I strongly believe as well that to master a deck, you have to spend time building it. What I am looking for is a good start to Phelddagrif that I can later update and tune due to my meta.
Now that you mention it, loam seems quite strong and I might play it if it doesn't set off a threat alarm in my playgroup.
I see Nexus as great inevitability now that you put it that way. The only concern I have is whether it will notify people of your deck's intentions rather than making it look like an accident.
How do you deal with opposing card advantage in this deck? Do you pressure them by giving allies hippos and pray they don't overwhelm you with counters and wipes?
I apologize here if I am wasting your time but when, in this type of deck, is the opportune moment to boardwipe? It appears that the goal is to let things get out of control as sanely possible before swooping in. What are some signs you need to boardwipe instead of sitting back and letting mayhem ensue?
Finally, how do you dole out hippos without saying something along the lines of "I'll give you hippos if you attack X" and not expect one of two to occur:
1. X, who was supposed to be attacked, gets angry at you for trying to cause aggression towards you
2. Or, if you didn't say [said line], the person might poorly threat assess and send them back in your face.
The vast majority of games don't go to a nexus "combo" win, so there's no dastardly intentions to notify people of. This deck isn't trying to trick anyone, it's just creating game-states where it's in everyone's best interest to leave you alone.
Generally enemy CA hasn't been a huge problem. It can be when it gets to 1v1, but before then, it's extremely hard for a single player to outpace the rest of the table's draw + mana, especially with you throwing out wrenches at them and hippos at their enemies. I'm usually totally fine with someone drawing a bunch, it just paints a target on them. When it's 1v1, you may feel more obliged to counter big draw spells or remove draw engines.
Easiest rule of thumb for wiping would be "when I wouldn't be able to control it if something unexpected happened." If someone is sitting on enough damage to kill me and I don't have any fogs or enough removal to handle it, I'll wipe in case they decide to take a swing at me. Or maybe they have quite a few creatures, and I suspect they might have counter backup for a craterhoof...really just depends on how well you can control the situation. If you're sitting on a fog, some targeted removal, and some counters, you can probably let the board go for a pretty long time, whereas if you're low on answers you might want to wipe sooner. Also, if I have several wipes in hand, I might fire one off just to slow people down and get some CA, so I don't end up with a grip of wipes clogging my hand. And, of course, if someone has a vendetta against me (or it's 1v1) I'm more likely to treat the scenario like a 1v1 game and use wipes whenever it's most advantageous in my judgment.
As far as handing out hippos, it's a fine art. Generally I don't try to force aggression unless there's good reason - if X is clearly up to something scary and needs to be stopped, I might give hippos to people for hurting them - but X, in this situation, would understand why I'm doing it and wouldn't get mad. He's the archenemy for a reason.
If the game is fairly balanced and low-key, Phelddagrif is a pretty solid deterrent, as are utility lands like kor haven. Once someone has something scary (say an eldrazi...something I could deal with but would rather see attacking my opponents instead of eating my removal) I don't tend to say "attack X and I'll give you hippos", I tend to say "just don't attack me and I'll give you hippos". This works on a couple levels - it's not going to annoy X, and it's less likely to make me look like a puppet master, and more like someone who just doesn't want to get hit, and is lucky enough to have a good motivator for avoiding it. It helps cultivate that impression of vulnerability.
First off, I would like to say that I have built your current list on untap.in and played a game to see how it felt. I felt uneasy going in as there were only three players. However, being in quarantine, any Magic is good Magic so I entered without hesitation. I was up against the classic Brago and Sen Triplets. In my opening hand, I had a strip mine, a desert and a fetch in hand but, due to the nature of not being the threat, instead decided to calmly land-go my way around the game. Due to the positive (for me, anyway) stigma around Phelddagrif, I easily avoided either player's wrath. Brago established early ramp and got Brago out on turn 3. he immediately decided to place a Reality Acid on the Sen's Chromatic Lantern and, due to the nature of not wanting your lands to be destroyed, Sen was infuriated. Things were getting dicey when Brago had a little value engine going while I was struggling to find a third white source due to an abundance of colorless lands. Around turn 6 or so, Sen conceded. Things weren't looking too great for me until I realized Brago had one card in hand and 3-4 creatures on the field. I bought back my fetch with loam and baited Brago out until he extended himself out too far. I struck, dropping a Fated retribution and slaughtered his creatures. I untapped and slammed a Pte on his Brago and some choice naturalize type effects on his CA etbs, effectively crippling his hopes of achieving more than two cards in hand. I then used Pulse of the Fields to stall at a point where I was in no rush in any way shape or form. I decided to eventually strip my own desert and use it in conjunction with LFTL to generate a strong value engine where the game was going nowhere, I was hitting lands, and slowly increasing my card-draw potential. The nail in the coffin however, was when he dropped his 10 CMC Brago, only to have it nullified by a Kor Haven off the top. He conceded and I proudly won with no damage dealt.
