Someone had abuse this card with Child of Alara, Greater Gargadon (for the sac engine), and Capsize (so you can bounce the Gargadon & then resuspend it) and made the game went pretty dull
Here is where I question your sanity: you have plenty of decent artifacts to tutor up--many of which appear to be your combo pieces. In a pinch, it becomes your sac outlet by fetching Claws of Gix; if you have your Reveillark/Claws of Gix combo going, it grabs that Solemn Silumacrum so that you can begin deck thinning; if you have Beacon of Tomorrows in your hand, it pulls Planar Portal out for you.
The last time I checked, tutoring up combo pieces was a good thing.
Anyway, you might look at Spine of Ish Sah. At 7, it's kind of pricey, but with a sac outlet, it'll solve a problem or two (or nuke whatever you don't like, if you pull off infinite mana).
Also, if you like Hanna, put a ring on her: Rings of Brighthearth has a lot of fun interactions with plenty of cards in your deck.
When I removed Fabricate, I didn't put any artifacts you mentioned (except Solemn Simulacrum) maybe I'll put it back on the deck if I see it really necessary to tutor the artifacts
Spine of Ish Sah: Good suggestion, although it doesn't exile the permanents like other "removal" suite I have. I'll try to find one for this deck.
+Beacon of Tomorrows and Planar Portal: Another infinite combo on my deck. At least I could force my opponent to concede if they can't handle this combo
+Claws of Gix: The best sacrifice outlet on this deck. Sometimes, the small life gain saves you from the death
+Deadeye Navigator and Palinchron: Look at me, infinity mana!!
+Detention Sphere: Another abusable removal
+Ghostly Prison: Defense mechanism
+Luminarch Ascension: Put it back again in case I'm going to do 1 vs 1 games
+Proteus Staff: I have few creatures, but there'll be someone who wants to take a chance to "upgrade" their creature. Also a repeatable answer for those pesky Generals
+Strip Mine: An upgrade from Ghost Quarter
+Wall of Omens: Defense for the ground. And it's also replace itself. Not bad for two mana
-Barrin, Master Wizard and Genesis Chamber: Actually a support for Reveillark loop (especially with Ashnod's Altar for using the infinite mana from the loop) but actually each card can't stand on its own, especially since Claws of Gix is a better sacrifice outlet
-Control Magic: Borrowing an opponent's creature is good, but I prefer to exile the creature for good
-Decree of Silence: Too expensive to be cast and cycled
-Dovescape, Guile, Glory, and Orim's Prayer: Was going to keep this combo, but I just don't like it
-Ghost Quarter: Removed for something strictly better
-Journeyer's Kite: Not sure if I would put this with only 11 basic lands out of 35. Prefer to put more useful card instead
-Reality Acid, Vedalken Mastermind: A mini-synergy, but I remove them after I got Detention Sphere and Claws of Gix (the exile clause is better to combat recursion, although I can't target lands anymore)
1 Island for 1 Plains: The mana works better with this
Well, I used to have a Gerrard Capashen deck. Here's the decklist. It's budget and I haven't update it with Gatecrash, so tweak it as you like. I love his gain life ability especially if nobody plays infect or voltron to beat the life gain
This is makes me really disappointed with Hasbro. As a player that only play Commander and occasionally draft, Cocaktrice helps me to test decks without sleeving and unsleeving cards first and finding an opponent without the need to go to nearest LGS (that takes about one hour to go there) but not enough player to draft / play Commander.
The biggest problem with MODO is most internet connection in my country is so slow that it takes forever to install MODO and finishing the patch. Of course it would make an unpleasant playing experience if you are able to play for around five minutes before the disconnect happens and I have to logging in again and face the same problem. At least Cockatrice takes less bandwidth to play
+Consecrated Sphinx: For more card drawer and beater
+Evacuation: This one could be better or worse than Supreme Verdict. Better since it's able to deal with indestructibles (temporarily), it's an instant, and has less colored mana requirements, or worse because opponents could reuse their ETB creatures. I'll test this one first.
+Open the Vaults: Recursion
+Plains: Needs more white mana
+Solitary Confinement: Defense mechanism that's recurable with Hanna so I don't have to discard anything
Wurmcoil Engine is very good, but I'm not sure if I would buy it $10 apiece. I prefer to buy expensive older cards that are harder to find
Sphere of Safety is good. I've already been thinking about that, but as I said before, I don't have it along with other Propaganda effects yet
Well, Sol Ring is my only artifact ramp card that's able to cast more mana than it needed to be cast. Otherwise, what I have are Darksteel Ingot and Azorius Keyrune
Yes, Detention Sphere is solid. But I prefer to grab it when it's cheap enough since I think its current price is not worth it because it's still legal in Standard
I would lose Corrupted Conscience. I don't think infect is worth it unless its your main strategy or its on something big, indestructible, and with trample. Is Karn, Silver Golem really worth it? You don't have many high cmc artifacts and no way to turn your opponent's lands into artifacts that I can see. Also do you feel your planeswalkers receive enough protection. They look like they could be safe but I'm not sure.
