I'm currently building Marisi too. What i did differently was that i made my curve lower, as you'd want to land 1 or 2 creatures that are very difficult to block by Turn 4, when you cast Marisi. In the same note, i avoided 4 drops unless they are very synergistic for the deck. The 2 i end up using were Odric, Master Tactician (as you mentioned) and Loyal Unicorn.
One advice on O-Kagachi is that you do not necessary have to play 5 colors if you're worried about consistency. You could play UWG as your main colors (since the best Spirits are W, U and G) with just a splash of Red and Black mana sources (Commander Sphere would be a good example) to make sure you can cast your commander reliably.
If you're okay with non Wurm cards, you should consider Broodhatch Nantuko and Stuffy Doll. They are great rattlesnake blockers and have great effects when you force them to fight Grothama.
With a Vigor on the battlefield, your wurms can fight Grothama and both of them will become bigger.
Lastly looking at your curve, you'd definitely want more mana ramp and lands in order to cast your big wurms consistently. Something like 38 lands with 8 ramp spells would be better.
Dragon Breath sounds really good on paper, but it hasn't been working well for me. Mainly because you need to find a way to pitch it before Vaevictis is summoned; which is difficult unless you have a source of card filtering or you have a way to easily sacrifice one of your early drops. Else you'd need to cast Vaevictis at 8 mana for the initial haste. It does get stupidly broken after the 2nd cast though.
My group plays a house rule where the game ends when one/two player is dead (depending on the number of players and board state). This creates much faster games since everyone is less likely to play defensively.
The advantage of this rule is that a five to six player game usually lasts only 1 hour. However, the downside to this is that it really affects your playstyle and deck building in the long run.
One strategy i find useful for Vaevictis is not to select the most valuable targets for each player every time you attack. When you do that, you're just pissing off 3 players at once (assuming a 4 player game) and thus have to deal with 3 players worth of hate.
When i attack with Vaevictis, i usually check if any player has anything combo-ish or threatening on board. If there isn't, i would let my opponents choose their own permanent to be sacrificed. Even if they don't flip anything useful, they are less likely to blame you for it.
And if there is a troublesome permanent and you remove it while allowing the other 2 players to choose, you're only drawing hate from one player. In fact, the other two players may even be grateful to you for doing so.
To make a group hug deck with Kynaios and Tiro of Meletis, I started with the usual “add everything with effects that affect all opponents or all players.
I realized that since the deck was able to double damage and mana, I was able to build towards a game winning fireball as my wincon. Hence, I started to tweak the deck towards winning via the Boros Reckoner combo. The resultant deck is as follows:
With a double damage enchantment on board, Deal 10 damage to a Boros Reckoner (or any similar creature) with any of the burn spells (preference being Blasphmous Act), the Reckoner takes 20 damage, redirect that to an opponent for 40 damage.
Sometimes, with the ramp, double mana and double damage, you can even deal lethal to 3 players at once with a Jaya’s immolating inferno or Comet Storm.
The clones are there to copy either the Damage Redirectors or the Mana doublers.
Feel free to let me know if you have any comments that can improve the deck further!
Oof counter it with a fractured identity for maximum lol. assuming you were the target.
I don't think that works, since all players create a copy of it, those players will then get to choose new targets. Its even possible for a person to get multiple of these as a result. It'll be great just for the Chaos though.
The large amount of mana that mono black can generate with cards like Nirkana Revenant, Crypt Ghast, Cabal Coffers, Nykthos, Shrine to Nyx, Cabal Stronghold works very well with her ability.
At the same time, being in this color idenity lets you cast fun surprise cards like mental mistep, phyrexian metamorph and memory plunder even though you don't have islands.
The flavor text goes something like, "With the right mindset, anywhere can be as calm as the eye of the storm"
Edit: I probably did a bad job at translating the flavor text, hopefully someone else can do a better job
A lesser known card that is similar to Mirror Entity is Leonin Sun Standard
With a Vigor on the battlefield, your wurms can fight Grothama and both of them will become bigger.
Lastly looking at your curve, you'd definitely want more mana ramp and lands in order to cast your big wurms consistently. Something like 38 lands with 8 ramp spells would be better.
Disciple of Bolas, Guardian Project, Liliana's Contract, Harvester of Souls and Soul of the Harvest
Dragon Breath sounds really good on paper, but it hasn't been working well for me. Mainly because you need to find a way to pitch it before Vaevictis is summoned; which is difficult unless you have a source of card filtering or you have a way to easily sacrifice one of your early drops. Else you'd need to cast Vaevictis at 8 mana for the initial haste. It does get stupidly broken after the 2nd cast though.
The advantage of this rule is that a five to six player game usually lasts only 1 hour. However, the downside to this is that it really affects your playstyle and deck building in the long run.
One strategy i find useful for Vaevictis is not to select the most valuable targets for each player every time you attack. When you do that, you're just pissing off 3 players at once (assuming a 4 player game) and thus have to deal with 3 players worth of hate.
When i attack with Vaevictis, i usually check if any player has anything combo-ish or threatening on board. If there isn't, i would let my opponents choose their own permanent to be sacrificed. Even if they don't flip anything useful, they are less likely to blame you for it.
And if there is a troublesome permanent and you remove it while allowing the other 2 players to choose, you're only drawing hate from one player. In fact, the other two players may even be grateful to you for doing so.
To make a group hug deck with Kynaios and Tiro of Meletis, I started with the usual “add everything with effects that affect all opponents or all players.
I realized that since the deck was able to double damage and mana, I was able to build towards a game winning fireball as my wincon. Hence, I started to tweak the deck towards winning via the Boros Reckoner combo. The resultant deck is as follows:
1 Kynaios and Tiro of Meletis
Ramp/Mana Fixing
1 Sol Ring
1 Veteran Explorer
1 Farseek
1 Nature's Lore
1 Nissa's Pilgrimage
1 Rampant Growth
1 Sakura-Tribe Elder
1 Pir's Whim
1 Kodama's Reach
1 Tempt with Discovery
1 Cultivate
1 Selvela, Explorer Returned
1 Sylvan Reclaimation
1 Migratory Route
1 Ulvenwald Hydra
1 Collective voyage
Burn/Sweep
1 Comet Storm
1 Chain Reaction
1 Heaven // Earth
1 Jaya's Immolating Inferno
1 Blasphemous Act
1 Clan Defiance
1 Furnace of Rath
1 Dictate of Twin Gods
Burn/Sweep Combo
1 Hornet's Nest
1 Boros Reckoner
1 Swans of Bryn Argoll
1 Spitemare
1 Truefire Captain
1 Grothama, all-devouring
1 Stuffy Doll
1 Vigor
1 Zhur-Taa Ancient
1 Zendikar Resurgent
1 Dictate of Karametra
Extra Cards
1 Humble Defector
1 Fevered Visions
1 Temple Bell
1 Dictate of Kruphix
Group hug Spells
1 Slyvan Offering
1 Fractured Identity
1 Death by Dragons
1 Khorvath's Fury
1 Coveted Jewel
1 Zndrsplt's Judgement
1 Benevolent Offering
Clones
1 Vizier of Many Faces
1 Stolen Identity
1 Rite of Replication
Creatures
1 Winged Coatl
1 Fog Bank
1 Mystic Snake
1 Coiling Oracle
1 Wall of Denial
Other Spells
1 Arcane Denial
1 Disallow
1 Insidious Will
1 Path to Exile
1 Selesyna Charm
1 Boros charm
1 Mercadia's downfall
1 Beast within
1 Volcanic Offering
5 Forest
2 Island
2 Plain
2 Mountain
1 Relinquary Tower
1 Command Tower
1 Frontier Bivouac
1 Seaside Citadel
1 Jungle Shrine
1 Mystic Monastery
1 Volcanic Island
1 Savannah
1 Canopy vista
1 Glacial Fortress
1 Clifftop Retreat
1 Rootbound Crag
1 Sunpetal Grove
1 Hinterland Harbor
1 Sulfur Falls
1 Flooded Strand
1 Windswept Heath
1 Scalding Tarn
1 Misty Rainforest
1 Scared Foundry
1 Temple Garden
1 Steam Vents
1 Stomping Ground
1 Prairie Stream
1 Cinder Gale
Some synergies are
With a double damage enchantment on board, Deal 10 damage to a Boros Reckoner (or any similar creature) with any of the burn spells (preference being Blasphmous Act), the Reckoner takes 20 damage, redirect that to an opponent for 40 damage.
Sometimes, with the ramp, double mana and double damage, you can even deal lethal to 3 players at once with a Jaya’s immolating inferno or Comet Storm.
The clones are there to copy either the Damage Redirectors or the Mana doublers.
Feel free to let me know if you have any comments that can improve the deck further!
I don't think that works, since all players create a copy of it, those players will then get to choose new targets. Its even possible for a person to get multiple of these as a result. It'll be great just for the Chaos though.