The main reason I am running the sac outlet is to ditch my creatures before I cast Hallowed Burial or Terminus. Right now im tesing Austere Command in place of Terminus but I still think I need one. Blasting Station is good but I can only sac one creature at a time.
The main reason I am running the sac outlet is to ditch my creatures before I cast Hallowed Burial or Terminus. Right now im tesing Austere Command in place of Terminus but I still think I need one. Blasting Station is good but I can only sac one creature at a time.
Thats a good idea. It doesn't go infinite in my deck, that I know of... I don't have any of those though. I'll have to add that to the list of cards I need. I've got 4 tropical islands but no spawning pits..
Thats a good idea. It doesn't go infinite in my deck, that I know of... I don't have any of those though. I'll have to add that to the list of cards I need. I've got 4 tropical islands but no spawning pits..
It does. Rasputin + Nim Deathmantle will produce infinite colorless mana AND infinite charge counters. Millions of spawn! \o\
Frankly, I don't think it's an improvement. I think the original is much more suit your deck's style, however, if you insist, Salvaging Station still should not be in here.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'm sorry this post is so long, I didn't have time to make it shorter.
Frankly, I don't think it's an improvement. I think the original is much more suit your deck's style, however, if you insist, Salvaging Station still should not be in here.
Well I didn't really think it would be good I was just testing it. It wasn't that great and I cut it for Batterskull as just a placeholder. He is another target for Stoneforge.
I honestly like the lower curve and more consistent combo win-condition. Stoneforge tutors for the major pieces and she is an early game spell that is always good. Batterskull or maybe a sword can support the beatdown plan.
Treasure Mage has been great so far.. Alot of the spells I've added make an impact much earlier then Eldrazi.
I want to keep using the station package because of how well it worked in Merrike. But without blacks kick ass spellbombs + recursion the package, for whatever reason, has been a bit more durdley here -well more accurately its more likely to stall out in the durdeling. Edh decks that just ramp and draw, ramp and draw, are getting old to me, and although I feel I should replace some of the draw for bigger effects, I am determined to get the artifact thing working.
Current Treasure Mage targets are Duplicant, Myr Battlesphere, Steel Hellkite, and Salvaging Station. I didn't include the equip thing mainly because I would like to see the threats I do play with able to finish a game by themselves in here. Most of my games, Im setting up control stuff in the beginning - playing defensive. Then when tempo starts to swing my way I try to swoop in with Battlesphere, Hellkite, or Rite of Replication, play hard control for a round of turns, and clean things up. A lot of wins just happen when I simply out tempo the last guy too.
It almost seems like with the equipment your trying I would maybe drop the big threats and go for incremental damage. If the control part works well enough, a sword could keep you on top. I would be worried my playgroup will find a way to hate me out if I took to long killing someone when I have the dominant position. I really like batterskull though, it seems like a great mana dump and 'tempo protector'. The Trinket/Treasure Mage have been so awesome, I am sure Stoneforge with 2-4 amazing targets would be good too.
Aside from not being in the deck's blinky theme, there's absolutely nothing wrong with Salvaging Station, but I'd have Batterskull (considering Stoneforge is around) any day.
I agree with cutting Kozilek because Azorius has enough card draw anyway. However, I feel that Ulamog is... is... I may be in love with Ulamog.
I want to keep using the station package because of how well it worked in Merrike. But without blacks kick ass spellbombs + recursion the package, for whatever reason, has been a bit more durdley here -well more accurately its more likely to stall out in the durdeling. Edh decks that just ramp and draw, ramp and draw, are getting old to me, and although I feel I should replace some of the draw for bigger effects, I am determined to get the artifact thing working.
Current Treasure Mage targets are Duplicant, Myr Battlesphere, Steel Hellkite, and Salvaging Station. I didn't include the equip thing mainly because I would like to see the threats I do play with able to finish a game by themselves in here. Most of my games, Im setting up control stuff in the beginning - playing defensive. Then when tempo starts to swing my way I try to swoop in with Battlesphere, Hellkite, or Rite of Replication, play hard control for a round of turns, and clean things up. A lot of wins just happen when I simply out tempo the last guy too.
