Power Artifact -One of those EDH cards that is pretty useless except for comboing off. Combine it with a Monolith and gain infinite colorless. The monoliths tap for 3 then untap for 1 or 2.
Rings of Brighthearth - Used with Basalt Monolith to yield infinite colorless mana. This can be slightly complex so I'll explain it.
1) Tap the Monolith for 3.
2) Use the 3 to activate the Monolith's ability to untap.
3) Pay an additional 2 to use the Rings ability to copy the Monolith's untap effect.
4) Allow the new untap effect to resolve.
5) While the second untap effect is on the stack re-tap the Monolith for another 3.
6) Continue in this manner until you have the desired amount of mana.
It is indeed a good card, but it's far too slow for what I'm going for with this deck. If I want to cast 6 mana on drawing I'd rather do it as an instant or for more cards upfront. Sphinx also eats removal nearly instantly.
I really enjoy your list. It has beautiful synergy, seems exceptionally resilient, and most of all, is in my favorite colors.
I am struck by how dependent your deck seems to be on Oona. Might I be mistaken? I don't see a different win-condition except herself. And maybe that's why there are so many infinite combos in your deck. I don't know exactly what I'm trying to get at here, but you might perhaps add in an additional win-con for your infinite mana? For redundancy.
Either way, I am impressed. I might build it with a few spins of my own. Mad props.
EDIT: I clearly missed Capsize, the Stroke, and the Zenith. Perhaps you could add Exsanguinate or some other sort of consume life. What you have currently seems quite acceptable. Disregard my suggestions, but still consider my praise.
I really enjoy your list. It has beautiful synergy, seems exceptionally resilient, and most of all, is in my favorite colors.
I am struck by how dependent your deck seems to be on Oona. Might I be mistaken? I don't see a different win-condition except herself. And maybe that's why there are so many infinite combos in your deck. I don't know exactly what I'm trying to get at here, but you might perhaps add in an additional win-con for your infinite mana? For redundancy.
Either way, I am impressed. I might build it with a few spins of my own. Mad props.
First of all, thanks. Second, yes Oona is the primary win-con of the deck. I feel having a general that can end the game itself desires to be built around. There are multiple ways of gaining infinite colorless mana and from there I can use Beseech the queen (love the flavor of this card in the deck) for either Gemstone Array and generate the blue to win OR I can stroke myself to find the Array. The entire deck is a redundant draw/tutor engine.
I did recently add the Maniac to combo with Demonic Consultation but it is so very fragile and Oona is not controlly enough to protect him 100% of the time.
The other win combo is the Leyline/Helm combo which has been assembled as early as turn 3-4 (I sadly don't own Mana Crypt or I could have a potential turn 1 win, would never happen but it makes me smile to imagine).
I did in a previous form of the deck run other cards such as Ashnods Altar and Exsanguinate but I began to realize I wanted to minimize the pieces in the deck that did nothing on their own.
What are your thoughts concerning Mindslaver? It is expensive, doesn't necessarily add much to the uses of infinite mana, and seems more a win-more card. However, the engine is already part of the mana-base, and when Oona has been Pithing Needleed, its sometimes nice to have another combo. It has also proven quite useful in the late game, when there's only 3 people left. You can force one person to waste his/her resources to kill the other player and then lock them out. In my Dralnu, I have found it to be particularly useful in a 3-man situation. i also have a foily one, and it's cool looking.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
What are your thoughts concerning Mindslaver? It is expensive, doesn't necessarily add much to the uses of infinite mana, and seems more a win-more card. However, the engine is already part of the mana-base, and when Oona has been Pithing Needleed, its sometimes nice to have another combo. It has also proven quite useful in the late game, when there's only 3 people left. You can force one person to waste his/her resources to kill the other player and then lock them out. In my Dralnu, I have found it to be particularly useful in a 3-man situation. i also have a foily one, and it's cool looking.
I've debated over and over whether or not I should try it out. I just wonder what I would cut to even test for it. Any suggestions?
