I've been playing Worthy Cause as a sac outlet that doesnt fail to nonbasic land hate like this rest of the deck does. It replaced Diamond Valley in my list, I've been really happy with it
Patron of the Moon isn’t an extra land drop card, it’s a combo piece. You play it after an Ad Naus of anyhing that draws you a bunch of lands. You play it with lotus cobra. You play it with Amulet of Vigor and Trade Routes (or anything that returns lands to hand) to go infinite landfall or even infinite mana with any land that taps for more than one. It’s one of the cards that lets me go “and I now win the game.”
EDIT: I should add, I’m not too dedicated to the CoA plan. I prefer to focus more on control, pillow fort, and combo and use my commander as a utility piece that I can loop if absolutely necessary. I prefer to win by going infinite or punching people in the face with goats the size of armies.
Yep. It's basically a whole other deck. An awesome deck, I might add. There is a primer on here of Patron.dec.
For anyone who played Standard back when Meloku, the Clouded Mirror was dominant, the Patron deck is one of the few places where it is still a relevant threat where you can relive those days. Most cubes have dropped him by now because Modern threats are ludicrous. But those who know...now to stay on topic.
I'd like to see Rubblehulk/Kessig Wolf-Run in action because those just seem too mana-intensive to me. You practically have to one-shot folks to make those effective. Although, I wished that Marit Lage didn't get chumped.
All because it is the head of another deck doesn’t mean we can’t benefit from it’s capabilities. Azusa is another deck that we play parts.
I agree with the sentiment, but Azusa and Patron of the Moon are so different.
Azusa is 3cc and is a 2x-Exploration. It's the perfect card we're looking for and cost appropriately. Lands come into play untapped and Azusa can combo with more cards (Strip Mine, fetches, etc). Azusa doesn't really require any setup for it to be an awesome card in this deck.
Patron of the Moon is 7cc and does require other cards before it's worth having in play. Even though I personally play those cards in my build (i.e. Trade Routes, Amulet of Vigor), I wouldn't spend a slot on Patron.
Manabond is, for the most part, an auto-include. I'd argue Journey to Eternity is almost there too considering how good it is for us, however that depends on everyones unique take. Corpse Dance has one been one of my favorite tricky instants. It doesn't always have to target CoA, but it does put importance on ensuring your graveyard is accurate. When someone thinks they can all in you because you don't have CoA in play, this move typically sucks the life out of them (if you can sac it).
I'd also say GSZ is probably a good auto include. I mean, we use green creatures to ramp and its a tutor for those, and a tutor for CoA if it ends up in our library.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
These are just my personal reactions to the suggestions. I believe that if you want to play any of them, you should.
World Breaker - Is a little too costly. I like it's effect, but we're not playing Wastes so it wouldn't be good Moon insurance. We play lots of colorless. So if you feel like you need the effect in your meta to evade counter magic, it's a good tool.
Storage Matrix - If you're going stax, I think the Child of Alara sac-loop is a better lock. There are also some other artifacts you could choose first (e.g. Null Rod).
Herald of Leshrac - This is a fun card. You should run it if you want to. It's a very cool card and if you happen to have a way to easier sacrifice the lands (i.e. Zuran Orb) that's a even more fun for you.
Burning Sands - You lose one land, every else has to potential to lose everything. Sounds good. If this is something you want to do, I believe that you can also play and build around Global Ruin as well. I play too many utility lands to run that, but I also play Prismatic Omen. But setting up Strip Mine/Wasteland recursion is enough land destruction for me.
Spreading Plague - I would rather run more universal answers or exile/bounce to remove indestructibles than play a creature-stax piece like this. Child is already your nuclear option.
These are just my personal reactions to the suggestions. I believe that if you want to play any of them, you should.
World Breaker - Is a little too costly. I like it's effect, but we're not playing Wastes so it wouldn't be good Moon insurance. We play lots of colorless. So if you feel like you need the effect in your meta to evade counter magic, it's a good tool.
Storage Matrix - If you're going stax, I think the Child of Alara sac-loop is a better lock. There are also some other artifacts you could choose first (e.g. Null Rod).
