Alright alright. So it's an Erayo deck. And it's unfun for your opponents. So it doesn't really get played all that often. But I would just like showcase the deck.
Most other builds I see have a bunch of counterspells to work with Erayo. In this build, I just make it harder and harder to play spells. There are multiple ways to (soft/hard) lock out an entire multiplayer game with this deck:
Erayo + Laboratory; the obvious one.
Erayo + Land Equilibrium; if you have few lands, and they have to stay at, say, 3 lands. Then they'll be pretty much locked out.
Erayo + Trinisphere; this says they need 6 mana to play anything.
Sunder + Land Equilibrium; everyone at 0 lands? Sure thing!
And there are a few other ones you should be able to find.
Not too much else to say. Baubles are amazing for enabling early turn Erayo flips, since they are draw and replace themselves.
Essentially the game plan is to soft lock, hopefully hard lock, your opponents out of the game and then use that time to beat them with efficient beaters like Esperzoa or Master of Etherium.
Any suggestions or comments are appreciated.
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Erayo, Soratami Ascendent
Land (35):
22 Island
Creatures (17):
Enchantments (4):
- Land Equilibrium
- Mana Vortex
- Arcane Laboratory
- Treachery
-Sorceries (5):
- Reshape
- Fabricate
- Thoughtcast
- Merchant Scroll
- Ponder
-Instants (14):
- Muddle the Mixture
- Frantic Search
- Snap
- Mystical Tutor
- Chain of Vapor
- Sunder
- Repeal
- Daze
- Evacuation
- Thirst for Knowledge
- Brainstorm
- Remand
- Boomerang
- Rushing River
-Artifacts (23):
- Tormod's Crypt
- Urza's Bauble
- Sphere of Resistance
- Aether Spellbomb
- Mana Vault
- Smokestack
- Trinisphere
- Damping Matrix
- Tangle Wire
- Thorn of Amethyst
- Mishra's Bauble
- Cursed Totem
- Chalice of the Void
- Icy Manipulator
- Sword of Fire and Ice
- Lotus Petal
- Sol Ring
- Sensei's Divining Top
- Mana Crypt
- Zuran Orb
- Crucible of Worlds
- Arena of the Ancients
- Winter Orb
-Planeswalkers (1):
Tezzeret the Seeker
Alright alright. So it's an Erayo deck. And it's unfun for your opponents. So it doesn't really get played all that often. But I would just like showcase the deck.
Most other builds I see have a bunch of counterspells to work with Erayo. In this build, I just make it harder and harder to play spells. There are multiple ways to (soft/hard) lock out an entire multiplayer game with this deck:
Erayo + Laboratory; the obvious one.
Erayo + Land Equilibrium; if you have few lands, and they have to stay at, say, 3 lands. Then they'll be pretty much locked out.
Erayo + Trinisphere; this says they need 6 mana to play anything.
Sunder + Land Equilibrium; everyone at 0 lands? Sure thing!
And there are a few other ones you should be able to find.
Not too much else to say. Baubles are amazing for enabling early turn Erayo flips, since they are draw and replace themselves.
Essentially the game plan is to soft lock, hopefully hard lock, your opponents out of the game and then use that time to beat them with efficient beaters like Esperzoa or Master of Etherium.
Any suggestions or comments are appreciated.