You could perhaps switch out the Lab-Mac (a friend gave this nickname. Kinda catchy) for the Mindslaver. Try it out, of course, and see if you ever find yourself tutoring for it or when you have the opportunity to tutor for the Lab-Mac/Consultation win. Playstyle and what can resolve in your playgroup is most important. Or see how many times you have the Ruins out in play and could tutor for the Mindslaver.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
Well the ability to actually tutor for the Slaver with more than just my mono-black tutors is a huge plus. It is just so very expensive and to be honest I really plan to win before I'd have the 13 mana to constantly control someone. But yes, Lab-Mac as you call it is pretty useless and mostly in the deck because it is a card I've always wanted to exist. I suppose after I playtest him more I shall actually try the slaver lock and see how it fares in my playgroup.
The Mindslaver is quite expensive, and it seems and the decklistfrom your posts and the decklist presented that you are trying to combo out quickly and consistently with infinite mana. To this end, Mindslaver is not a good card. It's a late-game bomb when your opponents are exhausted in countering Oona over and over that has been quite powerful for me. It has no synergy with what your deck does and does consistently. It has, in my personal experience, created an advantage for me that has been quite powerful to exploit as most people forget that the Slaver is in your 'yard after you pop it the first time.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
The Mindslaver is quite expensive, and it seems and the decklistfrom your posts and the decklist presented that you are trying to combo out quickly and consistently with infinite mana. To this end, Mindslaver is not a good card. It's a late-game bomb when your opponents are exhausted in countering Oona over and over that has been quite powerful for me. It has no synergy with what your deck does and does consistently. It has, in my personal experience, created an advantage for me that has been quite powerful to exploit as most people forget that the Slaver is in your 'yard after you pop it the first time.
The biggest issue with Slaver for me is that I usually play groups that can be 5-6 players. Slaver locking 1 person would just in addition to being far more mana than I can afford to use each turn, would make me die instantly just for having it in play lol.
The biggest issue with Slaver for me is that I usually play groups that can be 5-6 players. Slaver locking 1 person would just in addition to being far more mana than I can afford to use each turn, would make me die instantly just for having it in play lol.
That's the same reason I didn't play mindslaver, but after thinking about it, what about those games where you KNOW for a fact someone is about to win next turn and you have.. Dun dun dun... Mindslaver! There have been so many games I wished that I had mind slaver. Or Sorin. Speaking of which, I had forgotten that his ultimate is mindslaver, cause everyone just jumps for the -2 ten life ability. Which makes Oona a 2 turn clock by the way.
That's the same reason I didn't play mindslaver, but after thinking about it, what about those games where you KNOW for a fact someone is about to win next turn and you have.. Dun dun dun... Mindslaver! There have been so many games I wished that I had mind slaver. Or Sorin. Speaking of which, I had forgotten that his ultimate is mindslaver, cause everyone just jumps for the -2 ten life ability. Which makes Oona a 2 turn clock by the way.
In a situation where someone is going to combo off or cast something to win next turn I'd honestly rather have a counter to stop it for 1/5 the mana and try to win myself. Yes if they have a large board position enslaving their mind to attack the table would be nice, but without the academy lock I'd end up getting hit the next cycle anyway. Also, not running Slaver makes my Academy Ruins live longer.
It's been a while since I've visited these forums. Work and all that jazz.
I would also point out that Mindslaver can occasionally be used as a political move as well. The stupid Jenara player who seems to be dominating with stupid blink effects, it's useful to 'Slave em and break their advantage, even in a 5-6 player game. It can create positive politics for the course of that game, but at least strip the advantage one person has.
Have you ever considered using Mind Twist and similar effects? A good use of the fast mana that you can produce and can easily lead to blue supremacy.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
It's been a while since I've visited these forums. Work and all that jazz.
I would also point out that Mindslaver can occasionally be used as a political move as well. The stupid Jenara player who seems to be dominating with stupid blink effects, it's useful to 'Slave em and break their advantage, even in a 5-6 player game. It can create positive politics for the course of that game, but at least strip the advantage one person has.
Have you ever considered using Mind Twist and similar effects? A good use of the fast mana that you can produce and can easily lead to blue supremacy.
Mind twist comes in and out of the deck along with jester's cap-esque effects. I may put it back in as I haven't tried it in a while. Lab Man is fun but pretty bad in practice, a pity.
Your deck seems great, but I have to ask , why dark tutelage?
It seems subpar compared to other permanent-based draw engines and seems like it could often deal you way more than one damage.
Your deck seems great, but I have to ask , why dark tutelage?
It seems subpar compared to other permanent-based draw engines and seems like it could often deal you way more than one damage.
