Hi!
I was planning to build a Pinger deck as well .... but I ended up with my Reveka, Wizard Savant deck instead. You may look at the decklist through the link provided in my sig.
Tell me how your deck is playing so far.
As for suggestions, you may also add in cards such as Aphetto Alchemist, Fatestitcher and the like. These can function both as pingers and as mana source (they can untap mana rocks or lands)
Also, you may want to add in a copy of Dramatic Reversal, just so that you can untap all your pingers at will and use them twice in one turn. Even though it's not chained to a combo (though you can), its still a useful spell that your opponents won't see coming.
P.S. I just noticed, all my suggestions are in my Reveka deck, so if you would just visit my deck list, you will learn how I used these interactions. My Reveka deck was a mono-blue pinger at the start, but then, I transformed it and just left my commander to be the only pinger.
You're in a blue deck so you should be using Cyclonic Rift and Fact or Fiction. High Tide doesn't quite ramp you, but it helps you combo off with regards to mana so I would include it. Propaganda should help keep you alive by making you less of a target so you can live long enough to combo off. I think Retraction Helix is great and definitely is worth putting back in. I would also replace one of the counterspells with Arcane Denial, and one of the tutors with Mystical Tutor so you can tutor up bounce or card draw as you need it.
The biggest problem I see with your deck is the ramp seems really bad. 37 lands is fine for a low CMC deck like yours, but when it comes to rocks there are a lot of better options. Also quick reminder that while Expedition Map is a good card, it isn't ramp and shouldn't be considered as such when counting up your mana.
I would go out:
EDIT: Forgot to mention, your deck seems fun, I like it
It is indeed a fun deck to play. I love when players ask what my commander does, and then they absolutely have no idea what's inside my deck.
Yup, will take those into consideration (especially the mana rocks). I already added Gilded Lotus, Hedron Archive and Thought Vessel into my real deck (but just hadnt had the time to update this list). I only have one copy of Thran Dynamo and its in my Traxos, Scourge of Kroog deck ... I would have to acquire another copy if ever.
Shockwave Outpost3
Artifact 1R, T: Exile the top card of your library. Until end of turn, you may play that card. If you do, put a tower counter on ~. T, Remove three tower counters on ~: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost.
Library Keeper1UUR
Creature - Human Wizard
At the beginning of your upkeep, choose one:
- shuffle your library, or
- draw two cards, then put two cards from your hand on top of your library in any order.
2/2
I think I've already posted my four EDh decks in here (for bookkeeping purposes mostly since I don't have anymore a "Buy List" for those commanders of mine). However this post will be different. I'm currently brewing a Reveka, Wizard Savant deck. Since she doesn't untap on your next untap step, the deck is filled with tricks which helps in utilizing tap and untap effects. At first, I've included cards such as Thornwind Faeries, Prodigal Sorcerer and the like, but apparently, they don't do that much of an impact during the course of the game.
The decklist is divided into categories based on utility for easier navigation. I'm still trying to find the perfect balance for this deck when it comes to lands vs. mana rocks and card draw. Most games, I don't have enough mana cast my spells, and sometimes, I've got so much mana that I don't know what to do with it.
Basic Strategy is to play Reveka and untap it several times to deal massive damage to players (or creatures) which Pemmin's Aura and Freed from the Real does perfectly well. I once killed an opponent with 34 life using only these cards + Nykthos, Shrine to Nyx. And that's why I've included cards that would help me rush Nykthos to my hand, such as Expedition Map and Tolaria West. Intruder Alarm also plays a very important role in the deck as it untaps my commander (and all my creatures) almost every turn. Its fun when you have the enchantment plus Arcanis the Omnipotent in play.
Second strategy is to combo off. The most obvious combo here is Aphetto Alchemist or Tidewater Minion + Illusionist's Bracers and you'll get infinite untaps. However, with the bracers, you can actually go off with any of the creatures that can untap Reveka (Fatestitcher and Vizier of Tumbling Sands) if you add in Mirage Mirror into the mix. Since these two cards can't target themselves, you have to have the mirror to go infinite. (It is also important to take note that both of these cards can untap Nykthos at will as well to generate lots of mana!)
