I need a win condition because I always play multiplayer games.
If you must kill three or four player clock grow too much.
One of solution I find is having one or more win condition into the deck. During playing with my usual group is really important to be rogue when you are near to win or you become a target. A combo, or win condition, involve more than three cards, often need an amount of mana can't permit to defend the combo.
I'm thinking to put in deck something like Rite of Replication + Kokusho, the Evening Star. The cause many area damage (25 per player) and they are good also if you play them in different time of game.
Someone know any other good cards sinergy like the last one?
I found two simple win condition but both get two slot useful only to win and not other (archaeomancer is useful to win but can be used to get back any sorcery or instant in strictly situations): Sanguine Bond + Exquisite Blood Laboratory Maniac + Demonic Consultation
I like very much the Decree of Silence + Hex Parasite lock but it need too much mana if other players know how to play.
Any other solution? Are there win cond with cards can have roles in deck other than win?
I'm building a Wrexial EDH Deck, first time UB deck.
I'm looking for some win conditions.
Infinite turns are welcome, i.e. using Archaeomancer, but searching something more sharp for these two colors.
Infinite mana is not the kind of game I prefer because need something to do after infinite mana production.
Well, hope you can help me to find something.
Hmmm.... my thoughts looking through your list are the following:
Sunforger doesn't seem to have too many targets, so it may not be as much of a tool for you as you think... Perhaps include Tithe and Boros Charm?
A lot of the "Creatures" section seems like they are okay, but a little bit slow for this type of deck... Bull Cerodon, Highspire Mantis, and Rapacious One just don't seem to fit to me...
Armillary Sphere is pretty slow for my tastes - it nukes out the early turns of this deck. I think a Fellwar Stone or Mind Stone would be better to "gas up" your list.
Crystal Ball, Scroll Rack, and Sensei's Divining Top seems like a lot of top deck manipulation, without any true reason for it... I'd try to get some more looting cards in the deck instead to power you through and net more cards.
These were just some quick thoughts I had - if you could explain a little bit more on if you want voltron, tokens, or a hybrid deck, that would definitely help in any card suggestions I could give
Thanks a lot for your reply!
Some consideration about my strategy.
1. Actual Strategy is to remain hide on the table until I have numeber of land needed to start to use cards in my hand. If I'm lucky I put on battlefield some extra mana in early turns and starting to play.
2. Nowadays I'm testing various solutions beacuse I need to understand better ways to win using this deck.
3. I like to have cards permit me a little change on strategy in order to have a chance to have something like a surprise effect during game: I'm working in order to have a deck permit me to exploit Aurelia abilities as better as possible. As and example I'm considering to put in deck sometihing like White Sun's Zenith like the only aggressive way to produce a huge quantity of 2/2 tokens (8-9 in my head) in order to shootout someone from table also if my powerful swords are in graveyard.
You are right Bull Ceredon is a sub-optimal card in this deck, and also Rapacious One, but this last one is a trample voltronable creature. Hightspire Mantis seems a little creature but in my deck there are a huge number of equipment and have a flying trample creature can make the difference is some games. I accept any suggestion about creatures and their right use.
About Armillary Sphere: you are right but is inside because I have Scroll Rack and I can use her ability in also to increase number of card in my hand and switch them for other cards.
About Crystal Ball and other top deck manipulation: I like to play many cards in a game. This is one of requirement of my magic playing. Sometimes Aurelia remain without a right number of cards in hand. With a huge manipulation of top of deck I can try to find something to counterbalance that.
About Boros Charm: I really do not know why it isn't in deck, but it's possible there's an error in decklist, I check when I have my deck with me.
Last considerations on deck building: I build-up this deck when Origins was not spoiled. After inserting Sword of the Animist in deck I noticed an huge increase of available mana, and this sword become the first equip I'm going to search with tutors. With Aurelia this sword is really powerful because permit to ramp 2 times in a single attack phase. It's possible that one land search/ramp mana is freeing.