Anyway, this deck is incredibly strong and I am confident that the skill-intensity required will make me a better player.
The problems I'm facing occur when a player has achieved massive card advantage and possible counter-backup when the number of players diminishes. If I sense a drop off in player count, should I nip the CA in the bud or wait for the snake to bite me before I chop it's head off?
The goal of the deck, when players are starting to be eliminated, is to try to help the person who you'll have the easiest game against. So if someone has a huge hand (I'm assuming reliquary tower or something, most 7 card hands are totally answerable) you should probably be trying to help their enemies, so that either their enemies win, or they win but they have to use a lot of their best resources to do it. Part of that is likely to be trying to eliminate their card advantage engines, although you should generally try to let them have as much as you can still reasonably handle in the 1v1, since you don't want to attract too much attention or become the threat.
Enemy counterspells can be a real pain, and being aware of enemy counterplay is very important. When I'm preparing for the 1v1 game, the #1 thing I'm hoarding is counterspells, so that I can ensure an answer to both their threats and their counterplay. Counterspells are generally weaker than other answers in multiplayer because they force you to act very early, and thus don't let you see which direction the threat is going before deciding to answer. Plus they require you to HAVE that answer at the right time. But late-game, 1v1, they're easily the strongest answers because they answer (nearly) anything, and answer it completely. Most games end with me holding a grip of counterspells, just in case.
Thus far, my EDH decks (Freyalise and Shalai) tend to draw "Archenemy" status quite early, until the table gangs up on me and someone else wins. I love Phelddagrif, I love his colours, I love his targetted hugs, and I want to try and learn this playstyle, ease myself down everyone else's threat assessment and maybe actually do a bit better.
The best thing that came out of my Shalai experiences was my discovery of the Advocate cycle, and I love them almost as much as I love Phelddagrif. I see you made a couple offhand references to them back in 2017 when this thread first came out, and you seemed to be considering them at the time but moved on. With your experience since then, do you think they're a defensible choice in this deck? It seems like Spurnmage Advocate might be a good way to discourage aggression and protect (and benefit) allies, and Nullmage Advocate is good value too, keeping the board in check and equalized.
If you were going to include them, what would you cut? And is there anything else you'd include with them?
One of this group of cards (pulsemage advocate, not a good fit for this deck, obviously) came up as a random card of the day discussion on mtgnexus recently, so I've put a little thought into my experiences with them.
Conceptually they're really strong: give multiple answers to a friendly opponent, while hurting an unfriendly one. In practice...they're a lot less good than that. Here's a few reasons.
1) They're on-board tricks. So people aren't just going to play into them and go "oh darn, you killed my crucial artifact with your nullmage advocate, oops". I mean, they might if they're terrible, but competent opponents won't. More likely they'll try to either remove the offending creature, or remove YOU. This is why I'd generally have something in-hand, so they don't know to play around it. Plus they have summoning sickness to deal with, so anything they've already resolved is going to require a full turn around the table before you can kill it, which is not ideal.
2) One of the strengths of this deck is that it really doesn't care about removal, hardly at all. The few targets it does present aren't generally worth removing, and creature wipes are almost guaranteed to do next-to-nothing against it. In 1v1 this is called virtual card advantage: your enemy has those cards in his hand, but you're making them functionally useless. In multiplayer, this can be even better, because instead of being simply useless, now they're getting aimed at your other enemies. Once you start playing creatures for reals, though, suddenly enemy removal can actually hurt you. You don't get virtual card advantage, you don't get to redirect their removal at your other opponents, and you don't get to ignore board wipes - including your own. That's a pretty big sacrifice imo.
