Ugh. I really like this deck, but I don't see it anywhere. With the top dog being pod right now, I really don't see how a deck that is based off enchantments can win in this meta. I will, however, try out something similar to what's in that article, barring Top of course. I haven't given up on this deck yet, but it does look bleak.
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It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
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My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
I would like to suggest a drastic change to the deck philosophy. My suggestion would be dropping Enduring Ideal for Open the Vaults.
This way, you can still run the same lockdown principle of enchantments but instead of having to wait an enchantment one at a time, you get it all in one spells.
It is quite fast and consistent, but it has not much disruption in it.
The See Beyond and the Halimar Depths really help to have as phew dead cards as possible.
Condescend are in there for testing Reasons instead of Remand, since scy 2 can help to dig deeper and it also helps to not draw dead cards (or cards you want to have in your Deck!).
Also it can be used for U just to scry 2 if it is needed. And it can get rid of some Spells.
Of course the enchantments aren't fixed, and there are 1 or maybe two flexslots.
Also I have to Say Halimar Depths together with the Fetchlands is better then expected. We have almost no card in the Deck costing 1 Mana so playing it turn 1 does not have any negative impact.
Playing it turn 3 is often also ok since most spells cost 2 and so the 3rd Mana is not needed in that turn.
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
As a storm player, I can feel my meta slowly fitting a noose around my neck as they begin to contemplate putting main deck hate against me, perhaps for Monday night Modern I'll sleeve up this deck.
The only thing I would be worried for, what would you consider your worst nightmare to see sided in against you... besides Aven Mindcensor
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Storm decks can be summed up to this:
We cast spells to make mana to cast spells, then we use the mana for draw spells, so we can cast those spells to draw more spells or make more mana to cast more spells. Somewhere in this quagmire... we win or lose instantly, usually this is when we stop digging.
As a storm player, I can feel my meta slowly fitting a noose around my neck as they begin to contemplate putting main deck hate against me, perhaps for Monday night Modern I'll sleeve up this deck.
The only thing I would be worried for, what would you consider your worst nightmare to see sided in against you... besides Aven Mindcensor
I know Mindbreak Trap would be awful for us to deal with. I think our only answer to the Trap is to Trap it ourselves. Odds are we could probably have 1-2 in the board for Storm decks.
The two worst matchups for Ideal are Pod (the deck with a sideboard mainboard) and Death and Taxes variants, because we don't really like interacting. I deal with pod pretty easily, but D and T is pretty tough. The deck isn't bad, I just haven't figured out how to make it good yet :/ I've been testing this with exactly zero success. To be fair though, it is pretty bare bones.
For me the real problem are Pod based decks with creatures that have enchantment hate, like Qasali Pridemage. That plus Aven Mindcensor and friends, are almost impossible for us to deal with.
You guys crush me. Over and over I've had to stick my nose into the Ideal thread and push for evolution, only to see the same old schtick fall back in place.
Just play blue. Gigadrowse, Toils of Night and Day, Cryptic Command, Remand and Delay give you everything you need, while Lotus Bloom, Coalition Relic, and Calciform Pools spawn your Ideal. Zur's Weirding closes the door on a few matchups, while Devastation Tide tends to wreck the others.
What are you guys having trouble with that a bit of testing couldn't overcome? My only punts are Boros Landfall and Kuldotha Red, with Affinity slowing into a reasonable pace and Pod being shut down with what is effectively 16 Time Walks MD. This deck utterly wrecks mid-range of all kinds, and combo shouldn't be able to do much at all given the lack of instant-speed win conditions in this format. Outside of resilient Solar Flare/Gifts Control, I don't understand where your problems sit.
...and Scapeshift is shut out by Grafdiggers Cage, which they do not prepare for in their 75 and you should already be playing to avoid obvious gaps in the Elf, Tron, and Pod matchups.
Feel free to talk about the whopping zero cards from RtR that are relevant to this deck. Cute graveyard hate is irrelevant when you have a T4K package featuring Crypt, Cage, and Relic which could all be put in a Gifts/Trinket package if anything relevant became overbearing.
I'm running condescend which does a good job of countering and filtering, i thikn personally think cryptic command is a strain on our mana since we are trying to cast form and ideal (normally with 1 shot mana excell such as lotus bloom and pentad prisim).
How does grafdiggers cage shut down scapeshift?
In regards to the RtR cards there was a oblivion ring type card that looks good, also how does the rakdos party enchantment work with form of the dragon? If not it would still work well with phyrexian unlife?
1. Cryptic Command is in no way a strain if your mana base consists of 18 Islands and 4 Tectonic Edge, 2 Ghost Quarter. Using Pentad Prism as your acceleration inherently makes you weak to Hexmage (which will be seeing play frequently), Spell Snare, and Blood Moon while you attempt to enable it.
2. Cage shuts off Chord of Calling and Tooth and Nail, which Scapeshift is using as a primary win in the projected future.
3. Detention Sphere does basically nothing outside of remove goblin tokens from the game. What do you need it for? Havoc Festival is just a bad version of Form of the Dragon, and even worse than Paradox Haze in the sense that it will never enable a faster kill than even a Curse package would.
You guys crush me. Over and over I've had to stick my nose into the Ideal thread and push for evolution, only to see the same old schtick fall back in place.
Just play blue. Gigadrowse, Toils of Night and Day, Cryptic Command, Remand and Delay give you everything you need, while Lotus Bloom, Coalition Relic, and Calciform Pools spawn your Ideal. Zur's Weirding closes the door on a few matchups, while Devastation Tide tends to wreck the others.
What are you guys having trouble with that a bit of testing couldn't overcome? My only punts are Boros Landfall and Kuldotha Red, with Affinity slowing into a reasonable pace and Pod being shut down with what is effectively 16 Time Walks MD. This deck utterly wrecks mid-range of all kinds, and combo shouldn't be able to do much at all given the lack of instant-speed win conditions in this format. Outside of resilient Solar Flare/Gifts Control, I don't understand where your problems sit.
...and Scapeshift is shut out by Grafdiggers Cage, which they do not prepare for in their 75 and you should already be playing to avoid obvious gaps in the Elf, Tron, and Pod matchups.
Feel free to talk about the whopping zero cards from RtR that are relevant to this deck. Cute graveyard hate is irrelevant when you have a T4K package featuring Crypt, Cage, and Relic which could all be put in a Gifts/Trinket package if anything relevant became overbearing.
Would you like to share this blue list you speak of?
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I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
hey guys,
here's my 5c ideal list. I am using Gemstone caverns in order to make the deck faster. It's possible to cast ideal on turn 2. this list wants to open on the draw with caverns or cast a bird on turn 1 in order to make a turn 2 wargate possible.
Turn 2 Wargate can ramp with Lotus Bloom and azorius cancery, protect the combo with Boseiju, who shelters all and Kher keep--> Worship. Wargate can search for enchantments and create a bunch of tokens with dovescape.
Worship works great with birds, kher keep and Volition Reins, which will help to get Worship online in the epic mode.
Magma Jet is for ideal the best available removal in modern. I don't like Izzet charm in this place.
I avoided fetchlands und shockduals, because decks like affinity are often to fast.
I took the enchantment configuration from the old extended list which works great.
My list can support a worship. (4-6 birds + 4 wargate + kher keep + volition reins)
The big problem with unlife ís, that's simply to slow against decks like affinity. at the end of turn 3 and 4 affinity deals on a good day more or less 30 damage (i am talking about the red list). Even with the combination form + unlife sucks because of burn and flyers on their side.
you can still lose games with unlife+form+dovescape
Any chance you might find Feeling of Dread more useful than Toils of Night and Day?
[CARD]
Blustersquall[/CARD] is worth checking too, it acts as an either cheap or more costly tapout effect.
(...)
Feeling of Dread would need more commitment to white mana I think. Concerning the usefullnes; Toils of Night and Day is a bit more versatile since it can also untap perms.
(...)
But consider that interacting with your opponent's 2 hasty creatures and tapping them on turn 2 results in a much higher life total than a turn 3 toils, especially since flashback further helps you stalling.
