It's my new Damia Deck. I have an Omniscience for the deck too. Any help would be appreciated.
The lands are a little off because I haven't updated in a while. But the deck is basically an Oath/Show and Tell control deck. My main dilemma is if I should switch to Leovold or play the Classic Damia.
It's a first draft and I currently am unsure how it plays. I wish I could fit 3-4 Lingering Souls and another 1-2 Tectonic Edge. I was also thinking a Gifts package sided so that we can win against Lilliana of the Veil decks. Outside of that I can't wait to test it. I've always wanted to play Esper Charm.
Wit the banning of Pod I must move to my second deck. Seeing as I have a UW control deck, I'm debating about where to take it. I'm debating about playing the typical Jeskai/Patriot control deck or Esper control. Which do you guys think will be better in this post Pod format?
Anyone run chalice of the void sideboard? If so, what match ups do you like it in? What is your typical casting cost for it? X=1?
Chalice for 0 is great against:
Hive mind
This is bad as they cast their pact and its countered but you still have to copy the pact and pay for it.
After playing Chalice in UW control for a while I've just found that I love this card too much to not bring it to my midrange/control pod deck. It's awesome on 0 and 1. Sometimes 2.
Odd that none of them run 'goyf. I love Sam Black's list. I always felt 3 Townships were too much. And I'm sure he gets free wins from his opponents fearing a combo and lose to 3!!! Rhinos.
Is Contagion Clasp worth a spot? The first ability is pretty much irrelevant, paying 4 to proliferate every turn isn't too bad though.
Honestly I like this over the Engine 9 times out of 10. It's cheaper to cast. So it can kill a random utility guy. Gives me an early turn. But It's loads cheaper than the Engine.
Bounce lands are also synergistic with Mana Reflection (unlike Mirari's Wake), so that could be a consideration, the +1/+1 to all our tokens can be useful though.
I actually want to cut the bounce lands for fetches soon. Been drafting a lot.
Bridge is good but mostly annoying to other players. Static Orb on the other hand is brutal. Usually I'll play a walker that'll stick for a turn. Then wrath the next turn so I have two. And a third walker + Orb will win me the game most the time.
Also, how is Nevinyrral's Disk with the number of artifacts and enchantments we run? I've been wanting to test Pernicious Deed for a while, which at least gives me some control over what is lost, you know?
As my friend who helped me build this said "Sometimes you have to watch the world burn to win." If I have enough Artifacts and enchantments that'll put me in a bad situation I'm winning most likely.
Current list. Cut the typical Reviellark to get in another Siege Rhino. I've rarely gotten incredible value off of 'Lark. Where Rhino is a 3 or 4 for 1 against a lot of decks if it sticks.
I also cut the Eternal Witness for KotR. It provides early beats and doesn't die to bolts often in my experience. Again I don't think the format is slow enough to durdle with an E Witness for value.
I'll try to get some results in shortly. I've been testing against BW Tokens, UW Control, Tribal Zoo, UR Delver, 8 Rack variants, and Mono U Merfolk.
So it's up. I know it isn't pretty. Hopefully I'll come back and fix it. I think it's going to be my third and final permanent EDH deck. Let me throw some out to you that I was testing as I was throwing this deck together in haste.
The Bounce lands/Exploration are intentional. While very infrequent. They do offer some extreme ramp. I plan on cutting these for fetches and maybe a Drop of Honey if the Nodes keep doing well.
While this deck does have a lot of money in it, I built it from excess stuff I had lying in binders. But I also don't want to dump too much more into it.
Recently pulled my PW deck out of retirement. I love this deck. I focus a little more on the lock with Enchantments. Have you tried Drop of Honey/Porphyry Nodes? The nodes are amazing early game (which this deck really lacks) in my opinion. Have been debating about getting Honey to double the effect.
Also while Collective Restraint is usually set to 5 it doesn't protecy our 'walkers. Ever feel like it could be an easy cut?
