Hey,
I've just recently got into commander, and as a massive fan of Sultai and Villainous Wealth, I decided to base my deck around said cards. However, since I'm new to the format, I'm fairly lost on how to continue upgrading the decks. As a result I am stuck on two decks and struggling to figure out which will run more smoothly, as it would take aaages to test whichever version is more successful.
http://tappedout.net/mtg-decks/villainous-tasigur-4/?cb=1539050604
This version is largely copied from Jumbo Commander's video on Wealth Tasigur, but I feel like running 3 delve cards and a delve commander in a deck that likes to keep a large portion of its graveyard is ballsy. Honestly though, maybe I don't see enough copies of each card to justify that doubt.
I then ended up building this version of the deck, and I don't know whether or not it would run more smoothly: http://tappedout.net/mtg-decks/tasigur-the-golden-fang-20-1/?cb=1539050626
I've dropped the discard-to-draw and delve package for a leaner ramp and creature package. I'm assuming this will run more smoothly, but am afraid that I am running too much ramp and/or a suboptimal manabase, as it was designed for the first version. I replaced most of the previous deck's CA with ramp, which means I might also be lacking ways to draw cards.
Would y'all be willing to provide some feedback as to which list I should continue working on? How could I potentially improve said decks. The cheaper the inclusion of a new card the better. More than 20$ per card (unless mandatory) most likely means I won't shell out for it. Appreciate any help you can provide!
DISCLAIMER: I know it would be more efficient and cheaper to run a Isochron Scepter combo deck, but I love durdly big spells and card advantage. So overhauling the deck completely is a no-go.
Couple of questions for you before I make some serious suggestions.
How competitive do you want this deck to be? I can see that both lists have a Lands Matter theme and play big, splashy creatures to get in for damage. And that seems to be your primary win condition. There are infinite combos you could include, but I'm guessing that since you don't want to include DramaticScepter that you/your playgroup doesn't like infinite combos?
What kind of strategy do you want to employ? Do you still want to focus on a Lands Matter deck? What about shifting towards a Reanimation plan? Hard control looking more enjoyable for you? I'm also guessing that you're coming from a 60 card format. Whatever playstyle you enjoy there COULD transition over to your Commander deck.
Generally speaking, my Commander decks start with the following:
10-12 Ramp Spells/Mana Producing Permanents
10-12 Removal Effects
10-12 Draw spells/Card Advantage effects
Those numbers, statistically, will give you a good chance to see at least 2 of those effects over the course of a game. You would ideally also want to see some crossover between those categories to give you added redundancy to the deck. For example, Mystic Confluence is a good way to draw cards while also acting as a pseudo removal spell with its modular design.
With that very brief explanation, I think I would recommend you focus on decklist 2.0. I think it has the better cards and a efficient strategy. You're correct in adding additional ramp cards, but I'd recommend that you actually shift away from some of your spell based ramp and focus more on permanent based ramp. Cards like Llanowar Elves, Elves of Deep Shadow, and Elvish Mystic will help you get off the ground faster than your current ramp package. This enables you to cast your ramp spells faster in the early turns so that you can cast your big, durdly spells sooner.
The lack of Seedborn Muse is glaring. It's a $6 card now. And it makes Tasigur an incredibly strong source of card advantage over the course of a game. I think this is probably the only mandatory inclusion I would recommend.
Morbid Curiosity with Tasigur in play is a nice way to pay 1BB to draw 6 cards. And with Tasigur's Delve cost, you should be able to recast him pretty easily.
Some other really good cards for a Lands matter deck I think you could easiy include are: Tatyova, Benthic Druid (draw cards and gain life from playing lands), Muldrotha, the Gravetide (allows you to recur lands from your 'yard), and Ob Nixilis, the Fallen (splashy demon grows big really fast in a Lands Matter theme and offers an alternative to attacking).
If were to build a Sultai Land Matters/Villainous Wealth deck, I think I would have it look something like this:
If you want to play ramp sultai Tasigur is probably the worst commander for it mainly because Tasigur doesn't synergize normally with lands. Tasigur's ability is at it's best when you can groom your grave to have very few nonlands in it.