I just stumbled upon this decklist now. I have just crafted my own Reveka, Wizard Savant EDH deck and its still in its vulnerable "baby" form. I just play tested it with only one play group (we had 4 - ish games) and either I'm mana flooding, or mana-screwing. Do you experience this in your deck too? I need help in balancing out my lands and mana rocks.
How is your Reveka doing? I noticed you don't have much card draw spells like Mystic Remora, Fact or Fiction, Frantic Search and the like. How does that work for you? How about counter-spells? (Since you don't have much?)
I'll be posting my deck tomorrow. Id be happy if you can give your suggestions as well. We have quite a different build. Mine only has Reveka as its main "pinger" and I eliminated the rest. Instead, I focused on card draw and looking for my combo pieces. Kinda like Reveka "Voltron" but instead of commander damage, I kill opponents via damage (as much as I can pay mana for it) or via infinite damage!
This is the last of the four horsemen/ EDH decks! The main strategy for this deck opposes all the other three. This one focuses on damaging and punishing opponents when they trigger something (e.g. damage from tapping a land for mana, for casting non-creature spells, for putting creatures on the battlefield etc.)
It also has a sub-theme of "All creatures attack each turn if able" as this is what the general Basandra, Battle Seraph does really well. other support cards that diverts people's attention from attacking you are Michiko Konda, Truth Seeker, Orzhov Advokist and Crescendo of War. I didn't put any Ghostly Prison effects in this deck but i think it can be done as well. I just don't know what else to cut. I've thought about making this an enchantress deck (coz it has a ton of enchantments) but I haven't had the courage to cut all the creatures.
As for ramp, each of my decks have a specific ramp package. For this one, it uses the concept of "if your opponents control more lands than you". Cards such as Land Tax, Weathered Wayfarer and Knight of the White Orchid fits this role. Card Advantage comes from the concept of "exile the top card of your library. You may play that card this turn." effects the WOTC has placed on more and more red cards.
Venomous Skin2GB
Enchantment - Aura
Enchant creature you control.
Enchanted creature has "Whenever this creature deals damage to a creature, destroy the other creature" and "All creatures able to block this creature, do so."
Totem Armor
Quinten the Forest Ranger2GG
Legendary Creature - Elf Shaman
Whenever a land you control is put into a graveyard from the battlefield, you may pay 2. If you do, create a token that's a copy of that land. It enters the battlefield tapped. 1GG, T: Lands you control become 2/2 creatures until end of turn. They're still lands.
2/2
Next: A commander that functions like or supports Paradox Haze
I'm sure all of your are wondering why I labeled this thread [competitive] whereas it's a grouphug EDH deck. However, nothing is as it seems in EDH. The deck actually destroys competitive [given all the combo answers it has in the deck] and gives resources to non-competitive players to help destroy the competitive players. The deck contains a lot of mana doublers and card draw for everyone to benefit from.
The deck also tends to create very long games and as such, it contains cards that can win the game quickly if it comes to a point when players are already saying "come on, someone win this game already!" Although I don't actually try to win everytime, I assure you that it can tutor up its combo pieces fast and can win at any point in the game! They won't see it coming though. In fact, most often than not, people ask me "how does your deck win?" And I like that inquiry from time to time from players!
I'm posting this deck, again, for bookkeeping purposes (since I've been playing this deck for over a year now and haven't got the chance to list it down properly, and also, the cards inside are already too tight), but just in case, I'm still open to the suggestions from the community.
Without further ado, here's the deck list. Have fun!
Merciless Barbarian3WR
Legendary Creature - Human Barbarian
Haste
Your opponents can't cast spells or activate abilities during combat phases. Battalion - Whenever ~ and two other creatures attack, it gets +2/+0 until end of turn and can't be blocked by more than one creature this turn.
3/5
Bludgeon Dwarves2RR
Legendary Creature - Dwarf Warrior X: Attach target noncreature non-equipment artifact you control with converted mana cost X to Bludgeon Dwarves. It becomes an equipment with "equipped creature gets +X/+0 where X is this card's converted mana cost" as long as it remains attached to Bludgeon Dwarves.
3/3
Just wanted to post this for bookkeeping as I am about to retire this deck. With the dawn of the new bant defender (wall) commander in M19, I would have to dismantle this deck. Its because I don't want my decks to have a theme that's common, and with the new commander, defenders might actually be a common theme in edh decks.
I didn't spend a single penny in building this deck since I never expected this deck to perform well in games, but apparently, it did perform astonishingly well! Its good in applying pressure early in the game since your creatures are unblockable thanks to your commander! However, its got a hard time dealing the last points of damage after a mass removal wipe.
The deck's second strategy is to put up a defense to either protect the "monarchy" mechanic, or to freely activate planeswalkers. I've removed some of the planeswalkers through development since they are hated on the board most of the time.
You'll notice as well that most of my spells (and some creatures) are artifact and enchantment hate cards. This is because I really wanted to create a hate-bear deck which promotes aggro and destroys combo decks which are reliant on artifacts and enchantments.
I was planning to build a Pinger deck as well .... but I ended up with my Reveka, Wizard Savant deck instead. You may look at the decklist through the link provided in my sig.
Tell me how your deck is playing so far.
As for suggestions, you may also add in cards such as
Aphetto Alchemist, Fatestitcher and the like. These can function both as pingers and as mana source (they can untap mana rocks or lands)
Also, you may want to add in a copy of Dramatic Reversal, just so that you can untap all your pingers at will and use them twice in one turn. Even though it's not chained to a combo (though you can), its still a useful spell that your opponents won't see coming.
Paradox Engine is a great card too.
P.S. I just noticed, all my suggestions are in my Reveka deck, so if you would just visit my deck list, you will learn how I used these interactions. My Reveka deck was a mono-blue pinger at the start, but then, I transformed it and just left my commander to be the only pinger.
It is indeed a fun deck to play. I love when players ask what my commander does, and then they absolutely have no idea what's inside my deck.
Yup, will take those into consideration (especially the mana rocks). I already added Gilded Lotus, Hedron Archive and Thought Vessel into my real deck (but just hadnt had the time to update this list). I only have one copy of Thran Dynamo and its in my Traxos, Scourge of Kroog deck ... I would have to acquire another copy if ever.
The reason why Silver Myr and Hedron Crawler are there so that they too can untap via Intruder Alarm
I'll consider adding High Tide, Mystical Tutor and Arcane Denial. Then, i'll try to find something to cut for Fact or Fiction and Cyclonic Rift.
I added Dismiss into Dream and Rhystic Studyas well.
Thanks a lot!
OUT
Meloku the Clouded Mirror
Walking Atlas
Mirran Spy
Myr Welder
Future Sight
Inspired Sprite
Oona's Grace
Retraction Helix
Temporal Adept
Island
IN
Stoic Rebuttal
Paradox Engine
Elite Arcanist
Dramatic Reversal
Mindstone
Arcanis, the Omnipotent
Mirrorpool
Tradewind Rider
Voidmage Prodigy
Overwhelming Denial
Artifact
1R, T: Exile the top card of your library. Until end of turn, you may play that card. If you do, put a tower counter on ~.
T, Remove three tower counters on ~: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost.
Next: Asmira, Holy Avenger
Creature - Human Wizard
At the beginning of your upkeep, choose one:
- shuffle your library, or
- draw two cards, then put two cards from your hand on top of your library in any order.
2/2
Next: Aboshan, Cephalid Emperor
My decklist is now posted (and is included in my signature). Kindly do visit the link and let me know what you think. Thanks!
I think I've already posted my four EDh decks in here (for bookkeeping purposes mostly since I don't have anymore a "Buy List" for those commanders of mine). However this post will be different. I'm currently brewing a Reveka, Wizard Savant deck. Since she doesn't untap on your next untap step, the deck is filled with tricks which helps in utilizing tap and untap effects. At first, I've included cards such as Thornwind Faeries, Prodigal Sorcerer and the like, but apparently, they don't do that much of an impact during the course of the game.
