The deck seems really interesting, I like ramp decks.
Some ideas:
#Can Grapple with the Past be good here in the Contingency Plan slot ?
It can mill less cards and doesn't rearrange the top of the deck but can help hit land drops when you need to and get back World Breaker/Ulamog
if you discard/mill it without sac'ing lands (if you haven't cast Splendid Reclamation yet).
The thing about Contingency Plan is that it not only fuels the lands for Splendid Reclamation, but it digs so deep. The regrowth effect is nice, though, so I could see running at least one Grapple.
Wow, I really like the idea of Sanctum of Ugin. It also provides a source of for Breaker. I'll definitely try 2 over the Geier Reach Sanitarium and a basic land.
I'd rather have Chandra, Flamecaller over Nissa in this deck. Chandra stabilizes the board, provides a way to dump more lands and dig for more Reclamations and threats, and represents a fast clock by itself if left unchecked. Burn from Within sounds okay in theory. Fall of the Titans could also be worth considering along that line.
The cycling of Suns is very appealing, so I may keep rolling with it. I played a match against Black/Green Energy, and it got very grindy for me, but I was eventually to land Ulamog and end the game with flashbacked Kozilek's Return. Any little draw helps in that kind of situation.
Speaking of, I don't think there should be less than 2 Ulamog in this deck. He is still insane.
I've decided I'm going to run the R/B version because of the abundance of discard spells, plus attacking with Emrakul is fun. I'm starting with Caleb Durward's R/B list from his MOCS video set as a baseline:
One thing to note is that Caleb Durward runs Gemstone Caverns in the paper version, but the card is bugged on MTGO. I believe he replaced two Caverns with a Verdant and Temple of Malice in the above list.
So from there, we can move 2 Blood Moon to the side since we'll see less Eldrazi from now on. I've decided to move the sideboard Liliana of the Veil to the main, and I've also added one copy of Kolaghan's Command. I chose Command as a hedge to have a MD answer to Thopter/Sword, as well as Ensnaring Bridge. In a pinch, you can even use it to discard a Griselbrand or Emrakul to Goryo's back, at instant speed no less.
As the title says, I want to make a commander deck that uses the cascade cards to play Hypergenesis and put in sweet permanents. It presents an interesting deckbuilding challenge, as I cannot run any cards with a lower converted mana cost (CMC) than the lowest-CMC Cascade card, which is 3.
This brings me to my dilemma. I can either start my curve at 3 or 4. If I start it at 3, I only get access to 4 Cascade cards:
But I also get to run other 3 CMC cards, including "cheap" ramp options like Elvish Spirit Guide and Search for Tomorrow. I could also run the 3 CMC transmute cards (Dimir Machinations, etc) for redundancy, but I don't particularly want to have the delay so people could tutor things up to put into play. I also get access to Show and Tell as another "cheaty" card.
The other option is to start at 4. This increases the number of cascade cards I have access to:
But subsequently limits any utility cards I can run, since I always want to hit Hypergenesis on a cascade. It does not stop me from running my other "cheaty" cards, however, like Eureka and Sneak Attack.
I'm leaning more towards the 3 CMC curve, because of the ramp I get access to, which could conceivably allow me to eventually cast my permanents that I would want to cheat in. I also get access to fringe tutors like Cruel Tutor.
Regardless, I'd love any opinions, especially from people who have tried this strategy before.
I'm a fan of these lands. They provide something to do on the turns where you don't have a spell to cast, and the mana adds up. They can also fix mana in a pinch, though I wouldn't heavily rely on them.
Hey all, I really want to make a demon tribal deck with Malfegor at the help. Malfegor is such a cool card so I've been thinking of different strategies to use with him, and I've decided on a tribal deck, which I don't often run.
The one issue I see is that all of the demons I would want to run, barring Desecration Demon, are 5+ mana, which certainly makes the deck slower. Does anyone have any tips for how to circumvent this? I can imagine running Sneak Attack, Quicksilver Amulet, and Urza's Incubator is a good start, but what kind of early plays would you recommend? Should I err on the removal side, or the mana rock side?
Also, does blue add anything to the tribal demon strategy? I could totally run Sol'Kanar the Swamp King, who is also badass, as a commander instead.
A fun, but dangerous, mana sink in black is Oath of Lim-Dûl. If you have a Claws of Gix or Infernal Tribute handy, you can draw as you please and get rid of the Oath when you are in danger of taking damage. If you have a Reliquary Tower-esque effect, just draw a huge amount of cards and discard the ones you don't need if you take damage.
After a hiatus, I've decided to return to Standard and play G/W devotion. I stopped playing around the beginning of Khans of Tarkir, but the deck has seemingly remained relatively the same, barring the white splash.
I like Chris Andersen's list from the Invitational, because it runs Dromoka's Command. I foresee a rise of Anger of the Gods, plus it helps against the mirror and annoying things like Outpost Siege.
One thing I want to try is either Dromoka in the flex slot (in this case, replacing Temur Sabertooth). The smaller Dromoka is cheaper, mana-wise, and provides utility in being an evasive threat that makes late game Elvish Mystics and Voyaging Satyrs into decent threats. The larger one has lifelink, blocks pretty much anything (except Stormbreath Dragon), and forces them to use removal on their turn. I'm starting with Dromoka, the Eternal for now, but I'll try the Dragonlord version as well.
For the sideboard, I like having the other two Dromoka's Command. Dragon Throne of Tarkir is hilarious, but good (I didn't realize at first that it also gives trample).
Another thing I was wondering is what you guys typically sideboard out in various matchups. Against aggro, for example, I imagine the Fleecemane Lions come in, but I'm not sure what to take out. Mana dorks? I'd love some sideboarding tips.
I generally try to include Time Warp in decks that rely on creatures attacking (where it's a Relentless Assault + Explore) or combo decks (where I can use it to set up a combo next turn or recur/copy it a bunch of times). Solid card no matter what, even as an overcosted Explore.
Time Magic is such a beating in 2HG when both players get another turn.
In my EDH gauntlet, I want to have one deck of each mono-color. My metagame is relatively competitive (i.e. no dedicated cutthroat combo, but decks are fairly powerful in terms of card quality and do have some combos). Mono-white, along with mono-red are definitely the tougher decks to make, while also having a theme or gameplan I like. Luckily, for mono-red Wizards made Feldon of the Third Path, which lead to a sweet deck based on reanimating value creatures (a strategy I love).
Mono-white, on the other hand, was a lot more difficult to make a deck for. I originally started with a Heliod, God of the Sun deck based on enchantments and enchantment-synergies. It had some nice interactions, but just felt so weak compared to the metagame's decks. I then decided I wanted to make a control deck, since mono-white can destroy things, i.e. control the board, pretty well. I love the concept of the control deck that is just all control cards and one creature that you use as a finisher when you've established control. Basically, I love the concept of The Deck.
I chose Akroma, Angel of Wrath because I've always liked her since Legions. Her natural haste and protections are definitely handy, especially the former. The vigiliance is also a nice touch. I'm sure Avacyn is a more powerful commander, but I really want to use Akroma.
Any mono-white control players have any suggestions? I really don't know how to balance the amount of card-draw, ramp, and removal in mono-white. Given Akroma's large mana cost, I've definitely skewed the balance towards ramp so I can actually cast her early.
Lord of Extinction can be a nice one to combine with Jarad for a bunch of damage. Chainer, Dementia Master is also a nice repeatable reanimation engine that can get creatures from all graveyards. Just make sure you have a sacrifice outlet on hand, to avoid that exile clause.
Also, what is your guys' opinion on Gauntlet of Power? Has this card helped you enough to nullify the downside of helping opponents? Have there been instances where the group hug-ness has screwed you over? Just interested in hearing your thoughts.
I've only run it in Kozilek and French Griselbrand. In both of those decks, it's pretty much a Black Lotus for casting your commander, which is pretty insane. The downside of discarding your hand is mitigated by the fact that your commanders refill your hand for you.
It seems okay in Karador, though not my first choice, and I'm sure some other white deck could run it along with Auriok Salvagers for infinite mana. Sharuum and Sydri would be good fits.
