Sam Pardee and Josh McClain both made top 8 of TCGPlayer Diamond events (Sam made the top 4 in Santa Clara, Josh got 2nd in Chicago) with the following list:
The sideboard could have probably used a little more work, but the Strangleroot Geists definitely put in a TON of work. I didn't miss the graveyard hate because I never played against Junk Rites, and to be honest I don't even know if it's necessary because it already seems like a really good matchup.
I'm still learning a lot of the nuances of the deck, but I think I still played pretty well for it only being the second tournament I played with the deck.
I won't be able to make it to GP Denver this weekend, but I do plan on playing in the SCG Legacy Open in Columbus this weekend. This is my current list:
I prefer 23 lands because of opposing Wastelands and because I play Mishra's Factory for a couple additional bodies. 2/2/1 basic split so I can cast every card in my deck with only basics if necessary.
I think I want to fit in 1-2 Ponder in the maindeck, but I'm not sure what to cut for them.
The countermagic suggestion was a good one Bronson, it definitely worked out well for me on the day. I wasn't feeling quite greedy enough to play Ajani Vengeant though.
122 player tournament, 7 rounds (fairly small PTQ for the Great Lakes region)
R1: 2-1 5c Zoo (we went to time, but it was one of my friends from Toledo and he conceded because I was way ahead on board)
R2: 2-0 Twin (triple Tectonic Edge kept him off double red game 1 and Jace stopped him from winning with Deceiver Exarch game 2)
R3: 2-0 Wafo-Tapa Teachings (Lingering Souls is good against them since they only have so many Electrolyzes to keep parity)
R4: 2-0 Affinity (he put me to 10 with a turn 2 Plating on the play in game 2, but I had my one-of Disenchant to not get turn 3'd and he basically ran out of gas)
R5: 2-1 Mythic Conscription (yes, it's a thing) (had to hit Eldrazi Conscription in his top 4 cards game 3 to kill me since he was dead on board, thankfully missed)
R6: 2-1 R/G Tron (Spreading Seas and Tectonic Edge are really good)
R7: ID
QF: 1-2 R/G Tron (same opponent as round 6, mulled to 6 and didn't hit a second blue source game 3, stranding VClique and multiple Jaces)
Overall, the deck performed very well on the day and I would definitely play it again.
MVPs were Spreading Seas, Tectonic Edge, Lingering Souls and Jace AoT (Jace is much better than I gave him credit for, although it may be a result of my limited sample size). Elspeth was probably the most underperforming card, but I don't know if I can really cut her or what I would put in her place.
There are definitely some aspects of the deck I like (Spreading Seas seems fairly good in the current format, especially with Jund stretching its manabase to play Lingering Souls, and Jace/Gideon is a tricky wall to break through), but on the other hand playing no maindeck countermagic just has to be wrong. I understand the deck is playing more of a tap-out game, but something along the lines of a Mana Leak, Remand, Negate or Cryptic Command seems warranted. Alternatively, we could go full-on Superfriends and play Ajani Vengeant for more land denial (like the Standard deck of old), but that's probably too greedy.
I'm excited to start playing around with the list a little and figure out how to potentially improve it.
I'm currently in the process of preparing Esper for the 50k in Indy as well. I've gone through a few iterations over the past couple weeks and this is where I currently stand:
The MD Feelings have been testing very well, and I think are almost a necessary evil against what I'm expecting to be a very aggro-heavy field. I'm also up to 6 sweepers, where previously I've just had the 4 Verdicts MD and a Terminus in the board.
One of my friends suggested a MD Staff of Nin, which I can certainly get behind as it's essentially another planeswalker and fits in well with our grindy, incremental advantage game plan.
The lack of MD countermagic has me feeling slightly uneasy, but countermagic seems pretty terrible right now with Cavern usage at an all-time high.
I haven't really been impressed with Vault in the current iteration of the deck since we're not really built to take advantage of it, and it's likely going to become either another Drownyard or a colored land.
