No i did not, i just put Saskia in the wrong spot, which i then got an extra WBGR combo which was a different tribe. Tanks for the catch. witched Saksia to Kynaios and Tiro of Meletis
]Orges is mainly jank, but Yidris ability is pretty incredible. Just going to depend on what the "minimum" number of creatures is going to be? The idea is to balance the decks out right, make them as equal as possible. So there will be some tuning of not putting in too many jank Orges and giving Yedris evasion or bulk, so that he at least hits opponents. If you're not using his ability, then yes the deck isn't very good.
If i were to switch goblins it would be to RB and I would use Wort, Boggart Auntie But then i would need to find something to replace red.
I already have clerics and I already have Zombies. Given the fact that we already have a Thrax deck build I am not going to switch out Thrax. As for goblins, i have one built but I use Purphy as the general instead of Krenko, I a simply switching generals for this tribal wars thing.
Ikra Shidiqi, the Usurper + Kraum, Ludevic's Opus = Zombies, you could make UBR Sol'kanar the Swamp King = Demons. You can keep the content of the Thrax deck together for the most part, just switch up generals. Like you only put in a minimal number of green sources, and maybe add a few green zombies like: Vulturous Zombie, Dreg Mangler, but basically keep the mana base and deck content Grixis UBR.
This way you can get the classic Angels vs Demons vs Dragons match up some time
Man, I just looked through gatherer at every ogre you could run in Yidris and that deck is gonna have to have a really strong non-ogre gameplan and just run some crappy ogres because there are only a small handful of good ones.
Well if someone could give me a new tribal with partners, I would gladly take it.
Orges is mainly jank, but Yidris ability is pretty incredible. Just going to depend on what the "minimum" number of creatures is going to be? The idea is to balance the decks out right, make them as equal as possible. So there will be some tuning of not putting in too many jank Orges and giving Yedris evasion or bulk, so that he at least hits opponents. If you're not using his ability, then yes the deck isn't very good.
As for as OxMan, I think Allies should be General Tazri, and not do the Slivers. The thing with the Slivers is that with the tutoring it plays very linear (but powerful) in it's approach. I've played a Sliver Overload deck for years, once you learn the correct sequence to maximize mana and tutoring, it plays the same. At least with the other decks its much more balanced with most of your stuff is top decking and random. You could say that General Tazri does the same thing, but its nowhere near the same with mana efficiency having to cast her out again or have some sort of blinking effect.
Great write up, I think Thrasios is the single best commander spoiled with 2016, and I plan on making Thrasios/Kydele when I get some time and money to pick them up.
..
I have to say I've played about 30 games with him now, and he is proving to be really quite awesome. Better than expected. The Thrasios/Kydele version I was playing is ok, getting combo pieces can be a bit hit and miss. I think some changes I'd make to it, is to have a few more Kydele enablers, like Memory Jar or Time Spiral. Getting her to a magical 4+ mana is key. I haven't changed the deck list yet, but this is what I'd suggest from play testing.
But the Landfall version has been really fun, and getting more value than I thought. I've been sealing the games up with quite the dominance.
all tribes filled. now it just depends of if i switch any
I edited my post quite a few times. Do you want to read over it again? Because I think you should make some more changes based on my suggestions, for game balance mainly.
The last thing I'd do would be to swap WBGGrave, Guru of Spores for a SpiritsKarador, Ghost Chieftain. The problem with fungus is that it really does play weak, and you're all in on Grave, Guru of Spores carrying you to victory.
I agree with daugarten, UBGLeovold, Emissary of Trest - Elves is going to be a bit overpowered. Elves is one of the strongest tribes already. Not that you build the deck around Leovold ability, but if you do end up splashing card draw in decks in general then he is going to be a bit oppressive.
[EDIT] BG Insects seems like one of the weakest tribes. Lets face it is anybody really going to want to draw the short straw on that one?
Scouts as a tribe seem to be totally under powered as well, the only redeeming quality to the deck is the fact the Selvala, Explorer Returned is quite good.