If you want more deck ideas I have a pretty tested heavy enchanment based Hanna deck in my sig that I would like to get a primer tag for one day.
Okay, I'll sort the cards on decklist because when I made it, it was on midnight (GMT +7). Hopefully, I'll sort them on afternoon.
Yes, that's what my main win condition are supposed to be.
The main purpose of Karn is for messing with equipments, but I'll change it for more appropriate cards.
This deck needs Propaganda effects to protect myself and planeswalkers, but for now I haven't got any.
Thanks for suggesting me to look at your deck, it looks good.
By the way, does anyone think I should add mana rocks for ramping and makes me safer from mass LD? I only have cards like Darksteel Ingot and Azorius Keyrune
Hello, and welcome to my Hanna, Ship's Navigator's deck. I'll explain the deck later, but for now, I'll provide only the deck list.
My deck is mostly budget, even though your suggestions are really appreciated, I can't put so expensive cards into my deck because of this reason.
Why Choose Her?
Hanna is good for you if you love....:
-Artifacts and/or enchantments
-A general that enables recursions
-A control deck that doesn't playing "draw-go" all of time
However, Hanna isn't good for you if you....:
-Loves aggro
-Can't stand playing slow decks
-Doesn't like putting a lot of artifacts and/or enchantments on your deck
-Forbid + Two other cards: With Hanna, you don't have to afraid to discard artifacts and/or enchantments to buyback it. You also could set up Reveillark and Karmic Guide recursions by discarding creature card(s)
-Reveillark + Sacrifice outlet (in this deck means either Ashnod's Altar or Claws of Gix) + Any creatures with power 2 or less, especially Karmic Guide or Body Double + Another creature with power 2 or less: The other creature could be:
-Claws of Gix + (literally) anything: There aren't many cards that able to sacrifice any permanent, especially that card is also able to be put on any deck regardless of its color identity. In this deck, cards that gain benefit from Claws of Gix are:
Except for Parallax Tide (which works a bit different) and Reveillark, above cards work like this: (Heavily modified from here)
Quote from NGW »
1. Detention Sphere/Journey to Nowhere/Oblivion Ring/Parallax Tide, it's ETB ability goes on the stack. (or in Parallax Tide case, you activate its ability up to five times instead of having ETB ability triggered)
2. In response to the ETB ability (or activated ability on Parallax Tide case) going on the stack you sacrifice Detention Sphere/Journey to Nowhere/Oblivion Ring/Parallax Tide by using Claws of Gix.
3. Detention Sphere/Journey to Nowhere/Oblivion Ring/Parallax Tide's LTB ability goes on the stack.
4. Resolve last in first out.
5. Detention Sphere/Journey to Nowhere/Oblivion Ring/Parallax Tide's LTB ability resolves, returning nothing.
6. Detention Sphere/Journey to Nowhere/Oblivion Ring/Parallax Tide's ETB ability resolves, you exile a creature/non-land permanent(s)/lands.
Hello, I come with a bad news. Actually, I can only logging in on Cockatrice for a short time before being kicked out by server because of connectivity issue, even though I think my connection is good enough for this kind of program. I don't know what should I do to solve this problem
Now, the card costs $40
When I removed Fabricate, I didn't put any artifacts you mentioned (except Solemn Simulacrum) maybe I'll put it back on the deck if I see it really necessary to tutor the artifacts
Spine of Ish Sah: Good suggestion, although it doesn't exile the permanents like other "removal" suite I have. I'll try to find one for this deck.
Rings of Brighthearth: I already have this one, but my Vhati il-Dal deck needs it. I'll put it after I disassembling the deck
+Beacon of Tomorrows and Planar Portal: Another infinite combo on my deck. At least I could force my opponent to concede if they can't handle this combo
+Claws of Gix: The best sacrifice outlet on this deck. Sometimes, the small life gain saves you from the death
+Deadeye Navigator and Palinchron: Look at me, infinity mana!!
