Introductions Are In Order
Welcome one and all, today we'll be discussing a very important lady and whether or not you should fall in love with her. She has been called a trinket mage, and a master transmuter. This beautiful blonde hailing from the plane of Dominaria likes to fabricate, and is a very enlightened tutor, her perilous research is rivaled only by her thirst for knowledge, may I introduce you to the one, the only, Hanna!
Thassa, God of the Sea: She helps our draws and makes any kind of tokens we produce (or herself) unblockable, the icing on the cake is that she can be brought back to life with our general or Sun Titan Academy Rector: This lovely lady can grab any enchantment in out deck when she dies. Luckily for us our winconditions are almost all enchantments. Heliod, God of the Sun: Early game this guy makes blockers and late game he makes an army. On his own he's a hard to deal with threat. Phyrexian Metamorph: Copies any artifact or creature on the field making it a very versatile card that is also recurrable with our general. Sun Titan: This guy recurs something like 62 percent of the deck and also provides a win condition. Claws of Gix: The primary function of this card is to permanently exile things with Oblivion Ring or Detention Sphere however it can also sacrifice thing to keep them from being exiled, make a capsize fizzle, reset any clone effects. It is a really versatile card that is never a dead draw for me. Tormod's Crypt: It's important to keep players playing honestly, Tormod's Crypt will make people think twice before trying to play any graveyard antics. Also very recurrable. Mana Crypt: Simply put, this is the most broken mana rock in the game. The life loss that this card can cause is rarely ever an issue. Expedition Map: This can grab any utility land in the deck, generally I grab Maze of Ith with this, but on occasion it helps me make land drops and color fix. Scrabbling Claws: If you can play this card early enough you can usually control someones yard with it and when you're done with it you can choose what card to exile, draw a card, recur, and repeat. Sensei's Divining Top: Helps our draws not suck, extremely difficult to destroy, and if paired with Future Sight this turns into extremely potent card draw. Sol Ring: The second most broken mana rock in the game, has a place in most decks. Torpor Orb: What most people don't realize is that this card turns off the some of the most broken creatures in the game. Tends to draw a target on your head. Scroll Rack: This card lets you dig deep for answers to things, reset miracles, and doesn't count as card draw (looking at you Nekusar!). Bonus points if you have a way to shuffle away the garbage you pitched to it. Oblivion Stone: Recurrable board wipe, usually takes our board state with it but we can usually rebuild faster than our opponents. Can also be used defensively to keep people from attacking us. Pristine Talisman: This mana rock has won me games. The life you can potentially gain of of this is bonkers and it's not even remotely broken so people generally don't waste removal on it. This helps offset the life loss from Mana Crypt as well. Sculpting Steel: This is another copy of any artifact we play. Pretty nifty. Also very recurrable. Trading Post: This card has saved my bacon more than a few times by being able to make a blocker at instant speed. Can also recur artifacts, gain life, and draw cards. extremely versatile. Batterskull: This is another on of those extremely obnoxiously hard to deal with cards as long as you keep 3 mana open. It also provides a reusable blocker, reusable life gain, and a way to win. Gilded Lotus: Produces three mana of any color, nothing too special. Mind's Eye: Very potent card draw if you have the mana for it, also flies under peoples radar a lot because you're only drawing one card at a time. Staff of Nin: Over the course of a game this thing can draw you a lot of cards! Can also kill small utility guys and weak opponents. Spine of Ish Sah: This. Answers. Everything. Seriously though it might be an expensive Vindicate but it's also a reusable Vindicate that recurs itself. Paired with a sacrifice outlet this thing can get nasty. Copy Artifact: See "Sculpting Steel" Darksteel Mutation: This card has been amazing so far, it can be used to make my own indestructible blocker or completely wreck a creature. Suddenly all of those extremely general-centric decks become a lot less effective.