Now I'm going to test some other cards from Origins, what do you think about Chandra's Ignition and Flameshadow Conjuring?
Thanks again for your useful and experienced suggestions.
David.
Hi, some times ago I was a control player. When Madness was a Standard Deck I really love playing UG madness and a mine strange deck using Holistic Wisdom, an UGR deck with huge U component and playing about 14 counterspells.
In lasts two years I starting to play EDH with a little but close group of player. We play 4-5 games in a week.
I start with Dakkon, WUB deck with a strong control component. When tuck rule change some months ago, I decide to explore commander centric deck move my decks to aggressive.
Last deck I build has Aurelia as Commander. This deck is the exact opposite of decks I've played in my entire life of Magic Player. And I love it!
I'm not sure about my choices, I'm not used to build aggro deck. Can you give me your opinion? Consider I don't like to play Armageddon effects.
Hi again!
Origins make my Dakkon happy
After tuck rule advent, I definitively put aside my Dakkon (a pure control UWB deck). I've trying to transform it in something similar of decks you listed here but I was a bit disappointed.
Time is gone and Origins give me a way to try to resurrect Dakkon.
I'm testing:
Thopter Spy Network and Whirler Rogue: they put Thopert on the battlefield, colorless and flying. Good replacements if remaining without creatures and have equipments on the battlefield. Rogue is also another way to make creatures unblockable, often tapping equipments.
Trail of Mystery seems awesome for this deck. You get great ramp, it plays into your face down theme, and, if you have to flip up your guys, you get a buff.
No love for Secret Plans? It's innocent enough, it keeps your creatures out of the range of some mass damage spells - though this doesn't come up too often - and it gives surprisingly strong drawpower. Also, Dream Chisel is a card I'd always put in a Morph deck, even if its just for flavor reasons, a 1 mana discount on most of your creatures seems to be pretty good.
I also realize you may not have too many actual powerful flip effects, but Ixidron is worth looking at no matter what. He can be quite the nasty surprise for a lot of creatures, such as opposing Avacyns, Progenitus or Eldrazi, while offering you a bit more flexibility while he's at it.
Thanks a lot for your feedback. Secret Plans permit to draw but in my tests turning face-up creatures is not the main activity of the deck. About Dreak Chisel I prefer spent 1 mana more but have a free slot for other card. Ixidron is in my future trylist but is not in this draft because faced-up creatures lure spot removal.
I'm going to make following changes:
- Momentary Blink + Drawing Card
- Ghostly Flicker + Drawing Card
I'm a control man, loving control in all aspects. Dakkon Blackblade is one of my favourite General. Otherwise my league hate Armageddon effects and Combo. In my sign you can find my favourite decks.
Manifest mechanics has stimulate me to build an aggro deck. This kind of aggro deck can seems similar to a token deck but tokens cannot have interactions with Morph creatures. The main idea of the deck is to exploit the surprise effect you can have with manifest and morph: opponents can't know witch creature you hide under morph and can't know if a manifested creature is a creature or other. This protect creatures from single removals until they are morphed.
First of all I decide to have a five color deck, playing creatures using morph ability help this deck a lot in starting phase. Have a five color deck permit to play all you need.
Best morph colors are blue and green, this deck need this colors.
Black solve one of the major issue of this deck, the end of the cards.
White can seems unnecessary but the new spell Mastery of the Unseen make this color mandatory.
There are no 4 color legends than, after some reasoning, I decide to have a five color deck.
My goal is build an aggro deck. Basing on this aiming I decided to have a good number of creatures. I select the best morph creatures on the base of their abilities. Other than I decide to put inside seven manifest cards in order to have at least other 10-20 potential creature. This grant a potential of 50 creatures, ok only 2/2 cretures, but they are a big number and a deck with this potential can be considered an aggro deck.
In a five color deck the first issue is balance mana productions. Some old cards and some new cards help a lot. Deck have 38 lands, and 8 ramp cards. In solo mode and in first two game played in multiplayer I've never had land or color screw issues.
