Unexpectedly Absent is solid removal for any permanent, and especially for generals. Just cast as X=1 (with GAA4, just pay the WW) when someone cracks a fetch or searches their library.
Hushwing Gryff is a handy Torpor Orb on a flying body for 3 (2 withheld Judge out). However, it only hits creatures' ETB effects, and it can hurt some of the major players in the deck (like Snapcaster Mage and the Titans). Still good for shutting off E-Witness, but Torpor Orb first the same and then some... Maybe Orb is a better fit?
Finally, Static Orb, as discussed recently, it fantastic at ruining mana bases, attacks, etc. Mana dorks, mana rocks, as well as lands and attackers/blockers end up tapped for a very long time -- basically until the player "saves up" enough untaps to negate the effect. However, Orb affects you, too, so playing it wisely will come down to timing... I have the same hesitations with this card as I do with Winter Orb, but its effect is powerful enough that it just might be worth it.
What do you all think?
Static Orb is the biggest dick card for arbiter.... so it's definitely the right choose here!
madhatter, thank you so much for that lengthy reply. i'm definitely more interested in sphinx's revelation now that you mention it. dig through time was just very useful since i only had 3 mana open and was able to cast it before my turn. i'll definitely still consider dig in the deck.
this is the list that i have so far. it's very similar to yours but i did change a few things in it. *Note: Dig through Time is still in my list
I definitely agree and think Sphinx's Revelation needs to replace Dig.
I also think I should re-add Temporal Mastery.
I really love Cursed Totem in this deck. It doesn't affect our creatures but can affect so much. I was running it in my Mogis deck and it really shuts down a lot of things.
I also think it needs more work. But this is what I have so far.
depending on your Meta (mine is creature heavy)PeaceKeeper but I would highly recommend sphinx's rev. I have always run tunnel vision so adding in the Spin into myth was an easy choice to give myself another single shot victory!
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to Argetlam over at Hakai Studios for the Sig!
Have you ever crossed the road, and looked the wrong way? A car's nearly on you? So what do you do? Something very silly. You freeze. Your life doesn't flash before you, 'cause you're too' scared to think - you just freeze and pull a stupid face
BW Midrange | G Legacy Elves | X MUD Weilder |X Affinity | R RDW | UWB Esper Stoneblade | W Death and Taxes | W Mono White Control (Modern) | UWRGeist Midrange (Modern) | UW Heroic | UWGrand Arbiter Augustin IV EDH
depending on your Meta (mine is creature heavy)PeaceKeeper but I would highly recommend sphinx's rev. I have always run tunnel vision so adding in the Spin into myth was an easy choice to give myself another single shot victory!
i'll have to look into getting a tunnel vision. that sounds dirty.
Containment Priest isn't a bad option. Personally, I try not to rely too heavily on creatures as part of the the prison-building regime, since even the least developed metas have creature-removal. That, and I'm in a highly developed meta myself, so I tend to stick to artifacts/enchantments for my prison pieces. There are far fewer good artifact/enchantment removal spells, and the likelihood that an opponent has one or draws into one isn't as high. (If they waste a tutor to find removal, that's fine. They lost card advantage and the removal spell can still be countered, depending on what is in my hand.) After that, spell power keeps the prison pieces on the board.
The new decks are a little light on removal spells, so nothing is popping out at me at the moment.
I do really like the new decks, but I'm not sure if any of the cards are at the caliber that I feel GAA4 requires as a bloody nasty control deck.
Containment Priest isn't a bad option. Personally, I try not to rely too heavily on creatures as part of the the prison-building regime, since even the least developed metas have creature-removal. That, and I'm in a highly developed meta myself, so I tend to stick to artifacts/enchantments for my prison pieces. There are far fewer good artifact/enchantment removal spells, and the likelihood that an opponent has one or draws into one isn't as high. (If they waste a tutor to find removal, that's fine. They lost card advantage and the removal spell can still be countered, depending on what is in my hand.) After that, spell power keeps the prison pieces on the board.
The new decks are a little light on removal spells, so nothing is popping out at me at the moment.
I do really like the new decks, but I'm not sure if any of the cards are at the caliber that I feel GAA4 requires as a bloody nasty control deck.
I agree I think that the white and the blue decks are probably the worst I might try the new teferi just because he's cool, but besides that I don't see anything else in our colors that fits the deck. I definitely think that red got spoiled this year.
