This deck tries to break Indomitable Creativity by populating the deck without creatures and/or artifacts except for Emrakul and Ulamog. The deck is capable of Turn 4 Titans, albeit without cast triggers. The deck can also play like a typical midrange-superfriends deck with the added combo potential.
I would probably not play permanents other than the ones you really want to put in play.
What if you sac 2 tokens and a clue just to get a vessel of volativity and 2 oath of gideon in play?
Your token producers should be rituals or instants only (like servo exibition for exemple).
you'd probably be better ramping with a spell (Thought I don't know if it's possible in standard right now).
You can only flip artifacts and creatures with Creativity - hence the only creatures being Titans.
I'm glad someone else understands the power of this card.
Possible edits:
1. No chandra flame caller. At that point in the game you should have already stomped them with eldrazi. Replace them with Torch of defiance. Torch stabilizes the board with her creature removal, and helps with triple red with her +.
2. Definitely run 4 copies of indomitable creativity.
3. I'm not sure this deck wants to be WR. Consider blue or black for more of a control shell (blacks fatal push alone makes you want to splash it), and blue for card draw and counters needed for this deck to work.
4. Make sure with the manabase that you will always be able to cast for triple red.
I'm glad someone else understands the power of this card.
Possible edits:
1. No chandra flame caller. At that point in the game you should have already stomped them with eldrazi. Replace them with Torch of defiance. Torch stabilizes the board with her creature removal, and helps with triple red with her +.
2. Definitely run 4 copies of indomitable creativity.
3. I'm not sure this deck wants to be WR. Consider blue or black for more of a control shell (blacks fatal push alone makes you want to splash it), and blue for card draw and counters needed for this deck to work.
4. Make sure with the manabase that you will always be able to cast for triple red.
1. From my testing so far, big Chandra works better on the curve, as small Chandra shares the slot with other walkers. Token production is a bonus.
2. Agree on going 4x with creativity. Will probably drop shock to go 4x Oath and 4x Vessel as well for consistency.
3. Tried UR with investigate spells (Jace's scrutiny and Press for answers) but the deck feels more reactive / long game oriented. I prefer the alt-wincon of early Gideon pressure.
Black has very little token producers.
4. RRR is easy with 8 duals and Vessel of volatility
I'm glad someone else understands the power of this card.
Possible edits:
1. No chandra flame caller. At that point in the game you should have already stomped them with eldrazi. Replace them with Torch of defiance. Torch stabilizes the board with her creature removal, and helps with triple red with her +.
2. Definitely run 4 copies of indomitable creativity.
3. I'm not sure this deck wants to be WR. Consider blue or black for more of a control shell (blacks fatal push alone makes you want to splash it), and blue for card draw and counters needed for this deck to work.
4. Make sure with the manabase that you will always be able to cast for triple red.
1. From my testing so far, big Chandra works better on the curve, as small Chandra shares the slot with other walkers. Token production is a bonus.
2. Agree on going 4x with creativity. Will probably drop shock to go 4x Oath and 4x Vessel as well for consistency.
3. Tried UR with investigate spells (Jace's scrutiny and Press for answers) but the deck feels more reactive / long game oriented. I prefer the alt-wincon of early Gideon pressure.
Black has very little token producers.
4. RRR is easy with 8 duals and Vessel of volatility
I think possible blue splash is important because this deck is too easily defeated by a blue control deck, and a plates of negates (even in the sideboard) as well as other counter magic could help make this deck viable in that matchup.
I think possible blue splash is important because this deck is too easily defeated by a blue control deck, and a plates of negates (even in the sideboard) as well as other counter magic could help make this deck viable in that matchup.
Thanks. Will think harder around blue-red.
3-colors is tough due to the RRR requirement.
This deck is sweet, my only advice would be to not go all in on a "combo" version and instead have a turn 4 Ulamog and Emrakul be a "whoops I won" moment that happens every few games. Properly tuned this deck could have one of the best mid to late games with the crazy Inevitability Creativity provides so I think it's important to focus on getting to turn 5-6. The best way to do this is run some cheap reactive cards to slow down removal and set back midrange decks long enough for you to go off.
Thoughts on including Not Forgotten? You can generate a token, mess with an opponent's delirium / graveyard recursion, put your Eldrazi on the bottom of your deck, or put your Indomitable Creativity on the top of your deck.
Maybe SB, as it's almost a do-nothing card early. Expose evil works better against aggro cos it buys you a turn with "tap 2 creatures". Also cycles late cos you can have zero target and still investigate.
saheeli rai turn 3 , indomitable turn 4, copy emrakul sac the original, get the etb take their turn on turn 4. or do it with ulamog , btw saheeli gives them haste.
Why do all this, when you can just win the game by casting Indominanle Creativity? There's several ways to outright win the game with this in standard. Mostly involving Panharmonicon, Reckless Fire weaver, and Marionette Master, or Marionette Master, Zullaport Cutthroat, and Yahenni.
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Finishers: Emrakul and Ulamog
Token producers: walkers (Gideon and Chandra), Oath and Expose evil which is a good tempo card as well
All-around utility: Nahiri
Ramp: Vessel of volatility
Open to suggestions on how to improve mana consistency and which best removal suite to run.
4x Aether Hub
4x Inspiring Vantage
4x Needle Spires
2x Evolving Wilds
1x Westvale Abbey
6x Mountain
4x Plains
4x Gideon, Ally of Zendikar
4x Nahiri, the Harbinger
2x Chandra, Flamecaller
Finishers (2)
1x Ulamog, the Ceaseless Hunger
1x Emrakul, the Promised End
Combo spells (12)
4x Vessel of Volatility
4x Oath of Gideon
4x Indomitable Creativity
4x Expose Evil
4x Harnessed Lightning
3x Blessed Alliance
edits: maxed out playset for combo spells for more consistency. Shock will be moved to SB to address the Saheeli-Twin combo
You can only flip artifacts and creatures with Creativity - hence the only creatures being Titans.
Turn 2 Vessel
Turn 3 Oath of Gideon
Turn 4 Creativity for 2
Turn 5 Attack with Ulamog and Emrakul
Possible edits:
1. No chandra flame caller. At that point in the game you should have already stomped them with eldrazi. Replace them with Torch of defiance. Torch stabilizes the board with her creature removal, and helps with triple red with her +.
2. Definitely run 4 copies of indomitable creativity.
3. I'm not sure this deck wants to be WR. Consider blue or black for more of a control shell (blacks fatal push alone makes you want to splash it), and blue for card draw and counters needed for this deck to work.
4. Make sure with the manabase that you will always be able to cast for triple red.
1. From my testing so far, big Chandra works better on the curve, as small Chandra shares the slot with other walkers. Token production is a bonus.
2. Agree on going 4x with creativity. Will probably drop shock to go 4x Oath and 4x Vessel as well for consistency.
3. Tried UR with investigate spells (Jace's scrutiny and Press for answers) but the deck feels more reactive / long game oriented. I prefer the alt-wincon of early Gideon pressure.
Black has very little token producers.
4. RRR is easy with 8 duals and Vessel of volatility
I think possible blue splash is important because this deck is too easily defeated by a blue control deck, and a plates of negates (even in the sideboard) as well as other counter magic could help make this deck viable in that matchup.
Thanks. Will think harder around blue-red.
3-colors is tough due to the RRR requirement.
Expose evil works better against aggro cos it buys you a turn with "tap 2 creatures". Also cycles late cos you can have zero target and still investigate.
About Mindslaver rulings: