I am working on foiling out this list as well, like 30 cards left. Everything that doesn't come in foil is either from alpha, beta or altered. Planning on posting once it's complete.
Thank you, this is all great information that I was not aware of. I'm loving this deck, especially 1v1. Reality Acid is my go-to card for ending the game. By turn 8, they usually have no land left and I've hard-locked them out of the game. Having a couple of rocks in your opening hand/the first few draws speed up your inevitability so much. What I've noticed is, once you get to the point where you can pay for the bounce twice, the game is over. There are practically no dead draws in this deck, as you always want to make your land drop, and every other card either immediately impacts the board or gets you something that does.
Multiplayer is a lot trickier. People start to get really afraid of you as you assemble things like Reality Acid, Stonehorn Dignitary, Oblivion Ring, etc and the deck doesn't have enough legs to handle multiple enemies without a lot of politics. So far, the biggest weakness seems to be that Mistmeadow Witch is a 1/1. Even when I have her soulbound with Elgaud Shieldmate she still easily dies from things like Crypt Rats, Evincar's Justice, etc. I think what this list needs is something like Slagwurm Armor or Inviolability. Does anyone else have more effective ways of protecting MmW?
@Urdjur, What was the purpose of Ray of Command in your original list? Is it just intended to be a combat trick, or was there a specific use in common pauper matchups? Steal a Spellheart Chimera and kill someone or perhaps a Crypt Rats? Thinking of replacing it and Dispeller's Capsule with more ramp.
Most of those cards are too expensive to cast and therefore too slow. Your opponents will win with the card advantage you're giving them in this deck, because it will take you too long to finish them.
Here's my paper list. Usually wins before turn 5 in a highly competitive meta.
Moxnix, I have a question about the line on that opening game. What's the thought process behind Imperial Seal for Future Sight? Sure, you had helm already, but you were missing top or a tutor. You got lucky and topdecked Demonic Tutor for the instant win, but you could have sealed for Ad Nauseam and still gone off the same turn without being in topdeck mode.
Rather roll the dice on manipulating the top of your deck with Future Sight to find the instant win than gamble with bricking on Ad Naus?
EDIT: And of course if helm had been top instead, then for sure future sight.
If I play Vedalken Mastermind and Tangle Wire in the same turn can I then, on my next upkeep, respond to the trigger to remove a fading counter on wire by bouncing it to hand with mastermind thereby skipping having to tap permanents?
Thanks bob! I was confused about the middle steps, but your explanation made sense to me. As far as ulting teferi, that's just for fun, right? You don't actually have to do it as part of the combo to go infinite?
Considering that Teferi, Temporal Archmage goes infinite with Chain Veil, that would be pretty easy to do. All you need is 3 permanents that produce 5 mana together.
Have Chain Veil. Cast Teferi. Use the -1 to generate 5 mana. Use Chain Veil. Loyalty at 4.
Activate CV with 4 mana. Use the -1 to make 5 mana and untap CV. 3 Loyalty, 2 CV activations.
Repeat until teferi is at 1 loyalty. On the last Teferi -1, just make mana. Teferi is in the command zone, you should have 8+ floating mana, and 4+ CV activations.
Recast Teferi for 8 mana. Since this is a new permanent, the game doesn't know that you already used his abilities several times this turn. You can now use 5 abilities in a row. Generate a bunch of mana, and use CV a few more times.
Eventually, you will generate infinite mana, and use Teferi's +1 as many times as you like to draw your whole deck. If it helps, you can also get infinite emblems if it makes you happy. Cast Karn. He can use his abilities as many times as you like. You can actually put his ultimate on the stack an infinite amount of times if you feel like it. On the last one, you can exile all of the cards in everyone's hands and every permanent just for giggles.
If you really feel like it, you can just go infinite on the first turn of the next game.
You need 3 permanents that produce 5 mana that you didn't use to cast Teferi, you mean?
Moxnix, why Sapphire Medallion over Helm of Awakening? Doesn't seem like you need to be worried about giving your opponents the mana advantage when you run Stasis effects.