Recently cut the seer and Melira from mine and while I miss the kill from Redcap, I feel the deck is stronger without semi dead draws, clunky openers, and what seemed to be bad top decks without pod.
Will say that Siege Rhino has been over performing at all stages of the game. He's an awesome pod target to put pressure on them, drain life, works well with Exalted and Resto Angel. I cut a Finks for one and I want to put a second one in. But don't know what to cut.
What's everyone's opinion on Dig Through Time and Treasure Cruise? Good enough for the deck? Good enough to cut Sphinx's Rev? Replace something else? Or is it too much anti synergy with Snapcaster?
As for the flash enablers what would you cut for those?
1 Damia, Sage of Stone
Creatures 10
1 Consecrated Sphinx
1 Sire of Stagnation
1 Ulvenwald Hydra
1 Rune-Scarred Demon
1 Avenger of Zendikar
1 Worldbreaker
1 Woodfall Primus
1 Vorinclex, Voice of Hunger
1 Ulamog, the Ceaseless Hunger
1 Ulamog, the Infinite Gyre
Planeswalkers 2
1 Jace Beleren
1 Jace, the Mind Sculptor
Enchantment 9
1 Burgeoning
1 Exploration
1 Oath of Druids
1 Sylvan Library
1 Monastery Siege
1 Rhystic Study
1 Leyline of Anticipation
1 Dream Halls
1 Omniscience
Artifacts 3
1 Chrome Mox
1 Scroll Rack
1 Oblivion Stone
Instant 17
1 Brainstorm
1 Mystical Tutor
1 Vampiric Tutor
1 Arcane Denial
1 Counterspell
1 Cyclonic Rift
1 Impulse
1 Mana Drain
1 Mana Leak
1 Lim-Dûl's Vault
1 Blue Sun's Zenith
1 Beast within
1 Voidslime
1 Evacuation
1 Force of Will
1 Dig Through Time
Sorcery 15
1 Demonic Tutor
1 Farseek
1 Life From the Loam
1 Nature's Lore
1 Regrowth
1 Three Visits
1 Show and Tell
1 Toxic Deluge
1 Maelstrom Pulse
1 Timetwister
1 Villainous Wealth
1 Eureka
1 Rude Awakening
1 Urban Evolution
1 Praetor's Counsel
Lands 36
1 Underground Sea
1 Bayou
1 Tropical Island
1 Watery Grave
1 Overgrown Tomb
1 Breeding Pool
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
1 Scalding Tarn
1 Verdant Catacombs
1 Misty Rainforest
1 City of Brass
1 Reflecting Pool
1 Command Tower
1 Mana Confluence
1 Drowned Catacomb
1 Woodland Cemetery
1 Hinterland Harbor
1 Yavimaya Coast
1 Treetop Village
1 Bojuka Bog
1 Urborg, Tomb of Yawgmoth
1 Tectonic Edge
1 Strip Mine
1 Maze of Ith
1 Alchemist's Refuge
1 Volrath's Stronghold
1 Island
1 Island
1 Island
1 Swamp
1 Forest
It's my new Damia Deck. I have an Omniscience for the deck too. Any help would be appreciated.
The lands are a little off because I haven't updated in a while. But the deck is basically an Oath/Show and Tell control deck. My main dilemma is if I should switch to Leovold or play the Classic Damia.
2 Snapcaster Mage
1 Grave Titan
Instant (28)
4 Path to Exile
3 Spell Snare
2 Remand
3 Think Twice
2 Logic Knot
2 Smother
1 White Sun's Zenith
1 Dismember
2 Sphinx's Revelation
4 Esper Charm
4 Cryptic Command
1 Murderous Cut
2 Supreme Verdict
Lands (26)
2 Hallowed Fountain
2 Watery Grave
1 Godless Shrine
4 Flooded Strand
4 Polluted Delta
3 Island
1 Plains
1 Swamp
4 Celestial Colonnade
1 Glacial Fortress
1 Drowned Catacomb
1 Mystic Gate
1 Tectonic Edge
1 Chalice of the Void
1 Engineered Explosives
1 Darkblast
3 Thoughtseize
1 Celestial Purge
1 Disenchant
2 Stony Silence
1 Timely Reinforcements
1 Vendilion Clique
1 Crucible of Worlds
1 Wrath of God
1 Baneslayer Angel
It's a first draft and I currently am unsure how it plays. I wish I could fit 3-4 Lingering Souls and another 1-2 Tectonic Edge. I was also thinking a Gifts package sided so that we can win against Lilliana of the Veil decks. Outside of that I can't wait to test it. I've always wanted to play Esper Charm.