[CARD]Journey to Nowhere[/CARD: Temporary exiling effect or with a sacrifice outlet can be a permanent exiling effect. Also very good at klling generals as usually people will put them back in the general zone. Luminarch Ascension: Extremely powerful win condition late game, downright game-breaking on turn 1-5. I usually mulligan away any hand with this in it because it's too broken that early. Seal of Cleansing: Reusable Disenchant, this is never really a dead card. Aura of Silence: Also a reusable Disenchant but also makes artifact heavy decks much slower. Copy Enchantment: See "Sculpting Steel", except you know, for enchantments. Oblivion Ring: Temporary exile for a non-land permanent or with a sacrifice outlet, permanent exile. Very recurrable. Detention Sphere: See "Oblivion Ring", Also just wrecks any kind of token strategy. Ghostly Prison: It's incredible how many people won't attack you simply because they feel their mana is better spent elsewhere. Propaganda: See "Ghostly Prison". Rhystic Study: Kind of a nuts card and will probably paint a target on your head, but incredible card draw on an enchantment can't be ignored in this deck. I usually only draw 4-5 cards off of this before someone destroys it. Humility: Suddenly all of your opponent's creatures are much, much less effective. Also shuts off ETB effects. Important not to activate man-lands or have devoted Gods with this active. Future Sight: This card is pseudo card draw as long as you want to play the top card of your library, or it can be real card draw with Sensei's Divining Top. The triple blue will usually give you enough devotion to animate Thassa as well. Sphere of Safety: This card is Ghostly Prison/Propaganda on steroids. It's not unusual for my opponents to have to pay 18 mana per creature to attack me. Also crazy if you can get two copies in play. Remember Heliod tokens are enchantments too! Pact of Negation: Answers most threats for free, just don't forget to pay for it on your upkeep. Enlightened Tutor: Tutors for the important components of the deck at instant speed. Path to Exile: Removes any threat from the game one of the most powerful removal spells ever printed. Swords to Plowshares: See "Path to Exile". Arcane Denial: Counters a spell for two mana, isn't horribly color-picky, and draws me a card? this is my favorite counterspell right behind Mana Drain. Cyclonic Rift: A very versatile card as it can be used defensively to bounce a whole field of attackers, or offensively to bounce a whole field of blockers to enable a combat win. The "you don't control" clause is annoying sometimes but we can't have everything can we? Perilous Research: This is kind of a pet card of mine, it lets you draw two cards at instant speed with the stipulation that you have to sacrifice a permanent (which is very rarely an issue). I often use this to sacrifice an Oblivion Ring to exile something permanently. Trickbind: This is definately a meta call, in my area there is a lot of Oblivion Stone's this card saves me from a sweeper and also has about a million other uses. Split Second makes sure you have the final say in the matter. Capsize: This card can win games on it's own, being able to bounce opponent's lands multiple times per turn if you have enough mana. I often use this defensively to temporarily remove an attacker and make the player think twice about attacking me again. Dismantling Blow: Standard artifact/enchantment hate, can also be used to draw cards. Ultimate value. Frantic Search: This card is banned in legacy for a reason. This isn't even a balanced card on paper, it's just completely broken. It allows me to draw two (at instant speed), discard two (which doesn't really matter), and it does it for free (!?). Thirst For Knowledge: Standard instant speed draw spell, discarding is rarely a problem. Stroke of Genius: Allows me to draw a lot of cards. Sphinx's Revelation is probably better than this but this costs less money. Dismiss: Four mana allows us to counter a spell and draw a card, extremely powerful. This is almost as good as Cryptic Command. I play this over Cryptic Command because the triple blue is often difficult to accomplish. Fact or Fiction: There is nothing I can say that will praise this card enough. The main reasons this card is so good is that it digs five deep, allows you to get whatever you want (usually) into your hand, and makes your opponents believe that you are actually involving them in the game. The fact that I play a value general and can recur almost every card in here with her makes splitting the piles even more difficult. Time Stop: Sometimes someone's turn just needs to end, this puts that power into your hands. It can be used to disrupt someone's combo, counter a troublesome threat (and exile it), and end someone's combat. Hope you already played your land for turn. Fabricate: Tutors for one of the important card types in the deck. Idyllic Tutor: Tutors for the other. Supreme Verdict: Kills all of the creatures and is extremely difficult to disrupt. Good way to 36 for 1 the table, hardly effects any card in the deck. Austere Command: Simply the most versatile sweeper in the game. Kills everything you want it to and nothing you don't. Recurring Insight: I've heard some mixed feedback about this card, some people tell me it never draws them any cards. Me? I draw a MINIMUM on 10 cards off of this. Every game. Terminus: Another sweeper, this on places the creatures on the bottom of