirely. I want to run some Delay and Rewind, along with Aeon Chroniclers and Think Twice. What do you think?
I'm thinking out changingmy lands around too, with the adition of theses new (usable) uncommon duals, such as Nimbus maze Terramorphic Expanase with new duals and a full suite of Storage lands is looking good to me, I just have to come up with a good configuration for them.;)
I have been looking into too. Lesurgo and Pimp were right in assuming that we need signets for mana excel to get to Teferi mana as quickly as possible. That does mean then, that the flagstones / dual lands are just there to say "look at how much I have spent on realestate". If we are playing the deck UWb then Nimbus Maze, river of tears are sweet.
I have been mucking around with 1 Uborg, Tomb of Yawgmoth and 3 or so of Tolaria West. Since you can transmute into the Uborg, or other 0cc cards you might want to run. Even ghost quater SB against tron?
What you guys think?
I have been looking into too. Lesurgo and Pimp were right in assuming that we need signets for mana excel to get to Teferi mana as quickly as possible. That does mean then, that the flagstones / dual lands are just there to say "look at how much I have spent on realestate". If we are playing the deck UWb then Nimbus Maze, river of tears are sweet.
I have been mucking around with 1 Uborg, Tomb of Yawgmoth and 3 or so of Tolaria West. Since you can transmute into the Uborg, or other 0cc cards you might want to run. Even ghost quater SB against tron?
What you guys think?
I think that's about right. The Rav duals are entirely extraneous, as we have established. We don't absolutely need color fixing that quick, as long as we have it around turn 4-6. That means that we don't need Flagstones. A few painlands probably won't hurt too much, and Urborg can work wonders in fixing black mana. Nimbus Maze and River of tears work great in a UWb build too, as you said. 2 or 3 Tolaria West should be fine, since they're basically colorfixing in and of themselves, along with fetching an Urza's Factory in case you need one (If you don't use Magus of the Moat, that is). And, if you don't need the colorfixing, they tap for blue as a "what the hell, why not" kinda thing.
So, what shall we do about the creatures counters and draw?
Actually, all the new duals are rare. But I can't imagine that they will be anywhere near the price of the shocklands. They should be a good alternative. Just be careful with the drawbacks that they have.
Private Mod Note
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They love and hate to see me walk through the door. I'm the man with the box, one to carry all his Standard cards with him. I've got the commons and uncommons they need. But I've also got my decks. If I walk into FNM, I came to play. And they never know what I'm gonna pull out of my hat next. I may lose more than I win, but it just might be THIS deck that has all the answers that they don't have answers for. They fear the unknown. They fear me. And they never see me coming!
I think that's about right. The Rav duals are entirely extraneous, as we have established. We don't absolutely need color fixing that quick, as long as we have it around turn 4-6. That means that we don't need Flagstones. A few painlands probably won't hurt too much, and Urborg can work wonders in fixing black mana. Nimbus Maze and River of tears work great in a UWb build too, as you said. 2 or 3 Tolaria West should be fine, since they're basically colorfixing in and of themselves, along with fetching an Urza's Factory in case you need one (If you don't use Magus of the Moat, that is). And, if you don't need the colorfixing, they tap for blue as a "what the hell, why not" kinda thing.
So, what shall we do about the creatures counters and draw?
Actually, all the new duals are rare. But I can't imagine that they will be anywhere near the price of the shocklands. They should be a good alternative. Just be careful with the drawbacks that they have.
Like that Nimbus maze is worthless without basics (or the Rav Duals) and that River of Tears must have attention paid to it so you know what mana you're getting? Yeah, I know. And as you said, they'll be WAY cheaper than the Rav Duals. For anyone running more basics than anything, some Terramorphic Expanses may help.
As for potential creatures:
Oriss: (duh)
Teferi: (duh)
Undertaker: (duh)
Akroma: (good win condition) Magus of the Moat: (stops MGA dead) Aven Mindcensor: (stops Dragonstorm and Extirpate, is EOTable, is a wizard, can be tutored with mystical teachings or Vedalken Aethermage, can serve as a substitute win condition until you get an Akroma Vedalken Aethermage: Unstoppable Teferi/Venser/Magus/Mindcensor /Chronicler tutoring Aeon Chronicler: Something to do with extra mana, and it's uncounterable draw. This will A: Help you accelerate into your combo easier, and B: Help you hit an Akroma/Teachings after you set up the lock.
As for counters and other spells: Remand: Good counterspell, but I won't pay 5 bucks for an uncommon that's cycling out in september. Might trade for some. Will get some if it shows up in 10th (you never know) Delay: Decent counterspell, hard counter with a Teferi out, and can help with Aeon Chronicler Mana Leak: It's freaking mana leak. Nuff said. Rewind: Great if you want to stop a threat and EOT a teferi. Mystical Teachings: Help get Teferi or Mindcensor, once a Teferi is out, helps get INSERT WIN CONDITION CREATURE HERE Think Twice: Decent card draw, as anyone with Dralnu experience knows
Wrath: removal
Damnation: Just in case they extirpate a wrath
Temporal Isolation: Spot removal
Maybe Judge unworthy?