True, but you'll still need to switch to a manabase that is able to have W on t2. Not sure if that's worth it, just for the tapping (and ofc Enduring Ideal later on).
So two things I was thinking about recently and haven't had the chance to test yet:
A: How do you guys feel about Stensia Bloodhall and/or Nephalia Drownyard in this deck? If you can get a hard lock on, it's a win con. Yes, there is Form, but there are also a TON of Cranial Extraction effects in Modern. I think those lands are worth testing.
B: How about 4x Remand? It wouldn't be a bad idea for us to play the tempo game before we land Ideal.
Bonus: This deck really wants a way to use mana after we cast Ideal. Drownyard and Bloodhall are ways. What are some other things you guys can think of?
I'd love for some of you guys to test those out and report on how they work.
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It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
Disappointing avatar made by Mirror Entity at Disappointing Signets Inc.
My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
The big problem with unlife ís, that's simply to slow against decks like affinity. at the end of turn 3 and 4 affinity deals on a good day more or less 30 damage (i am talking about the red list). Even with the combination form + unlife sucks because of burn and flyers on their side.
you can still lose games with unlife+form+dovescape
You can still lose the game, yes. But the opponent (let's use Affinity for example) would have to do this:
Before combat, deal 5 damage to you through a burn spell (let's say, 2 Galvanic Blasts)
This puts you at 0 life, thus Phyrexian Unlife now considers damage as infect.
Then they'd have to attack with 10 damage through the air, dealing 10 points of infect.
Just one alpha strike isn't enough. If they deal 30 damage to you in one swing, you'll be at -25 life. Any source of damage after that will be dealt to you by infect. Then at the end of that turn, your life total goes back to 5.
Of course, they'll have Inkmoth Nexus, so that alone makes the matchup tougher since they can still win if Meishin isn't in play.
can't decide between serum visions and sleight of hand as T1 sleight to find a bloom is actually fairly relevant.
some of my singleton choices explained
blood moon: obviouslly against tron this hoses them fairly hard.
stony silence: just like blood moon maindeck, gives us an out against affinity and if hard cast can buy a few turns to go off
leyline of sanctity:this card is a HOUSE against so many decks storm,eggs,burn,gifts ETC..
now for a list of enchants and uses that we could include as a miser's copy or use to tune for your current meta... wheel of sun and moon rest in peace leyline of the void tired of seeing GY shenanigans? no problem
suppression field awesome against a fetch mana base like boros or burn, slows tron down by stopping there mana rocks, hurts jund and especially spirit jund
nevermore catch-all designed to hit a single bad guy (quasali,acidic slime...)
rule of law against storm this wrecks, but i prefer leyline of sanctity
grounded against emrakul if your that worried, as was brought up earlier in the thread.
cowardice hum of the radix MOAR AFFINITY HATE!! all jokes aside cowardice shuts off their cranial platings and hum makes there deck slow and clunky although stony silence does nearly the same as hum, slowing them to a crawl to go off and cowardice just makes ravager affinity look like garbage
detention sphere could easily replace o-ring maindeck and destroys tokens handily
Could be that I am missing something but you should never use one of those two together with Form of the Dragon. When you can't gain anymore life you will probably die before your opponent does.
Could be that I am missing something but you should never use one of those two together with Form of the Dragon. When you can't gain anymore life you will probably die before your opponent does.
what you are missing is the from of the dragon doesnt ever "gain" you life, it literally set's your life total to 5. therefore with havoc festival you lose half rounded up which is 3 putting you to 2, and at the end of your turn your life is reset to 5.
your opponent unaffected by the FOTD life resetting clause will continuing to lose life whilst getting hit by FOTD's 5 damage per turn (unless they have leyline out of course) and eventually dying to havoc festival
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Has anyone looked at Mike Flores' Aggro- Ideal list?
http://www.starcitygames.com/magic/standard/12458_Tearfully_the_Complete_AggroIdeal_Part_1.html
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
I would like to suggest a drastic change to the deck philosophy. My suggestion would be dropping Enduring Ideal for Open the Vaults.