I've played this deck a bunch now and I have to say it's an absolute blast! My favorite game was: kept a hand of Mana Crypt, Mana Vault, Sol Ring, Helm of Awakening, Turnabout, Future Sight and Gilded Lotus. Turn 1, crypt > helm > sol ring > mana vault > gilded lotus > turnabout > future sight. Sight reveals Timetwister. Timetwister into a bunch of ramp, lands, Hurkyl's Recall and a yawgwin. Land > ramp > hurkyls > yawgwin > turnabout > hurkyls > twister. Don't even bother to look at my new hand cause Sensei's Divining Top is sitting on top of my library. At this point my storm count is already like 30, but I just draw my deck since future/top is online and tendrils for a ton.
The look on the rest of the pods faces worth every minute.
Multiplayer is a lot trickier. People start to get really afraid of you as you assemble things like Reality Acid, Stonehorn Dignitary, Oblivion Ring, etc and the deck doesn't have enough legs to handle multiple enemies without a lot of politics. So far, the biggest weakness seems to be that Mistmeadow Witch is a 1/1. Even when I have her soulbound with Elgaud Shieldmate she still easily dies from things like Crypt Rats, Evincar's Justice, etc. I think what this list needs is something like Slagwurm Armor or Inviolability. Does anyone else have more effective ways of protecting MmW?
Also, Armillary Sphere seems too slow, wouldn't you prefer Commander's Sphere? Especially with cards like Mine Excavation?
Here's my paper list. Usually wins before turn 5 in a highly competitive meta.
1 Nekusar, the Mindrazer
Lands
1 Arid Mesa
1 Badlands
1 Blood Crypt
1 Bloodstained Mire
1 City of Brass
1 Command Tower
1 Flooded Strand
1 Mana Confluence
1 Marsh Flats
1 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
1 Steam Vents
1 Sunken Ruins
1 Underground River
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Volcanic Island
1 Watery Grave
1 Wooded Foothills
7 Island
Mana Rocks
1 Cabal Ritual
1 Chrome Mox
1 Copy Artifact
1 Dark Ritual
1 Dimir Signet
1 Gilded Lotus
1 Grim Monolith
1 Helm of Awakening
1 Lion's Eye Diamond
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Mox Diamond
1 Mox Opal
1 Sol Ring
1 Talisman of Dominance
1 Molten Psyche
1 Reforge the Soul
1 Time Spiral
1 Timetwister
1 Wheel of Fortune
1 Whispering Madness
1 Windfall
Tutors
1 Dark Petition
1 Demonic Tutor
1 Gamble
1 Grim Tutor
1 Imperial Seal
1 Intuition
1 Lim-Dûl's Vault
1 Merchant Scroll
1 Mystical Tutor
1 Vampiric Tutor
Counters
1 Counterspell
1 Force of Will
1 Mana Drain
1 Pact of Negation
1 Pyroblast
1 Red Elemental Blast
1 Remand
1 Swan Song
Card Quality
1 Ad Nauseam
1 Brainstorm
1 Consecrated Sphinx
1 Curiosity
1 Frantic Search
1 Geth's Grimoire
1 Impulse
1 Necropotence
1 Ponder
1 Preordain
1 Sensei's Divining Top
1 Temple Bell
1 Fate Unraveler
1 Liliana's Caress
1 Megrim
1 Niv-Mizzet, the Firemind
1 Tendrils of Agony
1 Underworld Dreams
Other
1 Chain of Vapor
1 Cyclonic Rift
1 Future Sight
1 Laboratory Maniac
1 Library of Leng
1 Mind Over Matter
1 Mind's Desire
1 Past in Flames
1 Toxic Deluge
1 Waste Not
1 Yawgmoth's Will
Rather roll the dice on manipulating the top of your deck with Future Sight to find the instant win than gamble with bricking on Ad Naus?
EDIT: And of course if helm had been top instead, then for sure future sight.
You need 3 permanents that produce 5 mana that you didn't use to cast Teferi, you mean?
The look on the rest of the pods faces worth every minute.