I play in a very competitive meta and this deck has, interestingly enough, proven both stronger and more fun than my last creature-based iteration. This is, of course not to say that Riku can't be played as a creature-based deck, but this deck made me feel like I had a much stronger effect on the games I have played with it, even those I didn't win (which was not many).
The Gameplan
The gameplan looks a little something like this:
A.
1. Start ramping like a fool.
2. Cast Riku.
3. If Riku dies, repeat steps 1 and 2.
4. Play spells.
5. Copy step 4.
6. ???
7. Profit!
But honestly, there's no 'right' way to play this deck. Depending on your starting hand and a number of other factors, you might decide to go all-out banarama explosive, or you might choose to be the little inconspicuous schemer. The deck has strong recursion and copying options for us to use in the variety of situations that we might find ourselves in. These situations all share one thing in common; they all factor into our inevitable victory.*
*Disclaimer: You may or may not win every game with this deck. If you do not, you likely made a mistake.
Okay, yes, the deck does play like that, but here's a closer look at how this deck actually plays (and could play like):
The More Honest Gameplan
Honestly, the deck does more or less play like I described in "The Gameplan". In here, I'm just going to take a more in-depth look at how you can come about these courses of action and achieve such goals as "winning" and "having fun".
The deck can be taken in a number of directions. You can go all-out power plays with cards like Time Stretch, Bribery, Insurrection, Plow Under, Stunted Growth. This could lead to your opponents fearing your every move and hating on you like there's no tomorrow. It's a risky play-style but there is a high reward involved as some of these spells are simple wincons and others cripple single opponents. I would recommend playing powerful spells, but less hateful ones like Plow Under and such, as those tend to be mean, and things get ugly real fast.
You can play more passively with cantrips like Electrolyze, Manamorphose, and Brainstorm, filling up your hand and upping your arsenal for the endgame. Messing with people's plans ever so slightly by redirecting things and Blood Frenzying opponents' creatures against other opponents. I employ this strategy to a fair degree. I like having a measure of control of the early game, but I don't want to feel overpowering to my opponents, lest they start blowing my $#!1 up. I often try to set up and protect Riku with cards such as Darksteel Plate when I'm going for the big plays. Play smart and play hard.
An idea came up recently. One that I've always wanted to fit into a deck, but never really did. This idea involves Swerve, Redirect, Fork, Twincast, Reverberate. These cards form a package of what I like to call "stack control" cards that I was contemplating after the addition of Isochron Scepter. This stack control package would add a substantial amount of trickery to the deck while giving us plenty of options with other people's spells, especially if we managed to imprint one of them onto the scepter. I may try to incorporate the "stack control" package into the deck in the near future.
The deck is very capable of making very powerful plays. In a much earlier iteration of the deck, I managed a Jokulhaups with mana to float a Galvanoth and a Life from the Loam in the grave. Yes, plays like this are just cruel, but they can be fun if you don't do it too often :D.
So Why Play Spellslinger Riku?
You may want to play this deck if you like:
1. Playing explosive decks
2. Copying things because it's funny
3. Ridiculous Ramp
4. Recursion for things other than creatures
5. You think the idea of a badass mage kicking ass and taking names by casting spells and using premonition is awesome.
6. Winning
This deck may not be for you if you like:
1. Turning creatures sideways
2. Remaining relatively inconspicuous
3. Losing
Some of the cards listed here may no longer be in the deck. Nonetheless, every single card here has potential to make any given Riku Spellslinger build. Additionally, I won't add how copying each thing makes it better because I'm pretty sure you already knew that.
WARNING: Injection of flavour in to this section of the Primer led to copious amounts of "mage-like explanations" for cards. Just imagine a great mage explaining the effects of any of these various "spells" to you.
Creatures Every aspiring mage needs familiars in order to deal with his many enemies. These minions should serve to either aid him in controlling his magics, or to disrupt those of others. His feelings do not overcome him should they die; they are merely his pawns. A means to an end.
Acidic Slime: An ooze familiar that has the ability to encapsulate enemies in its corrosive killing slime. The ooze also has a fondness for destroying opposing relics and wards, allowing for the mage to advance on the enemy unimpeded.
Charmbreaker Devils: Devil familiars summoned from the Nether Planes. These malicious tricksters are able to aid us in remembering lost spells by re-chanting our lost incantations.
Coiling Oracle: A snake-elf hybrid familiar that aids us in increasing our mana reserves, or by simply providing us with additional knowledge. Oracles aid in our mastery of time.
Consecrated Sphinx: A mighty sphinx familiar from the plane of New Phyrexia. It takes considerable effort to successfully summon the sphinx from his homeworld. The research of Jin-Gitaxias, Core Augur of New Phyrexia, makes it so that this "consecrated" sphinx aids us by syphoning the knowledge gained by our enemies into our very own.
Djinn Illuminatus: A mighty Djinn familiar, well-versed in the language of magic. This djinn possesses an innate ability to "replicate" spells cast by its master, making it a useful ally when one's mana reserves are plentiful.
Eternal Witness: A human minion of great wisdom, the witness is able to retrace the fading whispers of our evoked spell, allowing us to recast said spell with ease.
Galvanoth: A beast familiar from the lost world of Mirrodin, few yet remain. The Galvanoth allows us to potentially cast spells at a whim without the need for mana.
Gilded Drake: A drake familiar that can effectively garner allies at the cost of its own allegiance. An ingenious method of disposing of a powerful opposing familiar and using it against its inferiour master. His sacrifice is remembered by the granting of a swift death.
Glen Elendra Archmage: A powerful faerie archmage from the plane of Lorwyn. The powerful enchanting wards of its homeworld have developed its denial magic to the point of perfection. It is a persistent creature.
Phyrexian Metamorph: A phyrexian creation evoked from the plane of New Phyrexia. The versatile metamorph is able to change its shape voluntarily to become the identical copy of another familiar, or even a relic.
Primeval Titan: A monstrous titan of the forest primeval. The summoning of this giant results in the grand replenishing of mana pools. The Titan of the Primeval is feared throughout the multiverse. All intelligent mages prepare for his coming, lest they be overcome by his plentiful bounty.
Sakashima the Impostor: A woman-of-many-faces from the plane of Kamigawa, Sakashima is resourceful. A master of trickery and deception, the indomitable Sakashima has the ability to essentially "become" another. Even those whose essence is important to the multiverse and are therefore not to exist at any two points in time are susceptible to her trickery.
Sakura-Tribe Elder: An elder snake familiar from the Sakura-Tribe of Orochi in Kamigawa. This wise serpentine humanoid replenishes our mana pools at the cost of his life due to a tradition of planting seeds in graves of old leaders in the Orochi culture. A noble death for our victory.
Snapcaster Mage: A mage from a sect known as the "Snapcasters" on the plane of Innistrad. This valuable wizard ally aids us in "flashing" our spells back to memory. A useful feat.
Solemn Simulacrum: A construct that is an eternal state of disrepair, the "solemn" simulacrum is a veritable container of magical energies. The construct expands mana reserves while providing insight at the time of its demise.
Sphinx of Uthuun: A mighty sphinx originating from the sphinx homeworld of Uthuun. These sphinxes are famed for their ability to inspire a moment of deep meditation within powerful mages, allowing them to reassess the situation by examining their options and expanding their knowledge. The sphinx itself is a powerful creature and summoning one requires considerable effort.
Wall of Blossoms: A wall of flowers that can be summoned to provide a moment's rest. The ensuing peace allows the mage to collect his thoughts without disruption.
Wort, the Raidmother: The mighty and foul Wort is a Raidmother of the Boggart clan from the plane of Lorwyn. Her foul magicks are feared by her foes and allow us to gain increased benefits from some of our more "primal" spells. Wort never leaves home without a few of her filthy boggarts, even when traversing planes. Thus, we get the benefit of calling her diminutive goblin critters to our aid as well.
Sorceries A mage must ready his spellbook with spells of a more offensive nature; those that will singe enemies, strongly increase mana reserves, and manipulate time. Sorceries are a mage's most powerful spells and should be used with abandon against those that threaten his very existence.
Aftershock: Create a tremor at the feet of enemies, killing familiars or wreaking havoc to relics or enemy resources in its wake.
Blatant Thievery: Sometimes, a mage must forfeit subtlety for unadulterated power. This spell allows for a mage to "acquire" certain items from his foes, robbing them of the powers they had, and gaining new ones for himself.
Bribery: Some mere "tricks" can be invaluable to our cause. By summoning a feisty merchant from the Plane of Mercadia, we are able to mentally "bribe" enemy familiars within our enemies' mental menageries, calling them to our cause.
Cultivate: A spell that calls to mind the primal forces of nature in order to expend mana reserves.
Eternal Dominion: A forbidden spell that requires all the mage's concentration and focus to maintain, this spell allows for a great mage to probe the mind of a lesser one, systematically extracting spells and powers from his mind.
Frenzied Tilling: Briefly summon a pack of mighty Kavu from the plane of Dominaria to wreak havoc on enemy mana sources, while replenishing our own.
Gamble: A mage is able to search the recesses of his mind for the very thing he needs at the cost of uncertainty. What is life without a little chance?