the deck though, this means it gets around regeneration and indestructible. Can also be cast for one mana which isn't very hard to accomplish with Top and Scroll Rack. Elspeth, Knight-Errant: One of the best 'walkers in the game. I usually use the "make a dude" ability, but the "make a dude bigger" ability is sometimes helpful, and the emblem basically reads "you win the game". Tezzeret the Seeker: This guy's a win condition on his own, and people often overlook him cause he doesn't really do anything threatening (until you make your 16 artifact 5/5 creatures and win). Elspeth, Sun's Champion: Makes a lot of blockers, sweeps the field and makes all of our dudes bigger. Seriously though making three dorks every turn can get really out of hand really fast. Command Tower: Produces any color mana and comes in untapped. Glacial Fortress: Command Tower #2 Hallowed Fountain: Command Tower #3 Azorius Chancery: Command Tower #4, bounces a land when it comes into play which means you can reuse Halimar Depths. Celestial Colonnade: Command Tower #5, Comes into play tapped but can be animated into a big flying creature. Ancient Den: Artifact Plains. Can be tutored with Tezzeret, the Seeker for free Seat of the SynodArtifact Island. Can be tutored with Tezzeret, the Seeker for free. Darksteel CitadelIndestructible artifact land. Can be tutored with Tezzeret, the Seeker for free. Halimar Depths: Good for a free Top activation and can later be reused with Azorius Chancery. Tolaria West: Can transmute this for three mana to grab any 0 mana card in the deck, like Maze of Ith or Tormod's Crypt. Mistveil Plains: Can be used to put used instants and sorceries back into the deck to be used later, also counts as a plains. Kjeldoran Outpost: The only land in these colors that makes tokens. It also comes into play untapped and produces colored mana, you do have to sacrifice a plains when it comes into ply though. Academy Ruins: Reuses dead artifacts and creates a soft lock with Oblivion Stone. Buried Ruin: Reuses dead artifacts but can only be used once. Still more than worth it's salt. Phyrexia's Core: This is a very powerful sacrifice engine, functions much like Claws of Gix in this deck. Hard to kill being a land and all. Maze of Ith: Does a very good job at keeping attackers at bay, doesn't produce mana though which is kind of a bummer. Kor Haven: Prevents damage from a attacking creature so in corner cases you can still block and kill it. Prahv, Spires of Order: The only Maze effect in here that doesn't target and doesn't specify creature, that makes it very powerful. Very expensive to use however. Mystifying Maze: Prevents damage by removing the creature from the game temporarily which allows the controller to get ETB triggers which is unfortunate. Thespian's Stage: Can be any of the previously discussed lands. This thing is amazing.
Wishlist Jace, the Mind Sculptor - I'm usually not a big fan of this guy in EDH because he generally dies immediately after you play him because people still remember Kaw-Blade but I think if you can protect him he can be a viable win condition and I believe I can protect him. Moat: The ultimate in "don't attack me" enchantments. It's really unfortunate that even an Italian one has such a large price tag
Change Log
2013:
August 2013:
8/18:
- Magus of the Future - Future Sight is just better in this deck
- Cyclonic Rift - Not a friendly card, and more often than not it's just a less-versatile Capsize for me.
- Mystic Remora - This card seems to be exactly what I want, but in practice it's been very lacking. Early game I would rather advance my board position and late game people in my meta just play around it.
- Mulldrifter - No synergy, this was a difficult cut as I love Mulldrifter.
- Lotus Bloom - Not as fantastic as I had dreamed it would be
- Azorius Signet - I want my mana rocks to not be dead draws in the late game, for this purpose mind stone is much better.
- Chromatic Lantern - Mana fixing like this shouldn't be necessary in a two-color deck, if it is then you should build your mana base better.
- Brainstorm - With limited ways to shuffle my deck this is one of my worse draw spells.
- Return to Dust - This has always been a dead draw for me, I have enough recurrable ways to deal with the things this deals with.
- Faith's Fetters - This was a difficult cut. I cut this to make room for Propaganda. I would like to find a spot for it again as it deals with planeswalkers.
+ Cephalid Coliseum - Card draw on a land with an insignificant downside? Sign me up!
+ Plains - 33 lands was a bit low.
+ Trinket Mage - Tutors for a good handful of necessary 'trinkets'.
+ Mana Vault - Insaneacceleration, sac' when I'm done with it.
+ Luminarch Ascension - Win condition, best not to play it until pillowfort has been established.
+ Time Spiral - Keeps me from decking myself after a Tamiyo emblem, or at the least it's a free Time Reversal.
+ Tamiyo, the Moon Sage - This is a fantasticcontrol planeswalker, her emblem can win games on it's own through counterspells, or Codex Shredder
+ Future Sight - I can play the top card of my library? Including lands? This card is AMAZING.
+ Copy Artifact - Hey! Nice Blightsteel Colossus you've got there. I'll have one too!
+ Propaganda - Makes people think twice about attacking me. What's fantastic is how often people tap out on their first main phase and then try to swing at me.
8/24: Deck overhaul! Changes will be reported as usual going forward.
