-10 card decks with no basic lands (+1 Leader card)
-10 card basic land deck
-No duplicates (Like Commander)
-20 Starting Life
-3 card starting hand, 5 card max
-New deck-out rule. When you attempt to draw a card and there is none, instead, you shuffle your graveyard and place it down as your library (Then draw your card). However, if you attempt to do this and there is no graveyard to shuffle, you deck-out and lose. That said, it's wise to run at least one instant or sorcery to ensure this isn't likely to happen.
-After your draw phase, you get a mana phase where you draw a basic land from your basic land deck and place it untapped into play.
-Any cards that would have you search your library for a basic land are nearly useless (As there are none in the actual library). So Rampant Growth isn't banned as much as nullified.
HOWEVER, when a land is destroyed or sacrificed, it IS sent to the graveyard and CAN be shuffled into the library. Therefore, the only use for fetch cards like Rampant Growth would be to fetch those back out. Playing a land from your land-deck does not count against your "one land" for the turn, so if you draw a land from your library, you can play that land that turn as well.
-Similar to Commander, you may pick one creature card as a "Leader" and it behaves exactly the same as a Commander. This creature doesn't have to be Legendary however, but it DOES have to have either the highest power or toughness (Or tied for it) in your deck, which (By design) leads mostly to lower P/T decks. It also dictates which colors you can run the same way as well. So picking the right "Leader" is even more crucial.
After much playtesting, I'm eying Smallpox for a ban too, but I'll hold my judgement on that until I've tested the format very extensively. I've decided to try not to ban cards just based on them being very powerful, but rather only if they're game-breaking. That said Vampire Nocturnus, while being supercharged by the format (Because there are no lands to turn up, so in a mono-black deck, his ability is always active) isn't actually game-breaking. Smallpox on the other hand is problem in a format where your deck can cycle it back to you very often. Add that to its synergy with many cards like Blood Artist and it's definitely borderline game-breaking.
This format will also share the Legacy Ban List as well, so no Power 9.
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I think this format is amazing. It will be super-affordable because you only have to have 11 cards and games wont be so drawn out like in Commander... and yet, while other formats see a drop in depth for gaining those perks, this format does not. After building 5 decks to test, it actually seems to have MORE depth than a normal 60 card preconstructed game. It plays like a game that has all the upsides of both 60-Precon & Commander and none of the downsides. I really think it has potential once a good ban-list is established.
You might ask "Why not allow non-basic lands in the land deck?"
3 Reasons:
1. One of the biggest appeals to this format is that it's 5x more affordable, so expensive dual lands not being a vital part of every deck is a benefit to the format in my opinion.
2. To offset the more consistent card-play in the format, it's best to make it a little harder and slower for decks to get the mana they need to do what they do.
3. Because you're guaranteed a land every turn, it isn't quite as necessary to run dual lands. So it doesn't set you back as much in this format by not having them.
If you want mana-flexibility bad enough, run one or two in your library.
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Notable differences so far
-Decks that rely on strength in numbers typically don't do as well or work quite the same, unless they can operate on tokens. Not to say that Elves or Goblins aren't still strong, but the format requires you to approach them a bit differently to make them work and their potential is capped by the limited number of cards in the deck.
-One really good Instant or Sorcery to keep casting repeatedly during the end game is a must every good deck. In the wolf deck I built, I was amused that it got to keep casting Howl of the Night Pack the last few turns of the game.
On a related note: Games aren't drawn out like in commander, partly due to this. Once decks reach this "critical mass" phase of the game, things wrap up pretty quickly.
-Every deck should run at least one artifact/enchantment removal and, if possible, one creature kill-spell and one counter-spell. For instance, if you run black, Dash Hopes and Devour in Shadow are good options.
-Life gain sorceries/instants are given a lot more viability in this format. Heroes' Reunion makes a G/W weenie deck hard to kill during the end game. Especially when combo'd with cards like Voracious Wurm
-Creature counts are lower and removal is more constant, so expect to run on one or two creatures often. That said, cards like Demonic Rising really take advantage of this.
-Landfall abilities are better in some ways and worse in others. It's better in the sense that you get a guaranteed land every turn until your 10 card land-deck runs out. It's worse in the sense that cards like Primeval Titan aren't going to boost your land drops.
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I think this format has more depth than both Commander and 60-card Constructed.
Why? Well, your deck has to be more carefully balanced and picking the right leader is not easy.
You can't rely on having multiple copies of the same card out, however, decks still play consistently. What I've noticed happens is that every deck runs some removal, so you don't do well when your deck only has one win-condition (My least reliable deck right now is Leader: Progenitus - Door to NothingnessComposite GolemKaleidostone etc).
Because of that, you have to both build and play your deck in a way where you have multiple ways to win. If you don't, your opponents can and will stop your win condition consistently and you can't just bait their removal, because it's only a matter of a few turns or less that they draw it back again.
On top of that, when each opponent is operating on 1-3 creatures most of the time and there's removal flying around, it forces you to stay dynamic and flexible instead of playing your deck like a robot. Each situation requires you to play your deck differently and if you're playing a linear deck, you wont do so well in this format.
It's a whole lot more depth than I expected from 10 card decks. I am very happy with what I've come up with here.
This is Really fun I actually made some throw together decks there is a mono white fliers deck, Dimir rogues (a classic) and Gruul smash face with creatures here is one of them
Mono white Fliers:
Leader: Radiant, Serra archangel
Basic Land Deck 10 plains
The main Deck: Swift response, Skywhaler's Shot, Return to dust, Revoke existence, Blade Banish, Ornitharch, Aven gagglemaster, Anointer of valor, Angel of dawn and Kangee's lieutenant
Primer:
I think I broke your format, haha.
Yenna is the soul of the deck. She makes copies of your enchantments and scries, which is incredibly useful in 10-card decks.
Sythis draws a ton of cards. If you're going to copy it with Yenna, do so before you have a bunch of doublers (one at most) or you'll regret it and deck yourself.
Season, Procession, Mondrak, and Lives are doublers. You'll want to copy them ASAP, which will make two copies, resulting in x8 tokens in the future.
Destiny Spinner is counterspell protection and land animation if necessary.
Archon of Sun's Grace is fantastic. Once you have enough doublers, you'll make a ton of pegasi just by casting a single enchantment.
Concordant Crossroads is to help you win with Archon, because you can swing in the turn you get your pegasi. Just don't cast it until you have a bunch of pegasi, because it's symmetrical.
Return to Nature and Path to Exile are both excellent removal. Not only do they stop you from decking yourself, but you can exile each creature and card in graveyards. In a pinch, you can deck your opponent by exiling his whole library.
Keep in mind that Crossroads and Spinner can be copied in a pinch to dodge potential removal.
Note: Archon is a 3/4 and Mondrak is a 4/4. They're both tied with Yenna, so yes, they are legal.
Anyways, great format!
Edit: Did some playtesting. Turns out, Path to Exile's downside is entirely mitigated by the nature of this format. Basically, it's *the* most efficient white removal spell in this format.
Also, slots are tight. I wish I could ditch something for Wild Growth.
Edit 2: The Leader needs to have higher p/t than the creatures in the deck. Is that based on combined p/t? For example, could I have a 3/3 in a deck with a 2/4 leader?
Leader: Mikaeus, the Unhallowed
Deck: Gray Merchant of Asphodel; Yawgmoth, Thran Physician; K'rrik, Son of Yawgmoth; Viscera Seer; Entomb; Sol Ring; Chainer, Dementia Master; Crypt Ghast; Reanimate; Bolas's Citadel.
Lands: 10x Swamp.
Primer: This deck is a mono-black combo deck that wins through a Gray Merchant of Asphodel loop.
Mikaeus, the Unhallowed: He's perfect, because he has high P/T and is a combo piece.
Gray Merchant of Asphodel: A very strong combo piece. Will discuss more later.
Yawgmoth, Thran Physician: Fantastic combos with Mikaeus.
K'rrik, Son of Yawgmoth: Strong ramp.
Viscera Seer: Sac outlet, useful for combos.
Entomb: Puts a creature from deck into grave; useful for reanimation.
Sol Ring: Do you need an explanation?
Chainer, Dementia Master: Reanimator.
Crypt Ghast: Ramp.
Reanimate: You need an explanation?
Bolas's Citadel: In a deck with no lands, this card is a beast.
Combos:
Mikaeus+Yawgmoth+Gary: Sac Gary to Yawgmoth, Mikeaus brings it back, put the -1/-1 counter on Gary, and Mikaeus's +1/+1 counter eats it. Repeat. Do this three times to win. Keep in mind that if you have two cards in your deck and not in the grave, you'll deck yourself.