First of all, thank you for taking time out of your day! I'll address your questions in order:
Your assumption that I come from a 60 card format is spot on, and as a 5 or so year Modern player, many deck choices have probably been influenced by it, and as such the deck isn't as competitive as it could be. However, the reason I shy away from infinite combos is due to my playgroup not being able to consistently stop them from going off, and therefore I've strayed away to keep the powerelevel somewhat muffled. I get that the deck will probably still be quite powerful without said combos, but both I and my group enjoy the grind, so that part is perfectly fine. So if I were to be more concrete I'd say that I want to power the deck up as much as I can within the allotted budget without making for cheap wins. If that makes sense? (EDIT: I believe 75% is the term I'm looking for here.)
My favourite modern deck is GBx rock, meaning I enjoy grinding through the game not looking for any quick wins but rather trading efficiently and winning through card selection. Though in commander, the whole Mid-Range thing doesn't really pan out, so I'd say a controlling deck is about as close as I can get. However, I was not sure how I could make a control deck that could actually be good in addition to casting big dumb spells such as wealth, so I ended up with lands, as additional ramp not only helps in utility, but also gets me close to x=alot. If the deck could function well as a control deck I'd be all for it.
Another thing, I was torn between running a creature ramp package and a spell ramp package, but ended up going for spells as it allows me to potentially pump out Tasigur faster, and from my (limited) understanding, is harder for the opponent to deal with, and sticks around after board wipes. EDIT: On second thought, enabling Razaketh is probably reason enough to lean into creature ramp, though I'm not sure that would continue being worth it if I ever get a hold of Urborg + Coffers.
Also, due to my experience in Modern, I'm scared senseless of plays that give up a substantial amount of tempo, such as sacrificing Tasigur for 6 cards. That fear is probably just irrational in Commander, though, and playing that kind of effect is a good call.
You might be right, but I just love the consistent repeated card advantage and being able to circumvent the commander tax. I feel as if Muldrotha and Damia just get incredibly expensive throughout the game. Just not a fan of an initial cost of 6 or 7 and such powerful effects that everyone but me will kill them on sight. Additionally, I just kind of love the bananaman.
Sure they can get expensive but if you can get value out of them just for one turn that is usually enough to allow you to have better chance of snowballing out of control. Tasigur can't really do that and people will still kill tasigur just for the lolz. Most games I only get maybe 4 activations off tasigur before the game ends. Just getting 5-6 cards off damia is good enough.
First of all, thank you for taking time out of your day! I'll address your questions in order:
Your assumption that I come from a 60 card format is spot on, and as a 5 or so year Modern player, many deck choices have probably been influenced by it, and as such the deck isn't as competitive as it could be. However, the reason I shy away from infinite combos is due to my playgroup not being able to consistently stop them from going off, and therefore I've strayed away to keep the powerelevel somewhat muffled. I get that the deck will probably still be quite powerful without said combos, but both I and my group enjoy the grind, so that part is perfectly fine. So if I were to be more concrete I'd say that I want to power the deck up as much as I can within the allotted budget without making for cheap wins. If that makes sense? (EDIT: I believe 75% is the term I'm looking for here.)
My favourite modern deck is GBx rock, meaning I enjoy grinding through the game not looking for any quick wins but rather trading efficiently and winning through card selection. Though in commander, the whole Mid-Range thing doesn't really pan out, so I'd say a controlling deck is about as close as I can get. However, I was not sure how I could make a control deck that could actually be good in addition to casting big dumb spells such as wealth, so I ended up with lands, as additional ramp not only helps in utility, but also gets me close to x=alot. If the deck could function well as a control deck I'd be all for it.
Another thing, I was torn between running a creature ramp package and a spell ramp package, but ended up going for spells as it allows me to potentially pump out Tasigur faster, and from my (limited) understanding, is harder for the opponent to deal with, and sticks around after board wipes. EDIT: On second thought, enabling Razaketh is probably reason enough to lean into creature ramp, though I'm not sure that would continue being worth it if I ever get a hold of Urborg + Coffers.
Also, due to my experience in Modern, I'm scared senseless of plays that give up a substantial amount of tempo, such as sacrificing Tasigur for 6 cards. That fear is probably just irrational in Commander, though, and playing that kind of effect is a good call.