It almost seems like with the equipment your trying I would maybe drop the big threats and go for incremental damage. If the control part works well enough, a sword could keep you on top. I would be worried my playgroup will find a way to hate me out if I took to long killing someone when I have the dominant position. I really like batterskull though, it seems like a great mana dump and 'tempo protector'. The Trinket/Treasure Mage have been so awesome, I am sure Stoneforge with 2-4 amazing targets would be good too.
God I really need to sit down and type at least my current lists out some time.
Yeah I've sort of been trying to reduce the durdles in this deck and while Salvaging Station can be a great card it didn't improve my deck very much. It seems much better in a deck with black in it.
I love ramping and drawing but I've recently been trying to get the deck to a place where it wins a little more forcefully. I've found that the combos are consistent and powerful. I didn't intend for the deck to be a combo deck when I first made it but I've found the deck is somehow less annoying when I just win once I have the cards and mana to do so. The first hour and a half of the game can be spent flickering and protecting yourself and instead of another 1.5 hours of grinding down three people I can just spend 2-10 minutes playing/showing the combos.
I've been considering Voyager Staff for a while because it is a Trinket Mage target. Any suggestions as to what to cut for it? I wont be running Salvaging Station but its still good with Sun Titan.
So I cut Batterskull for Spawning Pit. I've been anticipating making this cut for a while and I just got my hands on a Spawning Pit. I like having another way to sacrifice creatures, and while batterskull is a strong beater, that is all it is. Besides, it fits better into my new monowhite artifact/equipment deck.
Spawning Pit is just a cool card and it goes great with Skullclamp. Which is why I run the sac outlets anyway outside of their other random utility.
I'm looking to put a similar blink list together. I've studied lists from several threads on here, including this one, and I've come up with the following list:
A few notes on play-style:
- I'm not looking to go infinite on anyone. If it happens to fall into place that way, so be it, but I'm not going to force the issue.
- At this point, I need help shaving a few cards off my list more than anything. There are obviously tons of other things I could add, but right now I just wanna get it down to 100 so I can start playing it.
Any help you guys could give me would be much appreciated.
Well you're only five cards over so I'll try and give some advice.
I don't like Sawtooth Loon because its sort of expensive to cast, doesn't add more to your board, and only card filters. For four mana you could get a Fact or Fiction.
Aether Adept is versatile, I admit. But if youre using it for re-using creatures then its sort of slow and expensive, its an easy cut for me.
Jace Beleren is a good card if it survives or if you can put board state in front of him. I would cut him just because he is off theme and he doesn't effect the board. I also dislike planeswalkers that need a lot of protecting and time to make advantage. That is my opinion though.
Sculpting Steel is good but what does it do when there isn't anything to copy? If you play this deck a lot its going to be a crap draw one day. I know because it happened to me when I ran it.
The only other thing I would suggest is to find what works for you about winning. My playgroup hated my deck because I would put them under my thumb and then take hours to squash them. Pingus has gone pure beatdown value dudes. Jylichan has a ton of haymakers. I run infinite combos.
Forgive me if I missed an obvious combo or something but I feel like youre going to have a problem finishing a game out.
I like Blasting Station over Ashnod's Altar and Spawning Pit so you can just kill everyone immediately. Mortarpod is also great because you can search it with Stoneforge and it makes untapping with Tezzeret lethal. I play Stonehewer Giant as well just to be that guy. I don't even play any other equipments.
Voyager Staff lets you blink Rasputin the turn you play him if you're afraid of removal.
I like Blasting Station over Ashnod's Altar and Spawning Pit so you can just kill everyone immediately. Mortarpod is also great because you can search it with Stoneforge and it makes untapping with Tezzeret lethal. I play Stonehewer Giant as well just to be that guy. I don't even play any other equipments.
Voyager Staff lets you blink Rasputin the turn you play him if you're afraid of removal.
I run my sac outlets for their utility as well. Blasting Station kills everyone the turn you go off but it doesn't help you mana ramp like Ashnod's Altar and it can't get you some value when someone boardwipes or tries to Insurrection like Spawning Pit.