What you could do is switch Knights from WUGRafiq of the Many to Sidar Kondo of Jamuraa. Lets face it Rafiq is less tribe and more voltron. I don't think he'd ever be leading an army, do you know what I mean? Like drawing and playing knights is just superfluous, because you'll just end up attack with one, probably Rafiq. At least Sidar gets your small knights into the red zone.
WU Kangee, Aerie Keeper - Birds can be changed to either Spirits (Brago, King Eternal or Geist of Saint Traft) or Merfolk (Sygg, River Guide)
Finally if you did change Merfolk over to Sygg, River Guide, which is the more flavor driven commander, then you could make mono-blue Mistform Ultimus and get it to represent Kraken/Leviathan/Octopus/Serpent tribal theme. "Technically" Mistform Ultimus is every creature type so you could play anything But I think this is a good tribal archetype to be represented
We've all experienced imbalanced games. Whether you're feeling guilty while stomping some folks who just got into the format and are playing with decks made primarily of draft chaff, or sitting on the other side of a deck you're not equipped to handle and feeling helpless while you get stomped, those games aren't much fun for anyone.
When I play with something a little more janky I usually get a table full of killer decks. When I play my alpha decks, I'll get a table of casual budget players. In any case it ends up being a mismatch and the fun gets drained pretty quick.
Hug decks just provide for more unbalance where powerful decks can just do what they want much quicker, so that always ends up being a bloodbath as well.
I've wanted to make a deck which seeks to balance games out by giving advantages to the weaker players and disrupting the stronger ones. I even had a named lined up for it "Robin Hood vs the Sheriff of Nottingham".
The idea is to steal from the rich (competitive) and give to the poor (casual).
Sure you could just build a counterspell deck and just stop what the stronger decks are doing, but quite often you end up being the "bad guy" and people just attack/kill you because you're perceived as the control player.
I used to play quite a bit of Two-headed Giant, and you learn of some nice interactions with targeting your partner to gain advantages, like Time Warp them, or untap their lands, etc.
But there is a whole range of cards that fall under "opponents" to give both you and them advantages.
Once you've established to the table that you are trying to bring balance, players are more inclined to give you the card needed to stop the other players. I've found that if you activate Tasigur in response to a spell on the stack, that your opponents will give you the disruption needed to stop it.
Another thing that I do is run Kozilek, the Great Distortion, as you can get a soft lock, with tapping Captain Sisay for appropriate converted mana cost creature and counter any spell worth disrupting.
The problem with the way you're presenting this is that you're saying this is the only way to play competitive Captain Sisay.
You should NOT play Captain Sisay if:
You don't like stax
Its a landfall deck pretty much, I wanted to make it fun by activating Thrasios and getting heaps of value off creatures entering the battlefield.
You can cehck out the deck list here, it been really fun. Heaps more fun than running infinite mana combos, as they tend to get a bit/lot repetitive.
Tymna the Weaver is pretty much for just the white and black splash, her ability plays a small role. Like you might draw 5 cards off her the entire game, because I haven't built in much evasiveness.
You can get massive board states with token creatures off the land fall and massive card advantage
Arcane Denial is right up there with power-levels in commander for counter magic, given the U and C colorless requirement. Which in multi-color commander decks is a big deal.
Swan Song is not popular in 20 life dueling formats (Modern, Legacy, Vintage), but in commander the creature means nothing.
Genesis Wave - Probably the most abusable card in green, maybe all of Commander.
That's very true. I'm subbing out Riftsweeper for Pull from eternity because you know Instant > Creature 1 cmc > 2 cmc.
I think either of these are the weakest cards in the deck. As a Hermit Druid - Scion deck player for years, I have plenty of experience with playing both these cards as insurance against exiling of key cards. However when these cards are bad, they are really bad, literally doing nothing in your deck. So eventually I just found it's better to build redundancy into your deck.
I'm guessing you have them for Laboratory Maniac specifically? If you're going to say its also good if people Swords to Plowshares a Jin-Gitaxias, Core Augur, etc, then its just so situational that you're better off with soooo many other slots for this deck. I can tell you from experience that the 1 game where it is relevant, the other 9 games where it literally just sits in your hand doing nothing, just makes these cards weak. You've been there, think about if your Riftsweeper/Pull from eternity was actually a counterspell in your hand. Do that during your games, think if it was one of the cards you've been wanting to play.
The thing is that the most likely situations where you are winning with Laboratory Maniac is when you've infinite mana, and drawing your deck. The only other time realistically is with Tainted Pact. With Dead-Eye Navigator and infinite ETB of Kederekt leviathan and Terastodon, the game is sealed up anyway. As long as these are not in your bottom 3 cards, you should be able to finish off opponents with your fatties in consecutive turns. They will have no board at all, no lands, anything. So its just a case of running through the motions.
Played a days worth of games and taken out most of the colorless mana for colored mana sources like Signets.
I've actually had good success with it. Most people don't see it coming. The mulls are horrible obviously, sometimes even if you have a starting mana source, it doesn't line up with cards in your hand.
But I've not had to throw a game away yet to mulling to oblivion. However I'm at everybody complete mercy, like if they knew what I was up to they would probably just remove my mana source.
But yeah got 6/10 victories with milling my deck in four player games, 3 of those with Undercity Informer or Balustrade Spy, 2 with Hermit Druid and 1 by using Necrotic Ooze and Civilized Scholar (in graveyard) with a dredge . No Goblin Charbelcher wins yet.
In all honestly its like a waaay jankier straight up Hermit Druid deck, which I've played for years. However I love jank, and telling people you have a 4 land deck is pretty fun when you get the win.
Added: Ancient Grudge and Ray of Revelation for removing game stopping wins usually after the big mill. I didn't have them in the deck and a guy had a 1st turn Leyline of the Sanctity, and I couldn't kill him Buried Alive
Talisman of Unity, Talisman of Impulse, Gruul Signet, Simic Signet, Selesnya Signet, Golgari Signet
This way you can get the classic Angels vs Demons vs Dragons match up some time
Alternatives could be?
Tymna the Weaver + Tana, the Bloodsower = Clerics
Sidar Kondo of Jamuraa + Vial Smasher the Fierce = Goblins
Krenko as the Goblin commander could be considered too strong and linear right? I mean you'll probably find that:
But the other mono-red tribal offerings are terrible.
Ikra Shidiqi, the Usurper + Kraum, Ludevic's Opus = Zombies
If you changed to Zombies you could make UBR Sol'kanar the Swamp King = Demons
No offense but there are 344 Shamans including all stars like:
Deathrite Shaman, Eternal Witness, Fauna Shaman, Master of the Wild Hunt, Meren of Clan Nel Toth, Oracle of Mul Daya, Reclamation Sage, Shaman of Forgotten Ways, Ulvenwald Tracker, Vampire Hexmage, Woodfall Primus, Yeva, Nature's Herald, Sakura-Tribe Elder
The quality of the 150 insects falls off pretty quickly. Plus there is zero tribal synergies, where as Shaman actually has tribal interactions like:
Sachi, Daughter of Seshiro, Squeaking Pie Grubfellows, Wolf-Skull Shaman, Bloodline Shaman
1 Ainok Survivalist
1 Beastcaller Savant
1 Centaur Omenreader
1 Circle of Elders
1 Dowsing Shaman
1 Drana, Kalastria Bloodchief
1 Elvish Piper
1 Kazandu Tuskcaller
1 Leaf-Crowned Elder
1 Masked Admirers
1 Mazirek, Kraul Death Priest
1 Nullmage Shepherd
1 Sapling of Colfenor
1 Sylvok Replica
1 Tajuru Preserver
1 Thelonite Hermit
1 Thornbite Staff
1 Thrun, the Last Troll
1 Troll Ascetic
1 Wickerbough Elder
You've clearly never played a tribal Shaman deck before My tribal Shaman deck is an actual beast.
