I'm going to tell you the same thing I tell everyone else: Derevi decks get stuck in "local minima." You play Derevi to get genuine access to aggro, control, and combo. Your deck forsakes a lot of the aggro (no Serra Ascendant, Thalia, or Beastmaster Ascension) in favor of combo. You're running the combos poorly, though. Ie. Defense of the Heart and Tooth and Nail would both let you windmill slam a win.
If you're going to bother running Derevi over Roon or Rafiq, you should turn creatures sideways and make tapping and untapping matter.
Example: I've gotten kicked out of casual games (where I intentionally held back all Orb effects) for winning too quickly by just turning my critters sideways.
Example: I often win the turn after playing Survival.
Example: People often scoop immediately after Energy Flux or Rising Waters hits the board.
You want legitimate access to each role such that you can exploit roles the table isn't prepared to deal with.
The list looks very solid. I think Beastmaster Ascension and Serra Ascendant are poor fits here. Quite unnecessary. 4evershinji's build emphasizes staying power and works toward a mid-late game finish. The only card I can't really get with is Chromatic Lantern. It doesn't swing, and if you swap in some pain and filter lands it's redundant.
I think Beastmaster Ascension and Serra Ascendant are poor fits here. Quite unnecessary. 4evershinji's build emphasizes staying power and works toward a mid-late game finish.
Like I said: local minima. Just because a single card change won't help doesn't mean a 5-10 card change won't help.
I'm going to tell you the same thing I tell everyone else: Derevi decks get stuck in "local minima." You play Derevi to get genuine access to aggro, control, and combo. Your deck forsakes a lot of the aggro (no Serra Ascendant, Thalia, or Beastmaster Ascension) in favor of combo. You're running the combos poorly, though. Ie. Defense of the Heart and Tooth and Nail would both let you windmill slam a win.
If you're going to bother running Derevi over Roon or Rafiq, you should turn creatures sideways and make tapping and untapping matter.
Example: I've gotten kicked out of casual games (where I intentionally held back all Orb effects) for winning too quickly by just turning my critters sideways.
Example: I often win the turn after playing Survival.
Example: People often scoop immediately after Energy Flux or Rising Waters hits the board.
You want legitimate access to each role such that you can exploit roles the table isn't prepared to deal with.
The list looks very solid. I think Beastmaster Ascension and Serra Ascendant are poor fits here. Quite unnecessary. 4evershinji's build emphasizes staying power and works toward a mid-late game finish. The only card I can't really get with is Chromatic Lantern. It doesn't swing, and if you swap in some pain and filter lands it's redundant.
Thanks for the input. I appreciate the analogy and the suggestions.
For one thing, I think the whole "access to aggro, control, combo" is a great strategy to aspire to. Anyway, I would adopt it if not for the reassurance some of the cards the current build already provides, no matter how out of place they may be. I don't really intend for it to adapt quickly to any metagame (however forceful the meta might be is or shameful thed deck can be), nor let it adopt any role based on what the table is weakest to. I would prefer for it to just deal with the table with what it can already offer, and just let the inherent flexibility and synergy of the card pool flow.
Some of the changes may appear that way. I think I was just playing it safe, removing slower and less efficient cards, while adding cards to make it more resilient to counter-strategies, and do what I want it to do the best way I want to do it. I admit the deck really lacks that aggro luster, but again, I usually just play the lock/control-then-combo or just-combo role, and let some of the "safety" cards; the ones that allow recovery with their abilities and redundancy, just push the deck to the finishline. Sometimes I purposely don't let the deck go wild, especially if there are more aggressive decks in the table. Using other decks to answer the each other has become a second nature in EDH for me, so I go with it. Depends on the decks and the situation of course.
I know that that's kind of the wrong way to go if you want to build an "answer-it-all" type of deck, which what I think optimum Derevi decks should stand for, especially in the competitive calibre. And I'll probably regret it someday, maybe even now, just for admitting the possibility. But that's alright, I could always rebuild the deck with that mentality.