Liliana is probably not maindeckable because she's miserable against most of the field, but she's still insane against WRR and passable against Delver. She may be worth 1 or 2 sideboard slots if you can spare the room.
Maindeck countermagic isn't really necessary because you have enough removal and board control to manage the game until you can stick a Titan or planeswalker. It does make your matchup weaker vs. other control decks, but those are a rarity these days.
A question for all: is abandoning 5 drops (Gideon, Batterskull, Tamiyo, Curse) completely the way to actually go? A number of articles still claim Gideon is a reasonable threat against Delver because it dodges Vapor Snag and doesn't necessarily get blown out by Angel. I've been a big Batterskull proponent, but it's starting to feel a little too clunky and getting blown out by Snag is the worst.
This is where my current list stands. I've been putting a decent amount of work into it with some okay results (virtual T16s at a PTQ and a $1.5k). I'm currently one card short with my latest iteration, as I'm trying to figure out if I want to play something spicy (one card I'm considering for the slot is Snapcaster Mage) or just be boring and play something like the 4th Phantasmal Image. Normally I would default to Batterskull, but it feels kind of clunky at the moment.
In all honesty, a 3/3 split is probably sufficient. 4 Therapy just seems excessive, as you rarely want to draw more than 1.
I'm still not sure if Crypt is the correct GY hate over Relic or Cage. The free casting cost is appealing for sure, but the other two have more broad applications than just hosing Dredge. There doesn't really seem to be a consensus on which is best.
Even with 10 multicolor sources, I'm still not comfortable enough splashing for things like Ethersworn Canonist, as I've run into a lot of situations where I can't even cast Tezzeret properly. Cutting Darksteel Citadel for Ancient Den is certainly a possibility, but it at least provides some protection against getting completely blown out by Wasteland, Ancient Grudge/Shattering Spree and Pernicious Deed/Powder Keg. I'm willing to take the small hit in power for a little more consistency. Cabal Therapy + Mindbreak Trap is a reasonable enough game plan against the combo decks.
I decided on a 4/3 split between Champion and Master because Master can be really clunky sometimes and Champion just wins you so many games you have no business winning. It's possible I may make a last-minute choice to cut the 3rd Ravager for the 4th Master.
I'm undecided on the last three slots. I'm thinking the 4th Tormod's Crypt (although I'm not even sure Tormod's Crypt is the correct choice over Relic of Progenitus or Grafdigger's Cage) and 2 removal spells. Dispatch may be worth the splash, mainly because the alternatives aren't really all that enticing (well, alternative, because Dismember is the only other reasonable choice...Go for the Throat and friends cost too much mana...I actually considered Deathmark briefly, but it's kind of narrow even if the most important removal targets for the deck are White and/or Green...)
I've pretty much accepted that if someone is willing to dedicate sideboard slots to Null Rod and/or Energy Flux, then props to them for playing such narrow hate
In the U/B list, the 2 Blinkmoth Nexus will likely become Darksteel Citadel. I haven't been terribly ecstatic about them and it's an easy swap.
I think 4 Mox/3 Drum is the configuration I'm most comfortable with. 4 Mox may be pushing it a bit without Arcbound Ravager, but it's a card you pretty much always want to see in your opener.
The Esper mana is a bit tricky to figure out in terms of fitting in Darksteel Citadel. The 4 Seat and 4 Vault are non-negotiable. Ancient Tomb is obviously ridiculous, although not being an artifact (then again, this isn't necessarily a bad thing!) and not being able to produce colored mana is a bit worrisome. Glimmervoid seems almost essential in some numbers in a 3 color build (I know the recent T16 list didn't play any.) The White isn't as crucial, so perhaps Ancient Den isn't strictly necessary at all?
A reasonable compromise for Esper could be something like:
Sideboard is in a bit of flux right now as I'm still trying to finalize the maindeck.
Some thoughts:
Ancient Tomb is insane. I'm not sure I feel comfortable playing 4 of them, but 3 is a definite possibility. I feel like you definitely want some number of them if you decide to play the 4 Master/4 Champion build.
