Tajic, blow up the world, swing. Enchantment/Planeswalker based token engines don't mind Obliterate so much.
Regarding Tajic. He seems disappointing and uninspiring at first, I saw a lot of dismissal but as the cheapest indestructible creature ever who can actually do damage and sits in the Command Zone and is in the colors of blow everything up, I think he's got some merit. I suppose time will tell.
Key play for the deck. Tajic and Stonehewer Giant on the battlefield. The giant puts Worldslayer into play on an attacking Tajic. I've seen this play done before in an Avacyn deck (to many groans, but hey, it's a good play), this deck can do it more quickly.
Trying out a new version of this deck. The original post in the spoiler below focused on landing an infect guy, then making him big through equipment/pump spells, unblockable, and getting in a some extra combat steps. A little unwieldy at times, able to kill a few players but not the whole table.
Instead of going for a lot of unblockable shenanigans, now I want to wrath the board away and then land an infect dude with haste. Also adding Pandemonium, Warstorm Surge, and Furnace of Rath after seeing what happened at a game last week when the Gisela player had Pandemonium and Furnace out and the Jor Kadeen infect player killed him by dropping Jor Kadeen and then a Corpse Cur. It was funny, and very smooth. Might as well go for that as part of the deck’s plan as it provides some reach for the deck.
Whatever it is, I’ll likely steal it, counter it, or destroy it.
Deadeye Navigator and the various locks it can get in these colors is fairly well known. People have strong opinions on this card. A lot of people hate to play against it. A lot of people think it’s overcosted and don’t play it in this type of deck. It’s a strong card and it works well in this particular deck.
- Elesh Norn; Ixidron; Mystic Remora;Venser, the Sojourner; Recurring Insight;Fracturing Gust;Swords to Plowshares;Woodfall Primus; Cultivate;Dissipate;Sun Titan
+Conjurer's Closet; Beck // Call; Reap and Sow;Plasm Capture;Sylvan Primordial;Lavinia of the Tenth;Yavimaya Granger;Diluvian Primordial;Elvish Visionary;Deglamer;Brutalizer Exarch;Rhystic Study
BGWGhave PlaneswalkersBGW
This deck sets out a labyrinth of enchantments that severely restrict or even locks down your opponents while protecting the planeswalkers that build momentum for your own board position. Fogs aplenty also protect your planeswalker value engines. Anthem effects not only pump up your tokens but break through the triad lockdown of Humility, Night of Souls’ Betrayal and Living Plane.
The original build of this deck was a GWB superfriends fog deck, but I found I needed cards like Humility because though fogs protect the planeswalkers, they don’t necessarily keep other people from winning the game. Fogs don’t stop someone from going off with Kederekt Leviathan and Draining Whelk. Humility does.
The deck isn’t fast, and if you’re not overzealous with playing planeswalkers has a fairly low threat level. In other words hold on to Doubling Season and Vraska, the Unseen until you're in a good position.
I originally wanted to go creatureless, but Academy Rector is too good as a way to instantly put a key enchantment in play in response to shenanigans. And in a deck that wants to play fogs, already has Ghave, Guru of Spores and Doubling Season in its list, Spike Weaver deserves a spot. I’m trying to resist the +1/+1 counter allure of Fertilid and Corpsejack Menace, but I may end up sticking them in. Sun Titan would also be a welcome inclusion with all the 3 CMC or less enchantments, but each good creature I put in is another card dead to Humility. In a strange twist of fate, Ghave will actually be a 6/6 since Humility makes him a 1/1 with 5 +1/+1 counters, Fertilid will be a 3/3 and Spike Weaver will be a 4/4.
Aside from a pretty basic jund reanimator shell, I’m trying out a bunch of smaller draw spells in addition to the usual black and green CA engines.
Alternate General would be Adun Oakenshield. The question is whether to have a general who will get me creatures back to hand or one who likes the big ones to die. I'd have to proxy Adun though since I'm not going to lay down the half a Franklin he costs now.
Basic plan:
Phase 1: Ramp, Draw Cards, Go for some Sneak Attack action, maybe an early wurm.
Esper infect with an artifact-recurring general who likes to wear a Grafted Exoskeleton.
Pretty simple concept.
Your main goal is to get each player an infect counter so you can win through proliferate. There are plenty of pillow-fort/creature-denial decks in my playgroup, so getting out little infect guys early so you don't have to rely on them once people are entrenched is good. Ichor Rats is an all-star.
Pointed out to me how good Academy Ruins would be good here. Don't have one, but I agree. Areas that need balancing are draw/tutor/removal. I think the draw is alright, but the removal suite is light. Perhaps too light.
Played two games with it so far. First game was going my way until Insurrection and then the guy with the tribal rats deck dropped his own Ichor Rats to deal me my last poison counter. Couldn't really complain. Second game went down to the wire and I ended up a step behind the reanimator deck that set up Aura of Silence and (my)Sun Titan to lock me out of using my Inkmoth with a sword. But these were good games and the deck works just fine.
UWGRubinia Soulsinger Tapdown/LockdownUWG
Full disclosure, though I have suffered at the wrong end of a stax deck, I’ve never built one, and have no real idea of what the best balance of various effects are. This is just me playing in the sandbox of my card collection to see what happens.
This deck does have some sac effects, but focuses more on keeping the other players tapped down.
The other thing going on here is me wanting to win through lock with Erayo, Soratami Ascendant and Arcane Laboratory. Seems kind of at odds with stax perhaps, not sure. An active Erayo followed by any stax effect should be pretty good. Trying to activate Erayo post Static Orb without an untapper obviously isn’t going to happen. But then I’m still in a good position.
A lot of ramp and card draw to empty my deck of lands and get me through it. Also, if I have Winter Orb out and don’t have an untapper like Seedborn Muse, having a fat stack of lands in front of me lets me play more conservatively. The cheap ramp and cantrips also serve to activate Erayo.
This deck might be trying to stand on spindly legs, as some of the effects don’t have more than one version, but I’m also including a mess of tutors, that also happen to be cheap spells that could activate Erayo.
Choice of general allows me to feed my own sac effects with other people’s creatures, and is also a good rattlesnake to keep people from playing into her. Jenara might be another good option for a cheap flying beater that Seedborn Muse likes to feed.
Instead of auras, it uses mostly cards that buff all my creatures. That has the advantage of not risking card disadvantage that easily, when losing ruhan, and also buffs the other giants.
For my personal taste, you have too many mana rocks. I just seem them dying too often. And you seem to be a bit low on card draw.