As for as OxMan, I think Allies should be General Tazri, and not do the Slivers. The thing with the Slivers is that with the tutoring it plays very linear (but powerful) in it's approach. I've played a Sliver Overload deck for years, once you learn the correct sequence to maximize mana and tutoring, it plays the same. At least with the other decks its much more balanced with most of your stuff is top decking and random. You could say that General Tazri does the same thing, but its nowhere near the same with mana efficiency having to cast her out again or have some sort of blinking effect.
But the Landfall version has been really fun, and getting more value than I thought. I've been sealing the games up with quite the dominance.
If you can tell us what your play group decks are in general?
Maybe look through the primer list here http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/217261-list-of-multiplayer-primers
Just tell us which commanders they are playing?
Finally, what sort of budget do you have? We can try and tweak your decks on the cheap as much as possible.
The last thing I'd do would be to swap WBG Grave, Guru of Spores for a Spirits Karador, Ghost Chieftain. The problem with fungus is that it really does play weak, and you're all in on Grave, Guru of Spores carrying you to victory.
Spirits needs to be represented for sure!
Not represented is Warriors, so instead of Saskia the Unyielding I suggest
WBRG Reyhan, Last of the Abzan + Bruse Tarl, Boorish Herder - Warriors (Only Reyhan is a warrior, but this helps fill your 4 colors and warriors needs to be represented in tribes)
Atraxa, Praetors' Voice should be able to run Praetors of course
I agree with daugarten, UBG Leovold, Emissary of Trest - Elves is going to be a bit overpowered. Elves is one of the strongest tribes already. Not that you build the deck around Leovold ability, but if you do end up splashing card draw in decks in general then he is going to be a bit oppressive.
[EDIT]
BG Insects seems like one of the weakest tribes. Lets face it is anybody really going to want to draw the short straw on that one?
Maybe switch the Elves to BG? Nath of the Gilt-Leaf, Savra, Queen of the Golgari, Rhys the Exiled, Jarad, Golgari Lich Lord, Glissa, the Traitor are all options.
Shamans need to represented and so to fill in the BUG slot either Sidisi, Brood Tyrant or Tasigur, the Golden Fang
Scouts as a tribe seem to be totally under powered as well, the only redeeming quality to the deck is the fact the Selvala, Explorer Returned is quite good.
What you could do is switch Knights from WUG Rafiq of the Many to Sidar Kondo of Jamuraa. Lets face it Rafiq is less tribe and more voltron. I don't think he'd ever be leading an army, do you know what I mean? Like drawing and playing knights is just superfluous, because you'll just end up attack with one, probably Rafiq. At least Sidar gets your small knights into the red zone.
So change WG Selvala, Explorer Returned to Sidar Kondo of Jamuraa.
Then you could possible have WUG bant as Derevi, Empyrial Tactician as Bird tribal.
WU Kangee, Aerie Keeper - Birds can be changed to either Spirits (Brago, King Eternal or Geist of Saint Traft) or Merfolk (Sygg, River Guide)
Finally if you did change Merfolk over to Sygg, River Guide, which is the more flavor driven commander, then you could make mono-blue Mistform Ultimus and get it to represent Kraken/Leviathan/Octopus/Serpent tribal theme. "Technically" Mistform Ultimus is every creature type so you could play anything But I think this is a good tribal archetype to be represented
Hug decks just provide for more unbalance where powerful decks can just do what they want much quicker, so that always ends up being a bloodbath as well.
I've wanted to make a deck which seeks to balance games out by giving advantages to the weaker players and disrupting the stronger ones. I even had a named lined up for it "Robin Hood vs the Sheriff of Nottingham".
The idea is to steal from the rich (competitive) and give to the poor (casual).
Sure you could just build a counterspell deck and just stop what the stronger decks are doing, but quite often you end up being the "bad guy" and people just attack/kill you because you're perceived as the control player.
I used to play quite a bit of Two-headed Giant, and you learn of some nice interactions with targeting your partner to gain advantages, like Time Warp them, or untap their lands, etc.