Blinkmoth Nexus is probably incorrect in a format with so many decks playing Wasteland, but I would honestly rather them Wasteland my Nexus than Seat/Vault/Glimmervoid. The added evasive threat and Plating carrier seems worth the risk.
I'm still back and forth on Arcbound Ravager. Yes, he can blank removal, stop Jitte from gaining counters and nix Batterskull gaining life (of course, Etched Champion can do these things too...), but he can be really clunky at times and conflicts with Master of Etherium and Tezzeret.
I'm pretty convinced playing with less than 4 Etched Champion is a crime. Priority #1 will be finding room for a 4th one.
I haven't really missed Vault Skirge. It's a good card, but it doesn't feel correct right now.
I do like the idea of having maindeck Dispatch (and potentially Stoneforge Mystic/Steelshaper's Gift), but I don't know if I can bring myself to pull the trigger. If I did, it would look something like:
Not sure what the best way is to get around the glut of 3 drops. One possibility is swapping Sword of War and Peace for Runechanter's Pike, but there's not as much fuel for the Pike as in other Delver decks because of the slightly increased creature and land counts (well, that and Sword being insane in this format).
Here's the list for those that don't click on the link:
- Evasion
- Haste
- Card advantage
- She's still a relatively obscure choice for a Grixis commander, as Thraximundar, Sedris and Nicol Bolas are all more frequently used.
- She's been the commander since I first built the deck a year or two ago
- I have a foil one (good enough reason for me!)
3 Elspeth, Sun's Champion
4 Jace, Architect of Thought
4 Azorius Charm
4 Detention Sphere
4 Dissolve
2 Divination
1 Fated Retribution
1 Last Breath
4 Sphinx's Revelation
4 Supreme Verdict
2 Syncopate
4 Hallowed Fountain
7 Island
3 Mutavault
5 Plains
1 Temple of Deceit
4 Temple of Enlightenment
1 Temple of Silence
3 Archangel of Thune
1 Blind Obedience
3 Gainsay
2 Glare of Heresy
1 Last Breath
2 Negate
1 Pithing Needle
2 Revoke Existence
Seems like a fairly stock list. I expect that one or both of them will write about it sometime this week.
Here's the list I played. It's fairly stock, nothing terribly exciting:
4 Geist of Saint Traft
4 Invisible Stalker
4 Loxodon Smiter
4 Voice of Resurgence
4 Ethereal Armor
4 Rancor
2 Simic Charm
4 Spectral Flight
4 Unflinching Courage
2 Forest
4 Hallowed Fountain
4 Hinterland Harbor
4 Sunpetal Grove
4 Temple Garden
2 Fog
3 Nearheath Pilgrim
2 Negate
2 Rootborn Defenses
2 Selesnya Charm
4 Strangleroot Geist
The sideboard could have probably used a little more work, but the Strangleroot Geists definitely put in a TON of work. I didn't miss the graveyard hate because I never played against Junk Rites, and to be honest I don't even know if it's necessary because it already seems like a really good matchup.
I'm still learning a lot of the nuances of the deck, but I think I still played pretty well for it only being the second tournament I played with the deck.