Herald of Leshrac - This is a fun card. You should run it if you want to. It's a very cool card and if you happen to have a way to easier sacrifice the lands (i.e. Zuran Orb) that's a even more fun for you.
Burning Sands - You lose one land, every else has to potential to lose everything. Sounds good. If this is something you want to do, I believe that you can also play and build around Global Ruin as well. I play too many utility lands to run that, but I also play Prismatic Omen. But setting up Strip Mine/Wasteland recursion is enough land destruction for me.
Spreading Plague - I would rather run more universal answers or exile/bounce to remove indestructibles than play a creature-stax piece like this. Child is already your nuclear option.
One thing I wanted to say before sharing my thoughts, I agree if you want to play a card go for it. I think sometimes I may come off as preachy but I don't intent to. I think every few months (usually based on new releases) I may change 2-3 cards around. I'm so content with the amount of time I've piloted the deck and selections that I'd say roughly 90 cards are set for me, not leaving much room to work with.
I think with this deck before making choices you really have to ask yourself what you want to do with Child of Alara. Is he there to setup a 'lock', or is he there to support your strategy and just use as the 'oh crap' button. I go with the lock out strategy, where my game plan no matter what is get CoA on the field, and make sure I have an 'enabler', or a sac outlet. This includes a solid recursion effect as well. I also have contingencies and various support elements that both help achieve that lock state and act as a back up if I'm unable to get there. Others don't like this game plan as it isn't interactive and upsets opponents. I only 'pop' CoA when threatened, encouraging my opponents to not come at me.
Herald of Leshrac seems really fun and interactive, I would also agree it might be beneficial to combo it with something that can sacrifice the lands. I say this only because CoA doesn't favor creature heavy strategies in this deck.
Tainted Aether and Burning Sands are pretty interesting together. If you run enough land recursion effects the benefits outweigh the negatives. This goes back to my first comment though, what are you trying to do with CoA? Is tutoring for the enchantments something you would try to do, or is it just a support card if you get it? Personally, and I agree with umtiger, I believe CoA can cover the creature threat and unlimited access to strip mine/wasteland effects are enough land destruction for me. I'd be afraid to use CoA and lose the enchantment, I doubt its something I would fish out of the grave yard immediately.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
https://imgur.com/a/SQYJe
Multani, Yavimaya's Avatar
Probably not something I'll run as it isn't a likely win condition I'd pursue but I'm sure some of us wouldn't mind taking a look at this.
https://imgur.com/a/S0tyU
Final Parting
This is actually something that can help, especially budget lists that may not have Intuition and other similar spells.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
I love me some World Breaker but it doesn't fit for my approach. You should give it a shot and report back. Its a body that I think sometimes is underestimated in here.
Not sure about this new card. The modes look super sweet but saga cards deny us for 2 turns to nuke our Child :/
I just came to post about it. I think this could find a home. The downside as you point out is 2 turns to apply a nuke; however thats probably a more manageable one. With the right timing it would be good, but looking at the effect, we have 2 or 3 cards that allow us to put what we want on from the yard to the field. It becomes a question of if the card is worth a spot. I like the digging ability that syncs with CoA and perhaps something else useful. Basically pop CoA, get him back and you only have to wait 1 turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
I think Ad Nauseam is gonna keep me away from running cards in the 6+ mana cost direction.
I have seen Tasigur Lands decks that make very good use of Eldrazi's alongside board resets and dark depths as a victory plan, but I don't think the room exists in Child.
Outside of an Inkmoth Nexus and a handful of lands I am not going to fork over the dollars for I really like how this plays.
I keep thinking about the Gates/Maze's End but I like the Fetches/Shocks/Cycle Lands too much to give up any of em. Conqueror's Galleon and its reverse side are secretly one of the most powerful pieces of tech printed in a long time I locked the game down hard with that land a Cyclonic Rift and enough mana to do both everything time it came around to me.
Also thinking of Rings of Brighthearth to really make the fetches go crazy and also to potentially do some fun things with lands with an addition of Deserted Temple
You know, I never looked at the deck from the stand-point of adding Rings of Brighthearth. I shy away from using destructible artifacts.