Comeuppance would be good in damage-heavy (either by creatures or direct) metas. Sadly, it costs 4 (3 with GAA4), which is fair for what it does, but still not aggressively costed enough for my tastes. With Winter Orb and Sphere of Resistance running around, I (personally) prefer spells that are in the 2-3CMC range (so they're 1-2 if the Judge is out), which allows me to cast more spells per round when my mana-budget is tight.
I quite like the card, but I'm not sure how well it works in Grand Arbiter.
If money were no object, I would definitely include Forcefield (subbing out Ghostly Prison or Propaganda), The Tabernacle at Pendrell Vale (subbing out a colourless utility land), and maybe Moat. I'm hesitant about Moat since a lot of nasty creatures/fatty attackers don't fly, so it would depend on how my meta changes, if at all, in light of the new C14 decks and Khans block.
I actually already have Mana Crypt, but I don't feel it's entirely necessary in this deck. GAA4 needs coloured mana more than it needs colourless, due mostly to the fact that the CMCs of creatures and spells tend to be low already and the Judge usually "takes off" the colourless mana cost of the spell in his discounts. (For example, a 1U spell will turn into a U spell. Having 2 available won't really help in these cases.) If the deck focused more on early, fast mana, I'd consider Mana Crypt more intently, since to include it would necessarily demand other mana rocks to play into. (At least in my opinion.)
Anyways, for 1v1, I think this deck is pretty good as it is. But then again, my group doesn't play with French banlist for 1v1... If your group does, though, first remove any cards on the French banlist (Sol Ring, etc.) and include that many more prison pieces, draw, removal/counters, and/or land, depending on how you want the deck to run. Personally, if I had, say, 5 spots open, I'd include 1 prison piece (probably Static Orb or [if I actually had money] Forcefield), 1 decent draw spell (Stroke of Genius or something), 1 counter/removal spell (probably Unexpectedly Absent), and 2 lands (the UW fetchland and a basic land). This reinforces the basic structure of the deck while ensuring good access to mana.
The really nice thing about 1v1 Control decks is that they're a lot easier to pilot, since you have one target (player) to focus your counters/removal on. You have a little more freedom in what you can counter, since you don't have to police the entire table, waiting for someone to try to make a major play just so that you can stop it. Of course, this doesn't mean you should waste your counters/removal, either, but it is significantly easier to take control and lock one person out than it is to take control of an entire table and lock 3-4 people out.
Thoughts on stony silence and/or damping matrix, then removing most of the activated artifacts from the deck, you don't really have that many and you run glen elendra archmage and cursed totem anti synergy
Those are Duel Commander builds with 30 life totals, though i personally believe Duel Commander is a better banlist to follow for 1v1, just too bad no one in my area plays it
Those are Duel Commander builds with 30 life totals, though i personally believe Duel Commander is a better banlist to follow for 1v1, just too bad no one in my area plays it
you asked for 1v1. if i were to play 1v1, i'd follow that ban list.
Thoughts on stony silence and/or damping matrix, then removing most of the activated artifacts from the deck, you don't really have that many and you run glen elendra archmage and cursed totem anti synergy
If I were to go the Stony Silence and Damping Matrix route, I'd definitely include all the Orb effects. Winter Orb and Sphere of Resistance are already in the deck, but I'd add at least Static Orb, Cursed Totem, and Null Rod in addition. I would NOT use Trinisphere, since so many of my own spells are less than 3 CMC. (In fact, the deck needs <3CMC spell to function as a good control deck.)
The problem with this strategy, however, is mana access. Orbs keep everything tapped and limit how many lands/artifacts uptap, which creates problems since you're already not running (most) mana rocks. (I always have a Sol Ring in a deck...) If you were to go the Orb route, you'd have to significantly increase the land-count (to about 37 or so) to ensure steady land-drops.
I know it's been a while since you've updated this primer, but have you tested Monastery Siege? The dragons ability would make another solid prison card, and if you didn't need that, it lets you see more cards. Plus it's 3 CMC, so you can get it back with Sun Titan. You can also bounce it with Venser, the Sojourner to keep swapping your choice.
I know it's been a while since you've updated this primer, but have you tested Monastery Siege? The dragons ability would make another solid prison card, and if you didn't need that, it lets you see more cards. Plus it's 3 CMC, so you can get it back with Sun Titan. You can also bounce it with Venser, the Sojourner to keep swapping your choice.
HEY! Yeah, it's been awhile since I've updated the thread, but I have been keeping my eyes open for new cards. I'm starting to dabble in Standard a bit, so I'm pretty well acquainted with the new cards.
Monastery Siege is definitely a good Control card. The interactions you pointed out are quite spot-on. In fact, a friend of mine has this in his Nekusar deck, and I distinctly remember being irritated by it... so it seems like a pretty good option for GAA4.
Give me 2 weeks to try it out. I reckon it'll probably make the cut, so I'll have to figure out what to take out (...the usual problem >_>)
Any updates on your list? I'm looking into building this currently as I want a more control oriented deck then what I have run in past (been pure combo player) Also thoughts on luminarch ascension in this current shell?
Any updates on your list? I'm looking into building this currently as I want a more control oriented deck then what I have run in past (been pure combo player) Also thoughts on luminarch ascension in this current shell?
I was actually really disappointed with Narset. I would have loved to include her in GAA4 (possibly casting her for 2? OMG!), BUT(!) her abilities just don't jive that well with the deck. Yeah, it's *likely* you'll be able to get a card from her with her +1, but I don't consider that decent card advantage. Her -2 doesn't work well with the "draw-go" (or "draw-cast permanent-go") strategy that GAA4 utilizes. And her ulti is underwhelming in a format that is fairly (sometimes heavily) dependent on creatures. Plus, there's no way to protect her, since Sphere of Safety costs too much to play, even with GAA4 discounts, and Norn's Annex isn't punish-y enough (opponents can always pay the 2 life...). Overall, I'm opting not to include her.
As for Luminarch Ascension, I actually had the card in the deck at first, but took it out since it pains arrows to the target that's already on your head. It's easy enough to stop attacks and prevent certain cards from damaging you, but if an entire table is out to get you and/or remove Luminarch Ascension, they'll do it. Don't get me wrong, with a large enough play group, you can get it up and running with one go around the table. However, if you do it too early game (when no one has answers or creatures for attacking), you probably won't have the mana to abuse it, like it should be. If you drop it mid-late game, opponents will have a board state that can damage you - thus, preventing the accumulation of counters on it - or will have removal. You'll have wasted a turn casting it while drawing yet more hate from the table. Trust me... I know @_@
I know it's been a while since you've updated this primer, but have you tested Monastery Siege? The dragons ability would make another solid prison card, and if you didn't need that, it lets you see more cards. Plus it's 3 CMC, so you can get it back with Sun Titan. You can also bounce it with Venser, the Sojourner to keep swapping your choice.
Okay, so I've played a little with the Siege. Unfortunately, during the games in which I drew it, it came too late to make much of a difference. I'd already had the board under control and was working towards my win-con. Granted, the extra draw/discard helped a little, I found I rather preferred to just tutor for the card(s) I needed.
I'm keeping this in on trial in place of Thassa, God of the Sea because I want to see how it will work in the early and mid-game. I'll keep you updated as I play more games!
How good is Thassa, God of the Sea in the deck? Does she get active most of the time, or do you just use her ability for the scry and to sneak your beaters (Sun Titan/Frost Titan) through?
How good is Thassa, God of the Sea in the deck? Does she get active most of the time, or do you just use her ability for the scry and to sneak your beaters (Sun Titan/Frost Titan) through?
She's mostly there for the indestructible Scry. If I have a beater out, I might use her ability to get them through. I tend to play this as a spell-based control deck, so I don't cast creatures unless I'm incredibly confident that they'll get their damage through, anyways (i.e., in times when I have such a good lock on the board, that no one can stop them). I will say that the Scry is very handy for keeping things in the deck. Monastery Siege makes you discard, which I'm a little uneasy about. Granted, if you toss enough enchantments in the 'yard, Replenish is a beast. Or you can toss <= 3 CMC stuff in the bin and Sun Titan them back. Snapcaster Mage is the other card that can interact with things you may have discarded. Other than those, there isn't a whole lot of GY shenanigans or recursion in this deck. But I suppose that's what the other mode (opponents' spells that target you or your stuff) is for.
Static Orb is the biggest dick card for arbiter.... so it's definitely the right choose here!
this is the list that i have so far. it's very similar to yours but i did change a few things in it. *Note: Dig through Time is still in my list
1 Grand Arbiter Augustin IV
Creatures:
1 Elesh Norn, Grand Cenobite
1 Aura Thief
1 Sun Titan
1 Thassa, God of the Sea
1 Wall of Denial
1 Gilded Drake
1 Venser, Shaper Savant
1 Frost Titan
1 Snapcaster Mage
1 Glen Elendra Archmage
1 Solemn Simulacrum
1 Aven Mindcensor
1 Mulldrifter
1 Consecrated Sphinx
1 Azorius Guildmage
1 Academy Rector
1 Phyrexian Metamorph
Planeswalkers:
1 Jace, the Mind Sculptor
1 Venser, the Sojourner
1 Tamiyo, the Moon Sage
Artifacts:
1 Talisman of Progress
1 Sensei's Divining Top
1 Sphere of Resistance
1 Sol Ring
1 Lightning Greaves
1 Cursed Totem
1 Winter Orb
1 Isochron Scepter
1 Lotus Petal
1 Omniscience
1 Blind Obedience
1 Land Tax
1 Detention Sphere
1 Enchanted Evening
1 Greater Auramancy
1 Rhystic Study
1 Aura of Silence
1 Ghostly Prison
Sorcery:
1 Terminus
1 Cleansing Meditation
1 Dream Cache
1 Austere Command
1 Wrath of God
1 Supreme Verdict
1 Replenish
Instant:
1 Arcane Denial
1 Spell Crumple
1 Pact of Negation
1 Dig Through Time
1 Condemn
1 Cryptic Command
1 Memory Lapse
1 Counterspell
1 Fact or Fiction
1 Disenchant
1 Render Silent
1 Swords to Plowshares
1 Enlightened Tutor
1 Mystical Tutor
1 Cyclonic Rift
1 Path to Exile
1 Hinder
1 Orim's Chant
1 Long-Term Plans
1 Brainstorm
1 Intuition
1 Remand
6 Plains
8 Island
1 Tundra
1 Hallowed Fountain
1 Adarkar Wastes
1 Reliquary Tower
1 Flooded Strand
1 Tolaria West
1 Arid Mesa
1 Seachrome Coast
1 Boseiju, Who Shelters All
1 Strip Mine
1 Celestial Colonnade
1 Nimbus Maze
1 High Market
1 Mana Confluence
1 Mystic Gate
1 Command Tower
1 Maze of Ith
1 Scalding Tarn
I definitely agree and think Sphinx's Revelation needs to replace Dig.
I also think I should re-add Temporal Mastery.
I really love Cursed Totem in this deck. It doesn't affect our creatures but can affect so much. I was running it in my Mogis deck and it really shuts down a lot of things.
I also think it needs more work. But this is what I have so far.
i'll have to look into getting a tunnel vision. that sounds dirty.
The new decks are a little light on removal spells, so nothing is popping out at me at the moment.
I do really like the new decks, but I'm not sure if any of the cards are at the caliber that I feel GAA4 requires as a bloody nasty control deck.
Thank you to Rivenor for this awesome banner!
Palladia-Mors of {The Spirit of EDH}
EDH
WLinvala, Queen of the AngelsW
WUThe Prison of the Grand ArbiterUW [Primer]
URNiv-Mizzet, Handcycling ComboRU
UTalrand, Drake-Slinging to VictoryU
WUGDerevi, Tactical ShufflingGUW
BCao Cao, Discard Stax of Absolute MiseryB
I agree I think that the white and the blue decks are probably the worst I might try the new teferi just because he's cool, but besides that I don't see anything else in our colors that fits the deck. I definitely think that red got spoiled this year.
I quite like the card, but I'm not sure how well it works in Grand Arbiter.
Thank you to Rivenor for this awesome banner!
Palladia-Mors of {The Spirit of EDH}
EDH
WLinvala, Queen of the AngelsW
WUThe Prison of the Grand ArbiterUW [Primer]
URNiv-Mizzet, Handcycling ComboRU
UTalrand, Drake-Slinging to VictoryU
WUGDerevi, Tactical ShufflingGUW
BCao Cao, Discard Stax of Absolute MiseryB
If you had an unlimited budget, would cards such as Moat, the Tabernacle at Pendrell Vale, Mana Crypt and Forcefield make your list?
Also, do you have suggestions for a 1v1 build?
If money were no object, I would definitely include Forcefield (subbing out Ghostly Prison or Propaganda), The Tabernacle at Pendrell Vale (subbing out a colourless utility land), and maybe Moat. I'm hesitant about Moat since a lot of nasty creatures/fatty attackers don't fly, so it would depend on how my meta changes, if at all, in light of the new C14 decks and Khans block.
I actually already have Mana Crypt, but I don't feel it's entirely necessary in this deck. GAA4 needs coloured mana more than it needs colourless, due mostly to the fact that the CMCs of creatures and spells tend to be low already and the Judge usually "takes off" the colourless mana cost of the spell in his discounts. (For example, a 1U spell will turn into a U spell. Having 2 available won't really help in these cases.) If the deck focused more on early, fast mana, I'd consider Mana Crypt more intently, since to include it would necessarily demand other mana rocks to play into. (At least in my opinion.)
Anyways, for 1v1, I think this deck is pretty good as it is. But then again, my group doesn't play with French banlist for 1v1... If your group does, though, first remove any cards on the French banlist (Sol Ring, etc.) and include that many more prison pieces, draw, removal/counters, and/or land, depending on how you want the deck to run. Personally, if I had, say, 5 spots open, I'd include 1 prison piece (probably Static Orb or [if I actually had money] Forcefield), 1 decent draw spell (Stroke of Genius or something), 1 counter/removal spell (probably Unexpectedly Absent), and 2 lands (the UW fetchland and a basic land). This reinforces the basic structure of the deck while ensuring good access to mana.
The really nice thing about 1v1 Control decks is that they're a lot easier to pilot, since you have one target (player) to focus your counters/removal on. You have a little more freedom in what you can counter, since you don't have to police the entire table, waiting for someone to try to make a major play just so that you can stop it. Of course, this doesn't mean you should waste your counters/removal, either, but it is significantly easier to take control and lock one person out than it is to take control of an entire table and lock 3-4 people out.
Thank you to Rivenor for this awesome banner!
Palladia-Mors of {The Spirit of EDH}
EDH
WLinvala, Queen of the AngelsW
WUThe Prison of the Grand ArbiterUW [Primer]
URNiv-Mizzet, Handcycling ComboRU
UTalrand, Drake-Slinging to VictoryU
WUGDerevi, Tactical ShufflingGUW
BCao Cao, Discard Stax of Absolute MiseryB
some interesting 1v1 builds here: http://www.mtgtop8.com/archetype?a=243&meta=73&f=EDH
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
you asked for 1v1. if i were to play 1v1, i'd follow that ban list.
If I were to go the Stony Silence and Damping Matrix route, I'd definitely include all the Orb effects. Winter Orb and Sphere of Resistance are already in the deck, but I'd add at least Static Orb, Cursed Totem, and Null Rod in addition. I would NOT use Trinisphere, since so many of my own spells are less than 3 CMC. (In fact, the deck needs <3CMC spell to function as a good control deck.)
The problem with this strategy, however, is mana access. Orbs keep everything tapped and limit how many lands/artifacts uptap, which creates problems since you're already not running (most) mana rocks. (I always have a Sol Ring in a deck...) If you were to go the Orb route, you'd have to significantly increase the land-count (to about 37 or so) to ensure steady land-drops.
Thank you to Rivenor for this awesome banner!
Palladia-Mors of {The Spirit of EDH}
EDH
WLinvala, Queen of the AngelsW
WUThe Prison of the Grand ArbiterUW [Primer]
URNiv-Mizzet, Handcycling ComboRU
UTalrand, Drake-Slinging to VictoryU
WUGDerevi, Tactical ShufflingGUW
BCao Cao, Discard Stax of Absolute MiseryB
HEY! Yeah, it's been awhile since I've updated the thread, but I have been keeping my eyes open for new cards. I'm starting to dabble in Standard a bit, so I'm pretty well acquainted with the new cards.
Monastery Siege is definitely a good Control card. The interactions you pointed out are quite spot-on. In fact, a friend of mine has this in his Nekusar deck, and I distinctly remember being irritated by it... so it seems like a pretty good option for GAA4.
Give me 2 weeks to try it out. I reckon it'll probably make the cut, so I'll have to figure out what to take out (...the usual problem >_>)
Thank you to Rivenor for this awesome banner!
Palladia-Mors of {The Spirit of EDH}
EDH
WLinvala, Queen of the AngelsW
WUThe Prison of the Grand ArbiterUW [Primer]
URNiv-Mizzet, Handcycling ComboRU
UTalrand, Drake-Slinging to VictoryU
WUGDerevi, Tactical ShufflingGUW
BCao Cao, Discard Stax of Absolute MiseryB
I was actually really disappointed with Narset. I would have loved to include her in GAA4 (possibly casting her for 2? OMG!), BUT(!) her abilities just don't jive that well with the deck. Yeah, it's *likely* you'll be able to get a card from her with her +1, but I don't consider that decent card advantage. Her -2 doesn't work well with the "draw-go" (or "draw-cast permanent-go") strategy that GAA4 utilizes. And her ulti is underwhelming in a format that is fairly (sometimes heavily) dependent on creatures. Plus, there's no way to protect her, since Sphere of Safety costs too much to play, even with GAA4 discounts, and Norn's Annex isn't punish-y enough (opponents can always pay the 2 life...). Overall, I'm opting not to include her.
As for Luminarch Ascension, I actually had the card in the deck at first, but took it out since it pains arrows to the target that's already on your head. It's easy enough to stop attacks and prevent certain cards from damaging you, but if an entire table is out to get you and/or remove Luminarch Ascension, they'll do it. Don't get me wrong, with a large enough play group, you can get it up and running with one go around the table. However, if you do it too early game (when no one has answers or creatures for attacking), you probably won't have the mana to abuse it, like it should be. If you drop it mid-late game, opponents will have a board state that can damage you - thus, preventing the accumulation of counters on it - or will have removal. You'll have wasted a turn casting it while drawing yet more hate from the table. Trust me... I know @_@
Thank you to Rivenor for this awesome banner!
Palladia-Mors of {The Spirit of EDH}
EDH
WLinvala, Queen of the AngelsW
WUThe Prison of the Grand ArbiterUW [Primer]
URNiv-Mizzet, Handcycling ComboRU
UTalrand, Drake-Slinging to VictoryU
WUGDerevi, Tactical ShufflingGUW
BCao Cao, Discard Stax of Absolute MiseryB
Okay, so I've played a little with the Siege. Unfortunately, during the games in which I drew it, it came too late to make much of a difference. I'd already had the board under control and was working towards my win-con. Granted, the extra draw/discard helped a little, I found I rather preferred to just tutor for the card(s) I needed.
I'm keeping this in on trial in place of Thassa, God of the Sea because I want to see how it will work in the early and mid-game. I'll keep you updated as I play more games!
Thank you to Rivenor for this awesome banner!
Palladia-Mors of {The Spirit of EDH}
EDH
WLinvala, Queen of the AngelsW
WUThe Prison of the Grand ArbiterUW [Primer]
URNiv-Mizzet, Handcycling ComboRU
UTalrand, Drake-Slinging to VictoryU
WUGDerevi, Tactical ShufflingGUW
BCao Cao, Discard Stax of Absolute MiseryB
She's mostly there for the indestructible Scry. If I have a beater out, I might use her ability to get them through. I tend to play this as a spell-based control deck, so I don't cast creatures unless I'm incredibly confident that they'll get their damage through, anyways (i.e., in times when I have such a good lock on the board, that no one can stop them). I will say that the Scry is very handy for keeping things in the deck. Monastery Siege makes you discard, which I'm a little uneasy about. Granted, if you toss enough enchantments in the 'yard, Replenish is a beast. Or you can toss <= 3 CMC stuff in the bin and Sun Titan them back. Snapcaster Mage is the other card that can interact with things you may have discarded. Other than those, there isn't a whole lot of GY shenanigans or recursion in this deck. But I suppose that's what the other mode (opponents' spells that target you or your stuff) is for.
Thank you to Rivenor for this awesome banner!
Palladia-Mors of {The Spirit of EDH}
EDH
WLinvala, Queen of the AngelsW
WUThe Prison of the Grand ArbiterUW [Primer]
URNiv-Mizzet, Handcycling ComboRU
UTalrand, Drake-Slinging to VictoryU
WUGDerevi, Tactical ShufflingGUW
BCao Cao, Discard Stax of Absolute MiseryB