Matchups:
R1 - UWR Midrange (won 2-0) (1-0)
R2 - Rb Aggro (lost 0-2) (1-1)
R3 - Jund Midrange (won 2-1) (2-1)
R4 - Junk Aggro/Midrange (won 2-1) (3-1)
R5 - Jund Midrange (won 2-0) (4-1)
R6 - Naya Ramp (won 2-0) (5-1)
R7 - Naya Blitz (won 2-1) (6-1)
R8 - UWR Midrange (won 2-0) (7-1)
R9 - Bant Hexproof (won 2-1) (8-1)
QF - Jund Midrange (won 2-1) (9-1)
SF - Esper Control (won 2-1) (10-1)
Finals - Jund Midrange (won 2-1) (11-1) (game 3, which starts at around 24:20 or so, is particularly amusing)
4 Stoneforge Mystic
1 Vendilion Clique
1 Venser, Shaper Savant
3 Jace, the Mind Sculptor
1 Batterskull
1 Engineered Explosives
1 Umezawa's Jitte
1 Detention Sphere
4 Brainstorm
1 Counterspell
3 Force of Will
2 Spell Pierce
4 Swords to Plowshares
2 Lingering Souls
1 Supreme Verdict
2 Thoughtseize
4 Flooded Strand
1 Karakas
2 Island
2 Marsh Flats
2 Mishra's Factory
3 Polluted Delta
2 Plains
1 Swamp
3 Tundra
3 Underground Sea
1 Disenchant
1 Engineered Explosives
2 Engineered Plague
1 Force of Will
1 Flusterstorm
2 Nihil Spellbomb
1 Perish
2 Surgical Extraction
1 Supreme Verdict
1 Sword of Feast and Famine
I prefer 23 lands because of opposing Wastelands and because I play Mishra's Factory for a couple additional bodies. 2/2/1 basic split so I can cast every card in my deck with only basics if necessary.
I think I want to fit in 1-2 Ponder in the maindeck, but I'm not sure what to cut for them.
3 Wall of Omens
2 Elspeth, Knight-Errant
2 Gideon Jura
3 Jace, Architect of Thought
1 Batterskull
2 Detention Sphere
4 Lingering Souls
3 Mana Leak
4 Path to Exile
3 Spell Snare
4 Spreading Seas
3 Supreme Verdict
4 Celestial Colonnade
1 Godless Shrine
2 Hallowed Fountain
2 Island
4 Marsh Flats
1 Misty Rainforest
2 Plains
3 Seachrome Coast
4 Tectonic Edge
1 Watery Grave
1 Celestial Purge
1 Disenchant
1 Negate
2 Rest in Peace
2 Rule of Law
2 Spellskite
2 Stony Silence
2 Vendilion Clique
The countermagic suggestion was a good one Bronson, it definitely worked out well for me on the day. I wasn't feeling quite greedy enough to play Ajani Vengeant though.
122 player tournament, 7 rounds (fairly small PTQ for the Great Lakes region)
R1: 2-1 5c Zoo (we went to time, but it was one of my friends from Toledo and he conceded because I was way ahead on board)
R2: 2-0 Twin (triple Tectonic Edge kept him off double red game 1 and Jace stopped him from winning with Deceiver Exarch game 2)
R3: 2-0 Wafo-Tapa Teachings (Lingering Souls is good against them since they only have so many Electrolyzes to keep parity)
R4: 2-0 Affinity (he put me to 10 with a turn 2 Plating on the play in game 2, but I had my one-of Disenchant to not get turn 3'd and he basically ran out of gas)
R5: 2-1 Mythic Conscription (yes, it's a thing) (had to hit Eldrazi Conscription in his top 4 cards game 3 to kill me since he was dead on board, thankfully missed)
R6: 2-1 R/G Tron (Spreading Seas and Tectonic Edge are really good)
R7: ID
QF: 1-2 R/G Tron (same opponent as round 6, mulled to 6 and didn't hit a second blue source game 3, stranding VClique and multiple Jaces)
Overall, the deck performed very well on the day and I would definitely play it again.
MVPs were Spreading Seas, Tectonic Edge, Lingering Souls and Jace AoT (Jace is much better than I gave him credit for, although it may be a result of my limited sample size). Elspeth was probably the most underperforming card, but I don't know if I can really cut her or what I would put in her place.
I'm excited to start playing around with the list a little and figure out how to potentially improve it.