But the deck is full of activated abilities (even from just the 10 fetches that I use). And it gets pretty gross with Miren/Diamond Valley, Knight of the Reliquary.
I'm replacing Terminus with Cyclonic Rift.
How often do you assemble Urborg + Cabal Coffers? I mean, too many people run Urborg in their 99 in my meta already.
I love your list and great primer! For context, my pod is semi-casual so my deck build fairs pretty well with a 60% winrate. I'm testing out a Mindslaver as well as Temporal Manipulation for additional win conditions since one of the problems I've constantly faced is closing out the game. Especially since I'm testing out Muldrotha, the Gravetide in place of Sun Titan. I'm also running a little more basics to combat blood moon effects as well as more exile spells to deal with indestructible permanents CoA can't deal with (my pod is a little indestructible heavy). I'm also running World Shaper in place of splendid reclamation with much success. The addition of Tatyova, Benthic Druid is god send honestly and has helped me get the gas and engine going in multiple games. I think that has earned a permanent spot in my deck.
This is my decklist and would appreciate for any critique.
I love your list and great primer! For context, my pod is semi-casual so my deck build fairs pretty well with a 60% winrate. I'm testing out a Mindslaver as well as Temporal Manipulation for additional win conditions since one of the problems I've constantly faced is closing out the game. Especially since I'm testing out Muldrotha, the Gravetide in place of Sun Titan. I'm also running a little more basics to combat blood moon effects as well as more exile spells to deal with indestructible permanents CoA can't deal with (my pod is a little indestructible heavy). I'm also running World Shaper in place of splendid reclamation with much success. The addition of Tatyova, Benthic Druid is god send honestly and has helped me get the gas and engine going in multiple games. I think that has earned a permanent spot in my deck.
This is my decklist and would appreciate for any critique.
Hello and welcome. I appreciate your list. Mindslaver as a wincon sounds pretty fun. I think its outside of what I'm trying to accomplish but its a fresh take.
I do believe your creature count is a bit high. Now, I'm biased in saying that considering I am only running 7. I tend to make up for it through a couple more enchantments. While both are affected by CoA, the enchantments are a little harder for an opponent to remove, and typically once the damage is done thats it, like Manabond.
While I don't think there is much value in talking about every choice, I would recommend Deserted Temple. I didn't see it in your list, forgive me if I missed it. This with your Scapeshift-Maze End combo allows for the instant win, not to mention can provide other surprise synergy. Typically play groups start to identify what lands are your 'enablers'. Once they see them tapped, they strike. Deserted Temple is always a sneaky way of always having an answer.
In regard to my list, I'm a fan of redundancy, probably a bit to much. I don't really struggle when I pilot, and I put in plenty of draw abilities that support having a more redundant list and possible dead draws. I'm at 57-58 lands including Maze's End.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
I love your list and great primer! For context, my pod is semi-casual so my deck build fairs pretty well with a 60% winrate. I'm testing out a Mindslaver as well as Temporal Manipulation for additional win conditions since one of the problems I've constantly faced is closing out the game. Especially since I'm testing out Muldrotha, the Gravetide in place of Sun Titan. I'm also running a little more basics to combat blood moon effects as well as more exile spells to deal with indestructible permanents CoA can't deal with (my pod is a little indestructible heavy). I'm also running World Shaper in place of splendid reclamation with much success. The addition of Tatyova, Benthic Druid is god send honestly and has helped me get the gas and engine going in multiple games. I think that has earned a permanent spot in my deck.
This is my decklist and would appreciate for any critique.
Mindslaver is my second favorite card! After Exploration
I run much more lands than you do. I wonder if that means we play out our decks differently?
It's an unheralded card in EDH, but I really believe Faithless Looting is awesome. I would suggest that you try it out if you haven't.
I noticed you use Inkmoth Nexus. Have you considered Rubblehulk? It pairs well with the Genesis in your list.
This sounds stupid to say now, since it's +$100 now, but Mox Diamond ($$$$) is another insurance policy vs Blood Moon. These significantly cheaper options are also available Riftstone Portal ($), Chromatic Lantern ($$), and Prismatic Omen ($$$).
Hour of Promise for Cabal Coffers + Urborg can help you reach 13 mana for Mindslaver each turn.
I love your list and great primer! For context, my pod is semi-casual so my deck build fairs pretty well with a 60% winrate. I'm testing out a Mindslaver as well as Temporal Manipulation for additional win conditions since one of the problems I've constantly faced is closing out the game. Especially since I'm testing out Muldrotha, the Gravetide in place of Sun Titan. I'm also running a little more basics to combat blood moon effects as well as more exile spells to deal with indestructible permanents CoA can't deal with (my pod is a little indestructible heavy). I'm also running World Shaper in place of splendid reclamation with much success. The addition of Tatyova, Benthic Druid is god send honestly and has helped me get the gas and engine going in multiple games. I think that has earned a permanent spot in my deck.
This is my decklist and would appreciate for any critique.
Mindslaver is my second favorite card! After Exploration
I run much more lands than you do. I wonder if that means we play out our decks differently?
It's an unheralded card in EDH, but I really believe Faithless Looting is awesome. I would suggest that you try it out if you haven't.
I noticed you use Inkmoth Nexus. Have you considered Rubblehulk? It pairs well with the Genesis in your list.
This sounds stupid to say now, since it's +$100 now, but Mox Diamond ($$$$) is another insurance policy vs Blood Moon. These significantly cheaper options are also available Riftstone Portal ($), Chromatic Lantern ($$), and Prismatic Omen ($$$).
Hour of Promise for Cabal Coffers + Urborg can help you reach 13 mana for Mindslaver each turn.
After playtesting I've decided to cut the inkmoth nexus/mindslaver wincon and go all in for the infinite turns wincon...it has so far performed exceedingly well and I've improved my win percentage considerably. Pir's Whim is also a sweet new card, what do you think should be cut for it? Here is my updated list!
I love your list and great primer! For context, my pod is semi-casual so my deck build fairs pretty well with a 60% winrate. I'm testing out a Mindslaver as well as Temporal Manipulation for additional win conditions since one of the problems I've constantly faced is closing out the game. Especially since I'm testing out Muldrotha, the Gravetide in place of Sun Titan. I'm also running a little more basics to combat blood moon effects as well as more exile spells to deal with indestructible permanents CoA can't deal with (my pod is a little indestructible heavy). I'm also running World Shaper in place of splendid reclamation with much success. The addition of Tatyova, Benthic Druid is god send honestly and has helped me get the gas and engine going in multiple games. I think that has earned a permanent spot in my deck.
This is my decklist and would appreciate for any critique.
While I don't think there is much value in talking about every choice, I would recommend Deserted Temple. I didn't see it in your list, forgive me if I missed it. This with your Scapeshift-Maze End combo allows for the instant win, not to mention can provide other surprise synergy. Typically play groups start to identify what lands are your 'enablers'. Once they see them tapped, they strike. Deserted Temple is always a sneaky way of always having an answer.
Thanks for the suggestion, Deserted Temple is definitely going into my list. That instant win with scapeshift is definitely a strict improvement.
What else is Deserted Temple doing besides untapping Maze's End? This tactic isn't even similar to the Thawing Glaciers because picking up Maze is part of the cost.
Abjure and I saw one deck that ran Bound // Determined
The other way I could see that working is in running Burnt Offering as a way to both force a boardwipe and fuel a cast of Ad Nauseam
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
What really happened was cascading changes beginning with:
+1 Manabond
-1 Brainstorm
Which lead to
+1 Ad Nauseam
+1 Green Sun's Zenith
-1 Selective Memory
-1 Treasure Hunt
(the cool thing about cutting TH is that Selective Memory has to go at that point)
-1 Genesis
+1 Journey to Eternity
Wasn't really happy with the filters so they get replaced with more cards that are or become win-conditions.
-1 Graven Cairns
-1 Mystic Gate
-1 Cascade Bluffs
+1 Rubblehulk
+1 Kessig Wolf Run
+1 Conqueror's Galleon
one less non-CoA board wipe for one more way to cause Child wipes seems like a fair trade.
+1 Worthy Cause
-1 Wrath of God
Had some stuff to trade in so this is just a straight upgrade
-1 Blighted Cataract
+1 Horizon Canopy
Shadow of the Grave is still a card I would love to work but I have not gotten it to do it yet so more creature recycling
-1 Shadow of the Grave
+1 Corpse Dance
The big two on my to get list right now are Dark Depths and Volrath's Stronghold
Yep. It's basically a whole other deck. An awesome deck, I might add. There is a primer on here of Patron.dec.
For anyone who played Standard back when Meloku, the Clouded Mirror was dominant, the Patron deck is one of the few places where it is still a relevant threat where you can relive those days. Most cubes have dropped him by now because Modern threats are ludicrous. But those who know...now to stay on topic.
I'd like to see Rubblehulk/Kessig Wolf-Run in action because those just seem too mana-intensive to me. You practically have to one-shot folks to make those effective. Although, I wished that Marit Lage didn't get chumped.
I agree with the sentiment, but Azusa and Patron of the Moon are so different.
Azusa is 3cc and is a 2x-Exploration. It's the perfect card we're looking for and cost appropriately. Lands come into play untapped and Azusa can combo with more cards (Strip Mine, fetches, etc). Azusa doesn't really require any setup for it to be an awesome card in this deck.
Patron of the Moon is 7cc and does require other cards before it's worth having in play. Even though I personally play those cards in my build (i.e. Trade Routes, Amulet of Vigor), I wouldn't spend a slot on Patron.
Since it's a land deck... Storage Matrix
Probably die pretty fast but for the fun factor: Herald of Leshrac
What about Burning Sands, Tainted AEther ?
If you have Child of Alara in play, Spreading Plague could stop people from putting creatures on the board.
Manabond is, for the most part, an auto-include. I'd argue Journey to Eternity is almost there too considering how good it is for us, however that depends on everyones unique take. Corpse Dance has one been one of my favorite tricky instants. It doesn't always have to target CoA, but it does put importance on ensuring your graveyard is accurate. When someone thinks they can all in you because you don't have CoA in play, this move typically sucks the life out of them (if you can sac it).
I'd also say GSZ is probably a good auto include. I mean, we use green creatures to ramp and its a tutor for those, and a tutor for CoA if it ends up in our library.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
These are just my personal reactions to the suggestions. I believe that if you want to play any of them, you should.
World Breaker - Is a little too costly. I like it's effect, but we're not playing Wastes so it wouldn't be good Moon insurance. We play lots of colorless. So if you feel like you need the effect in your meta to evade counter magic, it's a good tool.
Storage Matrix - If you're going stax, I think the Child of Alara sac-loop is a better lock. There are also some other artifacts you could choose first (e.g. Null Rod).
Herald of Leshrac - This is a fun card. You should run it if you want to. It's a very cool card and if you happen to have a way to easier sacrifice the lands (i.e. Zuran Orb) that's a even more fun for you.
Burning Sands - You lose one land, every else has to potential to lose everything. Sounds good. If this is something you want to do, I believe that you can also play and build around Global Ruin as well. I play too many utility lands to run that, but I also play Prismatic Omen. But setting up Strip Mine/Wasteland recursion is enough land destruction for me.
Spreading Plague - I would rather run more universal answers or exile/bounce to remove indestructibles than play a creature-stax piece like this. Child is already your nuclear option.
One thing I wanted to say before sharing my thoughts, I agree if you want to play a card go for it. I think sometimes I may come off as preachy but I don't intent to. I think every few months (usually based on new releases) I may change 2-3 cards around. I'm so content with the amount of time I've piloted the deck and selections that I'd say roughly 90 cards are set for me, not leaving much room to work with.
I think with this deck before making choices you really have to ask yourself what you want to do with Child of Alara. Is he there to setup a 'lock', or is he there to support your strategy and just use as the 'oh crap' button. I go with the lock out strategy, where my game plan no matter what is get CoA on the field, and make sure I have an 'enabler', or a sac outlet. This includes a solid recursion effect as well. I also have contingencies and various support elements that both help achieve that lock state and act as a back up if I'm unable to get there. Others don't like this game plan as it isn't interactive and upsets opponents. I only 'pop' CoA when threatened, encouraging my opponents to not come at me.