Guided Passage: An erratic spell that entraps the mind of a lesser mage and forces him to aid us. The spell scales with the idiocy of the subject, allowing greater power gained the more inferiour the mage.
Hull Breach: A spell that allows the mage to breach the defenses of artificers and enchanters alike; constructs crumble at its casting.
Insurrection: A mighty spell originating from the lavamancers of Dominaria that induces a mutiny within the ranks of opposition. The insurrection calls all puppets to our cause and allows us to destroy enemy magi in one fell swoop.
Into the Maw of Hell: This invocation creates a seal at the feet of heathens, calling upon the powers of the Burning Hells to burn those who doubt the powers of the Devil.
Kodama's Reach: An arcane spell that calls upon the great Kodama of Kamigawa in order to expand mana reserves.
Mwonvuli Acid-Moss: Acid-moss evoked from the Mwonvuli jungle of Jamuraa. This spell destroys enemy mana sources and deepens our mana reserves.
Nature's Lore: A lesser call to nature's bounty, this spell allows for the mage to expand his reserves early during a batlle.
Nostalgic Dreams: This spell evokes the memories of the past and allows the mage to relearn spells invoked from expired scrolls.
Past in Flames: A shamanic spell that calls upon the flames of the past. The mage is able to cast spells previously expired incantations
Recurring Insight: A spell of great aptitude that calls to mind the importance of knowledge and insight. A mage can fill his mind with thoughts of power that aid in his struggle.
Regrowth: A nature spell that calls to mind the very seed of essence, this allows the mage to call back to mind the very aspect or soul of an expired magic.
Preordain: The mage is able to see and manipulate the future according to his plans. Minor time magic serves as a filter for the mage's magical arsenal, ensuring he has what he needs, when he needs it.
Skyshroud Claim: Powerful nature magic practiced by the elves of the Skyshroud Forest in Keld following the Rathi overlay. The claim of Skyshroud invokes the very essence and mana of the forest to use as a weapon against all who would oppose the mage.
Temporal Manipulation: Greater time magic allows the mage to manipulate the flow of time. Such manipulation allows the mage to bide his time and make his move, enforcing his imminent victory.
Time Stretch: Forbidden time magic, mages of the Tal-Raq'im have been disallowed to ever use this spell ever since the clan's Grand Vizier erased an entire city from existence with it. Mages who are not bound by such petty restrictions know this spell to be both difficult to cast, and of terrifying power.
Three Visits: A spell originating from the He Fei forests of Tang To, this spell allows the mage to expand mana reserves early in battle.
Time Warp: Greater time magic allowing the mage to warp the flow of time. The tides will be still at the coming of the mage who masters such magic.
Instants A mage must be prepared to deal with opposing threats. Instants (or Instantaneous Magics) consist of the more subtle spells in a mage's spellbook: the evocation of primal and destructive forces within his enemies, the amplifying and redirecting of enemy spells, and the rapid replenishing of his mental reserves. Such reactive trickeries should be tailored as the mage sees fit to weather his own coming storm.
Shattering Pulse: A versatile spell that allows the mage to evoke a pulse to destroy enemy relics. The spell is of a certain nature that allows the mage to conserve its essence even after it has been cast. Enemies fear the spell's power after the initial casting, causing them to direct the disruptive power of their artifacts elsewhere.
Beast Within: A primal spell that awakens the bestial and primal sense of an individual, causing it to revert to its basest form. A versatile spell that can rid the mage of any unwanted enemy, enchantment, or relic in his way.
Berserk: A primal spell used by the druids of Tenaris to incite paranoia into enemies of the forest that sends the victim into a berserker frenzy. The spell grants amazing strength to the victim that scales in accordance to his own. Best used on when enemy familiars are engaged in battle against other enemies.
Blood Frenzy: A shamanic spell used by the Barbarians of the High Plains. A mage can awaken a destructive blood-lust within an individual, causing him to be strengthened until his inevitable demise. Best used on when enemy familiars are engaged in battle against other enemies.
Brainstorm: A simple spell that allows the mage to deepen his thought and knowledge for a short period, sifting through potential answers to his problems.
Capsize: A versatile spell that allows the mage to temporarily dissipate enemy evocations and constructs. The essence of the spell can be conserved after its casting, making it a spell that inspires fear and doubt in the heart of the enemy.
Chaos Warp: Chaos magic. A versatile spell that transmutes any evocation or construct into another. The "warping" is fairly unpredictable but generally serves the mage as a useful all-purpose tool. The spell can be used on the mage's own minions and constructs in desperate times.
Comet Storm: Practised by the mighty pyromancers of Naar Isle, the evocation of a storm is a great tool for any great mage to have in his arsenal. Used when under significant pressure by any familiars, the comet storm can turn the tide by crushing enemy minions in a rain of molten rock.
Fact or Fiction: An unorthodox spell developed by the minds of Hanna and Squee of the late Weatherlight, this spell allows the mage to sift through thoughts while tricking enemies into helping his cause.
Electrolyze: An efficient spell used by Izzet mages of Ravnica to electrocute enemies. The Izzet influence of the spell also allows the caster to gain a flash of insight following the casting.
Evacuation: The silence that follows the roar of battle. A mass dissipation spell designed either to dissipate enemy familiars or to save the mage's own, it is very versatile in its usage.
Intuition: This "tutor" allows the mage to assemble powerful spells, familiars, or contraptions to his repository. Enemy magi struggle with the pressure of having to help us in choosing how to distribute the pieces of our great puzzle.
Krosan Grip: An uninterruptible and powerful spell developed by the Kamahlite druids of the forest Krosa, the "Grip of Krosa" allows the mage to do away with annoying wards and relics. The uninterruptible nature of the spell makes it valuable in situations where an enemy magi may have been working to assemble otherwise unstoppable systematic synergies.
Manamorphose: Objects of pure mana, this spells allows the mage to add to his mana pool while gaining a flash of insight. Very powerful when replicated.
Mystical Tutor: A tutor that aids the mage in sculpting his next move. Invaluable under circumstances in which a problem to the mage is present and demands an answer.
Pongify: Trasmutation magic. A spell that transmutes enemy familiars into apes. The origin of the spell is largely unknown, but its spellcrafter is said to have made a mistake when devising the words to this spell. A comical and humiliating defeat to any who would stand in the mage's way.
Impulse: A spell that creates a moment wherein the mage is able to sift through his future thoughts and find the best of them. Effective at finding solutions to annoying problems.
Radiate: A mighty spell devised by the great pyromancer Ashir-Bashok, this chaotic spell single-handedly won the War of the Iron Throne for the Pyromancers of Tekstra Ridge. A reactive spell that has the ability to replicate a spell indefinitely by channelling its essence into itself many times over. The mage should take heed as to this spell's capabilities carefully.
Reins of Power: A spell that allows the mage to temporarily seize control of an enemy mage's familiars at any given moment. The "Reins of Power" are best used when defending against another enemy or when attacking a vulnerable one.
Reiterate: A reactive spell used by the great Mirror-Mages of the Izzet that is able to copy any spell's essence and turn it back toward its caster. The spell retains its essence after casting, effectively giving the mage several defensive and offensive options.
Starstorm: A call to the sky that summons the very stars to turn enemies to dust. The pyromancer of Naar Isle are infamous for having crushed Aterris' army during the Siege of Nine Tribes with this very spell. Effective when overwhelmed by enemy minions, this spell turns opposition into dust.
Turnabout: A distortion spell that manipulates the laws of nature. A mage can use this to act defensively against a horde of enemies, or offensively to ensure his victory. The spell forms a chain with the Reiterate spell, allowing for endless replenishing of a mage's mana reserves.
Wild Ricochet: A reactive spell used by the Boldwyr Giants of Lorwyn, this spell allows the mage to ricochet and replicate offensive magics directed at him unto others. The mage can do the same for defensive magic or boons, granting those buffs for himself at the expense of the enemy.
Enchantments Enchantments are often raised by mages in order to better their defenses, increase the contents of their spellbook from their mental library, or remember lost spells. They can be powerful tools when maintained against those who would oppose them.
Eyes of the Watcher: A knowledge ward created by Memnarch, Former Guardian of the Plane Argentum. The eyes of the watcher, hidden away in the heart of Panopticon, serve as an aid to the mage, empowering him with a flash of insight whenever he casts a spell.
Hollistic Wisdom: A recursive enchantment that trades one memorized spell for another expired one. Useful when weaker spells (Ponder) must be forgotten to relearn more devastating ones (Blatant Thievery).
Propaganda: A defensive enchantment that indoctrinates the hearts and minds of enemies. Such visions turn them away from us and focuses their energies instead on our mutual enemies.
Sylvan Library: A very powerful enchantment that allows us to manipulate the future. Extra spells can also be learnt from our mental reserves in a pinch. Very versatile. The library of nature is both one of great ferocity and great wisdom.
Rhystic Study: This mental study allows the aspiring mage to block the opposition from having their way, benefiting you either through knowledge gained or knowledge denied.
Artifacts Magical trinkets are a great and valuable asset to any mage. These can be used for a variety of purposes, but one thing is for certain: they all aid in overcoming enemies in ways that sometimes even magic cannot.
Darksteel Plate: A mighty armour made of Darksteel, a substance impenetrable to all but the most powerful of magics. A mage lies well protected in such a work of art.