8/31:
Steel Hellkite -> Wurmcoil Engine: This seems like a good change, Wurmcoil is just not a creature that is easy to deal with unlike Hellkite. Dance of Many -> Batterskull: Dance of Many was a very decent card in here but it doesn't provide the pressure that Batterskull does, Batterskull is also a pain in the rear to deal with. Ancestral Vision -> Sensei's Divining Top: Ancestral Vision always came up too little to late to save the game. Top should help with that a little bit. Luminarch Ascension -> Leyline of Anticipation: Luminarch Ascension always seemed like a dirty win for me, I'd rather not play it.
+ Expedition Map
+ Mana Crypt
+ Academy Rector
+ Stroke of Genius
+ Trickbind
+ Cryptic Command
+ Time Stop
+ Scrabbling Claws
- Some stuff
I can't remember
January 2014:
1/13:
Trinket Mage -> Darksteel Mutation – As a creature with an ETB effect Trinket Mage was often shut down by Torpor Orb or Humility. I also for the first time since I built the deck actually considered what kind of utility it tutors for and I was sorely disappointed with it. Darksteel Mutation is a direct response to the explosion of Nekusar, the Mindrazer decks I’ve seen in my area lately, without it I just lose. Solemn Simulacrum -> Humility – Kind of the same Idea as Trinket Mage where I was trying to reduce my number of ETB creatures as much as possible to prevent dead cards in my hand. I have also found that I don’t really need the ramp, I’m just as happy playing the long game. Humility is an auto-include, after all we’re playing ETB: the Gathering, it helps that I play virtually no creatures for this to effect. Pithing Needle -> Dismantling Blow - This is the hardest decision I’ve made in this deck. I love Pithing Needle, I think it’s one of the best cards in EDH. However, I’ve found myself lacking in card draw lately and Dismantling Blow permanently deals with the thing I generally Pithing Needle anyways (Oblivion Stone, Survival of the Fittest, Birthing Pod, etc.). Mind Stone -> Staff of Nin – This was an easy decision once I realized that I really don’t need as much Mana Acceleration, late game I was usually sacrificing Mind Stone to draw a card anyways. Azorius Cluestone -> Mind’s Eye – See “Mind Stone”. Vedalken Orrery -> Elspeth, Knight-Errant – Having Flash has always been cute in this deck but never actually necessary. Having blockers however has ALWAYS been helpful. Standstill -> Perilous Research – The unfortunate fact is that whenever I play Standstill the game pauses for 15 turns and then I die immediately after someone finally breaks it, I’ll just draw my two and be happy with it. Perilous Research also functions as an emergency sacrifice outlet for Oblicion Ring and Detention Sphere. Leyline of Anticipation -> Heliod, God of the Sun – See “Vedalken Orrery”. Sigil of the Empty Throne -> Luminarch Ascension – I couldn’t ignore just how much better Luminarch Ascension is anymore. It’s a fast win condition late game when I cannot be touched. Counterspell -> Scroll Rack – Generic Counterspell was good but it doesn’t give me any kind of utility. Scroll Rack is one of the most busted cards I’ve ever played with it makes every hand a decent hand. Cryptic Command -> Dismiss – I found myself lacking triple blue far too often. Dismiss does the same thing most of the time anyways. Tamiyo, the Moon Sage -> Elspeth, Sun’s Champion – I got really tired of how huge of a combo-enabler Tamiyo is, it was legitimately ruining games for my friends and me. Cavern of Souls -> Thespian’s Stage – I realized one day that It doesn’t really matter if any of my 5 creatures get countered as 3 of 5 are recurrable with my general. Thespian’s Stage is USUALLY another Maze of Ith.
Island -> Mystifying Maze – More mazes?
Plains -> Mistveil Plains – Allows me to reuse counterspells and protect cards in my yard from being exiled.
Plains -> Kjeldoran Outpost – Makes dudes. Blockers are cool.
I was playing inkwell Leviathan at one point, I must have cut it for something... I use transmuter to blink etb abilities, like myr battlesphere (which is a house), spine of ish sah, solemn. Your right though blightsteel and darksteel forge. without opalescence I don't really consider parallax wave and claws of gix a combo, just really good removal. I also have a soft lock via academy ruins plus oblivion stone, but I can't cut either. Wayfarer's bauble has been really solid so far, I could also stand to go up a land or 2.
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"Fair? At what point in our negotiations did you convince yourself my goal was to be fair?"
Your list looks fairly decent so far... Glad you are having fun with it.
Just a couple of comments...
What exactly is your win condition(s)? What are you trying to do when you sit down at the table with your first 7 cards? Is it simply Myr Battlesphere or the Parallax Wave + Claws of Gix combo?
BTW... Trinket Mage may help you find your Claws of Gix or other small artifact "trinket" if they are important to your gameplan.
