If you don't necessarily NEED the mana rock from the toy, perhaps an interesting option could be Clockspinning. Turns excess mana into counters where you need them, or even removes if need be.
There is a time and place for almost any strategy in EDH. However, I find mass counterspells to be the most un-fun. Even strategies like mass LD and mass hand disruption at least allow your spells to resolve once you have paid the mana. With those strategies, everyone (except probably the guy playing mass ld/hd) is on even footing; the game has just devolved into a scrappy low-resource brawl. But with counterspells, you basically get Time Walked and are at the mercy of every other player at the table. If someone plays mass counterspells at my table, I'll be gunning for him that game (and the next game, and the next game...).
But, as other people have mentioned, counterspells do have a place in EDH; otherwise, spells like Insurrection would be game breaking every single time. Just keep the number of counterspells reasonable.
I would play both O-Ring and Detention Sphere as they are just so good with the recursion and sac outlet. Dissipate is better than Faerie Trickery. I would also play Planar Collapse . Mystical Tutor is good in any blue deck and Mirror Strike seems pretty bad.
You can also consider adding Kira, Great Glass Spinner as your only creature as it will go a long way to making Hanna stick.
Yeah I'm definitely gonna try out Detention Sphere in addition to Oblivion Ring. The question is whether I really need both. If I had to pick one, it would be Detention Sphere since it kills token swarms. I have a foil Faerie Trickery, otherwise I would be using Dissipate. There aren't that many faerie spells worth countering anyway. My only issue with Planar Collapse is that it would encourage people to attack me before it got around to my upkeep. If I could cheat it into play at instant speed or play it behind something like Meishin, the Mind Cage, then it could be pretty sweet.
Tunnel Vision nameing Open the Vaults is a great setup. I would look at Gaka's list for some pointers. Also you should have Solitary Confinement and Future Sight make you untouchable while having cards to draw if you have the top out in play. There are so many things this deck can do and it can be very powerful. I was only able to play it a few times before people started to notice the power of Hanna and would gun for me right away instead of viewing me as a non threat. Early game this deck can get trounced by more aggro builds, and was the reason why I switched up decks. I would however go back to this because it was a ton of fun when you weren't being hated out of games.
I would consider something like aurification as a deterrent, it's not a huge threat and people won't want to bother attacking you. It is one of those 'silent achiever' type cards. Other than that I would probably look at some graveyard recursion for your spells (relearn etc.)
Aurification might be able to replace something like Crackdown, since it provides more incentive to attack someone besides me. Relearn / Call to Mind might be worth a slot, but Twincast might just be better since it lets me copy my tutors or other players' spells. Either way, I should think about adding some mana rocks.
The list is a bit rough at the moment, and I may have made some obvious omissions or typos (I actually had 101 cards at first!). I'll edit this post in the next day or two to make it more polished.
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My main concern is actually winning a game! I probably have a few too many "pet" cards and pillowfort elements that could be replaced by win conditions, engines, card draw, etc. I don't expect this deck to be super cut-throat, just competitive enough to produce good games. Otherwise I'd take out a loan or two and throw in Moat, The Tabernacle at Pendrell Vale, etc.
I'd just like to point out that there is an error in the primer section - you cannot use Rings of Brighthearth to copy Cabal Coffers' ability - it is a mana ability and therefore cannot be copied with Rings. Sorry.
Otherwise, this is a very nice build. I have a Chainer deck that I just put together and haven't really tinkererd around with much- this has given me some nice ideas!
Rings copies Deserted Temple's untap ability, targeting Coffers and itself. You need 5 total mana to activate Coffers, Rings, and Temple's abilities. Coffers needs to produce a minimum of 6 mana to get the infinite mana combo.
Strip Mine + Crucible is only a problem in decks like Azusa, Lost but Seeking where you can get multiple land drops per turn. But if it's just one guy picking off one land per turn, that means 2+ other players are still increasing land count and board position. Not to mention, if he doesn't manage to kill or severely cripple that/those player(s), they will try to knock him out ASAP.
MRHblue has a point that mass land destruction is not the most fun strategy in the world. But if ramp is running rampant (ha!), then I think it's okay to whip out some MLD once in a while just to keep people in check and hopefully encourage them to build other types of decks.
The main issue with proxies is aesthetics. They look like garbage compared to the real thing (unless you manufacture a super-realistic proxy, which is probably illegal--I don't know). The whole point of proxies is to playtest before buying or trading for a particular card. They aren't allowed in tournaments or sanctioned events (except Vintage, and apparently that didn't turn out well). Heck, they are even frowned upon in the casual EDH setting, especially if you don't let people know beforehand.
For any kind of EDH event or tournament, proxies should not be allowed. But for casual EDH play, I think it is up to the group to decide what is reasonable.
He said he wanted more utility creatures. Pygmy Kavu can draw a boatload of cards in the right circumstance.
MiZury Loves Company
Meatloaf Again? Arcum-on!
Hermit Druid 2: Tokyo Drift
Clockspinning + Decree of Silence is pretty sweet.
But, as other people have mentioned, counterspells do have a place in EDH; otherwise, spells like Insurrection would be game breaking every single time. Just keep the number of counterspells reasonable.
Yeah I'm definitely gonna try out Detention Sphere in addition to Oblivion Ring. The question is whether I really need both. If I had to pick one, it would be Detention Sphere since it kills token swarms. I have a foil Faerie Trickery, otherwise I would be using Dissipate. There aren't that many faerie spells worth countering anyway. My only issue with Planar Collapse is that it would encourage people to attack me before it got around to my upkeep. If I could cheat it into play at instant speed or play it behind something like Meishin, the Mind Cage, then it could be pretty sweet.
As for Mirror Strike, it could either be a complete blowout or underwhelming if your metagame doesn't have many large creatures like Lord of Extinction or Blightsteel Colossus. Kira, Great Glass-Spinner would be a nice addition...if I weren't limiting myself to a creatureless deck!
Wow, I never thought to use Tunnel Vision + Open the Vaults like that! If I played it, I would need some more acceleration and possibly Hinder and Spell Crumple to combo with it.
Aurification might be able to replace something like Crackdown, since it provides more incentive to attack someone besides me. Relearn / Call to Mind might be worth a slot, but Twincast might just be better since it lets me copy my tutors or other players' spells. Either way, I should think about adding some mana rocks.
Version 1.0
1 Land Tax
2 Compulsion
2 Hatching Plans
2 Luminarch Ascension
2 Seal of Cleansing
3 Attunement
3 Aura of Silence
3 Copy Enchantment
3 Crackdown
3 Ghostly Prison
3 Karmic Justice
3 Oblivion Ring
3 Planeswalker's Mirth
3 Prison Term
3 Propaganda
3 Rhystic Study
3 Story Circle
3 Teferi's Care
3 Vow of Duty
3 Vow of Flight
3 War Tax
4 Collective Restraint
4 Faith's Fetters
4 Humility
4 Opalescence
4 Parallax Tide
4 Parallax Wave
5 Enchanted Evening
5 Future Sight
5 Honden of Seeing Winds
5 Teferi's Moat
5 Treachery
0 Tormod's Crypt
1 Elixir of Immortality
1 Relic of Progenitus
1 Sensei's Divining Top
1 Sol Ring
2 Scroll Rack
3 Crystal Chimes
3 Oblivion Stone
3 Thousand-Year Elixir
1 Enlightened Tutor
1 Hallow
1 Path to Exile
1 Read the Runes
1 Swords to Plowshares
2 Dawn Charm
2 Perilous Research
3 Absorb
3 Blue Sun's Zenith
3 Faerie Trickery
4 Mirror Strike
4 Cryptic Command
4 Return to Dust
3 Idyllic Tutor
4 Replenish
5 Hallowed Burial
6 Austere Command
6 Final Judgment
1 Azorius Chancery
1 Celestial Colonnade
1 Flooded Strand
1 Glacial Fortress
1 Hallowed Fountain
1 Kor Haven
1 Maze of Ith
1 Minamo, School at Water's Edge
1 Mistveil Plains
1 Mystifying Maze
1 Prahv, Spires of Order
1 Reliquary Tower
1 Sejiri Refuge
1 Serra's Sanctum
1 Strip Mine
1 Tectonic Edge
1 Vesuva
9 Plains
12 Island
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The list is a bit rough at the moment, and I may have made some obvious omissions or typos (I actually had 101 cards at first!). I'll edit this post in the next day or two to make it more polished.
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My main concern is actually winning a game! I probably have a few too many "pet" cards and pillowfort elements that could be replaced by win conditions, engines, card draw, etc. I don't expect this deck to be super cut-throat, just competitive enough to produce good games. Otherwise I'd take out a loan or two and throw in Moat, The Tabernacle at Pendrell Vale, etc.
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Cards I'm considering:
Honden of Cleansing Fire (probably doesn't do enough)
Exclusion Ritual (probably too expensive)
Decree of Silence (reusable cycling counterspell, may be good)
Open the Vaults (may help opponents too much)
Palliation Accord (may not do enough)
Righteous Cause (may not do enough)
Solitary Confinement (need to find room for this)
Detention Sphere (O Ring upgrade)
Web of Inertia
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I would love some help from those of you with pillowfort and/or creatureless experience.
Thanks!
Rings copies Deserted Temple's untap ability, targeting Coffers and itself. You need 5 total mana to activate Coffers, Rings, and Temple's abilities. Coffers needs to produce a minimum of 6 mana to get the infinite mana combo.
Add a potato, and baby, you got a stew!
But seriously, does anyone else think they should just ban all the P3K cards based on ridiculously high prices/unavailability (similar to Power 9)?
edit: unless there are more reprints a la From the Vaults, Commander products, etc.
For any kind of EDH event or tournament, proxies should not be allowed. But for casual EDH play, I think it is up to the group to decide what is reasonable.