Tasigur, when built correctly, can certainly grind out games in excellent fashion. A couple of observations that I've learned from experience:
I've noticed that if you want to consistently get Tasigur into play for under 3-4 mana at any given stage of a game, you'll want to have a collection of mana dorks, cantrips, and cheap interaction spells that you can cast in the early stages of the game along with a strong fetchland package. All of these kinds of cards will probably get into your 'yard consistently, enabling Tasigur to Delve them away and leave you with only good cards to recur with his ability.
Commander is a different animal than 60 card formats. While I think it is superior to 60 card formats (you have to develop an ability to play around multiple opponents, manage your resources against multiple opponents, and know exactly when to interact with each opponent), I'm obviously biased. The nice thing about sacing Tasigur to the Curiosity is Card Draw. You live and die by your ability to keep your hand full in a Commander game, where that may not always be the case with a 60 card format (Burn or Aggro decks, for example). So while sacing Tasigur may indeed be a bad play, tempo wise, the cards you get from the Curiosity will translate into more opportunities to interact with your opponents and cast your spells faster. I guess what I'm trying to say is that tempo, in Commander, is based almost exclusively on Card Draw and Mana Development. If you can develop both of these things faster than your opponents, you'll be able to get ahead of them in board advantage and most likely execute your gameplan faster and more effectively than them. Tasigur is pretty unique in that he can help you recoup any spent resources in a political fashion to keep the table at a semi-equilibrium and make sure that no one player gets too ahead of the others. His ability is inherently political and if you're not getting the card you want from his activation you're probably doing it wrong.
Razaketh, the Foulblooded is one of the best black cards to have been printed (from a Commander perspective) within the past 5 years, no question. I include him in nearly every single Black based Commander list I build. Being able to sac a spent creature to get the best card in your deck for the situation/board at instant speed is just too good to pass up. I personally think that not including him is a mistake in this deck, especially when your Commander CAN cost so cheap (gotta love that Delve!)
As an additional reason to play a creature based ramp package, and to cater to your love of Thoughtseizeing people from Modern, I'd recommend taking a look at Sadistic Hypnotist. Like I mentioned before, you live and die by the number of cards you have in hand. The Hypnotist straight up rips your opponents to bloody shreds if you have enough creatures. Hell, even sacing just 4 dudes, including himself, to Mind Rot your opponents a collective 8 cards is a great trade. Tasigur should also appeal to you because his ability to recur spells is one of the few ways in Commander to be able to legitimately trade 1-1 with your opponents. Have a Beast Within in your 'yard and an opponent is trying to attack the table with a Coat of Arms? Politely ask a different opponent to give you the Beast Within so that you both survive by destroying the Coat of Arms via Beast Within. Someone trying to execute an infinite combo and you need a counterspell that's in your 'yard? Ask a different opponent to give you the Counterspell you need in order to stop the infinite combo. And the only thing you're spending in order to complete these actions is mana. That's a great trade in my book to keep getting back the same spells over and over and keep your opponents at equilibrium.
Bit of a late response, but you mention the fact that I can police the table by playing a political game, and that to me just sounds incredibly enjoyable. The idea of playing politically is honestly the reason I am playing the format .
Whilst Sadistic Hypnotist sounds fun, do we run enough creatures to support it? I'll probably run it nonetheless, it sounds sweet.
Also, I figured I'd buy either Sylvan Library or Rhystic Study for monetary reasons, as I already own most of the other cards, and choosing to invest in both instead of cutting something is not doable with that fact in mind. I also stumbled upon a very sweet interaction between Underrealm Lich and Sylvan Library, and seeing as Underrealm lich is such powerful card in and of itself, I just subbed it in for Rhystic Study (due to the fact that I decided to buy Sylvan Library due to my love for green over blue). Though I am slightly worried that my graveyard will be stocked to such an extent where graveyard hate can put me out of commission. Using an eldrazi to have that re-shuffle would be a non-bo with Tasigur, so I opted out of that idea. Elixir of Immortality, however, could fill the role nicely as it is such a seemingly underwhelming card and getting it off Tasigur would probably not be that much of a challenge. Could also just not add Lich, or even better, kill the creature before I dig too deep.