As for why I run Derevi over the other Roon and Rafiq, here's why.
1. Derevi, out of the 3, provides the cheapest, most resilient, and most useful support ability for combo decks. By himself, it can defend for you, and tap resources for you to gain some-sort of advantage. Additionally, Derevi gives other support cards, mainly mana and utility creatures, 2 additional abilities, no matter how odd or out of place they may be.
2. With this, Derevi goes well with the soft lock then combo strategy. The soft lock allows you to drastically pull away from unprepared decks, and establish your combo as unopposed as possible.
3. Furthermore, Derevi's ability gives you access to A LOT OF MANA. Enough mana to either establish an early engine, play support spells in the midgame, or just blast your combo out of nowhere while maintaing just enough for counterspell support at the same time.
4. Derevi can combo-out with 2 of the most popular, most efficient, and easiest to pull off combo cards in EDH; Deadeye Navigator and for certain situations, Reveillark
I'm not a fan of Defense of the Heart since you have to wait a turn to reap the benefits, while painting a target above your head. And as for Tooth and Nail, albeit simple, is just too high to cast for this deck.
I think Beastmaster Ascension and Serra Ascendant are poor fits here. Quite unnecessary. 4evershinji's build emphasizes staying power and works toward a mid-late game finish.
Like I said: local minima. Just because a single card change won't help doesn't mean a 5-10 card change won't help.
Swift2210 presented my intentions well enough.
As for Chromatic Lantern, aside fixing my mana and providing enough UGW whenever I need any of it, they come as an alternative solution to decks that run Blood Moon. I also don't own nor plan to buy Pain Lands and Shadowmoor filter lands, which is why I still run the lantern.
I've been running the last posted build for the past 3 weeks now, and the changes were very successful.
However, I still feel underwhelmed particularly with the ff. additions, which pretty much provide additional soft-locks:
Grand Arbiter Augustin IV --> Haven't really gotten around casting it. Everytime I drew it, I think I opted to cast other cards over it. Aura of Silence --> Same as GAAIV, however I did utilize this to break stuff up a few times.
I would probably keep the Aura of Silence, but I have no idea what to try over GAAIV. I'm thinking something still with 4cc, but 3cc would also do.
Thoughts? Here are some of mine:
1. Captain Sisay --> Satisfactory engine, although fragile
2. Brago, King Eternal --> Will definitely have some neat applications
3. Selvala, Explorer Returned --> As foreseen by Swift2210, but I never really liked giving other peeps cards.
4. Sower of Temptation --> An additional answer card
5. Shardless Agent --> Naaaah
6. Brimaz --> I get the obvious potential of the card... a foil one is way too expensive right now.
7. Hero of Bladehold --> Same as Brimaz, but a lot cheaper
It's not possible imo to make a Derevi list adept at attacking opponents along the lines of combo, aggro, and control/stax elements. There are just not enough slots. 2 of the 3 is doable. Investing in aggro is probably less efficient than going harder on control or combo, particularly on larger tables.
I played a few games with Voidmage Prodigy heads up against Mimeo yesterday. Surprisingly, it acquitted itself quite well. I won the roll and played first. Turn 1 Birds, Turn 2 Prodigy, Turn 3 Derevi and essentially the game was over. Against larger tables the Prodigy would eat removal asap. But its better than other more important pieces eating removal. I like him enough as to warrant further testing.
I feel some inconsistency with the deck sometimes. Not sure with Selvala and Hushwing Gryff yet.
I'm hoping they will show some significance in the meta soon :D.
I like the deck and only have one question. Mind over Matter? It seems like it would fit well with your game plan.
Sorry, but I don't understand how Mind over Matter would fit with the strategy of this deck.
You already have dudes + Derevi to tap (to gain tempo and ensure answer cards can't be played during certain steps/phases) and untap stuff (to reuse resources like colored mana, Azami, Birthing Pod, Gilded Lotus, Gaea's Cradle and Bloom Tender, while going around Hokori/Winter Orb). I can't normaly tutor for it, and it costs 4U, which leaves you little mana to play countermagic to protect what your about to do.
I've been taking out lots of people recently by just playing Mirror Entity and attacking with an X/X army.
I'm pretty happy with the current list. Not only is it the most optimum build I played so far, (consistently winning a majority of the games I played it with, like 75%-100% of the time), but its also the most amusing one.
New minor updates:
- Selvala, Explorer Returned --> Found it to be too risky, since it gives opponent CA, which is never a good thing. Since I play minimal tax spells like Gaddock Teeg, Thalia, Grand Arbiter, etc..., I could never really control the no. of spells opponents cast unless I setup the orb locks prior to using her.
+ 1 Stroke of Genius --> Trying out new card draw spells. Sometimes, you just simply need to refill your hand, you cast stuff so much early. Next in line would be the Bident of Thassa once I get a foil one
Selvala was a double-edged sword. Had to win that turn or prevent opponents from untappping upon activating her else bad things happened. Killing people with Mirror Entity is fairly slow. But I think it illustrates the difficulty of assembling your win condition, the Lark Combo. It's just too hard to assemble that many cards. I was never happy with it in Rafiq
Selvala was a double-edged sword. Had to win that turn or prevent opponents from untappping upon activating her else bad things happened. Killing people with Mirror Entity is fairly slow. But I think it illustrates the difficulty of assembling your win condition, the Lark Combo. It's just too hard to assemble that many cards. I was never happy with it in Rafiq
While you do have a point in the difficulty of assembling the Reveillark combos, I usually don't force it out. I rarely force the deck to combo out anyway since I usually try to lock the game down first so that my opponents play on my terms, then just let the combo naturally come out.
Also, I think Reveillark's inherent property as a recursion spell warrants its inclusion. Usually, I just use it as an reanimation spell to recur important creatures that provide immediate advantages. He's a nice way to ensure your bant goodstuff creatures remain in the battlefield. Incorporate that with Karmic Guide and Deadeye, and its Christmas.
My point with the Mirror Entity is that there were times I could already take out an opponent (just 1) while leaving myself enough resources to get to the next turn and do something else. Immediately worrying about 1 less opponent (especially those who prefer to hide behind counterwalls and other one-time use spells, as well as those who you know are preparing to take extra turns or combo off) is always a good thing.
I think once you run into faster combo decks your perspective on deckbuilding may change somewhat. Hopefully your meta balances out. No deck should win more than 50% of the time in a healthy meta.
I think once you run into faster combo decks your perspective on deckbuilding may change somewhat. Hopefully your meta balances out. No deck should win more than 50% of the time in a healthy meta.
I think I know where you're coming from.
I used to run with a playgroup with faster combo decks, such as Scion with Hermit Druid, Sen Triplets Reanimator with complete tutor suite, including the portal ones, Damia with all the time walks or with Doomsday-Lab Maniac, etc. I have to admit, in that kind of meta, my deck would'nt be suitable, but I got tired of that kind of playgroup (5-30 min per game?) and just left it. The playgroup eventually disbanded because they got sick of each other. They were just one playgroup anyway.
Several playgroups here in Manila that I now run with consist of decks which grind games out, desist from using extra turn spells in favor for tech with more resiliency, aggro and control, ala rock type of decks, and favor playing white MLD spells like Cataclysm and Armaggedon. Some mentionables would be Marath (which i hate the most), Prossh, Mimeoplasm, Karador, Rafiq (get there version, ala MLD + some combo), Azusa, Azami, Arcanis, Glissa Infect, other Derevis, and a whole lot of others. They still run the usual combos and fast kill cards, but due to the no. of answer cards most of us run, like a lot of spot removal, efficient counterspells and static abilities that deter combos, its kind of hard pushing through the hate. In short, no one plays the turn 1-3 combo decks. I built my deck around such a meta, which is why I think I garner a lot of wins. For now I may be getting away with it, but I think peeps will eventually gun me down. Sometimes I just play with the deck for about 2 games. And after winning despicably, I switch to my Azami, Sen Triplets or Animar just for the hate to die down. Maybe thats why I still get away with it.