Thanks for the ideas. I'd love to get rid of the mana rocks... took a look at your build and was happy to see Dreamscape Artist and Weathered Wayfarer, those are the kinds of ideas I'm looking for. Journeyer's Kite as a slower Land Tax is good.
skull of orm if you really really want to keep the aura theme. lets you bring back auras. glorious anthem could be a substitute for one of your auras. makes all your creatures bigger. instead of mystic remora, could i suggest using rystic study as a more draw tool that stays around longer.
Skull of Orm would be good if I was more covetous of my auras, but honestly they're kind of frosting, and Bruna will get them all back. Sun Titan will get most of them back. I have Retether and Replenish in my binder but I'm okay with losing auras.
Rhystic Study is good. It should probably be in here as well. Whether it's better than Mystic Remora or not is kind of a meta call. People generally pay 1 in my group (though you could argue this is slowing them down, so it's still good). People will rarely pay the 4 for the blue koi though. In a 4 player game I've seen it draw as many cards as a Sphinx in a once around the table. Especially early game when everyone is ramping. The guy who plays it usually lets it die after two turns, drawing a ton of cards for a 2 mana investment.
I could probably take out one of the less awesome auras in favor of it, like Flight of Fancy. But I feel I have enough draw/tutor already and enough auras in there that I'll generally have something to work with. It got to a point in deckbuilding where I'd pick a general I wanted to work with and maybe a couple of engines I was excited about and then stick in every tutor available in the colors. Had a good discussion with someone over tutor versus draw and how pinpoint answer/combo decks need the tutors, but most decks benefit more from draw.
I put Enlightened Tutor in because it can get Scroll Rack if I already have Land Tax and vice versa. I'm trying to go with more draw and less tutor, aside from things like Wild Research and Sovereigns of Lost Alara which are repeatable. (not that anyone will leave Sovereigns alone for a turn)
1 Edric, Spymaster of Trest
Snake Lords
1 Seshiro the Anointed
1 Sosuke, Son of Seshiro
Sssssnakes
1 River Boa
1 Ambush Viper
1 Matsu-Tribe Sniper
1 Saukra-Tribe Scout
1 Orochi Sustainer
1 Marsh Boa
1 Mold Adder
1 Mystic Snake
1 Coiling Oracle
1 Ohran Viper
1 Sakura-Tribe Elder
1 Tangle Asp
1 Patagia Viper
1 Lotus Cobra
1 Winged Coatl
1 Wasteland Viper
1 Sosuke’s Summons
Elves
1 Eladamri, Lord of Leaves
1 Farhaven Elf
1 Wood Elves
1 Zameck Guildmage
1 Yeva, Nature's Herald
1 Snapcaster Mage
1 Trygon Predator
1 Teferi, Mage of Zhalfir
1 Eternal Witness
1 Venser, Shaper Savant
1 Glen Elendra Archmage
1 Sun Quan, Lord of Wu
1 Plaxmanta
1 Sylvan Primordial
Win Cons
1 Craterhoof Behemoth
1 Beastmaster Ascension
1 Garruk Wildspeaker
1 Praetor’s Counsel
Secret Tech
1 Teferi’s Veil
Swords
1 Sword of Fire and Ice
1 Sword Light and Shadow
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of War and Peace
1 Lightning Greaves
1 Quietus Spike (fang!)
Control
1 Negate
1 Counterspell
1 Arcane Denial
1 Muddle the Mixture
1 Deprive
1 Hinder
1 Forbid
1 Voidslime
1 Rapid Hybridization
1 Capsize
1 Cyclonic Rift
Ramp/Card Advantage
1 Rampant Growth
1 Nature’s Lore
1 Reap and Sow
1 Cultivate
1 Blue Sun's Zenith
Land
1 Alchemist’s Refuge
1 Terrain Generator
1 Reliquary Tower
1 Treetop Village
1 Faerie Conclave
1 Command Tower
1 Flooded Grove
1 Breeding Pool
1 Hinterland Harbor
13 Island
13 Forest
Vish Kal, Looper
1 Vish Kal, Blood Arbiter
1 Mikaeus, the Unhallowed
1 Karmic Guide
1 Reveillark
1 Sun Titan
1 Angelic Renewal
1 Shade’s Form
1 Fiend Hunter
Sac Outlets
1 Viscera Seer
1 Mirror Entity
1 Infernal Tribute
1 Helm of Possession
1 Phyrexian Tower
1 High Market
Win Cons off Loops
1 Blood Artist
1 Falkenrath Noble
1 Bitter Ordeal
Combo Protection
1 Grand Abolisher
1 True Believer
1 Silence
1 Pull from Eternity
1 Leyline of Sanctity
Miscellaneous
1 Coffin Queen
1 Mimic Vat
1 Profane Command
1 Faith’s Reward
1 Dawn Charm
1 Swiftfoot Boots
1 Harvester of Souls
1 Graveborn Muse
1 Bloodgift Demon
1 Phyrexian Arena
1 Skullclamp
1 Sword of Fire and Ice
1 Scroll Rack
1 Moonlight Bargain
Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Liliana Vess
Spot Removal
1 Leonin Relic-Warder
1 Allay
1 Return to Dust
1 Dispeller’s Capsule
1 Aura of Silence
1 Mortify
1 Oblation
1 Swords to Plowshares
1 Executioner’s Capsule
1 Unmake
1 Nihil Spellbomb
Sweepers
1 Wrath of God
1 Merciless Eviction
1 Decree of Pain
1 Austere Command
1 Phyrexian Rebirth
1 Martial Coup
1 Rout
1 Sol Ring
1 Expedition Map
1 Wayfarer’s Bauble
1 Orzhov Signet
1 Solemn Simulacrum (lovely in a Reveillark loop)
1 Land Tax
1 Tithe
1 Liliana of the Dark Realms
1 Black Market
Land
1 Vault of the Archangel
1 Volrath’s Stronghold
1 Hall of the Bandit Lord
1 Strip Mine
1 Cavern of Souls
1 Command Tower
1 Urborg, Tomb of Yawgmoth
1 Caves of Koilos
1 Godless Shrine
1 Isolated Chapel
1 Fetid Heath
1 Tainted Field
1 Marsh Flats
1 Shizo, Death’s Storehouse
10 Plains
10 Swamp
Aurelia Doublestrike Aggro
1 Aurelia, the Warleader
Ranger Package
1 Ranger of Eos
1 Serra Ascendant
1 Mother of Runes
1 Goblin Welder
Beats
1 Mirran Crusader
1 Markov Blademaster
1 Hound of Griselbrand
1 Hero of Bladehold
1 Linvala, Keeper of Silence
1 Wrecking Ogre (kills sum1 w Aurelia out)
1 Inferno Titan
1 Godo, Bandit Warlord (3 combat phases = good)
1 Gisela, Blade of Goldnight
Untap and attack for value
1 Gold Myr
1 Iron Myr
1 Palladium Myr
1 Viashino Heretic
1 Intrepid Hero
1 Soltari Visionary
1 Rakka Mar
1 Kiki-Jiki, Mirror Breaker
1 Stonehewer Giant
1 Sun Titan
1 Adarkar Valkyrie
Good with Kiki
1 Stoneforge Mystic
1 Solemn Simulacrum
1 Duplicant (best buds with Gob Welder too)
1 Armageddon
1 Boom // Bust
1 Catastrophe
Draw/Dig
1 Wheel of Fortune
1 Reforge the Soul
1 Staff of Nin
1 Sword of Fire and Ice
1 Scroll Rack
Other Removal
1 Allay
1 Shattering Pulse
1 Oblation
1 Vandalblast
1 Austere Command
1 Aura of Silence
MOAR Combat
1 Aggravated Assault
1 Gratuitous Violence
Misc.