Am I off base with my doubts for Lich? It has some sweet synergies with Splendid Reclamation and Scarab God/Muldrotha/Multani, but it's not like the deck skimps on card draw, so self-mill is a real fear imo.
For the decklist that I posted, there's 30+ creatures. So I think that there's enough creatures to make the Hypnotist relevant on a consistent basis.
Both Sylvan Library and Rhystic Study are awesome. I think the Study might be just a little better since you don't have to pay life and it's a static effect over the course of MANY turns so you can draw cards during an opponent's turn. Food for thought.
The interaction between the new Underrealm Lich and Sylvan Library is pretty cool. It's a nice way to get 3 cards for free and pitch the Top 6 to the 'yard, if I"m mentally doing the triggers correctly. Good look.
I don't think you should be worried about self-mill too much. I'm not sure how long your games go, but I've almost never run out of cards in my whole 10+ years of playing Commander (unless I'm going against a dedicated Mill deck). Including the Elixir or an Eldrazi seems like a fine way to stop your library from cycling out. The Elixir's incidental life-gain should also be important in keeping you in the game.
I've just recently got into commander, and as a massive fan of Sultai and Villainous Wealth, I decided to base my deck around said cards. However, since I'm new to the format, I'm fairly lost on how to continue upgrading the decks. As a result I am stuck on two decks and struggling to figure out which will run more smoothly, as it would take aaages to test whichever version is more successful.
http://tappedout.net/mtg-decks/villainous-tasigur-4/?cb=1539050604
This version is largely copied from Jumbo Commander's video on Wealth Tasigur, but I feel like running 3 delve cards and a delve commander in a deck that likes to keep a large portion of its graveyard is ballsy. Honestly though, maybe I don't see enough copies of each card to justify that doubt.
I then ended up building this version of the deck, and I don't know whether or not it would run more smoothly:
http://tappedout.net/mtg-decks/tasigur-the-golden-fang-20-1/?cb=1539050626
I've dropped the discard-to-draw and delve package for a leaner ramp and creature package. I'm assuming this will run more smoothly, but am afraid that I am running too much ramp and/or a suboptimal manabase, as it was designed for the first version. I replaced most of the previous deck's CA with ramp, which means I might also be lacking ways to draw cards.
Would y'all be willing to provide some feedback as to which list I should continue working on? How could I potentially improve said decks. The cheaper the inclusion of a new card the better. More than 20$ per card (unless mandatory) most likely means I won't shell out for it. Appreciate any help you can provide!
DISCLAIMER: I know it would be more efficient and cheaper to run a Isochron Scepter combo deck, but I love durdly big spells and card advantage. So overhauling the deck completely is a no-go.
How competitive do you want this deck to be? I can see that both lists have a Lands Matter theme and play big, splashy creatures to get in for damage. And that seems to be your primary win condition. There are infinite combos you could include, but I'm guessing that since you don't want to include Dramatic Scepter that you/your playgroup doesn't like infinite combos?
What kind of strategy do you want to employ? Do you still want to focus on a Lands Matter deck? What about shifting towards a Reanimation plan? Hard control looking more enjoyable for you? I'm also guessing that you're coming from a 60 card format. Whatever playstyle you enjoy there COULD transition over to your Commander deck.
Generally speaking, my Commander decks start with the following:
Those numbers, statistically, will give you a good chance to see at least 2 of those effects over the course of a game. You would ideally also want to see some crossover between those categories to give you added redundancy to the deck. For example, Mystic Confluence is a good way to draw cards while also acting as a pseudo removal spell with its modular design.
With that very brief explanation, I think I would recommend you focus on decklist 2.0. I think it has the better cards and a efficient strategy. You're correct in adding additional ramp cards, but I'd recommend that you actually shift away from some of your spell based ramp and focus more on permanent based ramp. Cards like Llanowar Elves, Elves of Deep Shadow, and Elvish Mystic will help you get off the ground faster than your current ramp package. This enables you to cast your ramp spells faster in the early turns so that you can cast your big, durdly spells sooner.
The lack of Seedborn Muse is glaring. It's a $6 card now. And it makes Tasigur an incredibly strong source of card advantage over the course of a game. I think this is probably the only mandatory inclusion I would recommend.