But, yeah, hopefully people wil start adapting and just kill of my early dude drops and artifact ramp. Then again, I do have a strong mid game strategy, so I might still pull through. But as for people playing faster combo wins, to keep up with me? That will be very unlikely considering the current EDH philosophy the majority of players here now run with.
Updated list.
Had a lot of modifications through the years, but no longer updated here.
Pics of foils are also now posted, but will provide better scans soon.
Still have to acquire some new foils, particularly first prints of Phyrexian Metamorph, High Market and Rhystic Study. Will pass on the Onslaught Fetch foils since ther're a tad too expensive these days.
If you're going to bother running Derevi over Roon or Rafiq, you should turn creatures sideways and make tapping and untapping matter.
Example: I've gotten kicked out of casual games (where I intentionally held back all Orb effects) for winning too quickly by just turning my critters sideways.
Example: I often win the turn after playing Survival.
Example: People often scoop immediately after Energy Flux or Rising Waters hits the board.
You want legitimate access to each role such that you can exploit roles the table isn't prepared to deal with.
https://www.cubecobra.com/cube/list/p420
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
Like I said: local minima. Just because a single card change won't help doesn't mean a 5-10 card change won't help.
https://www.cubecobra.com/cube/list/p420
Thanks for the input. I appreciate the analogy and the suggestions.
For one thing, I think the whole "access to aggro, control, combo" is a great strategy to aspire to. Anyway, I would adopt it if not for the reassurance some of the cards the current build already provides, no matter how out of place they may be. I don't really intend for it to adapt quickly to any metagame (however forceful the meta might be is or shameful thed deck can be), nor let it adopt any role based on what the table is weakest to. I would prefer for it to just deal with the table with what it can already offer, and just let the inherent flexibility and synergy of the card pool flow.
Some of the changes may appear that way. I think I was just playing it safe, removing slower and less efficient cards, while adding cards to make it more resilient to counter-strategies, and do what I want it to do the best way I want to do it. I admit the deck really lacks that aggro luster, but again, I usually just play the lock/control-then-combo or just-combo role, and let some of the "safety" cards; the ones that allow recovery with their abilities and redundancy, just push the deck to the finishline. Sometimes I purposely don't let the deck go wild, especially if there are more aggressive decks in the table. Using other decks to answer the each other has become a second nature in EDH for me, so I go with it. Depends on the decks and the situation of course.
I know that that's kind of the wrong way to go if you want to build an "answer-it-all" type of deck, which what I think optimum Derevi decks should stand for, especially in the competitive calibre. And I'll probably regret it someday, maybe even now, just for admitting the possibility. But that's alright, I could always rebuild the deck with that mentality.
As for why I run Derevi over the other Roon and Rafiq, here's why.
1. Derevi, out of the 3, provides the cheapest, most resilient, and most useful support ability for combo decks. By himself, it can defend for you, and tap resources for you to gain some-sort of advantage. Additionally, Derevi gives other support cards, mainly mana and utility creatures, 2 additional abilities, no matter how odd or out of place they may be.
2. With this, Derevi goes well with the soft lock then combo strategy. The soft lock allows you to drastically pull away from unprepared decks, and establish your combo as unopposed as possible.
3. Furthermore, Derevi's ability gives you access to A LOT OF MANA. Enough mana to either establish an early engine, play support spells in the midgame, or just blast your combo out of nowhere while maintaing just enough for counterspell support at the same time.