Does anyone have a right combination of counters, draws, tutors and other cards, I am having a hard time finding the right combination coz the deck is staring to get to tight.
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN, I SAID DUMB!! DUMB !!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
I think you guys are going the wrong way with the deck. I dont think blue is that useful. Green is much better than blue imo. Weird harvest gets all the pieces PLUS a win condition. White has the counterspell you need, rebuff the wicked. But ill cover some cards specifically
wierd harvest - searches out 2 or 3 oriss, undertaker, and win conditions. It gets your opponent creatures as well, but they wont be able to play them. Plus you have mortify putrify wrath for the creatures that do resolve
evolution charm - is the house in this deck. Early game it grabs a land and late game it gets oriss or undertaker out of the yard if they do get killed by sudden shock or sudden death
edge of autumn like evolution charm, it grabs land early game, and late game it digs for answers.
rebuff the wicked - this works pretty much as a hard counter in this deck since the only spell you really NEED to counter is and instant sent at undertaker or Oriss
Dawn charm boards in nicely against discard with the counter spell, or fast aggro with the fog ability, and regenerates one of the pieces if need be.
judge unworthy This card comes in against aggro, it kills a creature(hopefully) and digs for useful cards all at the same time
Overall i think you dont gain enough from blues counterspells. In a deck that stops decks from playing spells, those counters become dead. SIDENOTE: i do know that scepter chant runs counters, but that environment is much different than standard. The g/w/b version, I believe, gives you better answers to the variety of decks that are out there.
I think a simple "I love you dad" would work much better.
Quote from Feuerdrache »
Regarding your dad, do you apologize to him after you reject his ideas? Like, a heartfelt, "I'm sorry, Dad, I didn't mean to be a **** like that." If you take the time to let him know that you didn't mean to be a ****, and explain why his suggestion wouldn't work, it'd probably go a long way. If you haven't apologized for being a **** before, do it now.
Making the deck blue for teferi because its a hard lock seems uneeded. Since you have to rely on mystical teachings to first find teferi, then flashback to get one oriss, then get another teachings to get a second oriss, flash it back to finally get undertaker. With green you can wierd harvest for the whole lock, even though its soft, in one turn, and set it up in one turn. Its much more reliable, in my opinion.
What you gain far outways having a hard lock with teferi.
Private Mod Note
():
Rollback Post to RevisionRollBack
I think a simple "I love you dad" would work much better.
Quote from Feuerdrache »
Regarding your dad, do you apologize to him after you reject his ideas? Like, a heartfelt, "I'm sorry, Dad, I didn't mean to be a **** like that." If you take the time to let him know that you didn't mean to be a ****, and explain why his suggestion wouldn't work, it'd probably go a long way. If you haven't apologized for being a **** before, do it now.
Making the deck blue for teferi because its a hard lock seems uneeded. Since you have to rely on mystical teachings to first find teferi, then flashback to get one oriss, then get another teachings to get a second oriss, flash it back to finally get undertaker. With green you can wierd harvest for the whole lock, even though its soft, in one turn, and set it up in one turn. Its much more reliable, in my opinion.
What you gain far outways having a hard lock with teferi.
Yeah, you're right. Having a hard lock is AWFUL. I mean, letting them get guys AND give them ways to play them AND only locking them down for one turn is BALLS. It SUCKS and is far inferior to tutoring up a soft lock that can be killed on your turn in any number of ways. Yup.
Wait, that seems wrong. Especially since having a hard lock = Just Winning. Seriously, why WOULDN'T you want a hard lock? You play a Teferi at the end of their turn, and if they can't win that counter battle, they lose. the. game. I don't know why you want to Ancestral them when you can just take your time with Teachings, but that's your call. Flash Teferi, flash Oriss, flash Undertaker, win seems a lot better than tap out for Weird Harvest, go. Really, there's a reason that Scepter Chant runs Teferi: it wins. It. Just. Wins.
Remember that with Lorwyn, they were going to break a fundamental rule. I think with the clues we got into FS and this little tidbit from TCG, it will be Planeswalkers. Also gatherer now references the planeswalker type. Why do it so early. If it isn't Planeswalkers, I will submit a video of me tearing up one of my moxes
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Lesurgo, I didn't say you were cheap but you are right that putting 12 Rav Duals plus Pains is an overkill especially when the deck doesn't need that much color fixing, maybe River of Tears and Nimbus Maze can work well and maybe just a few Rav duals just to fix the mana base a bit with the help of a couple of Flagstones to find the right lands.