The decklist is divided into categories based on utility for easier navigation. I'm still trying to find the perfect balance for this deck when it comes to lands vs. mana rocks and card draw. Most games, I don't have enough mana cast my spells, and sometimes, I've got so much mana that I don't know what to do with it.
Basic Strategy is to play Reveka and untap it several times to deal massive damage to players (or creatures) which Pemmin's Aura and Freed from the Real does perfectly well. I once killed an opponent with 34 life using only these cards + Nykthos, Shrine to Nyx. And that's why I've included cards that would help me rush Nykthos to my hand, such as Expedition Map and Tolaria West. Intruder Alarm also plays a very important role in the deck as it untaps my commander (and all my creatures) almost every turn. Its fun when you have the enchantment plus Arcanis the Omnipotent in play.
Second strategy is to combo off. The most obvious combo here is Aphetto Alchemist or Tidewater Minion + Illusionist's Bracers and you'll get infinite untaps. However, with the bracers, you can actually go off with any of the creatures that can untap Reveka (Fatestitcher and Vizier of Tumbling Sands) if you add in Mirage Mirror into the mix. Since these two cards can't target themselves, you have to have the mirror to go infinite. (It is also important to take note that both of these cards can untap Nykthos at will as well to generate lots of mana!)
A last resort combo is with Kaho, Minamo Historian or Elite Arcanist+ Dramatic Reversal. This gives us infinite untaps and infinite mana (depending on the mana rocks available). The same is true with Sigil Tracer + any wizard + Dramatic Reversal as this gives us infinite mana and infinite untaps too.
There it is! That's the overall strategy.
Any suggestions would be appreciated.
1 Reveka, Wizard Savant
Lands
25 Island
1 Halimar Depths
1 Tolaria West
1 Lonely Sandbar
1 Desert
1 Buried Ruin
1 Seat of the Synod
1 Arcane Lighthouse
1 Mirrorpool
1 Nykthos, Shrine to Nyx
1 Reliquary Tower
1 Ghostly Quarter
1 Myriad Landscape
Ramp
1 Expedition Map
1 Sol Ring
1 Sapphire Medallion
1 Hedron Crawler
1 Star Compass
1 Silver Myr
1 Sky Diamond
1 Thought Vessel
1 Commander Sphere
1 Basalt Monolith
1 Inspiring Statuary
1 Hedron Archive
1 Gilded Lotus
1 Caged Sun
1 Aphetto Alchemist
1 Dramatic Reversal
1 Vizier of Tumbling Sands
1 Pemmin's Aura
1 Freed from the Real
1 Intruder Alarm
1 Thousand-Year Elixir
1 Fatestitcher
1 Tidewater Minion
1 Paradox Engine
Counter/ Removal
1 Counterspell
1 Negate
1 Memory Lapse
1 Unified Will
1 Arcane Denial
1 Ovinize
1 Capsize
1 Wipe Away
Card Draw
1 Enclave Cryptologist
1 Thought Courier
1 Mystic Remora
1 Lat-Nam's Legacy
1 Perilous Research
1 Rhystic Study
1 Pull from Tomorrow
1 Fact or Fiction
1 Archivist
1 Azami, Lady of Scrolls
1 Muddle the Mixture
1 Reshape
1 Fabricate
1 Trinket Mage
1 Whir of Invention
1 Mystical Tutor
Other Utility Spells
1 Illusionist's Bracers
1 Mirage Mirror
1 Cowardice
1 Dismiss into Dream
Other Utility Creatures
1 Viodmage Prodigy
1 Thada Adel, Acquisitor
1 Jace's Archivist
1 Sigil Tracer
1 Clever Impersonator
1 Elite Arcanist
1 Kaho, Minamo Historian
1 Willbreaker
1 Arcanis the Omnipotent
I just stumbled upon this decklist now. I have just crafted my own Reveka, Wizard Savant EDH deck and its still in its vulnerable "baby" form. I just play tested it with only one play group (we had 4 - ish games) and either I'm mana flooding, or mana-screwing. Do you experience this in your deck too? I need help in balancing out my lands and mana rocks.
How is your Reveka doing? I noticed you don't have much card draw spells like Mystic Remora, Fact or Fiction, Frantic Search and the like. How does that work for you? How about counter-spells? (Since you don't have much?)
I'll be posting my deck tomorrow. Id be happy if you can give your suggestions as well. We have quite a different build. Mine only has Reveka as its main "pinger" and I eliminated the rest. Instead, I focused on card draw and looking for my combo pieces. Kinda like Reveka "Voltron" but instead of commander damage, I kill opponents via damage (as much as I can pay mana for it) or via infinite damage!
Much Thanks!
This is the last of the four horsemen/ EDH decks! The main strategy for this deck opposes all the other three. This one focuses on damaging and punishing opponents when they trigger something (e.g. damage from tapping a land for mana, for casting non-creature spells, for putting creatures on the battlefield etc.)
It also has a sub-theme of "All creatures attack each turn if able" as this is what the general Basandra, Battle Seraph does really well. other support cards that diverts people's attention from attacking you are Michiko Konda, Truth Seeker, Orzhov Advokist and Crescendo of War. I didn't put any Ghostly Prison effects in this deck but i think it can be done as well. I just don't know what else to cut. I've thought about making this an enchantress deck (coz it has a ton of enchantments) but I haven't had the courage to cut all the creatures.
As for ramp, each of my decks have a specific ramp package. For this one, it uses the concept of "if your opponents control more lands than you". Cards such as Land Tax, Weathered Wayfarer and Knight of the White Orchid fits this role. Card Advantage comes from the concept of "exile the top card of your library. You may play that card this turn." effects the WOTC has placed on more and more red cards.
Without further ado, here goes the deck:
1 Basandra, Battle Seraph
Lands
12 Mountain
12 Plains
1 Sacred Foundry
1 Mistveil Plains
1 Inspiring Vantage
1 Temple of Triumph
1 Needle Spires
1 Battlefield Forge
1 Ancient Amphitheater
1 Wind-Scarred Crag
1 Ghost Quarter
1 Hanweir Battlements
1 Terramorphic Expanse
1 Opal Palace
1 Temple of the False God
1 Command Tower
Creatures
1 Hangarback Walker
1 Mother of Runes
1 Weathered Wayfarer
1 Grenzo, Havoc Raiser
1 Leonin Arbiter
1 Knight of the White Orchid
1 Oreskos Explorer
1 Spirit of the Labyrinth
1 Harsh Mentor
1 Silverblade Paladin
1 Thalia, Heretic Cathar
1 Propehtic Flamespeaker
1 Frontline Medic
1 Rampaging Ferocidon
1 Sin Prodder
1 Stormkirk Occultist
1 Hushwing Gryff
1 Aven Mindcensor
1 Magus of the Wheel
1 Scab-Clan Berserker
1 Orzhov Advokist
1 Pia and Kiran Nalaar
1 Iroas, God of Victory
1 Michiko Konda, Truth Seeker
1 Territoial Hellkite
1 Charging Cinderhorn
1 Fumiko the Lowblood
1 Tajic, Blade of the Legion
1 Angel of Jubilation
1 Ajani Goldmane
1 Odric, Lunarch Marshal
1 Thalia's Lancers
1 Sun Titan
1 Warmonger Hellkite
1 Stalking Vengeance
1 Path to Exile
1 Boros Charm
1 Chaos Warp
Artifacts
1 Sol Ring
1 Lightning Greaves
1 Mask of Memory
1 Marble Diamond
1 Boros Signet
1 Fire Diamond
1 Coldsteel Heart
1 Cultivator's Caravan
1 Chromatic Lantern
1 Skysoveriegn, Consul Flagship
1 The Immortal Sun
Enchantments
1 Land Tax
1 Curse of Opulence
1 Spellshock
1 Personal Sanctuary
1 Sulfuric Vortex
1 Karmic Justice
1 War's Toll
1 Manabarbs
1 Crescendo of War
1 Outpost Siege
1 Assemble the Legion
1 Martyr's Bond
1 Chandra, Pyromaster
Enchantment - Aura
Enchant creature you control.
