Forced fruition
This was a card I loved playing while it was in standard. Great wincon in a good control shell. Opponents can usually play 3 or maybe 4 cards by the time you land it and then they lose.
What do y'all think about a creatureless deck that plays this in game 1 then switches to a really hard to answer creature game 2? Maybe, since the format has slown down some, Aetherling could be the choice. Or something else if you can think of something equally unkillable and has the same inevitability.
I don't think playing a 6 mana enchantment is going to work in modern. Someone drawing 7 cards at a time does give a very limited number of spells left to play if they don't have a good board state. A normal game only goes till turn 5 or 6. So they drew about 13 cards to start. So they would have 6 spells left to play to try to win the game or draw into an answer.If you want to make a list and test it out sure. You'd be playing those cards instead of Teferi, Hero of Dominaria
I did give it a bit more thought and if you want to jam in Dovescape. And some kind of repeatablespore frog effect then if could work.
Wizards if you ever need new blood in game design. Hire me. I can make magic cards too.
I guess the house that Wizards built is going down. Stop making so many products.
Yes I have. This was probably my best deck while it was in standard, and didn't resemble that list at all. Ran more fog effects like dawn charm. Also had remand and effective counters to make the few spells they can cast useless. The flash you have protection tiger was also a big part of making it work at that time. This basically turned off attacks, burn spells, etc.
@Speedy. The format being 5 or 6 turns isn't true any longer. Big decks I see right now that extend the clock are UW control, SoulHerder, etc. Some fast decks still exist no doubt, but the basic build concept is UW control with this as a 1 or 2 of to close out the game once you have it locked up.
Sounds like a legit strategy. It all depends on if you are interested in having fun or interested in actually winning. I do pretty well with a pet brew of mine that wins using Time Seive but just because I actually can win with it occasionally doesn't mean I sleeve it up for big tournaments! It's important to manage expectations on pet decks. The UR list someone else posted seems like a good place to start. Use resource denial to limit what they can do by the time they draw 7 from each spell. Might be better off with Thing in the Ice in game 2 though. Aetherling is too much. You need 6 to play and at least 1 extra blue source to protect it. When it was in Standard it wasn't uncommon to wait until you had 3 untapped blue sources to protect it! Have fun, happy brewing!
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This was a card I loved playing while it was in standard. Great wincon in a good control shell. Opponents can usually play 3 or maybe 4 cards by the time you land it and then they lose.
What do y'all think about a creatureless deck that plays this in game 1 then switches to a really hard to answer creature game 2? Maybe, since the format has slown down some, Aetherling could be the choice. Or something else if you can think of something equally unkillable and has the same inevitability.
I did give it a bit more thought and if you want to jam in Dovescape. And some kind of repeatablespore frog effect then if could work.
I guess the house that Wizards built is going down. Stop making so many products.
@Speedy. The format being 5 or 6 turns isn't true any longer. Big decks I see right now that extend the clock are UW control, SoulHerder, etc. Some fast decks still exist no doubt, but the basic build concept is UW control with this as a 1 or 2 of to close out the game once you have it locked up.