Voyager Staff is a card that has been on my radar for a while now. I don't get much chance to play edh as much as I would like so I've never tested it. It might be better then Expedition Map in the Trinket Mage package...
Storm Herd just isn't my style. Its a cool card but a lot of decks play Massacre Wurm locally.
I run my sac outlets for their utility as well. Blasting Station kills everyone the turn you go off but it doesn't help you mana ramp like Ashnod's Altar and it can't get you some value when someone boardwipes or tries to Insurrection like Spawning Pit.
Voyager Staff is a card that has been on my radar for a while now. I don't get much chance to play edh as much as I would like so I've never tested it. It might be better then Expedition Map in the Trinket Mage package...
Storm Herd just isn't my style. Its a cool card but a lot of decks play Massacre Wurm locally.
I can't say I see Voyager Staff's merit. Would you do me a favour and explain it to me? I mean, in my opinion, Expedition Map seems much more better.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'm sorry this post is so long, I didn't have time to make it shorter.
Well I prefer Expedition Map. I would rather hit all my land drops then have another flicker thing. I just figured it has the same mana costs and its an artifact.
Staff works with Trinket Mage, protects a creature, and is fairly cheap to use and cast. Its a good card but Map tutors and makes mana all at the same time.
I can't say I see Voyager Staff's merit. Would you do me a favour and explain it to me? I mean, in my opinion, Expedition Map seems much more better.
They're two completely different cards. You can't really compare them.
Staff lets you tap out for and protect Rasputin with only his colorless mana up.
What do you guys normally search for with the map? I like to get Eye of Ugin if I can, or maybe Temple of the False God for the extra mana. Otherwise you may as well just be running another basic.
They are very different cards and it wasn't my intent to start comparing them. I just felt like Map was one drop I would swap out if I was to test Staff. Its all my opinion anyway.
Ooh I forgot about both of those cards; I really need to get those in mine. The only problem I have is not having enough colored mana. Do you find 7 colorless sources in 37 lands to be okay? Maybe that will get better for me as I get more dual lands.
Well its very rare that anyone in my local group would actively try to skrew me out of colored mana. So for that reason the number of colored mana sources has never been on my radar. Its been fine for me so far. I also have some artifacts that help out with colored mana like Chromatic Latern most notably. But anyone can remove Darksteel Citadel and/or Wasteland for more colored sources.
Ill go ahead and edit this to include Reliquary Tower in that list.
For whatever it is worth, I stopped running the salvaging station/hannah 1 drop shenanigans in my Rasputin for now. (Including Voyager Staff). I think they can be strong, but it just durdled to much here. I am going to give them their own deck to showcase in. (Witch-Maw Nephilim or Damia... Reaper king artifact shenanigans has been taking to many pieces to work properly)
The more explosive 'proper' ramp and draw seems to be working much better here. Rasputin was a 'dead' card too much before. This deck is on the back burner right now but if I give it more oomph i'll post my list.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current edh decks
Gitrog Lands
Merieke Ri Berit Flicker
Ramos, Dragon Engine Storm
To post a comment, please login or register a new account.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
You can try Spawning Pit, too.
Augustin, Rasputin, Bruna, Brago, Ojutai
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
It does. Rasputin + Nim Deathmantle will produce infinite colorless mana AND infinite charge counters. Millions of spawn! \o\
Augustin, Rasputin, Bruna, Brago, Ojutai
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Wizards seems to think that Rasputin has one of the best beards in magic. I'm inclined to agree.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Cuts: Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Future Sight, Coalition Relic, Sakashima's Student
Additions: Stoneforge Mystic, Wurmcoil Engine, Treasure Mage, Umezawa's Jitte, and Salvaging Station.