Ensnaring Bridge: The elf shamans of Dominaria enchanted bridges with magical vines to keep away unwanted guests and blasphemers from their mighty forest. This relic applies the same concept at a smaller scale: enemy familiars cannot attack us if we keep an open yet focused mind.
Mimic Vat: This contraption allows us to trap opposing creatures as well as our own minions in a magical vat that evokes their very essence at our whim. A powerful defensive and offensive tool. The spirit of the creature it contains dissipates from our realm with its destruction.
Mirari: A legendary artifact of unspeakable power, the Mirari digs deep into the recesses of the soul to search for the wielder's desires and manifests them. Though much of its ancient power has been lost to time, the mage can still utilize the Mirari's power to replicate spells at a cost.
Sensei's Divining Top: Despite his allegiance to white mana, Sensei Golden-Tail's devised the mighty divining top with the help of Sensei Hisoka of Minamo. The top was designed to predict future attacks by Kami on the plane of Kamigawa in order to better protect the civilized havens of Eiganjo Castle and Minamo, School at Water's Edge. The divining top is used as a powerful tool of premonition in the pockets of many great mages. The ability to control the future is invaluable.
Sphinx-Bone Wand: A wand made from the bones of an ancient sphinx, this relic serves as a catalyst to the mage's spell casting. The wand echoes the effects of magic and reacts in kind, mimicking the old sphinx's power and manifesting it into a destructive force.
Sol Ring: Artificer's used to capture the light of a distant star in a ring of purest gold long before the Mage Wars. This art has long been lost, but now lives on with those who still possess such an item. An invaluable tool that expands mana reserves.
Torpor Orb: The magical energies that familiars often emit when summoned will dissipate with the resounding of the Torpor Orb. Beast mages and Summoners tremble in fear at the sight of the Phyrexian creation, for it often invalidates much of their offensive power.
Combos and Synergies
Alright, I'm sure many people are thinking, "it's about damn time DramaTurtle got to this!". And I agree. Wholeheartedly. With a flower on top.
Keep in mind that I'm adding many different combos available to the powerful RUG combination. Not all of these combos are necessarily in my deck but they can be in yours!
Okay, yes, this one is obvious, but it's great! Seriously. The scepter can get out of hand very quickly. Arcane Denial, Brainstorm, Manamorphose, Impulse, Blood Frenzy all become insane when they get imprinted to this thing.
And the best part? Riku can copy the copies of the Scepter! WOOOOO
Basically, this makes infinite mana. I know, right! Genius!
+ Comet Storm: Blow everybody out of the table in dazzling display of molten rocks.
+ Capsize: Bounce all your opponents off the boat. You are always on a boat when you play this deck (I don't even know what that means).
+ Any number of other outlets you might be packing.
Radiate + anything (Beast Within, for example, would transmute every permanent in play into a Beast!)
Yep, this spell is crazy. Basically, just cast this and good (funny) things will happen. Copy this and the depths of your dark heart will glow with a feeling of happiness that you have never felt before. Don't ask me where I get this stuff.
After Radiate, this is probably the most satisfying way to win with this deck. It's cruel, though. Copying adds to the fun in so many ways, it's indescribable. You really have to cast it to believe it.
This is a fun infinite turn setup. All cards are good on their own and most everything synergizes with the deck in good ways. You play the Witness, bounce it, then play the Warp. Over and over. It takes quite a bit of mana but pulling this off nets you a terrifying win.
Hey, if you like combos, be my guest. This is a classic that has always put fear into the hearts of men. Tooth and Nail and Defense of the Heart get this out easily if you find yourself in a very, very tight jam (container).
This may well be one of the most satisfying ways to win. If your opponents don't concede after having resolved this, prepare for a very fun fight to the finish. It's honestly like pulling a Fatality out on someone, they're so dazed they can't do anything about it! Get it out the same way you would the above combo and you'll be pulling out somebody's heart and eating it in no time!
*Disclaimer 2: Adding Riku to most of these combos just makes them that much more ridiculous. Overkill is fun, people.
----------------------------------------------------------------------------------------------
RIKU COMBOS Riku likes making combos too! These are a couple of his specialties:
Another one of those pesky infinite mana combos. It also triggers your other creatures ETB if stacked right. This combo is quite complicated, what with all the blinking and stack monitoring. But here's a little rundown, courtesy of bobthefunny:
CASE A: Riku on the Bottom, Dragon on Top (How to end the loop).
-Dragon eats everything, (you float a UG) You have a dragon in play, a Riku trigger on the stack, and UG floating.
-Riku's trigger goes off, pay the UG. It triggers. You (very briefly) have 2 dragons, and a trigger on the stack.
-Token Dragon Eats the real Dragon.
-Real Dragon has a Leaves the Battlefield trigger.
-Everything else returns. (Dragon is exiled, tied to the tokens leave play ability).
End result, you have everything blinked, returned untapped, and a healthy Dragon token. The loop has ended.
CASE B: Dragon on the Bottom, Riku on Top (How to iterate the loop).
-Pay the copy, you get a token. It triggers, goes on top of the stack.
-Copy resolves, eats Everything. Real dragon Leaves play ability goes on stack.
-Leaves play resolves, Returning nothing (nothing was exiled yet).
-Real Dragon's ability resolves, eats the token permanently (oh no!).
-Token's leaves play ability resolves, returns everything.
Everything is blinked, untapped, and you have a dragon entering play with a triggered ability, and Riku's holding his hand up suggestively... (repeat as needed for infinite mana).
Is. The. Funnest. Deck. I. Have. Ever. Played. And I've been playing for a long time.
The deck plays like a traditional ramp goodstuff deck until you draw or tutor one of the flares. Then the $4!t starts hitting the fan. These cards are risky, but they're a part of the fun. Plus, the deck is designed so that you can make the most of the mana provided, and leave your opponents in the dust ASAP. Being able to copy things gives you such a strong edge over the competition that your opponents will be behind for the entire game. Then, drop Jin-Gitaxias or combo out. Whatever feels appropriate.
Of course, this deck is not for casual tables as it can make terribly overpowered plays. This deck is packed with card advantage and big mana so it'll likely blow away more casual tables in a matter of moments (which could be pretty funny).
This is officially my next big multiplayer project as I've never played a deck like this before. But I need advice. I could use more mana sinks and more exciting big mana options. I'm going to be adding this list to the OP as an alternate way of playing Riku so I would love to hear some of your opinions on the new list.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
I have to wonder if you really want to be running board wipes as much in Riku. The idea is that when you have the option to double hit targets that should in most cases cover your needs.
I guess the only thing that would fall outside of the need to be able to pick up 2 targets per spot removal would be like a token swarm. I personally dont know how much I like Blasphemous Act for the list. If you want to keep it in perhaps consider adding Stuffy Doll as if you spit out 2 of those then hit them each for 26 damage apeace.... well you get the idea...
Also.... no Plow Under / Stunted Growth???? These cards totally cripple players and it is a great way to put back a combo player if you are afraid they are going to go off soon. Putting someone behind up to 4 land drops or force them to redraw their hand really hurts.
Personally I would like this deck to pick up a bit more instant speed options. I feel like it is still heavy in the sorcery speed which can feel sort of like crawling sometimes.
EDIT: also I dislike the addition of Rite of Replication. It goes wrong too easily it feels like and if you double any effect up with Riku it is powerful. Are you just banking on using it at 4 mana and copying it with riku or do you actually plan on kicking and copying it??? I think it could be something else.
Private Mod Note
():
Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I have to wonder if you really want to be running board wipes as much in Riku. The idea is that when you have the option to double hit targets that should in most cases cover your needs.
I guess the only thing that would fall outside of the need to be able to pick up 2 targets per spot removal would be like a token swarm. I personally dont know how much I like Blasphemous Act for the list. If you want to keep it in perhaps consider adding Stuffy Doll as if you spit out 2 of those then hit them each for 26 damage apeace.... well you get the idea...
Also.... no Plow Under / Stunted Growth???? These cards totally cripple players and it is a great way to put back a combo player if you are afraid they are going to go off soon. Putting someone behind up to 4 land drops or force them to redraw their hand really hurts.
I had thought of those cards before, and usually play them in 1v1, but you're probably right. With the ability to be copied, they can indeed be backbreaking for more than just one player (or you can just really murder one person if you want to).
You may be right about the wipes. To be honest, I wanted to try out Blasphemous Act but for now I'll replace it with one of your suggestions.
- Blasphemous Act
+ Plow Under
EDIT: That's perfect! I was thinking of what to take out for Stunted Growth
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Personally Tooth and Nail feels a bit too heavy as well. When you look at the fact that Riku doubles things up for you I would run smaller more efficient spells and bank on him doubling them up for you. I am not saying that it is a bad spell but with the ability to soak up extra mana I dont want to wait to 11 mana to cast this thing...
You might consider adding some protection for Riku as well... if you make the list a bit more instant speed Nim Deathmantle could be good. Also Darksteel Plate seems solid.
EDIT: What do you think of Chord of Calling? Instant speed is nice for it and it can scale well for whatever mana range you want it to. Plus tagging Convoke onto it is nothing to sneeze about as it allows you to potentially use Riku to cast it.