Morbid Curiosity with Tasigur in play is a nice way to pay 1BB to draw 6 cards. And with Tasigur's Delve cost, you should be able to recast him pretty easily.
Some other really good cards for a Lands matter deck I think you could easiy include are: Tatyova, Benthic Druid (draw cards and gain life from playing lands), Muldrotha, the Gravetide (allows you to recur lands from your 'yard), and Ob Nixilis, the Fallen (splashy demon grows big really fast in a Lands Matter theme and offers an alternative to attacking).
If were to build a Sultai Land Matters/Villainous Wealth deck, I think I would have it look something like this:
6x Tasigur, the Golden Fang
Mana Sources (18)
1x Burgeoning
1x Sol Ring
1x Deathrite Shaman
1x Llanowar Elves
1x Elves of Deep Shadow
2x Sakura-Tribe Elder
2x Farseek
2x Budoka Gardener
2x Squandered Resources
3x Cultivate
3x Wood Elves
3x Harrow
3x Nissa, Vastwood Seer
4x Oracle of Mul Daya
4x Tempt with Discovery
5x The Gitrog Monster
6x Ulvenwald Hydra
7x Zendikar Resurgent
Removal (11)
2x Cyclonic Rift
3x Beast Within
3x Plaguecrafter
3x Pernicious Deed
3x Toxic Deluge
4x Hostage Taker
5x Mystic Confluence
5x Windgrace's Judgment
6x Bane of Progress
7x Wave of Vitriol
8x Decree of Pain
2x Sylvan Library
2x Trade Routes
3x Rhystic Study
3x Morbid Curiosity
4x Disciple of Bolas
4x Notion Thief
5x Mulldrifter
5x Tatyova, Benthic Druid
6x Prime Speaker Zegana
7x Nezahal, Primal Tide
Recursion/Utility (9)
2x Life // Death
3x Ramunap Excavator
3x Eternal Witness
3x Eldritch Evolution
4x Splendid Reclamation
5x Havengul Lich
5x Seedborn Muse
6x Seasons Past
6x Muldrotha, the Gravetide
Payoff Cards (3)
2x Torment of Hailfire
3x Villainous Wealth
8x Razaketh, the Foulblooded
Lands Matter Cards (10)
1x Sylvan Safekeeper
2x Constant Mists
3x Tireless Tracker
4x Scapeshift
5x Ob Nixilis, the Fallen
5x Titania, Protector of Argoth
5x Nissa, Vital Force
6x Rampaging Baloths
6x Multani, Yavimaya's Avatar
7x Avenger of Zendikar
1x Scavenger Grounds
1x Glacial Chasm
1x Tectonic Edge
1x Alchemist's Refuge
1x Boseiju, Who Shelters All
1x Memorial to Genius
1x Memorial to Folly
1x Blighted Woodland
1x Tranquil Thicket
1x Lonely Sandbar
1x Barren Moor
1x Marsh Flats
1x Misty Rainforest
1x Polluted Delta
1x Windswept Heath
1x Wooded Foothills
1x Command Tower
1x Opulent Palace
1x Drowned Catacomb
1x Hinterland Harbor
1x Woodland Cemetery
1x Overgrown Tomb
1x Breeding Pool
1x Watery Grave
7x Forest
4x Swamp
3x Island
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
I would recommend either Muldrotha, Damia or some sort of Thrasios + X
Your assumption that I come from a 60 card format is spot on, and as a 5 or so year Modern player, many deck choices have probably been influenced by it, and as such the deck isn't as competitive as it could be. However, the reason I shy away from infinite combos is due to my playgroup not being able to consistently stop them from going off, and therefore I've strayed away to keep the powerelevel somewhat muffled. I get that the deck will probably still be quite powerful without said combos, but both I and my group enjoy the grind, so that part is perfectly fine. So if I were to be more concrete I'd say that I want to power the deck up as much as I can within the allotted budget without making for cheap wins. If that makes sense? (EDIT: I believe 75% is the term I'm looking for here.)
