Mistvein Borderpost's alt cost for mana fixing without duel lands might work well.
I am kind of surprised you don't run a few tutors. I think it would help being able to grab the thing that would shut down a deck that is giving you problems. I know Mindlock Orb is intended to shut down Tutors but maybe add Lim-Dûl's Vault which doesn't "search" the library.
This deck is well built for what it does but seems like it would do better one v one rather them Multiplayer. I know it's very strongly control but still controlling 3 + people would be more challenging. I'm also not sure how liked this deck would be. Possibly wining you the game but it might lose you 3 + friends :p.
Mistvein Borderpost's alt cost for mana fixing without duel lands might work well.
I am kind of surprised you don't run a few tutors. I think it would help being able to grab the thing that would shut down a deck that is giving you problems. I know Mindlock Orb is intended to shut down Tutors but maybe add Lim-Dûl's Vault which doesn't "search" the library.
This deck is well built for what it does but seems like it would do better one v one rather them Multiplayer. I know it's very strongly control but still controlling 3 + people would be more challenging. I'm also not sure how liked this deck would be. Possibly wining you the game but it might lose you 3 + friends :p.
My friends are an odd bunch. They seem to really like my playstyle in theory but not so much in practice.
Tutors actually hurt the deck because I need to waste the most important resource for control, time. I would only tutor late game so as to not tie up my mana, but at that point I should already be manipulating the field. Also, tutors make for really REALLY boring repetitive games.
Originally the deck had 0 win conditions but since I have some proliferate I decided I should put one in so I don't get strangled to death for playing.
Needs more Telepathy. I've had to defend this card in policeman decks many times so I'll just quote myself.
Quote from me »
Telepathy I can definitely defend, this is the ultimate politics card for this type of deck. I can use and time my counterspells and tricks perfectly since I know exactly what everyone is holding and it is extremely difficult for other people to win when I have Telepathy in play. Everyone else can see when someone is starting to build up a dominant position so the table can just gang up on them. My board position is mostly about what I have in my hand so this deck can come off as pretty non-threatening. Telepathy also isn't something people want to waste spot removal on, by that point everyone has already seen what everyone else has so it is already too late to keep secrets. They tend to just moan and groan when I cast it and hope an Oblivion Stone gets blown up soon so they can be rid of it. I was skeptical when I put it in but it has proven to be among the best cards in this deck. Always happy to have it and my opponents always hate to see it.
Different deck but pretty much the same idea. I like to think of it as deputizing all my opponents. They get to act as mini policemen to make sure nobody wins (except me of course).
Needs more Telepathy. I've had to defend this card in policeman decks many times so I'll just quote myself.
Different deck but pretty much the same idea. I like to think of it as deputizing all my opponents. They get to act as mini policemen to make sure nobody wins (except me of course).
Telepathy? I don't know about you, but I hate playing with my hand up and I'm guessing most other players would rather not play with their hand up either. The only thing I've seen from Telepathy is that person going out first because everyone hates on them and they get focused down. I mean, defend away, and you certainly have different experiences. Just relating my experience thus far.
It's a bad card in groups with bad threat assessment because people don't know who the threat is so they just go after the first person to do something they don't like. In groups with good threat assessment people are probably going to go after the biggest threat at the table.
It's a bad card in groups with bad threat assessment because people don't know who the threat is so they just go after the first person to do something they don't like. In groups with good threat assessment people are probably going to go after the biggest threat at the table.
The problem is most players have terrible threat assessment. Telepathy is always that 1 card I never have a spot for. I'm mid-revamping the deck and actually trying to find a space for it.
Telepathy is a good card for the deck but definitely not essential. It give you something to do on turn 1 and usually reveals that other players are threatening. It makes people hate me, but also doesn't draw a lot of actual in-game hate. Meaning: People won't attack me more or less but they will threaten to dump their beer on my cards.
Telepathy is amazing though for thematic reasons. The deck trolls like crazy and Telepathy works for that better than 99% of the cards available. So yeah, run it for a while to see how the game state shifts but don't ever call it a good card in the traditional sense.
The problem is most players have terrible threat assessment. Telepathy is always that 1 card I never have a spot for. I'm mid-revamping the deck and actually trying to find a space for it.
That is very true. My group is pretty good, decent players that have played together for years and know each others decks and tendencies. We've also built up a good bit of troll immunity due to having 2 huge trolls in our group that love these types of decks so cards like Telepathy and Humility are very normal cards to see during our games. Even our non-trolls have stuff like dedicated group hug (no win conditions, well unless you count stuff like Tempting Wurm) and another has a chaos deck (the kind where they play Timesifter because they think it's a fun card). Telepathy is really one of the more tame things to see actually so very little hate is drawn, both in game and real life.
As a side note if you ever have 2 policemen decks in the same game...well I hope you have a lot of time on your hands.