Enchanted creature has "Whenever this creature deals damage to a creature, destroy the other creature" and "All creatures able to block this creature, do so."
Totem Armor
Next: Defy Gravity
Legendary Creature - Elf Shaman
Whenever a land you control is put into a graveyard from the battlefield, you may pay 2. If you do, create a token that's a copy of that land. It enters the battlefield tapped.
1GG, T: Lands you control become 2/2 creatures until end of turn. They're still lands.
2/2
Next: A commander that functions like or supports Paradox Haze
I'm sure all of your are wondering why I labeled this thread [competitive] whereas it's a grouphug EDH deck. However, nothing is as it seems in EDH. The deck actually destroys competitive [given all the combo answers it has in the deck] and gives resources to non-competitive players to help destroy the competitive players. The deck contains a lot of mana doublers and card draw for everyone to benefit from.
The deck also tends to create very long games and as such, it contains cards that can win the game quickly if it comes to a point when players are already saying "come on, someone win this game already!" Although I don't actually try to win everytime, I assure you that it can tutor up its combo pieces fast and can win at any point in the game! They won't see it coming though. In fact, most often than not, people ask me "how does your deck win?" And I like that inquiry from time to time from players!
I'm posting this deck, again, for bookkeeping purposes (since I've been playing this deck for over a year now and haven't got the chance to list it down properly, and also, the cards inside are already too tight), but just in case, I'm still open to the suggestions from the community.
Without further ado, here's the deck list. Have fun!
1 Kynaios and Tiro of Meletis
Lands
8 Forest
7 Island
4 Mountain
1 Plains
1 Reliquary Tower
1 Alchemist's Refuge
1 Command Tower
1 Grand Coliseum
1 Cascading Cataracts
1 Exotic Orchard
1 Jungle Shrine
1 Frontier Bivouac
1 Mystic Monastery
1 Seaside Citadel
1 Cinder Glade
1 Canopy Vista
1 Prairie Stream
1 Wooded Foothills
1 Windswept Heath
1 Yavimaya Coast
1 Battlefield Forge
1 Sulfur Falls
1 Hallowed Fountain
1 Steam Vents
1 Breeding Pool
1 Temple Garden
1 Game Trail
1 Veteran Explorer
1 Collective Voyage
1 New Frontiers
1 Mana Flare
1 Overabundance
1 Heartbeat of Spring
1 Pir's Whim
1 Dictate of Karametra
1 Zhur-Taa Ancient
1 Sylvan Reclamation
1 Treacherous Terrain
Card Draw
1 Minds Aglow
1 Kami of the Crescent Moon
1 Skyscribing
1 Fevered Visions
1 Edric, Spymaster of Trest
1 Walking Archive
1 Heartwood Storyteller
1 Rites of Flourishing
1 Dictate of Kruphix
1 Temple Bell
1 Font of Mythos
1 Well of Ideas
Tutors
1 Enlightened Tutor
1 Gamble
1 Worldly Tutor
1 Mystical Tutor
1 Scroll Rack
1 Muddle the Mixture
1 Long Term Plans
1 Wild Research
1 Bring to Light
1 Swords to Plowshares
1 Swan Song
1 Cyclonic Rift
1 Unsubstantiate
1 Reality Shift
1 Delay
1 Metamorphose
1 Arcae Denial
1 Beast Within
1 Counterflux
1 Nimble Obstructionist
1 Decimate
1 Mystic Snake
1 Out of Bounds
Combo/ Win Condition
1 Nivix Guildmage
1 Phantasmal Image
1 Comet Storm
1 Aurelia's Fury
1 Dualcaster Mage
1 Rite of Replication
1 Palinchron
1 Insurrection
Other good stuff cards
1 Spike Weaver
1 Psychic Possession
1 Boldwyr Heavyweights
Legendary Creature - Human Barbarian
Haste
Your opponents can't cast spells or activate abilities during combat phases.
