Budget Riku, modified from my post in Sonik's thread.
Don't view the elf tribal idea as full on dedication, it's still very tool-boxy: I see a Riku toolbox as dividing into 3 categories: Ramp, Draw, and Threat. In a budget list, each of these categories will be slightly weaker than a more optimized list. To combat that, you can run themes that cause one category to turn into another: Using many mana dorks allows them all to be a threat with an Overrun.
Below is my thought process on this theory:
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First, a note on budget colors. Since Riku is not only mana heavy, but also color heavy, the mana base is doubly important in a budget deck. Since basic lands are essentially free, many budget decks will have a high amount of them. In order to get the lands we need out, as well as the colors, effective ramp is needed, this is primarily found in green; this means we need to skew our mana base towards green in order to have more of it available in the opening hand. Riku's copy abilities both share blue as a color, and thus blue is a needed color in quantity. This leaves red as last place. What this means: With a skew towards green, followed by blue, our copy capabilities will be skewed more towards creatures. Thus, spells should be in lower amounts than other lists. Further, colored mana symbols can lean more in towards green, with triple green costs as a possibility, but high quantity mana costs of other colors should be avoided.
Ramp: Riku needs mana. This is a given. He increases the cost of every spell you play, for 2 mana. Logic dictates then that larger spells give you the greatest return, after all, if you copy a llanowar elf for 2 mana, you spend more on the copy than the original; what this ability really gives you though, is a form of card advantage. While you could drop 2 llanowars for GG, you have to draw the second one to do so. To get this mana, you have 3 options: Spell based land ramp, Creature based land ramp, and Creature mana dorks.
Spell based Land Ramp: Advantage is mana cost (and in low-land D environments, safety), Rampant growth is the poster child of this, starting at 2 mana. Some spells, like Caravan Vigil and Search for Tomorrow have an effective cost of 1. This makes them easy to play and copy. Disadvantage is no lasting extra effect.
Creature based Mana Ramp: Advantage: You get a 2-for-1 virtual advantage by having a body around, along with your land. Disadvantage: Cost. typically costs 1-2 more mana than an equivalent ramp only spell.
Mana Dorks: Advantage: cheap, flood the field with creatures. Disadvantage: they die. Another small advantage is that in using only land-based ramp, you cap your mana output at whatever amount of land is in your deck. Like mana rocks, mana dorks add extra mana slots to the deck.
I think that in a budget list, using more creatures is a very valuable tool. Creatures are the easiest base to setting any clock, and since our threats overall will be weaker, then a larger quantity of potential threats will be needed. In order to not lose out tempo, as many of the land-dorks are a bit more expensive, a mix of mana and land dorks would be best.
Draw: Typically, blue is the king of card advantage; but recently green has picked up more than a fair shake of it as well. Since we're going to have limited blue, and especially limited red, spell based card draw should be kept down, multi-color card draw, like Blue Sun's Zenith should also be reduced. Any card draw found on creatures though, should be encouraged. Creatures like Elvish Visionary provide an extra card, as well as more bodies, for very cheap. Masked Admirers are also very good. Some mass draw spells, like Biomantic Mastery or Collective Unconscious that are heavy on green are very strong as well. Nature's Resurgence and Grim Flowering may yield good recovery as well. Enchantments like Fecundity can limit the negative effects of a wrath.
Citanul Flute is a relic of old elf decks. With a cheap creature curve, this not only turns into ridiculously cheap card advantage, but exactly the advantage you want.
Threats: This is where budget decks can have the biggest problems. Since good cheap threats are the more expensive of cards (usually), a budget deck must either lose out in toe to toe power, or in overall mana cost of the threat. Luckily, the latter we can combat with ramp. The former though, is more apt to be combated by combining the Threat into other categories. Quantity over quality. When you have a heavy creature based ramp suite, an innocent seeming card such as Gempalm Strider can not only pick up a card for decently cheap, but turn the entire ramp package into a new threat. Skullmuncher can make use of the army of cheap creatures as well, while severely increasing our future threat potentials.
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Encore: Answers: As with any EDH deck, answering enemy threats is vitally important. Sadly, GRU is not so could at anti-creature on the cheap. For the rest, there are many answers readily available on a body, that should never be underestimated in value. Prior to Quasali Pridemage, Viridian Zealot held the champ of that position. He still remains very, very potent of a threat. Elvish Lyrist and Elvish Scrapper cannot be overlooked either as cheap removal. This doesn't even touch on the masses of ETB creatures which are so loved in riku lists: Acidic Slime remains staple, with its cousin Indrik Stomphowler. The Fornicating Monkeys should also not be forgotten, nor their cheaper elf sisters: Viridian Shaman and Viridian Corrupter. Wickerbough Elder gives added redundancy to enchantments, if you prefer.
Utility: With a creature heavy list, that by necessity will need to win through damage, Haste is the single most valuable asset to an aggressive gameplan. Anger, In the Web of War, Fires of yavimaya and possibly Concordant Crossroads/Mass Hysteria/Fervor, etc, will all be invaluable. Especially as they further strengthen the Mana Dorks, lowering their effective cost the turn they come into play.
Here are the quick results of my above thoughts and theories. This is a Fast and Dirty budget Elfball Riku. There are some issues I haven't worked out yet, I detail them below.
Wild Pair was put in without a large emphasis on specific paired creature searches. It is in primarily as a method of getting extra creatures out for Riku to copy. So far, the prime targets have been Wirewood Channeler and Elvish Archdruid. The amount of mana these guys can produce is insane. Other useful options involve dredging the deck of all the mana search creatures, in order to vomit obscene amounts of lands onto the battlefield.
The list below holds the Base net sums of the creatures in question. It is worth noting that the Elf lords can have their triggers stacked with Riku to get the next pair up (or more with parallel lives). Thus, when planning to ramp out the elf lords, it may be worthwhile to wait, and ramp the elves out first, then drop a quadruple lord.
Joraga Warcaller has been placed in the TWO category. This creature should (a) almost never be tutored out (crystal shard withstanding) and (b) Will never be getting anything for 2, as it will likely be kicked. A lot.
So the Elf Lords are all a couple bucks each, which kind of surprised me, and put a bit of a damper on my initial plan. The deck obviously works better with Riku out, but I haven't put in much to protect him at this time. It should work fine without him as well. In fact, it looks very similar to certain Edric decks in structure, but with more resiliency, I think.
You'll note that I cheated on the pricing with Edric, and Garruk. I figure most people building a Riku deck will have the precon, if not, neither is in any way vital to the deck.
This deck finishes at $47.40; not counting Edric or Garruk (or Riku) ($59.17 with them).
I think it has a fair number of creature threat options, from swarm to beaters, to overrun elf. With 4 Elf lords in, Elf beats is also viable. There is a large set of options to choose from for Pod curve, and the Large low end curve allows for multiple drops and good Citanul Flute use. Survival Elf girl can also tutor up threats, and there is a heavy amount of green recursion for continued aggression.
The deck's removal is primarily in the ETB creatures, for artifacts and enchantments. I realize The deck could use some creature wraths, as said, it was fast and dirty. I'll look into some red options there, like Blasphemous act, Crater Hellion and Caldera Hellion.
The deck may also have issues with flyers, I'll do more tweaking later.
I may skew the mana base more to green, the deck ended up far more green than initially intended, though I worry about casting Riku. I may add some of those elves that allow lands to tap for any color. With a heavy forest count, Beacon of Creation also becomes a viable threatcon. Oh, the options.
A note on Caldera Stacking:
1) If you devour Riku on the first one, he will not be in play to copy it. He must be devoured by the token.
2) When you play the Caldera hellion, both it and Riku will trigger, place the Caldera trigger on the stack first, so that Riku's copy resolves first, and the token copy has a chance to devour stuff before it all dies.
3) When you play Caldera Hellion (and copy it), both copies will need to devour 4 creatures each to survive both ground flares. Thus, if you have less than 8 other creatures, the token must be the Hellion to survive. If this is the case, note that the token can also devour the original. The Caldera Hellion token can survive if you have Riku and a pair of other creatures (a copied elf?). Have the original devour nothing, then stack the token to resolve first, and have it devour the 2 random creatures, Riku, and the original Hellion for a +4 counter bonus. It will then survive the 6 damage wrath.
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I have decided to keep the above, as it shows how one of my approaches to deck building works. This budget deck has undergone a few new changes, so I'll go over my current version that I am running here. Last updated: 6/6/2012
Primordial Sage -> Soul of the elements - This is a flat out upgrade. While the Sage still draws cards when the spell gets countered, the Soul gets cards even when you use Birthing Pod (or Wild Pair, but that's gone now). Harabaz Druid -> Somberwald Sage - The druid copied gave me 4 mana of any color, 9 with parallel lives giving an extra copy. The sage gives 6/9 respectively, so takes the spot for being that much faster, and being that much better if I can't copy it and need it early. Slithermuse, Recurring Insight, heartwood storyteller removal - This deck hasn't had any issue keeping a full grip. This decision may be reversed if I feel I need more draw later, but these haven't been particularly great for me. Slithermuse seems to whiff more often than not. Recurring insight is huge, but gives me no immediate presence/impact, I would rather have a creature body on the draw spell it seems. Heartwood Storyteller was cute, but didn't seem particularly effective either. Deadwood treefolk, Elven Cache removal - It seems that often I would rather just play new threats than to take the time to recover an old one and then play that again. Comet Storm, Shared animosity removal - Animosity never seemed to do what I wanted it to do. It either did nothing, or was win-more. The elf lords are easy enough to get, and do a fine job of giving the bonuses. I have never actually played the comet storm, but most places I wished I had it, was because I was wishing for a board wipe.
Calderra hellion - a budget creature based (tutorable!) board wipe (kind of). See notes above for how to use it. Viridian Corrupter - I wanted more ways to break artifacts. It was this or the Barbarian guys, and elf lords pushed the favor to this guy. Infect gives an excellent deterrence to being attacked, although it makes these guys less valuable offensively, since there is no other infect in the deck. That said, dropping these guys with an In the web of war out and copying them is a quick 8 counters on a person, which changes perspectives very quickly (I have done this). Clone - Turns out one of these guys is budget friendly! Clones are awesome. Clones are downright stupid-sick in Riku. Ulvenwald tracker - Deals with threats. Great with infect guys, elf lords out, or to ping some extra damage when chumping with land search guys. Just, good. Whispersilk cloak, Lightning Greaves, Sylvan Safekeeper - Protect Riku. My group is very good at denying me my Riku. I have determined to be very good at keeping him alive. Cloak and Greaves have alternate uses, Safekeeper is a creature, which means you can tutor for him.
A UR General who can ramp, A GR Wort deck that can draw cards, Riku simply excels at doing crazy stuff, twice!
General Choice
I've always had a bit of a soft spot for copying things, Fork was one of the first cards I ever splurged on, and while I was playing more aggro at the time, copying a Fireblast was such a nice feeling. Later I learned the benefits of copying counterspells, to give red that lovely anti-control element. When I started playing EDH, Reiterate and Wild ricochet quickly became some of my favorite spells, giving red the needed ramp, tutoring, and card draw, or whatever else just looked like a good idea at the time.
In a nutshell, Riku points out that if you have anything worth doing once, it's worth doing twice instead!
Card Coice theory
In general our General generally lets us double our instants, sorceries and creatures. We'll be mostly loading up on these to take advantage of this General's general abilities. The non copyable spells should then generally reinforce the general theme of this General. Or just be generally good.
Spells: There's no denying that Riku likes mana. He's no cheapskate on his own, and copying lots of spells is going to require a lot of mana, thankfully we're running green. A sizable portion of the deck will be dedicated to ramping effects. We'll need some way to accelerate through all of this, so some card draw seems to be in order. Thankfully we're running blue. A decent Selection of spells will be dedicated to card advantage (We can scale some back, since each one we play will double (or more) and Riku himself is a form of card advantage. Also, since Riku ties up more mana to copy spells, it slows the tempo of the deck down a bit). If a spell is worth playing once, Riku tells us it's worth playing twice, and I say, why stop there! Clearly we like our spells, and we like copying it for 2. Why not copy it some more? Thankfully we're running red, and get spiffy cards like fork, reverberate and the likes. We'll be passing on Reiterate though, while it's a powerhouse in its own right, it's a bit mana heavy for Riku, where we'd rather spend 2 to copy a spell, not 6. Wild ricochet passes this, since we can get 2 copies of a spell (an opponents) for 4. (4 mana / 2 spells = 2 mana per spell... close enough!)
Creatures: Since we'll be getting multiple copies of creatures, this seems to be a great time to run ETB effects, you get twice the fun, on the cheap! This also lets us run other powerhouses that used to be strong - Flametongue Kavu - that are now a bit underwhelming in EDH. Doubling a Kavu suddenly makes it relevant once more.