But there is a whole range of cards that fall under "opponents" to give both you and them advantages.
// Cards the give an opponent advantage as well as you
Forcemage Advocate
Nullmage Advocate
Pulsemage Advocate
Shieldmage Advocate
Spurnmage Advocate
Skullwinder
Hunted Troll
Hunted Phantasm
Hunted Lammasu
Hunted Horror
Hunted Dragon
Forbidden Orchard
Wheel and Deal
Intellectual Offering
Turnabout
Zedruu the Greathearted
Nova Pentacle
Phelddagrif
Questing Phelddagrif
Stealing the more powerful players cards can bring back a bit of balance
// Cards that steal
Mindclaw Shaman
Reins of Power
Commandeer
Sower of Temptation
Act of Aggression
Acquire
Bribery
Praetor's Grasp
Plagiarize
Thada Adel, Acquisitor
// Skip turn type cards
Time Stop
Exhaustion
Time Warp
"Evil" hand disruption, but if you can use it on the player who is waaay ahead you can perhaps stop their runaway plan
// Hand disruption
Mind Twist
Thought-Knot Seer
Scandalmonger
Vendilion Clique
Duress
Thoughtseize
Identity Crisis
// Creature kill
Diaochan, Artful Beauty
Curse of the Swine
Running a number of counterspells will be essential to stopping the broken stuff from happening.
// Counterspells
Force of Will
Glen Elendra Archmage
Voidslime
Pact of Negation
Forbid
Mental Misstep
Dispel
Swan Song
Arcane Denial
Negate
Counterspell
Mana Drain
Annul
Having a set of uncounterable cards can be really good against control decks.
// Uncounterable
Sudden Spoiling
Krosan Grip
Boseiju, Who Shelters All
Cavern of Souls
Ulamog, the Infinite Gyre
Ulamog, the Ceaseless Hunger
Kozilek, Butcher of Truth
Kozilek, the Great Distortion
Emrakul, the Promised End
Abrupt Decay
Supreme Verdict
// General good disruption
Nature's Claim
Swords to Plowshares
Beast Within
Focusing on removing one players key cards can rein on their broken parade
// Library removal cards
Grinning Totem
Jester's Cap
Bitter Ordeal
Cranial Extraction
Infinite Obliteration
Life's Finale
Lost Legacy
Memoricide
Nightmare Incursion
Praetor's Grasp *very playable card
Sadistic Sacrament
Stain the Mind
// Super hate cards
Hatred
Cruel Ultimatum
The commanders that seem obvious in this type of deck are Phelddagrif or Zedruu the Greathearted, but actually I'm steering towards Tasigur, the Golden Fang.
Once you've established to the table that you are trying to bring balance, players are more inclined to give you the card needed to stop the other players. I've found that if you activate Tasigur in response to a spell on the stack, that your opponents will give you the disruption needed to stop it.
Maybe you should change the title of the thread to "Captain Sisay in Competitive EDH: A Guide to Stax"
Our decks are obviously different but still competitive. It combos with Myojin of Life's Web and Seedborn Muse.
Another thing that I do is run Kozilek, the Great Distortion, as you can get a soft lock, with tapping Captain Sisay for appropriate converted mana cost creature and counter any spell worth disrupting.
The problem with the way you're presenting this is that you're saying this is the only way to play competitive Captain Sisay.