The main issues of this deck is the chance to end cards in your hand. In this build I've put in deck 6 powerful draw cards, not too much and in future they can grow up in number. Chance to manipulate the top of deck is fundamental to use manifest abilities in the best way.
Play as flash and tutor should have more space but I decide to sacrifice them because the deck have a large chance to put on battlefield many creatures and the really important cards to have are something to manipulate top of the deck (Sensei) or something to draw (Well of Ideas).
Now cards to win. There are many way to win, the first is protect deck creatures. The second is enlarge creatures. There are twelve cards dedicated to this task but some blinkers can be repleaced in future drafts.
About Commander.
In this first draft I choose Progenitus instead Sliver Queen for a single reason: Sliver Queen have more sinergies with the deck, she can produce tokens and tokens are really similar with morphed creatures. But Progenitus give to this deck the chance to change the game in only one play. In difficult situations casting Progenitus break schemas and opponent game flow. They are forced to find a mass removal.
One of the relevant doubts I have is: want this deck to do too many thinks? Draw, tutor, manipulate, play creatures, go flash...
Sagu Mauler, Akroma, Angel of Fury, Hooded Hydra, Snowhorn Rider, Primal Whisperer: Those cards represent pure damage cards.
Abzan Guide, Exalted Angel: Those creatures represents a way to gain life one or two times in a play. This can be a considerable advantage in a game. Sometimes persuade opponents to try to kill other players instead you.
Grim Haruspex: One of the best morph creature in EDH. Mass destroying effects are really harmful for this deck. This card help to restart permitting a consistent card drawing.
Rattleclaw Mystic: Give a mana boost, it can be useful in some situations.
Mastery of the Unseen: a really powerful card. Can convert anything in a creature, more times in a single turn. Useful to put on battlefield 2-3 cretures before using overrun effects.
Cloudform: Useful to put a protected morph creature on battlefield. Useful also to put a protected bluff on battlefiled searching a mass removal.
Write into Being: With a cmc like a morph permit to put a morph creature on battlefield chosing between two cards. Also permit to scry the other.
Ethereal Ambush : Put two creatures on battlefield like an instant. Nothing to add.
Whisperwood Elemental: not sure about this card because my usual opponents are intimidate by morphed creatures. When they see him on battlefield they try to kill him outright.
Temur War Shaman: Put on battlefield a 4/5 and a 2/2 morphed creature. Can be used more than one time using blinkers.
Ghastly Conscription: A way to win. Preferably used on your graveyard to put on battlefield a lot of morph creature, can be used also to temporary remove creatures from other players graveyard. Adaptable and powerful.
Overrun, Triumph of the Hordes: Sorceries permit to give a large boost to creatures, Infect permit to kill some players in a single attack, really powerful.
Marchesa, the Black Rose: I want to try this card, she have a great potential but I must test before decide her definitive permanence in deck.
Protections
Momentary Blink, Turn to Mist, Ghostly Flicker :I'm not sure about blinkers. They seems a good idea but I must test them. They permit to save a creature from a spot removal and permit to face up creatures but not trigger morph abilities. They are propably three free slots in future.
Ghostway, Boros Charm: Protect creatures from mass removal. Inamovables in a swarm deck.
Bow of Nylea, Vault of the Archangel: Using small non-token creatures can be not simple in a format that have big creatures. Deathtouch counterbalance this issue. If opponents want block morph creatures they must think about it two times. Bow have also some interesting abilities, more over the chance to put in deck from graveyard some cards.
Ready // Willing: Have two useful effects, saving creaturs or kill creatures.
Well of Ideas: One of my favourite drawing utility in EDH. The opponents chance to draw some cards make this card a secondary target in a game, allow this deck to draw many cards and play many creatures/lands.
Opportunity: Draw 4 cards, permit to restart if hand go off.
Concentrate: Draw 3 cards, can be played in any moment of the game, hope to find something else.
Removal
Ugin, the Spirit Dragon, All Is Dust: morph creatures are colorless. Ugin exile and All is Dust force sacrifice. They are the only two removal in the deck. They are powerful and important.