This is bad as they cast their pact and its countered but you still have to copy the pact and pay for it.
After playing Chalice in UW control for a while I've just found that I love this card too much to not bring it to my midrange/control pod deck. It's awesome on 0 and 1. Sometimes 2.
I would try to lower your curve. I know it's hard but It looks like we don't do anything until turn 4 or later sometimes.
Honestly I like this over the Engine 9 times out of 10. It's cheaper to cast. So it can kill a random utility guy. Gives me an early turn. But It's loads cheaper than the Engine.
Omg for some reason I thought these were expensive. I'll be picking one up soon.
I actually want to cut the bounce lands for fetches soon. Been drafting a lot.
Yep just don't own one. Haven't seen one to remind me I need it.
Bridge is good but mostly annoying to other players. Static Orb on the other hand is brutal. Usually I'll play a walker that'll stick for a turn. Then wrath the next turn so I have two. And a third walker + Orb will win me the game most the time.
As my friend who helped me build this said "Sometimes you have to watch the world burn to win." If I have enough Artifacts and enchantments that'll put me in a bad situation I'm winning most likely.
4 Birds of Paradise
3 Noble Hierarch
1 Scavenging Ooze
2 Wall of Roots
1 Spellskite
1 Qasali Pridemage
3 Voice of Resurgence
1 Spike Feeder
3 Kitchen Finks
1 Sin Collector
1 Orzhov Pontiff
1 Knight of the Reliquary
1 Restoration Angel
1 Linvala, Keeper of Silence
1 Murderous Redcap
2 Siege Rhino
1 Archangel of Thune
1 Shriekmaw
3 Forest
1 Plains
1 Swamp
2 Razorverge Thicket
1 Godless Shrine
2 Overgrown Tomb
2 Temple Garden
4 Verdant Catacombs
4 Windswept Heath
1 Marsh Flats
2 Gavony Township
Other
2 Abrupt Decay
2 Abzan Charm
4 Birthing Pod
1 Orzhov Pontiff
1 Sin Collector
1 Abrupt Decay
2 Dismember
1 Entomber Exarch
1 Reclamation Sage
1 Sigarda, Host of Herons
3 Thoughtseize
1 Thrun, the Last Troll
1 Eidolon of Rhetoric
1 Aven Mindcensor
1 Scavenging Ooze
Current list. Cut the typical Reviellark to get in another Siege Rhino. I've rarely gotten incredible value off of 'Lark. Where Rhino is a 3 or 4 for 1 against a lot of decks if it sticks.
I also cut the Eternal Witness for KotR. It provides early beats and doesn't die to bolts often in my experience. Again I don't think the format is slow enough to durdle with an E Witness for value.
I'll try to get some results in shortly. I've been testing against BW Tokens, UW Control, Tribal Zoo, UR Delver, 8 Rack variants, and Mono U Merfolk.
1 Ajani Steadfast
1 Ajani, Mentor of Heroes
1 Ajani Vengeant
1 Chandra, Pyromaster
1 Dack Fayden
1 Elspeth, Knight-Errant
1 Elspeth, Sun's Chapion
1 Garruk, Primal Hunter
1 Garruk Wildspeaker
1 Gideon Jura
1 Jace, Architect of Thought
1 Jace, the Mind Sculptor
1 Karn Liberated
1 Kiora, the Crashing Wave
1 Liliana of the Veil
1 Liliana Vess
1 Nicol Bolas, Planeswalker
1 Ral Zarek
1 Sorin, Lord of Innistrad
1 Sorin Markov
1 Tamiyo, the Moon Sage
1 Teferi, Temporal Archmage
1 Tezzeret the Seeker
1 Venser, the Sojourner
1 Vraska the Unseen
Instants
1 Cyclonic Rift
Enchantments
1 Porphyry Nodes
1 Exploration
1 Sylvan Library
1 Sterling Grove
1 Rhystic Study
1 Phyrexian Arena
1 Humility
1 The Abyss
1 Mystic Barrier
1 Sphere of Safety
1 Inexorable Tide
1 Doubling Season
1 Mirari's Wake
1 Maelstrom Nexus
1 Demonic Tutor
1 Farseek
1 Fabricate
1 Maelstrom Pulse
1 Wargate
1 Wrath of God
1 Hallowed Burial
1 Rout
1 Creeping Renaissance
1 Austere Command
1 Jokulhaups
Artifacts
1 Sol Ring
1 Contagion Clasp
1 Torpor Orb
1 Darksteel Ingot
1 Ensnaring Bridge
1 Rings of Brighthearth
1 Static Orb
1 Nevinyrral's Disk
1 The Chain Veil
1 Contagion Engine
Lands
1 Command Tower
1 Reflecting Pool
1 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
1 Temple Garden
1 Godless Shrine
1 Steam Vents
1 Overgrown Tomb
1 Sacred Foundry
1 Breeding Pool
1 Seaside Citadel
1 Arcane Sanctum
1 Crumbling Necropolis
1 Savage Lands
1 Jungle Shrine
1 Sandsteppe Citadel
1 Mystic Monastery
1 Opulent Palace
1 Nomad Outpost
1 Frontier Bivouac
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Crag
1 Vivid Grove
1 Desolate Lighthouse
1 Selesnya Sanctuary
1 Izzet Boilerworks
1 Simic Growth Chamber
1 Golgari Rot Farm
1 Plains
1 Island
1 Swamp
1 Mountain
1 Forest
So it's up. I know it isn't pretty. Hopefully I'll come back and fix it. I think it's going to be my third and final permanent EDH deck. Let me throw some out to you that I was testing as I was throwing this deck together in haste.
The Bounce lands/Exploration are intentional. While very infrequent. They do offer some extreme ramp. I plan on cutting these for fetches and maybe a Drop of Honey if the Nodes keep doing well.
While this deck does have a lot of money in it, I built it from excess stuff I had lying in binders. But I also don't want to dump too much more into it.
Also while Collective Restraint is usually set to 5 it doesn't protecy our 'walkers. Ever feel like it could be an easy cut?
I'll have to repost my list soon.
Will say that Siege Rhino has been over performing at all stages of the game. He's an awesome pod target to put pressure on them, drain life, works well with Exalted and Resto Angel. I cut a Finks for one and I want to put a second one in. But don't know what to cut.
1 Snapcaster Mage
1 Vendilion Clique
4 Kitchen Finks
2 Restoration Angel
1 Sun Titan
2 Detention Sphere
2 Serum Visions
2 Spell Snare
4 Path to Exile
3 Remand
1 Shadow of Doubt
1 Dissolve
4 Cryptic Command
2 Supreme Verdict
1 Sphinx's Revelation
4 Temple of Enlightenment
3 Hallowed Fountain
2 Flooded Strand
2 Seachrome Coast
2 Mystic Gate
3 Tectonic Edge
4 Island
2 Plains
1 Engineered Explosives
1 Baneslayer Angel
1 Batterskull
1 Dispel
1 Negate
2 Stoney Silence
1 Rest in Peace
2 Aven Mindcensor
1 Disenchant
2 Celestial Purge
1 Supreme Verdict
1 Timely Reinforcements
This is what I'm taking to my local FNM. Any tweaks? I expect UWR, Dredgevine, UR Pyromaster, Merfolk, Zoo, and 8 Rack