3) I think I mention this in regards to forbidden orchard, but utility and politics don't always work great. You'll also notice this if, for example, you're activating Phelddagrif abilities for utility purposes (say, to return him before wiping the board, or giving him flying to chip in for damage). Some players will be happy to grant you future favors in exchange for being targeted with Phelddagrif, but many won't, and honestly it's oftentimes more trouble than it's worth. You really want to use Phelddagrif abilities in direct exchange for something: "remove his X, I'll give you 3 hippos" kind of thing. When you need the utility, there's usually not something you need politically, and vice versa. So it's usually more of an "or" than an "and", as regards the advocate cycle. Sometimes they recur cards for political purposes, but don't do much with their primary purposes. Sometimes they use their abilities for their primary purpose, but you don't really want to recur anything. Especially tricky for spurnmage since he needs a legal target, so you can't reliably recur whatever you want, whenever you want to.
4) unfortunately, in my experience it's often true that players are packing a lot fewer answers than you'd like. And sometimes those answers are more of a hindrance than a help - stax pieces, board wipes (which will kill your advocate, at a minimum), etc. So frequently you just don't have anything positive to recur at all.
That said - they are fun, and they are cool. If you want to play a less serious version of the deck, I'd encourage you to experiment and make up your own mind. I usually build Phelddagrif towards being as competitively-viable as possible, though, and I think they're a mistake in that context.
As far as what I'd cut...uh, kind of depends on what list you're using. From my current list, probably some value piece or a board wipe - but as I've always said, this is not a deck about specific cards, for the most part. The construction of this deck is more about finding the right balance to keep control of the game. You want a big chunk of removal, a big chunk of wipes, a big chunk of counterspells, a big chunk of value - and the exact number is going to depend on meta, playstyle, and personal preference. Pick a category you think you've got too many of, and cut the worst one of those - that'd be my advice for making any changes to the deck, really. You want to find the balance that's right for you.
Honestly, I'm not too surprised. Spurnmage and Nullmage were excellent value pieces in my Shalai deck, but that's because half the point of the deck was protecting fragile value pieces like that (Intrepid Hero and Tendershoot Dryad were the original inspiring pieces). Spurnmage pulled a lot of weight - I'm not sure I ever activated it more than once, but its presence on the board, with hexproof from Shalai and other protection, was a fantastic deterrent.
Phelddagrif seems like a natural fit for flexible, aid-and-punish effects like that. But you're absolutely right about Virtual Card Advantage, and I can definitely agree it's a poor fit for this deck. I might make my own, less-competitive Phelddagrif deck, loading up on asymmetrical hugs like that. But I think I'd learn a lot by playing your version a few times.
Oh, Bonder's Enclave is absolutely insane here. Not quite strictly better than arch of orazca, but it's pretty close. And that card is one of our best.
I might try to paste it back over here, but the formatting is a bit different which is a real PitA since the primer is so freaking long.
I'll have actually have the cards before I put them in the decklist, but it's absolutely going in there, no question.
Unfortunately it's the only card from ikoria + c20 that makes the cut I think, but I guess I'd rather have one sweet new draw engine than a couple marginal counters and removal spells.
Holy shift, wooow, how did I not know about this deck before? It's absolutely fantastic, I love it! I'll try to play something like that this weekend for sure. Been using Queen Marchesa (Long may she reign) for a few months now, and this is another take on a very different sort of politic. It's amazing.
Now that you mention it, loam seems quite strong and I might play it if it doesn't set off a threat alarm in my playgroup.
I see Nexus as great inevitability now that you put it that way. The only concern I have is whether it will notify people of your deck's intentions rather than making it look like an accident.
How do you deal with opposing card advantage in this deck? Do you pressure them by giving allies hippos and pray they don't overwhelm you with counters and wipes?
I apologize here if I am wasting your time but when, in this type of deck, is the opportune moment to boardwipe? It appears that the goal is to let things get out of control as sanely possible before swooping in. What are some signs you need to boardwipe instead of sitting back and letting mayhem ensue?
