I'll be representing the Azorius Senate again at the Dragon's Maze pre-release. I personally like slower decks in Sealed, and I've been debating between Azorius and Orzhov which I've been playing a lot in limited events (along with favoring Simic for drafts with great success). But I really like Ascended Lawmage and Jelenn Sphinx, and it still is still mostly Dragon's Maze.
Good luck to all the guilds and players and those running the race... in the maze...
I like that you can use this as an on-board "suprise" blocker by removing the incubator to make a beefed up blocker. Cool that you could put it on some guy, play a creature to evolve him, then get even more +1/+1 counters for your mana.
Messing around with deck based around enchanting lands. Probably won't be Tier 1 but it's interesting.This deck deserves attention in the current meta because the best land destruction in Standard is probably Ghost Quarter which is not particularly good and basically no one runs it (even in their sideboard).
The deck is mostly based around ramping and building card advantage through Underworld Connections and abusing it as the "cheapest" continual card draw.
I'm pretty sure you can copy it. There are multiple threads/columns which talk about this. They all go on the stack.
I really need help with a win condition though. Do people think burn is the best or should mill become a strategy with Jace, Memory Adept and Mind Sculpt? We could make this Mono-Blue, drop the reverberations, and get more consistent draw engines. I know some people ahve similar decks with white for Entreat the Angels, Terminus, and Stonehorn Dignitary. Is that obviously better?
Mission: To break Miracle Plan: The best way to get the msot from their cheap mana cost is Reverberate like effects.
Here are cards I've been messing with (for post-October rotation) and what a deck could look like. Any suggestions/tips/comments/critiques welcome. Thanks.
Some pros:
- Zero creatures = blanking removal
- Lots of cheap draw - most instant speed (can do things like Rewind their spell, then Think Twice into Temporal Mastery during their turn
- advantageous discard-card draw (putting things in the graveyard) - flashback cards, for spelltwine, Snapcaster
Some cons:
- Deck often doesn't do much - needs some other combo cards
Oh really? Then why do we not have different decks winning every tournament, if the "good players" build a new deck every time.
Didn't Andre Coimbra win Worlds with a Naya Lightsabre deck? Is that posted in the competitive type 2 format thread? No.
Wasn't the last PTQ in Austin won by Eldrazi Green? A homebrew from a couple? Yes.
Homebrews can be very legitimate. I hear people complaining all the time about how Standard sucks and Jund is unbeatable. It sucks cuz you're just sitting there waiting for people to hand you the next great netdeck! Why not be out there testing, figuring out what cards are great, building new fun decks like Eldrazi or Lightsabre. No, instead you just sit there and say it's impossible. Good luck with adversity in life.
I've been working on a list for a while that can have explosive turns with Conqueror's Pledge but also just has efficient creatures and ramp. This is what I've come up with.
One scenario I think is fairly common, that could come up in draft and even Standard:
Scute Mob with 8 counters on it gets blocked by a Vampire Hexmage. The vampire player can have first strike damage resolve, then before regular damage sacrifice it to remove the counters from the mob. This would kill the Scute Mob because it would be a 1/1 with 2 points of damage on it. If you had a second mage, you could actually sac it to save the 1st. This works for Planewalkers too. Block, kill something with 2 toughness, then after first strike damage, before normal damage, sac the mage to kill a Planeswalker.
Hey. dr. drup, thanks for the comment. I'll work on a "brocken" deck any day now.
You realize this is a section for decks too, right? If anything this is exploring G/W tokens and Conqueror's Pledge as a viable token generator and win condition.
I personally would push Day of Judgment to the sideboard (same with Coup). Mass removal is counter-productive, and you definitely don't need that much.
I would also cut Rampant Growth and Harrow. The two mentioned above do the same thing of ramping you, but also giving you creatures. Thirdly, Overrun is amazing in this deck. I'm always amazed by how many people cannot deal with Conqueror's Pledge followed by Overrun. It's better than Coat of Arms and has huge surprise factor.