SpeedUp
Teferi, Mage of Zhalfir, Winding Canyons: Dedicated creatures speeders. Good to play morph creatures at the end of turn and then attack. Teferi grant the chance to play Beastmaster Ascention and other enlargers without counterspell troubles.
Vedalken Orrery, Alchemist's Refuge: Another way to play creatures as they had flash. Those permits to cast enlargers like instant increasing surprise effects.
Well, I hope someone can give me suggestions to improve this draft deck in any aspects, starting with the number of colors, arriving to the number of creatures.
Thanks in advance, David.
Here you can find my Narset Enchantment List.
I think Narset isn't a good EDH General. Too power in a short time. This force opponent to react to Narset prevently: try to kill her as soon as possible.
Yesterday was a great Rebel day! Two play two wins!
First play Oloro VS Uril VS Zurgo VS Lin Sivvi:
Uril kill Zurgo, then Lin kills Oloro and next turn Uril. Good luck, Picked up White Sun's Zenith turn before Zurgo passing, and with Caged Sun put 20 Cat 3/3
Second play Drana(control) VS Uril VS Zurgo VS Lin Sivvi:
Uril kill Drana, Zurgo kill Uril, Lin kills Zurgo:
After Uril passing, Zurgo force me to use Oblivion Stone in its turn, using and Angel of Despair. I saving Lens with a fate counter. Zurgo remain and on the battlefiled with Angel. Before using Stone I scry 2 with Crystal Ball and put on top Terminus. Zurgo's player face change from to immediately. Then I draw Sacred Mesa and the game end.
The first part of both play are similar, Pillow Fort with Rebels
My impression after 4 play, and two win, is: this deck need more time to win than other control deck but really has responses against any kind of threat.
Two questions:
1. Have you never win without using Mirror Entity?
2. If someone equip Sword of War and Peace on a creature enchanted with Bound in Silence the creature remain enchanted?
I'm thinking to insert Vedalken Orrery in deck what about this card in your experience?
If you must kill three or four player clock grow too much.
One of solution I find is having one or more win condition into the deck. During playing with my usual group is really important to be rogue when you are near to win or you become a target. A combo, or win condition, involve more than three cards, often need an amount of mana can't permit to defend the combo.
I'm thinking to put in deck something like Rite of Replication + Kokusho, the Evening Star. The cause many area damage (25 per player) and they are good also if you play them in different time of game.
Someone know any other good cards sinergy like the last one?
Sanguine Bond + Exquisite Blood
Laboratory Maniac + Demonic Consultation
I like very much the Decree of Silence + Hex Parasite lock but it need too much mana if other players know how to play.
Any other solution? Are there win cond with cards can have roles in deck other than win?
I'm looking for some win conditions.
Infinite turns are welcome, i.e. using Archaeomancer, but searching something more sharp for these two colors.
Infinite mana is not the kind of game I prefer because need something to do after infinite mana production.
Well, hope you can help me to find something.
David.
Thanks a lot for your reply!
Some consideration about my strategy.
1. Actual Strategy is to remain hide on the table until I have numeber of land needed to start to use cards in my hand. If I'm lucky I put on battlefield some extra mana in early turns and starting to play.
2. Nowadays I'm testing various solutions beacuse I need to understand better ways to win using this deck.
3. I like to have cards permit me a little change on strategy in order to have a chance to have something like a surprise effect during game: I'm working in order to have a deck permit me to exploit Aurelia abilities as better as possible. As and example I'm considering to put in deck sometihing like White Sun's Zenith like the only aggressive way to produce a huge quantity of 2/2 tokens (8-9 in my head) in order to shootout someone from table also if my powerful swords are in graveyard.
You are right Bull Ceredon is a sub-optimal card in this deck, and also Rapacious One, but this last one is a trample voltronable creature. Hightspire Mantis seems a little creature but in my deck there are a huge number of equipment and have a flying trample creature can make the difference is some games. I accept any suggestion about creatures and their right use.