1 Okina, Temple to the Grandfathers
1 Nykthos, Shrine to Nyx
1 Kor Haven
1 Hall of the Bandit Lord
1 Flagstones of Trokair
1 Savannah
1 Mana Vault
1 Eiganjo Castle
12 Snow-Covered Forest
1 Gaddock Teeg
1 Azusa, Lost but Seeking
1 Yisan, the Wanderer Bard
1 Flooded Strand
1 Saffi Eriksdotter
1 Yeva, Nature's Herald
1 Sachi, Daughter of Seshiro
1 Karametra, God of Harvests
1 Kamahl, Fist of Krosa
1 Thousand-Year Elixir
1 Patron of the Orochi
1 Vorinclex, Voice of Hunger
1 Yavimaya Hollow
1 Myojin of Life's Web
1 Sol Ring
1 Burgeoning
1 Exploration
6 Snow-Covered Plains
1 Mother of Runes
1 Worldly Tutor
1 Land Tax
1 Earthcraft
1 Fauna Shaman
1 Scryb Ranger
1 Enlightened Tutor
1 Seedborn Muse
1 Eternal Witness
1 Green Sun's Zenith
1 Arid Mesa
1 Command Tower
1 Courser of Kruphix
1 Sylvan Library
1 Oracle of Mul Daya
1 Concordant Crossroads
1 Avacyn, Angel of Hope
1 Temur Sabertooth
1 Seeker of Skybreak
1 Bane of Progress
1 Regal Force
1 Survival of the Fittest
1 Budoka Gardener
1 Sylvan Safekeeper
1 Elesh Norn, Grand Cenobite
1 Vedalken Orrery
1 Quirion Ranger
1 Praetor's Counsel
1 Spike Weaver
1 Summoner's Pact
1 Lightning Greaves
1 Grim Monolith
1 Sakura-Tribe Scout
1 Fierce Empath
1 Kozilek, the Great Distortion
1 Chord of Calling
1 Tooth and Nail
1 Marsh Flats
1 Misty Rainforest
1 Iona, Shield of Emeria
1 Mana Crypt
1 Temple Garden
1 Verdant Catacombs
1 Windswept Heath
1 Gaea's Cradle
1 Winding Canyons
1 Congregation at Dawn
1 Eladamri's Call
1 Lapse of Certainty
1 Rings of Brighthearth
1 Eldritch Evolution
1 Swiftfoot Boots
1 Wooded Foothills
1 Weathered Wayfarer
1 Knight of the Reliquary
1 Quest for Renewal
AND
Its a landfall deck pretty much, I wanted to make it fun by activating Thrasios and getting heaps of value off creatures entering the battlefield.
You can cehck out the deck list here, it been really fun. Heaps more fun than running infinite mana combos, as they tend to get a bit/lot repetitive.
Tymna the Weaver is pretty much for just the white and black splash, her ability plays a small role. Like you might draw 5 cards off her the entire game, because I haven't built in much evasiveness.
You can get massive board states with token creatures off the land fall and massive card advantage
Mana Drain = $202.42
Arcane Denial = $0.68!!!!
Swan Song = $0.57
Arcane Denial is right up there with power-levels in commander for counter magic, given the U and C colorless requirement. Which in multi-color commander decks is a big deal.
Swan Song is not popular in 20 life dueling formats (Modern, Legacy, Vintage), but in commander the creature means nothing.
Genesis Wave - Probably the most abusable card in green, maybe all of Commander.
I'm guessing you have them for Laboratory Maniac specifically? If you're going to say its also good if people Swords to Plowshares a Jin-Gitaxias, Core Augur, etc, then its just so situational that you're better off with soooo many other slots for this deck. I can tell you from experience that the 1 game where it is relevant, the other 9 games where it literally just sits in your hand doing nothing, just makes these cards weak. You've been there, think about if your Riftsweeper/Pull from eternity was actually a counterspell in your hand. Do that during your games, think if it was one of the cards you've been wanting to play.
The thing is that the most likely situations where you are winning with Laboratory Maniac is when you've infinite mana, and drawing your deck. The only other time realistically is with Tainted Pact. With Dead-Eye Navigator and infinite ETB of Kederekt leviathan and Terastodon, the game is sealed up anyway. As long as these are not in your bottom 3 cards, you should be able to finish off opponents with your fatties in consecutive turns. They will have no board at all, no lands, anything. So its just a case of running through the motions.
I've actually had good success with it. Most people don't see it coming. The mulls are horrible obviously, sometimes even if you have a starting mana source, it doesn't line up with cards in your hand.