4. Derevi can combo-out with 2 of the most popular, most efficient, and easiest to pull off combo cards in EDH; Deadeye Navigator and for certain situations, Reveillark
I'm not a fan of Defense of the Heart since you have to wait a turn to reap the benefits, while painting a target above your head. And as for Tooth and Nail, albeit simple, is just too high to cast for this deck.
Swift2210 presented my intentions well enough.
As for Chromatic Lantern, aside fixing my mana and providing enough UGW whenever I need any of it, they come as an alternative solution to decks that run Blood Moon. I also don't own nor plan to buy Pain Lands and Shadowmoor filter lands, which is why I still run the lantern.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
However, I still feel underwhelmed particularly with the ff. additions, which pretty much provide additional soft-locks:
Grand Arbiter Augustin IV --> Haven't really gotten around casting it. Everytime I drew it, I think I opted to cast other cards over it.
Aura of Silence --> Same as GAAIV, however I did utilize this to break stuff up a few times.
I would probably keep the Aura of Silence, but I have no idea what to try over GAAIV. I'm thinking something still with 4cc, but 3cc would also do.
Thoughts? Here are some of mine:
1. Captain Sisay --> Satisfactory engine, although fragile
2. Brago, King Eternal --> Will definitely have some neat applications
3. Selvala, Explorer Returned --> As foreseen by Swift2210, but I never really liked giving other peeps cards.
4. Sower of Temptation --> An additional answer card
5. Shardless Agent --> Naaaah
6. Brimaz --> I get the obvious potential of the card... a foil one is way too expensive right now.
7. Hero of Bladehold --> Same as Brimaz, but a lot cheaper
Will look into other 3cc/4cc Bant dudes...
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
I played a few games with Voidmage Prodigy heads up against Mimeo yesterday. Surprisingly, it acquitted itself quite well. I won the roll and played first. Turn 1 Birds, Turn 2 Prodigy, Turn 3 Derevi and essentially the game was over. Against larger tables the Prodigy would eat removal asap. But its better than other more important pieces eating removal. I like him enough as to warrant further testing.
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
Newly removed:
- Phyrexian Altar --> Less sac outlets needed
- Chromatic Lantern --> Current lands get the job done, may miss it against blood moon
- Sakura Tribe Scout --> does less and less over time
- Worldly Tutor --> replaced with Thada Adel
- Grand Arbiter Augustin IV --> replaced with Hushwing Gryff for testing
- Seaside Citadel --> replaced with flooded grove
- Island --> replaced with Mystic Gate
- Forest --> Replaced with Wooded Bastion
Newly Added:
1 Avacyn's Pilgrim* --> For testing. Early mana accel and attaker
1 Selvala, Explorer Returned* --> For testing, got it for the draw and the mana accel
1 Hushwing Gryff* --> For testing, Torpor Bird! Can be sac'd when not needed
1 Thada Adel, Acquisitor* --> For testing, unblockable tutor/CA
1 Carpet of Flowers --> For testing, very powerful any point of the game against a blue flooded meta
1 Flooded Grove --> For testing
1 Mystic Gate --> For testing
1 Wooded Bastion --> For testing
I feel some inconsistency with the deck sometimes. Not sure with Selvala and Hushwing Gryff yet.
I'm hoping they will show some significance in the meta soon :D.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
Sorry, but I don't understand how Mind over Matter would fit with the strategy of this deck.
You already have dudes + Derevi to tap (to gain tempo and ensure answer cards can't be played during certain steps/phases) and untap stuff (to reuse resources like colored mana, Azami, Birthing Pod, Gilded Lotus, Gaea's Cradle and Bloom Tender, while going around Hokori/Winter Orb). I can't normaly tutor for it, and it costs 4U, which leaves you little mana to play countermagic to protect what your about to do.
Care to elaborate?