Since we're going to be having ETB effects that are worth running once (twice really), why not copy them, AGAIN! Fork copies spells, Clones copy creatures! Not only that, but Clones are great versatility, especially in a format that dictates that everyone has a legendary creature. Also, with Riku, clones don't simply Kill an enemy general, they steal them. When you play a clone, it enters the battlefield AS the copied creature (your opponent's general). Both will die to the Legend Rule. Riku will trigger to put a copy of THAT CREATURE (not the card) into play, last known information shows that the clone was indeed a legendary creature, which may be similar to a certain legendary enemy creature. Dare your opponents to play their general again.
Also, since ETB abilities are worth playing more than twice, as we have discussed, it seems like a grand idea to play them even more times! Or rather, Riku doesn't care if you play them, he just wants them coming into play. Cauldron of Souls and Nim Deathmantle have a few words they would like to add... Crystal Shard and Erratic Portal never go wrong either (although those effects are not currently in the deck).
Clones and Forks
I heard you like copies, so I copied my copy, so I can copy while I copy my copies that are copying my copies. (Hate me, I command it)
Shenanigans for spells - 5 1 Fork 1 Twincast 0 reverberate - new fork, I always forget the name. I'll find a slot for it. HA! I remembered it! 1 Wild ricochet - mana cost is arguing to be the slot for the new fork, but it's really too versatile and good. 1 Sigil Tracer - Riku is a wizard, and you get a copy, and there's a changeling... who cares anyways? It copies stuff! 1 Mirari - redundancy is good
Removal 1 Grab the reins - Because. It. Rocks. Sadly, it is also mana intensive. I was sorry to cut this, it may eventually find its way back in.
Copies 1 Kiki-Jiki, Mirror breaker - We like copies, remember? He'll make it in eventually, soon as I find where I placed him. I'll probably cut he trample spells. They don't copy stuff.
Bounces 1 crystal shard 1 Erratic Portal - these actually also need slots I now realize. I don't know how they got missed the first pass around.
Power level considerations 1 Palinchron - Also, most other infinite combos. If you really want to say, "Game is done," just stand up; you're not my mom, I don't need you telling me when to stop playing. 1 Extra turn effects - This is a casual deck, you jerk. I bet you run infinite too, as an alternative to tutoring. There's a word for people who play with themselves, and we don't want to watch you do that.
Lands 0 shocks and duals - The deck was unsleeved briefly due to a shortage. I'll now need to find which I have and proxy them into this deck, as they live in the 5 color. (will skew mana base more towards blue).
Titans
1 Primeval Titan - don't have any yet.
Notes about playing the deck
Riku Likes his blue mana, this makes some heavy blue spells very difficult to play (twincast, blue sun's zenith) Of the spell copies, twincast is the closest to getting the axe, I sometimes feel 3 forks is a bit rough, but since you are dropping UR on copying the spell once, paying UUUR to twin cast it can be a bit... rough, especially if you want to drop creatures too.
I may also start to slowly move the deck a bit more towards graft and +1/+1 counters. The doubling season is already here, Graft works well with so many creatures ETB (Vigeon Hydropawn x2 for the morhps?) and +1/+1 counters also work well with the cauldron. A persist/ +1 theme could be in order. Always looking for new themes to develop.
If any were interested in a Budget token/warp world deck, I used the base of my budget deck (land search creatures/elfball) and switched up to a more token theme. This allows for more benefit with Hellrider and Craterhoof Behemoth. It also allows for much more clamp fodder.
In the web of war won't give anything off of a Warp world haste, but any tokens that stuff creates will come in kicking. Fervor and be added in as an extra haste outlet.
The deck has alternate wins in elfball strategies with Imperious perfect and extra elf generators, or in Kessig Cagebreakers. Both build off of the original theme.
$4 and change in extra budget allow substitutions with other powerful cards, and even almost a Sarkhan Vol ($12), who would enjoy the warp and dragon options, as well as mass tokens.
As anticipated, this version was wacky, fun, and sucked horribly. Although a quad copy on Hellrider was absolutely brutal. If anything, I think this guy deserves a spot in any Riku deck. Especially any with clones.
This deck remains quite doable. I think the following changes would strengthen it a lot:
1) Change all the Ramp to creature based.
2) Change all the Draw to creature based.
3) More Riku Protection (he gets removed a lot for me). Greaves/Boots/Mask/Helm, et al.
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I'm coming back! I promised a decklist for this week, and I got lazy again, so it got a bit rushed at the end. Still need to smooth out some corners.
And even with the optional sideboard, there are still more infinite combo's I could put in!
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Edit: (12/23/2011)
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So it's only been about 3 months since I've posted this mess of infinite combos, and some questions came up in other threads where I wanted to explain how some interactions worked. So I figured I'd come back here, and write up a few details on the various combos. This will also be good excersize for me to see if I can even still spot them all.
Infinite mana (backbone to anything else)] Plainchron + Riku
Cast palinchron (-7)
Two triggers, palinchron, Riku. Stack Palinchron on top.
Untap 7 lands (0)
pay 2 through Riku to copy. (-2)
Token ETB, triggers. Target the 7 lands, tap for mana before resolves (5).
Spend 4 to bounce Palinchron. (1)
You have palinchron in hand, 7 untapped lands, +1 mana in pool, and a Palinchron token. Repeat for infinite mana and tokens.
Palinchron + Mana Reflection/High Tide/rav Karoos, etc.
Palinchron costs 7 to play, and 4 to bounce, and untaps 7 lands. If those 7 lands collectively lap for more than 11 mana, you go infinite.
Palinchron + phantasmal image (not in deck)
Copy Palinchron with image.
Image costs 2 to play, 4 to bounce, for a total cost of 6. He untaps 7 lands. Net 1 per cycle.
Turnabout/early harvest + reiterate
Cast Turnabout. Leaving the original on the stack, cast Reiterate with buyback (or use Mischievous quanar). So long as you leave the original on the stack, you can resolve the copies individually and keep redoing whatever you're doing to copy it. Riku can lower the required entry mana, by adding an extra copy of both reiterate and early haverst to lower the average copy cost.
With Riku out, you can go infinite on 6 basic lands + 1 extra: (key: (step) [total]) lands (2 forest, 3 mountain, 1 island)
Tap lands for 6 mana (+6) [6]
cast early harvest (-3) [+3]
copy with Riku.(-2) [+1]
allow copy to resolve (+6) [+7]
use the 1 nonbasic + 7 to reiterate + buyback + copy reiterate(-8) [0]
Allow both copies to resolve.(+6) (+6) [+12]
Reiterate +copy at profit. (for every 8 you spend, you get 12 back).
It should be possible to run off of 5 basic land to untap(spend 8, get 10); but due to the up front costs of getting the cycle started, it turns into a ridiculous scenario.
Basalt Monolith and Grim Monolith With Rings of Brighthearth
Grim Monolith taps for 3, use the 3 mana to untap the monolith, use 2 mana from elsewhere to copy the untap ability.
Tap the monolith twice, responding to the second untap ability for 6 mana, use the untap ability for 3, and use 2 to copy the untap ability. +1 per cycle.
Rings of Brighthearth With Deserted Temple
Tap a land (Gaea's Cradle) for 3+ mana.
Use 1 to use the Deserted temple to untap the land.
Use 2 to copy the untap ability, targeting temple.
Receive X-3 mana per cycle, where X is what the land taps for.
Dragon triggers, Riku Triggers. Place Riku on top. (float mana)
Token ETB triggers (top of original dragon)
Everything removed by token.
Dragon LTB goes on stack (above the exile). Nothing was removed yet, nothing returns yet.
Dragon ETB resolves. Removes token (all you have)
Token LTB triggers, returns eveything untapped.
You have a riku, and a dragon entering the battlefield. They see each other... Go to step 2. Repeat for infinite. See below to stop.
TO STOP
Dragon ETB.
Dragon triggers, Riku Triggers. Place Dragon on top. (float copy mana)
Dragon removes everything.
Use floated mana to pay for copy.
Token Dragon ETB. Removes real dragon.
Dragon LTB triggers, Everything returns untapped. Enjoy mana + dragon token (who is hiding a real dragon, be careful with this).
NOTE: This works with Dual Nature as well, except that ending the loop exiles all your permanents:
Dragon ETB, 2 triggers, Dragon, Copy.
if Dragon ETB trigger is on top, then Dragon Removes DN, then copy resolves, removes Dragon, and you're fine (on one iteration) for a free dragon and everything blnked once.
To loop, put the copy on top.
Copy exiles Dragon and DN. Both trigger. Dragon LTB does nothing, DN Sacs token, returns both. Both trigger again, with a Dragon ETB trigger still on the stack.
For each iteration (placing the copy on top) you get an extra Dragon ETB exile trigger on the stack, that has no LTB to connect to (since it fires during the loop).
When you place the ETB trigger above the copy (leaving you with a dragon token(dragon under) and all your stuff), and you start to resolve the stack of ETB triggers that you have accumulated, the first one will exile the token and all your permanents permanently.
The second will then Exile your Dragon permanently.
The rest should subsequently do nothing, since everything is already permanently exiled
You end with nothing. (and a lot of mana and ETB triggers in the meantime as you infinitely blink your board)
Regrowth Chains
With any 2 of Recollect, Regrowth, Revive, etc. Copy them returning the other back to hand + your target. Target a Time Warp for infinite turns. Reclaim and Noxious Revival work as well, as you can copy the Extra Turn effect with Riku to get two extra turns, which will let you re-draw the next recur spell.
Copy a Time Warp (+2 turns)
cast Revival targeting Reclaim.
Copy to Time Warp. End turn. (+1)
Draw Time Warp, (+1 turn)
Play + copy Time warp (+3 turns) End Turn, (+2)
Draw Reclaim.
Target Noxious Revival, copy to timewarp. End Turn (+1)
Draw Timewarp. (+3)... etc.
With both put on top of library reclamations, you do not advance through your deck, but anything you already have becomes infinite. With even 1 'to hand' recursion spell, you can proceed through your deck during each opposite cycle.
Memory Lapse + Time Walk (not in deck list)
With two spell copy effects, (Riku/Reiterate/Sakashima the imposter (copying Riku)/Mirari, etc). You can double copy the time walk, then memory lapse, double copy the lapse tageting the memory lapse and the timewalk.
The lapse and walk end up on top of your library, and you gain 2 turns, allowing you to draw both and continue.
This also works with Time Stretch + Fork + Memory Lapse + Izzet Guildmage + lots of mana. (For even more turns, allowing you to draw forwards in your deck).
Melira, Sylvok Outcast + persist + sac outlet
- infinite sac. Persist will return the creature to play, but be unable to place a -1/-1 counter on it.
- With cauldron: free ETB per turn (or for each time you can untap cauldron)
- With Cauldron + Pestermite. Infinite ETB. (cauldron gives persist, sac pestermite, it returns, melira prevents -1/-1 counter, Perstermite untaps cauldron, repeat)(since cauldron affects any many creatures as you want, all of your creatures can now be infinitely sacced)
Crystal Shard
- aside from infinite turns/recusion with witness...
- with infinite mana you have infinite ETB with pestermite.
Cast pestermite, have it untap shard
Copy pestermite with Riku, have it also untap shard.
respond to each untap to use the shard to return pestermite and you ETB target.
play ETB target. Copy. Play Pestermite. Copy. Bounce both, repeat, etc.
Two ETB triggers: Faeries and Riku. Stack as you wish.
Copy Faeries and uptap 4 lands (2 for faeries, 2 for copy). If Ravnica bounce lands or karoos/Temple of the false god/any number of mana flare effects are in play, feel giddy with the surge of extra mana.
Use a sac outlet to kill token, or shard to bounce, etc. ****
I have a wormfang drake ETB... I seem to also have a faerie in play (+1 token!). Goto step 1.
**** With only basic lands, each faerie returns 2 mana, this means copying the faerie token is free, and the original faerie pays for copying the drake, with the original cost of the drake as a sunk cost. If you can sacrifice the token in a manner that nets a 0 cost, you receive infinite faerie tokens. There are many sac outlets that achieve this (balsting station, Altar of Dementia, Spawning Pit...). If you have lands that net more than 1 mana, you achieve infinite mana, as well as tokens, or use sac outlets that sink mana as a cost, either directly (claws of gix, Carnage Altar), or indirectly (High market, takes one of your land untaps).
The faerie was used in the example as it is one of several ETB effects that can net you extra mana, allowing this loop to go infinite easily. By no means does this loop need to be infinite. Any ETB creature will get value + tokens equal to the amount of mana you can sink into it, at a value of +1 token, +2 ETB triggers per UUGG you can pay.
There are also many creatures that can provide large amounts of mana on ETB.
Dual Nature gives a free copy, acting as Riku, and a free sacrifice effect when the token eats the original championer. The loop is the same as with a sac outlet, except that none of the steps are optional. To stop the loop, you have to choose different targets for each Drake, or reverse how you put the triggers on stack, placing the copy effect above the champion ability. Since Champion abilities do not target, you then get the token first, which champions some random guy, then champion the token with the original Champion creature, releasing the random guy, and ending the loop. or you could choose to not champion anything and sacrifice the guys, this seems less optimal.
This works in a similar capacity as above, but instead of using a sacrifice outlet to remove the token to release the original Drake, you obtain an extra copy of the championing effect on the stack, such that:
Original removes the guy you want to blink
1st copy removes original, returning blinker.
2nd copy removes 1st copy, returning Original (who triggers two new copies, and returns to step 1).
If you are using copy effects, you are fine with this loop, which also yield infinite Drakes (or whatever is championing)
if using a second championing creature, you need to use the copies to blink him out as well:
Drake removes blinker
Drake copy removes Drake, Releases Blinker
Copy Champion as well, above Champion's trigger, Champion copy removes champion, releases nothing, since nothing is removed (target is a token anyways).
Drake Copy removes Champion Copy, Releases Champion (ad inifinitum)
Cunning Wish
No real options here, just strait up infinite mana. Because, why not?
Burning Wish
If you already have a timewalk, you can get Revive and Elven Cache to combo.
If you have a recur spell, you can get Walk the Aeons + a second recur to combo.
Or take insurrection and win.
Living Wish
If you have a bounce outlet, Great Whale can be a budget Palinchron.
If you have a Time Walk, Mnemonic Wall can act as a recur outlet.
If you have Kiki-Jiki, Deceiver Exarch is a win. If you don't have kiki, grab the Brutalizer Exarch with the copy, and go find him for your instant win.
Abandoned the Creature Copy version. I got depressed with how easy it was to combo out, so instead I threw together a list of the most degenerate stuff I could for an infinitude deck.
Truthfully, you only need one combo in a deck ever, and some way to get it, but forget that! This deck is all about the MULTITUDE of combo's. See if you can count how many there are...
This is very detailed and my head started hurting when I started looking for your combos. That being said, I don't really have much advice for you except that which we've already talked about to some extent on my list. Likewise, I'll be scouring your list to make use of things there.
You could potentially run Power Artifact to combo with your monoliths and use something like Comet Storm to kill everybody. Just another potential combo to add to the list.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Lol. I added the wishboard because I didn't have enough space for all the combos!
Good call on the power artifact, I'll need to squeeze that in somehow. Far too classic to not include.
And a good point on the kill condition. I should probably add one of those. At least. I think there are only about... um... a lot of ways to get infinite mana. But not that much to do with it.
I'm not much of a combo player, but I don't have much to add in those regards. However when looking at your deck I see a ton of "I have to wait on the board a turn" effects, and very few solid come into play effects. When you will seldom have Riku out for longer than a turn to build up your mana, I think it's even more unlikely that they will let you leave your copied copies on the battlefield for more than a turn to lose res sickness and be able to swing or do their tap abilities. You have some great cards here, but I think there's just far too many sit and wait cards.
keeper of progenitus seems weird, especially if you double it. Mainly because it helps all players! Grouphug Riku anyone?!
Hmmm. I should probably do something to split up the two decks I have listed here. The one in the OP is the one I am currently playing, and needs some serious work behind it. It's been improved a little bit, but it's still very close to the original build. It pretty much abuses the power of Clones. Cloning an enemy General kills it, and with Riku out, you still get to copy it, and keep their general, preventing them from replaying theirs, unless they want to just have it die again. The deck still sucks, and I'm still trying to find a way to improve it, without making it disgustingly broken. I think I will still with the clone/anti-general theme and build off of that.
The second deck is a monstrosity that came out of me trying to revamp my first deck. A few cards I added accidentally combo'd out, so I got depressed and just decided to see how many combos I could ram in there.
I also feel as if I should explain Keeper of Progenitus a little bit more. I think he is one of the most mis-understood cards out there. When I play him in a mono-green deck, I've had people ask me why I'm willing to help someone else out more (since 3 of their land types now tap for extra mana), and nothing could be further from the truth. In a mono-green deck, Keeper doubles 100% of the lands I have out, against a 5 color deck, they will only get a 60% benefit, despite having 3 boosted colors.
In Riku, he doesn't double my blue; which only gives me a 66% benefit from him (minus a little from non-basics). Most other decks will utilize about a 50% benefit (3 colors will usually be either 33% of 66%, 5 color gains 60%). But this logic is still flawed. The most common colors in EDH are: Blue, Black, Green. Most of the popular generals, such as Sharum, use only one of the colors the keeper boosts. Most that use 2, like Kresh, already have green in them, and can mana ramp appropriately on their own. This means that any boost I give them, will give them less of an advantage, since they are already tailored to get there without it. Any deck that runs 3+ colors will also have a larger base of non-basics, which means less effect from the Keeper.
So the decks that benefit the most tend to be either single of dual colored decks in the keepers colors. In the case of mono-colored, red and white don't worry me that much. All of their threats will be highly visible. Mono-green can be explosive, but it already could do that, so not much has changed. Dual color decks fit in the same categories, and if its a dual color deck to an off-color, they only get a 50% gain to my 66%.
It reamins a bit 'group huggy,' but there's nothing bad with building a bit of good will with other players, especially since I will be able to use the mana a lot better than they will.
I HAVE RETURNED! (kind of) Sorry for the lack of detailed update on this one, it's 1 am right now... I'll fix that later today =P
I promised this deck would be done by today, so here it is. I put it off until 11 tonight, so it's rushed, rough, and horrendous on the mana curve... but who cares! It shall be awesome.
For the quick and dirty, this deck may look like a Riku deck, but it's really a Mirror Gallery Deck.
I'm new so I may not understand this correctly, but wouldn't the land Haunted Ferngraf not be allowed in the deck? Your generals colors don't include black and while Haunted Ferngraff doesn't have black costs or a black symbol, doesn't it still have black card identity? Or am I misunderstanding the rule? Sorry if I am. I am new
while Haunted Ferngraff doesn't have black costs or a black symbol, doesn't it still have black card identity? Or am I misunderstanding the rule? Sorry if I am. I am new
Umm.. so what makes you think it has black color identity, the gloomy art work?
It doesn't have any colored mana symbols, so you can stick it in to any deck.
I'm new so I may not understand this correctly, but wouldn't the land Haunted Ferngraf not be allowed in the deck? Your generals colors don't include black and while Haunted Ferngraff doesn't have black costs or a black symbol, doesn't it still have black card identity? Or am I misunderstanding the rule? Sorry if I am. I am new
Color identity is determined by the color of the card (determined by manacost/color indicator) + any mana symbols that appear on the card (both sides).
Haunted Fengraf has none of these, and has a colorless color identity. =)
Whats with all of the legendary creatures bob? Arent they generally speaking really terrible in a riku deck due to the difficulty with copying them?
Sure there is MIRROR GALLERY as you mentioned but really... I feel like that is a bit narrow to play off of as a theme considering how few ways you really have to tutor into it.
I feel like this is a bit of a silly idea to rely on. I would personally love to wait for you to copy a legend like 10 times then when you go to use them I will bounce / kill your gallery and watch them all explode.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I will not deny that the deck has its weaknesses, and GRU does have a bit of a protection problem... Initially I had a few more counters in here, but I had to wrangle for space. I imagine the BSZ may be overkill for draw with my other options though.
OOOOOOOOOOOrrrrr you just scrap the Mirror Gallery / legend part of your deck and make the list better lol.
It would be very epic though to smash someone with an army of Stonebrow, Krosan Hero though... that would be like the one thing I would like to do. The rest seem way too gimicky.
EDIT: EWWWW army of Rikus.... it would just be a matter of how much mana can you drop for copies lol.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I have to admit, I'm a little disappointed Stangg isn't here. He may not be the best option, but there's something funny about a whole horde of Stanggs and funny seems to be almost on the same level as practical here.
You could also toss in Shared Animosity, as you're guaranteed to get some use out of it with all your copies and it has the potential to just blow people out for only a couple mana. I could also see Jugan, the Rising Star making an appearance as additional insurance against someone responding to your combat phase by nuking Mirror Gallery. Bonus points because he still has some functionality with Riku without Mirror Gallery if you find yourself in that position.
You're going to have to tell me how Hellrider works out, because I'm super curious. Same for Mindblaze. Even 16 damage for 8 mana doesn't seem good enough. Any reason you're using that over something like Price of Progress, which seems brutal with your manabase and even more when copied?
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
I have to admit, I'm a little disappointed Stangg isn't here. He may not be the best option, but there's something funny about a whole horde of Stanggs and funny seems to be almost on the same level as practical here.
He's supposed to be in the place of Borb, but I was in a hurry last night, and he wasn't in my pile of legendary creatures.
You could also toss in Shared Animosity, as you're guaranteed to get some use out of it with all your copies and it has the potential to just blow people out for only a couple mana. I could also see Jugan, the Rising Star making an appearance as additional insurance against someone responding to your combat phase by nuking Mirror Gallery. Bonus points because he still has some functionality with Riku without Mirror Gallery if you find yourself in that position.
Good point on Jugan, as for animosity, I held Tears of Rage pretty much an entire game last night, so I think you're right on that one.
You're going to have to tell me how Hellrider works out, because I'm super curious. Same for Mindblaze. Even 16 damage for 8 mana doesn't seem good enough. Any reason you're using that over something like Price of Progress, which seems brutal with your manabase and even more when copied?
So, I was going to save my Hellrider comment for my write-up, but since you asked. HOLY BALLS ALMIGHTY. Suffice to say last night was fairly brutal against the non-degenerate unprotected Riku, and I only got an uninspiring 3 Rikus out at one time, for 1 turn. The opponent most responsible for my discomfort (Merieke, with Preacher and Galina out... srsly?) was whittling away at me and left themselves open, with me having nothing other than land and a Mana Reflection. He was at 31. I played Riku (again), a Body Double copying a Sakashima in my GY (thus copying Riku), copied it, then dropped a Hell Rider and copied it only 3 times. For 28 to the face in pure retribution. (I later died that round, as someone took offense at me being able to deal more damage than he had life from a practically non-existant board position).
Now, Mana Reflection is the most to blame for that particular play, but even if you have a singular Riku, A hellrider + copy + clone + copy achieves the same thing, and can be assembled over a few turns. These guys get insane in large numbers. Haste is awesome too.
Speaking of large numbers and Haste, Brothers Yamazaki was also a player. I only dropped him once, on turn 3, prior to my Mirror Gallery, but he was a player with the clones. He's a player with Riku as well. 2 4/3 hasty Bushido guys for 5 is a pretty sweet deal.
So there were a few lessons learned for regular Riku.
==== On to the games! ====
So, I unfortunately started the evening with a very decisive game with Cromat. Something about insane card advantage throughout. (Acid Mossed one player early, then Reap and Sow entwined on another, getting a Winding canyons... ) He attacked me with a card drawer, I flashed in a Blue bringer and blocked, he then tried to attack me with a finkelmage, I flashed in the etched monstrosity and took over the game.
This set me up as a bit threatening perhaps. Add to this that Riku is himself inherently threatening, and that this deck went for more fun than defense... and you spell out a lot of underwhelming board positions for me. I got a few amusing plays off, primarily due to the morphs, but nothing particularly great. My leyline and orrery were killed almost as soon as they hit the table, as was Riku. Repeatedly.
This wasn't entirely unexpected, from past Riku experiences, but it was a bit higher still, probably because it was a new and unknown deck at the table. Also because I'm the one piloting it. I don't get to keep Riku for more than 1 turn, if I even get that. This works a bit for me, because now I can power it up a bit. There are a few obvious changes to be made, in order to lower the average cost of the deck, and provide protection and resilience. Most of the legendary creatures will probably go, most are a bit too slow, or have too high a target themselves (arcanis). Several will stay, because it's funny and awesome to do.
My main priority on this deck for now will be to protect riku.
I may also go the blindside route, and change up Riku again in full, and go with a General Damage Riku build (when you start copying pump and trample spells, its impressive how much damage he can actually do...)
I may also go the blindside route, and change up Riku again in full, and go with a General Damage Riku build (when you start copying pump and trample spells, its impressive how much damage he can actually do...)
Seize the Day kinda sucks for copying unfortunately :-(
Unless you have Vigilance. There are 3 very useable options, though that eats into the card pool. A single Extra attack step should be enough to handle well.
Some cheap ramp to pull out Riku 1 or 2 turns early, and start hitting faces.
A turn 3 coalition relic puts out a turn 4 Riku with a Reckless Charge on him to smack whoever doesn't have cheap stuff out.
Some cheap red removal can also work in well, a double Skred can easily open up lanes.
EDIT: EWWWW army of Rikus.... it would just be a matter of how much mana can you drop for copies lol.
I missed your Edit the last time. That was actually the entire purpose of Mirror Gallery on the first thought. Forget everything else, cloning Riku to copy more Clones of Riku, so that you can play more clones copying the clones that are copying riku and then copying them with the cloned copies that are copying Riku, and...
Yeah, that's enough of that. Saddly, I didn't get a chance to have that go off. My group is pretty spot on about removing my Riku.
I think the deck could actually still be viable (in a casual setting) and strong. There are just a few changes to make, that I touched on in front of the list (which I have now archived in my second post).
The first is to have some actual Riku protection. Hexproof Variety. There are at least 3 good equipment for it, and 1 mediocre one. With artifact search, it should be fine.
The Second involves more early defense, and more variety of targets for the clones: Turn the whole deck creature based. While setting up my budget version of Riku, I saw once again that there are a very good number of creature ramp options, and I don't even have sac-tribe in my budget list. There is also a very strong slew of creature draw. With the amount of copying the deck wants to do, cheaper creatures are actually better than the big draw spells I included.
As it is though, Mirror Gallery is being put away (for now!). It will return some time, when people least expect it (which should be... always)!
For now, I'm sleaving up the budget list I roughed up in Sonik's thread. I actually rather liked the result, although some tweaking shall now occur.
It actually looks really nice as a budget list for me, since it is low on tutors (mostly for land, all of which is basic), which makes it very loanable friendly. There is the fauna shaman and birthing pod, but those shouldn't be dificult to figure out. Citanul Flute may be a high amount, but the key numbers are '4 or 5' for removal, and 'cheap'. Yes, 'cheap' is a number.
I promised to have the deck sleeved for a trial run tonight, but I procrastinated a bit underestimating the time required to find the cards, and also discovered a shortage of staples. So, next week is the new date.
I got 3 games in with Riku yesterday, and it was a blast!
Game 1: (6 player) My brother starts off with an early Umezawa's Jitte Which spells a bad game for me already. He (kindly) doesn't sink Riku at every opportunity, but I'm stuck on 6 lands and he takes out my Elvish Archdruid so that the other mana-screwed player could reanimate it for mana (he totally missed this, anad never reanimated it). Konda starts picking on me early, and drops the enchantment that gives all his guys double strike and lifelink. Then he call to arms and everyone gets 10 tokens (I'm holding a Hellrider, So i put my available 1 into it, yeah!). Season of the Witch then hits, forcing everyone on the offensive. My brother goes next, with the (still) unanswered Jitte and Forgotten Ancient making his army rather strong. It spreads around, so I take my 12 damage and count my blessings. Jitte is at 5 counters, so I make a political pact to not attack him, so that he doesn't Sink Riku in response to the hellrider, or the hellrider in response to the attack. Since Konda had been bugging me all game, I drop a double Hell Rider, swing with 10 tokens, 2 riders, riku, and 2 somethings at Konda, for a quick 30 damage, a couple dead things, and 14 more damage in combat. Of course, he had gained a bunch of life, so he was still alive, but eh. Child of Alara (still manascrewed) decides that he doesn't want what few creatures he has to die in combat, so hits me for 14. The next person, playing Karn, did something to someone else, but then Konda finished me off. That game lasted a good while longer, with the Jitte finally answered, only to have it come back. Repeatedly.
Game 2: (3 player) Karn (different player/deck) goes crazy with the indesructible half my deck in play type of thing, but stabilizedonly at 19 life, with Konda picking off at him a fair amount. I have a slow start, but eventually get a small army. Turn before Karn wins, I go all out with a Parallel Lives triple Hellrider to do 21 to the face on attack take him out before his indestructible army of doom can even block. Konda then attacks (with a Sword of Kaldra and Argentum Armor on), but I shrug off the hit (at 7 life), and swing in with double Hellrider (he killed one with the armor) for the kill (he forgot I had haste from Fires of Yavimaya).
Game 3: (3 player, same) Konda starts with a Serra Ascendant, and spreads the love, earning obscene amounts of life. Karn starts dropping stuff left in right. I am afraid. I finally get some blockers out by dropping a turn 4 Riku, turn 5 Parallel Lives, followed by next turn triple Ondu Giant, then follow with a triple Farhaven Elf and triple Elvish Champion. Konda doesn't appreciate this silly ramp stuff, and Wipes (and drops a Luminarch Ascension, netting a quick 2 counters). I replay Riku, drop a slime to kill Karn's tap for four mana spiffy land, which kinda screws him. Konda then drops an Akroma's Memorial to go with the ascention. Stomphowler removes both, and an Edric lets me draw 2 cards with riku and slime. I follow with a double Kessig Cagebreakers the next turn. Karn drops a mindslaver, but I can do nothing about it. Konda is out of cards, so hits Karn. Following turn, I double Overrun to keep my Cagebreakers alive when I attack Konda, who blocks (and kills) Edric as I drop 16 wolves into play and draw a metric f-ton of cards... Karn uses mindslaver and takes my turn. Konda... did... something? On my turn, Karn has me play a Coastal Piracy, attack with everything at Konda (dropping 24 more wolves in play, killing him), and making me draw 55 cards, with 54 in my library. So I lost. But what a hell of a way to lose.
Just a bit of a thought but would you like this list put in the budget / casual subforum instead of here? Not going to force it but it would be a good one for that area.
I could have PMed this but meh. I can just delete this later.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I considered it, but I've modified Riku so many times, to so many different forms, that I simply haven't decided one way or another yet. I still have (vague, indeterminate) plans to make a spell-aggro Riku (kinda in the vein of my T&L), as well as a proliferate Riku deck.
Don't view the elf tribal idea as full on dedication, it's still very tool-boxy: I see a Riku toolbox as dividing into 3 categories: Ramp, Draw, and Threat. In a budget list, each of these categories will be slightly weaker than a more optimized list. To combat that, you can run themes that cause one category to turn into another: Using many mana dorks allows them all to be a threat with an Overrun.
Below is my thought process on this theory:
===
First, a note on budget colors. Since Riku is not only mana heavy, but also color heavy, the mana base is doubly important in a budget deck. Since basic lands are essentially free, many budget decks will have a high amount of them. In order to get the lands we need out, as well as the colors, effective ramp is needed, this is primarily found in green; this means we need to skew our mana base towards green in order to have more of it available in the opening hand. Riku's copy abilities both share blue as a color, and thus blue is a needed color in quantity. This leaves red as last place. What this means: With a skew towards green, followed by blue, our copy capabilities will be skewed more towards creatures. Thus, spells should be in lower amounts than other lists. Further, colored mana symbols can lean more in towards green, with triple green costs as a possibility, but high quantity mana costs of other colors should be avoided.
Ramp: Riku needs mana. This is a given. He increases the cost of every spell you play, for 2 mana. Logic dictates then that larger spells give you the greatest return, after all, if you copy a llanowar elf for 2 mana, you spend more on the copy than the original; what this ability really gives you though, is a form of card advantage. While you could drop 2 llanowars for GG, you have to draw the second one to do so. To get this mana, you have 3 options: Spell based land ramp, Creature based land ramp, and Creature mana dorks.
I think that in a budget list, using more creatures is a very valuable tool. Creatures are the easiest base to setting any clock, and since our threats overall will be weaker, then a larger quantity of potential threats will be needed. In order to not lose out tempo, as many of the land-dorks are a bit more expensive, a mix of mana and land dorks would be best.
Draw: Typically, blue is the king of card advantage; but recently green has picked up more than a fair shake of it as well. Since we're going to have limited blue, and especially limited red, spell based card draw should be kept down, multi-color card draw, like Blue Sun's Zenith should also be reduced. Any card draw found on creatures though, should be encouraged. Creatures like Elvish Visionary provide an extra card, as well as more bodies, for very cheap. Masked Admirers are also very good. Some mass draw spells, like Biomantic Mastery or Collective Unconscious that are heavy on green are very strong as well. Nature's Resurgence and Grim Flowering may yield good recovery as well. Enchantments like Fecundity can limit the negative effects of a wrath.
Citanul Flute is a relic of old elf decks. With a cheap creature curve, this not only turns into ridiculously cheap card advantage, but exactly the advantage you want.
Threats: This is where budget decks can have the biggest problems. Since good cheap threats are the more expensive of cards (usually), a budget deck must either lose out in toe to toe power, or in overall mana cost of the threat. Luckily, the latter we can combat with ramp. The former though, is more apt to be combated by combining the Threat into other categories. Quantity over quality. When you have a heavy creature based ramp suite, an innocent seeming card such as Gempalm Strider can not only pick up a card for decently cheap, but turn the entire ramp package into a new threat. Skullmuncher can make use of the army of cheap creatures as well, while severely increasing our future threat potentials.
===
Encore:
Answers: As with any EDH deck, answering enemy threats is vitally important. Sadly, GRU is not so could at anti-creature on the cheap. For the rest, there are many answers readily available on a body, that should never be underestimated in value. Prior to Quasali Pridemage, Viridian Zealot held the champ of that position. He still remains very, very potent of a threat. Elvish Lyrist and Elvish Scrapper cannot be overlooked either as cheap removal. This doesn't even touch on the masses of ETB creatures which are so loved in riku lists: Acidic Slime remains staple, with its cousin Indrik Stomphowler. The Fornicating Monkeys should also not be forgotten, nor their cheaper elf sisters: Viridian Shaman and Viridian Corrupter. Wickerbough Elder gives added redundancy to enchantments, if you prefer.
Utility: With a creature heavy list, that by necessity will need to win through damage, Haste is the single most valuable asset to an aggressive gameplan. Anger, In the Web of War, Fires of yavimaya and possibly Concordant Crossroads/Mass Hysteria/Fervor, etc, will all be invaluable. Especially as they further strengthen the Mana Dorks, lowering their effective cost the turn they come into play.
Here are the quick results of my above thoughts and theories. This is a Fast and Dirty budget Elfball Riku. There are some issues I haven't worked out yet, I detail them below.
5 Riku of two Reflections
Creatures (ramp) = 17
1 Joraga Treespeaker - 1.62
2 Quirion Elves - .22
2 Harabaz Druid - .80
2 Heart Warden - .16
3 Silhana Starfletcher - .14
3 Elvish Archdruid - 1.22
3 Fyndhorn Elder - .25
3 Elvish Harbinger - .13
4 Wirewood Channeler - 1.01
2 Viridian Emissary - .19
2 Coiling Oracle - .37
3 Farhaven Elf - .19
3 Yavimaya Dryad - .26
3 Wood elves - .23
4 Quirion Trailblazer - .12
4 Centaur Rootcaster - .13
4 Ondu Giant - .11
Creatures (draw) = 9
2 Elvish Visionary - .15
2 Fauna Shaman - 3.46
3 Heartwood Storyteller - .60
3 Edric, Spymaster of Trest - IN PRECON
4 Masked Admirers - .49
4 Slithermuse - .33
5 Mulldrifter - .36
6 Deadwood Treefolk - .23
6 Primordial Sage - .51
1 Joraga Warcaller - 2.94
3 Viridian Shaman - .29
3 Elvish Champion - 5.10
4 Hellrider - 2.79
4 Anger - .73
4 Uktabi Orangutan - .36
5 Acidic Slime - .19
5 Indrik Stomphowler - .26
5 Kessig Cagebreakers - .81
6 Aethersnipe - .11
6 Cloudthresher - .84
6 Steel Hellkite - .69
Spell = 7
3 Recollect - .27
4 Elven Cache - .15
5 Creeping Renaissance - .33
5 Overrun - .25
5 Overwhelming Stampede - 1.13
6 Recurring Insight - .33
2x Comet Storm - .95
Artifact = 5
1 Skullclamp - 2.43
3 Crystal Shard - .47
4 Erratic Portal - 1.28
4 Birthing Pod - 4.13
5 Citanul Flute - .63
3 Holistic Wisdom - .43
3 Fecundity - .66
3 Fires of Yavimaya - .97
3 Shared Animosity - .49
4 Parallel lives - 1.93
4 coastal piracy - .35
5 In the Web of War - .55
6 Wild Pair - 1.28
Planeswalker = 1
4 Garruk Wildspeaker - IN PRECON
LANDS = 40
15 Forest
14 Island
11 Mountain
The list below holds the Base net sums of the creatures in question. It is worth noting that the Elf lords can have their triggers stacked with Riku to get the next pair up (or more with parallel lives). Thus, when planning to ramp out the elf lords, it may be worthwhile to wait, and ramp the elves out first, then drop a quadruple lord.
Joraga Warcaller has been placed in the TWO category. This creature should (a) almost never be tutored out (crystal shard withstanding) and (b) Will never be getting anything for 2, as it will likely be kicked. A lot.
4 Riku of two Reflections
ONE
1 Harabaz Druid
TWO
2 Joraga Treespeaker
2 Quirion Elves
2 Heart Warden
2 Fyndhorn Elder
2 Coiling Oracle
2 Farhaven Elf
2 Wood elves
2 Elvish Visionary
2 Joraga Warcaller
THREE
3 Elvish Harbinger
3 Viridian Emissary
3 Yavimaya Dryad
3 Quirion Trailblazer
4 Silhana Starfletcher
4 Elvish Archdruid
4 Wirewood Channeler
4 Centaur Rootcaster
4 Fauna Shaman
4 Edric, Spymaster of Trest
4 Mulldrifter
4 Viridian Shaman
4 Elvish Champion
4 Anger
4 Uktabi Orangutan
4 Acidic Slime
FIVE
5 Heartwood Storyteller
5 Masked Admirers
6 Ondu Giant
6 Slithermuse
6 Hellrider
SEVEN
7 Kessig Cagebreakers
EIGHT
8 Indrik Stomphowler
8 Aethersnipe
NINE
9 Deadwood Treefolk
9 Primordial Sage
TEN
10 Steel Hellkite - *** (can self pump)
FOURTEEN
14 Cloudthresher
So the Elf Lords are all a couple bucks each, which kind of surprised me, and put a bit of a damper on my initial plan. The deck obviously works better with Riku out, but I haven't put in much to protect him at this time. It should work fine without him as well. In fact, it looks very similar to certain Edric decks in structure, but with more resiliency, I think.
You'll note that I cheated on the pricing with Edric, and Garruk. I figure most people building a Riku deck will have the precon, if not, neither is in any way vital to the deck.
This deck finishes at $47.40; not counting Edric or Garruk (or Riku) ($59.17 with them).
I think it has a fair number of creature threat options, from swarm to beaters, to overrun elf. With 4 Elf lords in, Elf beats is also viable. There is a large set of options to choose from for Pod curve, and the Large low end curve allows for multiple drops and good Citanul Flute use. Survival Elf girl can also tutor up threats, and there is a heavy amount of green recursion for continued aggression.
The deck's removal is primarily in the ETB creatures, for artifacts and enchantments. I realize The deck could use some creature wraths, as said, it was fast and dirty. I'll look into some red options there, like Blasphemous act, Crater Hellion and Caldera Hellion.
The deck may also have issues with flyers, I'll do more tweaking later.
Other potentials: Crystal Shard / Erratic Portal, always a good Riku cornerstone. Also, Price of Progress / Ruination (mana base is quite capable of it).
I may skew the mana base more to green, the deck ended up far more green than initially intended, though I worry about casting Riku. I may add some of those elves that allow lands to tap for any color. With a heavy forest count, Beacon of Creation also becomes a viable threatcon. Oh, the options.
Planned incoming:
Cytoplast Root-kin
Sprout Swarm
Caldera Hellion
Sylvan Safekeeper
Mask of Avacyn
Lightning Greaves
Planned Cuts:
Deadwood Treefolk?
A note on Caldera Stacking:
1) If you devour Riku on the first one, he will not be in play to copy it. He must be devoured by the token.
2) When you play the Caldera hellion, both it and Riku will trigger, place the Caldera trigger on the stack first, so that Riku's copy resolves first, and the token copy has a chance to devour stuff before it all dies.
3) When you play Caldera Hellion (and copy it), both copies will need to devour 4 creatures each to survive both ground flares. Thus, if you have less than 8 other creatures, the token must be the Hellion to survive. If this is the case, note that the token can also devour the original. The Caldera Hellion token can survive if you have Riku and a pair of other creatures (a copied elf?). Have the original devour nothing, then stack the token to resolve first, and have it devour the 2 random creatures, Riku, and the original Hellion for a +4 counter bonus. It will then survive the 6 damage wrath.
===
I have decided to keep the above, as it shows how one of my approaches to deck building works. This budget deck has undergone a few new changes, so I'll go over my current version that I am running here. Last updated: 6/6/2012
5 Riku of two Reflections
Creatures (ramp) = 17
1 Joraga Treespeaker - 1.59
2 Quirion Elves - .17
2 Heart Warden - .15
3 Silhana Starfletcher - .12
3 Elvish Archdruid - 1.13
3 Fyndhorn Elder - .25
3 Elvish Harbinger - 1.20
3 Somberwald Sage - 1.77
4 Wirewood Channeler - .99
2 Viridian Emissary - .12
2 Coiling Oracle - .34
3 Farhaven Elf - .21
3 Yavimaya Dryad - .23
3 Wood elves - .17
4 Quirion Trailblazer - .12
4 Centaur Rootcaster - .13
4 Ondu Giant - .10
Creatures (draw) = 9
2 Elvish Visionary - .14
2 Fauna Shaman - 3.39
3 Edric, Spymaster of Trest - IN PRECON
4 Masked Admirers - .54
5 Mulldrifter - .39
6 Soul of the Harvest - .48
1 Joraga Warcaller - 2.50
1 Sylvan Safekeeper - .70
2 Ulvenwald Tracker - 1.19
3 Elvish Champion - 4.06
3 Viridian Shaman - .24
3 Viridian Corrupter - .20
4 Clone - .40
4 Hellrider - 2.72
4 Anger - .69
4 Uktabi Orangutan - .26
5 Acidic Slime - .19
5 Caldera Hellion - .34
5 Indrik Stomphowler - .26
5 Kessig Cagebreakers - .54
6 Aethersnipe - .10
6 Cloudthresher - .86
6 Steel Hellkite - .61
Spell = 7
3 Recollect - .23
5 Creeping Renaissance - .30
5 Overrun - .25 *may be out for primordial sage
5 Overwhelming Stampede - 1.10
1 Skullclamp - 2.29
2 Lightning Greaves - IN PRECON
3 Crystal Shard - .49
3 Whispersilk Cloak - .25
4 Erratic Portal - 1.28
4 Birthing Pod - 3.22
5 Citanul Flute - .67
Enchantment = 8
3 Holistic Wisdom - .44
3 Fecundity - .69
3 Fires of Yavimaya - .95
4 Parallel lives - 1.65
4 coastal piracy - .37
5 In the Web of War - .56
Planeswalker = 1
4 Garruk Wildspeaker - IN PRECON
LANDS = 40
15 Forest
14 Island
11 Mountain
Primordial Sage -> Soul of the elements - This is a flat out upgrade. While the Sage still draws cards when the spell gets countered, the Soul gets cards even when you use Birthing Pod (or Wild Pair, but that's gone now).
Harabaz Druid -> Somberwald Sage - The druid copied gave me 4 mana of any color, 9 with parallel lives giving an extra copy. The sage gives 6/9 respectively, so takes the spot for being that much faster, and being that much better if I can't copy it and need it early.
Slithermuse, Recurring Insight, heartwood storyteller removal - This deck hasn't had any issue keeping a full grip. This decision may be reversed if I feel I need more draw later, but these haven't been particularly great for me. Slithermuse seems to whiff more often than not. Recurring insight is huge, but gives me no immediate presence/impact, I would rather have a creature body on the draw spell it seems. Heartwood Storyteller was cute, but didn't seem particularly effective either.
Deadwood treefolk, Elven Cache removal - It seems that often I would rather just play new threats than to take the time to recover an old one and then play that again.
Comet Storm, Shared animosity removal - Animosity never seemed to do what I wanted it to do. It either did nothing, or was win-more. The elf lords are easy enough to get, and do a fine job of giving the bonuses. I have never actually played the comet storm, but most places I wished I had it, was because I was wishing for a board wipe.
Calderra hellion - a budget creature based (tutorable!) board wipe (kind of). See notes above for how to use it.
Viridian Corrupter - I wanted more ways to break artifacts. It was this or the Barbarian guys, and elf lords pushed the favor to this guy. Infect gives an excellent deterrence to being attacked, although it makes these guys less valuable offensively, since there is no other infect in the deck. That said, dropping these guys with an In the web of war out and copying them is a quick 8 counters on a person, which changes perspectives very quickly (I have done this).
Clone - Turns out one of these guys is budget friendly! Clones are awesome. Clones are downright stupid-sick in Riku.
Ulvenwald tracker - Deals with threats. Great with infect guys, elf lords out, or to ping some extra damage when chumping with land search guys. Just, good.
Whispersilk cloak, Lightning Greaves, Sylvan Safekeeper - Protect Riku. My group is very good at denying me my Riku. I have determined to be very good at keeping him alive. Cloak and Greaves have alternate uses, Safekeeper is a creature, which means you can tutor for him.
===
A UR General who can ramp, A GR Wort deck that can draw cards, Riku simply excels at doing crazy stuff, twice!
General Choice
I've always had a bit of a soft spot for copying things, Fork was one of the first cards I ever splurged on, and while I was playing more aggro at the time, copying a Fireblast was such a nice feeling. Later I learned the benefits of copying counterspells, to give red that lovely anti-control element. When I started playing EDH, Reiterate and Wild ricochet quickly became some of my favorite spells, giving red the needed ramp, tutoring, and card draw, or whatever else just looked like a good idea at the time.
In a nutshell, Riku points out that if you have anything worth doing once, it's worth doing twice instead!
Card Coice theory
In general our General generally lets us double our instants, sorceries and creatures. We'll be mostly loading up on these to take advantage of this General's general abilities. The non copyable spells should then generally reinforce the general theme of this General. Or just be generally good.
Spells: There's no denying that Riku likes mana. He's no cheapskate on his own, and copying lots of spells is going to require a lot of mana, thankfully we're running green. A sizable portion of the deck will be dedicated to ramping effects. We'll need some way to accelerate through all of this, so some card draw seems to be in order. Thankfully we're running blue. A decent Selection of spells will be dedicated to card advantage (We can scale some back, since each one we play will double (or more) and Riku himself is a form of card advantage. Also, since Riku ties up more mana to copy spells, it slows the tempo of the deck down a bit). If a spell is worth playing once, Riku tells us it's worth playing twice, and I say, why stop there! Clearly we like our spells, and we like copying it for 2. Why not copy it some more? Thankfully we're running red, and get spiffy cards like fork, reverberate and the likes. We'll be passing on Reiterate though, while it's a powerhouse in its own right, it's a bit mana heavy for Riku, where we'd rather spend 2 to copy a spell, not 6. Wild ricochet passes this, since we can get 2 copies of a spell (an opponents) for 4. (4 mana / 2 spells = 2 mana per spell... close enough!)
Creatures: Since we'll be getting multiple copies of creatures, this seems to be a great time to run ETB effects, you get twice the fun, on the cheap! This also lets us run other powerhouses that used to be strong - Flametongue Kavu - that are now a bit underwhelming in EDH. Doubling a Kavu suddenly makes it relevant once more.
Since we're going to be having ETB effects that are worth running once (twice really), why not copy them, AGAIN! Fork copies spells, Clones copy creatures! Not only that, but Clones are great versatility, especially in a format that dictates that everyone has a legendary creature. Also, with Riku, clones don't simply Kill an enemy general, they steal them. When you play a clone, it enters the battlefield AS the copied creature (your opponent's general). Both will die to the Legend Rule. Riku will trigger to put a copy of THAT CREATURE (not the card) into play, last known information shows that the clone was indeed a legendary creature, which may be similar to a certain legendary enemy creature. Dare your opponents to play their general again.
Also, since ETB abilities are worth playing more than twice, as we have discussed, it seems like a grand idea to play them even more times! Or rather, Riku doesn't care if you play them, he just wants them coming into play. Cauldron of Souls and Nim Deathmantle have a few words they would like to add... Crystal Shard and Erratic Portal never go wrong either (although those effects are not currently in the deck).
Clones and Forks
I heard you like copies, so I copied my copy, so I can copy while I copy my copies that are copying my copies. (Hate me, I command it)
1 sol ring
1 Darksteel Ingot
Ramp (copyable) - (19)
Spell - 8
1 search for tomorrow
1 life from the loam
1 kodama's reach
1 cultivate
1 growth spasm
1 far wanderings
1 explosive vegetation
1 reap and sow
1 skyshroud ranger - all this ramp won't put itself into play!
1 walking atlas
1 sakura-tribe elder
1 coiling oracle
1 Harabaz druid
1 farhaven elf
1 yavimaya elder
1 quirion trailblazer
1 solemn simulacrum
1 keeper of progenitus - sadly, won't double our blue, but 2 colors being boosted isn't bad. Especially when you double it!