Against a black deck I wouldn't play Oriss Before Teferi hits the board coz of the chances of it getting extirpated, but against a MGA maybe I can risk to play it especially when it cannot die even if it chump blocks a SWId creature, hehehe..
How about playing Venser, acts as a counter and a bounce spell, searchable with Mystical Teachings and Vedalken Aethermage what do you guys think?
Hmmm.... I like Venser in the deck, as he can counter spells, bounce problem permanents, which is where they'll stay with the Oriss lock. He can also save your own stuff from a wrath (if it sneaks through).
I personally wouldn't mind running Howling Mine in the deck. Your opponent may get their draw as well, but once you get your lock, it won't matter.
The latest Comprehensive Rules are also good, and can be found here.
Or better yet aeon chronicler, uncounterable draw, would help us to dig fot a finisher while they are at lock since we discard the card that we draw for oriss.
How about calling this deck Oriss Chant, or teferi Chant since it uses teferi to finish the lock, hehehe...
Aeon Chronicler, huh? Never thought of using that. And with repeated uses of Delay, you could keep it out there during your lock for a while. Great idea.
As for the name....
Needs something flashier.
The latest Comprehensive Rules are also good, and can be found here.
BRBurning WineBR
98% of the internet population has a MySpace. If you are part of the 2% that isn't emo, put this in your sig.
There is always UWb Sad Panda
My current problem is that the deck is tight and I can't decide what to take out for anti-aggro cards. I don't want to take out signets (Like, 90% of control or combo decks play some sort of acceleration), but there really isn't anything I want to cut at this point.
Point taken. Oriss Lock is fine. I like Oriss Chant better, since any white control deck with the word "CHANT" should scare the pants off of many MTG vets.
Heheh. Jojo and I had a funny conversation about names today. A mutual friend of ours complained that it must be a DCI rule that names have to state what the deck is. (note: He does not know a lot about standard. A little, but not a lot)
"Boros Deck Wins? Mono Green Aggro? Izzetron? Real inventive names!"
The latest Comprehensive Rules are also good, and can be found here.
No. Chant Mark 2. Or Chant Jr.
Or chant 2.o.
The latest Comprehensive Rules are also good, and can be found here.
BRBurning WineBR
98% of the internet population has a MySpace. If you are part of the 2% that isn't emo, put this in your sig.
I'm thinking out changingmy lands around too, with the adition of theses new (usable) uncommon duals, such as Nimbus maze Terramorphic Expanase with new duals and a full suite of Storage lands is looking good to me, I just have to come up with a good configuration for them.;)
Extendo
Read my Blog!
I wouldn't run too many storage lands. If you run too many, you'll end up getting more than you need in your hand, and that could lose you a game.
Anybody considering running the coldsnap duals? They're essentially the same as the shocklands, except you can't farseek them (we're not running green, so no big deal), they only come in allied colors (that's still a blue black and a blue white, just no black white) and you can't choose to have them CIP untapped.
The latest Comprehensive Rules are also good, and can be found here.
So what would be the point in running them?
Yeah, just really thought that out. A friend thought it was a good idea.
So, I'm thinking up a decklist for myself. My problems:
The landbase. I refuse to pay 15 dollars for shocklands. Even if we only run 4 or 5, that's still over 60 bucks for lands that will cycle out. I'm thinking of running 2 each of the WU and UB storage lands, some of the painlands (3 or 4 Caves of Koilos and 1 or 2 of the WU and UB), some River of Tears and some Nimbus Mazes, along with some basics.
As for the creatures and spells:
Assuming I have 24 lands, 1 Akroma, 2 Magus of the Moat, 1 Venser (silver bullet?), 4 Oriss, 4 Undertaker, and 3 Teferi, that leaves 8 slots for spells. I need 2 or 3 Mystical Teachings, some draw, and counters. I'm thinking of dropping the Magi into the sideboard, and dropping Venser entirely. I want to run some Delay and Rewind, along with Aeon Chroniclers and Think Twice. What do you think?
The latest Comprehensive Rules are also good, and can be found here.
I have been looking into too. Lesurgo and Pimp were right in assuming that we need signets for mana excel to get to Teferi mana as quickly as possible. That does mean then, that the flagstones / dual lands are just there to say "look at how much I have spent on realestate". If we are playing the deck UWb then Nimbus Maze, river of tears are sweet.
I have been mucking around with 1 Uborg, Tomb of Yawgmoth and 3 or so of Tolaria West. Since you can transmute into the Uborg, or other 0cc cards you might want to run. Even ghost quater SB against tron?
What you guys think?