But I've not had to throw a game away yet to mulling to oblivion. However I'm at everybody complete mercy, like if they knew what I was up to they would probably just remove my mana source.
Just changed the commander to Scion of the Ur-Dragon and Niv-Mizzet, Dracogenius as the fire on a stick card for win con.
But yeah got 6/10 victories with milling my deck in four player games, 3 of those with Undercity Informer or Balustrade Spy, 2 with Hermit Druid and 1 by using Necrotic Ooze and Civilized Scholar (in graveyard) with a dredge . No Goblin Charbelcher wins yet.
In all honestly its like a waaay jankier straight up Hermit Druid deck, which I've played for years. However I love jank, and telling people you have a 4 land deck is pretty fun when you get the win.
Added:
Ancient Grudge and Ray of Revelation for removing game stopping wins usually after the big mill. I didn't have them in the deck and a guy had a 1st turn Leyline of the Sanctity, and I couldn't kill him
Buried Alive
Talisman of Unity, Talisman of Impulse, Gruul Signet, Simic Signet, Selesnya Signet, Golgari Signet
Removed:
Mana Vault, Grim Monolith, Basalt Monolith, Millikin, Metalworker, Voltaic Key
1 Scion of the Ur-Dragon
Lands (4)
1 Savannah
1 Scrubland
1 Plateau
1 Tundra
Search for Land Cards (13)
1 Land Grant
1 Oreskos Explorer
1 Realms Uncharted
1 Shard Convergence
1 Gem of Becoming
1 Gift of Estates
1 Endless Horizons
1 Expedition Map
1 Farseek
1 Sylvan Scrying
1 Tithe
1 Weathered Wayfarer
1 Tempt with Discovery
Mana Sources / Cost Reducers (33)
1 Simian Spirit Guide
1 Elvish Spirit Guide
1 Lotus Bloom
1 Chrome Mox
1 Chancellor of the Tangle
1 Lotus Petal
1 Mox Opal
1 Mana Crypt
1 Deathrite Shaman
1 Noble Hierarch
1 Honored Hierarch
1 Aether Vial
1 Gilded Lotus
1 Birds of Paradise
1 Springleaf Drum
1 Paradise Mantle
1 Sol Ring
1 Serum Powder
1 Copper Myr
1 Iron Myr
1 Leaden Myr
1 Silver Myr
1 Gold Myr
1 Skirge Familiar
1 Carpet of Flowers
1 Dark Ritual
1 Cabal Ritual
1 Talisman of Unity
1 Talisman of Impulse
1 Gruul Signet
1 Simic Signet
1 Selesnya Signet
1 Golgari Signet
1 Urza's Bauble
1 Chromatic Sphere
1 Chromatic Star
1 Street Wraith
1 Manamorphose
1 Gitaxian Probe
Self-Mill / Recursion (16)
1 Cephalid Illusionist
1 Reanimate
1 Life from the Loam
1 Dredgescape Zombie
1 Fatestitcher
1 Goblin Welder
1 Civilized Scholar
1 Hermit Druid
1 Undercity Informer
1 Golgari Thug
1 Magus of the Bazaar
1 Narcomoeba
1 Stinkweed Imp
1 Balustrade Spy
1 Noxious Revival
1 Dread Return
Protection / Removal (8)
1 Lightning Greaves
1 Spellskite
1 Mental Misstep
1 Force of Will
1 Cabal Therapy
1 Pact of Negation
1 Ancient Grudge
1 Ray of Revelation
Card Advantage / Tutors (13)
1 Dark Confident
1 Pain Seer
1 Faithless Looting
1 Vamperic Tutor
1 Wordly Tutor
1 Survival of the Fittest
1 Eladamri's Call
1 Yawgmoth's Will
1 Entomb
1 Ad Nauseam
1 Demonic Tutor
1 Treasure Cruise
1 Buried Alive
1 Goblin Charbelcher
1 Necrotic Ooze
1 Devoted Druid
1 Morselhoarder
1 Niv-Mizzet, Dracogenius