I actually did double Tooth and Nail once in the 6 or so games I've played with the deck, but it probably is win-more. Avenger of Zendikar + Glen Elendra Archmage is just so devastating!
I've never really had good experience with the Nim Deathmantle but I might consider adding Darksteel Plate, along with more protection. The ramp offsets the protection needed for Riku though, as I often get tons of lands into play very quickly.
Chord of Calling could be useful. I'll try to keep in mind how many times I want a creature at instant speed during the course of a game.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
My current dilemma with this deck is the recursion. How far do I want to take it? I was thinking of replacing Mnemonic Wall and Izzet Chronarch with Reclaim and Noxious Revival. Or should I keep them in and replace something else?Make a Wish from Innistrad might also be worth a look-at. 4 cards for 6 mana? Yes please.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Personally I would take Restock for one more mana over the randomness of Make a Wish. The obvious difference being the fact that Make a Wish is cheaper and returning 4 cards is going to net some value regardless for 6 mana. However even with all of this in thought you could also just drop a Mulldrifter to draw 4 new cards and not worry about grave hate totally screwing you into the ground. Plus that would give you potential chump blockers out of the deal.
As for the wall / wizard going out. Maybe swap one of them for Regrowth but don't take card disadvantage out of the deal, even if it is to save 1-2 mana. I guess there is something to say about the other options you mentioned being instant speed but still I would rather them go to hand than the top of library.
EDIT: what do you think of Eternal Dominion as a wincon here???? It would be EPIC!!!!!! (lol sry I had to do it.) Personally I think I like it more than Tooth and Nail especially if you stack 2 of them up it would be damn hard to stop 2 a turn of those. You could still use Riku to copy creatures you peel off of it.
If this were my approach, I would cut most of the creatures and try to win off the back of my spells for flavor's sake. Who needs avenger when you have Eternal Dominion lol
That said, this is your deck and not mine, so lemme take a dive here and see what we bring up:
No shame in playing Darksteel Plate to help Riku stick. Again though I might be projecting...
Mirari would be a good redundant Riku... DAMN I'M DOING IT AGAIN. Sorry :-(
Unless you are planning to try to go infinite with time warp effects, (I think Mimic Vat is the only semi-reliable thing you have going at the moment for that) I don't think you need two of them as long as you have Mystical Tutor. I would cut one of them for something more useful. Electrolyze is great because it cantrips. Prophetic Bolt cantrips into something good, which is also useful.
Insurrection fits the theme and is game over for at least one player. I
I don't have too much to add because I think this list has lots of high-quality cards. I have a feeling you will need to play it to decide what it is you still need. I am also wary of adding a bunch of my ideas to your list that involve a lot less blocking if you know what I mean.
Now I am inspired. This project has officially cut to the front of the line for me.
I'm glad I inspired you, SuperSonik. Kind of like how you inspired me to drastically reduce my creature count!
So, the search begins. If anybody has any ideas about noncreatures that provide defensive capabilities to protect my butt when my pants are down (which will be most of the time), I'm all ears.
Regarding your suggestions, SuperSonik, I'll mull over them in my mind and make changes to the list shortly.
Dominion does seem interesting actually. This thing is turning into a flavour monster.
EDIT I drastically updated the list to include only essential creatures. Many spells have been added.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Did anyone ever cover what happens if you spit out a token of a morph??? I guess I don't know what happens there... I guess it would probably be a 2/2 forever with no unmorph option
Private Mod Note
():
Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Doesn't the Quanar just cost way too much mana? I know he does combo infintely with Turnabout but is there any other real good reason to include him other than his on-theme-ness?
Galvanoth is a great idea! I can't believe I hadn't thought of that as I've always wanted to use him.
I did end up cutting the Avenger, but the Archmage... I'm still unsure. I love the idea of copying the Archmage and having access to 4 Negates. It just sounds so ridiculous to me.
Echo Mage is good, but slow. Sigil Tracer I'm less enthusiastic about because of its high activation cost; we can't always rely on having Riku out at the same time.
Chancellor of the Spires could be a good addition but doesn't really have much synergy with the deck. I do have a foil one, however...
Isochron Scepter is definitely something to keep an eye out for. I'm going to have to see how many 2-cost spells I actually have in the list but I'll definitely keep it in mind.
What would you say about running more Counterspells? I'm somewhat on the fence about the whole thing. They're amazing with Scepter too.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
EDIT: generally speaking Riku does not have good synergy with counterspells. You are better off using spot removal as you can split it to hit 2 targets. It is rare that you would want to use a second counter on something.
Private Mod Note
():
Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Did anyone ever cover what happens if you spit out a token of a morph??? I guess I don't know what happens there... I guess it would probably be a 2/2 forever with no unmorph option
Haha, strangely enough, I also have a foil Quanar sitting in my binder and let me tell you, he was very good in my Animar list. Can't remember why I cut him...
And yes, I'm pretty sure the token stays a sad, face-down, panda.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Yeah though I'm not saying I'm going to run Sigil Tracer and Echo Mage, just that they exemplify the kind of creatures that I'd be looking for. Goblin Flectomancer is another one.
Edit: Winner winner chicken dinner- let's get a Blood Frenzy on a scepter (guess it would ruin the surprise lol)
Well since it is mainly spell based I would say that Wall of Blossoms could be amazing. You get 1-2 cards depending on if you double them down and it has a low cost. Since you are going to be lacking creatures most of the time I think it has some good options to it and it can chump utility guys without dying.
Private Mod Note
():
Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Whoa- I might actually consider that guy for once. I still think I'd want him in a pure Izzet deck more and 7 mana is a LOT of effing mana for that but it is more redundancy with the plan.
I will not cut Eternal Dominion from my list till you pry the deck from my cold dead hands. I once cast it in an old blue Braids build. I have tasted its power and I cannot resist the call to fork it. I WILL copy that spell before I put this deck down.
Whoa- I might actually consider that guy for once. I still think I'd want him in a pure Izzet deck more and 7 mana is a LOT of effing mana for that but it is more redundancy with the plan.
I will not cut Eternal Dominion from my list till you pry the deck from my cold dead hands. I WILL copy that spell before I put this deck down.
Oh wow, I don't know how I forgot you can copy the damn thing. WHAT WAS I THINKING???
- Shattering Pulse (Too redundant and mana-intensive I think. We have a lot of things to deal with artifacts)
+ Eternal Dominion (VICTORY!!)
What do you think about the mandatory stupid powerhouses Primeval Titan and Consecrated Sphinx? Should I keep them in the deck because it is a sin to play without them?
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Ummmm dont ever cut the primetime. The only deck I have ever found that runs green and doesnt want him is Edric. I am waiting to find a second one.
even if he just dies its good ramp that eats opponent's removal up.
Consecrated Sphinx... if you dont see it drawing you cards often enough I suppose but still even if you are spell based I dont see it being bad enough to cut it.
EDIT: also how did you miss the fact that you get 2 Epics per turn??? lol wow missed the buss there apparently.
Private Mod Note
():
Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I know the deck will be slightly worse for it but that's life when you're building for a theme. I'm sort of tired of every game being a mad dash to get him out there first, frankly.
Then again, the real sin I think might be leaving my foil Consecrated Sphinx in a box instead of playing it...
Last I checked you still have tons of things you want to do well past 6 mana I think primetime + bribery are both still needed. I would cut the sphinx a long ways before the primeval but that is just me.
Private Mod Note
():
Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Dude I'm not saying he will make the deck worse by being there. He is primetime for a reason. But right now, I think if I'm going to play him I'd prefer to steal someone else's.
Maybe I'll cave later on, I don't know. I only started with a list a couple hours ago...
I play in a very competitive meta and this deck has, interestingly enough, proven both stronger and more fun than my last creature-based iteration. This is, of course not to say that Riku can't be played as a creature-based deck, but this deck made me feel like I had a much stronger effect on the games I have played with it, even those I didn't win (which was not many).
The Gameplan
The gameplan looks a little something like this:
1. Start ramping like a fool.
2. Cast Riku.
3. If Riku dies, repeat steps 1 and 2.
4. Play spells.
5. Copy step 4.
6. ???
7. Profit!
B.
Play Eternal Dominion, AND COPY IT!!!! VICTORY!!!
But honestly, there's no 'right' way to play this deck. Depending on your starting hand and a number of other factors, you might decide to go all-out banarama explosive, or you might choose to be the little inconspicuous schemer. The deck has strong recursion and copying options for us to use in the variety of situations that we might find ourselves in. These situations all share one thing in common; they all factor into our inevitable victory.*
*Disclaimer: You may or may not win every game with this deck. If you do not, you likely made a mistake.
Okay, yes, the deck does play like that, but here's a closer look at how this deck actually plays (and could play like):
The More Honest Gameplan
Honestly, the deck does more or less play like I described in "The Gameplan". In here, I'm just going to take a more in-depth look at how you can come about these courses of action and achieve such goals as "winning" and "having fun".
The deck can be taken in a number of directions. You can go all-out power plays with cards like Time Stretch, Bribery, Insurrection, Plow Under, Stunted Growth. This could lead to your opponents fearing your every move and hating on you like there's no tomorrow. It's a risky play-style but there is a high reward involved as some of these spells are simple wincons and others cripple single opponents. I would recommend playing powerful spells, but less hateful ones like Plow Under and such, as those tend to be mean, and things get ugly real fast.