Lastly, I would suggest Enlisted Wurm. He's great for the top of the curve, and can hit Overrun and the Pledge. Lots of fun. This deck is so much fun to play. Enjoy!
Can someone explain why this is? I thought protection only made things so they could not be targeted? It seems to me that if it's already been targeted it should stay on. I'm just looking for a rules explanation instead of a result.
Good luck to all the guilds and players and those running the race... in the maze...
I like that you can use this as an on-board "suprise" blocker by removing the incubator to make a beefed up blocker. Cool that you could put it on some guy, play a creature to evolve him, then get even more +1/+1 counters for your mana.
The deck is mostly based around ramping and building card advantage through Underworld Connections and abusing it as the "cheapest" continual card draw.
4x Abundant Growth
4x Verdant Haven
4x Underworld Connections
2x Urban Burgeoning
2x Sphere of Safety
2x Mana Bloom
4x Arbor Elf
Instants
4x Fog
4x Sphinx's Revelation
Spells
2x Rakdos' Return
4x Temporal Mastery
Planeswalkers
2x Tamiyo, the Moon Sage
1x Chandra, the Firebrand
4x Overgrown Tomb
4x Breeding Pool
4x Temple Garden
2x Woodland Cemetery
2x Hinterland Harbor
4x Stomping Ground
4x Forest
I'd really love to play Deathrite Shaman but with no fetch lands it's pretty tough. I do feel like I need one drop mana acceleration.
Thanks Moz. What are you trying to say?
Yes, Spelltwine is exiled after it's played. It also exiles the cards it copies. But if you use it to cast Temporal Mastery from your graveyard when it's been discarded from Faithless Looting or Desperate Ravings, what is the problem?
I really need help with a win condition though. Do people think burn is the best or should mill become a strategy with Jace, Memory Adept and Mind Sculpt? We could make this Mono-Blue, drop the reverberations, and get more consistent draw engines. I know some people ahve similar decks with white for Entreat the Angels, Terminus, and Stonehorn Dignitary. Is that obviously better?
Plan: The best way to get the msot from their cheap mana cost is Reverberate like effects.
Here are cards I've been messing with (for post-October rotation) and what a deck could look like. Any suggestions/tips/comments/critiques welcome. Thanks.
Combo
Temporal Mastery - Reverberate - Increasing Vengeance - Spelltwine
Draw
Desperate Ravings -Divination - Reforge the Soul - Gitaxian Probe - Index - Think Twice - Wild Guess - Amass the Components - Faithless Looting
Damage
Flames of the Firebrand - Thunderous Wrath - Pillar of Flame - Gut Shot - Searing Spear - Devil's Play
Sweepers/Bounce
Devastation Tide - Bonfire of the Damned - Vanishment - Vapor Snag - Whipflare - Sleep
Counter
Dissipate - Rewind - Negate - Essence Scatter
Planeswalkers
Tibalt, the Fiend-Blooded - Tamiyo, the Moon Sage - Chandra, the Firebrand - Jace, Memory Adept
Creatures
Augur of Bolas - Snapcaster Mage - Delver of Secrets - Talrand, Sky Summoner - Mad Prophet
2 Spelltwine
4 Faithless Looting
2 Bonfire of the Damned
4 Pillar of Flame
4 Index
4 Increasing Vengeance
4 Thunderous Wrath
2 Negate
2 Rewind
1 Tamiyo, the Moon Sage
1 Tibalt, the Fiend-Blooded
2 Desolate Lighthouse
Some pros:
- Zero creatures = blanking removal
- Lots of cheap draw - most instant speed (can do things like Rewind their spell, then Think Twice into Temporal Mastery during their turn
- advantageous discard-card draw (putting things in the graveyard) - flashback cards, for spelltwine, Snapcaster
Some cons:
- Deck often doesn't do much - needs some other combo cards
Flashing back an Increasing Vengeance on a miracled Thunderous Wrath for 15 is pretty stellar. Getting 3 turns is pretty cool too...
Didn't Andre Coimbra win Worlds with a Naya Lightsabre deck? Is that posted in the competitive type 2 format thread? No.
Wasn't the last PTQ in Austin won by Eldrazi Green? A homebrew from a couple? Yes.
Homebrews can be very legitimate. I hear people complaining all the time about how Standard sucks and Jund is unbeatable. It sucks cuz you're just sitting there waiting for people to hand you the next great netdeck! Why not be out there testing, figuring out what cards are great, building new fun decks like Eldrazi or Lightsabre. No, instead you just sit there and say it's impossible. Good luck with adversity in life.
It makes your unearth creatures better too.
4 Noble Hierarch
4 Llanowar Elves
4 Steward of Valeron
4 Lotus Cobra
4 Knight of the Reliquary
3 Baneslayer Angel
2 Captain of the Watch
Spells
3 Garruk Wildspeaker
2 Elspeth, Knight-Errant
4 Conqueror's Pledge
3 Overrun
4 Verdant Catacombs
3 Arid Mesa
5 Forest
7 Plains
4 Sunpetal Grove
3 Thornling
2 Brave the Elements
4 Dauntless Escort
4 Path to Exile
2 Devout Lightcaster
Scute Mob with 8 counters on it gets blocked by a Vampire Hexmage. The vampire player can have first strike damage resolve, then before regular damage sacrifice it to remove the counters from the mob. This would kill the Scute Mob because it would be a 1/1 with 2 points of damage on it. If you had a second mage, you could actually sac it to save the 1st. This works for Planewalkers too. Block, kill something with 2 toughness, then after first strike damage, before normal damage, sac the mage to kill a Planeswalker.
You realize this is a section for decks too, right? If anything this is exploring G/W tokens and Conqueror's Pledge as a viable token generator and win condition.
4 Noble Hierarch
4 Llanowar Elves
4 Steward of Valeron
4 Elvish Visionary
4 Dauntless Escort
2 Sigil Captain
2 Enlisted Wurm
Spells
3 Garruk Wildspeaker
2 Brave the Elements
4 Conqueror's Pledge
3 Overrun
1 Eldrazi Monument
4 Sunpetal Grove
2 G/W Refuge
9 Forest
8 Plains
2 Brave the Elements
2 Sigil Blessing
2 Martial Coup
4 Devout Lightcaster
2 Soul Warden
2 Path to Exile
1 Elspeth, Knight-Errant
I have a green/white tokens deck and Steward of Valeron and Llanowar Elves are pretty stellar. I would consider them both and Noble Hierarch before birds.
I would also cut Rampant Growth and Harrow. The two mentioned above do the same thing of ramping you, but also giving you creatures. Thirdly, Overrun is amazing in this deck. I'm always amazed by how many people cannot deal with Conqueror's Pledge followed by Overrun. It's better than Coat of Arms and has huge surprise factor.
Lastly, I would suggest Enlisted Wurm. He's great for the top of the curve, and can hit Overrun and the Pledge. Lots of fun. This deck is so much fun to play. Enjoy!
Since Where Ancients Tread wasn't as hot as I was thinking here's a list I came up with.
4 Deft Duelist
2 Sphinx of Jwar Isle
Sorceries
4 Day of Judgment
Instants
4 Negate
Enchantments
4 Journey to Nowhere
4 Oblivion Ring
2 Luminarch Ascension
2 Sigil of the Empty Throne
4 Crystallization
3 Jace Beleren
2 Elspeth, Knight-Errant
Land
4 Glacial Fortress
4 U/W Refuge
9 Island
8 Plains
2 Luminarch Ascension
2 Planar Cleansing
4 Spreading Seas
4 Celestial Purge
3 Devout Lightcaster