Round 7, game 2: That one game where running Echoing Truth instead of Decay would have been better. X(
Perhaps, but he had a lot of counters in hand. There was really no way it would have resolved. The uncounterability of Decay is definitely important.
I've always been fine with Tidespout Tyrant against Death and Taxes. It usually wins the game if it comes in. Chaining Lotus Petals and cantrips with him can really blow them out.
Given the fewer Liliana of tbe Veils, I think Grave Titan can be subbed for Inkwell Leviathan or Empyrial Archangel as another hedge, though.
Archetype of Endurance seems interesting. I could see dropping a Pithing Needle for it against Death and Taxes. I think Aetherling could be added as well.
I ended up going 5-3 drop (It was getting late and I wanted to go home) at the Grand Prix. It was definitely fun, and I’m glad I decided to go. Obviously making day 2 would have been great, but sometimes you just get unlucky or misplay. Variance is a thing.
I ended up going with the 4th Ponder over the 4th Thoughtseize.
Round 3: Beat Reanimator 2-1. I have no idea how to play the mirror, and luckily, neither did my opponent. I managed to simply have the Thoughtseizes at the right time to reanimate his things, like Iona and Griselbrand.
Round 4: Lost to Storm 0-2. Game 1 I just didn’t hit a Force of Will after drawing 14 off of Griselbrand.
Game 2 was so much draw go since we both used early discard. He just kept drawing Cabal Rituals and I kept drawing crap. Eventually, I misplay and get an Iona with Entomb to try to reanimate and learn he has Karakas.
Round 5: Beat Sneak and Show 2-0. Both my wins involved using his Griselbrand by discarding it to Thoughtseize.
Round 6: Beat Dark Maverick 2-1. Game 1 was turn two Elesh Norn on the play against some Deathrite Shamans. Iona followed to seal the deal. Game 2 I got super blown out by Containment Priest. I totally walked into it. Game 3, I managed to Thoughtseize myself and reanimate Griselbrand while he was tapped out and proceeded to win from there.
Round 7: Lost to UWR Delver 1-2. Game 1, he cantrips and Dazes a lot of my spells, but I eventually get a Griselbrand into play and Force his removal and Treasure Cruises. Game 2, he has a lot of counters, plus a Grafdigger’s Cage. I drew very poorly and just couldn’t find my Abrupt Decays or Show and Tells. Game 3, he mulls to 4, but my hand was kinda sketchy. I miss with my cantrips, and he resolves 2 Grafdigger’s Cages in one turn. I have the Decay for one, but the other ends up beating me as I just couldn’t find anything to stop it or get around it without it being countered by his grip full of Dazes, Flusterstorm, and Red Elemental Blasts.
Round 8: Lost to Death and Taxes 1-2. Game 1, I keep a hand with multiple cantrips and reanimation spells and fail to assemble the combo while his Brimaz and Thalia eventually beat me down. Game 2 I get the turn one reanimation on a Griselbrand and he never finds his Karakas or Swords.
Game 3, He gets out a Containment Priest and Stoneforge Mystic, which I manage to Massacre away. I then have the chance to either Show and Tell a Griselbrand or Iona into play, or Entomb and Exhume a creature. I know he has Batterskull and Rest in Peace in hand, along with one unknown card (his draw). He also has a tapped Karakas in play, along with two open mana. I decide to try and Entomb and Exhume a Tidespout Tyrant, since his only way to punish me is a second Containment Priest. Naturally, he drew it and I pretty much lose from there, since he Wastelands me and cuts me off of Show and Tell. So, poor luck but hey, it happens.
Ultimately, I was pleased with the deck. It has so much raw power. The Abrupt Decays were okay, overall. I wouldn't say I'm big on them yet. I still need to work on my sideboarding for sure, regardless. It's hard making cuts for Show and Tell AND Abrupt Decays.
Being on the play in game 1 is such a ridiculous advantage.
So at one point I had a Sliver Queen Superfriends deck as my 5-color deck of choice. I then decided to dismantle that to build Child of Alara Lands. I still wanted a Superfriends deck in my gauntlet and so I decided to make one with less colors.
I decided on Bant since it gives you blue planeswalkers which provide you a source of card draw and advantage, along with white and green to provide removal and ramp, respectively.
At the GP just recently, I finally got the Angus Mackenzie I needed to helm the deck. I chose Angus because a repeatable fog effect is definitely useful for a planeswalker-based strategy.
Ultimately, I’m not sure if what I have to close the game is reliable enough. I’m also not sure if it’s worth cutting some of the pillow fort enchantments for more ways to protect Angus. On the other hand, I like having a variety of defensive measures.
Has anyone else built a Bant Superfriends deck? Any suggestions or tips for playing it?
The thing about Contingency Plan is that it not only fuels the lands for Splendid Reclamation, but it digs so deep. The regrowth effect is nice, though, so I could see running at least one Grapple.
Wow, I really like the idea of Sanctum of Ugin. It also provides a source of for Breaker. I'll definitely try 2 over the Geier Reach Sanitarium and a basic land.
I'd rather have Chandra, Flamecaller over Nissa in this deck. Chandra stabilizes the board, provides a way to dump more lands and dig for more Reclamations and threats, and represents a fast clock by itself if left unchecked. Burn from Within sounds okay in theory. Fall of the Titans could also be worth considering along that line.
The cycling of Suns is very appealing, so I may keep rolling with it. I played a match against Black/Green Energy, and it got very grindy for me, but I was eventually to land Ulamog and end the game with flashbacked Kozilek's Return. Any little draw helps in that kind of situation.
Speaking of, I don't think there should be less than 2 Ulamog in this deck. He is still insane.
4 Emrakul, the Aeons Torn
4 Simian Spirit Guide
4 Griselbrand
4 Thoughtseize
3 Inquisition of Kozilek
4 Goryo's Vengeance
4 Through the Breach
2 Blood Moon
4 Faithless Looting
3 Tormenting Voice
2 Damnation
4 Blackcleave Cliffs
4 Bloodstained Mire
1 Temple of Malice
1 Blood Crypt
4 Verdant Catacombs
7 Swamp
1 Mountain
4 Leyline of Sanctity
1 Blood Moon
2 Engineered Explosives
1 Inquisition of Kozilek
1 Liliana of the Veil
1 Quicksilver Amulet
3 Shatterstorm
2 Anger of the Gods
One thing to note is that Caleb Durward runs Gemstone Caverns in the paper version, but the card is bugged on MTGO. I believe he replaced two Caverns with a Verdant and Temple of Malice in the above list.
So from there, we can move 2 Blood Moon to the side since we'll see less Eldrazi from now on. I've decided to move the sideboard Liliana of the Veil to the main, and I've also added one copy of Kolaghan's Command. I chose Command as a hedge to have a MD answer to Thopter/Sword, as well as Ensnaring Bridge. In a pinch, you can even use it to discard a Griselbrand or Emrakul to Goryo's back, at instant speed no less.
4 Griselbrand
4 Emrakul, the Aeons Torn
4 Goryo's Vengeance
4 Through the Breach
4 Faithless Looting
3 Tormenting Voice
4 Thoughtseize
3 Inquisition of Kozilek
2 Damnation
1 Liliana of the Veil
1 Kolaghan's Command
3 Polluted Delta
1 Blood Crypt
7 Swamp
1 Mountain
4 Blackcleave Cliffs
2 Gemstone Caverns
Is Damnation still worth running in the maindeck?
This brings me to my dilemma. I can either start my curve at 3 or 4. If I start it at 3, I only get access to 4 Cascade cards:
But I also get to run other 3 CMC cards, including "cheap" ramp options like Elvish Spirit Guide and Search for Tomorrow. I could also run the 3 CMC transmute cards (Dimir Machinations, etc) for redundancy, but I don't particularly want to have the delay so people could tutor things up to put into play. I also get access to Show and Tell as another "cheaty" card.
The other option is to start at 4. This increases the number of cascade cards I have access to:
But subsequently limits any utility cards I can run, since I always want to hit Hypergenesis on a cascade. It does not stop me from running my other "cheaty" cards, however, like Eureka and Sneak Attack.
I'm leaning more towards the 3 CMC curve, because of the ramp I get access to, which could conceivably allow me to eventually cast my permanents that I would want to cheat in. I also get access to fringe tutors like Cruel Tutor.
Regardless, I'd love any opinions, especially from people who have tried this strategy before.
The one issue I see is that all of the demons I would want to run, barring Desecration Demon, are 5+ mana, which certainly makes the deck slower. Does anyone have any tips for how to circumvent this? I can imagine running Sneak Attack, Quicksilver Amulet, and Urza's Incubator is a good start, but what kind of early plays would you recommend? Should I err on the removal side, or the mana rock side?
Also, does blue add anything to the tribal demon strategy? I could totally run Sol'Kanar the Swamp King, who is also badass, as a commander instead.
I like Chris Andersen's list from the Invitational, because it runs Dromoka's Command. I foresee a rise of Anger of the Gods, plus it helps against the mirror and annoying things like Outpost Siege.
One thing I want to try is either Dromoka in the flex slot (in this case, replacing Temur Sabertooth). The smaller Dromoka is cheaper, mana-wise, and provides utility in being an evasive threat that makes late game Elvish Mystics and Voyaging Satyrs into decent threats. The larger one has lifelink, blocks pretty much anything (except Stormbreath Dragon), and forces them to use removal on their turn. I'm starting with Dromoka, the Eternal for now, but I'll try the Dragonlord version as well.
3 Genesis Hydra
4 Sylvan Caryatid
3 Voyaging Satyr
4 Courser of Kruphix
4 Deathmist Raptor
3 Polukranos, World Eater
1 Dromoka, the Eternal
4 Whisperwood Elemental
2 Dromoka's Command
4 Nykthos, Shrine to Nyx
4 Windswept Heath
4 Temple of Plenty
1 Mana Confluence
8 Forest
2 Plains
3 Fleecemane Lion
2 Dromoka's Command
2 Hornet Nest
3 Surge of Righteousness
1 Dragon Throne of Tarkir
2 Nissa, Worldwaker
1 Glare of Heresy
For the sideboard, I like having the other two Dromoka's Command. Dragon Throne of Tarkir is hilarious, but good (I didn't realize at first that it also gives trample).
Another thing I was wondering is what you guys typically sideboard out in various matchups. Against aggro, for example, I imagine the Fleecemane Lions come in, but I'm not sure what to take out. Mana dorks? I'd love some sideboarding tips.
Time Magic is such a beating in 2HG when both players get another turn.
Mono-white, on the other hand, was a lot more difficult to make a deck for. I originally started with a Heliod, God of the Sun deck based on enchantments and enchantment-synergies. It had some nice interactions, but just felt so weak compared to the metagame's decks. I then decided I wanted to make a control deck, since mono-white can destroy things, i.e. control the board, pretty well. I love the concept of the control deck that is just all control cards and one creature that you use as a finisher when you've established control. Basically, I love the concept of The Deck.
I chose Akroma, Angel of Wrath because I've always liked her since Legions. Her natural haste and protections are definitely handy, especially the former. The vigiliance is also a nice touch. I'm sure Avacyn is a more powerful commander, but I really want to use Akroma.