Right now I'm not so sure on Salvaging Station. I have a few cards to reuse with it but not a ton. It is another target for the newly added Treasure Mage which can grab it, Duplicant, Myr Battlesphere and the new Wurmcoil Engine. I'm excited about Treasure Mage but less so for Salvaging Station. Should I run something like Steel Hellkite or some sort of equipment for Stoneforge Mystic? The mystic is pretty awesome so far with only the 3 targets of Skullclamp, Nim Deathmantle, and Jitte.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
This deck has been featured in Gathering Magic by Carlos Gutierrez
Well I didn't really think it would be good I was just testing it. It wasn't that great and I cut it for Batterskull as just a placeholder. He is another target for Stoneforge.
I honestly like the lower curve and more consistent combo win-condition. Stoneforge tutors for the major pieces and she is an early game spell that is always good. Batterskull or maybe a sword can support the beatdown plan.
Treasure Mage has been great so far.. Alot of the spells I've added make an impact much earlier then Eldrazi.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I've been pretty busy lately but been wanting to respond to this for a while. Just going to blurt out my experiences with some of those:
My Rasputin came out of a Merieke Ri Berit blink/recur/CiP control deck (It died because people didn't really enjoy playing against it). I enjoyed using Treasure Mage, Sharuum the Hegemon, Sanctum Gargoyle, and Salvaging Station package in it. It was very effective there.
I want to keep using the station package because of how well it worked in Merrike. But without blacks kick ass spellbombs + recursion the package, for whatever reason, has been a bit more durdley here -well more accurately its more likely to stall out in the durdeling. Edh decks that just ramp and draw, ramp and draw, are getting old to me, and although I feel I should replace some of the draw for bigger effects, I am determined to get the artifact thing working.
Current Treasure Mage targets are Duplicant, Myr Battlesphere, Steel Hellkite, and Salvaging Station. I didn't include the equip thing mainly because I would like to see the threats I do play with able to finish a game by themselves in here. Most of my games, Im setting up control stuff in the beginning - playing defensive. Then when tempo starts to swing my way I try to swoop in with Battlesphere, Hellkite, or Rite of Replication, play hard control for a round of turns, and clean things up. A lot of wins just happen when I simply out tempo the last guy too.
It almost seems like with the equipment your trying I would maybe drop the big threats and go for incremental damage. If the control part works well enough, a sword could keep you on top. I would be worried my playgroup will find a way to hate me out if I took to long killing someone when I have the dominant position. I really like batterskull though, it seems like a great mana dump and 'tempo protector'. The Trinket/Treasure Mage have been so awesome, I am sure Stoneforge with 2-4 amazing targets would be good too.
Also as Nico pointed out, Voyager Staff is a real blast if you keep the station. Cards like it, Sun Titan, Station, Sanctum Gargoyle, Hannah, Dispeller's Capsule, Aura Of Silence, and Seal Of Cleansing are really fun together.
God I really need to sit down and type at least my current lists out some time.
Gitrog Lands
Merieke Ri Berit Flicker
Ramos, Dragon Engine Storm
I agree with cutting Kozilek because Azorius has enough card draw anyway. However, I feel that Ulamog is... is... I may be in love with Ulamog.
Finally got my decklist down:
1x Rasputin Dreamweaver
Creaures
2 Angel of Serenity
3 Archaeomancer
4 Body Double
5 Captain of the Watch
6 Chancellor of the Spires
7 Deadeye Navigator
8 Draining Whelk
9 Duplicant
10 Galepowder Mage
11 Gilded Drake
12 Glen Elendra Archmage
13 Karmic Guide
14 Knight-Captain of Eos
15 Knight of the White Orchid
16 Mulldrifter
17 Myr Battlesphere
18 Palinchron
19 Phantasmal Image
20 Phyrexian Metamorph
21 Pilgrim's Eye
22 Restoration Angel
23 Reveillark
24 Sakashima's Student
25 Sakashima the Impostor
26 Solemn Simulacrum
27 Snapcaster Mage
28 Sphinx of Uthuun
29 Stonecloaker
30 Sun Titan
31 Ulamog, the Infinite Gyre
32 Trinket Mage
33 Venser, Shaper Savant
34 Wall of Omens
35 Akroma's Memorial
36 Azorius Signet
37 Blasting Station
38 Chromatic Lantern
39 Coalition Relic
40 Codex Shredder
41 Conjurer's Closet
42 Eldrazi Monument
43 Gilded Lotus
44 Grim Monolith
45 Mana Vault
46 Nim Deathmantle
47 Sensei's Divining Top
48 Sol Ring
49 Thran Dynamo
50 Wayfarer's Bauble
51 Worn Powerstone
Instants
52 Cackling Counterpart
53 Capsize
54 Ghostly Flicker
55 Ghostway
56 Momentary Blink
57 Rite of Replication
58 Sphinx's Revelation
59 Time Stretch
60 White Sun's Zenith
Planeswalkers:
61 Karn Liberated
62 Jace, the Mind Sculptor
63 Tezzeret the Seeker
64 Venser, the Sojourner
65 Adarkar Wastes
66 Ancient Den
67 Ancient Tomb
68 Cephalid Coliseum
69 Command Tower
70 Hallowed Fountain
71 High Market
72 Mystic Gate
73 Nimbus Maze
74 Reliquary Tower
75 Riptide Laboratory
76 Temple of the False God
77 Tundra
78 Windbrisk Heights
79 Winding Canyons
80 Strip Mine
81 Seat of the Synod
I'll drum up a thread. :B
... and here it is.
Augustin, Rasputin, Bruna, Brago, Ojutai
Yeah I've sort of been trying to reduce the durdles in this deck and while Salvaging Station can be a great card it didn't improve my deck very much. It seems much better in a deck with black in it.
I love ramping and drawing but I've recently been trying to get the deck to a place where it wins a little more forcefully. I've found that the combos are consistent and powerful. I didn't intend for the deck to be a combo deck when I first made it but I've found the deck is somehow less annoying when I just win once I have the cards and mana to do so. The first hour and a half of the game can be spent flickering and protecting yourself and instead of another 1.5 hours of grinding down three people I can just spend 2-10 minutes playing/showing the combos.
I've been considering Voyager Staff for a while because it is a Trinket Mage target. Any suggestions as to what to cut for it? I wont be running Salvaging Station but its still good with Sun Titan.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Spawning Pit is just a cool card and it goes great with Skullclamp. Which is why I run the sac outlets anyway outside of their other random utility.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I'm looking to put a similar blink list together. I've studied lists from several threads on here, including this one, and I've come up with the following list:
1 Rasputin Dreamweaver
Creatures (31):
1 Aether Adept
1 Archaeomancer
1 Azami, Lady of Scrolls
1 Body Double
1 Deadeye Navigator
1 Fiend Hunter
1 Flickerwisp
1 Gilded Drake
1 Glen Elendra Archmage
1 Karmic Guide
1 Kederekt Leviathan
1 Knight-Captain of Eos
1 Leonin Relic-Warder
1 Mistmeadow Witch
1 Mulldrifter
1 Phantasmal Image
1 Phyrexian Ingester
1 Phyrexian Metamorph
1 Restoration Angel
1 Reveillark
1 Sakashima the Impostor
1 Sawtooth Loon
1 Sea Gate Oracle
1 Solemn Simulacrum
1 Sower of Temptation
1 Stoneclaoker
1 Sun Titan
1 Sunblast Angel
1 Teferi, Mage of Zhalfir
1 Trinket Mage
1 Venser, Shaper Savant
1 Jace Beleren
1 Karn LIberated
1 Tezzeret the Seeker
1 Venser, the Sojourner
Artifacts (13):
1 Azorius Signet
1 Coalition Relic
1 Cloudstone Curio
1 Crystal Shard
1 Darksteel Ingot
1 Expedition Map
1 Gilded Lotus
1 Mimic Vat
1 Sculpting Steel
1 Sol Ring
1 Talisman of Progress
1 Tormod's Crypt
1 Vedalken Orrery
Enchantments (3):
1 Aura of Silence
1 Leyline of Anticipation
1 Marshal's Anthem
Sorceries (1):
1 Austere Command
Instants (12):
1 Cryptic Command
1 Cyclonic Rift
1 Evacuation
1 Fact or Fiction
1 Familiar's Ruse
1 Ghostly Flicker
1 Miraculous Recovery
1 Muddle the Mixture
1 Mystical Tutor
1 Oblation
1 Return to Dust
1 Vanish into Memory
1 Academy Ruins
1 Adarkar Wastes
1 Ancient Den
1 Azorius Chancery
1 Boreal Shelf
1 Calciform Pools
1 Celestial Colonnade
1 Coastal Tower
1 Glacial Fortress
1 Halimar Depths
1 Kor Haven
1 Mistveil Plains
1 Mystic Gate
1 Nimbus Maze
1 Reliquary Tower
1 Seat of the Synod
1 Sejiri Refuge
1 Temple of the False God
1 Tolaria West
1 Vesuva
1 Vivid Creek
1 Vivid Meadow
1 Wanderwine Hub
1 Winding Canyons
8 Island
6 Plains
- I'm not looking to go infinite on anyone. If it happens to fall into place that way, so be it, but I'm not going to force the issue.
- At this point, I need help shaving a few cards off my list more than anything. There are obviously tons of other things I could add, but right now I just wanna get it down to 100 so I can start playing it.
Any help you guys could give me would be much appreciated.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I don't like Sawtooth Loon because its sort of expensive to cast, doesn't add more to your board, and only card filters. For four mana you could get a Fact or Fiction.
Aether Adept is versatile, I admit. But if youre using it for re-using creatures then its sort of slow and expensive, its an easy cut for me.
Jace Beleren is a good card if it survives or if you can put board state in front of him. I would cut him just because he is off theme and he doesn't effect the board. I also dislike planeswalkers that need a lot of protecting and time to make advantage. That is my opinion though.
Sculpting Steel is good but what does it do when there isn't anything to copy? If you play this deck a lot its going to be a crap draw one day. I know because it happened to me when I ran it.
Vedalken Orrey and Leyline of Anticipation are really nice but theyre expensive setup cards that are taking up precious slots.
_________
The only other thing I would suggest is to find what works for you about winning. My playgroup hated my deck because I would put them under my thumb and then take hours to squash them. Pingus has gone pure beatdown value dudes. Jylichan has a ton of haymakers. I run infinite combos.
Forgive me if I missed an obvious combo or something but I feel like youre going to have a problem finishing a game out.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Voyager Staff lets you blink Rasputin the turn you play him if you're afraid of removal.
Storm Herd is great for killing everyone too.
Rasputin Dreamweaver EDH
I run my sac outlets for their utility as well. Blasting Station kills everyone the turn you go off but it doesn't help you mana ramp like Ashnod's Altar and it can't get you some value when someone boardwipes or tries to Insurrection like Spawning Pit.
Voyager Staff is a card that has been on my radar for a while now. I don't get much chance to play edh as much as I would like so I've never tested it. It might be better then Expedition Map in the Trinket Mage package...
Storm Herd just isn't my style. Its a cool card but a lot of decks play Massacre Wurm locally.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I can't say I see Voyager Staff's merit. Would you do me a favour and explain it to me? I mean, in my opinion, Expedition Map seems much more better.
This deck has been featured in Gathering Magic by Carlos Gutierrez
Staff works with Trinket Mage, protects a creature, and is fairly cheap to use and cast. Its a good card but Map tutors and makes mana all at the same time.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
They're two completely different cards. You can't really compare them.
Staff lets you tap out for and protect Rasputin with only his colorless mana up.
What do you guys normally search for with the map? I like to get Eye of Ugin if I can, or maybe Temple of the False God for the extra mana. Otherwise you may as well just be running another basic.
Rasputin Dreamweaver EDH
They are very different cards and it wasn't my intent to start comparing them. I just felt like Map was one drop I would swap out if I was to test Staff. Its all my opinion anyway.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Rasputin Dreamweaver EDH
Ill go ahead and edit this to include Reliquary Tower in that list.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
The more explosive 'proper' ramp and draw seems to be working much better here. Rasputin was a 'dead' card too much before. This deck is on the back burner right now but if I give it more oomph i'll post my list.
Gitrog Lands
Merieke Ri Berit Flicker
Ramos, Dragon Engine Storm