Try this deck + Barren Glory Combo + RWU Zedruu Turtle... it was awful.
Completely off topic Barren Glory is one of my favorite cards ever printed.
On topic: The deck is going to change to Oona with a slight stax approach if possible. My friends just can't appreciate a no-win deck and I'd rather not make them hate magic completely. So with a "real" general at the help it should reduce some of the issues.
You could just go the Mill route with Skelly. I've accidentally won before by Windfalling the hell out of people.
I don't own a Time Spiral or Timetwister so I feel at a severe disadvantage to try and attempt that (I might pick up a Spiral eventually though if I have some extra cash) Thank you for that idea...in addition it would make BSZ that much better... I think the deck is going to become Oona regardless (I bought a foil one for my combo deck that I disassembled when it became boring). She is also one of my favorite u/b creatures and flavor means a lot to me. What other wheels are there that I may be not thinking of?
I don't own a Time Spiral or Timetwister so I feel at a severe disadvantage to try and attempt that (I might pick up a Spiral eventually though if I have some extra cash) Thank you for that idea...in addition it would make BSZ that much better... I think the deck is going to become Oona regardless (I bought a foil one for my combo deck that I disassembled when it became boring). She is also one of my favorite u/b creatures and flavor means a lot to me. What other wheels are there that I may be not thinking of?
Completely forgot about Wheel and Deal, instant and cantrips is amazing. Is Diminishing good? That drawback has always scared me. I guess there is also that really expensive one with Entwine.
Completely forgot about Wheel and Deal, instant and cantrips is amazing. Is Diminishing good? That drawback has always scared me. I guess there is also that really expensive one with Entwine.
The Entwine is awful. Diminishing is actually really good. It costs 4 and doesn't exile itself. The 10 card cut is brutal, but if you can recycle your graveyard at all it will put you ahead. Tamiyo, Feldon's cane, Mnemonic Nexus are my favorites when I shift over to mill. With Leyline of the Void it's usually forcing people to exile 10 too... so you know, it all depends I guess.
The Entwine is awful. Diminishing is actually really good. It costs 4 and doesn't exile itself. The 10 card cut is brutal, but if you can recycle your graveyard at all it will put you ahead. Tamiyo, Feldon's cane, Mnemonic Nexus are my favorites when I shift over to mill. With Leyline of the Void it's usually forcing people to exile 10 too... so you know, it all depends I guess.
I'm really liking Elixir of Immortality over Feldon's. The life and self-shuffling are actually extremely relevant from the games I've played.
I'll definitely keep the mill theme in mind. With all the grave hate it's definitely interesting.
Leyline of the Void is probably my favorite card in any deck it's in. It's almost Humility level powerful in the format.
i dig this list hard. not at all the sort of EDH deck i would build on my own, but i'm really looking forward to seeing what direction you take with your general change.
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1 Oloro, Ageless Ascetic
Land - 38
1 Academy Ruins
1 Adarkar Wastes
1 Ancient Tomb
1 Arcane Sanctum
1 Bloodstained Mire
1 Caves of Koilos
1 Celestial Colonnade
1 Command Tower
1 Fetid Heath
1 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
4 Island
1 Marsh Flats
1 Myriad Landscape
1 Mystic Gate
4 Plains
1 Prairie Stream
1 Polluted Delta
1 Shambling Vent
1 Strip Mine
1 Sunken Hollow
1 Sunken Ruins
4 Swamp
1 Tundra
1 Urborg, Tomb of Yawgmoth
1 Urza's Factory
1 Watery Grave
1 Windswept Heath
1 Azorius Signet
1 Coalition Relic
1 Dimir Signet
1 Gilded Lotus
1 Mana Crypt
1 Sol Ring
1 Talisman of Dominance
1 Talisman of Progress
1 Worn Powerstone
Non-Rock Artifacts - 8
1 Batterskull
1 Crucible of Worlds
1 Forcefield
1 Grafdigger's Cage
1 Torpor Orb
1 Trading Post
1 Ward of Bones
1 Well of Lost Dreams
Sorcery - 8
1 Catastrophe
1 Decree of Pain
1 Demonic Tutor
1 Recurring Insight
1 Supreme Verdict
1 Toxic Deluge
1 Vindicate
1 Wrath of God
Instants - 5
1 Anguished Unmaking
1 Cyclonic Rift
1 Hero's Downfall
1 Utter End
1 Vampiric Tutor
1 Elspeth, Suns Champion
1 Jace, the Mind Sculptor
1 Karn Liberated
1 Narset Transcendent
1 Ob Nixilis Reignited
1 Sorin, Lord of Innistrad
1 Teferi, Temporal Archmage
1 Tezzeret the Seeker
1 Ugin, the Spirit Dragon
Enchantments - 22
1 Arcane Laboratory
1 Aura of Silence
1 Blind Obedience
1 Divine Intervention
1 Humility
1 Karmic Justice
1 Leyline of the Void
1 Luminarch Ascension
1 Mana Breach
1 Mystic Barrier
1 Mystic Remora
1 Nether Void
1 Night of Souls' Betrayal
1 Overburden
1 Painful Quandary
1 Pendrell Mists
1 Phyrexian Arena
1 Rest in Peace
1 Rhystic Study
1 Thopter Spy Network
1 Web of Inertia
1 Zur's Weirding
I am kind of surprised you don't run a few tutors. I think it would help being able to grab the thing that would shut down a deck that is giving you problems. I know Mindlock Orb is intended to shut down Tutors but maybe add Lim-Dûl's Vault which doesn't "search" the library.
This deck is well built for what it does but seems like it would do better one v one rather them Multiplayer. I know it's very strongly control but still controlling 3 + people would be more challenging. I'm also not sure how liked this deck would be. Possibly wining you the game but it might lose you 3 + friends :p.
My friends are an odd bunch. They seem to really like my playstyle in theory but not so much in practice.
Tutors actually hurt the deck because I need to waste the most important resource for control, time. I would only tutor late game so as to not tie up my mana, but at that point I should already be manipulating the field. Also, tutors make for really REALLY boring repetitive games.
Originally the deck had 0 win conditions but since I have some proliferate I decided I should put one in so I don't get strangled to death for playing.
People who don't care. But the deck has changed a bit and I need to update it. People are spoiled about actually being able to play the game.
Different deck but pretty much the same idea. I like to think of it as deputizing all my opponents. They get to act as mini policemen to make sure nobody wins (except me of course).
Telepathy? I don't know about you, but I hate playing with my hand up and I'm guessing most other players would rather not play with their hand up either. The only thing I've seen from Telepathy is that person going out first because everyone hates on them and they get focused down. I mean, defend away, and you certainly have different experiences. Just relating my experience thus far.
The problem is most players have terrible threat assessment. Telepathy is always that 1 card I never have a spot for. I'm mid-revamping the deck and actually trying to find a space for it.
Telepathy is amazing though for thematic reasons. The deck trolls like crazy and Telepathy works for that better than 99% of the cards available. So yeah, run it for a while to see how the game state shifts but don't ever call it a good card in the traditional sense.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
That is very true. My group is pretty good, decent players that have played together for years and know each others decks and tendencies. We've also built up a good bit of troll immunity due to having 2 huge trolls in our group that love these types of decks so cards like Telepathy and Humility are very normal cards to see during our games. Even our non-trolls have stuff like dedicated group hug (no win conditions, well unless you count stuff like Tempting Wurm) and another has a chaos deck (the kind where they play Timesifter because they think it's a fun card). Telepathy is really one of the more tame things to see actually so very little hate is drawn, both in game and real life.
As a side note if you ever have 2 policemen decks in the same game...well I hope you have a lot of time on your hands.
Try this deck + Barren Glory Combo + RWU Zedruu Turtle... it was awful.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Completely off topic Barren Glory is one of my favorite cards ever printed.
On topic: The deck is going to change to Oona with a slight stax approach if possible. My friends just can't appreciate a no-win deck and I'd rather not make them hate magic completely. So with a "real" general at the help it should reduce some of the issues.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
I don't own a Time Spiral or Timetwister so I feel at a severe disadvantage to try and attempt that (I might pick up a Spiral eventually though if I have some extra cash) Thank you for that idea...in addition it would make BSZ that much better... I think the deck is going to become Oona regardless (I bought a foil one for my combo deck that I disassembled when it became boring). She is also one of my favorite u/b creatures and flavor means a lot to me. What other wheels are there that I may be not thinking of?
Diminishing Returns is solid.
Wheel and Deal gets you there.
Time Reversal sucks less when you have 10 mana online.
In Azami I would use all those.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Completely forgot about Wheel and Deal, instant and cantrips is amazing. Is Diminishing good? That drawback has always scared me. I guess there is also that really expensive one with Entwine.
The Entwine is awful. Diminishing is actually really good. It costs 4 and doesn't exile itself. The 10 card cut is brutal, but if you can recycle your graveyard at all it will put you ahead. Tamiyo, Feldon's cane, Mnemonic Nexus are my favorites when I shift over to mill. With Leyline of the Void it's usually forcing people to exile 10 too... so you know, it all depends I guess.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
I'm really liking Elixir of Immortality over Feldon's. The life and self-shuffling are actually extremely relevant from the games I've played.
I'll definitely keep the mill theme in mind. With all the grave hate it's definitely interesting.
Leyline of the Void is probably my favorite card in any deck it's in. It's almost Humility level powerful in the format.
do you know if this one is 100% modo compliant?
I do know on cockatrice I've been kicked from many games just from resolving Back to Basics or other such lovelies.
It's also out of the deck currently. I need to update the list.