It's pretty much another arena. Bob is an incredible card, but I traded mine away for a bunch of other stuff. Tutelage is not a creature (which is a HUGE deal in EDH) and is only 1 mana more. Honestly if I were to cut any of my permanent draw, it would be Rhystic Study for being inconsistant. Yes, Tutelage can kick the crap out of me. But extra cards are generally worth extra life, and land do 0 dmg to me.
Rhystic study is an all star in my group and we make fun of each other when we miss the triggers lol
Yea, I know it's really strong. I've been debating for a while which one to cut. I really think I have too many enchantment based draw effects. Is that blasphemy to say?
Possibly. Enchantments are generally hard to remove. Since they are fairly resistant in a normal EDH game, they can accrue more advantage overall. I love Dark Tutelage, and I think it shines particularly in a list like your Oona presented. Your overall CMC has got to be something fairly low. I can think of few things costing over 4CMC. And what are you gonna replace the Rhystic Study with? I love card draw; it's integral to my playstyle. I'm quite curious as to your specific reasons for cutting the card, especially a card that ties up mana for your opponent, which is generally what the Study does. Some people forget, too, allowing you to capitalize on slight misplays by drawing cards. I love Rhystic Study. If you had a Bob, that could be a suitable replacement. Costs less, but dies quicker.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
+1 For the thought of crating a primer. I'm sure it will be an excellent one.
A suggestion if you decide to write it out, note which cards you'd play to be extremely competitive and which cards are more in "the spirit of EDH". Some people may not enjoy having a primer that is all about the cutthroat and super-efficient lists recently posted.
What are your thoughts about Solemn Simulacrum? I'm considering adding it to my Dralnu list because I just got some cool altered basics and because it's quite good on its own.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
+1 For the thought of crating a primer. I'm sure it will be an excellent one.
A suggestion if you decide to write it out, note which cards you'd play to be extremely competitive and which cards are more in "the spirit of EDH". Some people may not enjoy having a primer that is all about the cutthroat and super-efficient lists recently posted.
What are your thoughts about Solemn Simulacrum? I'm considering adding it to my Dralnu list because I just got some cool altered basics and because it's quite good on its own.
Yea, the deck is fairly competitive so I can understand there not really being a "need" for a primer. But imo Oona decks generally run pretty similarly. The "Excluded Cards" list will be pretty large, discussing things like Contamination and other common things I've seen in Oona decks that didn't make it into mine.
Simulacrum I've found is just very very slow. I'd never search for it, it costs more mana than Wayfarer's Bauble, I have no sac outlets or recursion to abuse the draw. It's a great card, but I would really keep it out of any deck that tries to be fast. In terms of acceleration Bauble is just faster and eats up less mana at once. The body and situational draw just don't make up for it to me.
Good news to hear you are working on a primer, can't wait to see it! Just my 2 cents on Solemn Simulacrum, but i am a big supporter of this guy and i run him in my oona deck. I like the fact that he gets me to five mana on the next turn because thats a crucial step. I also run Wayfarer's Bauble because the ramping and colorfixing are godsends to my deck. They both are excellent with Academy Ruins as well.
+1 For the thought of crating a primer. I'm sure it will be an excellent one.
A suggestion if you decide to write it out, note which cards you'd play to be extremely competitive and which cards are more in "the spirit of EDH". Some people may not enjoy having a primer that is all about the cutthroat and super-efficient lists recently posted.
What are your thoughts about Solemn Simulacrum? I'm considering adding it to my Dralnu list because I just got some cool altered basics and because it's quite good on its own.