My favourite modern deck is GBx rock, meaning I enjoy grinding through the game not looking for any quick wins but rather trading efficiently and winning through card selection. Though in commander, the whole Mid-Range thing doesn't really pan out, so I'd say a controlling deck is about as close as I can get. However, I was not sure how I could make a control deck that could actually be good in addition to casting big dumb spells such as wealth, so I ended up with lands, as additional ramp not only helps in utility, but also gets me close to x=alot. If the deck could function well as a control deck I'd be all for it.
Another thing, I was torn between running a creature ramp package and a spell ramp package, but ended up going for spells as it allows me to potentially pump out Tasigur faster, and from my (limited) understanding, is harder for the opponent to deal with, and sticks around after board wipes. EDIT: On second thought, enabling Razaketh is probably reason enough to lean into creature ramp, though I'm not sure that would continue being worth it if I ever get a hold of Urborg + Coffers.
Also, due to my experience in Modern, I'm scared senseless of plays that give up a substantial amount of tempo, such as sacrificing Tasigur for 6 cards. That fear is probably just irrational in Commander, though, and playing that kind of effect is a good call.
I'll check the three out. Thanks!
Tasigur, when built correctly, can certainly grind out games in excellent fashion. A couple of observations that I've learned from experience:
As an additional reason to play a creature based ramp package, and to cater to your love of Thoughtseizeing people from Modern, I'd recommend taking a look at Sadistic Hypnotist. Like I mentioned before, you live and die by the number of cards you have in hand. The Hypnotist straight up rips your opponents to bloody shreds if you have enough creatures. Hell, even sacing just 4 dudes, including himself, to Mind Rot your opponents a collective 8 cards is a great trade. Tasigur should also appeal to you because his ability to recur spells is one of the few ways in Commander to be able to legitimately trade 1-1 with your opponents. Have a Beast Within in your 'yard and an opponent is trying to attack the table with a Coat of Arms? Politely ask a different opponent to give you the Beast Within so that you both survive by destroying the Coat of Arms via Beast Within. Someone trying to execute an infinite combo and you need a counterspell that's in your 'yard? Ask a different opponent to give you the Counterspell you need in order to stop the infinite combo. And the only thing you're spending in order to complete these actions is mana. That's a great trade in my book to keep getting back the same spells over and over and keep your opponents at equilibrium.
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
Whilst Sadistic Hypnotist sounds fun, do we run enough creatures to support it? I'll probably run it nonetheless, it sounds sweet.
Also, I figured I'd buy either Sylvan Library or Rhystic Study for monetary reasons, as I already own most of the other cards, and choosing to invest in both instead of cutting something is not doable with that fact in mind. I also stumbled upon a very sweet interaction between Underrealm Lich and Sylvan Library, and seeing as Underrealm lich is such powerful card in and of itself, I just subbed it in for Rhystic Study (due to the fact that I decided to buy Sylvan Library due to my love for green over blue). Though I am slightly worried that my graveyard will be stocked to such an extent where graveyard hate can put me out of commission. Using an eldrazi to have that re-shuffle would be a non-bo with Tasigur, so I opted out of that idea. Elixir of Immortality, however, could fill the role nicely as it is such a seemingly underwhelming card and getting it off Tasigur would probably not be that much of a challenge. Could also just not add Lich, or even better, kill the creature before I dig too deep.
Am I off base with my doubts for Lich? It has some sweet synergies with Splendid Reclamation and Scarab God/Muldrotha/Multani, but it's not like the deck skimps on card draw, so self-mill is a real fear imo.
Both Sylvan Library and Rhystic Study are awesome. I think the Study might be just a little better since you don't have to pay life and it's a static effect over the course of MANY turns so you can draw cards during an opponent's turn. Food for thought.
The interaction between the new Underrealm Lich and Sylvan Library is pretty cool. It's a nice way to get 3 cards for free and pitch the Top 6 to the 'yard, if I"m mentally doing the triggers correctly. Good look.
I don't think you should be worried about self-mill too much. I'm not sure how long your games go, but I've almost never run out of cards in my whole 10+ years of playing Commander (unless I'm going against a dedicated Mill deck). Including the Elixir or an Eldrazi seems like a fine way to stop your library from cycling out. The Elixir's incidental life-gain should also be important in keeping you in the game.
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager