So this is meant to be a sort role-reversal for my other EDH deck I have, in which I'm giving cards to the opponent to put them in a poor situation and obtain a lock. Win conditions include things like Illusions of Grandeur, Thought Last, and Opalescence. Early testing was sort of inconsistent, mainly due to removal of key cards, or the opponent's commander wreaking too much havoc. I've added cards like Pithing Needle and Meddling Mage in an attempt to address the former, and cards like Arcane Laboratory to try and address the latter. I still feel the deck is very unpolished, however, and I am somewhat at a loss as to how to refine it (or indeed, what to cut at times). Any advice greatly appreciated
I was very skeptical about Embargo until I tried it. I was very surprised to see it win me a couple games almost on its own.
I'm also thinking of abandoning the permission pretense almost entirely. It's nice to say "no", but I don't think I have room for enough counters to reliably make this work, and sometimes my opponent will land a card I need to stop, but I won't get the counter until much later. I've thought about some more proactive plays, or simply removal. In either case, I've found this deck definitely wants to be a lock deck, and the adjustments I'll look to make will probably be based on that.
1x Battlefield Forge
1x Cascade Bluffs
1x City of Brass
1x Clifftop Retreat
1x Command Tower
1x Glacial Fortress
1x Hallowed Fountain
1x Homeward Path
3x Island
1x Kher Keep
1x Mana Confluence
1x Mistveil Plains
4x Mountain
1x Mystic Gate
4x Plains
1x Reflecting Pool
1x Reliquary Tower
1x Rugged Prairie
1x Sacred Foundry
1x Shivan Reef
1x Steam Vents
1x Sulfur Falls
1x Temple of Enlightenment
1x Temple of Epiphany
1x Temple of Triumph
1x Ætherize
1x Ætherspouts
1x Brainstorm
1x Chaos Warp
1x Cyclonic Rift
1x Enlightened Tutor
1x Fact or Fiction
1x Mystical Tutor
1x Path to Exile
1x Swords to Plowshares
1x Thirst for Knowledge
1x Curse of Exhaustion
1x Darksteel Mutation
1x Detention Sphere
1x Form of the Dragon
1x Ghostly Prison
1x Illusions of Grandeur
1x Mystic Remora
1x Nevermore
1x Oblivion Ring
1x Opalescence
1x Prison Term
1x Propaganda
1x Puca's Mischief
1x Pyromancer's Swath
1x Rhystic Study
1x Wild Research
1x Austere Command
1x Fabricate
1x Idyllic Tutor
1x Ponder
1x Preordain
1x Replenish
1x Terminus
1x Azorius Signet
1x Boros Signet
1x Coldsteel Heart
1x Fire Diamond
1x Izzet Signet
1x Marble Diamond
1x Oblivion Stone
1x Pithing Needle
1x Sky Diamond
1x Sol Ring
1x Bazaar Trader
1x Clever Impersonator
1x Consecrated Sphinx
1x Gilded Drake
1x Hanna, Ship's Navigator
1x Iona, Shield of Emeria
1x Magus of the Moat
1x Niv-Mizzet, The Firemind
1x Phyrexian Metamorph
1x Phyrexian Revoker
1x Silent Arbiter
1x Steel Golem
1x Sun Titan
1x Vedalken Plotter
So this is meant to be a sort role-reversal for my other EDH deck I have, in which I'm giving cards to the opponent to put them in a poor situation and obtain a lock. Win conditions include things like Illusions of Grandeur, Thought Last, and Opalescence. Early testing was sort of inconsistent, mainly due to removal of key cards, or the opponent's commander wreaking too much havoc. I've added cards like Pithing Needle and Meddling Mage in an attempt to address the former, and cards like Arcane Laboratory to try and address the latter. I still feel the deck is very unpolished, however, and I am somewhat at a loss as to how to refine it (or indeed, what to cut at times). Any advice greatly appreciated
U Memnarch
RWU Zedruu the Greathearted
I'm also thinking of abandoning the permission pretense almost entirely. It's nice to say "no", but I don't think I have room for enough counters to reliably make this work, and sometimes my opponent will land a card I need to stop, but I won't get the counter until much later. I've thought about some more proactive plays, or simply removal. In either case, I've found this deck definitely wants to be a lock deck, and the adjustments I'll look to make will probably be based on that.
U Memnarch
RWU Zedruu the Greathearted