Herald of Leshrac seems really fun and interactive, I would also agree it might be beneficial to combo it with something that can sacrifice the lands. I say this only because CoA doesn't favor creature heavy strategies in this deck.
Tainted Aether and Burning Sands are pretty interesting together. If you run enough land recursion effects the benefits outweigh the negatives. This goes back to my first comment though, what are you trying to do with CoA? Is tutoring for the enchantments something you would try to do, or is it just a support card if you get it? Personally, and I agree with umtiger, I believe CoA can cover the creature threat and unlimited access to strip mine/wasteland effects are enough land destruction for me. I'd be afraid to use CoA and lose the enchantment, I doubt its something I would fish out of the grave yard immediately.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
https://imgur.com/a/SQYJe
Multani, Yavimaya's Avatar
Probably not something I'll run as it isn't a likely win condition I'd pursue but I'm sure some of us wouldn't mind taking a look at this.
https://imgur.com/a/S0tyU
Final Parting
This is actually something that can help, especially budget lists that may not have Intuition and other similar spells.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
I love me some World Breaker but it doesn't fit for my approach. You should give it a shot and report back. Its a body that I think sometimes is underestimated in here.
I just came to post about it. I think this could find a home. The downside as you point out is 2 turns to apply a nuke; however thats probably a more manageable one. With the right timing it would be good, but looking at the effect, we have 2 or 3 cards that allow us to put what we want on from the yard to the field. It becomes a question of if the card is worth a spot. I like the digging ability that syncs with CoA and perhaps something else useful. Basically pop CoA, get him back and you only have to wait 1 turn.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
I have seen Tasigur Lands decks that make very good use of Eldrazi's alongside board resets and dark depths as a victory plan, but I don't think the room exists in Child.
+1 Thespian's Stage
-1 Reliquary Tower
+1 Dark Depths
-1 Geier Reach Sanitarium
-1 Krosan Verge
-1 Buried Ruin
+1 Volrath's Stronghold
+1 Riftstone Portal
This is what the deck looks like at this point.
1 Child of Alara
Creature
1 Rubblehulk
1 Academy Rector
1 Azusa, Lost but Seeking
1 Knight of the Reliquary
1 Oracle of Mul Daya
1 Snapcaster Mage
1 Eternal Witness
1 Ramunap Excavator
1 Dark Confidant
1 World Shaper
1 Tatyova, Benthic Druid
1 The Gitrog Monster
Enchantment
1 Sylvan Library
1 Squandered Resources
1 Burgeoning
1 Manabond
1 Seismic Assault
1 Prismatic Omen
1 Gift of Immortality
1 Exploration
1 Journey to Eternity
Land
1 Strip Mine
1 Plateau
1 Scrubland
1 Volcanic Island
1 Glacial Chasm
1 City of Brass
1 Volrath's Stronghold
1 Tolaria West
1 Arid Mesa
1 Misty Rainforest
1 Valakut, the Molten Pinnacle
1 Verdant Catacombs
1 Inkmoth Nexus
1 Kessig Wolf Run
1 Blood Crypt
1 Hallowed Fountain
1 Overgrown Tomb
1 Steam Vents
1 Temple Garden
1 Breeding Pool
1 Godless Shrine
1 Sacred Foundry
1 Stomping Ground
1 Thespian's Stage
1 Watery Grave
1 Academy Ruins
1 Mana Confluence
1 Urborg, Tomb of Yawgmoth
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
1 Wooded Foothills
1 Bojuka Bog
1 Marsh Flats
1 Scalding Tarn
1 Irrigated Farmland
1 Scattered Groves
1 Fetid Pools
1 Canyon Slough
1 Sheltered Thicket
1 Horizon Canopy
1 Command Tower
1 Phyrexian Tower
1 Nurturing Peatland
1 Silent Clearing
1 Fiery Islet
1 Waterlogged Grove
1 Tranquil Thicket
1 Forgotten Cave
1 Barren Moor
1 Lonely Sandbar
1 Secluded Steppe
1 Hall of Heliod's Generosity
1 Zuran Orb
1 Mox Diamond
1 Crucible of Worlds
1 Sensei's Divining Top
1 Amulet of Vigor
1 Horn of Greed
Instant
1 Mystical Tutor
1 Corpse Dance
1 Intuition
1 Crop Rotation
1 Enlightened Tutor
1 Goryo's Vengeance
1 Ad Nauseam
1 Vampiric Tutor
1 Entomb
Sorcery
1 Demonic Tutor
1 Yawgmoth's Will
1 Scapeshift
1 Life from the Loam
1 Green Sun's Zenith
1 Splendid Reclamation
1 Throes of Chaos
Planeswalker
1 Nissa, Vital Force
1 Wrenn and Six
Outside of an Inkmoth Nexus and a handful of lands I am not going to fork over the dollars for I really like how this plays.
I keep thinking about the Gates/Maze's End but I like the Fetches/Shocks/Cycle Lands too much to give up any of em. Conqueror's Galleon and its reverse side are secretly one of the most powerful pieces of tech printed in a long time I locked the game down hard with that land a Cyclonic Rift and enough mana to do both everything time it came around to me.
Also thinking of Rings of Brighthearth to really make the fetches go crazy and also to potentially do some fun things with lands with an addition of Deserted Temple
But the deck is full of activated abilities (even from just the 10 fetches that I use). And it gets pretty gross with Miren/Diamond Valley, Knight of the Reliquary.
I'm replacing Terminus with Cyclonic Rift.
How often do you assemble Urborg + Cabal Coffers? I mean, too many people run Urborg in their 99 in my meta already.
This is my decklist and would appreciate for any critique.
Hello and welcome. I appreciate your list. Mindslaver as a wincon sounds pretty fun. I think its outside of what I'm trying to accomplish but its a fresh take.
I do believe your creature count is a bit high. Now, I'm biased in saying that considering I am only running 7. I tend to make up for it through a couple more enchantments. While both are affected by CoA, the enchantments are a little harder for an opponent to remove, and typically once the damage is done thats it, like Manabond.
While I don't think there is much value in talking about every choice, I would recommend Deserted Temple. I didn't see it in your list, forgive me if I missed it. This with your Scapeshift-Maze End combo allows for the instant win, not to mention can provide other surprise synergy. Typically play groups start to identify what lands are your 'enablers'. Once they see them tapped, they strike. Deserted Temple is always a sneaky way of always having an answer.
In regard to my list, I'm a fan of redundancy, probably a bit to much. I don't really struggle when I pilot, and I put in plenty of draw abilities that support having a more redundant list and possible dead draws. I'm at 57-58 lands including Maze's End.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
Mindslaver is my second favorite card! After Exploration
I run much more lands than you do. I wonder if that means we play out our decks differently?
It's an unheralded card in EDH, but I really believe Faithless Looting is awesome. I would suggest that you try it out if you haven't.
I noticed you use Inkmoth Nexus. Have you considered Rubblehulk? It pairs well with the Genesis in your list.
This sounds stupid to say now, since it's +$100 now, but Mox Diamond ($$$$) is another insurance policy vs Blood Moon. These significantly cheaper options are also available Riftstone Portal ($), Chromatic Lantern ($$), and Prismatic Omen ($$$).
Hour of Promise for Cabal Coffers + Urborg can help you reach 13 mana for Mindslaver each turn.
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
Better than a tutor, and quite an upgrade from Reap and Sow.
After playtesting I've decided to cut the inkmoth nexus/mindslaver wincon and go all in for the infinite turns wincon...it has so far performed exceedingly well and I've improved my win percentage considerably. Pir's Whim is also a sweet new card, what do you think should be cut for it? Here is my updated list!
http://tappedout.net/mtg-decks/rainbow-garden/
Thanks for the suggestion, Deserted Temple is definitely going into my list. That instant win with scapeshift is definitely a strict improvement.
Playing a colorless land is a huge cost.