1 Boros Charm
1 Order / / Chaos
Weapons of War
1 Lightning Greaves
1 Umezawa's Jitte
1 Inquisitor’s Flail
1 Quietus Spike
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Batterskull
1 Mana Crypt
1 Sol Ring
1 Boros Keyrune
1 Fellwar Stone
1 Mind Stone
1 Boros Keyrune
1 Darksteel Ingot
1 Thran Dynamo
1 Gilded Lotus
1 Slayers’ Stronghold
1 Sunhome, Fortress of Legion
1 Buried Ruin
1 Inkmoth Nexus
1 Rogue’s Passage
1 Ancient Tomb
1 Command Tower
1 Arid Mesa
1 Plateau
1 Sacred Foundry
1 Clifftop Retreat
1 Rugged Prairie
12 Plains
11 Mountain
Tajic Obliterate/Vicious Shadows
Tajic, blow up the world, swing. Enchantment/Planeswalker based token engines don't mind Obliterate so much.
Regarding Tajic. He seems disappointing and uninspiring at first, I saw a lot of dismissal but as the cheapest indestructible creature ever who can actually do damage and sits in the Command Zone and is in the colors of blow everything up, I think he's got some merit. I suppose time will tell.
Key play for the deck. Tajic and Stonehewer Giant on the battlefield. The giant puts Worldslayer into play on an attacking Tajic. I've seen this play done before in an Avacyn deck (to many groans, but hey, it's a good play), this deck can do it more quickly.
1 Tajic, Blade of the Legion
Other routes to indestructibility.
1 Boros Charm
1 Frontline Medic
1 Avacyn, Angel of Hope
1 Angelic Overseer
Soldier Package
1 Militia's Pride
1 Mentor of the Meek
1 Knight-Captain of Eos
1 Elspeth Tirel
1 Hero of Bladehold
1 Elspeth, Knight-Errant
1 Captain of the Watch
Other Tokens (also a few in lands)
1 Goblin Assault
1 Assemble the Legion
1 Wurmcoil Engine
1 Midnight Haunting
Winning Looks Like any token maker with
1 Smokestack
1 Vicious Shadows
Token Pump
1 Cathar's Crusade
Recursion
1 Sun Titan
1 Replenish
1 Crucible of Worlds
Blow up the World
1 Wrath of God
1 Austere Command
1 Armageddon
1 Catastrophe
1 Jokulhaups
1 Obliterate
1 Worldslayer
1 Tithe
1 Enlightened Tutor
1 Stoneforge Mystic
1 Idyllic Tutor
1 Academy Rector
1 Stonehewer Giant
Spot Removal
1 Oblation
1 Chaos Warp
1 Allay
1 Shattering Pulse
1 Swords to Plowshares
1 Aura of Silence
1 Duplicant
Draw/Card Advantage
1 Sunforger
1 Skullclamp
1 Scroll Rack
1 Sword of Fire and Ice
1 Land Tax
1 Wheel of Fortune
1 Reforge the Soul
Ramp
1 Iron Myr
1 Gold Myr
1 Palladium Myr
1 Mana Crypt
1 Mox Opal
1 Sol Ring
1 Fellwar Stone
1 Mind Stone
1 Boros Signet
1 Boros Keyrune
1 Darksteel Ingot
1 Thran Dynamo
1 Mishra's Factory
1 Kjeldoran Outpost
1 Inkmoth Nexus
1 Slayers’ Stronghold
1 Strip Mine
1 Ancient Tomb
1 Plateau
1 Sacred Foundry
1 Clifftop Retreat
1 Rugged Prairie
1 Marsh Flats
1 Arid Mesa
1 Flagstones of Trokair
1 Mistveil Plains
11 Mountain
9 Plains
After some good comments, I'm thinking of dropping the goblin package to try something new.
Optional goblins to take out:
1 Goblin Welder
1 Goblin Matron
1 Squee, Goblin Nabob
1 Rummaging Goblin
1 Krenko, Mob Boss
1 Siege-Gang Commander
1 Kiki-Jiki, Mirror Breaker
1 Plains
Soldier package and Sunforger toolbox in:
1 Mentor of the Meek
1 Knight-Captain of Eos
1 Elspeth Tirel
1 Captain of the Watch
1 Tithe
1 Midnight Haunting
1 Mistveil Plains
Jor Kadeen Control
1 Darksteel Myr
1 Transcendent Master
1 Stuffy Doll
1 Creepy Doll
1 Darksteel Sentinel
1 Darksteel Gargoyle
1 Myojin of Cleansing Fire
1 Goblin Welder
1 Stoneforge Mystic
1 Solemn Simulacrum
1 Mad Prophet
1 Zealous Conscripts
1 Duplicant
1 Godo, Bandit Warlord
1 Kiki-Jiki, Mirror Breaker
1 Pentavus
1 Myr Battlesphere
1 Avacyn, Angel of Hope
1 Entreat the Angels
1 Mox Opal
1 Sol Ring
1 Coldsteel Heart
1 Boros Signet
1 Mind Stone
1 Darksteel Ingot
1 Thran Dynamo
1 Gilded Lotus
1 Expedition Map
1 Wayfarer’s Bauble
1 Land Tax
1 Wrath of God
1 Rout
1 Austere Command
1 Phyrexian Rebirth
1 Planar Cleansing
1 Martial Coup
1 Worldslayer
1 Swiftfoot Boots
1 Sword of Fire and Ice
1 Sunforger
1 Batterskull
1 Allay
1 Shattering Pulse
1 Return to Dust
1 Oblation
1 Swords to Plowshares
1 Enlightened Tutor
1 Faith’s Reward
1 Dawn Charm
1 Wild Ricochet
1 Sulfurous Blast
1 Dispeller’s Capsule
1 Origin Spellbomb
1 Scroll Rack
1 Crucible of Worlds
1 Vedalken Orrery
1 Reito Lantern
1 Salvaging Station
1 Staff of Nin
1 Elspeth, Knight-Errant
1 Ajani Vengeant
1 Aura of Silence
1 Steelshaper’s Gift
1 Kher Keep
1 Sunhome, Fortress of the Legion
1 Kjeldoran Outpost
1 Buried Ruin
1 Darksteel Citadel
1 Inkmoth Nexus
1 Slayers’ Stronghold
1 Cavern of Souls
1 Great Furnace
1 Ancient Den
1 Sacred Foundry
1 Clifftop Retreat
1 Rugged Prairie
1 Arid Mesa
1 Command Tower
8 Mountain
11 Plains
:sympr::sympw:Jor Kadeen Infect:sympr::sympw:
Trying out a new version of this deck. The original post in the spoiler below focused on landing an infect guy, then making him big through equipment/pump spells, unblockable, and getting in a some extra combat steps. A little unwieldy at times, able to kill a few players but not the whole table.