1 seedguide ash
Card Draw - 6
1 Electrolyze - removal
1 Prophetic bolt - removal
1 harmonize
1 Concentrate
1 Blue Sun's Zenith
1 Mulldrifter
1 Deadwood Treefolk
1 Praetor's Counsel
Removal (6)
Spell - 4
1 Slice in twain - card draw
1 Red Sun's Zenith
1 Ray of Command
1 Word of Seizing
1 Aethersnipe
1 Flametongue Kavu
CLONES/(shapeshifter) - 6
1 Shapesharer
1 Cryptoplasm
1 Phyrexian Metamorph
1 Clone
1 Quicksilver Gargantuan
1 Spitting Image
0 Body Double - considering finding a slot
0 Duplicant - too good to not get a slot, looking for a cut (especially with shapesharer)
Threats to copy - 5
1 Spawnwrithe - I know, a slot for the duplicant, but I still want to try him out
1 Wurmcoil Engine
1 Overbeing of Myth - card draw
1 Dragon Broodmother
1 Steel Hellkite
Shenanigans for spells - 5
1 Fork
1 Twincast
0 reverberate - new fork, I always forget the name. I'll find a slot for it. HA! I remembered it!
1 Wild ricochet - mana cost is arguing to be the slot for the new fork, but it's really too versatile and good.
1 Sigil Tracer - Riku is a wizard, and you get a copy, and there's a changeling... who cares anyways? It copies stuff!
1 Mirari - redundancy is good
1 Rite of Replication - because it's always funny, and never gets old.
1 Wonder
1 Doubling Season
1 Nim Deathmantle - because it's funny with Riku
1 Cauldron of Souls - it's even funnier
1 Colossal Might - these almost get cut each time
1 Sylvan might - but they actually never dissapoint
Because it's funny, and never gets old - 1
1 Eternal Dominion - and I bet you thought those forks were for show.
Lands (40)
1 Command Tower
1 Copperline Gorge
1 Simic Growth Chamber
1 Izzet Boilerworks
1 Gruul Turf
1 Temple of the false god
1 thawing Glaciers
1 Forgotten cave
1 Tranquil thicket
1 lonely sandbar
8 mountain
10 Forest
12 island
0 Spawnwrithe - sadness
0 Sylvan might
0 Colossal might
0 forest
0 forest
1 Duplicant
1 Kiki-Jiki Mirror Breaker
1 Reverberate
1 Oran-Rief, the Vastwood
1 Novijen, Heart of Progress - getting ready for the graft / +1 theme.
Cards that didn't quite make the cut:
1 Grab the reins - Because. It. Rocks. Sadly, it is also mana intensive. I was sorry to cut this, it may eventually find its way back in.
Copies
1 Kiki-Jiki, Mirror breaker - We like copies, remember? He'll make it in eventually, soon as I find where I placed him. I'll probably cut he trample spells. They don't copy stuff.
1 crystal shard
1 Erratic Portal - these actually also need slots I now realize. I don't know how they got missed the first pass around.
1 Palinchron - Also, most other infinite combos. If you really want to say, "Game is done," just stand up; you're not my mom, I don't need you telling me when to stop playing.
1 Extra turn effects - This is a casual deck, you jerk. I bet you run infinite too, as an alternative to tutoring. There's a word for people who play with themselves, and we don't want to watch you do that.
0 shocks and duals - The deck was unsleeved briefly due to a shortage. I'll now need to find which I have and proxy them into this deck, as they live in the 5 color. (will skew mana base more towards blue).
Titans
1 Primeval Titan - don't have any yet.
Notes about playing the deck
Riku Likes his blue mana, this makes some heavy blue spells very difficult to play (twincast, blue sun's zenith) Of the spell copies, twincast is the closest to getting the axe, I sometimes feel 3 forks is a bit rough, but since you are dropping UR on copying the spell once, paying UUUR to twin cast it can be a bit... rough, especially if you want to drop creatures too.
I may also start to slowly move the deck a bit more towards graft and +1/+1 counters. The doubling season is already here, Graft works well with so many creatures ETB (Vigeon Hydropawn x2 for the morhps?) and +1/+1 counters also work well with the cauldron. A persist/ +1 theme could be in order. Always looking for new themes to develop.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
In the web of war won't give anything off of a Warp world haste, but any tokens that stuff creates will come in kicking. Fervor and be added in as an extra haste outlet.
In the web of war, Baru, fist of krosa, Hellrider and Craterhoof Behemoth all make the tokens deadly. Most can be tutored via pod/shaman. Day of the Dragons works as well, and is killer with Web of War.
The deck has alternate wins in elfball strategies with Imperious perfect and extra elf generators, or in Kessig Cagebreakers. Both build off of the original theme.
$4 and change in extra budget allow substitutions with other powerful cards, and even almost a Sarkhan Vol ($12), who would enjoy the warp and dragon options, as well as mass tokens.
5 Riku of two Reflections
Creature (ramp) = 14
2 Quirion Elves - .17
2 Heart Warden - .15
3 Silhana Starfletcher - .12
3 Elvish Archdruid - 1.13
3 Elvish Harbinger - 1.20
4 Wirewood Channeler - .99
2 Viridian Emissary - .19
2 Coiling Oracle - .37
3 Farhaven Elf - .19
3 Yavimaya Dryad - .26
3 Wood elves - .23
4 Quirion Trailblazer - .12
4 Centaur Rootcaster - .13
4 Ondu Giant - .11
Creatures (draw) = 7
2 Elvish Visionary - .15
2 Fauna Shaman - 3.39
3 Edric, Spymaster of Trest - IN PRECON
3 Trinket Mage - .24
4 Masked Admirers - .54
5 Mulldrifter - .36
6 Soul of the Harvest - .47
1 Sylvan Safekeeper - .70
2 Wirewood Hivemaster - 1.02
3 Imperious Perfect - 5.00
3 Viridian Corrupter - .20
3 Viridian Shaman - .24
4 Anger - .69
4 Beetleback Chief - .91
4 Clone - .40
4 Hellrider - 2.72
4 Lys Alana Huntmaster - .35
5 Acidic Slime - .19
5 baru, fist of krosa - .58
5 Caldera Hellion - .34
5 Indrik Stomphowler - .26
5 Kessig Cagebreakers - .54
5 Siege-Gang Commander - 1.28
6 Dragonlair Spider - .65
6 Goblin Marshal - .65
6 Steel Hellkite - .61
7 Chancellor of the Forge - .33
7 Myr Battlesphere - .78
8 Craterhoof Behemoth - 2.93
5 Creeping Renaissance - .30
8 Warp World - .30
Artifact = 7
1 Sol ring - IN PRECON
1 Skullclamp - 2.29
2 Genesis Chamber - .94
2 Lightning Greaves - IN PRECON
3 Crystal Shard - .49
4 Birthing Pod - 3.22
5 Citanul Flute - .67
Enchantment = 6
3 Fecundity - .69
3 Fires of Yavimaya - .95
4 Parallel lives - 1.65
4 coastal piracy - .37
5 In the Web of War - .56
7 Day of the Dragons - 1.31
Planeswalker = 1
4 Garruk Wildspeaker - IN PRECON
Lands = 40
15 Forest
14 Island
11 Mountain
cost = $45.62
Not in deck (cost):
6 Rampaging Baloths
7 Avenger of Zendikar
7 Regal Force
Updated version, for more warp:
Updated for more warp drive.
5 Riku of two Reflections
Creature (ramp) = 13
2 Heart Warden - .15
2 Quirion Elves - .17
3 Elvish Archdruid - 1.13
3 Elvish Harbinger - 1.20
3 Silhana Starfletcher - .12
4 Wirewood Channeler - .99
2 Viridian Emissary - .19
2 Coiling Oracle - .37
3 Farhaven Elf - .19
3 Yavimaya Dryad - .26
3 Wood elves - .23
4 Quirion Trailblazer - .12
4 Ondu Giant - .11
Creatures (draw) = 6
2 Elvish Visionary - .15
2 Fauna Shaman - 3.39
3 Edric, Spymaster of Trest - IN PRECON
4 Masked Admirers - .54
5 Mulldrifter - .36
6 Soul of the Harvest - .47
Creatures (threat/answer) = 20
1 Sylvan Safekeeper - .70
2 Tunnel Ignus - .29
2 Wirewood Hivemaster - 1.02
3 Imperious Perfect - 5.00
3 Viridian Corrupter - .20
3 Viridian Shaman - .24
4 Anger - .69
4 Beetleback Chief - .91
4 Hellrider - 2.72
4 Lys Alana Huntmaster - .35
5 Acidic Slime - .19
5 baru, fist of krosa - .58
5 Indrik Stomphowler - .26
5 Kessig Cagebreakers - .54
5 Siege-Gang Commander - 1.28
5 Urabrask the hidden - 2.78
6 Dragonlair Spider - .65
6 Goblin Marshal - .65
7 Chancellor of the Forge - .33
8 Craterhoof Behemoth - 2.93
3 Drift of phantasms - .19
4 Archeomancer - ???
Sorcery = 2
5 Creeping Renaissance - .30
8 Warp World - .30
Instant = 2
1 Mystical tutor - 4.70
3 Long-term plans - .41
Artifact = 6
1 Skullclamp - 2.29
2 Genesis Chamber - .94
2 Lightning Greaves - IN PRECON
3 Crystal Shard - .49
4 Birthing Pod - 3.22
5 Citanul Flute - .67
Enchantment = 7
3 Fecundity - .69
3 Fires of Yavimaya - .95
4 Parallel lives - 1.65
4 coastal piracy - .37
5 In the Web of War - .56
6 Warstorm Surge - .32
7 Day of the Dragons - 1.31
Planeswalker = 1
4 Garruk Wildspeaker - IN PRECON
Lands = 40
15 Forest
14 Island
11 Mountain
in
Drift of phantasms, .19
mystical tutor, + 4.70
long-term plans, + .41
warstorm surge, +.32
urabrask the hidden, +2.78
archeomancer, + ??
tunnel ignus +.29
out
5 Caldera Hellion - .34
4 Centaur Rootcaster - .13
1 Sol ring - 0
3 Trinket Mage - .24
4 Clone - .40
7 Myr Battlesphere - .78
6 Steel Hellkite - .61
cost = $51.81; a bit over my target, Urabrask can probably be cut...
As anticipated, this version was wacky, fun, and sucked horribly. Although a quad copy on Hellrider was absolutely brutal. If anything, I think this guy deserves a spot in any Riku deck. Especially any with clones.
This deck remains quite doable. I think the following changes would strengthen it a lot:
1) Change all the Ramp to creature based.
2) Change all the Draw to creature based.
3) More Riku Protection (he gets removed a lot for me). Greaves/Boots/Mask/Helm, et al.
===========================================
I'm coming back! I promised a decklist for this week, and I got lazy again, so it got a bit rushed at the end. Still need to smooth out some corners.
I also need to find my artifact lands...
1 Phantasmal Image
1 Cryptoplasm
1 Clone
1 Phyrexian Metamorph
1 Sakashima the imposter
1 Body Double
1 Vesuvan Doppleganager
1 Vesuvan SHapeshifter
1 Quicksilver Gargantuan
1 Solemn Simulacrum
1 Hellrider
1 Eternal Witness
1 Brothers Yamazaki
1 Rayne, Academy Chancellor
1 Azami, Lady of Scrolls
1 Kaysa
1 Stonebrow, Krosan Hero
1 Arcanis the Omnipotent
1 Keiga, the Tide Star
1 Seshiro the Anointed
1 Borborygmos
Artifacts
1 Crystal shard
1 Proteus Staff
1 Sculpting Steel
1 Erratic Portal
1 Vedalken Orrery
1 MIRROR GALLERY
1 Planar Portal
1 Darksteel Forge
1 Crop Rotation
1 Arcane Denial
1 Blue Sun's Zenith
1 Cackling Counterpart
1 Harrow
1 Manamorphose
1 Mystical Tutor
1 Reweave
1 Rewind
1 Tears of Rage
Sorcery
1 Gamble
1 Fabricate
1 Deep analysis
1 Harmonize
1 Concentrate
1 Kodama's Reach
1 Growth Spasm
1 Cultivate
1 TIME OF NEED
1 Spitting Image
1 Mindblaze
1 Life from the Loam
1 Explosive Vegetation
1 Heat Shimmer
1 Rite of Replication
1 Reshape
Enchantments
1 Leyline of Anticipation
1 Mana Reflection
1 Holistic Widom
1 Ceta Sanctuary
---------
LAND
13 island
12 Forest
9 mountain
1 Temple of the False God
1 Riptide Laboratory
1 Haunted Fengraf
1 Buried Ruin
1 Academy ruins
1 Blinkmoth Nexus
Need to do:
-1 each basic land, +1 artifact lands
-1 each basic, +1 cycle lands
-1 forest, +1 dryad arbor.
