Well, the deck is designed for multiplayer and if you find that you pull a lot of hate and need bodies then spells that give you creatures would be preferable.
The problem with running actual creatures is that if you hit one while you're trying to start your combo it will stop you in your tracks, then everyone knows you're running combo and will kill you. It's like trying to run creatures in an eggs deck.
And yes, you interpretation of the combo is correct. You can gain control of literally everything on the entire field. Meditation + Reward is a back-up combo.
This is the kind of deck that you only get to use once amongst a playgroup before everybody gangs up on you to stop you from comboing out. Ertai is mostly for color along with giving you another sac outlet and the ability to (minorly) protect your stuff.
This deck still needs a lot of polishing, I built it out of a Wrexial deck that I didn't really like.
As for playing the deck, it's incredibly straight-forward. Tutor up the combo pieces, get them onto the field then Sac the Aura Thief to something and laugh like an evil genius.
Have you ever wanted a stupid combo that produces a giant army of 6/6's that proceeds to eat all of your opponents in one turn? If you do, this deck is for you.
The premise of the deck is really straight-forward. Ramp up into getting out the Eye of the Storm, then enter a (hopefully) endless turn cycling through your deck to get a Crush of Wurms onto the battlefield and keep digging (while your army of wurms grows) until you get your Memorial and then you kill everyone.
This decklist is clearly very changeable as the only cards you have to have are the Eye, the Memorial, Crush of Wurms and Early Harvest.
It's a turn four or five combo if you get lucky and draw your Channel (which you can run more of if your play group allows), if not it's a lot slower, but it's absolutely hilarious when it works.
Well, I don't think you have enough creatures for Fauna Shaman, and for the Extraplanar Lens I'd recommend you use Snow-covered Forests so your opponents that have green won't get a mana boost from it.
You could also use Alloy Myr, Birds of Paradise or Utopia Tree, which all give you access to more than just green mana. Here's a list that contains (mostly) creatures that can tap for any color of mana (in your colors).
The Illusionary Mask would work if you have Phage in your hand as a way to sneak her onto the battlefield.
I built this deck (although I'm missing Withering Boon), and it's pretty humorous when everyone is ignoring you because they think it's a joke deck and then you kill two people in one turn.
And who better than Phage the Untouchable to hold this title? After all, she's so deadly that if she's your commander she'll kill you if you cast her from the command zone. There are ways to get her onto the battlefield, but each one carries a little risk.
Now, the most obvious way to get Phage out is to use Platinum Angel, but that can be a little risky as the angel can be removed in response to the cast. Two slightly less obvious choices are Torpor Orb and Sundial of the Infinite. The Orb stops her 'you die when I enter' trigger, and the Sundial lets you end your turn in response to her hitting the battlefield, which exiles the trigger.
So now that you have her on the battlefield, what do you do with her? You can use Lightning Greaves or Swiftfoot Boots in combination with something that makes her difficult to block like Whispersilk Cloak or Filth. This allows you to take out one of your opponents before people have really realized that you aren't running a joke deck.
The most important thing to do is to protect Phage from cards like Traitorous Blood or Insurrection and flicker effects. The best way to safe-guard her from this is to make sure that you can get rid of her if you need to, with instant-speed sacrifice being the best option. And this brings me to the other win condition the deck has using Phage: Endless Whispers. Phage dies, then you have her enter the battlefield under somebody else's control, killing them nicely. This obviously won't work if you have Torpor Orb out, but there are ways to get rid of it: Gate to Phyrexia, Phyrexian Tribute and Amulet of Unmaking. They aren't instant speed, but they don't really need to be.
As for the rest of the deck, you want the mana ramp than you can get with mono-black along with other methods of winning the game (there are a few black cards that make use of having a lot of swamps and even more black mana), and of course all of the lovely tutors you have access to.
The problem with running actual creatures is that if you hit one while you're trying to start your combo it will stop you in your tracks, then everyone knows you're running combo and will kill you. It's like trying to run creatures in an eggs deck.