1 Serra Ascendant
3 Burnished Hart
4 Kor Cartographer
4 Solemn Simulacrum
6 Duplicant
6 Steel Hellkite
6 Sun Titan
6 Wurmcoil Engine
7 Elesh Norn, Grand Cenobite
7 Eternal Dragon
8 Avacyn, Angel of Hope
9 Iona, Shield of Emeria
10 Kozilek, Butcher of Truth
11 Ulamog, the Infinite Gyre
Sorceries
2 Martial Coup
4 Wrath of God
5 Hallowed Burial
6 Austere Command
6 Catastrophe
6 Terminus
7 All is Dust
Instants
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
3 Oblation
4 Return to Dust
1 Land Tax
2 Blind Obedience
2 Rest in Peace
3 Karmic Justice
4 Endless Horizons
Artifacts
0 Everflowing Chalice
0 Mana Crypt
1 Expedition Map
1 Sensei's Divining Top
1 Sol Ring
1 Wayfarer's Bauble
2 Journeyer's Kite
2 Lightning Greaves
2 Scroll Rack
2 Swiftfoot Boots
2 Torpor Orb
3 Basalt Monolith
3 Coalition Relic
3 Commander's Sphere
3 Extraplanar Lens
3 Fireshrieker
3 Loxodon Warhammer
3 Mimic Vat
3 Oblivion Stone
3 Staff of Domination
4 Coercive Portal
4 Thran Dynamo
4 Tower of Fortunes
4 Vedalken Orrery
5 Gauntlet of Power
5 Gilded Lotus
5 Mind's Eye
6 Caged Sun
6 Dreamstone Hedron
6 Loreseeker's Stone
6 Staff of Nin
7 Karn Liberated
Lands
0 Ancient Tomb
0 Buried Ruin
0 Emeria, the Sky Ruin
0 Homeward Path
0 Kor Haven
0 Mistveil Plains
0 Mouth of Ronom
0 Myriad Landscape
0 New Benalia
0 Nykthos, Shrine to Nyx
0 Reliquary Tower
22 Snow-Covered Plains
0 Temple of the False God
0 Terrain Generator
0 Thespian's Stage
Now, I know the deck isn't just one creature like The Deck, but some of the other creatures are either necessary or just too powerful not to run.
I don't want the deck to be too Voltron, but I added Fireshrieker and Loxodon Warhammer to speed up the Akroma clock. I don't have any of the Sword of X and Y cards, but I'll try to get Sword of Feast of Famine.
Any mono-white control players have any suggestions? I really don't know how to balance the amount of card-draw, ramp, and removal in mono-white. Given Akroma's large mana cost, I've definitely skewed the balance towards ramp so I can actually cast her early.
I use Nirkana Revenant as a mana-doubler. It's funny, but the +1/+1 buff can be a detriment when it comes to Skullclamp and Bloodghast/Reassembling Skeleton without a sac outlet.
Sometimes Urborg + Gauntlet helps non-black opponents, as well.
It seems okay in Karador, though not my first choice, and I'm sure some other white deck could run it along with Auriok Salvagers for infinite mana. Sharuum and Sydri would be good fits.
Perhaps, but he had a lot of counters in hand. There was really no way it would have resolved. The uncounterability of Decay is definitely important.
I've always been fine with Tidespout Tyrant against Death and Taxes. It usually wins the game if it comes in. Chaining Lotus Petals and cantrips with him can really blow them out.
Given the fewer Liliana of tbe Veils, I think Grave Titan can be subbed for Inkwell Leviathan or Empyrial Archangel as another hedge, though.
Archetype of Endurance seems interesting. I could see dropping a Pithing Needle for it against Death and Taxes. I think Aetherling could be added as well.
I ended up going 5-3 drop (It was getting late and I wanted to go home) at the Grand Prix. It was definitely fun, and I’m glad I decided to go. Obviously making day 2 would have been great, but sometimes you just get unlucky or misplay. Variance is a thing.
I ended up going with the 4th Ponder over the 4th Thoughtseize.
1 Tidespout Tyrant
1 Iona, Shield of Emeria
1 Elesh Norn, Grand Cenobite
4 Careful Study
4 Entomb
4 Reanimate
4 Exhume
1 Animate Dead
4 Force of Will
3 Daze
3 Thoughtseize
4 Brainstorm
4 Ponder
4 Polluted Delta
2 Misty Rainforest
1 Verdant Catacombs
4 Underground Sea
1 Bayou
1 Swamp
1 Island
Board
3 Show and Tell
3 Abrupt Decay
3 Pithing Needle
2 Massacre
1 Ashen Rider
1 Grave Titan
1 Thoughtseize
1 Duress
Here’s a brief report:
Round 1: Bye
Round 2: Bye
Round 3: Beat Reanimator 2-1. I have no idea how to play the mirror, and luckily, neither did my opponent. I managed to simply have the Thoughtseizes at the right time to reanimate his things, like Iona and Griselbrand.