About Armillary Sphere: you are right but is inside because I have Scroll Rack and I can use her ability in also to increase number of card in my hand and switch them for other cards.
About Crystal Ball and other top deck manipulation: I like to play many cards in a game. This is one of requirement of my magic playing. Sometimes Aurelia remain without a right number of cards in hand. With a huge manipulation of top of deck I can try to find something to counterbalance that.
About Boros Charm: I really do not know why it isn't in deck, but it's possible there's an error in decklist, I check when I have my deck with me.
Last considerations on deck building: I build-up this deck when Origins was not spoiled. After inserting Sword of the Animist in deck I noticed an huge increase of available mana, and this sword become the first equip I'm going to search with tutors. With Aurelia this sword is really powerful because permit to ramp 2 times in a single attack phase. It's possible that one land search/ramp mana is freeing.
Now I'm going to test some other cards from Origins, what do you think about Chandra's Ignition and Flameshadow Conjuring?
Thanks again for your useful and experienced suggestions.
David.
//Edit
Here you can find an updated deck list.
In lasts two years I starting to play EDH with a little but close group of player. We play 4-5 games in a week.
I start with Dakkon, WUB deck with a strong control component. When tuck rule change some months ago, I decide to explore commander centric deck move my decks to aggressive.
Last deck I build has Aurelia as Commander. This deck is the exact opposite of decks I've played in my entire life of Magic Player. And I love it!
I'm not sure about my choices, I'm not used to build aggro deck. Can you give me your opinion? Consider I don't like to play Armageddon effects.
1 Aurelia, the Warleader
//Aurelia Generals
1 Godo, Bandit Warlord
1 Gisela, Blade of Goldnight
1 Iroas, God of Victory
//Attaaaaaaaaack!
1 Savage Beating
1 Ogre Battledriver
//Ramp and Land Tutors
1 Sol Ring
1 Boros Signet
1 Boros Keyrune
1 Wayfarer's Bauble
1 Knight of the White Orchid
1 Burnished Hart
1 Solemn Simulacrum
1 Sword of the Animist
1 Armillary Sphere
1 Land Tax
1 Expedition Map
//Draw or Similar and Top Manipulation
1 Wheel of Fortune
1 Reforge the Soul
1 Chandra Ablaze
1 Outpost Siege
1 Mind's Eye
1 Sensei's Divining Top
1 Scroll Rack
1 Crystal Ball
//Equipment
1 Sword of Fire and Ice
1 Tenza, Godo's Maul
1 Sunforger
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Lightning Greaves
1 Bull Cerodon
1 Stormbreath Dragon
1 Nobilis of War
1 Highspire Mantis
1 Rapacious One
1 Darien, King of Kjeldor
1 Wurmcoil Engine
1 Grand Abolisher
1 Boros Battleshaper
1 Adarkar Valkyrie
1 Mirran Crusader
1 Sunscorch Regent
//Don't Stop Me
1 Luminate Primordial
1 Duplicant
1 Valorous Stance
1 Swords to Plowshares
1 Path to Exile
1 Duergar Hedge-Mage
1 Goblin Welder
1 Return to Dust
1 Insurrection
//Doublestrikers
1 True Conviction
1 Wrecking Ogre
1 Berserkers' Onslaught
//Come back!
1 Sun Titan
1 Remember the Fallen
1 Karmic Guide
//Search for something
1 Stoneforge Mystic
1 Enlightened Tutor
1 Stonehewer Giant
1 Steelshaper's Gift
6 Mountain
8 Plains
1 Flamekin Village
1 Battlefield Forge
1 Boros Garrison
1 City of Brass
1 Clifftop Retreat
1 Command Tower
1 Rugged Prairie
1 Sacred Foundry
1 Temple of Triumph
1 Reflecting Pool
1 Ancient Tomb
1 Temple of the False God
1 Kor Haven
1 Maze of Ith
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
1 Mikokoro, Center of the Sea
1 Strip Mine
1 Winding Canyons
1 Terrain Generator
1 Myriad Landscape
1 Buried Ruin
1 High Market
Thanks a lot!