Finally, how do you dole out hippos without saying something along the lines of "I'll give you hippos if you attack X" and not expect one of two to occur:
1. X, who was supposed to be attacked, gets angry at you for trying to cause aggression towards you
2. Or, if you didn't say [said line], the person might poorly threat assess and send them back in your face.
Thank you for your time
Generally enemy CA hasn't been a huge problem. It can be when it gets to 1v1, but before then, it's extremely hard for a single player to outpace the rest of the table's draw + mana, especially with you throwing out wrenches at them and hippos at their enemies. I'm usually totally fine with someone drawing a bunch, it just paints a target on them. When it's 1v1, you may feel more obliged to counter big draw spells or remove draw engines.
Easiest rule of thumb for wiping would be "when I wouldn't be able to control it if something unexpected happened." If someone is sitting on enough damage to kill me and I don't have any fogs or enough removal to handle it, I'll wipe in case they decide to take a swing at me. Or maybe they have quite a few creatures, and I suspect they might have counter backup for a craterhoof...really just depends on how well you can control the situation. If you're sitting on a fog, some targeted removal, and some counters, you can probably let the board go for a pretty long time, whereas if you're low on answers you might want to wipe sooner. Also, if I have several wipes in hand, I might fire one off just to slow people down and get some CA, so I don't end up with a grip of wipes clogging my hand. And, of course, if someone has a vendetta against me (or it's 1v1) I'm more likely to treat the scenario like a 1v1 game and use wipes whenever it's most advantageous in my judgment.
As far as handing out hippos, it's a fine art. Generally I don't try to force aggression unless there's good reason - if X is clearly up to something scary and needs to be stopped, I might give hippos to people for hurting them - but X, in this situation, would understand why I'm doing it and wouldn't get mad. He's the archenemy for a reason.
If the game is fairly balanced and low-key, Phelddagrif is a pretty solid deterrent, as are utility lands like kor haven. Once someone has something scary (say an eldrazi...something I could deal with but would rather see attacking my opponents instead of eating my removal) I don't tend to say "attack X and I'll give you hippos", I tend to say "just don't attack me and I'll give you hippos". This works on a couple levels - it's not going to annoy X, and it's less likely to make me look like a puppet master, and more like someone who just doesn't want to get hit, and is lucky enough to have a good motivator for avoiding it. It helps cultivate that impression of vulnerability.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Anyway, this deck is incredibly strong and I am confident that the skill-intensity required will make me a better player.
The problems I'm facing occur when a player has achieved massive card advantage and possible counter-backup when the number of players diminishes. If I sense a drop off in player count, should I nip the CA in the bud or wait for the snake to bite me before I chop it's head off?
Thank you for your time,l and good day!
Enemy counterspells can be a real pain, and being aware of enemy counterplay is very important. When I'm preparing for the 1v1 game, the #1 thing I'm hoarding is counterspells, so that I can ensure an answer to both their threats and their counterplay. Counterspells are generally weaker than other answers in multiplayer because they force you to act very early, and thus don't let you see which direction the threat is going before deciding to answer. Plus they require you to HAVE that answer at the right time. But late-game, 1v1, they're easily the strongest answers because they answer (nearly) anything, and answer it completely. Most games end with me holding a grip of counterspells, just in case.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Thus far, my EDH decks (Freyalise and Shalai) tend to draw "Archenemy" status quite early, until the table gangs up on me and someone else wins. I love Phelddagrif, I love his colours, I love his targetted hugs, and I want to try and learn this playstyle, ease myself down everyone else's threat assessment and maybe actually do a bit better.
The best thing that came out of my Shalai experiences was my discovery of the Advocate cycle, and I love them almost as much as I love Phelddagrif. I see you made a couple offhand references to them back in 2017 when this thread first came out, and you seemed to be considering them at the time but moved on. With your experience since then, do you think they're a defensible choice in this deck? It seems like Spurnmage Advocate might be a good way to discourage aggression and protect (and benefit) allies, and Nullmage Advocate is good value too, keeping the board in check and equalized.
If you were going to include them, what would you cut? And is there anything else you'd include with them?
Conceptually they're really strong: give multiple answers to a friendly opponent, while hurting an unfriendly one. In practice...they're a lot less good than that. Here's a few reasons.