Round 4: Lost to Storm 0-2. Game 1 I just didn’t hit a Force of Will after drawing 14 off of Griselbrand.
Game 2 was so much draw go since we both used early discard. He just kept drawing Cabal Rituals and I kept drawing crap. Eventually, I misplay and get an Iona with Entomb to try to reanimate and learn he has Karakas.
Round 5: Beat Sneak and Show 2-0. Both my wins involved using his Griselbrand by discarding it to Thoughtseize.
Round 6: Beat Dark Maverick 2-1. Game 1 was turn two Elesh Norn on the play against some Deathrite Shamans. Iona followed to seal the deal. Game 2 I got super blown out by Containment Priest. I totally walked into it. Game 3, I managed to Thoughtseize myself and reanimate Griselbrand while he was tapped out and proceeded to win from there.
Round 7: Lost to UWR Delver 1-2. Game 1, he cantrips and Dazes a lot of my spells, but I eventually get a Griselbrand into play and Force his removal and Treasure Cruises. Game 2, he has a lot of counters, plus a Grafdigger’s Cage. I drew very poorly and just couldn’t find my Abrupt Decays or Show and Tells. Game 3, he mulls to 4, but my hand was kinda sketchy. I miss with my cantrips, and he resolves 2 Grafdigger’s Cages in one turn. I have the Decay for one, but the other ends up beating me as I just couldn’t find anything to stop it or get around it without it being countered by his grip full of Dazes, Flusterstorm, and Red Elemental Blasts.
Round 8: Lost to Death and Taxes 1-2. Game 1, I keep a hand with multiple cantrips and reanimation spells and fail to assemble the combo while his Brimaz and Thalia eventually beat me down. Game 2 I get the turn one reanimation on a Griselbrand and he never finds his Karakas or Swords.
Game 3, He gets out a Containment Priest and Stoneforge Mystic, which I manage to Massacre away. I then have the chance to either Show and Tell a Griselbrand or Iona into play, or Entomb and Exhume a creature. I know he has Batterskull and Rest in Peace in hand, along with one unknown card (his draw). He also has a tapped Karakas in play, along with two open mana. I decide to try and Entomb and Exhume a Tidespout Tyrant, since his only way to punish me is a second Containment Priest. Naturally, he drew it and I pretty much lose from there, since he Wastelands me and cuts me off of Show and Tell. So, poor luck but hey, it happens.
Ultimately, I was pleased with the deck. It has so much raw power. The Abrupt Decays were okay, overall. I wouldn't say I'm big on them yet. I still need to work on my sideboarding for sure, regardless. It's hard making cuts for Show and Tell AND Abrupt Decays.
Being on the play in game 1 is such a ridiculous advantage.
Also, screw Containment Priest. lol
I decided on Bant since it gives you blue planeswalkers which provide you a source of card draw and advantage, along with white and green to provide removal and ramp, respectively.
At the GP just recently, I finally got the Angus Mackenzie I needed to helm the deck. I chose Angus because a repeatable fog effect is definitely useful for a planeswalker-based strategy.