David.
Origins make my Dakkon happy
After tuck rule advent, I definitively put aside my Dakkon (a pure control UWB deck). I've trying to transform it in something similar of decks you listed here but I was a bit disappointed.
Time is gone and Origins give me a way to try to resurrect Dakkon.
I'm testing:
Here you can find my new Dakkon version, where Dakkon often say: "At Dak-Thopter"
I'm really happy about Origins
David.
David.
These are changes:
-Turn to Mist +Trail of Mystery
-Cultivate +Skyshroud Claim
-Momentary Blink +Opportunity
-Ghostly Flicker +Concentrate
Hope someone can help to make a deck with some chance to win .)
David.
I totally lost this card. I'm going to insert it. Probably:
- Turn to Mist +Trail of Mystery
- Cultivate +Skyshroud Claim
The second change balance the low number of basic land (10) played in deck.
Thanks a lot!
Thanks a lot for your feedback. Secret Plans permit to draw but in my tests turning face-up creatures is not the main activity of the deck. About Dreak Chisel I prefer spent 1 mana more but have a free slot for other card. Ixidron is in my future trylist but is not in this draft because faced-up creatures lure spot removal.
I'm going to make following changes:
- Momentary Blink + Drawing Card
- Ghostly Flicker + Drawing Card
David.
Manifest mechanics has stimulate me to build an aggro deck. This kind of aggro deck can seems similar to a token deck but tokens cannot have interactions with Morph creatures. The main idea of the deck is to exploit the surprise effect you can have with manifest and morph: opponents can't know witch creature you hide under morph and can't know if a manifested creature is a creature or other. This protect creatures from single removals until they are morphed.
First of all I decide to have a five color deck, playing creatures using morph ability help this deck a lot in starting phase. Have a five color deck permit to play all you need.
My goal is build an aggro deck. Basing on this aiming I decided to have a good number of creatures. I select the best morph creatures on the base of their abilities. Other than I decide to put inside seven manifest cards in order to have at least other 10-20 potential creature. This grant a potential of 50 creatures, ok only 2/2 cretures, but they are a big number and a deck with this potential can be considered an aggro deck.
In a five color deck the first issue is balance mana productions. Some old cards and some new cards help a lot. Deck have 38 lands, and 8 ramp cards. In solo mode and in first two game played in multiplayer I've never had land or color screw issues.
The main issues of this deck is the chance to end cards in your hand. In this build I've put in deck 6 powerful draw cards, not too much and in future they can grow up in number. Chance to manipulate the top of deck is fundamental to use manifest abilities in the best way.
Play as flash and tutor should have more space but I decide to sacrifice them because the deck have a large chance to put on battlefield many creatures and the really important cards to have are something to manipulate top of the deck (Sensei) or something to draw (Well of Ideas).
Now cards to win. There are many way to win, the first is protect deck creatures. The second is enlarge creatures. There are twelve cards dedicated to this task but some blinkers can be repleaced in future drafts.
About Commander.
In this first draft I choose Progenitus instead Sliver Queen for a single reason: Sliver Queen have more sinergies with the deck, she can produce tokens and tokens are really similar with morphed creatures. But Progenitus give to this deck the chance to change the game in only one play. In difficult situations casting Progenitus break schemas and opponent game flow. They are forced to find a mass removal.
One of the relevant doubts I have is: want this deck to do too many thinks? Draw, tutor, manipulate, play creatures, go flash...