I think that's about right. The Rav duals are entirely extraneous, as we have established. We don't absolutely need color fixing that quick, as long as we have it around turn 4-6. That means that we don't need Flagstones. A few painlands probably won't hurt too much, and Urborg can work wonders in fixing black mana. Nimbus Maze and River of tears work great in a UWb build too, as you said. 2 or 3 Tolaria West should be fine, since they're basically colorfixing in and of themselves, along with fetching an Urza's Factory in case you need one (If you don't use Magus of the Moat, that is). And, if you don't need the colorfixing, they tap for blue as a "what the hell, why not" kinda thing.
So, what shall we do about the creatures counters and draw?
The latest Comprehensive Rules are also good, and can be found here.
Draw/ Tutor Im testing
Counters
Creatures
Removal
Like that Nimbus maze is worthless without basics (or the Rav Duals) and that River of Tears must have attention paid to it so you know what mana you're getting? Yeah, I know. And as you said, they'll be WAY cheaper than the Rav Duals. For anyone running more basics than anything, some Terramorphic Expanses may help.
As for potential creatures:
Oriss: (duh)
Teferi: (duh)
Undertaker: (duh)
Akroma: (good win condition)
Magus of the Moat: (stops MGA dead)
Aven Mindcensor: (stops Dragonstorm and Extirpate, is EOTable, is a wizard, can be tutored with mystical teachings or Vedalken Aethermage, can serve as a substitute win condition until you get an Akroma
Vedalken Aethermage: Unstoppable Teferi/Venser/Magus/Mindcensor /Chronicler tutoring
Aeon Chronicler: Something to do with extra mana, and it's uncounterable draw. This will A: Help you accelerate into your combo easier, and B: Help you hit an Akroma/Teachings after you set up the lock.
As for counters and other spells:
Remand: Good counterspell, but I won't pay 5 bucks for an uncommon that's cycling out in september. Might trade for some. Will get some if it shows up in 10th (you never know)
Delay: Decent counterspell, hard counter with a Teferi out, and can help with Aeon Chronicler
Mana Leak: It's freaking mana leak. Nuff said.
Rewind: Great if you want to stop a threat and EOT a teferi.
Mystical Teachings: Help get Teferi or Mindcensor, once a Teferi is out, helps get INSERT WIN CONDITION CREATURE HERE
Think Twice: Decent card draw, as anyone with Dralnu experience knows
Wrath: removal
Damnation: Just in case they extirpate a wrath
Temporal Isolation: Spot removal
Maybe Judge unworthy?
The latest Comprehensive Rules are also good, and can be found here.
wierd harvest - searches out 2 or 3 oriss, undertaker, and win conditions. It gets your opponent creatures as well, but they wont be able to play them. Plus you have mortify putrify wrath for the creatures that do resolve
congregation of dawn - serves the same purpose as wierd harvest, may be better after boarding in magus of the moat and other toolbox creatures
evolution charm - is the house in this deck. Early game it grabs a land and late game it gets oriss or undertaker out of the yard if they do get killed by sudden shock or sudden death
edge of autumn like evolution charm, it grabs land early game, and late game it digs for answers.
angel of despair serves as an answer that you can tutor for.
rebuff the wicked - this works pretty much as a hard counter in this deck since the only spell you really NEED to counter is and instant sent at undertaker or Oriss
Dawn charm boards in nicely against discard with the counter spell, or fast aggro with the fog ability, and regenerates one of the pieces if need be.
judge unworthy This card comes in against aggro, it kills a creature(hopefully) and digs for useful cards all at the same time
Overall i think you dont gain enough from blues counterspells. In a deck that stops decks from playing spells, those counters become dead. SIDENOTE: i do know that scepter chant runs counters, but that environment is much different than standard. The g/w/b version, I believe, gives you better answers to the variety of decks that are out there.
Let me know what you think
Ug! I tried to get the deck to link, but it keeps showing up bold, even though I didnt bold the words. Sorry
[*deck] [*/deck]
for righting the card put the number
no dash or anything
4 Oriss
The main reason for blue is teferi which makes it a hard lock
Standard
Extended
WUBSisters GrandeurWUB
Legacy
RBWElemental's Are FunRBW
What you gain far outways having a hard lock with teferi.
Yeah, you're right. Having a hard lock is AWFUL. I mean, letting them get guys AND give them ways to play them AND only locking them down for one turn is BALLS. It SUCKS and is far inferior to tutoring up a soft lock that can be killed on your turn in any number of ways. Yup.
Wait, that seems wrong. Especially since having a hard lock = Just Winning. Seriously, why WOULDN'T you want a hard lock? You play a Teferi at the end of their turn, and if they can't win that counter battle, they lose. the. game. I don't know why you want to Ancestral them when you can just take your time with Teachings, but that's your call. Flash Teferi, flash Oriss, flash Undertaker, win seems a lot better than tap out for Weird Harvest, go. Really, there's a reason that Scepter Chant runs Teferi: it wins. It. Just. Wins.
H/W list!
What'll you'll see at Table One:
RG Gruul
UR Dragonstorm
WUR Angelfire