Here’s the list by card type:
2 Lighthouse Chronologist
4 Academy Rector
4 Silent Arbiter
5 Prophet of Kruphix
5 Seedborn Muse
6 Medomai the Ageless
Sorceries:
1 Green Sun’s Zenith
2 Nature’s Lore
2 Regrowth
3 Cultivate
3 Kodama’s Reach
3 Savor the Moment
3 Wargate
4 Replenish
4 Skyshroud Claim
4 Supreme Verdict
5 Creeping Renaissance
5 Hallowed Burial
5 Time Warp
6 Akroma’s Vengeance
6 Austere Command
6 Terminus
10 Time Stretch
Instants:
1 Enlightened Tutor
1 Swan Song
2 Counterspell
2 Cyclonic Rift
2 Mana Drain
3 Hinder
Enchantments
2 Sylvan Library
3 Dueling Grounds
3 Rhystic Study
3 War Tax
4 Humility
5 Doubling Season
5 Inexorable Tide
5 Mirari’s Wake
5 Privileged Position
5 Sphere of Safety
10 Omniscience
0 Mana Crypt
1 Sol Ring
3 Rings of Brighthearth
4 The Chain Veil
Planeswalkers
3 Jace Beleren
4 Ajani Steadfast
4 Elspeth, Knight-Errant
4 Garruk Wildspeaker
4 Jace, Architect of Thought
4 Jace, the Mind Sculptor
4 Kiora, the Crashing Wave
5 Ajani, Mentor of Heroes
5 Elspeth Tirel
5 Freyalise, Llanowar’s Fury
5 Garruk, Primal Hunter
5 Jace, Memory Adept
5 Tamiyo, the Moon Sage
5 Teferi, Temporal Archmage
5 Venser, the Sojourner
6 Elspeth, Sun’s Champion
7 Karn Liberated
Lands
0 Ancient Tomb
0 Breeding Pool
0 Calciform Pools
0 City of Brass
0 Command Tower
0 Flooded Grove
0 Flooded Strand
2 Forest
0 Glacial Fortress
0 Hallowed Fountain
0 Hinterland Harbor
2 Island
0 Kor Haven
0 Krosan Verge
0 Maze of Ith
0 Minamo, School at Water’s Edge
0 Misty Rainforest
0 Mystic Gate
3 Plains
0 Reflecting Pool
0 Reliquary Tower
0 Saltcrusted Steppe
0 Savannah
0 Seaside Citadel
0 Skycloud Expanse
0 Sungrass Prarie
0 Sunpetal Grove
0 Temple Garden
0 Thespian’s Stage
0 Tropical Island
0 Tundra
0 Windswept Heath
0 Wooded Bastion
And here’s the list by function:
3 Jace Beleren
4 Ajani Steadfast
4 Elspeth, Knight-Errant
4 Garruk Wildspeaker
4 Jace, Architect of Thought
4 Jace, the Mind Sculptor
4 Kiora, the Crashing Wave
5 Ajani, Mentor of Heroes
5 Elspeth Tirel
5 Freyalise, Llanowar’s Fury
5 Garruk, Primal Hunter
5 Jace, Memory Adept
5 Tamiyo, the Moon Sage
5 Teferi, Temporal Archmage
5 Venser, the Sojourner
6 Elspeth, Sun’s Champion
7 Karn Liberated
Planeswalker Abuse/Extra Turns:
2 Lighthouse Chronologist
3 Rings of Brighthearth
3 Savor the Moment
4 The Chain Veil
5 Doubling Season
5 Inexorable Tide
5 Time Warp
6 Medomai the Ageless
10 Time Stretch
1 Swan Song
2 Counterspell
2 Mana Drain
3 Hinder
Removal:
1 Swords to Plowshares
2 Cyclonic Rift
4 Supreme Verdict
5 Hallowed Burial
6 Akroma’s Vengeance
6 Austere Command
6 Terminus
Pillowfort:
0 Kor Haven
0 Maze of Ith
3 Dueling Grounds
3 War Tax
4 Humility
4 Silent Arbiter
5 Privileged Position
5 Sphere of Safety
Card Draw/Tutors:
1 Enlightened Tutor
1 Green Sun’s Zenith
2 Sylvan Library
3 Rhystic Study
3 Wargate
4 Academy Rector
2 Regrowth
4 Replenish
5 Creeping Renaissance
Mana Ramp:
0 Mana Crypt
1 Sol Ring
2 Nature’s Lore
3 Cultivate
3 Kodama’s Reach
4 Skyshroud Claim
5 Mirari’s Wake
10 Omniscience
Angus Enablers:
0 Minamo, School at Water’s Edge
5 Prophet of Kruphix
5 Seedborn Muse
Ultimately, I’m not sure if what I have to close the game is reliable enough. I’m also not sure if it’s worth cutting some of the pillow fort enchantments for more ways to protect Angus. On the other hand, I like having a variety of defensive measures.
Has anyone else built a Bant Superfriends deck? Any suggestions or tips for playing it?