I'm going to name a bad card as my favourite card. Desolation Angel-- the art is cool, the effect is sweet, and you're left with a 5/4 flyer. Playing big multiplayer games with this guy is awesome, but in the end, you have to work so hard to make it marginally playable.
Why do they always put the best art on the worst cards?
I think you guys play in similar metas that are not the same as mine. I predominantly play online or with a smaller group of people in person. When I play online, people do not know that I'm playing a combo deck so they target the current strongest player. That's the general idea of the online multiplayer meta: that you attack the player in the lead. Free smacks aren't really a thing, as the theory behind it is, "Why would I attack the guy who controls Wild Research, when I can attack the guy who controls Sphinx of Jwar Isle?
Creatures are a very easy to deal with threat in magic, enchantments attack my meta from a different angle and I've found them to be very enjoyable because of that.
Both of you seem to like playing big creatures that have spell effects on them. I like playing bigger spell effects on different card types because less people are prepared for them. Creatures are the easiest card type to dispatch and in multiplayer there is no shortage of creature removal. Why should I waste my time playing Damnation when one of my opponents is going to Wrath of God on his turn anyway? I want to play a deck that furthers my game plan only and make my opponents spend their resources defending against each other to the point that when I'm ready to win the game there's nothing they can do about it.
I'm going to disagree here, this deck has 11 shuffle effects which I think is adequate enough to run Brainstorm.
I know that your philosophy in Magic is to always play the biggest bombs and the cards that do the most. I play Magic differently, I play decks that play bombs and draw a million cards and are active in the game, but I also play decks that take longer to set up, stay on the sidelines and eventually win. These decks don't drive on the highway like yours do, these decks drive on the access road beside the highway, and both roads lead to the same destination.
I'm happy to play a deck that unassumingly furthers its game plan while being able to defend itself and eventually win. I get bored with "Cabal Coffers for a million: Exsanguinate." So with that in mind I make a few decks here and there that take a different route to the win.
I think that you just have an issue with combo decks in general. I think your philosophy is to bring the biggest gun to the knife show every turn. Combo decks set up a combo and win, that's it. If they fail to do so then they lose. I think the fun in playing combo is timing, knowing when to preserve your removal spell, or when to tutor for a combo piece, or when to lock out the game. Obviously if I tutor out my combo in the first 4 turns, the game is not going to be fun. Combo is all about letting everyone beat each other up until the win is possible for you, and then dropping the lockout.
Anyway, that's the philosophy behind my deck and I know you don't agree with it. You can find solace in the fact that you live in Winnipeg and that's 2223km from this deck.
Might give you some ideas.
We don't play with proxy cards so the majority of that deck is unaffordable. Also it's a little offbeat from what I'm trying to accomplish which is a pillowfort-esque deck that wins through Planeswalkers and Celestial Colonnade.
Cut a Jace for Tamiyo, because she rocks.
Cut a Brainstorm for a Counterspell, tutorable via Wild Research. Only to be used in emergencies. Will go into library with Wheel of Sun and Moon out.
Out of two games tested I won both, so things are looking positive!
Will start testing the manabase for more affordable alternatives.
Fair enough, I could always use Evolving Wilds/Terramorphic Expanse and more basics. It is casual after all. I never even knew that Strip Mine was in 4th Ed. It's pretty abusive though, so if I do run it, it'll be limited to one copy.
Rest in Peace doesn't work with Wild Research though. Wheel of Sun and Moon let's me tutor for a card with Wild, and if it's discarded it goes into my library instead of my GY.
Post the list, I'd love to see your take on it.
That card demands Life from the Loam or Crucible of Worlds. Neither are directions I want to go with this deck, or dollars I want to spend yet.
Yeah that's a bit of my reasoning, I also didn't realize the card was printed in 4th Ed. $3 might be too good of a deal to pass up though...
I was viewing this deck as a grindy control deck that would love a land that taps for 2. You're right about not having anything to ramp out with it though. Probably best off trading them in for two Celestial Colonnades or something similar.
Humility is a headache in multiplayer. Sure it's awesome in the deck, but I play casual kitchen table multiplayer: layer rules are no fun.
I think by adding Wild Research I'll have the toolbox tutor role filled. Enlightened while good, is also $10 a piece.
The unfortunate thing about the signets and talismans is that they only tap for two of my colours, and Coldsteel only one. I like the fact that Sphere taps for all colours, and can be recharged with Proliferate.
We don't play either Legacy or Vintage, it's more of a "No Power 9 and casual restricted list." So cards like Sol Ring are restricted to 1 copy, while Brainstorm can be run in multiples because it's not really "unfair." As for more fetches, I would, but money is an issue and I think there are enough shuffle effects with the current fetches + Wild Research.
I own Tec Edge and Strip Mine costs $20. The other option is Ghost Quarter over Tec.
I'll consider that.
I'm running red for Wild Research, which isn't in the original decklist but the updated one. Also Ajani Vengeant is boss.
I like Lilting Refrain because it synergizes with Proliferate.
I don't like Dovescape unless I build a deck around it specifically.
Ice Cave can seriously backfire on me, but is a very chaotic multiplayer card -- could be fun to play with.
It's also been mentioned that Replenish costs $20.
Updated decklist in OP.
I like the idea of Detention Sphere, and might take out the Honden package for them. More defense is always better. I don't think that decklist is going in the right direction though as its focus is not on Enchantments but Madness and the discard part of Wild Research.
I like it, will do!
Replenish is a little out of budget. The original duals are in there for two reasons a) They're perfect for playtesting without worrying about the manabase just yet and b) I own some of them.
Would you cut the numbers of Rhystic Study and Greater Auramancy for it?
-3 Greater Auramancy
-1 Rhystic Study
+2 Wild Research
+2 Wheel of Sun and Moon
Like so?
I want to avoid green, even though it gives me access to Sterling Grove.
4x Sphere of the Suns
1x Sol Ring
Enchantments: 16
4x Wild Research
2x Rhystic Study
2x Sphere of Safety
2x Wheel of Sun and Moon
2x Detention Sphere
1x Mystic Remora
1x Energy Field
1x Aegis of Honor
1x Privileged Position
3x Ajani Vengeant
2x Jace, Architect of Though
2x Elspeth, Knight-Errant
1x Tamiyo, the Moon Sage
Instants: 5
3x Brainstorm
1x Enlightened Tutor
1x Counterspell
Sorceries: 2
2x Tezzeret's Gambit
Land: 24
4x Arid Mesa
4x Plateau
4x Tundra
4x Volcanic Island
2x Flooded Strand
2x Celestial Colonnade
1x Desolate Lighthouse
1x Serra's Sanctum
1x Shivan Gorge
1x Tectonic Edge
Excellent news! Thank you.
Here's the shell:
4x Stinkweed Imp
4x Deadly Recluse
3x Maelstrom Archangel
3x Bringer of the Black Dawn
3x Bringer of the Blue Dawn
1x Diluvian Primordial
1x Sepulchral Primordial
3x Chromatic Lantern
Instants: 5
4x Moment's Peace
1x Congregate
Sorceries: 9
4x Nature's Lore
2x Skyshroud Claim
1x Demonic Tutor
1x Insurrection
1x Blatant Thievery
4x Bayou
4x Savannah
4x Taiga
4x Tropical Island
4x Wooded Foothills
4x Misty Rainforest
The landbase is very, very unrealistic but is there for testing purposes.
Another worth mentioning is Crown of the Ages, which is more resilient than a creature, but can only be used once a turn (unless you have shenanigans).