Chainer+K'rrik+Yawgmoth OR Viscera Seer+Gary (Devotion to black needs to be 9 or more): Sac Gary, return it by paying nine life through Chainer. As long as you gain 9 or more life this way, you can repeat for infinite drain.
K'rrik on field+Buried Alive and Reinimate in hand+Gary, Chainer, and sac outlet in grave or deck (devotion to black 9 or more and 23 or more life): Cast buried alive, putting Gary, Chainer, and Seer/Yawgmoth into grave. (seer best). Reanimate Chainer, losing five life. Pay 9 life, reanimating sac outlet. Pay another 9 life, returning Gary to field as well. Sac Gary, loop. Keep in mind that this one is hard to do, but you can save life by already having one or more of these on field.
This one does fold to exile removal, but it's pretty resilient otherwise.
I think this format looks super fun, but I think that in its current form it would/could look very different than intended. I'll show you what I mean:
Here is a reanimator list my friend made after I told him about this format:
Leader: Sheoldred, the apocalypse
Maindeck:
1 Animate Dead
1 Cavalier of Night
1 Divest
1 Exhume
1 Grief
1 Putrid Imp
1 Reanimate
1 Street Wraith
1 Thoughtseize
1 Troll of Khazad-dûm
This list consistently reanimates trolls and cavaliers on turn 2, at which point it really only folds to exile removal, but at its worst it still has a guaranteed turn 4 sheoldred. The consistency of a 10 card library mixed with ensuring that you always draw gas means that the deck is ungodly consistent.
Here's a slightly more fair, but still powerful red deck wins list I mocked up:
Red deck wins loves this format. Draw 100% gas but make every land drop and have a guaranteed Ball Lightning to close out the game? Yes please. I find this deck wins consistently on turn 4 in testing, with the possibility of winning turn 3, and that would obviously change against removal heavy decks, but I think it would be a solid removal check deck of the format. There are a couple quirks of the deck too, the two one mana 2/2 hasters have no downside in this format since for goblin guide they won't have lands in their deck and for the guidebeast the way landdrops work mean you get to play the lands it bounces again the same turn, making it a one mana 2/2 haste mana dork (and I thought ragavan was busted).
All in all, I see two possibilities for this format: 1. It could be a 3 card blind style super overpowered format where you proxy the cards and play a different deck every week, casually against your friends. 2. You ban the busted cards and play fairly, which would be just as fun. The problem with this is that the high consistency and all the things I talked about in the red deck wins bit means that aggro and combo are going to be powerful archetypes no matter what you do. The 10 card deck is just so few that the fact that it's singleton doesn't save it from being hyperconsistent.
Neither of these options really feel like what the creator intended for this format, especially because of the emphasis on affordability from the original post. Reanimation pieces, combo pieces, sheoldred... they're all so expensive that it defeats the purpose of the format if you don't power it down. I'd suggest a smaller cardpool if one wanted to achieve this, maybe restrict it to pioneer legal cards or something.
I do still like the hyperpowerful version tho, it seems very fun.
To follow up on my bit on the combo potential of this format, I think I have what could be considered the best list, or at least quite close to it. Because of this, you would definitely need to ban the main card of the deck, shelldock isle.
Leader: Charix, the raging isle
Maindeck:
Shelldock Isle
Emrakul, the aeons torn
Lotus petal
Amulet of vigor
Censor
Spell pierce
Brainstorm
Ponder
Preordain
Index
This list casts emrakul on turn 2 with considerable levels of consistency. It is capable of winning on turn 1, and is all but guaranteed to win against any list that isn’t designed to have a counter spell on turn one/two. Even against control decks, it's main combo piece is a just land and emrakul itself, which can't be countered. You can stifle the trigger, but it can be activated the next turn anyway. So barring a deck precifically designed to beat it, this deck likely beats any other solidly competitive list (or at least a slightly more optimized list would, I'm not super sure how necessary the counterspells are).
So yeah, shelldock isle needs to be banned.
Please don't get the wrong idea that this post is me tooting my own horn either, this combo is a well known legacy finisher in doomsday decks, so all I've done is adapted it for Clash, not exactly a high skilled effort on my part.
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-10 card basic land deck
-No duplicates (Like Commander)
-20 Starting Life
-3 card starting hand, 5 card max
-New deck-out rule. When you attempt to draw a card and there is none, instead, you shuffle your graveyard and place it down as your library (Then draw your card). However, if you attempt to do this and there is no graveyard to shuffle, you deck-out and lose. That said, it's wise to run at least one instant or sorcery to ensure this isn't likely to happen.
-After your draw phase, you get a mana phase where you draw a basic land from your basic land deck and place it untapped into play.
-Any cards that would have you search your library for a basic land are nearly useless (As there are none in the actual library). So Rampant Growth isn't banned as much as nullified.
HOWEVER, when a land is destroyed or sacrificed, it IS sent to the graveyard and CAN be shuffled into the library. Therefore, the only use for fetch cards like Rampant Growth would be to fetch those back out. Playing a land from your land-deck does not count against your "one land" for the turn, so if you draw a land from your library, you can play that land that turn as well.
-Similar to Commander, you may pick one creature card as a "Leader" and it behaves exactly the same as a Commander. This creature doesn't have to be Legendary however, but it DOES have to have either the highest power or toughness (Or tied for it) in your deck, which (By design) leads mostly to lower P/T decks. It also dictates which colors you can run the same way as well. So picking the right "Leader" is even more crucial.
The only cards on the banlist so far...
-Elixir of Immortality
-Thassa's Oracle
After much playtesting, I'm eying Smallpox for a ban too, but I'll hold my judgement on that until I've tested the format very extensively. I've decided to try not to ban cards just based on them being very powerful, but rather only if they're game-breaking. That said Vampire Nocturnus, while being supercharged by the format (Because there are no lands to turn up, so in a mono-black deck, his ability is always active) isn't actually game-breaking. Smallpox on the other hand is problem in a format where your deck can cycle it back to you very often. Add that to its synergy with many cards like Blood Artist and it's definitely borderline game-breaking.
This format will also share the Legacy Ban List as well, so no Power 9.
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I think this format is amazing. It will be super-affordable because you only have to have 11 cards and games wont be so drawn out like in Commander... and yet, while other formats see a drop in depth for gaining those perks, this format does not. After building 5 decks to test, it actually seems to have MORE depth than a normal 60 card preconstructed game. It plays like a game that has all the upsides of both 60-Precon & Commander and none of the downsides. I really think it has potential once a good ban-list is established.
You might ask "Why not allow non-basic lands in the land deck?"
3 Reasons:
1. One of the biggest appeals to this format is that it's 5x more affordable, so expensive dual lands not being a vital part of every deck is a benefit to the format in my opinion.
2. To offset the more consistent card-play in the format, it's best to make it a little harder and slower for decks to get the mana they need to do what they do.
3. Because you're guaranteed a land every turn, it isn't quite as necessary to run dual lands. So it doesn't set you back as much in this format by not having them.
If you want mana-flexibility bad enough, run one or two in your library.
______________________________________________________________
Notable differences so far
-Decks that rely on strength in numbers typically don't do as well or work quite the same, unless they can operate on tokens. Not to say that Elves or Goblins aren't still strong, but the format requires you to approach them a bit differently to make them work and their potential is capped by the limited number of cards in the deck.
-One really good Instant or Sorcery to keep casting repeatedly during the end game is a must every good deck. In the wolf deck I built, I was amused that it got to keep casting Howl of the Night Pack the last few turns of the game.
On a related note: Games aren't drawn out like in commander, partly due to this. Once decks reach this "critical mass" phase of the game, things wrap up pretty quickly.
-Every deck should run at least one artifact/enchantment removal and, if possible, one creature kill-spell and one counter-spell. For instance, if you run black, Dash Hopes and Devour in Shadow are good options.
-Life gain sorceries/instants are given a lot more viability in this format. Heroes' Reunion makes a G/W weenie deck hard to kill during the end game. Especially when combo'd with cards like Voracious Wurm
-Creature counts are lower and removal is more constant, so expect to run on one or two creatures often. That said, cards like Demonic Rising really take advantage of this.
-Landfall abilities are better in some ways and worse in others. It's better in the sense that you get a guaranteed land every turn until your 10 card land-deck runs out. It's worse in the sense that cards like Primeval Titan aren't going to boost your land drops.
_______________________________________________________________
I think this format has more depth than both Commander and 60-card Constructed.
Why? Well, your deck has to be more carefully balanced and picking the right leader is not easy.
You can't rely on having multiple copies of the same card out, however, decks still play consistently. What I've noticed happens is that every deck runs some removal, so you don't do well when your deck only has one win-condition (My least reliable deck right now is Leader: Progenitus - Door to Nothingness Composite Golem Kaleidostone etc).
Because of that, you have to both build and play your deck in a way where you have multiple ways to win. If you don't, your opponents can and will stop your win condition consistently and you can't just bait their removal, because it's only a matter of a few turns or less that they draw it back again.
On top of that, when each opponent is operating on 1-3 creatures most of the time and there's removal flying around, it forces you to stay dynamic and flexible instead of playing your deck like a robot. Each situation requires you to play your deck differently and if you're playing a linear deck, you wont do so well in this format.
It's a whole lot more depth than I expected from 10 card decks. I am very happy with what I've come up with here.
Mono white Fliers:
Leader: Radiant, Serra archangel
Basic Land Deck 10 plains
The main Deck: Swift response, Skywhaler's Shot, Return to dust, Revoke existence, Blade Banish, Ornitharch, Aven gagglemaster, Anointer of valor, Angel of dawn and Kangee's lieutenant
A discord could be a good idea
Leader: Yenna, Redtooth Regent
Deck: Doubling Season; Anointed Procession; Mondrak, Glory Dominus; Parallel Lives; Sythis, Harvest's Hand; Destiny Spinner; Return to Nature; Path to Exile; Concordant Crossroads; Archon of Sun's Grace
Lands: 5x Forest, 5x Plains
Primer:
I think I broke your format, haha.
Yenna is the soul of the deck. She makes copies of your enchantments and scries, which is incredibly useful in 10-card decks.
Sythis draws a ton of cards. If you're going to copy it with Yenna, do so before you have a bunch of doublers (one at most) or you'll regret it and deck yourself.
Season, Procession, Mondrak, and Lives are doublers. You'll want to copy them ASAP, which will make two copies, resulting in x8 tokens in the future.
Destiny Spinner is counterspell protection and land animation if necessary.
Archon of Sun's Grace is fantastic. Once you have enough doublers, you'll make a ton of pegasi just by casting a single enchantment.
Concordant Crossroads is to help you win with Archon, because you can swing in the turn you get your pegasi. Just don't cast it until you have a bunch of pegasi, because it's symmetrical.
Return to Nature and Path to Exile are both excellent removal. Not only do they stop you from decking yourself, but you can exile each creature and card in graveyards. In a pinch, you can deck your opponent by exiling his whole library.
Keep in mind that Crossroads and Spinner can be copied in a pinch to dodge potential removal.
Note: Archon is a 3/4 and Mondrak is a 4/4. They're both tied with Yenna, so yes, they are legal.
Anyways, great format!
Edit: Did some playtesting. Turns out, Path to Exile's downside is entirely mitigated by the nature of this format. Basically, it's *the* most efficient white removal spell in this format.
Also, slots are tight. I wish I could ditch something for Wild Growth.
Edit 2: The Leader needs to have higher p/t than the creatures in the deck. Is that based on combined p/t? For example, could I have a 3/3 in a deck with a 2/4 leader?
Leader: Mikaeus, the Unhallowed
Deck: Gray Merchant of Asphodel; Yawgmoth, Thran Physician; K'rrik, Son of Yawgmoth; Viscera Seer; Entomb; Sol Ring; Chainer, Dementia Master; Crypt Ghast; Reanimate; Bolas's Citadel.
Lands: 10x Swamp.
Primer: This deck is a mono-black combo deck that wins through a Gray Merchant of Asphodel loop.
Mikaeus, the Unhallowed: He's perfect, because he has high P/T and is a combo piece.
Gray Merchant of Asphodel: A very strong combo piece. Will discuss more later.
Yawgmoth, Thran Physician: Fantastic combos with Mikaeus.
K'rrik, Son of Yawgmoth: Strong ramp.
Viscera Seer: Sac outlet, useful for combos.
Entomb: Puts a creature from deck into grave; useful for reanimation.
Sol Ring: Do you need an explanation?
Chainer, Dementia Master: Reanimator.
Crypt Ghast: Ramp.
Reanimate: You need an explanation?
Bolas's Citadel: In a deck with no lands, this card is a beast.
Combos:
Mikaeus+Yawgmoth+Gary: Sac Gary to Yawgmoth, Mikeaus brings it back, put the -1/-1 counter on Gary, and Mikaeus's +1/+1 counter eats it. Repeat. Do this three times to win. Keep in mind that if you have two cards in your deck and not in the grave, you'll deck yourself.
Chainer+K'rrik+Yawgmoth OR Viscera Seer+Gary (Devotion to black needs to be 9 or more): Sac Gary, return it by paying nine life through Chainer. As long as you gain 9 or more life this way, you can repeat for infinite drain.
K'rrik on field+Buried Alive and Reinimate in hand+Gary, Chainer, and sac outlet in grave or deck (devotion to black 9 or more and 23 or more life): Cast buried alive, putting Gary, Chainer, and Seer/Yawgmoth into grave. (seer best). Reanimate Chainer, losing five life. Pay 9 life, reanimating sac outlet. Pay another 9 life, returning Gary to field as well. Sac Gary, loop. Keep in mind that this one is hard to do, but you can save life by already having one or more of these on field.
This one does fold to exile removal, but it's pretty resilient otherwise.
Cool list otherwise, always love some mono black combo.
Here is a reanimator list my friend made after I told him about this format:
Leader: Sheoldred, the apocalypse
Maindeck:
1 Animate Dead
1 Cavalier of Night
1 Divest
1 Exhume
1 Grief
1 Putrid Imp
1 Reanimate
1 Street Wraith
1 Thoughtseize
1 Troll of Khazad-dûm
This list consistently reanimates trolls and cavaliers on turn 2, at which point it really only folds to exile removal, but at its worst it still has a guaranteed turn 4 sheoldred. The consistency of a 10 card library mixed with ensuring that you always draw gas means that the deck is ungodly consistent.
Here's a slightly more fair, but still powerful red deck wins list I mocked up:
Leader: Ball Lightning
1 Ash Zealot
1 Gingerbrute
1 Goblin Guide
1 Legion Loyalist
1 Lightning Bolt
1 Monastery Swiftspear
1 Robber of the Rich
1 Shatterskull Charger
1 Skewer the Critics
1 Wayward Guide-Beast
Red deck wins loves this format. Draw 100% gas but make every land drop and have a guaranteed Ball Lightning to close out the game? Yes please. I find this deck wins consistently on turn 4 in testing, with the possibility of winning turn 3, and that would obviously change against removal heavy decks, but I think it would be a solid removal check deck of the format. There are a couple quirks of the deck too, the two one mana 2/2 hasters have no downside in this format since for goblin guide they won't have lands in their deck and for the guidebeast the way landdrops work mean you get to play the lands it bounces again the same turn, making it a one mana 2/2 haste mana dork (and I thought ragavan was busted).
All in all, I see two possibilities for this format: 1. It could be a 3 card blind style super overpowered format where you proxy the cards and play a different deck every week, casually against your friends. 2. You ban the busted cards and play fairly, which would be just as fun. The problem with this is that the high consistency and all the things I talked about in the red deck wins bit means that aggro and combo are going to be powerful archetypes no matter what you do. The 10 card deck is just so few that the fact that it's singleton doesn't save it from being hyperconsistent.
Neither of these options really feel like what the creator intended for this format, especially because of the emphasis on affordability from the original post. Reanimation pieces, combo pieces, sheoldred... they're all so expensive that it defeats the purpose of the format if you don't power it down. I'd suggest a smaller cardpool if one wanted to achieve this, maybe restrict it to pioneer legal cards or something.
I do still like the hyperpowerful version tho, it seems very fun.
Leader: Charix, the raging isle
Maindeck:
Shelldock Isle
Emrakul, the aeons torn
Lotus petal
Amulet of vigor
Censor
Spell pierce
Brainstorm
Ponder
Preordain
Index
This list casts emrakul on turn 2 with considerable levels of consistency. It is capable of winning on turn 1, and is all but guaranteed to win against any list that isn’t designed to have a counter spell on turn one/two. Even against control decks, it's main combo piece is a just land and emrakul itself, which can't be countered. You can stifle the trigger, but it can be activated the next turn anyway. So barring a deck precifically designed to beat it, this deck likely beats any other solidly competitive list (or at least a slightly more optimized list would, I'm not super sure how necessary the counterspells are).
So yeah, shelldock isle needs to be banned.
Please don't get the wrong idea that this post is me tooting my own horn either, this combo is a well known legacy finisher in doomsday decks, so all I've done is adapted it for Clash, not exactly a high skilled effort on my part.