===
I realize the deck has absolutely 0 answers right now.
Abandoned due to massive infinite stuffs
Building a New version in this deck, based on crazy creature interactions and a lot of doubling.
1 Riku of two reflections
Doubling Prowess - 5
1 Minion Reflector
1 Dual Nature
1 Doubling Season
1 Parallel Lives - INN
1 Kiki-Jiki, Mirror Breaker - 5
Creature Cheat - 4
1 Sneak Attack
1 Birthing Pod
1 Fauna Shaman - 2
1 Holistic Wisdom
Re-use - 3
1 Crystal Shard
1 Erratic Portal
1 Cauldron of Souls
1 Seedborn Muse - 5
1 Keeper of Progenitus - 4
1 Melira, Sylvok Outcast - 2
1 Genesis - 5
1 Aethersnipe - 6
1 Palinchron - 7
1 Flametongue Kavu - 4
1 Primeval Titan - 6
1 Avenger of Zendikar - 7
1 Wormfang Drake - 3
1 Changeling Titan - 5
1 Changeling Berserker - 4
1 Wormfang Newt - 2 - for infinite mana w/ cradle
1 Worldgorger Dragon - 6 - Dare I?!? lol
1 Woodfall Primus - 8
1 Terastodon - 8
1 Glen Elendra Archmage - 4
1 Acidic Slime - 5
1 Eternal Witness - 3
1 Phyrexian altar
1 Ashnod's altar
1 Greater Good
CARD DRAW -3
1 Masked Admirers - 4
1 River Kelpie - 5 - sac outlet/persist combos?
1 Mulldrifter - 5
Land - 40
40 placeholder
1 aerie ouphes - 5
1 grazing kelpie - 4
1 Awakening
1 Pentavus - 7
1 fecundity
1 hornet queen - 7 - ? will need air defense. Dragons = scary
1 wonder - 4
1 brawn - 4
The more I look at this and the accidental combos that arise from Riku... The more I don't want to play it. If you start adding accidental combos, why not go all out. I alreadey tossed in Woldgorger dragon and palinchron, but why stop there? I could put in Mana Reflection and associated stuff, cloudstone curio, aluren, cloud of faeries and equilibrium. Reiterate, Mischievous Quanar, and early harvest and that other land untapper thing... All of which are fine cards on their own.
Pentavus, Mana Echoes, anything.
1 Riku of two reflections
Doubling Prowess - 4
1 Minion Reflector
1 Dual Nature
1 Kiki-Jiki, Mirror Breaker - 5
1 Mana Reflection
Creature Cheat - 4
1 Sneak Attack
1 Birthing Pod
1 Fauna Shaman - 2
1 Holistic Wisdom
Re-use - 5
1 Crystal Shard
1 Erratic Portal
1 Cauldron of Souls
1 Cloudstone Curio
1 Equilibrium
Support - 4
1 Seedborn Muse - 5
1 Keeper of Progenitus - 4
1 Melira, Sylvok Outcast - 2
1 Genesis - 5
ETB Team - 15
1 Aethersnipe - 6
1 Palinchron - 7
1 Primeval Titan - 6
1 Avenger of Zendikar - 7
1 Wormfang Drake - 3
1 Changeling Titan - 5
1 Changeling Berserker - 4
1 Worldgorger Dragon - 6
1 Woodfall Primus - 8
1 Glen Elendra Archmage - 4
1 Acidic Slime - 5
1 Izzet Chronarch - 5
1 Eternal Witness - 3
1 Mystic Snake - 4
1 Pestermite - 3
1 Phyrexian altar
1 Ashnod's altar
1 Greater Good
CARD DRAW - 3
1 Masked Admirers - 4
1 River Kelpie - 5 - sac outlet/persist combos?
1 Mulldrifter - 5
SPELLS - 14
1 Recollect
1 Regrowth
1 Turnabout
1 Capsize
1 Primal Command
1 Fabricate
1 Green Sun's Zenith
1 Gamble
1 Merchant Scroll
1 Living Wish
1 Cunning Wish
1 Burning Wish
1 Time warp
1 Temporal Manipulation
RAMP - 7
1 Basalt Monolith
1 Grim Monolith
1 Cultivate
1 Kodama's Reach
1 Explosive Vegetation
1 Skyshroud Claim
1 Rings of Brighthearth
-----------
Land - 40
1 Taiga
1 Stomping Grounds
1 Tropical Island
1 Breeding Pool
1 Volcanic Island
1 Steam Vents
1 Oran-Rief, the vastwood
1 Dryad Arbor
1 Gaea's Cradle
8 Forest
9 Island
8 Mountain
1 Misty Rainforest
1 Scalding Tarn
1 Wooded Foothills
1 polluted Delta
1 Windswept Heath
1 Verdant Catacombs
SIDEBOARD - 10
--------------
creature
1 Deceiver Exarch
1 Brutalizer Exarch
1 Great Whale
1 Mnemonic Wall
1 Reiterate
1 Revive
1 Insurrection
1 Elven Cache
1 Walk the Aeons
And even with the optional sideboard, there are still more infinite combo's I could put in!
======
Edit: (12/23/2011)
======
So it's only been about 3 months since I've posted this mess of infinite combos, and some questions came up in other threads where I wanted to explain how some interactions worked. So I figured I'd come back here, and write up a few details on the various combos. This will also be good excersize for me to see if I can even still spot them all.
Infinite mana (backbone to anything else)]
Plainchron + Riku
Palinchron + Mana Reflection/High Tide/rav Karoos, etc.
Palinchron costs 7 to play, and 4 to bounce, and untaps 7 lands. If those 7 lands collectively lap for more than 11 mana, you go infinite.
Palinchron + phantasmal image (not in deck)
Copy Palinchron with image.
Image costs 2 to play, 4 to bounce, for a total cost of 6. He untaps 7 lands. Net 1 per cycle.
Turnabout/early harvest + reiterate
Cast Turnabout. Leaving the original on the stack, cast Reiterate with buyback (or use Mischievous quanar). So long as you leave the original on the stack, you can resolve the copies individually and keep redoing whatever you're doing to copy it. Riku can lower the required entry mana, by adding an extra copy of both reiterate and early haverst to lower the average copy cost.
With Riku out, you can go infinite on 6 basic lands + 1 extra: (key: (step) [total]) lands (2 forest, 3 mountain, 1 island)
Basalt Monolith and Grim Monolith + Mana Reflections or Power Artifact
They are both able to tap for enough mana to activate their untap ability with mana to spare.
Basalt Monolith and Grim Monolith With Rings of Brighthearth
Grim Monolith taps for 3, use the 3 mana to untap the monolith, use 2 mana from elsewhere to copy the untap ability.
Tap the monolith twice, responding to the second untap ability for 6 mana, use the untap ability for 3, and use 2 to copy the untap ability. +1 per cycle.
Rings of Brighthearth With Deserted Temple
Tap a land (Gaea's Cradle) for 3+ mana.
Use 1 to use the Deserted temple to untap the land.
Use 2 to copy the untap ability, targeting temple.
Receive X-3 mana per cycle, where X is what the land taps for.
Worldgorger Dragon
With any 2 of Recollect, Regrowth, Revive, etc. Copy them returning the other back to hand + your target. Target a Time Warp for infinite turns. Reclaim and Noxious Revival work as well, as you can copy the Extra Turn effect with Riku to get two extra turns, which will let you re-draw the next recur spell.
Eternal Witness/Mnemonic Wall, etc
- Crystal Shard for infinite turns with Time Warp.
- Sac outlet + Melira + Cauldrom of Souls for infinite turns.
- Sac outlet + Genesis for infinite turns.
Memory Lapse + Time Walk (not in deck list)
With two spell copy effects, (Riku/Reiterate/Sakashima the imposter (copying Riku)/Mirari, etc). You can double copy the time walk, then memory lapse, double copy the lapse tageting the memory lapse and the timewalk.
The lapse and walk end up on top of your library, and you gain 2 turns, allowing you to draw both and continue.
This also works with Time Stretch + Fork + Memory Lapse + Izzet Guildmage + lots of mana. (For even more turns, allowing you to draw forwards in your deck).
Melira, Sylvok Outcast + persist + sac outlet
- infinite sac. Persist will return the creature to play, but be unable to place a -1/-1 counter on it.
- With cauldron: free ETB per turn (or for each time you can untap cauldron)
- With Cauldron + Pestermite. Infinite ETB. (cauldron gives persist, sac pestermite, it returns, melira prevents -1/-1 counter, Perstermite untaps cauldron, repeat)(since cauldron affects any many creatures as you want, all of your creatures can now be infinitely sacced)
Crystal Shard
- aside from infinite turns/recusion with witness...
- with infinite mana you have infinite ETB with pestermite.
Womfang Drake/Championing creatures
**** With only basic lands, each faerie returns 2 mana, this means copying the faerie token is free, and the original faerie pays for copying the drake, with the original cost of the drake as a sunk cost. If you can sacrifice the token in a manner that nets a 0 cost, you receive infinite faerie tokens. There are many sac outlets that achieve this (balsting station, Altar of Dementia, Spawning Pit...). If you have lands that net more than 1 mana, you achieve infinite mana, as well as tokens, or use sac outlets that sink mana as a cost, either directly (claws of gix, Carnage Altar), or indirectly (High market, takes one of your land untaps).
The faerie was used in the example as it is one of several ETB effects that can net you extra mana, allowing this loop to go infinite easily. By no means does this loop need to be infinite. Any ETB creature will get value + tokens equal to the amount of mana you can sink into it, at a value of +1 token, +2 ETB triggers per UUGG you can pay.
There are also many creatures that can provide large amounts of mana on ETB.
No real options here, just strait up infinite mana. Because, why not?
Burning Wish
If you already have a timewalk, you can get Revive and Elven Cache to combo.
If you have a recur spell, you can get Walk the Aeons + a second recur to combo.
Or take insurrection and win.
Living Wish
If you have a bounce outlet, Great Whale can be a budget Palinchron.
If you have a Time Walk, Mnemonic Wall can act as a recur outlet.
If you have Kiki-Jiki, Deceiver Exarch is a win. If you don't have kiki, grab the Brutalizer Exarch with the copy, and go find him for your instant win.
Hope that doesn't give too many headaches.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Truthfully, you only need one combo in a deck ever, and some way to get it, but forget that! This deck is all about the MULTITUDE of combo's. See if you can count how many there are...
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
You could potentially run Power Artifact to combo with your monoliths and use something like Comet Storm to kill everybody. Just another potential combo to add to the list.
P.S. Jealous that you have a wishboard.
Good call on the power artifact, I'll need to squeeze that in somehow. Far too classic to not include.
And a good point on the kill condition. I should probably add one of those. At least. I think there are only about... um... a lot of ways to get infinite mana. But not that much to do with it.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
keeper of progenitus seems weird, especially if you double it. Mainly because it helps all players! Grouphug Riku anyone?!
The second deck is a monstrosity that came out of me trying to revamp my first deck. A few cards I added accidentally combo'd out, so I got depressed and just decided to see how many combos I could ram in there.
I also feel as if I should explain Keeper of Progenitus a little bit more. I think he is one of the most mis-understood cards out there. When I play him in a mono-green deck, I've had people ask me why I'm willing to help someone else out more (since 3 of their land types now tap for extra mana), and nothing could be further from the truth. In a mono-green deck, Keeper doubles 100% of the lands I have out, against a 5 color deck, they will only get a 60% benefit, despite having 3 boosted colors.
In Riku, he doesn't double my blue; which only gives me a 66% benefit from him (minus a little from non-basics). Most other decks will utilize about a 50% benefit (3 colors will usually be either 33% of 66%, 5 color gains 60%). But this logic is still flawed. The most common colors in EDH are: Blue, Black, Green. Most of the popular generals, such as Sharum, use only one of the colors the keeper boosts. Most that use 2, like Kresh, already have green in them, and can mana ramp appropriately on their own. This means that any boost I give them, will give them less of an advantage, since they are already tailored to get there without it. Any deck that runs 3+ colors will also have a larger base of non-basics, which means less effect from the Keeper.
So the decks that benefit the most tend to be either single of dual colored decks in the keepers colors. In the case of mono-colored, red and white don't worry me that much. All of their threats will be highly visible. Mono-green can be explosive, but it already could do that, so not much has changed. Dual color decks fit in the same categories, and if its a dual color deck to an off-color, they only get a 50% gain to my 66%.
It reamins a bit 'group huggy,' but there's nothing bad with building a bit of good will with other players, especially since I will be able to use the mana a lot better than they will.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
I promised this deck would be done by today, so here it is. I put it off until 11 tonight, so it's rushed, rough, and horrendous on the mana curve... but who cares! It shall be awesome.
For the quick and dirty, this deck may look like a Riku deck, but it's really a Mirror Gallery Deck.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Umm.. so what makes you think it has black color identity, the gloomy art work?
It doesn't have any colored mana symbols, so you can stick it in to any deck.
Color identity is determined by the color of the card (determined by manacost/color indicator) + any mana symbols that appear on the card (both sides).
Haunted Fengraf has none of these, and has a colorless color identity. =)
It's a great EDH card.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Sure there is MIRROR GALLERY as you mentioned but really... I feel like that is a bit narrow to play off of as a theme considering how few ways you really have to tutor into it.
I feel like this is a bit of a silly idea to rely on. I would personally love to wait for you to copy a legend like 10 times then when you go to use them I will bounce / kill your gallery and watch them all explode.
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I will not deny that the deck has its weaknesses, and GRU does have a bit of a protection problem... Initially I had a few more counters in here, but I had to wrangle for space. I imagine the BSZ may be overkill for draw with my other options though.
As for tutors, I am indeed missing a few: Shape Anew, and Transmute Artifact being the big ones.
Plus, I maintain the threat that if someone blows up my Mirror Gallery, I have to revert to making good plays with my clones.
===
OH GOSH DARNIT! I forgot parallel lives and doubling season!. DAMN!
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
It would be very epic though to smash someone with an army of Stonebrow, Krosan Hero though... that would be like the one thing I would like to do. The rest seem way too gimicky.
EDIT: EWWWW army of Rikus.... it would just be a matter of how much mana can you drop for copies lol.
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I am so totally playing this tonight, and I have high expectations! That's right, I have expectations for this deck, and they are high!
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
You could also toss in Shared Animosity, as you're guaranteed to get some use out of it with all your copies and it has the potential to just blow people out for only a couple mana. I could also see Jugan, the Rising Star making an appearance as additional insurance against someone responding to your combat phase by nuking Mirror Gallery. Bonus points because he still has some functionality with Riku without Mirror Gallery if you find yourself in that position.
You're going to have to tell me how Hellrider works out, because I'm super curious. Same for Mindblaze. Even 16 damage for 8 mana doesn't seem good enough. Any reason you're using that over something like Price of Progress, which seems brutal with your manabase and even more when copied?
He's supposed to be in the place of Borb, but I was in a hurry last night, and he wasn't in my pile of legendary creatures.
Good point on Jugan, as for animosity, I held Tears of Rage pretty much an entire game last night, so I think you're right on that one.
So, I was going to save my Hellrider comment for my write-up, but since you asked. HOLY BALLS ALMIGHTY. Suffice to say last night was fairly brutal against the non-degenerate unprotected Riku, and I only got an uninspiring 3 Rikus out at one time, for 1 turn. The opponent most responsible for my discomfort (Merieke, with Preacher and Galina out... srsly?) was whittling away at me and left themselves open, with me having nothing other than land and a Mana Reflection. He was at 31. I played Riku (again), a Body Double copying a Sakashima in my GY (thus copying Riku), copied it, then dropped a Hell Rider and copied it only 3 times. For 28 to the face in pure retribution. (I later died that round, as someone took offense at me being able to deal more damage than he had life from a practically non-existant board position).
Now, Mana Reflection is the most to blame for that particular play, but even if you have a singular Riku, A hellrider + copy + clone + copy achieves the same thing, and can be assembled over a few turns. These guys get insane in large numbers. Haste is awesome too.
Speaking of large numbers and Haste, Brothers Yamazaki was also a player. I only dropped him once, on turn 3, prior to my Mirror Gallery, but he was a player with the clones. He's a player with Riku as well. 2 4/3 hasty Bushido guys for 5 is a pretty sweet deal.
So there were a few lessons learned for regular Riku.
==== On to the games! ====
So, I unfortunately started the evening with a very decisive game with Cromat. Something about insane card advantage throughout. (Acid Mossed one player early, then Reap and Sow entwined on another, getting a Winding canyons... ) He attacked me with a card drawer, I flashed in a Blue bringer and blocked, he then tried to attack me with a finkelmage, I flashed in the etched monstrosity and took over the game.
This set me up as a bit threatening perhaps. Add to this that Riku is himself inherently threatening, and that this deck went for more fun than defense... and you spell out a lot of underwhelming board positions for me. I got a few amusing plays off, primarily due to the morphs, but nothing particularly great. My leyline and orrery were killed almost as soon as they hit the table, as was Riku. Repeatedly.
This wasn't entirely unexpected, from past Riku experiences, but it was a bit higher still, probably because it was a new and unknown deck at the table. Also because I'm the one piloting it. I don't get to keep Riku for more than 1 turn, if I even get that. This works a bit for me, because now I can power it up a bit. There are a few obvious changes to be made, in order to lower the average cost of the deck, and provide protection and resilience. Most of the legendary creatures will probably go, most are a bit too slow, or have too high a target themselves (arcanis). Several will stay, because it's funny and awesome to do.
My main priority on this deck for now will be to protect riku.
I may also go the blindside route, and change up Riku again in full, and go with a General Damage Riku build (when you start copying pump and trample spells, its impressive how much damage he can actually do...)
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
MMMMMM...
Overblaze
Invigorate
Seize the Day kinda sucks for copying unfortunately :-(
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
Overblaze is indeed a powerful one. Also able to be taken from T&L is Psychotic Fury, while not the best to copy, double damage is quite nice.
In personal buffs, if you're lucky to have Berserk, that's pretty awesome. Other wise, Colossal Might comes in the precon, Fanatical Fever is pretty much a bad version of it, but you can make rabies jokes, Fatal Frenzy... ah, lol. Fury charm gives trample in a pinch, Predator Strike is staple, Surge of strength gives +5 and trample, and then copies. Sylvan Might is standard. Wild Hunger is the new addition to the lineup, and Wildsize is the obligatory cantrip.
On the haste side, we have Reckless Charge, and Screaming Fury. Red also adds the more permanent Haste options, like Fires of Yavimaya.
Blue makes a small appearance for Distortion Strike and other possible unblockable options.
Red has a few suicidal pumps, Blood Frenzy, Blood Lust etc.
And there are just standard boosts like Balduvian Rage, Blazing Shoal, Enrage, Bounty of the Hunt, Downhill Charge, etc. Which can end the game in a well placed hit.
Overrun and Overwhelming Stampede are staple, Tromp the Domains is another overrun.
Red then also adds the combat effects, and green tosses in the stupidly strong land-type untappy stuff like Bear Umbra, [c]Nature's Will[c].
Now, add to this the standard (hah) equipment package of: Runechanter's pike, Divining Wand (he's a wizard), Tenza, Godo's maul, Loxodon Warhammer For some power boost and abilities...
And the Hexproof (not shroud) package of swiftfoot boots, Champion's Helm, and Mask of Avacyn, asceticism.
Deathmantle will help keep Riku on the field.
And swords, especially Feast and Famine.
Hey look, I just built a deck! Just add a few Harmonize and draw and stuff, and good to go!
Unless you have Vigilance. There are 3 very useable options, though that eats into the card pool. A single Extra attack step should be enough to handle well.
Some cheap ramp to pull out Riku 1 or 2 turns early, and start hitting faces.
A turn 3 coalition relic puts out a turn 4 Riku with a Reckless Charge on him to smack whoever doesn't have cheap stuff out.
Some cheap red removal can also work in well, a double Skred can easily open up lanes.
====
Tower Above
Increasing Savagery
EDIT: NEW MIRACLE CARD YAY. THIS IS HAPPENING NOW.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
I missed your Edit the last time. That was actually the entire purpose of Mirror Gallery on the first thought. Forget everything else, cloning Riku to copy more Clones of Riku, so that you can play more clones copying the clones that are copying riku and then copying them with the cloned copies that are copying Riku, and...
Yeah, that's enough of that. Saddly, I didn't get a chance to have that go off. My group is pretty spot on about removing my Riku.
I think the deck could actually still be viable (in a casual setting) and strong. There are just a few changes to make, that I touched on in front of the list (which I have now archived in my second post).
The first is to have some actual Riku protection. Hexproof Variety. There are at least 3 good equipment for it, and 1 mediocre one. With artifact search, it should be fine.
The Second involves more early defense, and more variety of targets for the clones: Turn the whole deck creature based. While setting up my budget version of Riku, I saw once again that there are a very good number of creature ramp options, and I don't even have sac-tribe in my budget list. There is also a very strong slew of creature draw. With the amount of copying the deck wants to do, cheaper creatures are actually better than the big draw spells I included.
As it is though, Mirror Gallery is being put away (for now!). It will return some time, when people least expect it (which should be... always)!
For now, I'm sleaving up the budget list I roughed up in Sonik's thread. I actually rather liked the result, although some tweaking shall now occur.
It actually looks really nice as a budget list for me, since it is low on tutors (mostly for land, all of which is basic), which makes it very loanable friendly. There is the fauna shaman and birthing pod, but those shouldn't be dificult to figure out. Citanul Flute may be a high amount, but the key numbers are '4 or 5' for removal, and 'cheap'. Yes, 'cheap' is a number.
I promised to have the deck sleeved for a trial run tonight, but I procrastinated a bit underestimating the time required to find the cards, and also discovered a shortage of staples. So, next week is the new date.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Game 1: (6 player) My brother starts off with an early Umezawa's Jitte Which spells a bad game for me already. He (kindly) doesn't sink Riku at every opportunity, but I'm stuck on 6 lands and he takes out my Elvish Archdruid so that the other mana-screwed player could reanimate it for mana (he totally missed this, anad never reanimated it). Konda starts picking on me early, and drops the enchantment that gives all his guys double strike and lifelink. Then he call to arms and everyone gets 10 tokens (I'm holding a Hellrider, So i put my available 1 into it, yeah!). Season of the Witch then hits, forcing everyone on the offensive. My brother goes next, with the (still) unanswered Jitte and Forgotten Ancient making his army rather strong. It spreads around, so I take my 12 damage and count my blessings. Jitte is at 5 counters, so I make a political pact to not attack him, so that he doesn't Sink Riku in response to the hellrider, or the hellrider in response to the attack. Since Konda had been bugging me all game, I drop a double Hell Rider, swing with 10 tokens, 2 riders, riku, and 2 somethings at Konda, for a quick 30 damage, a couple dead things, and 14 more damage in combat. Of course, he had gained a bunch of life, so he was still alive, but eh. Child of Alara (still manascrewed) decides that he doesn't want what few creatures he has to die in combat, so hits me for 14. The next person, playing Karn, did something to someone else, but then Konda finished me off. That game lasted a good while longer, with the Jitte finally answered, only to have it come back. Repeatedly.
Game 2: (3 player) Karn (different player/deck) goes crazy with the indesructible half my deck in play type of thing, but stabilizedonly at 19 life, with Konda picking off at him a fair amount. I have a slow start, but eventually get a small army. Turn before Karn wins, I go all out with a Parallel Lives triple Hellrider to do 21 to the face on attack take him out before his indestructible army of doom can even block. Konda then attacks (with a Sword of Kaldra and Argentum Armor on), but I shrug off the hit (at 7 life), and swing in with double Hellrider (he killed one with the armor) for the kill (he forgot I had haste from Fires of Yavimaya).
Game 3: (3 player, same) Konda starts with a Serra Ascendant, and spreads the love, earning obscene amounts of life. Karn starts dropping stuff left in right. I am afraid. I finally get some blockers out by dropping a turn 4 Riku, turn 5 Parallel Lives, followed by next turn triple Ondu Giant, then follow with a triple Farhaven Elf and triple Elvish Champion. Konda doesn't appreciate this silly ramp stuff, and Wipes (and drops a Luminarch Ascension, netting a quick 2 counters). I replay Riku, drop a slime to kill Karn's tap for four mana spiffy land, which kinda screws him. Konda then drops an Akroma's Memorial to go with the ascention. Stomphowler removes both, and an Edric lets me draw 2 cards with riku and slime. I follow with a double Kessig Cagebreakers the next turn. Karn drops a mindslaver, but I can do nothing about it. Konda is out of cards, so hits Karn. Following turn, I double Overrun to keep my Cagebreakers alive when I attack Konda, who blocks (and kills) Edric as I drop 16 wolves into play and draw a metric f-ton of cards... Karn uses mindslaver and takes my turn. Konda... did... something? On my turn, Karn has me play a Coastal Piracy, attack with everything at Konda (dropping 24 more wolves in play, killing him), and making me draw 55 cards, with 54 in my library. So I lost. But what a hell of a way to lose.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
I could have PMed this but meh. I can just delete this later.
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[Modern] Allies
Lemme think about it some more.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
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[Modern] Allies