You can play more passively with cantrips like Electrolyze, Manamorphose, and Brainstorm, filling up your hand and upping your arsenal for the endgame. Messing with people's plans ever so slightly by redirecting things and Blood Frenzying opponents' creatures against other opponents. I employ this strategy to a fair degree. I like having a measure of control of the early game, but I don't want to feel overpowering to my opponents, lest they start blowing my $#!1 up. I often try to set up and protect Riku with cards such as Darksteel Plate when I'm going for the big plays. Play smart and play hard.
An idea came up recently. One that I've always wanted to fit into a deck, but never really did. This idea involves Swerve, Redirect, Fork, Twincast, Reverberate. These cards form a package of what I like to call "stack control" cards that I was contemplating after the addition of Isochron Scepter. This stack control package would add a substantial amount of trickery to the deck while giving us plenty of options with other people's spells, especially if we managed to imprint one of them onto the scepter. I may try to incorporate the "stack control" package into the deck in the near future.
The deck is very capable of making very powerful plays. In a much earlier iteration of the deck, I managed a Jokulhaups with mana to float a Galvanoth and a Life from the Loam in the grave. Yes, plays like this are just cruel, but they can be fun if you don't do it too often :D.
So Why Play Spellslinger Riku?
1. Playing explosive decks
2. Copying things because it's funny
3. Ridiculous Ramp
4. Recursion for things other than creatures
5. You think the idea of a badass mage kicking ass and taking names by casting spells and using premonition is awesome.
6. Winning
This deck may not be for you if you like:
1. Turning creatures sideways
2. Remaining relatively inconspicuous
3. Losing
1 Acidic Slime
1 Augur of Bolas
1 Charmbreaker Devils
1 Consecrated Sphinx
1 Eternal Witness
1 Gilded Drake
1 Glen Elendra Archmage
1 Phyrexian Metamorph
1 Sakura-tribe Elder
1 Snapcaster Mage
1 Sphinx of Uthuun
1 Wall of Blossoms
Sorceries (26)
1 Blatant Thievery
1 Bribery
1 Cultivate
1 Curse of the Swine
1 Eternal Dominion
1 Explore
1 Frenzied Tilling
1 Guided Passage
1 Hull Breach
1 Hunting Wilds
1 Insurrection
1 Kodama's Reach
1 Mwonvuli Acid-Moss
1 Nature's Lore
1 Past in Flames
1 Ponder
1 Reap and Sow
1 Recurring Insight
1 Regrowth
1 Skyshroud Claim
1 Spelltwine
1 Temporal Manipulation
1 Three Visits
1 Time Warp
1 Unexpected Results
1 Urban Evolution
1 Beast Within
1 Brainstorm
1 Capsize
1 Chaos Warp
1 Comet Storm
1 Fact or Fiction
1 Evacuation
1 Intuition
1 Krosan Grip
1 Manamorphose
1 Mystical Tutor
1 Plasm Capture
1 Pongify
1 Impulse
1 Radiate
1 Reins of Power
1 Reiterate
1 Starstorm
1 Turnabout
1 Wild Ricochet
Artifacts (3)
1 Mimic Vat
1 Sensei's Divining Top
1 Sol Ring
Enchantments (1)
1 Sylvan Library
Lands (37)
1 Breeding Pool
1 Cascade Bluffs
1 Command Tower
1 Fire-Lit Thicket
1 Flooded Grove
1 Hinterland Harbor
1 Karplusan Forest
1 Kher Keep
1 Maze of Ith
1 Misty Rainforest
1 Rootbound Crag
1 Scalding Tarn
1 Shivan Reef
1 Steam Vents
1 Stomping Ground
1 Strip Mine
1 Vesuva
1 Wooded Foothills
1 Yavimaya Coast
7 Snow-Covered Island
6 Snow-Covered Forest
5 Snow-Covered Mountain
Card Rundown
Some of the cards listed here may no longer be in the deck. Nonetheless, every single card here has potential to make any given Riku Spellslinger build. Additionally, I won't add how copying each thing makes it better because I'm pretty sure you already knew that.
WARNING: Injection of flavour in to this section of the Primer led to copious amounts of "mage-like explanations" for cards. Just imagine a great mage explaining the effects of any of these various "spells" to you.
Creatures
Every aspiring mage needs familiars in order to deal with his many enemies. These minions should serve to either aid him in controlling his magics, or to disrupt those of others. His feelings do not overcome him should they die; they are merely his pawns. A means to an end.
Acidic Slime: An ooze familiar that has the ability to encapsulate enemies in its corrosive killing slime. The ooze also has a fondness for destroying opposing relics and wards, allowing for the mage to advance on the enemy unimpeded.
Charmbreaker Devils: Devil familiars summoned from the Nether Planes. These malicious tricksters are able to aid us in remembering lost spells by re-chanting our lost incantations.
Coiling Oracle: A snake-elf hybrid familiar that aids us in increasing our mana reserves, or by simply providing us with additional knowledge. Oracles aid in our mastery of time.
Consecrated Sphinx: A mighty sphinx familiar from the plane of New Phyrexia. It takes considerable effort to successfully summon the sphinx from his homeworld. The research of Jin-Gitaxias, Core Augur of New Phyrexia, makes it so that this "consecrated" sphinx aids us by syphoning the knowledge gained by our enemies into our very own.
Djinn Illuminatus: A mighty Djinn familiar, well-versed in the language of magic. This djinn possesses an innate ability to "replicate" spells cast by its master, making it a useful ally when one's mana reserves are plentiful.
Eternal Witness: A human minion of great wisdom, the witness is able to retrace the fading whispers of our evoked spell, allowing us to recast said spell with ease.
Galvanoth: A beast familiar from the lost world of Mirrodin, few yet remain. The Galvanoth allows us to potentially cast spells at a whim without the need for mana.
Gilded Drake: A drake familiar that can effectively garner allies at the cost of its own allegiance. An ingenious method of disposing of a powerful opposing familiar and using it against its inferiour master. His sacrifice is remembered by the granting of a swift death.
Glen Elendra Archmage: A powerful faerie archmage from the plane of Lorwyn. The powerful enchanting wards of its homeworld have developed its denial magic to the point of perfection. It is a persistent creature.
Phyrexian Metamorph: A phyrexian creation evoked from the plane of New Phyrexia. The versatile metamorph is able to change its shape voluntarily to become the identical copy of another familiar, or even a relic.
Primeval Titan: A monstrous titan of the forest primeval. The summoning of this giant results in the grand replenishing of mana pools. The Titan of the Primeval is feared throughout the multiverse. All intelligent mages prepare for his coming, lest they be overcome by his plentiful bounty.
Sakashima the Impostor: A woman-of-many-faces from the plane of Kamigawa, Sakashima is resourceful. A master of trickery and deception, the indomitable Sakashima has the ability to essentially "become" another. Even those whose essence is important to the multiverse and are therefore not to exist at any two points in time are susceptible to her trickery.
Sakura-Tribe Elder: An elder snake familiar from the Sakura-Tribe of Orochi in Kamigawa. This wise serpentine humanoid replenishes our mana pools at the cost of his life due to a tradition of planting seeds in graves of old leaders in the Orochi culture. A noble death for our victory.
Snapcaster Mage: A mage from a sect known as the "Snapcasters" on the plane of Innistrad. This valuable wizard ally aids us in "flashing" our spells back to memory. A useful feat.
Solemn Simulacrum: A construct that is an eternal state of disrepair, the "solemn" simulacrum is a veritable container of magical energies. The construct expands mana reserves while providing insight at the time of its demise.
Sphinx of Uthuun: A mighty sphinx originating from the sphinx homeworld of Uthuun. These sphinxes are famed for their ability to inspire a moment of deep meditation within powerful mages, allowing them to reassess the situation by examining their options and expanding their knowledge. The sphinx itself is a powerful creature and summoning one requires considerable effort.
Wall of Blossoms: A wall of flowers that can be summoned to provide a moment's rest. The ensuing peace allows the mage to collect his thoughts without disruption.
Wort, the Raidmother: The mighty and foul Wort is a Raidmother of the Boggart clan from the plane of Lorwyn. Her foul magicks are feared by her foes and allow us to gain increased benefits from some of our more "primal" spells. Wort never leaves home without a few of her filthy boggarts, even when traversing planes. Thus, we get the benefit of calling her diminutive goblin critters to our aid as well.
Sorceries
A mage must ready his spellbook with spells of a more offensive nature; those that will singe enemies, strongly increase mana reserves, and manipulate time. Sorceries are a mage's most powerful spells and should be used with abandon against those that threaten his very existence.
Aftershock: Create a tremor at the feet of enemies, killing familiars or wreaking havoc to relics or enemy resources in its wake.
Blatant Thievery: Sometimes, a mage must forfeit subtlety for unadulterated power. This spell allows for a mage to "acquire" certain items from his foes, robbing them of the powers they had, and gaining new ones for himself.
Bribery: Some mere "tricks" can be invaluable to our cause. By summoning a feisty merchant from the Plane of Mercadia, we are able to mentally "bribe" enemy familiars within our enemies' mental menageries, calling them to our cause.