1 Phage the Untouchable
Creatures
2 Gatekeeper of Malakir
3 Disciple of Bolas
4 Wurmcoil Engine
5 Thrull Wizard
6 Platinum Angel
7 Harvester of Souls
8 Ascendant Evincar
9 Shimian Specter
10 Filth
11 Reaper from the Abyss
12 Royal Assassin
13 Grave Titan
14 Faceless Butcher
15 Reassembling Skeleton
16 Bloodgift Demon
Artifacts
17 Sundial of the Infinite
18 Torpor Orb
19 Amulet of Unmaking
20 Tormod's Crypt
21 Caged Sun
22 Howling Mine
23 Whispersilk Cloak
24 Sensei's Divining Top
25 Nihil Spellbomb
26 Gilded Lotus
27 Moriok Replica
28 Lashwrithe
29 Gauntlets of Chaos
30 Druidic Satchel
31 Strata Scythe
32 Batterskull
33 Elixir of Immortality
34 Lightning Greaves
35 Gate to Phyrexia
36 Phyrexian Reclamation
37 Phyrexian Arena
38 Intimidation
39 Painful Quandary
40 Endless Whispers
Planeswalkers
41 Karn Liberated
Spells
42 Tribute to Hunger
43 Altar's Reap
44 Phyrexian Tribute
45 Sickening Shoal
46 Black Sun's Zenith
47 Demonic Tutor
48 Skulltap
49 Diabolic Tutor
50 Geth's Verdict
51 Grim Harvest
52 Hideous End
53 Terror
54 Damnation
55 Grasp of Darkness
56 Sign in Blood
57 Ashes to Ashes
58 Drain Life
59 Sever the Bloodline
60 Diabolic Revelation
61 Dismember
62 Mutilate
63 Increasing Ambition
64 Temple of the False God
65 Buried Ruin
66 Bojuka Bog
1 Ertai, the Corrupted
Utility Creatures
2 Sphinx of Jwar Isle
3 Magister Sphinx
4 Wrexial, the Risen Deep
5 Thada Adel, Acquisitor
6 Silent-Blade Oni
7 Soltari Visionary
8 Stormtide Leviathan
9 Mindleech Mass
10 Sakashima's Student
11 Higure, the Still Wind
Slot Fillers
12 Glen Elendra Liege
13 Ludevic's Test Subject
14 Reassembling Skeleton
Utility Artifacts
15 Mimic Vat
16 Elixir of Immortality
17 Spellbook
18 Proteus Staff
19 Nuisance Engine
20 Crystal Ball
21 Druidic Satchel
22 Mistvein Borderpost
23 Sword of Body and Mind
24 Quietus Spike
25 Windfall
26 Blue Sun's Zenith
27 Harvester of Souls
28 Sign in Blood
29 Greed
30 Think Twice
Removal
31 Phthisis
32 Crib Swap
33 Doom Blade
34 Afterlife
35 Altar of Shadows
Enchantments
36 Leyline of Anticipation
37 Levitation
38 Oversold Cemetery
Misc. Spells
39 Unburial Rites
40 Batwing Brume
41 Switcheroo
Sac Outlets
42 Wayward Angel
43 Disciple of Griselbrand
44 Attrition
45 Ashnod's Altar
46 Mind Slash
47 Carnage Altar
48 Animal Boneyard
49 Claws of Gix
50 Diabolic Revelation
51 Rune-Scarred Demon
52 Demonic Collusion
53 Insidious Dreams
54 Diabolic Tutor
55 Diabolic Vision
56 Increasing Ambition
The Combo
57 Enchanted Evening
58 Aura Thief
59 Cleansing Meditation
60 Faith's Reward
40 Lands
And yes, you interpretation of the combo is correct. You can gain control of literally everything on the entire field. Meditation + Reward is a back-up combo.
This is the kind of deck that you only get to use once amongst a playgroup before everybody gangs up on you to stop you from comboing out. Ertai is mostly for color along with giving you another sac outlet and the ability to (minorly) protect your stuff.
This deck still needs a lot of polishing, I built it out of a Wrexial deck that I didn't really like.
As for playing the deck, it's incredibly straight-forward. Tutor up the combo pieces, get them onto the field then Sac the Aura Thief to something and laugh like an evil genius.
1x Akroma's Memorial
Spells
1x Channel
4x Explore
4x Manamorphose
4x Preordain
2x Gaea's Blessing
3x Early Harvest
3x Harrow
3x Ideas Unbound
3x Gitaxian Probe
3x Rejuvinate
3x Crush of Wurms
11 Forest
12 Island
The premise of the deck is really straight-forward. Ramp up into getting out the Eye of the Storm, then enter a (hopefully) endless turn cycling through your deck to get a Crush of Wurms onto the battlefield and keep digging (while your army of wurms grows) until you get your Memorial and then you kill everyone.
This decklist is clearly very changeable as the only cards you have to have are the Eye, the Memorial, Crush of Wurms and Early Harvest.
It's a turn four or five combo if you get lucky and draw your Channel (which you can run more of if your play group allows), if not it's a lot slower, but it's absolutely hilarious when it works.
You could also use Alloy Myr, Birds of Paradise or Utopia Tree, which all give you access to more than just green mana. Here's a list that contains (mostly) creatures that can tap for any color of mana (in your colors).
Another option is to use this in conjunction with two mana-dorks (or the Aberration) to generate infinite mana and force everyone to deck themselves with Skyscribing, Prosperity or Minds Aglow. You can protect yourself from losing by running Laboratory Maniac or Abundance. You can also run the non-mass spells Blue Sun's Zenith, Brain Geyser or Stroke of Genius to avoid the risk of killing yourself, but it isn't as game ending. You could also Hurricane with Platinum Angel on the field.
Also, Windfall + Library of Leng is one of the most awesome win conditions if you go with a mass-draw deck.
The Illusionary Mask would work if you have Phage in your hand as a way to sneak her onto the battlefield.
I built this deck (although I'm missing Withering Boon), and it's pretty humorous when everyone is ignoring you because they think it's a joke deck and then you kill two people in one turn.
Now, the most obvious way to get Phage out is to use Platinum Angel, but that can be a little risky as the angel can be removed in response to the cast. Two slightly less obvious choices are Torpor Orb and Sundial of the Infinite. The Orb stops her 'you die when I enter' trigger, and the Sundial lets you end your turn in response to her hitting the battlefield, which exiles the trigger.
There are still two more less obvious ways to get her out: Thrull Wizard and Withering Boon. You cast her, then counter her yourself and elect to have her go to your graveyard instead of back to the command zone. Once she's there, you can use any of the cards that let you return a creature from your graveyard to your hand. From your hand, you can cast her normally.
So now that you have her on the battlefield, what do you do with her? You can use Lightning Greaves or Swiftfoot Boots in combination with something that makes her difficult to block like Whispersilk Cloak or Filth. This allows you to take out one of your opponents before people have really realized that you aren't running a joke deck.
The most important thing to do is to protect Phage from cards like Traitorous Blood or Insurrection and flicker effects. The best way to safe-guard her from this is to make sure that you can get rid of her if you need to, with instant-speed sacrifice being the best option. And this brings me to the other win condition the deck has using Phage: Endless Whispers. Phage dies, then you have her enter the battlefield under somebody else's control, killing them nicely. This obviously won't work if you have Torpor Orb out, but there are ways to get rid of it: Gate to Phyrexia, Phyrexian Tribute and Amulet of Unmaking. They aren't instant speed, but they don't really need to be.
As for the rest of the deck, you want the mana ramp than you can get with mono-black along with other methods of winning the game (there are a few black cards that make use of having a lot of swamps and even more black mana), and of course all of the lovely tutors you have access to.