+Detention Sphere: Another abusable removal
+Ghostly Prison: Defense mechanism
+Luminarch Ascension: Put it back again in case I'm going to do 1 vs 1 games
+Proteus Staff: I have few creatures, but there'll be someone who wants to take a chance to "upgrade" their creature. Also a repeatable answer for those pesky Generals
+Strip Mine: An upgrade from Ghost Quarter
+Wall of Omens: Defense for the ground. And it's also replace itself. Not bad for two mana
-Barrin, Master Wizard and Genesis Chamber: Actually a support for Reveillark loop (especially with Ashnod's Altar for using the infinite mana from the loop) but actually each card can't stand on its own, especially since Claws of Gix is a better sacrifice outlet
-Control Magic: Borrowing an opponent's creature is good, but I prefer to exile the creature for good
-Decree of Silence: Too expensive to be cast and cycled
-Dovescape, Guile, Glory, and Orim's Prayer: Was going to keep this combo, but I just don't like it
-Ghost Quarter: Removed for something strictly better
-Journeyer's Kite: Not sure if I would put this with only 11 basic lands out of 35. Prefer to put more useful card instead
-Reality Acid, Vedalken Mastermind: A mini-synergy, but I remove them after I got Detention Sphere and Claws of Gix (the exile clause is better to combat recursion, although I can't target lands anymore)
1 Island for 1 Plains: The mana works better with this
1 Gerrard Capashen
Creatures (26):
1x Adarkar Valkyrie
1x Archon of Justice
1x Aven Mindcensor
1x Blightsteel Colossus
1x Duplicant
1x Elesh Norn, Grand Cenobite
1x False Prophet
1x Glory
1x Guardian of the Guildpact
1x Hero of Bladehold
1x Karn, Silver Golem
1x Loxodon Gatekeeper
1x Magus of the Tabernacle
1x Mirror Entity
1x Reveillark
1x Serra Ascendant
1x Solemn Simulacrum
1x Spelltithe Enforcer
1x Spirit of the Hearth
1x Steel Hellkite
1x Stonehewer Giant
1x Sun Titan
1x Twilight Shepherd
1x Ulamog, the Infinite Gyre
1x Vengeful Archon
1x Windborn Muse
1x Ashnod's Altar
1x Bonehoard
1x Caged Sun
1x Crystal Ball
1x Darksteel Plate
1x Everflowing Chalice
1x Grafted Exoskeleton
1x Journeyer's Kite
1x Loxodon Warhammer
1x Mimic Vat
1x Nim Deathmantle
1x Oblivion Stone
1x Relic of Progenitus
1x Sol Ring
1x Strata Scythe
1x Swiftfoot Boots
1x Sword of Body and Mind
1x Sword of Feast and Famine
1x Sword of Vengeance
1x Venser's Journal
Enchantments (7):
1x Aura of Silence
1x Fight or Flight
1x Luminarch Ascension
1x Marshal's Anthem
1x Oblivion Ring
1x Promise of Bunrei
1x Sigil of the New Dawn
1x Path to Exile
1x Return to Dust
1x Swords to Plowshares
1x White Sun's Zenith
Planeswalkers (1):
1x Elspeth, Knight-Errant
Sorceries (6):
1x Armageddon
1x Austere Command
1x Day of Judgment
1x Hallowed Burial
1x Martial Coup
1x Storm Herd
Lands (35):
1x Emeria, The Sky Ruin
1x Ghost Quarter
30x Plains
1x Reliquary Tower
1x Secluded Steppe
1x Temple of the False God
Still the same image of the deckboxes, you just make it bigger :|
The biggest problem with MODO is most internet connection in my country is so slow that it takes forever to install MODO and finishing the patch. Of course it would make an unpleasant playing experience if you are able to play for around five minutes before the disconnect happens and I have to logging in again and face the same problem. At least Cockatrice takes less bandwidth to play
+Consecrated Sphinx: For more card drawer and beater
+Evacuation: This one could be better or worse than Supreme Verdict. Better since it's able to deal with indestructibles (temporarily), it's an instant, and has less colored mana requirements, or worse because opponents could reuse their ETB creatures. I'll test this one first.
+Open the Vaults: Recursion
+Plains: Needs more white mana
+Solitary Confinement: Defense mechanism that's recurable with Hanna so I don't have to discard anything
-Fabricate: Not a lot of good artifacts to be tutored
-Island: Too much blue mana, but too few white mana
-Luminarch Ascension: This one makes me public enemy #1 so easily :|
-Supreme Verdict: See Evacuation above
-Volition Reins: Not happy with this one
Sphere of Safety is good. I've already been thinking about that, but as I said before, I don't have it along with other Propaganda effects yet
Well, Sol Ring is my only artifact ramp card that's able to cast more mana than it needed to be cast. Otherwise, what I have are Darksteel Ingot and Azorius Keyrune
Yes, Detention Sphere is solid. But I prefer to grab it when it's cheap enough since I think its current price is not worth it because it's still legal in Standard
By the way, the additions and ommitions:
+Journey to Nowhere: Since I don't have any Propaganda effects yet, I'll stick to this one for now
+Vedalken Mastermind: For shenanigans like Journey to Nowhere
+Control Magic: Cheaper than Corrupted Conscience, but maybe I would switch it back
-Sword of Feast and Famine: Don't have enough creatures to maximize it
-Karn, Silver Golem: Change it for more appropriate cards
-Corrupted Conscience: Ditto with Karn
Okay, I'll sort the cards on decklist because when I made it, it was on midnight (GMT +7). Hopefully, I'll sort them on afternoon.
Yes, that's what my main win condition are supposed to be.
I have Blightsteel Colossus, do you think it's a good replacement for Corrupted Conscience? But what I don't like about it is he isn't fetchable by Hanna.
The main purpose of Karn is for messing with equipments, but I'll change it for more appropriate cards.
This deck needs Propaganda effects to protect myself and planeswalkers, but for now I haven't got any.
Thanks for suggesting me to look at your deck, it looks good.
By the way, does anyone think I should add mana rocks for ramping and makes me safer from mass LD? I only have cards like Darksteel Ingot and Azorius Keyrune
Introduction
My deck is mostly budget, even though your suggestions are really appreciated, I can't put so expensive cards into my deck because of this reason.
Why Choose Her?
-Artifacts and/or enchantments
-A general that enables recursions
-A control deck that doesn't playing "draw-go" all of time
However, Hanna isn't good for you if you....:
-Loves aggro
-Can't stand playing slow decks
-Doesn't like putting a lot of artifacts and/or enchantments on your deck
Decklist:
1 Hanna, Ship's Navigator
Artifacts (12):
1 Ashnod's Altar
1 Claws of Gix
1 Gilded Lotus
1 Lightning Greaves
1 Mimic Vat
1 Mindslaver
1 Oblivion Stone
1 Planar Portal
1 Proteus Staff
1 Scrabbling Claws
1 Sensei's Divining Top
1 Sol Ring
Enchantments (13):
1 Aura of Silence
1 Blind Obedience
1 Detention Sphere
1 Frozen AEther
1 Ghostly Prison
1 Journey to Nowhere
1 Leyline of Anticipation
1 Luminarch Ascension
1 Oblivion Ring
1 Parallax Tide
1 Solitary Confinement
1 Soul Snare
1 Sphere of Safety
Planeswalkers (5):
1 Elspeth, Knight-Errant
1 Jace Beleren
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
1 Venser, the Sojourner
1 Adarkar Valkyrie
1 Body Double
1 Consecrated Sphinx
1 Deadeye Navigator
1 Duplicant
1 Elesh Norn, Grand Cenobite
1 Frost Titan
1 Gilded Drake
1 Kami of False Hope
1 Karmic Guide
1 Mulldrifter
1 Palinchron
1 Phyrexian Metamorph
1 Reveillark
1 Riftwing Cloudskate
1 Solemn Simulacrum
1 Sun Titan
1 Trinket Mage
1 Wall of Omens
Instants (9):
1 Capsize
1 Evacuation
1 Fact or Fiction
1 Forbid
1 Hinder
1 Path to Exile
1 Return to Dust
1 Spell Crumple
1 Swords to Plowshares
Sorceries (6):
1 Austere Command
1 Beacon of Tomorrows
1 Hallowed Burial
1 Martial Coup
1 Open the Vaults
1 Rite of Replication
1 Ancient Den
1 Azorius Chancery
1 Azorius Guildgate
1 Buried Ruin
1 Celestial Colonnade
1 Command Tower
1 Darksteel Citadel
1 Evolving Wilds
1 Halimar Depths
1 Inkmoth Nexus
1 Lonely Sandbar
1 Minamo, School at Water's Edge
1 New Benalia
1 Prahv, Spires of Order
1 Rupture Spire
1 Seat of the Synod
1 Secluded Steppe
1 Sejiri Refuge
1 Strip Mine
1 Temple of the False God
1 Terramorphic Expanse
1 Transguild Promenade
1 Vivid Creek
1 Vivid Meadow
6 Island
5 Plains
Game Plan:
Card Choices:
Card Interactions:
-Planar Portal + Beacon of Tomorrows: Infinite turns.
-Deadeye Navigator + Any creatures with ETB/LTB effects: ...or with Palinchron for infinite mana
-Forbid + Two other cards: With Hanna, you don't have to afraid to discard artifacts and/or enchantments to buyback it. You also could set up Reveillark and Karmic Guide recursions by discarding creature card(s)
-Reveillark + Sacrifice outlet (in this deck means either Ashnod's Altar or Claws of Gix) + Any creatures with power 2 or less, especially Karmic Guide or Body Double + Another creature with power 2 or less: The other creature could be:
-Claws of Gix + (literally) anything: There aren't many cards that able to sacrifice any permanent, especially that card is also able to be put on any deck regardless of its color identity. In this deck, cards that gain benefit from Claws of Gix are:
Except for Parallax Tide (which works a bit different) and Reveillark, above cards work like this: (Heavily modified from here)