Instead of going for a lot of unblockable shenanigans, now I want to wrath the board away and then land an infect dude with haste. Also adding Pandemonium, Warstorm Surge, and Furnace of Rath after seeing what happened at a game last week when the Gisela player had Pandemonium and Furnace out and the Jor Kadeen infect player killed him by dropping Jor Kadeen and then a Corpse Cur. It was funny, and very smooth. Might as well go for that as part of the deck’s plan as it provides some reach for the deck.
So Wrath and Pandemonium, here’s the new list:
1 Jor Kadeen, the Prevailer
Infect
1 Core Prowler
1 Corpse Cur
1 Fallen Ferromancer
1 Ichorclaw Myr
1 Lost Leonin
1 Necropede
1 Phyrexian Digester
1 Phyrexian Juggernaut
1 Plague Myr
1 Priests of Norn
1 Razor Swine
1 Shriek Raptor
1 Tine Shrike
1 Inkmoth Nexus
1 Grafted Exoskeleton
1 Contagion Engine
Wrath
1 Wrath of God
1 Day of Judgment
1 Hallowed Burial
1 Austere Command
1 Catastrophe
Haste
1 Fervor
1 In the Web of War
1 Swiftfoot Boots
1 Urabrask the Hidden
1 Slayers’ Stronghold
1 Enlightened Tutor
1 Idyllic Tutor
1 Academy Rector
1 Stoneforge Mystic
1 Stonehewer Giant
1 Godo, Bandit Warlord
1 Wheel of Fortune
1 Reforge the Soul
1 Scroll Rack
Pump/Get in There
1 Souls' Fire
1 Pandemonium
1 Warstorm Surge
1 Furnace of Rath
1 Bedlam
1 Gisela, Blade of Goldnight
1 Ajani, Caller of the Pride
1 Elspeth, Knight-Errant
1 Fireshrieker
1 Inquisitor’s Flail
1 Sword of Vengeance
1 Sword of Light and Shadow
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sunhome, Fortress of the Legion
Removal
1 Volt Charge
1 Return to Dust
1 Oblation
1 Boros Charm
1 Sun Titan
1 Frantic Salvage
Mana
1 Land Tax
1 Palladium Myr
1 Mana Crypt
1 Sol Ring
1 Mox Opal
1 Mind Stone
1 Thran Dynamo
1 Gilded Lotus
1 Fellwar Stone
1 Everflowing Chalice
1 Boros Signet
1 Prismatic Lens
1 Darksteel Ingot
1 Boros Keyrune
1 Darksteel Citadel
1 Ancient Den
1 Great Furnace
1 Sacred Foundry
1 Rugged Prairie
1 Clifftop Retreat
1 City of Brass
1 Command Tower
1 Ancient Tomb
10 Mountain
10 Plains
Rakdos Demon Tribal
1 Rakdos, Lord of Riots
Demons/On Theme
1 Blood Speaker
1 Desecration Demon
1 Ob Nixilis, the Fallen
1 Bloodgift Demon
1 Nefarox, Overlord of Grixis
1 Lord of the Void
1 Rune-Scarred Demon
1 Dread Cacodemon
1 Master of Cruelties
Haste
1 Lightning Greaves
Little Value Dudes
1 Scuttlemutt
1 Leaden Myr
1 Iron Myr
1 Pilgrim’s Eye
1 Goblin Matron
1 Squee, Goblin Nabob
1 Rummaging Goblin
1 Blind Zealot
1 Viashino Heretic
1 Solemn Simulacrum
Other Utility Beaters
1 Steel Hellkite
1 Godo, Bandit Warlord
1 Mikaeus, the Unhallowed
1 Flayer of the Hatebound
1 It That Betrays
1 Kokusho, the Evening Star
1 Phyrexian Reclamation
1 Necromancy
1 Living Death
1 Mimic Vat
1 Sword of Light and Shadow
1 Coffin Queen
1 Balthor the Defiled
1 Sheoldred, Whispering One
1 Artisan of Kozilek
Direct Damage/Sacrifice
1 Lightning Bolt
1 Bitterblossom
1 Geth's Verdict
1 Sign in Blood (also draw)
Draw
1 Wheel of Fortune
1 Reforge the Soul
1 Phyrexian Arena
1 Skullclamp
1 Dragon Mage
1 Knollspine Dragon
1 Sword of Fire and Ice
1 Disciple of Bolas
1 Moriok Replica
Utility
1 Sneak Attack
1 Vampiric Tutor
1 Demonic Tutor
1 Oblivion Stone
1 Chaos Warp
1 Liliana of the Dark Realms
1 Vandalblast
1 Decree of Pain
1 Black Market
1 Darksteel Ingot
1 Expedition Map
1 Talisman of Indulgence
1 Rakdos Keyrune
1 Fellwar Stone
1 Gilded Lotus
1 Rakdos Signet
1 Shizo, Death's Storehouse
1 Dragonskull Summit
1 Badlands
1 Urborg, Tomb of Yawgmoth
1 Lavaclaw Reaches
1 Blood Crypt
1 Cavern of Souls
1 Volrath's Stronghold
1 Spinerock Knoll
1 Command Tower
1 Graven Cairns
1 Piranha Marsh
1 Bojuka Bog
1 Strip Mine
1 Arid Mesa
1 Marsh Flats
9 Mountain
10 Swamp
Niv Mizzet, Dracogenius Combo
This is a counter/burn deck with some combo engines to drive infinite mana.
1 Worldgorger Dragon
1 Kiki-Jiki, Mirrorbreaker
1 Capsize
1 Phyrexian Metamorph
1 Phantasmal Image (both clones have to be available)
1 Archaeomancer
1 Into The Roil (with Archaeomancer and Dragon)
1 Nivix Guildmage
1 Turnabout
1 Reset
1 Reiterate
(Niv Mizzet himself)
1 Comet Storm
1 Blue Sun's Zenith
1 Lightning Bolt (with Reiterate)
1 Brainstorm (with Reiterate into another mana dump)
1 Zealous Conscripts
1 Pestermite
1 Deceiver Exarch
1 Splinter Twin
1 Deadeye Navigator
1 Gilded Lotus
1 Glen Elendra Archmage
1 Solemn Simulacrum
1 Teferi, Mage of Zhalfir
1 Venser, Shaper Savant
1 Snapcaster Mage
1 Hinder
1 Counterflux
1 Spell Crumple
1 Counterspell
1 Dissipate
1 Muddle the Mixture
1 Negate
1 Arcane Denial
1 Trickbind
1 Time Stop
1 Vandalblast
1 Evacuation
1 Cylconic Rift
1 Shattering Spree
1 Shattering Pulse
1 Firemind's Foresight (gets Reiterate, Reset, and Lightning Bolt)
1 Reverberate
1 Recurring Insight
1 Ponder
1 Mystical Tutor
1 Long Term Plans
1 Impulse
1 Fact or Fiction
Enchantment
1 Mystic Remora
1 Sol Ring
1 Wayfarer’s Bauble
1 Sensei’s Divining Top
1 Izzet Signet
1 Izzet Keyrune
1 Darksteel Ingot
1 Chromatic Lantern
1 Sculpting Steel
1 Gilded Lotus
1 Gauntlet of Power
1 Caged Sun
1 Oblivion Stone
1 Tezzeret the Seeker
1 Great Furnace
1 Seat of the Synod
1 Steam Vents
1 Command Tower
1 Sulfur Falls
1 Desolate Lighthouse
1 Reliquary Tower
1 Minamo, School at Water’s Edge
13 Mountain
14 Island
1 Jarad, Golgari Lich Lord
Wurms
1 Worldspine Wurm
1 Massacre Wurm
1 Wurmcoil Engine
1 Elderscale Wurm
1 Pelakka Wurm
1 Bellowing Tanglewurm
1 Panglacial Wurm
1 Engulfing Slagwurm
1 Craw Wurm
1 Creakwood Liege
Ramp
1 Sakura-Tribe Elder
1 Dawntreader Elk
1 Farhaven Elf
1 Wood Elves
1 Yavimaya Granger
1 Yavimaya Elder
1 Yavimaya Dryad
1 Fertilid
1 Oracle of Mul Daya
1 Sylvan Primordial
Mana Dorks/Cheaters
1 Elvish Piper
1 Drumhunter (also draw)
1 Somberwald Sage
1 Lurking Predators
1 Mana Reflection
1 Phyrexian Arena
1 Triumph of Ferocity
1 Graveborn Muse
1 Ohran Viper
1 Disciple of Bolas
1 Bloodgift Demon
1 Harvester of Souls
1 Soul of the Harvest
1 Primordial Sage
Haste
1 Concordant Crossroads
1 Lightning Greaves
1 Akroma’s Memorial
Removal
1 Ulvenwald Tracker
1 Deathrite Shaman
1 Pernicious Deed
1 Beast Within
1 Oblivion Stone
1 Royal Assassin
1 Fleshbag Marauder
1 Dark Impostor
1 Wickerbough Elder
1 Acidic Slime
1 Brutalizer Exarch
1 Predator, Flagship
Recursion
1 Volrath’s Stronghold
1 Phyrexian Reclamation
1 Eternal Witness
1 Mikaeus, the Unhallowed
1 Sheoldred, Whispering One
1 Primal Surge
1 Genesis Wave
Utility/Pump/Tricks
1 Loxodon Warhammer
1 Asceticism
1 Vigor
1 Conjurer's Closet
1 Birthing Pod
P’Walkers
1 Garruk, Primal Hunter
1 Vraska the Unseen
Lands
1 Woodland Cemetery
1 Twilight Mire
1 Mosswort Bridge
1 Overgrown Tomb
1 Temple of the False God
1 Reliquary Tower
1 Urborg, Tomb of Yawgmoth
1 Shizo, Death’s Storehouse
1 Phyrexian Tower
1 Strip Mine
11 Swamp
13 Forest
RWURuhan Auras VoltronRWU
1 Ruhan of the Fomori
Colonels –WR, WU, UR
1 Gisela, Blade of Goldnight
1 Bruna, Light of Alabaster
1 Nin, the Pain Artist (likes to hit Ruhan for 6)
Majors – W, U, R
1 Eight-and-a-Half-Tails
1 Sun Quan, Lord of Wu
1 Urabrask the Hidden
Wrecking Crew and their Recursion
1 Viashino Heretic
1 Soltari Visionary
1 Intrepid Hero
1 Sun Titan
Controlling Things
1 Glen Elendra Archmage
1 Azorius Guildmage
Beaters that Draw/Tutor
1 Consecrated Sphinx
1 Drogskol Reaver
1 Sovereigns of Lost Alara
1 Solemn Simulacrum (beats for 2 right!?)
1 Weathered Wayfarer (beats for, uh, 1)
Flavorful Bad Card (love Raymond Swanland art)
1 Fomori Nomad (Ruhan’s Grandpa wanted to play too)
Tutor
1 Enlightened Tutor
Removal
1 Swords to Plowshares
1 Cylconic Rift
1 Oblation
1 Dismantling Blow
1 Capsize
1 Return to Dust
1 Evacuation
1 Counterspell
1 Dissipate
1 Forbid (good with Bruna and Land Tax)
1 Hinder
1 Faerie Trickery
1 Recurring Insight
1 Austere Command
1 Three Dreams
Mana Fixing/Ramping
1 Sol Ring
1 Wayfarer’s Bauble
1 Boros Signet
1 Journeyer's Kite
1 Izzet Keyrune
1 Darksteel Ingot
1 Walking Atlas
1 Gilded Lotus
Deck Manipulation
1 Sensei’s Divining Top
1 Scroll Rack
Utility
1 Land Tax
1 Mystic Remora
1 Fervor
1 Wild Research (what other deck could you play this in?)
1 Faith's Fetters
1 Prison Term
Auras
1 Mark of Fury
1 Vanishing
1 Cloak of Mists
1 Spirit Mantle
1 Steel of the Godhead
1 Scourge of the Nobilis
1 Unquestioned Authority
1 Battle Mastery
1 Pemmin’s Aura
1 Angelic Destiny
1 Eldrazi Conscription
1 Command Tower
1 Sacred Foundry
1 Clifftop Retreat
1 Rugged Prairie
1 Arid Mesa
1 Hallowed Fountain
1 Glacial Fortress
1 Skycloud Expanse
1 Sulfur Falls
1 Shivan Reef
1 Steam Vents
1 Sunhome, Fortress of the Legion
1 Slayers’ Stronghold
1 Strip Mine
1 Reliquary Tower
1 Minamo, School at Water’s Edge (so Ruhan can block, and other stuff)
1 Terrain Generator
6 Mountains
7 Plains
7 Islands
UWGRubinia Soulsinger Flicker LockUWG
Whatever it is, I’ll likely steal it, counter it, or destroy it.
Deadeye Navigator and the various locks it can get in these colors is fairly well known. People have strong opinions on this card. A lot of people hate to play against it. A lot of people think it’s overcosted and don’t play it in this type of deck. It’s a strong card and it works well in this particular deck.
I have two counter locks with Mystic Snake and Draining Whelk. Fiend Hunter can exile as many creatures as I have 1U. Brutalizer Exarch can tuck everything but creatures with each bounce. Bouncing Acidic Slime is nothing new but very effective. Seedborn Muse makes it all ridiculous.
This deck eschews artifacts and so gets a lot of mileage out of Stony Silence.
1 Rubinia Soulsinger
Bounce
1 Mistmeadow Witch
1 Stonecloaker
1 Restoration Angel
1 Deadeye Navigator
Ramp
1 Coiling Oracle
1 Farhaven Elf
1 Wood Elves
1 Yavimaya Granger
1 Solemn Simulacrum
Recursion
1 Karmic Guide
1 Snapcaster Mage
1 Eternal Witness
1 Reveillark
1 Arachaeomancer
Steal/Copy
1 Phyrexian Metamorph
1 Phantasmal Image
1 Sower of Temptation
1 Beguiler of Wills
1 Diluvian Primordial
Counter/Removal
1 Azorius Guildmage
1 Mystic Snake
1 Glen Elendra Archmage
1 Venser, Shaper Savant
1 Draining Whelk
1 Fiend Hunter
1 Acidic Slime
1 Brutalizer Exarch
1 Duplicant
1 Sylvan Primordial
1 Lavinia of the Tenth
1 Elvish Visionary
1 Soul of the Harvest
1 Mulldrifter
Other
1 Spike Weaver
1 Seedborn Muse
1 Cloudshift
1 Ghostly Flicker
1 Krosan Grip
1 Beast Within
1 Oblation
1 Bant Charm
1 Ghostway
1 Cylconic Rift
1 Deglamer
1 Hinder
1 Voidslime
1 Plasm Capture
1 Eladamri’s Call
1 Chord of Calling
1 Farseek
1 Kodama’s Reach
1 Skyshroud Claim
1 Reap and Sow
1 Sylvan Scrying
1 Beck // Call
1 Austere Command
1 Wargate
1 Rite of Replication
1 Aura Shards
1 Rhystic Study
1 Lightning Greaves
1 Conjurer's Closet
1 Strip Mine
1 City of Shadows
1 Alchemist’s Refuge
1 Reliquary Tower
1 High Market
1 Sunpetal Grove
1 Glacial Fortress
1 Hinterland Harbor
1 Breeding Pool
1 Skycloud Expanse
1 Command Tower
1 Seaside Citadel
1 Temple Garden
1 Hallowed Fountain
1 Flooded Grove
1 Wooded Bastion
8 Forest
5 Plains
7 Island
5/13
- Elesh Norn; Ixidron; Mystic Remora;Venser, the Sojourner; Recurring Insight;Fracturing Gust;Swords to Plowshares;Woodfall Primus; Cultivate;Dissipate;Sun Titan
+Conjurer's Closet; Beck // Call; Reap and Sow;Plasm Capture;Sylvan Primordial;Lavinia of the Tenth;Yavimaya Granger;Diluvian Primordial;Elvish Visionary;Deglamer;Brutalizer Exarch;Rhystic Study
BGWGhave PlaneswalkersBGW
This deck sets out a labyrinth of enchantments that severely restrict or even locks down your opponents while protecting the planeswalkers that build momentum for your own board position. Fogs aplenty also protect your planeswalker value engines. Anthem effects not only pump up your tokens but break through the triad lockdown of Humility, Night of Souls’ Betrayal and Living Plane.
The original build of this deck was a GWB superfriends fog deck, but I found I needed cards like Humility because though fogs protect the planeswalkers, they don’t necessarily keep other people from winning the game. Fogs don’t stop someone from going off with Kederekt Leviathan and Draining Whelk. Humility does.
The deck isn’t fast, and if you’re not overzealous with playing planeswalkers has a fairly low threat level. In other words hold on to Doubling Season and Vraska, the Unseen until you're in a good position.
I originally wanted to go creatureless, but Academy Rector is too good as a way to instantly put a key enchantment in play in response to shenanigans. And in a deck that wants to play fogs, already has Ghave, Guru of Spores and Doubling Season in its list, Spike Weaver deserves a spot. I’m trying to resist the +1/+1 counter allure of Fertilid and Corpsejack Menace, but I may end up sticking them in. Sun Titan would also be a welcome inclusion with all the 3 CMC or less enchantments, but each good creature I put in is another card dead to Humility. In a strange twist of fate, Ghave will actually be a 6/6 since Humility makes him a 1/1 with 5 +1/+1 counters, Fertilid will be a 3/3 and Spike Weaver will be a 4/4.
1 Ghave, Guru of Spores
Planeswalkers
1 Garruk Wildspeaker
1 Elspeth, Knight-Errant
1 Garruk Relentless
1 Vraska the Unseen
1 Gideon Jura
1 Gideon, Champion of Justice
1 Sorin Markov
1 Liliana Vess
1 Liliana of the Dark Realms
1 Karn Liberated
1 Sorin, Lord of Innistrad
1 Garruk, Primal Hunter
1 Elspeth Tirel
1 Ajani Goldmane
Fogs
1 Spike Weaver
1 Batwing Brume
1 Dawn Charm
1 Constant Mists
1 Moment’s Peace
1 Maze of Ith
1 Kor Haven
Removal
1 Beast Within
1 Maelstrom Pulse
1 Martial Coup
1 Decree of Pain
1 Merciless Eviction
1 Grave Pact
1 Karmic Justice
1 Aura Shards
1 Soul Snare
1 Pernicious Deed
1 Aura of Silence
1 Bitterblossom
1 Luminarch Ascension
1 Awakening Zone
1 Necrogenesis
1 Kjeldoran Outpost
1 Springjack Pasture
Pump/Doubling
1 Gaea’s Anthem
1 Glorious Anthem
1 Cathar’s Crusade
1 Collective Blessing
1 Mirari’s Wake
1 Beastmaster Ascension
1 Parallel Lives
1 Doubling Season
Recursion
1 Replenish
1 Regrowth
1 Sun Titan
Protection and Lockdown
1 Sphere of Safety
1 Stony Silence
1 Null Rod
1 Humility
1 Night of Souls’ Betrayal
1 Living Plane
Draw/Tutor/Ramp
1 Harmonize
1 Promise of Power
1 Phyrexian Arena
1 Grim Backwoods
1 Demonic Tutor
1 Idyllic Tutor
1 Sterling Grove
1 Academy Rector
1 Farseek
1 Kodama’s Reach
1 Fertilid
1 Krosan Verge
Land
1 Vault of the Archangel
1 Gavony Township
1 Serra's Sanctum
1 Command Tower
1 Overgrown Tomb
1 Temple Garden
1 Godless Shrine
1 Woodland Cemetery
1 Sunpetal Grove
1 Isolated Chapel
1 Twilight Mire
1 Wooded Bastion
1 Fetid Heath
1 Marsh Flats
1 Murmuring Bosk
1 Bojuka Bog
5 Swamp
5 Forest
5 Plains
BRGKresh Wurm RecursionBRG
This is for Phil.
Aside from a pretty basic jund reanimator shell, I’m trying out a bunch of smaller draw spells in addition to the usual black and green CA engines.
Alternate General would be Adun Oakenshield. The question is whether to have a general who will get me creatures back to hand or one who likes the big ones to die. I'd have to proxy Adun though since I'm not going to lay down the half a Franklin he costs now.
Basic plan:
Phase 1: Ramp, Draw Cards, Go for some Sneak Attack action, maybe an early wurm.
Phase 2: Dump stuff in the yard via Tortured Existence, the remants of Sneak Attack plays, Wheel of Fortune, etc. Jokulhaups floating mana to Animate Dead. Recur a wurm and go to town.
After a little bit of rebuilding, Sneak Attack and Phyrexian Reclamation can work well together to keep getting in the beats.
1 Charnelhoard Wurm
1 Craw Wurm
1 Pelakka Wurm
1 Elderscale Wurm
1 Penumbra Wurm
1 Engulfing Slagwurm
1 Massacre Wurm
1 Worldspine Wurm
1 Wurmcoil Engine
1 Coffin Queen
1 Sheoldred, Whispering One
1 Mikaeus, the Unhallowed
1 Sepulchral Primordial
1 Reanimate
1 Animate Dead
1 Dance of the Dead
1 Necromancy
1 Crucible of Worlds
1 Mimic Vat
1 Eternal Witness
1 Regrowth
1 Life from the Loam
1 Phyrexian Reclamation
1 Disciple of Bolas
1 Night’s Whisper (Grisly Salvage)
1 Ancient Craving (Jarad's Orders)
1 Sign in Blood
1 Faithless Looting
1 Grisly Salvage
1 Harmonize
1 Wheel of Fortune
1 Reforge the Soul
1 Greater Good
1 Snake Umbra
1 Garruk, Primal Hunter
1 Entomb
1 Vampiric Tutor
1 Demonic Tutor
1 Fleshbag Marauder
1 Slum Reaper
1 Sylvan Primordial
1 Maelstrom Pulse
1 Beast Within
1 Chaos Warp
1 Vandalblast
1 Pernicious Deed
1 Boom // Bust
1 Decree of Annihilation
1 Jokulhaups
1 Obliterate
1 Urabrask the Hidden
1 Darksteel Plate
1 Witchbane Orb
1 Sneak Attack
1 Sakura-Tribe Elder
1 Yavimaya Elder
1 Cultivate
1 Kodama’s Reach
1 Skyshroud Claim
1 Explosive Vegetation
1 Mana Crypt
1 Darksteel Ingot
1 Kessig Wolf Run
1 Volrath’s Stronghold
1 Strip Mine
1 Command Tower
1 Stomping Ground
1 Overgrown Tomb
1 Blood Crypt
1 Rootbound Crag
1 Woodland Cemetery
1 Dragonskull Summit
1 Fire-Lit Thicket
1 Twilight Mire
1 Graven Cairns
9 Forest
7 Swamp
6 Mountain
:sympw::sympu::sympb: Sharuum Infect :sympw::sympu::sympb:
Esper infect with an artifact-recurring general who likes to wear a Grafted Exoskeleton.
Pretty simple concept.
Your main goal is to get each player an infect counter so you can win through proliferate. There are plenty of pillow-fort/creature-denial decks in my playgroup, so getting out little infect guys early so you don't have to rely on them once people are entrenched is good. Ichor Rats is an all-star.
Inkmoth Nexus with swords is as good as ever.
Funniest card in the deck Sun Quan, Lord of Wu.
1 Sharuum the Hegemon
Infect Dudes
1 Inkmoth Nexus
1 Plague Stinger
1 Plague Myr
1 Ichorclaw Myr
1 Lost Leonin
1 Blighted Agent
1 Phyrexian Crusader
1 Ichor Rats (infect the table)
1 Hand of the Praetors
1 Blackcleave Goblin
1 Corpse Cur
1 Core Prowler (proliferate)
1 Viral Drake (proliferate)
1 Reaper of Sheoldred
1 Skithiryx, the Blight Dragon
Infect by other Means
1 Tainted Strike
1 Virulent Wound
1 Grafted Exoskeleton
1 Corrupted Conscience
1 Caress of Phyrexia (really good!!)
Proliferate
1 Throne of Geth
1 Contagion Clasp
1 Grim Affliction
1 Steady Progress
1 Tezzeret's Gambit
1 Fuel for the Cause
1 Spread the Sickness
1 Inexorable Tide
1 Contagion Engine
1 Rogue's Passage
1 Lightning Greaves
1 Inquisitor's Flail
1 Sword of Fire and Ice
1 Sword of Feast and Famine
1 Fireshrieker
1 Sword of Light and Shadow
1 Sword of Vengeance
1 Elspeth, Knight-Errant
1 Sun Quan, Lord of Wu (in an infect deck, what?)
Recursion
1 Volrath's Stronghold
1 Phyrexian Reclamation
1 Sun Titan
Removal/Counters
1 Muddle the Mixture
1 Cyclonic Rift
1 Oblation
1 Aura of Silence
1 Return to Dust
Draw/Tutor
1 Brainstorm
1 Phyrexian Arena
1 Rhystic Study
1 Fact or Fiction
1 Ancient Craving
1 Recurring Insight
1 Expedition Map
1 Demonic Tutor
1 Stoneforge Mystic
1 Tezzeret the Seeker
Mana
1 Land Tax
1 Mana Crypt
1 Sol Ring
1 Wayfarer's Bauble
1 Fellwar Stone
1 Mind Stone
1 Chromatic Lantern
1 Darksteel Ingot
1 Thran Dynamo
1 Ancient Tomb
1 Command Tower
1 Arcane Sanctum
1 Urborg, Tomb of Yawgmoth
1 Seat of the Synod
1 Ancient Den
1 Arid Mesa
1 Marsh Flats
1 Drowned Catacomb
1 Watery Grave
1 Glacial Fortress
1 Hallowed Fountain
1 Scrubland
1 Fetid Heath
1 Isolated Chapel
1 Godless Shrine
5 Plains
6 Island
5 Swamp
Pointed out to me how good Academy Ruins would be good here. Don't have one, but I agree. Areas that need balancing are draw/tutor/removal. I think the draw is alright, but the removal suite is light. Perhaps too light.
Played two games with it so far. First game was going my way until Insurrection and then the guy with the tribal rats deck dropped his own Ichor Rats to deal me my last poison counter. Couldn't really complain. Second game went down to the wire and I ended up a step behind the reanimator deck that set up Aura of Silence and (my)Sun Titan to lock me out of using my Inkmoth with a sword. But these were good games and the deck works just fine.
UWG Rubinia Soulsinger Tapdown/Lockdown UWG
Full disclosure, though I have suffered at the wrong end of a stax deck, I’ve never built one, and have no real idea of what the best balance of various effects are. This is just me playing in the sandbox of my card collection to see what happens.
This deck does have some sac effects, but focuses more on keeping the other players tapped down.
The other thing going on here is me wanting to win through lock with Erayo, Soratami Ascendant and Arcane Laboratory. Seems kind of at odds with stax perhaps, not sure. An active Erayo followed by any stax effect should be pretty good. Trying to activate Erayo post Static Orb without an untapper obviously isn’t going to happen. But then I’m still in a good position.
A lot of ramp and card draw to empty my deck of lands and get me through it. Also, if I have Winter Orb out and don’t have an untapper like Seedborn Muse, having a fat stack of lands in front of me lets me play more conservatively. The cheap ramp and cantrips also serve to activate Erayo.
This deck might be trying to stand on spindly legs, as some of the effects don’t have more than one version, but I’m also including a mess of tutors, that also happen to be cheap spells that could activate Erayo.
Choice of general allows me to feed my own sac effects with other people’s creatures, and is also a good rattlesnake to keep people from playing into her. Jenara might be another good option for a cheap flying beater that Seedborn Muse likes to feed.
1 Rubinia Soulsinger
Keep it Tapped/Slow Down
1 Winter Orb
1 Static Orb
1 Tangle Wire
1 Blind Obedience
1 Frozen Aether
1 Rising Waters
1 Azorius Guildmage
1 Loxodon Gatekeeper
1 Hokori, Dust Drinker
1 Vorinclex, Voice of Hunger
1 Stony Silence
Untap Mine
1 Sword of Feast and Famine
1 Bear Umbra
1 Seedborn Muse
Lock
1 Erayo, Soratami Ascendant
1 Arcane Laboratory
Sacrifice
1 Smokestack
1 World Queller
Destroy
1 Aura Shards
1 Aura of Silence
1 Beast Within
1 Luminarch Ascension
1 Awakening Zone
1 Jade Mage
1 Hero of Bladehold
1 Rampaging Baloths
1 Garruk Wildspeaker
1 Elspeth, Knight-Errant
Ramp
1 Nature’s Lore
1 Farseek
1 Yavimaya Elder
1 Sakura-Tribe Elder
1 Wood Elves
1 Bloom Tender
1 Farhaven Elf
1 Dawntreader Elk
1 Oracle of Mul Daya
1 Solemn Simulacrum
Tutor
1 Summoner’s Pact
1 Enlightened Tutor
1 Worldly Tutor
1 Eladamri’s Call
1 Idyllic Tutor
1 Fabricate
1 Chord of Calling
1 Academy Rector
1 Wargate
1 Sterling Grove
1 Brainstorm
1 Ponder
1 Preordain
1 Counsel of the Soratami
1 Divination
1 Rhystic Study
1 Impulse
Counter
1 Voidslime
1 Hinder
1 Spell Crumple
Recursion
1 Eternal Witness
1 Hanna, Ship’s Navigator
1 Sun Titan
1 Regrowth
1 Crucible of Worlds
Other
1 Cyclonic Rift
35 Lands
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck:
Thanks for the ideas. I'd love to get rid of the mana rocks... took a look at your build and was happy to see Dreamscape Artist and Weathered Wayfarer, those are the kinds of ideas I'm looking for. Journeyer's Kite as a slower Land Tax is good.
More card draw is always good. A couple of my auras (Unquestioned Authority and Flight of Fancy) are cantrips so effectively replace themselves.
Yeah I know auras are card disadvantage, but Bruna is basically a Retether on a stick, which helps. I could run Retether as well.
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck:
If I want multiple attack steps I'll use Aggravated Assault and throw in Sword of Feast and Famine because that's my favorite combo.
Skull of Orm would be good if I was more covetous of my auras, but honestly they're kind of frosting, and Bruna will get them all back. Sun Titan will get most of them back. I have Retether and Replenish in my binder but I'm okay with losing auras.
Rhystic Study is good. It should probably be in here as well. Whether it's better than Mystic Remora or not is kind of a meta call. People generally pay 1 in my group (though you could argue this is slowing them down, so it's still good). People will rarely pay the 4 for the blue koi though. In a 4 player game I've seen it draw as many cards as a Sphinx in a once around the table. Especially early game when everyone is ramping. The guy who plays it usually lets it die after two turns, drawing a ton of cards for a 2 mana investment.
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck:
WBRG Saskia the Unyielding
WUB Sharuum the Hegemon
RWU Shu Yun, the Silent Tempest
RG Wort, the Raidmother
WU Brago, King Eternal
B Chainer, Dementia Master
That would be pretty hilarious on Nin. "You get to draw a card, and I get your Consecrated Sphinx."
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck:
It's in the sideboard along with Academy Rector and Mystical Tutor.
I could probably take out one of the less awesome auras in favor of it, like Flight of Fancy. But I feel I have enough draw/tutor already and enough auras in there that I'll generally have something to work with. It got to a point in deckbuilding where I'd pick a general I wanted to work with and maybe a couple of engines I was excited about and then stick in every tutor available in the colors. Had a good discussion with someone over tutor versus draw and how pinpoint answer/combo decks need the tutors, but most decks benefit more from draw.
I put Enlightened Tutor in because it can get Scroll Rack if I already have Land Tax and vice versa. I'm trying to go with more draw and less tutor, aside from things like Wild Research and Sovereigns of Lost Alara which are repeatable. (not that anyone will leave Sovereigns alone for a turn)
Going to put in Walking Atlas and Terrain Generator to take advantage of extra lands in hand from Journeyer's Kite and Land Tax. Trying to move away from mana rocks in this build.
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck:
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