Battalion - Whenever ~ and two other creatures attack, it gets +2/+0 until end of turn and can't be blocked by more than one creature this turn.
3/5
Legendary Creature - Dwarf Warrior
X: Attach target noncreature non-equipment artifact you control with converted mana cost X to Bludgeon Dwarves. It becomes an equipment with "equipped creature gets +X/+0 where X is this card's converted mana cost" as long as it remains attached to Bludgeon Dwarves.
3/3
Just wanted to post this for bookkeeping as I am about to retire this deck. With the dawn of the new bant defender (wall) commander in M19, I would have to dismantle this deck. Its because I don't want my decks to have a theme that's common, and with the new commander, defenders might actually be a common theme in edh decks.
I didn't spend a single penny in building this deck since I never expected this deck to perform well in games, but apparently, it did perform astonishingly well! Its good in applying pressure early in the game since your creatures are unblockable thanks to your commander! However, its got a hard time dealing the last points of damage after a mass removal wipe.
The deck's second strategy is to put up a defense to either protect the "monarchy" mechanic, or to freely activate planeswalkers. I've removed some of the planeswalkers through development since they are hated on the board most of the time.
You'll notice as well that most of my spells (and some creatures) are artifact and enchantment hate cards. This is because I really wanted to create a hate-bear deck which promotes aggro and destroys combo decks which are reliant on artifacts and enchantments.
Without further ado:
7 Forest
5 Plains
3 Swamp
1 Murmuring Bosk
1 Scattered Groves
1 Command Tower
1 Shambling Vent
1 Terramorphic Expanse
1 Exotic Orchard
1 Canopy Vista
1 Stirring Wildwood
1 Hissing Quagmire
1 Bojuka Bog
1 Isolated Chapel
1 Tainted Wood
1 Unclaimed Territory
1 Tainted Field
1 Sunpetal Grove
1 Temple of the False God
1 Woodland Cemetery
1 Evolving Wilds
1 Throne of the High City
1 Llanowar Wastes
1 Vault of the Archangel
1 Sandsteppe Citadel
1 Caves of Koilos
Creatures
1 Shield Sphere
1 Birds of Paradise
1 Wall of Blossoms
1 Sylvan Caryatid
1 Vine Trellis
1 Jeskai Barricade
1 Gatecreeper Vine
1 Wall of Shards
1 Wall of Tanglecord
1 Wall of Souls
1 Wall of Junk
1 Overgrown Battlement
1 Wall of Mulch
1 Wall of Roots
1 Wall of Omens
1 Ohran Viper
1 Abzan Beastmaster
1 Doran, the Siege Tower
1 Axebane Guardian
1 Opal-Eye, Konda's Yojimbo
1 Wall of Nets
1 Courser of Kruphix
1 Mentor of the Meek
1 Sylvok Replica
1 Carven Caryatid
1 Amaranthine Wall
1 Wall of Reverence
1 Indomitable Ancients
1 Wakestone Gargoyle
1 Junktroller
1 Crenellated Wall
1 Sapling of Colfenor
1 Sidisi, Undead Vizier
1 Protector of the Crown
1 Felidar Sovereign
1 Belligerent Brontodon
1 Green Sun's Zenith
1 Eldritch Evolution
1 Slaughter the Strong
1 Vindicate
1 Wave of Reckoning
1 Beseech the Queen
Instant
1 Unravel the Aether
1 Shred Memory
1 Putrefy
1 Congregation of Dawn
1 Krosan Grip
1 Anguished Unmaking
1 Return to Dust
1 Ready/ Willing
Enchantment
1 Assault Formation
1 Rolling Stones
1 Luminarch Ascension
1 Aura of Silence
1 Growing Rites of Itlimoc
Artifacts
1 Warmonger's Chariot
1 Lifecrafter's Bestiary
Planewalkers
1 Garruk Wildspeaker
1 Vraska the Unseen
1 Liliana Vess
1 Elspeth, Sun's Champion
1 Ajani Unyielding