3 Jace, Architect of Thought
2 Sorin, Lord of Innistrad
2 Tamiyo, the Moon Sage
4 Azorius Charm
2 Detention Sphere
2 Feeling of Dread
3 Forbidden Alchemy
4 Lingering Souls
1 Runechanter's Pike
2 Sphinx's Revelation
4 Supreme Verdict
2 Terminus
1 Ultimate Price
2 Evolving Wilds
4 Glacial Fortress
4 Hallowed Fountain
2 Island
4 Isolated Chapel
2 Nephalia Drownyard
2 Plains
1 Swamp
1 Vault of the Archangel
2 Curse of Death's Hold
1 Erase
3 Geist of Saint Traft
2 Negate
1 Nephalia Drownyard
2 Rest in Peace
2 Rhox Faithmender
1 Sundering Growth
1 Ultimate Price
The MD Feelings have been testing very well, and I think are almost a necessary evil against what I'm expecting to be a very aggro-heavy field. I'm also up to 6 sweepers, where previously I've just had the 4 Verdicts MD and a Terminus in the board.
One of my friends suggested a MD Staff of Nin, which I can certainly get behind as it's essentially another planeswalker and fits in well with our grindy, incremental advantage game plan.
The lack of MD countermagic has me feeling slightly uneasy, but countermagic seems pretty terrible right now with Cavern usage at an all-time high.
I haven't really been impressed with Vault in the current iteration of the deck since we're not really built to take advantage of it, and it's likely going to become either another Drownyard or a colored land.
4 Master of Etherium
4 Memnite
4 Ornithopter
4 Signal Pest
4 Steel Overseer
4 Vault Skirge
4 Cranial Plating
4 Mox Opal
4 Springleaf Drum
1 Steelshaper's Gift
3 Thoughtcast
4 Darksteel Citadel
3 Glimmervoid
4 Inkmoth Nexus
1 Island
2 Ancient Grudge
3 Dismember
4 Etched Champion
2 Ethersworn Canonist
2 Rest in Peace
2 Thoughtseize
Maindeck countermagic isn't really necessary because you have enough removal and board control to manage the game until you can stick a Titan or planeswalker. It does make your matchup weaker vs. other control decks, but those are a rarity these days.
A question for all: is abandoning 5 drops (Gideon, Batterskull, Tamiyo, Curse) completely the way to actually go? A number of articles still claim Gideon is a reasonable threat against Delver because it dodges Vapor Snag and doesn't necessarily get blown out by Angel. I've been a big Batterskull proponent, but it's starting to feel a little too clunky and getting blown out by Snag is the worst.
2 Drowned Catacomb
2 Evolving Wilds
2 Ghost Quarter
2 Glacial Fortress
2 Island
4 Isolated Chapel
4 Plains
2 Swamp
4 Seachrome Coast
1 Elesh Norn, Grand Cenobite
3 Phantasmal Image
3 Sun Titan
2 Dead Weight
2 Doom Blade
4 Forbidden Alchemy
1 Go for the Throat
4 Lingering Souls
3 Oblivion Ring
4 Ponder
2 Ratchet Bomb
1 Unburial Rites
1 ???
2 Celestial Purge
1 Day of Judgment
2 Divine Offering
1 Ghost Quarter
1 Karn Liberated
2 Liliana of the Veil
2 Negate
2 Nihil Spellbomb
2 Timely Reinforcements
I'm still not sure if Crypt is the correct GY hate over Relic or Cage. The free casting cost is appealing for sure, but the other two have more broad applications than just hosing Dredge. There doesn't really seem to be a consensus on which is best.
3 Darksteel Citadel
3 Glimmervoid
4 Seat of the Synod
4 Vault of Whispers
3 Tezzeret, Agent of Bolas
3 Arcbound Ravager
4 Etched Champion
4 Frogmite
3 Master of Etherium
4 Memnite
4 Ornithopter
4 Signal Pest
4 Mox Opal
3 Springleaf Drum
4 Thoughtcast
3 Cabal Therapy
4 Mindbreak Trap
2 Spellskite
3 Tormod's Crypt
3 ???
Even with 10 multicolor sources, I'm still not comfortable enough splashing for things like Ethersworn Canonist, as I've run into a lot of situations where I can't even cast Tezzeret properly. Cutting Darksteel Citadel for Ancient Den is certainly a possibility, but it at least provides some protection against getting completely blown out by Wasteland, Ancient Grudge/Shattering Spree and Pernicious Deed/Powder Keg. I'm willing to take the small hit in power for a little more consistency. Cabal Therapy + Mindbreak Trap is a reasonable enough game plan against the combo decks.
I decided on a 4/3 split between Champion and Master because Master can be really clunky sometimes and Champion just wins you so many games you have no business winning. It's possible I may make a last-minute choice to cut the 3rd Ravager for the 4th Master.
I'm undecided on the last three slots. I'm thinking the 4th Tormod's Crypt (although I'm not even sure Tormod's Crypt is the correct choice over Relic of Progenitus or Grafdigger's Cage) and 2 removal spells. Dispatch may be worth the splash, mainly because the alternatives aren't really all that enticing (well, alternative, because Dismember is the only other reasonable choice...Go for the Throat and friends cost too much mana...I actually considered Deathmark briefly, but it's kind of narrow even if the most important removal targets for the deck are White and/or Green...)
I've pretty much accepted that if someone is willing to dedicate sideboard slots to Null Rod and/or Energy Flux, then props to them for playing such narrow hate
I think 4 Mox/3 Drum is the configuration I'm most comfortable with. 4 Mox may be pushing it a bit without Arcbound Ravager, but it's a card you pretty much always want to see in your opener.
The Esper mana is a bit tricky to figure out in terms of fitting in Darksteel Citadel. The 4 Seat and 4 Vault are non-negotiable. Ancient Tomb is obviously ridiculous, although not being an artifact (then again, this isn't necessarily a bad thing!) and not being able to produce colored mana is a bit worrisome. Glimmervoid seems almost essential in some numbers in a 3 color build (I know the recent T16 list didn't play any.) The White isn't as crucial, so perhaps Ancient Den isn't strictly necessary at all?
A reasonable compromise for Esper could be something like:
2 Ancient Tomb
3 Glimmervoid
4 Seat of the Synod
4 Vault of Whispers
2 Blinkmoth Nexus
2 Darksteel Citadel
2 Glimmervoid
4 Seat of the Synod
4 Vault of Whispers
4 Arcbound Ravager
3 Etched Champion
4 Frogmite
3 Master of Etherium
4 Memnite
4 Ornithopter
4 Signal Pest
4 Mox Opal
3 Springleaf Drum
4 Thoughtcast
Sideboard is in a bit of flux right now as I'm still trying to finalize the maindeck.
Some thoughts:
Ancient Tomb is insane. I'm not sure I feel comfortable playing 4 of them, but 3 is a definite possibility. I feel like you definitely want some number of them if you decide to play the 4 Master/4 Champion build.
Blinkmoth Nexus is probably incorrect in a format with so many decks playing Wasteland, but I would honestly rather them Wasteland my Nexus than Seat/Vault/Glimmervoid. The added evasive threat and Plating carrier seems worth the risk.
I'm still back and forth on Arcbound Ravager. Yes, he can blank removal, stop Jitte from gaining counters and nix Batterskull gaining life (of course, Etched Champion can do these things too...), but he can be really clunky at times and conflicts with Master of Etherium and Tezzeret.
I'm pretty convinced playing with less than 4 Etched Champion is a crime. Priority #1 will be finding room for a 4th one.
I haven't really missed Vault Skirge. It's a good card, but it doesn't feel correct right now.