This way, you can still run the same lockdown principle of enchantments but instead of having to wait an enchantment one at a time, you get it all in one spells.
Of course your filter spells will need to somehow change to the like of Forbidden Alchemy, Gifts Ungiven and Faithless Looting but you still get to keep some of your permission package.
PS. Ever tried Stony Silence as a means to shut down Pod decks?
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
4 Scalding Tarn
4 Rugged Prairie
4 Halimar Depths
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
1 Plains
1 Mountain
2 Form of the Dragon
2 Dovescape
1 Meishin, the Mind Cage
2 Phyrexian Unlife
2 Oblivion Ring
//Spells
4 Enduring Ideal
4 See Beyond
4 Peer Through Depths
4 Condescend
4 Lotus Bloom
4 Pentad Prism
4 Seething Song
It is quite fast and consistent, but it has not much disruption in it.
The See Beyond and the Halimar Depths really help to have as phew dead cards as possible.
Condescend are in there for testing Reasons instead of Remand, since scy 2 can help to dig deeper and it also helps to not draw dead cards (or cards you want to have in your Deck!).
Also it can be used for U just to scry 2 if it is needed. And it can get rid of some Spells.
Of course the enchantments aren't fixed, and there are 1 or maybe two flexslots.
Also I have to Say Halimar Depths together with the Fetchlands is better then expected. We have almost no card in the Deck costing 1 Mana so playing it turn 1 does not have any negative impact.
Playing it turn 3 is often also ok since most spells cost 2 and so the 3rd Mana is not needed in that turn.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
The only thing I would be worried for, what would you consider your worst nightmare to see sided in against you... besides Aven Mindcensor
We cast spells to make mana to cast spells, then we use the mana for draw spells, so we can cast those spells to draw more spells or make more mana to cast more spells. Somewhere in this quagmire... we win or lose instantly, usually this is when we stop digging.
I know Mindbreak Trap would be awful for us to deal with. I think our only answer to the Trap is to Trap it ourselves. Odds are we could probably have 1-2 in the board for Storm decks.
I can't think of a better answer for it.
4 Forbidden Alchemy
4 Faithless Looting
4 Pentad Prism
4 Open the Vaults
Enchantments
4 Form of the Dragon
4 Dovescape
4 Meishin, the Mind Cage
2 Copy Enchantment
4 City of Brass
4 Gemstone Mine
3 Hallowed Fountain
1 Watery Grave
2 Marsh Flats
4 Scalding Tarn
3 Steam Vents
3 Sacred Foundry
2 River of Tears
SB: 3 Blood Moon
SB: 3 Stony Silence
SB: 3 Ghostly Prison
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
I have the same problem. Right now I am testing 1 Curse + 1 Copy Enchantment and Pyrohemia + 1 Supression field
I think 3 Infest side should be okay.
EDIT/: Rakdos Return could find a place in this deck.
Just play blue. Gigadrowse, Toils of Night and Day, Cryptic Command, Remand and Delay give you everything you need, while Lotus Bloom, Coalition Relic, and Calciform Pools spawn your Ideal. Zur's Weirding closes the door on a few matchups, while Devastation Tide tends to wreck the others.
What are you guys having trouble with that a bit of testing couldn't overcome? My only punts are Boros Landfall and Kuldotha Red, with Affinity slowing into a reasonable pace and Pod being shut down with what is effectively 16 Time Walks MD. This deck utterly wrecks mid-range of all kinds, and combo shouldn't be able to do much at all given the lack of instant-speed win conditions in this format. Outside of resilient Solar Flare/Gifts Control, I don't understand where your problems sit.
...and Scapeshift is shut out by Grafdiggers Cage, which they do not prepare for in their 75 and you should already be playing to avoid obvious gaps in the Elf, Tron, and Pod matchups.
Feel free to talk about the whopping zero cards from RtR that are relevant to this deck. Cute graveyard hate is irrelevant when you have a T4K package featuring Crypt, Cage, and Relic which could all be put in a Gifts/Trinket package if anything relevant became overbearing.
1. Cryptic Command is in no way a strain if your mana base consists of 18 Islands and 4 Tectonic Edge, 2 Ghost Quarter. Using Pentad Prism as your acceleration inherently makes you weak to Hexmage (which will be seeing play frequently), Spell Snare, and Blood Moon while you attempt to enable it.
2. Cage shuts off Chord of Calling and Tooth and Nail, which Scapeshift is using as a primary win in the projected future.
3. Detention Sphere does basically nothing outside of remove goblin tokens from the game. What do you need it for? Havoc Festival is just a bad version of Form of the Dragon, and even worse than Paradox Haze in the sense that it will never enable a faster kill than even a Curse package would.
Would you like to share this blue list you speak of?
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
4 Coalition Relic
2 Cryptic Command
4 Delay
1 Dovescape
3 Enduring Ideal
1 Form of the Dragon
4 Gigadrowse
3 Izzet Signet
4 Lotus Bloom
1 Meishin, the Mind Cage
4 Remand
4 Toils of Night and Day
2 Zur’s Weirding
4 Calciform Pools
1 Darksteel Citadel
16 Island
2 Tectonic Edge
1 Aura of Silence
1 Blockbuster
4 Blood Moon
1 Engineered Explosives
1 Phyrexian Unlife
1 Relic of Progenitus
3 Trinket Mage
1 Wrath of Marit Lage
2 Zur’s Weirding
I'd replace the singleton Wrath of Marit Lage with something more versatile in an open meta. Locally, I see Kuldotha Red, Hellrider, and Goblins.
here's my 5c ideal list. I am using Gemstone caverns in order to make the deck faster. It's possible to cast ideal on turn 2. this list wants to open on the draw with caverns or cast a bird on turn 1 in order to make a turn 2 wargate possible.
Turn 2 Wargate can ramp with Lotus Bloom and azorius cancery, protect the combo with Boseiju, who shelters all and Kher keep--> Worship. Wargate can search for enchantments and create a bunch of tokens with dovescape.
Worship works great with birds, kher keep and Volition Reins, which will help to get Worship online in the epic mode.
Magma Jet is for ideal the best available removal in modern. I don't like Izzet charm in this place.
I avoided fetchlands und shockduals, because decks like affinity are often to fast.
I took the enchantment configuration from the old extended list which works great.
4 Enduing Ideal
3 Form of the dragon
2 Dovescape
3 worship
1 Volition reins
1 Oblivion ring
4 wargate
4 pentad prismn
3 seething song
4 birds of paradise
2 noble hierarch
3 magma jet
2 inquisition of kozilek
2 ancient stirrings
4 gemstone caverns
4 gemstone mine
4 forbidden orchard
1 forest
1 boseiju, who shelters all
1 Kher keep
I really think that Form of the Dragon + Phyrexian Unlife + Dovescape is the best lock to win.
4 Enduring Ideal
4 Lotus Bloom
4 Pentad Prism
4 Seething Song
3 Form of the Dragon
2 Phyrexian Unlife
1 Blood Moon
1 Meishin, the Mind Cage
1 Dovescape
1 Oblivion Ring
4 Peer Through Depths
4 Sleight of Hand
2 Serum Visions
4 Remand
4 Arid Mesa
4 Scalding Tarn
2 Hallowed Fountain
2 Steam Vents
2 Sacred Foundry
1 Mistveil Plains
1 Plains
1 Mountain
1 Island
2 Clifftop Retreat
1 Mystic Gate
2 Boseiju, Who Shelters All
4 Leyline of Sanctity
4 Silence
3 Wrath of God
1 Nevermore
1 Greater Auramancy
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
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The big problem with unlife ís, that's simply to slow against decks like affinity. at the end of turn 3 and 4 affinity deals on a good day more or less 30 damage (i am talking about the red list). Even with the combination form + unlife sucks because of burn and flyers on their side.
you can still lose games with unlife+form+dovescape
Is double white ever an issue? How come izzet signets over azorious? List looks cool
Feeling of Dread would need more commitment to white mana I think. Concerning the usefullnes; Toils of Night and Day is a bit more versatile since it can also untap perms.
That's my 2 ct.