1 Progenitus
//Morphs
1 Brine Elemental
1 Akroma, Angel of Fury
1 Willbender
1 Abzan Guide
1 Grim Haruspex
1 Hooded Hydra
1 Icefeather Aven
1 Kheru Spellsnatcher
1 Master of Pearls
1 Rattleclaw Mystic
1 Sagu Mauler
1 Snowhorn Rider
1 Thousand Winds
1 Quicksilver Dragon
1 Vesuvan Shapeshifter
1 Mischievous Quanar
1 Primal Whisperer
1 Exalted Angel
//Manifest
1 Mastery of the Unseen
1 Cloudform
1 Write into Being
1 Ethereal Ambush
1 Whisperwood Elemental
1 Temur War Shaman
1 Ghastly Conscription
//Enlargers
1 Leonin Sun Standard
1 Beastmaster Ascension
1 Marchesa, the Black Rose
1 Triumph of the Hordes
1 Overrun
1 Boros Charm
1 Ghostway
1 Bow of Nylea
1 Ready // Willing
//Ramp
1 Fellwar Stone
1 Coalition Relic
1 Commander's Sphere
1 Darksteel Ingot
1 Kodama's Reach
1 Skyshroud Claim
1 Burnished Hart
1 Solemn Simulacrum
1 Trail of Mystery
//Friends
1 Garruk Wildspeaker
1 Ugin, the Spirit Dragon
//Removal
1 All Is Dust
//Tutors
1 Demonic Tutor
1 Enlightened Tutor
//Draw
1 Phyrexian Arena
1 Promise of Power
1 Well of Ideas
1 Erebos, God of the Dead
1 Bloodgift Demon
1 Opportunity
1 Concentrate
//Manipulators
1 Sensei's Divining Top
1 Scroll Rack
1 Sylvan Library
1 Elixir of Immortality
//SpeedUp
1 Teferi, Mage of Zhalfir
1 Vedalken Orrery
1 Zoetic Cavern
1 Alchemist's Refuge
1 Vault of the Archangel
1 Winding Canyons
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Blood Crypt
1 Breeding Pool
1 Godless Shrine
1 Hallowed Fountain
1 Overgrown Tomb
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Watery Grave
1 Command Tower
1 City of Brass
1 Exotic Orchard
1 Reflecting Pool
1 Golgari Rot Farm
1 Gruul Turf
1 Dimir Aqueduct
1 Izzet Boilerworks
1 Azorius Chancery
2 Forest
2 Mountain
2 Swamp
2 Island
2 Plains
Single cards aspects
Morph Creatures
Momentary Blink, Turn to Mist, Ghostly Flicker :I'm not sure about blinkers. They seems a good idea but I must test them. They permit to save a creature from a spot removal and permit to face up creatures but not trigger morph abilities. They are propably three free slots in future.Rocks:
CultivateSkyshroud Claim: colour fixers and ramp, top.Well, I hope someone can give me suggestions to improve this draft deck in any aspects, starting with the number of colors, arriving to the number of creatures.
Thanks in advance, David.
I think Narset isn't a good EDH General. Too power in a short time. This force opponent to react to Narset prevently: try to kill her as soon as possible.
David.
I've found many posts talking about Library of Leng and wonderful sinergy with Wild Research but I'm not sure about.
Thanks in advance, David.
First play Oloro VS Uril VS Zurgo VS Lin Sivvi:
Uril kill Zurgo, then Lin kills Oloro and next turn Uril. Good luck, Picked up White Sun's Zenith turn before Zurgo passing, and with Caged Sun put 20 Cat 3/3
Second play Drana(control) VS Uril VS Zurgo VS Lin Sivvi:
Uril kill Drana, Zurgo kill Uril, Lin kills Zurgo:
After Uril passing, Zurgo force me to use Oblivion Stone in its turn, using and Angel of Despair. I saving Lens with a fate counter. Zurgo remain and on the battlefiled with Angel. Before using Stone I scry 2 with Crystal Ball and put on top Terminus. Zurgo's player face change from to immediately. Then I draw Sacred Mesa and the game end.
The first part of both play are similar, Pillow Fort with Rebels
My impression after 4 play, and two win, is: this deck need more time to win than other control deck but really has responses against any kind of threat.
Two questions:
1. Have you never win without using Mirror Entity?
2. If someone equip Sword of War and Peace on a creature enchanted with Bound in Silence the creature remain enchanted?
I'm thinking to insert Vedalken Orrery in deck what about this card in your experience?