I talk about this list occasionally, though I haven't played or updated it in years and haven't posted it to mtgsally, so I figured I should include it here so I have a list to reference. This is probably the most competitive (semi) original deck I've ever built, it starts wiping the board on turn 4-5 and it doesn't stop until the game is over. The other incredibly powerful control pieces are global ruin, which absolutely demolishes other manabases while minimizing the harm to myself, and myojin of night's reach, which wrecks enemy hands while doing nothing to me. So basically, you're wiping boards, hands, and lands constantly, with a bevy of tutors to ensure you can sac and recur child of alara, and to find your other nasty control pieces to really lock the game down. There's even boseiju to make everything unstoppable.
Anyway, this deck is just gross. I don't recommend playing it.
Hey, very nice deck. Can you explain the reasoning behind myojin of night's reach a little bit, please. So you have to hardcast it to get the divinity counter, and if it dies it conflicts with child of alara for resurrection via genesis right (you have to choose to get either one back but not both)? So you can discard all hands only once and only on turn8 - or is this just enough?
I also made a budget variant of this, any more tips? (I added gates for 2nd win option and budget reasons e.g. no duallands)
Myojin is just a way to attack hands, since otherwise people can build up a bunch of stuff and potentially cause problems, i.e. building up counters for when someone hits a strip mine for your boseiju. Same idea as global ruin, attack their resources on all fronts. I think it'd probably be better as a noncreature but I don't think there's anything quite comparable. Mindslicer is out, since this deck needs its hand.
I think there are a lot of spicy new cards for this deck with the release of ixalan, since it has access to all the sweet flip lands. azcanta and conqueror's both look potentially really strong.
Hey, ty for reply. Conqueror's Galleon might be a really good budget pick up for this deck. Do you think 11 Accelerants are too many for this deck, considering the weaker budget mana base? Are there any other budget options to look at? Ty for help
Honestly I haven't played this deck in like ~4 years, none of the groups I've played with are likely to enjoy it, nor are they equipped to handle it. Archenemy games are a drag anyway.
I don't think ramp is super critical because there likely won't be too much worth wiping the board over before turn 5, especially if you have answers up for combos. More important to consistently hit your land drops and either tutor for your synergy pieces or keep up answers. Child on turn 4 doesn't mean much if you don't have a sac outlet available. 11 pieces probably isn't totally crazy, though. I'd be more concerned about your manabase. This isn't a deck that does well on a budget, and panoramas are extremely bad. At least get some trilands, they're like a quarter apiece.
Galleon is probably just a good card, not just a budget replacement. Recurring counterspells or tutors or lost combo pieces are all strong plays, and it's even an OK way to recur child of alara given enough mana.