1) They're on-board tricks. So people aren't just going to play into them and go "oh darn, you killed my crucial artifact with your nullmage advocate, oops". I mean, they might if they're terrible, but competent opponents won't. More likely they'll try to either remove the offending creature, or remove YOU. This is why I'd generally have something in-hand, so they don't know to play around it. Plus they have summoning sickness to deal with, so anything they've already resolved is going to require a full turn around the table before you can kill it, which is not ideal.
2) One of the strengths of this deck is that it really doesn't care about removal, hardly at all. The few targets it does present aren't generally worth removing, and creature wipes are almost guaranteed to do next-to-nothing against it. In 1v1 this is called virtual card advantage: your enemy has those cards in his hand, but you're making them functionally useless. In multiplayer, this can be even better, because instead of being simply useless, now they're getting aimed at your other enemies. Once you start playing creatures for reals, though, suddenly enemy removal can actually hurt you. You don't get virtual card advantage, you don't get to redirect their removal at your other opponents, and you don't get to ignore board wipes - including your own. That's a pretty big sacrifice imo.
3) I think I mention this in regards to forbidden orchard, but utility and politics don't always work great. You'll also notice this if, for example, you're activating Phelddagrif abilities for utility purposes (say, to return him before wiping the board, or giving him flying to chip in for damage). Some players will be happy to grant you future favors in exchange for being targeted with Phelddagrif, but many won't, and honestly it's oftentimes more trouble than it's worth. You really want to use Phelddagrif abilities in direct exchange for something: "remove his X, I'll give you 3 hippos" kind of thing. When you need the utility, there's usually not something you need politically, and vice versa. So it's usually more of an "or" than an "and", as regards the advocate cycle. Sometimes they recur cards for political purposes, but don't do much with their primary purposes. Sometimes they use their abilities for their primary purpose, but you don't really want to recur anything. Especially tricky for spurnmage since he needs a legal target, so you can't reliably recur whatever you want, whenever you want to.
4) unfortunately, in my experience it's often true that players are packing a lot fewer answers than you'd like. And sometimes those answers are more of a hindrance than a help - stax pieces, board wipes (which will kill your advocate, at a minimum), etc. So frequently you just don't have anything positive to recur at all.
That said - they are fun, and they are cool. If you want to play a less serious version of the deck, I'd encourage you to experiment and make up your own mind. I usually build Phelddagrif towards being as competitively-viable as possible, though, and I think they're a mistake in that context.
As far as what I'd cut...uh, kind of depends on what list you're using. From my current list, probably some value piece or a board wipe - but as I've always said, this is not a deck about specific cards, for the most part. The construction of this deck is more about finding the right balance to keep control of the game. You want a big chunk of removal, a big chunk of wipes, a big chunk of counterspells, a big chunk of value - and the exact number is going to depend on meta, playstyle, and personal preference. Pick a category you think you've got too many of, and cut the worst one of those - that'd be my advice for making any changes to the deck, really. You want to find the balance that's right for you.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Honestly, I'm not too surprised. Spurnmage and Nullmage were excellent value pieces in my Shalai deck, but that's because half the point of the deck was protecting fragile value pieces like that (Intrepid Hero and Tendershoot Dryad were the original inspiring pieces). Spurnmage pulled a lot of weight - I'm not sure I ever activated it more than once, but its presence on the board, with hexproof from Shalai and other protection, was a fantastic deterrent.
Phelddagrif seems like a natural fit for flexible, aid-and-punish effects like that. But you're absolutely right about Virtual Card Advantage, and I can definitely agree it's a poor fit for this deck. I might make my own, less-competitive Phelddagrif deck, loading up on asymmetrical hugs like that. But I think I'd learn a lot by playing your version a few times.
I updated this primer on nexus to include all the new cards in the glossary, plus updated a bunch of ratings: https://www.mtgnexus.com/viewtopic.php?f=35&t=550
I might try to paste it back over here, but the formatting is a bit different which is a real PitA since the primer is so freaking long.
I'll have actually have the cards before I put them in the decklist, but it's absolutely going in there, no question.
Unfortunately it's the only card from ikoria + c20 that makes the cut I think, but I guess I'd rather have one sweet new draw engine than a couple marginal counters and removal spells.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Was there any change ever since your last update?
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R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko