Quote from Fr0sty711 »Any reason you guys would see Tamiyo's Epiphany go into our decks? It's from war of spark. It's just another forsee but always nice to scry 4 and then draw..
Any reason to repeat that in our decks?
Quote from benjameenbear »Sadly, no one in my playgroup wants to give Pauper EDH a try. Either way, I'll have this decklist in my back pocket along with a secondary deck because it's a nice way to introduce EDH as a format to newer players. It'll be either a Gruul or Selesnya deck so that it plays a totally different strategy from this one.
Quote from LouCypher »One thing about Opal Palace: It turns CoA into a 3-turn clock, hence why I'd never remove it.
And what is the love for opal palace in your build..
Do you run Secrets of the Golden City in your build.
I don't think there's much of a case to include ramp since we're not ramping to anything in particular, and they're dead draws late. The only ones I like are exploration and Burgeoning since they let us empty our hand of lands to keep it lean and mean, and they have a super low cmc and are backup targets for any tutors that hit telepathy. But that's just my two cents.
Whispers of the muse (and other repeatable draw like arch of orazca) I think circumvent the "don't play repeatable effects" rule because the result of them is both undetermined and separated from the actual board-state change, so they're significantly less threatening. With capsize your opponents know exactly how much havoc you can wreak and will play accordingly. Also to get value out of capsize you have actually bounce permanents, which is bound to make people mad. If you're just playing whispers, you don't need to piss anyone off to get value. You also can just not cast it when you're already at 7 cards. And, like all buyback spells, if it's becoming a problem you can always just cast it without buyback. I haven't played whispers a whole lot, but arch has been consistently excellent and they're very similar effects.
Stonecloaker is a different beast and I do wish we had a better tool for the job. Being a creature makes it a target for otherwise-useless removal, and being a repeatable hate card against graveyard decks can put us in the position of being a threat to those players and is likely to attract their attention. But graveyard based decks can be difficult for us to deal with, and having a single-use grave-hate like clear the mind can only delay the problem. I've been using stonecloaker in most version of phelddagrif and my main strategy with it has been to be very judicious about how you use it - don't eot it constantly for value, only use it when you absolutely have to and be apologetic about it. But YMMV, it's definitely one of the least on-brand cards in the deck. If you wanted an alternative, I think perhaps the best option might be including a bunch of deserts alongside scavenger grounds (which already merits a spot) so that you have repeatable, but not unlimited and not without a real cost, grave hate. That way your judicious use of the effect is more explicable as not wanting to lose your lands and not wanting to use your answers against subpar targets, rather than just being permissive for no reason. The deserts could also help speed up the phelddagrif clock by a turn or two, or give some cycling in the late-game, so it's not a bad solution. Even the mill one could be useful as a weak alt wincon. Hmm, I might have talked myself into it. You'd probably want to make sure you have some land tutors, though.
Flashback is great but there aren't a ton of flashback spells that fit in the deck unfortunately. Deep analysis is a decent draw spell. Fervent Denial is the wrong kind of card to have revealed in your grave, same for divine reckoning, both will have people trying to bait you into firing them off. flash of insight is also decent. memory's journey/krosan reclamation are both ok grave hate/anti-mill tech and can be played. moment's peace is great. prismatic strands is an ok backup but significantly worse in several ways. purify the grave is too low-impact imo, I'd rather have memory's journey. ray of distortion is really overpriced. ray of revelation is too narrow. think twice does too little imo, it's fine but I'd just play a bigger draw spell. aaaand that's all of them. Some ok but replaceable draw, some decent grave hate, and one excellent fog.
Noxious revival has the downside of being effectively sorcery speed when used on yourself (unless you have an instant-speed way to draw it), which makes it a bad choice for recurring counterspells, and really only great for recurring board wipes and our scant few permanents, and even then you're down a card. Unfortunately I don't think there are any ways to recur to hand at instant speed, unless you count reap, which is pretty sketchy (although a very high ceiling, obviously, maybe even too high to be honest). As far as the tempo play of putting a reanimation target on their deck, we're more in the business of value plays instead of tempo plays, so I'd much prefer to exile it than delay the inevitable.
OK, so after all that, I think the deserts worth playing are:
scavenger grounds (duh)
desert of the indomitable
desert of the mindful
desert of the true
Ipnu Rivulet (maybe)
Anyway those are my thoughts, I hope you enjoy the deck!