Cultivate: A spell that calls to mind the primal forces of nature in order to expend mana reserves.
Eternal Dominion: A forbidden spell that requires all the mage's concentration and focus to maintain, this spell allows for a great mage to probe the mind of a lesser one, systematically extracting spells and powers from his mind.
Frenzied Tilling: Briefly summon a pack of mighty Kavu from the plane of Dominaria to wreak havoc on enemy mana sources, while replenishing our own.
Gamble: A mage is able to search the recesses of his mind for the very thing he needs at the cost of uncertainty. What is life without a little chance?
Guided Passage: An erratic spell that entraps the mind of a lesser mage and forces him to aid us. The spell scales with the idiocy of the subject, allowing greater power gained the more inferiour the mage.
Hull Breach: A spell that allows the mage to breach the defenses of artificers and enchanters alike; constructs crumble at its casting.
Insurrection: A mighty spell originating from the lavamancers of Dominaria that induces a mutiny within the ranks of opposition. The insurrection calls all puppets to our cause and allows us to destroy enemy magi in one fell swoop.
Into the Maw of Hell: This invocation creates a seal at the feet of heathens, calling upon the powers of the Burning Hells to burn those who doubt the powers of the Devil.
Kodama's Reach: An arcane spell that calls upon the great Kodama of Kamigawa in order to expand mana reserves.
Mwonvuli Acid-Moss: Acid-moss evoked from the Mwonvuli jungle of Jamuraa. This spell destroys enemy mana sources and deepens our mana reserves.
Nature's Lore: A lesser call to nature's bounty, this spell allows for the mage to expand his reserves early during a batlle.
Nostalgic Dreams: This spell evokes the memories of the past and allows the mage to relearn spells invoked from expired scrolls.
Past in Flames: A shamanic spell that calls upon the flames of the past. The mage is able to cast spells previously expired incantations
Recurring Insight: A spell of great aptitude that calls to mind the importance of knowledge and insight. A mage can fill his mind with thoughts of power that aid in his struggle.
Regrowth: A nature spell that calls to mind the very seed of essence, this allows the mage to call back to mind the very aspect or soul of an expired magic.
Preordain: The mage is able to see and manipulate the future according to his plans. Minor time magic serves as a filter for the mage's magical arsenal, ensuring he has what he needs, when he needs it.
Skyshroud Claim: Powerful nature magic practiced by the elves of the Skyshroud Forest in Keld following the Rathi overlay. The claim of Skyshroud invokes the very essence and mana of the forest to use as a weapon against all who would oppose the mage.
Temporal Manipulation: Greater time magic allows the mage to manipulate the flow of time. Such manipulation allows the mage to bide his time and make his move, enforcing his imminent victory.
Time Stretch: Forbidden time magic, mages of the Tal-Raq'im have been disallowed to ever use this spell ever since the clan's Grand Vizier erased an entire city from existence with it. Mages who are not bound by such petty restrictions know this spell to be both difficult to cast, and of terrifying power.
Three Visits: A spell originating from the He Fei forests of Tang To, this spell allows the mage to expand mana reserves early in battle.
Time Warp: Greater time magic allowing the mage to warp the flow of time. The tides will be still at the coming of the mage who masters such magic.
Instants
A mage must be prepared to deal with opposing threats. Instants (or Instantaneous Magics) consist of the more subtle spells in a mage's spellbook: the evocation of primal and destructive forces within his enemies, the amplifying and redirecting of enemy spells, and the rapid replenishing of his mental reserves. Such reactive trickeries should be tailored as the mage sees fit to weather his own coming storm.
Shattering Pulse: A versatile spell that allows the mage to evoke a pulse to destroy enemy relics. The spell is of a certain nature that allows the mage to conserve its essence even after it has been cast. Enemies fear the spell's power after the initial casting, causing them to direct the disruptive power of their artifacts elsewhere.
Beast Within: A primal spell that awakens the bestial and primal sense of an individual, causing it to revert to its basest form. A versatile spell that can rid the mage of any unwanted enemy, enchantment, or relic in his way.
Berserk: A primal spell used by the druids of Tenaris to incite paranoia into enemies of the forest that sends the victim into a berserker frenzy. The spell grants amazing strength to the victim that scales in accordance to his own. Best used on when enemy familiars are engaged in battle against other enemies.
Blood Frenzy: A shamanic spell used by the Barbarians of the High Plains. A mage can awaken a destructive blood-lust within an individual, causing him to be strengthened until his inevitable demise. Best used on when enemy familiars are engaged in battle against other enemies.
Brainstorm: A simple spell that allows the mage to deepen his thought and knowledge for a short period, sifting through potential answers to his problems.
Capsize: A versatile spell that allows the mage to temporarily dissipate enemy evocations and constructs. The essence of the spell can be conserved after its casting, making it a spell that inspires fear and doubt in the heart of the enemy.
Chaos Warp: Chaos magic. A versatile spell that transmutes any evocation or construct into another. The "warping" is fairly unpredictable but generally serves the mage as a useful all-purpose tool. The spell can be used on the mage's own minions and constructs in desperate times.
Comet Storm: Practised by the mighty pyromancers of Naar Isle, the evocation of a storm is a great tool for any great mage to have in his arsenal. Used when under significant pressure by any familiars, the comet storm can turn the tide by crushing enemy minions in a rain of molten rock.
Fact or Fiction: An unorthodox spell developed by the minds of Hanna and Squee of the late Weatherlight, this spell allows the mage to sift through thoughts while tricking enemies into helping his cause.
Electrolyze: An efficient spell used by Izzet mages of Ravnica to electrocute enemies. The Izzet influence of the spell also allows the caster to gain a flash of insight following the casting.
Evacuation: The silence that follows the roar of battle. A mass dissipation spell designed either to dissipate enemy familiars or to save the mage's own, it is very versatile in its usage.
Intuition: This "tutor" allows the mage to assemble powerful spells, familiars, or contraptions to his repository. Enemy magi struggle with the pressure of having to help us in choosing how to distribute the pieces of our great puzzle.
Krosan Grip: An uninterruptible and powerful spell developed by the Kamahlite druids of the forest Krosa, the "Grip of Krosa" allows the mage to do away with annoying wards and relics. The uninterruptible nature of the spell makes it valuable in situations where an enemy magi may have been working to assemble otherwise unstoppable systematic synergies.
Manamorphose: Objects of pure mana, this spells allows the mage to add to his mana pool while gaining a flash of insight. Very powerful when replicated.
Mystical Tutor: A tutor that aids the mage in sculpting his next move. Invaluable under circumstances in which a problem to the mage is present and demands an answer.
Pongify: Trasmutation magic. A spell that transmutes enemy familiars into apes. The origin of the spell is largely unknown, but its spellcrafter is said to have made a mistake when devising the words to this spell. A comical and humiliating defeat to any who would stand in the mage's way.
Impulse: A spell that creates a moment wherein the mage is able to sift through his future thoughts and find the best of them. Effective at finding solutions to annoying problems.
Radiate: A mighty spell devised by the great pyromancer Ashir-Bashok, this chaotic spell single-handedly won the War of the Iron Throne for the Pyromancers of Tekstra Ridge. A reactive spell that has the ability to replicate a spell indefinitely by channelling its essence into itself many times over. The mage should take heed as to this spell's capabilities carefully.
Reins of Power: A spell that allows the mage to temporarily seize control of an enemy mage's familiars at any given moment. The "Reins of Power" are best used when defending against another enemy or when attacking a vulnerable one.
Reiterate: A reactive spell used by the great Mirror-Mages of the Izzet that is able to copy any spell's essence and turn it back toward its caster. The spell retains its essence after casting, effectively giving the mage several defensive and offensive options.
Starstorm: A call to the sky that summons the very stars to turn enemies to dust. The pyromancer of Naar Isle are infamous for having crushed Aterris' army during the Siege of Nine Tribes with this very spell. Effective when overwhelmed by enemy minions, this spell turns opposition into dust.
Turnabout: A distortion spell that manipulates the laws of nature. A mage can use this to act defensively against a horde of enemies, or offensively to ensure his victory. The spell forms a chain with the Reiterate spell, allowing for endless replenishing of a mage's mana reserves.
Wild Ricochet: A reactive spell used by the Boldwyr Giants of Lorwyn, this spell allows the mage to ricochet and replicate offensive magics directed at him unto others. The mage can do the same for defensive magic or boons, granting those buffs for himself at the expense of the enemy.
Enchantments
Enchantments are often raised by mages in order to better their defenses, increase the contents of their spellbook from their mental library, or remember lost spells. They can be powerful tools when maintained against those who would oppose them.
Eyes of the Watcher: A knowledge ward created by Memnarch, Former Guardian of the Plane Argentum. The eyes of the watcher, hidden away in the heart of Panopticon, serve as an aid to the mage, empowering him with a flash of insight whenever he casts a spell.
Hollistic Wisdom: A recursive enchantment that trades one memorized spell for another expired one. Useful when weaker spells (Ponder) must be forgotten to relearn more devastating ones (Blatant Thievery).
Propaganda: A defensive enchantment that indoctrinates the hearts and minds of enemies. Such visions turn them away from us and focuses their energies instead on our mutual enemies.
Sylvan Library: A very powerful enchantment that allows us to manipulate the future. Extra spells can also be learnt from our mental reserves in a pinch. Very versatile. The library of nature is both one of great ferocity and great wisdom.
Rhystic Study: This mental study allows the aspiring mage to block the opposition from having their way, benefiting you either through knowledge gained or knowledge denied.
Artifacts
Magical trinkets are a great and valuable asset to any mage. These can be used for a variety of purposes, but one thing is for certain: they all aid in overcoming enemies in ways that sometimes even magic cannot.
Darksteel Plate: A mighty armour made of Darksteel, a substance impenetrable to all but the most powerful of magics. A mage lies well protected in such a work of art.
Ensnaring Bridge: The elf shamans of Dominaria enchanted bridges with magical vines to keep away unwanted guests and blasphemers from their mighty forest. This relic applies the same concept at a smaller scale: enemy familiars cannot attack us if we keep an open yet focused mind.
Mimic Vat: This contraption allows us to trap opposing creatures as well as our own minions in a magical vat that evokes their very essence at our whim. A powerful defensive and offensive tool. The spirit of the creature it contains dissipates from our realm with its destruction.
Mirari: A legendary artifact of unspeakable power, the Mirari digs deep into the recesses of the soul to search for the wielder's desires and manifests them. Though much of its ancient power has been lost to time, the mage can still utilize the Mirari's power to replicate spells at a cost.
Sensei's Divining Top: Despite his allegiance to white mana, Sensei Golden-Tail's devised the mighty divining top with the help of Sensei Hisoka of Minamo. The top was designed to predict future attacks by Kami on the plane of Kamigawa in order to better protect the civilized havens of Eiganjo Castle and Minamo, School at Water's Edge. The divining top is used as a powerful tool of premonition in the pockets of many great mages. The ability to control the future is invaluable.
Sphinx-Bone Wand: A wand made from the bones of an ancient sphinx, this relic serves as a catalyst to the mage's spell casting. The wand echoes the effects of magic and reacts in kind, mimicking the old sphinx's power and manifesting it into a destructive force.
Sol Ring: Artificer's used to capture the light of a distant star in a ring of purest gold long before the Mage Wars. This art has long been lost, but now lives on with those who still possess such an item. An invaluable tool that expands mana reserves.
Torpor Orb: The magical energies that familiars often emit when summoned will dissipate with the resounding of the Torpor Orb. Beast mages and Summoners tremble in fear at the sight of the Phyrexian creation, for it often invalidates much of their offensive power.
Combos and Synergies
Alright, I'm sure many people are thinking, "it's about damn time DramaTurtle got to this!". And I agree. Wholeheartedly. With a flower on top.
Keep in mind that I'm adding many different combos available to the powerful RUG combination. Not all of these combos are necessarily in my deck but they can be in yours!
----------------------------------------------------------------------------------------------
Isochron Scepter + any 2cc or 1cc instant.
Okay, yes, this one is obvious, but it's great! Seriously. The scepter can get out of hand very quickly. Arcane Denial, Brainstorm, Manamorphose, Impulse, Blood Frenzy all become insane when they get imprinted to this thing.
And the best part? Riku can copy the copies of the Scepter! WOOOOO
---------------------------------------------------------------------------------------------
Turnabout + Reiterate
Basically, this makes infinite mana. I know, right! Genius!
+ Comet Storm: Blow everybody out of the table in dazzling display of molten rocks.
+ Capsize: Bounce all your opponents off the boat. You are always on a boat when you play this deck (I don't even know what that means).
+ Any number of other outlets you might be packing.
----------------------------------------------------------------------------------------------
Charmbreaker Devils + Time Warp/Capture of Jingzhou
Devils just love causing a ruckus. Get a time walk into the grave with the devils out and you could get a bunch of turns out of the deal!
----------------------------------------------------------------------------------------------
Radiate + anything (Beast Within, for example, would transmute every permanent in play into a Beast!)
Yep, this spell is crazy. Basically, just cast this and good (funny) things will happen. Copy this and the depths of your dark heart will glow with a feeling of happiness that you have never felt before. Don't ask me where I get this stuff.
----------------------------------------------------------------------------------------------
Eternal Dominion + whatever you feel like
After Radiate, this is probably the most satisfying way to win with this deck. It's cruel, though. Copying adds to the fun in so many ways, it's indescribable. You really have to cast it to believe it.
----------------------------------------------------------------------------------------------
Crystal Shard + Eternal Witness/Izzet Chronarch/Mnemonic Wall + Time Warp/Temporal Manipulation
This is a fun infinite turn setup. All cards are good on their own and most everything synergizes with the deck in good ways. You play the Witness, bounce it, then play the Warp. Over and over. It takes quite a bit of mana but pulling this off nets you a terrifying win.
----------------------------------------------------------------------------------------------
Kiki-Jiki, Mirror Breaker/Splinter Twin + Deceiver Exarch/Pestermite
Hey, if you like combos, be my guest. This is a classic that has always put fear into the hearts of men. Tooth and Nail and Defense of the Heart get this out easily if you find yourself in a very, very tight jam (container).
----------------------------------------------------------------------------------------------
Keldon Firebombers + It that Betrays
This may well be one of the most satisfying ways to win. If your opponents don't concede after having resolved this, prepare for a very fun fight to the finish. It's honestly like pulling a Fatality out on someone, they're so dazed they can't do anything about it! Get it out the same way you would the above combo and you'll be pulling out somebody's heart and eating it in no time!
*Disclaimer 2: Adding Riku to most of these combos just makes them that much more ridiculous. Overkill is fun, people.
----------------------------------------------------------------------------------------------
RIKU COMBOS
Riku likes making combos too! These are a couple of his specialties:
Riku + Palinchron
Yep, that's infinite mana. Just find an outlet for it and you're set.
----------------------------------------------------------------------------------------------
Riku + Worldgorger Dragon
Another one of those pesky infinite mana combos. It also triggers your other creatures ETB if stacked right. This combo is quite complicated, what with all the blinking and stack monitoring. But here's a little rundown, courtesy of bobthefunny:
CASE A: Riku on the Bottom, Dragon on Top (How to end the loop).
-Dragon eats everything, (you float a UG) You have a dragon in play, a Riku trigger on the stack, and UG floating.
-Riku's trigger goes off, pay the UG. It triggers. You (very briefly) have 2 dragons, and a trigger on the stack.
-Token Dragon Eats the real Dragon.
-Real Dragon has a Leaves the Battlefield trigger.
-Everything else returns. (Dragon is exiled, tied to the tokens leave play ability).
End result, you have everything blinked, returned untapped, and a healthy Dragon token. The loop has ended.
CASE B: Dragon on the Bottom, Riku on Top (How to iterate the loop).
-Pay the copy, you get a token. It triggers, goes on top of the stack.
-Copy resolves, eats Everything. Real dragon Leaves play ability goes on stack.
-Leaves play resolves, Returning nothing (nothing was exiled yet).
-Real Dragon's ability resolves, eats the token permanently (oh no!).
-Token's leaves play ability resolves, returns everything.
Everything is blinked, untapped, and you have a dragon entering play with a triggered ability, and Riku's holding his hand up suggestively... (repeat as needed for infinite mana).
Now introducing... RIKU FLARE!!!!!!
1 Acidic Slime
1 Archaeomancer
1 Avenger of Zendikar
1 Body Double
1 Coiling Oracle
1 Consecrated Sphinx
1 Eternal Witness
1 Farhaven Elf
1 Fierce Empath
1 Gilded Drake
1 Glen Elendra Archmage
1 Inferno Titan
1 Jin-Gitaxias, Core Augur
1 Kiki-Jiki, Mirror Breaker
1 Lighthouse Chronologist
1 Mulldrifter
1 Palinchron
1 Phantasmal Image
1 Phyrexian Metamorph
1 Primeval Titan
1 Snapcaster Mage
1 Solemn Simulacrum
1 Terastodon
1 Trinket Mage
1 Wood Elves
Sorcery(15)
1 Braingeyser
1 Bribery
1 Cultivate
1 Gamble
1 Genesis Wave
1 Green Sun's Zenith
1 Kodama's Reach
1 Life from the Loam
1 Mind Spring
1 Nature's Lore
1 Rolling Thunder
1 Temporal Manipulation
1 Three Visits
1 Time Warp
1 Tooth and Nail
1 Heartbeat of Spring
1 Mana Flare
1 Mana Reflection
1 Overabundance
1 Survival of the Fittest
1 Sylvan Library
Instant (10)
1 Beast Within
1 Capsize
1 Chaos Warp
1 Comet Storm
1 Fact or Fiction
1 Manamorphose
1 Mystical Tutor
1 Starstorm
1 Stroke of Genius
1 Worldly Tutor
Artifact (6)
1 Birthing Pod
1 Lightning Greaves
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Sword of Feast and Famine
Land (37)
1 Breeding Pool
1 Cascade Bluffs
1 Command Tower
1 Fire-Lit Thicket
1 Flooded Grove
1 Hinterland Harbor
1 Karplusan Forest
1 Kher Keep
1 Maze of Ith
1 Misty Rainforest
1 Rootbound Crag
1 Scalding Tarn
1 Shivan Reef
1 Steam Vents
1 Stomping Ground
1 Strip Mine
1 Vesuva
1 Wooded Foothills
1 Yavimaya Coast
8 Snow-Covered Island
6 Snow-Covered Forest
4 Snow-Covered Mountain
So... Riku Flare...
Is. The. Funnest. Deck. I. Have. Ever. Played. And I've been playing for a long time.
The deck plays like a traditional ramp goodstuff deck until you draw or tutor one of the flares. Then the $4!t starts hitting the fan. These cards are risky, but they're a part of the fun. Plus, the deck is designed so that you can make the most of the mana provided, and leave your opponents in the dust ASAP. Being able to copy things gives you such a strong edge over the competition that your opponents will be behind for the entire game. Then, drop Jin-Gitaxias or combo out. Whatever feels appropriate.
Of course, this deck is not for casual tables as it can make terribly overpowered plays. This deck is packed with card advantage and big mana so it'll likely blow away more casual tables in a matter of moments (which could be pretty funny).
This is officially my next big multiplayer project as I've never played a deck like this before. But I need advice. I could use more mana sinks and more exciting big mana options. I'm going to be adding this list to the OP as an alternate way of playing Riku so I would love to hear some of your opinions on the new list.
I guess the only thing that would fall outside of the need to be able to pick up 2 targets per spot removal would be like a token swarm. I personally dont know how much I like Blasphemous Act for the list. If you want to keep it in perhaps consider adding Stuffy Doll as if you spit out 2 of those then hit them each for 26 damage apeace.... well you get the idea...
Also.... no Plow Under / Stunted Growth???? These cards totally cripple players and it is a great way to put back a combo player if you are afraid they are going to go off soon. Putting someone behind up to 4 land drops or force them to redraw their hand really hurts.
Personally I would like this deck to pick up a bit more instant speed options. I feel like it is still heavy in the sorcery speed which can feel sort of like crawling sometimes.
EDIT: also I dislike the addition of Rite of Replication. It goes wrong too easily it feels like and if you double any effect up with Riku it is powerful. Are you just banking on using it at 4 mana and copying it with riku or do you actually plan on kicking and copying it??? I think it could be something else.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I had thought of those cards before, and usually play them in 1v1, but you're probably right. With the ability to be copied, they can indeed be backbreaking for more than just one player (or you can just really murder one person if you want to).
You may be right about the wipes. To be honest, I wanted to try out Blasphemous Act but for now I'll replace it with one of your suggestions.
- Blasphemous Act
+ Plow Under
EDIT: That's perfect! I was thinking of what to take out for Stunted Growth
- Rite of Replication
+ Stunted Growth
You might consider adding some protection for Riku as well... if you make the list a bit more instant speed Nim Deathmantle could be good. Also Darksteel Plate seems solid.
EDIT: What do you think of Chord of Calling? Instant speed is nice for it and it can scale well for whatever mana range you want it to. Plus tagging Convoke onto it is nothing to sneeze about as it allows you to potentially use Riku to cast it.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I've never really had good experience with the Nim Deathmantle but I might consider adding Darksteel Plate, along with more protection. The ramp offsets the protection needed for Riku though, as I often get tons of lands into play very quickly.
Chord of Calling could be useful. I'll try to keep in mind how many times I want a creature at instant speed during the course of a game.
My current dilemma with this deck is the recursion. How far do I want to take it? I was thinking of replacing Mnemonic Wall and Izzet Chronarch with Reclaim and Noxious Revival. Or should I keep them in and replace something else?Make a Wish from Innistrad might also be worth a look-at. 4 cards for 6 mana? Yes please.
Some help would be appreciated.
As for the wall / wizard going out. Maybe swap one of them for Regrowth but don't take card disadvantage out of the deal, even if it is to save 1-2 mana. I guess there is something to say about the other options you mentioned being instant speed but still I would rather them go to hand than the top of library.
EDIT: what do you think of Eternal Dominion as a wincon here???? It would be EPIC!!!!!! (lol sry I had to do it.) Personally I think I like it more than Tooth and Nail especially if you stack 2 of them up it would be damn hard to stop 2 a turn of those. You could still use Riku to copy creatures you peel off of it.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
That said, this is your deck and not mine, so lemme take a dive here and see what we bring up:
No shame in playing Darksteel Plate to help Riku stick. Again though I might be projecting...
Mirari would be a good redundant Riku... DAMN I'M DOING IT AGAIN. Sorry :-(
Unless you are planning to try to go infinite with time warp effects, (I think Mimic Vat is the only semi-reliable thing you have going at the moment for that) I don't think you need two of them as long as you have Mystical Tutor. I would cut one of them for something more useful. Electrolyze is great because it cantrips. Prophetic Bolt cantrips into something good, which is also useful.
Insurrection fits the theme and is game over for at least one player. I
I don't have too much to add because I think this list has lots of high-quality cards. I have a feeling you will need to play it to decide what it is you still need. I am also wary of adding a bunch of my ideas to your list that involve a lot less blocking if you know what I mean.
Now I am inspired. This project has officially cut to the front of the line for me.
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
So, the search begins. If anybody has any ideas about noncreatures that provide defensive capabilities to protect my butt when my pants are down (which will be most of the time), I'm all ears.
Regarding your suggestions, SuperSonik, I'll mull over them in my mind and make changes to the list shortly.
Dominion does seem interesting actually. This thing is turning into a flavour monster.
EDIT I drastically updated the list to include only essential creatures. Many spells have been added.
I'm only going to play creatures like Snapcaster Mage, Chancellor of the Spires, Galvanoth, and maybe a Gomazoa and a clone or two. Sigil Tracer, Echo Mage... guys like that are the creatures I want to be playing.
I can't wait to finally play with Isochron Scepter. I wish Panoptic Mirror was legal...
Hey btw thanks for the plug on top
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
OOOOO ooo Mischievous Quanar too
Did anyone ever cover what happens if you spit out a token of a morph??? I guess I don't know what happens there... I guess it would probably be a 2/2 forever with no unmorph option
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
I did end up cutting the Avenger, but the Archmage... I'm still unsure. I love the idea of copying the Archmage and having access to 4 Negates. It just sounds so ridiculous to me.
Echo Mage is good, but slow. Sigil Tracer I'm less enthusiastic about because of its high activation cost; we can't always rely on having Riku out at the same time.
Chancellor of the Spires could be a good addition but doesn't really have much synergy with the deck. I do have a foil one, however...
Isochron Scepter is definitely something to keep an eye out for. I'm going to have to see how many 2-cost spells I actually have in the list but I'll definitely keep it in mind.
What would you say about running more Counterspells? I'm somewhat on the fence about the whole thing. They're amazing with Scepter too.
I suppose...
EDIT: generally speaking Riku does not have good synergy with counterspells. You are better off using spot removal as you can split it to hit 2 targets. It is rare that you would want to use a second counter on something.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Haha, strangely enough, I also have a foil Quanar sitting in my binder and let me tell you, he was very good in my Animar list. Can't remember why I cut him...
And yes, I'm pretty sure the token stays a sad, face-down, panda.
Yeah though I'm not saying I'm going to run Sigil Tracer and Echo Mage, just that they exemplify the kind of creatures that I'd be looking for. Goblin Flectomancer is another one.
Edit: Winner winner chicken dinner- let's get a Blood Frenzy on a scepter (guess it would ruin the surprise lol)
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
Oh my gawd, that is seriously one of my favourite cards. I remember opening one in my first Rav pack :).
'Tis a beautiful win condition.
Ok, so for now I'm going to go:
- Eternal Dominion (I don't know yet, it seems too cute)
- Yavimaya Elder
+ Galvanoth
+ Djinn Illuminatus
I will not cut Eternal Dominion from my list till you pry the deck from my cold dead hands. I once cast it in an old blue Braids build. I have tasted its power and I cannot resist the call to fork it. I WILL copy that spell before I put this deck down.
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
Oh wow, I don't know how I forgot you can copy the damn thing. WHAT WAS I THINKING???
- Shattering Pulse (Too redundant and mana-intensive I think. We have a lot of things to deal with artifacts)
+ Eternal Dominion (VICTORY!!)
What do you think about the mandatory stupid powerhouses Primeval Titan and Consecrated Sphinx? Should I keep them in the deck because it is a sin to play without them?
even if he just dies its good ramp that eats opponent's removal up.
Consecrated Sphinx... if you dont see it drawing you cards often enough I suppose but still even if you are spell based I dont see it being bad enough to cut it.
EDIT: also how did you miss the fact that you get 2 Epics per turn??? lol wow missed the buss there apparently.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
/will just use Bribery
I know the deck will be slightly worse for it but that's life when you're building for a theme. I'm sort of tired of every game being a mad dash to get him out there first, frankly.
Then again, the real sin I think might be leaving my foil Consecrated Sphinx in a box instead of playing it...
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
Last I checked you still have tons of things you want to do well past 6 mana I think primetime + bribery are both still needed. I would cut the sphinx a long ways before the primeval but that is just me.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Maybe I'll cave later on, I don't know. I only started with a list a couple hours ago...
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP