There are more, but they get sillier and require more cards. Basically, the deck is filled with an array of jigsaw pieces that combine to get you the win, while still doing work on their own. The cards that aren't combo pieces usually generate card advantage/card selection, and are often pretty synergistic with the main engines of the deck.
F.A.Q. Why are you running fetches and panoramas in a mono-colored deck?
Fetches synergize with Crucible of Worlds, Rings of Brighthearth, and Weathered Wayfarer. They also help to thin the deck, and shuffle away bad cards seen with Sensei's Divining Top or Scroll Rack.
What constitutes a good opening hand?
Any hand with a sac outlet and a way to guarantee land drops is a good hand. This deck uses up almost all of its mana every turn through artifact activations, so it's important that you hit your land drops. Having actual combo pieces/win conditions in your opener is not very important, as this deck will inevitably draw into them once it has established control of the board.
I like the deck but I want to change some cards. Which cards are essential and which are more superfluous?
The combo pieces are obviously essential, but the real crux of the deck is Rings of Brighthearth, which combos in meaningful ways with 26 other cards and grants minor advantages with a few more. Trading Post is an insane swiss army knife that I'm always happy to draw. Monowhite is so starved for card draw that Mask of Memory is an all-star, and unlike Sword of Fire and Ice, the Mask doesn't seem very threatening.
Less important cards include Reliquary Monk, as its ability is mandatory and can be used against you. The deck is also somewhat heavy on the land search, as I value this form of card advantage more than most. It probably wouldn't hurt to cut a little from this theme.
If you have any questions or comments, I'm happy to discuss the deck with you.
1 Yosei, the Morning Star
Creatures
1 Weathered Wayfarer
1 Stoneforge Mystic
1 Leonin Relic-Warder
1 Reliquary Monk
1 Fiend Hunter
1 Preacher
1 Solemn Simulacrum
1 False Prophet
1 Stonehewer Giant
1 Reveillark
1 Archon of Justice
1 Karmic Guide
1 Sunblast Angel
1 Sun Titan
1 Admonition Angel
1 Duplicant
1 Adarkar Valkyrie
1 Luminate Primordial
1 Angel of Serenity
Artifacts
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Expedition Map
1 Nim Deathmantle
1 Scroll Rack
1 Mask of Memory
1 Journeyer's Kite
1 Altar of Dementia
1 Rings of Brighthearth
1 Phyrexian Altar
1 Mimic Vat
1 Quietus Spike
1 Sword of Fire and Ice
1 Crucible of Worlds
1 Blasting Station
1 Ashnod's Altar
1 Thran Dynamo
1 Tawnos's Coffin
1 Erratic Portal
1 Helm of Possession
1 Trading Post
1 Citanul Flute
1 Lifeline
1 Conjurer's Closet
1 Mind's Eye
1 Staff of Nin
1 Land Tax
1 Angelic Renewal
1 Aura of Silence
1 Sigil of the New Dawn
1 Marshal's Anthem
1 Endless Horizons
1 Martyr's Bond
Instants/Sorceries
1 Tithe
1 Enlightened Tutor
1 Condemn
1 Steelshaper's Gift
1 Dust to Dust
1 Return to Dust
1 Hallowed Burial
1 Austere Command
Lands
1 Emeria, the Sky Ruin
1 High Market
1 Scrying Sheets
1 Mouth of Ronom
1 Thespian's Stage
1 Temple of the False God
1 Petrified Field
1 Terrain Generator
1 Arid Mesa
1 Marsh Flats
1 Evolving Wilds
1 Terramorphic Expanse
1 Bant Panorama
1 Esper Panorama
1 Naya Panorama
23 Snow-Covered Plains
Karmic Guide + Reveillark + Sac Outlet
Sun Titan + Fiend Hunter + Sac Outlet
Karmic Guide + Fiend Hunter + Sac Outlet
Sun Titan + Angelic Renewal + Sac Outlet
Yosei, the Morning Star + Emeria, the Sky Ruin + Sac Outlet
Yosei, the Morning Star + Nim Deathmantle + Sac Outlet
Yosei, the Morning Star + Lifeline + Sac Outlet
Yosei, the Morning Star + Sigil of the New Dawn + Sac Outlet
Yosei, the Morning Star + Mimic Vat + Sac Outlet
Yosei, the Morning Star + Adarkar Valkyrie + Sac Outlet
Yosei, the Morning Star + Tawnos's Coffin + Karmic Guide + Sac Outlet
Yosei, the Morning Star + Erratic Portal + Karmic Guide + Sac Outlet
Yosei, the Morning Star + Conjurer's Closet + Karmic Guide + Sac Outlet
There are more, but they get sillier and require more cards. Basically, the deck is filled with an array of jigsaw pieces that combine to get you the win, while still doing work on their own. The cards that aren't combo pieces usually generate card advantage/card selection, and are often pretty synergistic with the main engines of the deck.
F.A.Q.
Why are you running fetches and panoramas in a mono-colored deck?
Fetches synergize with Crucible of Worlds, Rings of Brighthearth, and Weathered Wayfarer. They also help to thin the deck, and shuffle away bad cards seen with Sensei's Divining Top or Scroll Rack.
What constitutes a good opening hand?
Any hand with a sac outlet and a way to guarantee land drops is a good hand. This deck uses up almost all of its mana every turn through artifact activations, so it's important that you hit your land drops. Having actual combo pieces/win conditions in your opener is not very important, as this deck will inevitably draw into them once it has established control of the board.
I like the deck but I want to change some cards. Which cards are essential and which are more superfluous?
The combo pieces are obviously essential, but the real crux of the deck is Rings of Brighthearth, which combos in meaningful ways with 26 other cards and grants minor advantages with a few more. Trading Post is an insane swiss army knife that I'm always happy to draw. Monowhite is so starved for card draw that Mask of Memory is an all-star, and unlike Sword of Fire and Ice, the Mask doesn't seem very threatening.
Less important cards include Reliquary Monk, as its ability is mandatory and can be used against you. The deck is also somewhat heavy on the land search, as I value this form of card advantage more than most. It probably wouldn't hurt to cut a little from this theme.
If you have any questions or comments, I'm happy to discuss the deck with you.