I do like the idea of having maindeck Dispatch (and potentially Stoneforge Mystic/Steelshaper's Gift), but I don't know if I can bring myself to pull the trigger. If I did, it would look something like:
2 Ancient Tomb
2 Glimmervoid
4 Seat of the Synod
4 Vault of Whispers
3 Tezzeret, Agent of Bolas
4 Frogmite
4 Master of Etherium
4 Memnite
4 Ornithopter
4 Signal Pest
2 Stoneforge Mystic
4 Cranial Plating
3 Dispatch
4 Mox Opal
3 Springleaf Drum
4 Thoughtcast
Otherwise, a revised U/B list:
2 Blinkmoth Nexus
2 Darksteel Citadel
2 Glimmervoid
4 Seat of the Synod
4 Vault of Whispers
2 Arcbound Ravager
4 Etched Champion
4 Frogmite
4 Master of Etherium
4 Memnite
4 Ornithopter
4 Signal Pest
4 Mox Opal
3 Springleaf Drum
4 Thoughtcast
Here's the list for those that don't click on the link:
3 Drogskol Captain
4 Geist of Saint Traft
4 Snapcaster Mage
3 Gitaxian Probe
2 Gut Shot
4 Lingering Souls
4 Mana Leak
4 Ponder
2 Sword of War and Peace
4 Vapor Snag
4 Glacial Fortress
6 Island
3 Moorland Haunt
1 Plains
4 Seachrome Coast
2 Dissipate
2 Flashfreeze
1 Gut Shot
2 Mental Misstep
1 Negate
2 Oblivion Ring
2 Phyrexian Metamorph
2 Surgical Extraction
1 Timely Reinforcements
- Evasion
- Haste
- Card advantage
- She's still a relatively obscure choice for a Grixis commander, as Thraximundar, Sedris and Nicol Bolas are all more frequently used.
- She's been the commander since I first built the deck a year or two ago
- I have a foil one (good enough reason for me!)
Decklist
//Commander
1 Garza Zol, Plague Queen
//Creature
1 Body Double
1 Bogardan Hellkite
1 Consecrated Sphinx
1 Draining Whelk
1 Fleshbag Marauder
1 Grave Titan
1 Izzet Chronarch
1 Mulldrifter
1 Phyrexian Metamorph
1 Puppeteer Clique
1 Rune-Scarred Demon
1 Sakashima the Impostor
1 Shriekmaw
1 Snapcaster Mage
1 Solemn Simulacrum
1 Trinket Mage
1 Venser, Shaper Savant
//Instant
1 Chaos Warp
1 Crosis's Charm
1 Cryptic Command
1 Fact or Fiction
1 Forbidden Alchemy
1 Hinder
1 Makeshift Mannequin
1 Memory Plunder
1 Mystical Teachings
1 Mystical Tutor
1 Spell Crumple
1 Spin into Myth
1 Terminate
1 Vampiric Tutor
1 Blasphemous Act
1 Bribery
1 Cruel Ultimatum
1 Damnation
1 Decree of Pain
1 Demonic Tutor
1 Life's Finale
1 Praetor's Grasp
1 Rite of Replication
//Artifact
1 Coalition Relic
1 Darksteel Ingot
1 Dimir Signet
1 Expedition Map
1 Izzet Signet
1 Oblivion Stone
1 Prismatic Lens
1 Rakdos Signet
1 Relic of Progenitus
1 Sensei's Divining Top
1 Sol Ring
1 Talisman of Dominance
//Enchantment
1 Necromancy
1 Phyrexian Arena
1 Rhystic Study
1 Treachery
//Planeswalker
1 Jace Beleren
1 Jace, the Mind Sculptor
1 Karn Liberated
1 Liliana Vess
1 Nicol Bolas, Planeswalker
1 Sorin Markov
2 Mountain
4 Swamp
7 Island
1 Blood Crypt
1 Bloodstained Mire
1 Bojuka Bog
1 Cascade Bluffs
1 Command Tower
1 Creeping Tar Pit
1 Crumbling Necropolis
1 Dragonskull Summit
1 Drowned Catacomb
1 Graven Cairns
1 Lavaclaw Reaches
1 Polluted Delta
1 Reflecting Pool
1 Reliquary Tower
1 Riptide Laboratory
1 Scalding Tarn
1 Steam Vents
1 Strip Mine
1 Sulfur Falls
1 Sunken Ruins
1 Tolaria West
1 Urborg, Tomb of Yawgmoth
1 Volrath's Stronghold
1 Watery Grave
About the deck
I'm trying to maintain a balance between 1v1 and multiplayer viability.
I've considered the Cabal Coffers/X spell route, but I don't really want that kind of combo kill in the deck.
I've intentionally omitted "take extra turns" cards like Time Stretch, Time Warp, etc.