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
I'm pretty happy with the current list. Not only is it the most optimum build I played so far, (consistently winning a majority of the games I played it with, like 75%-100% of the time), but its also the most amusing one.
New minor updates:
- Selvala, Explorer Returned --> Found it to be too risky, since it gives opponent CA, which is never a good thing. Since I play minimal tax spells like Gaddock Teeg, Thalia, Grand Arbiter, etc..., I could never really control the no. of spells opponents cast unless I setup the orb locks prior to using her.
+ 1 Stroke of Genius --> Trying out new card draw spells. Sometimes, you just simply need to refill your hand, you cast stuff so much early. Next in line would be the Bident of Thassa once I get a foil one
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
While you do have a point in the difficulty of assembling the Reveillark combos, I usually don't force it out. I rarely force the deck to combo out anyway since I usually try to lock the game down first so that my opponents play on my terms, then just let the combo naturally come out.
Also, I think Reveillark's inherent property as a recursion spell warrants its inclusion. Usually, I just use it as an reanimation spell to recur important creatures that provide immediate advantages. He's a nice way to ensure your bant goodstuff creatures remain in the battlefield. Incorporate that with Karmic Guide and Deadeye, and its Christmas.
My point with the Mirror Entity is that there were times I could already take out an opponent (just 1) while leaving myself enough resources to get to the next turn and do something else. Immediately worrying about 1 less opponent (especially those who prefer to hide behind counterwalls and other one-time use spells, as well as those who you know are preparing to take extra turns or combo off) is always a good thing.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
I think I know where you're coming from.
I used to run with a playgroup with faster combo decks, such as Scion with Hermit Druid, Sen Triplets Reanimator with complete tutor suite, including the portal ones, Damia with all the time walks or with Doomsday-Lab Maniac, etc. I have to admit, in that kind of meta, my deck would'nt be suitable, but I got tired of that kind of playgroup (5-30 min per game?) and just left it. The playgroup eventually disbanded because they got sick of each other. They were just one playgroup anyway.
Several playgroups here in Manila that I now run with consist of decks which grind games out, desist from using extra turn spells in favor for tech with more resiliency, aggro and control, ala rock type of decks, and favor playing white MLD spells like Cataclysm and Armaggedon. Some mentionables would be Marath (which i hate the most), Prossh, Mimeoplasm, Karador, Rafiq (get there version, ala MLD + some combo), Azusa, Azami, Arcanis, Glissa Infect, other Derevis, and a whole lot of others. They still run the usual combos and fast kill cards, but due to the no. of answer cards most of us run, like a lot of spot removal, efficient counterspells and static abilities that deter combos, its kind of hard pushing through the hate. In short, no one plays the turn 1-3 combo decks. I built my deck around such a meta, which is why I think I garner a lot of wins. For now I may be getting away with it, but I think peeps will eventually gun me down. Sometimes I just play with the deck for about 2 games. And after winning despicably, I switch to my Azami, Sen Triplets or Animar just for the hate to die down. Maybe thats why I still get away with it.
But, yeah, hopefully people wil start adapting and just kill of my early dude drops and artifact ramp. Then again, I do have a strong mid game strategy, so I might still pull through. But as for people playing faster combo wins, to keep up with me? That will be very unlikely considering the current EDH philosophy the majority of players here now run with.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR
Had a lot of modifications through the years, but no longer updated here.
Pics of foils are also now posted, but will provide better scans soon.
Still have to acquire some new foils, particularly first prints of Phyrexian Metamorph, High Market and Rhystic Study. Will pass on the Onslaught Fetch foils since ther're a tad too expensive these days.
Legacy:
UWR Miracles
BUG Shardless Sultai
EDH:
GWUDerevi, Master of SynergyUWG
RWBAlesha, Legacies and RelicsBWR
0R0Daretti, More than Meets the Eye0R0
WGSelvala, Elf StaxGW
RUGRiku of Infinite InvocationsGUR