True, but you'll still need to switch to a manabase that is able to have W on t2. Not sure if that's worth it, just for the tapping (and ofc Enduring Ideal later on).
A: How do you guys feel about Stensia Bloodhall and/or Nephalia Drownyard in this deck? If you can get a hard lock on, it's a win con. Yes, there is Form, but there are also a TON of Cranial Extraction effects in Modern. I think those lands are worth testing.
B: How about 4x Remand? It wouldn't be a bad idea for us to play the tempo game before we land Ideal.
Bonus: This deck really wants a way to use mana after we cast Ideal. Drownyard and Bloodhall are ways. What are some other things you guys can think of?
I'd love for some of you guys to test those out and report on how they work.
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
What's this build?
You can still lose the game, yes. But the opponent (let's use Affinity for example) would have to do this:
Before combat, deal 5 damage to you through a burn spell (let's say, 2 Galvanic Blasts)
This puts you at 0 life, thus Phyrexian Unlife now considers damage as infect.
Then they'd have to attack with 10 damage through the air, dealing 10 points of infect.
Just one alpha strike isn't enough. If they deal 30 damage to you in one swing, you'll be at -25 life. Any source of damage after that will be dealt to you by infect. Then at the end of that turn, your life total goes back to 5.
Of course, they'll have Inkmoth Nexus, so that alone makes the matchup tougher since they can still win if Meishin isn't in play.
While Phyrexian Unlife isn't as hard of a lock as when it's paired with Delaying Shield, it's close enough.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
4 Gemstone Mine
2 Hallowed fountain
2 Island
1 Mountain
2 Mystic Gate
1 Plains
4 Rugged Prairie
3 Scalding Tarn
1 Steam Vents
1 mistveil plains
22 lands
1 stony silence
1 greater auramancy
1 Aura of Silence
1 volition reins
1 blood moon
1 Curse of Death's Hold
1 Dovescape
4 Enduring Ideal
2 Form of the Dragon
1 Leyline of Sanctity
4 Lotus Bloom
1 Meishin, the Mind Cage
2 Oblivion Ring
4 Peer Through Depths
4 Pentad Prism
1 Phyrexian Unlife
4 Seething Song
4 Serum Visions
can't decide between serum visions and sleight of hand as T1 sleight to find a bloom is actually fairly relevant.
some of my singleton choices explained
blood moon: obviouslly against tron this hoses them fairly hard.
stony silence: just like blood moon maindeck, gives us an out against affinity and if hard cast can buy a few turns to go off
leyline of sanctity:this card is a HOUSE against so many decks storm,eggs,burn,gifts ETC..
now for a list of enchants and uses that we could include as a miser's copy or use to tune for your current meta...
wheel of sun and moon
rest in peace
leyline of the void tired of seeing GY shenanigans? no problem
suppression field awesome against a fetch mana base like boros or burn, slows tron down by stopping there mana rocks, hurts jund and especially spirit jund
nevermore catch-all designed to hit a single bad guy (quasali,acidic slime...)
rule of law against storm this wrecks, but i prefer leyline of sanctity
rain of gore soul sisters/martyr-proc hate
havoc festival same as above but combo's with FOTD
grounded against emrakul if your that worried, as was brought up earlier in the thread.
cowardice
hum of the radix MOAR AFFINITY HATE!! all jokes aside cowardice shuts off their cranial platings and hum makes there deck slow and clunky although stony silence does nearly the same as hum, slowing them to a crawl to go off and cowardice just makes ravager affinity look like garbage
detention sphere could easily replace o-ring maindeck and destroys tokens handily
Could be that I am missing something but you should never use one of those two together with Form of the Dragon. When you can't gain anymore life you will probably die before your opponent does.
what you are missing is the from of the dragon doesnt ever "gain" you life, it literally set's your life total to 5. therefore with havoc festival you lose half rounded up which is 3 putting you to 2, and at the end of your turn your life is reset to 5.
your opponent unaffected by the FOTD life resetting clause will continuing to lose life whilst getting hit by FOTD's 5 damage per turn (unless they have leyline out of course) and eventually dying to havoc festival