Solemn simulacrum is great acceleration for non green decks, but I recently took him out of my list as I found it to be too slow. I have a lot of better options to spend 4 mana on
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1 Academy Ruins
1 Ancient Tomb
1 Cephalid Coliseum
1 City of Brass
1 Command Tower
1 Darkslick Shores
1 Darkwater Catacombs
1 Drowned Catacomb
1 Exotic Orchard
1 Flooded Strand
1 Forbidden Orchard
1 Island
1 Magosi, the Waterveil
1 Marsh Flats
1 Minamo, School at Water's Edge
1 Misty Rainforest
1 Polluted Delta
1 Reflecting Pool
1 Reliquary Tower
1 River of Tears
1 Scalding Tarn
1 Seat of the Synod
1 Snow-Covered Island
1 Snow-Covered Swamp
1 Sunken Ruins
1 Swamp
1 Tolaria West
1 Underground River
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Vault of Whispers
1 Verdant Catacombs
1 Watery Grave
1 Candelabra of Tawnos
1 Chrome Mox
1 Coalition Relic
1 Dimir Signet
1 Everflowing Chalice
1 Gilded Lotus
1 Grim Monolith
1 Lion's Eye Diamond
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Mox Diamond
1 Mox Opal
1 Oblivion Stone
1 Pithing Needle
1 Rings of Brighthearth
1 Sculpting Steel
1 Sensei's Divining Top
1 Sol Ring
1 Staff of Domination
1 Talisman of Dominance
1 Gilded Drake
1 Phyrexian Metamorph
1 Snapcaster Mage
1 Tidespout Tyrant
1 Trinket Mage
1 Tezzeret the Seeker
1 Copy Artifact
1 Mystic Remora
1 Necropotence
1 Power Artifact
1 Rhystic Study
1 Damnation
1 Demonic Tutor
1 Diabolic Revelation
1 Fabricate
1 Mind Twist
1 Praetor's Grasp
1 Recurring Insight
1 Time Spiral
1 Transmute Artifact
1 Yawgmoth's Will
1 Ad Nauseam
1 Arcane Denial
1 Brainstorm
1 Cabal Ritual
1 Chain of Vapor
1 Counterspell
1 Cyclonic Rift
1 Dark Ritual
1 Force of Will
1 Hinder
1 Hurkyl's Recall
1 Lim-Dul's Vault
1 Mana Drain
1 Muddle the Mixture
1 Mystical Teachings
1 Mystical Tutor
1 Negate
1 Pact of Negation
1 Shred Memory
1 Stroke of Genius
1 Tainted Pact
1 Vampiric Tutor
Decklist by Function
Combo Pieces
Power Artifact -One of those EDH cards that is pretty useless except for comboing off. Combine it with a Monolith and gain infinite colorless. The monoliths tap for 3 then untap for 1 or 2.
Rings of Brighthearth - Used with Basalt Monolith to yield infinite colorless mana. This can be slightly complex so I'll explain it.
1) Tap the Monolith for 3.
2) Use the 3 to activate the Monolith's ability to untap.
3) Pay an additional 2 to use the Rings ability to copy the Monolith's untap effect.
4) Allow the new untap effect to resolve.
5) While the second untap effect is on the stack re-tap the Monolith for another 3.
6) Continue in this manner until you have the desired amount of mana.
Magosi, the Waterveil - Used to get infinite turns with Rings + Candelabra.
Tidespout Tyrant - Allows for infinite mana by bouncing mana rocks back and forth.
Candelabra of Tawnos - Used to filter colorless mana into colored to cast/activate Oona. Also used with Magosi + Rings for infinite turns.
Tutors and Draw
Ad Nauseam
Brainstorm
Demonic Tutor
Diabolic Revelation
Fabricate
Lim-Dul's Vault
Muddle the Mixture
Mystical Teachings
Mystical Tutor
Mystic Remora
Necropotence
Praetor's Grasp
Recurring Insight
Rhystic Study
Sensei's Divining Top
Shred Memory
Staff of Domination
Stroke of Genius
Tainted Pact
Tezzeret the Seeker
Time Spiral
Tolaria West
Transmute Artifact
Trinket Mage
Vampiric Tutor
Removal/Counters/Disruption/Utility
Arcane Denial
Bribery
Chain of Vapor
Counterspell
Cyclonic Rift
Damnation
Force of Will
Gilded Drake
Hinder
Hurky'ls Recall
Mana Drain
Mind Twist
Negate
Oblivion Stone
Pact of Negation
Pithing Needle
Phyrexian Metamorph
Snapcaster Mage
Yawgmoth's Will
Mana Accel
Basalt Monolith
Cabal Ritual
Chrome Mox
Coalition Relic
Copy Artifact
Dark Ritual
Dimir Signet
Everflowing Chalice
Gilded Lotus
Grim Monolith
Lion's Eye Diamond
Lotus Petal
Mana Crypt
Mana Vault
Mox Diamond
Mox Opal
Sculpting Steel
Sol Ring
Talisman of Dominance
Land
Academy Ruins - Recur your Monoliths (because Krosan Grip sucks).
Ancient Tomb - Should be in nearly every EDH deck that tries to win quickly.
Cephalid Coliseum - Can help dig or kill a player on our turn after milling with Oona (yes this has come up).
Minamo, School at Water's Edge - Basically an island that doesn't come into play tapped. Can also be used for politics or in team games.
Reliquary Tower - No hand size is a pretty strong effect for a land.
Tolaria West - Tutor for lands like Ruins or for Pact of Negation and Slaughter Pact.
Things I need/Testing
Timetwister
Change Log
-1 Buried Ruin
-1 Cabal Ritual
-1 Blue Sun's Zenith
-1 Bribery
-1 Memory Plunder
+1 Stroke of Genius
+1 Pithing Needle
+1 Laboratory Maniac
+1 Demonic Consultation
+1 ancient tomb
11-14-2011
-1 swamp
-1 island
+1 Verdant Catacombs
+1 Darkwater Catacombs
11-16-2011
-1 island
-1 Laboratory Maniac
+1 Relic of Progenitus
+1 Prismatic lens
11-26-2011
-5 Island
-1 Intuition
-1 Demonic Consultation
-1 Phyrexian Metamorph
-1 Evacuation
+1 Mind Twist
+1 River of Tears
+1 Tainted Pact
+1 Faerie Trickery
+3 Snow-Covered Island
+1 Barter in Blood
+1 Seat of the Synod
12-12-2011
-1 Faerie Trickery
+1 Force of Will (Awesome gift)
12-17-2011
-1 Frost Marsh
+1 Minamo, School at Water's Edge
1-6-2012
-1 Crucible of Worlds
-1 Tainted Pact
-1 Liliana Vess
-1 Salt Marsh
-1 Jwar Isle Refugee
-1 Diabolic Tutor
-1 Swamp
-1 Prismatic Lens
-1 Barter in Blood
-1 Expedition Map
+1 Reflecting Pool - I really really hate lands that come into play tapped
+1 City of Brass - Same as above
+1 Vault of Whispers
+1 Mana Crypt - Finally ordered one
+1 Pongify - My meta is very creature heavy
+1 Demonic Consultation
+1 Laboratory Maniac - Didnt feel I tested this combo enough
+1 Negate - More counters
+1 Damnation - Better creature wipe
+1 Coalition Relic
4-30-2012
-1 Vesuva
-1 Recall
-1 Slaughter Pact
-1 Spell Crumple
-1 Dissipate
+1 Swamp
+1 Misdirection
+1 Preordain
+1 Hinder
+1 Windfall
6-13-2013
-1 Buried Ruin
-1 Bojuka Bog
-1 Strip Mine
-1 Gemstone Array
-1 Beseech the Queen
-1 Ponder
-1 Capsize
-1 Impulse
-1 Remand
-1 Thirst for Knowledge
-1 Cryptic Command This one hurt
+1 Cephalid Coliseum
+1 Forbidden Orchard
+1 Everflowing Chalice
+1 Sculpting Steel
+1 Staff of Domination
+1 Gilded Drake
+1 Bribery
+1 Diabolic Revelation
+1 Time Spiral
+1 Arcane Denial
+1 Hurkyl's Recall
UWGRBSliver Queen Control p=8329402#post8329402
RBUWG Slivers http://forums.mtgsalvation.com/showthread.php?t=363247 RETIRED
G Omnath http://forums.mtgsalvation.com/showthread.php?p=7428848#post7428848
Legacy
0 Cheerios 0http://forums.mtgsalvation.com/showthread.php?p=7443850#post7443850
It is indeed a good card, but it's far too slow for what I'm going for with this deck. If I want to cast 6 mana on drawing I'd rather do it as an instant or for more cards upfront. Sphinx also eats removal nearly instantly.
I am struck by how dependent your deck seems to be on Oona. Might I be mistaken? I don't see a different win-condition except herself. And maybe that's why there are so many infinite combos in your deck. I don't know exactly what I'm trying to get at here, but you might perhaps add in an additional win-con for your infinite mana? For redundancy.
Either way, I am impressed. I might build it with a few spins of my own. Mad props.
EDIT: I clearly missed Capsize, the Stroke, and the Zenith. Perhaps you could add Exsanguinate or some other sort of consume life. What you have currently seems quite acceptable. Disregard my suggestions, but still consider my praise.
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
First of all, thanks. Second, yes Oona is the primary win-con of the deck. I feel having a general that can end the game itself desires to be built around. There are multiple ways of gaining infinite colorless mana and from there I can use Beseech the queen (love the flavor of this card in the deck) for either Gemstone Array and generate the blue to win OR I can stroke myself to find the Array. The entire deck is a redundant draw/tutor engine.
I did recently add the Maniac to combo with Demonic Consultation but it is so very fragile and Oona is not controlly enough to protect him 100% of the time.
The other win combo is the Leyline/Helm combo which has been assembled as early as turn 3-4 (I sadly don't own Mana Crypt or I could have a potential turn 1 win, would never happen but it makes me smile to imagine).
I did in a previous form of the deck run other cards such as Ashnods Altar and Exsanguinate but I began to realize I wanted to minimize the pieces in the deck that did nothing on their own.
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
I've debated over and over whether or not I should try it out. I just wonder what I would cut to even test for it. Any suggestions?
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
The biggest issue with Slaver for me is that I usually play groups that can be 5-6 players. Slaver locking 1 person would just in addition to being far more mana than I can afford to use each turn, would make me die instantly just for having it in play lol.
That's the same reason I didn't play mindslaver, but after thinking about it, what about those games where you KNOW for a fact someone is about to win next turn and you have.. Dun dun dun... Mindslaver! There have been so many games I wished that I had mind slaver. Or Sorin. Speaking of which, I had forgotten that his ultimate is mindslaver, cause everyone just jumps for the -2 ten life ability. Which makes Oona a 2 turn clock by the way.
In a situation where someone is going to combo off or cast something to win next turn I'd honestly rather have a counter to stop it for 1/5 the mana and try to win myself. Yes if they have a large board position enslaving their mind to attack the table would be nice, but without the academy lock I'd end up getting hit the next cycle anyway. Also, not running Slaver makes my Academy Ruins live longer.
I would also point out that Mindslaver can occasionally be used as a political move as well. The stupid Jenara player who seems to be dominating with stupid blink effects, it's useful to 'Slave em and break their advantage, even in a 5-6 player game. It can create positive politics for the course of that game, but at least strip the advantage one person has.
Have you ever considered using Mind Twist and similar effects? A good use of the fast mana that you can produce and can easily lead to blue supremacy.
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
Mind twist comes in and out of the deck along with jester's cap-esque effects. I may put it back in as I haven't tried it in a while. Lab Man is fun but pretty bad in practice, a pity.
It seems subpar compared to other permanent-based draw engines and seems like it could often deal you way more than one damage.
It's pretty much another arena. Bob is an incredible card, but I traded mine away for a bunch of other stuff. Tutelage is not a creature (which is a HUGE deal in EDH) and is only 1 mana more. Honestly if I were to cut any of my permanent draw, it would be Rhystic Study for being inconsistant. Yes, Tutelage can kick the crap out of me. But extra cards are generally worth extra life, and land do 0 dmg to me.
Yea, I know it's really strong. I've been debating for a while which one to cut. I really think I have too many enchantment based draw effects. Is that blasphemy to say?
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
A suggestion if you decide to write it out, note which cards you'd play to be extremely competitive and which cards are more in "the spirit of EDH". Some people may not enjoy having a primer that is all about the cutthroat and super-efficient lists recently posted.
What are your thoughts about Solemn Simulacrum? I'm considering adding it to my Dralnu list because I just got some cool altered basics and because it's quite good on its own.
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
Yea, the deck is fairly competitive so I can understand there not really being a "need" for a primer. But imo Oona decks generally run pretty similarly. The "Excluded Cards" list will be pretty large, discussing things like Contamination and other common things I've seen in Oona decks that didn't make it into mine.
Simulacrum I've found is just very very slow. I'd never search for it, it costs more mana than Wayfarer's Bauble, I have no sac outlets or recursion to abuse the draw. It's a great card, but I would really keep it out of any deck that tries to be fast. In terms of acceleration Bauble is just faster and eats up less mana at once. The body and situational draw just don't make up for it to me.
Solemn simulacrum is great acceleration for non green decks, but I recently took him out of my list as I found it to be too slow. I have a lot of better options to spend 4 mana on