Here's a couple of non-combo win conditions you may consider:
Luminarch Ascension (but paints a huge target on your head... better have protection!)
Tamiyo the Moon Sage to ULTIMATE level can be a win condition with counterspell in hand.
My deck has recently added Iron Maiden and Azor's Elocutors for playtesting... I am hoping they will be as much fun as the theory behind their inclusion. I run a Pillow Fort / Combo Hanna deck (still a work in progress) and I have an equal balance of Combo and Non-Combo win conditions.
I believe Mindslaver would fall into the "combo" category On a side note I played two games today, the first I won through a giant battlesphere, the second I lost to Kokusho-Corpse Dance. I also did some good trades today, will post changes tomorrow.
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"Fair? At what point in our negotiations did you convince yourself my goal was to be fair?"
@Saraceen Psycho: Holy crap! Meekstone is AMAZING! I don't want to run too many stax effects like Blind Obedience, the politics of these cards seems a little rough. Wayfarer's Bauble is great! I love it!
@wallyd2: Thank you for your input! I've taken a lot of your recommendations. My play group isn't thrilled about infect wins (and neither am I for that matter). Myr Battlesphere is a big win condition of mine, I usually spend the first half of the game sculpting my hand to perfection and rattlesnaking. Then I play Battlesphere blink him a bunch of times and one-shot a player. Generally that will win me the game soon enough, if not Steel Hellkite beatdown isn't bad. Neither is using academy ruins to bring back O-stone and blowing it every turn and beating down with Celestial Collonade
Keep the suggestions coming folks!
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"Fair? At what point in our negotiations did you convince yourself my goal was to be fair?"
I think removing cyclonic rift was a mistake. I'm personally not a fan or preordain or ponder in non combo-centered decks. I would consider Sensei's Divining Top or perhaps sol ring instead. The first of which will let you miracle Terminus on an opponent's turn which is a good feeling.
Creatures - If she's in your budget Academy Rector is a must. If you want to win with Battlesphere you might also consider Treasure Mage to search it up.
Artifacts - Myr Turbine also works great with Battesphere
I think that you're absolutely right about removing rift, I could take ponder and preordain out for that and faith's fetters but then I worry that will leave me with too little card draw. Do you have any recommendations for more potent card draw? 100 cards is not enough...
Myr turbine seems a little slow, and doesn't have much synergy with anything else in the deck besides trading post.
I'm not really trying to build completely around myr battlesphere it just happens to be a reliable finisher, usually dealing 30+ damage in one shot.
Omniscience should be in the deck, however it's incredible combo potential can't really be ignored. I feel as though if I were to play it this deck would combo out way too much.
Treasure Mage tutors for a total of 3 cards in my deck, I don't think it's addition will really add anything to my build. Also It feels like I play enough tutors.
Academy Rector should be in the deck and will be when I can find one for trade. Same with Sensei's Top.
Thank you for the feedback and I apologize for the scattered reply and for no card tags. It's late, I'm tired, and I'm using my phone which makes card tags next to impossible.
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"Fair? At what point in our negotiations did you convince yourself my goal was to be fair?"
Unfortunately Oblivion Stone is kind of a gigantic thing, otherwise I'd be on the turbine boat but 5 mana is a lot to spend on something that will produce maybe two blockers before being blown up. Honden seems fairly decent. any thoughts on the white one? Recurring Insight keeps being brought up, I originally dismissed it as it's a sorcery and a damn expensive one at that, in you're experience is the six mana at sorcery speed worth it? I honestly don't like Consecrated Sphinx, I think that it's completely over-powered and should be banned, I also have a Riku player in my meta that likes to clone things and combo out. Sphinx is probably a liability for me. Standstill is hilarious, how long does it usually deter spells? Once I find one standstill is a must.
I originally had Mystic Remora in my list but it hindered me too much in the early game and in the late game people would just play around it. I will give it another shot though.
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"Fair? At what point in our negotiations did you convince yourself my goal was to be fair?"
Standstillis hilarious. Cast it at the end of your turn... someone will cast a spell and when they do... cha-ching! Better yet, before your next turn have Hanna get it out of the trash, set up shop and do it again.
I like Standstill so much, I have actually considered using Hesitation, just to watch someone's face when they "take one for the team" and cast a spell doomed to be countered.
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Do you like watching Commander Gameplay? Check out our EDH Battles on Youtube! MTGCasualPlay EDH Battles
Recurring Insight is awesome, no doubts about it. Especially with a flash enabler but its always been worth it for me. . The white honden is garbage imo, gaining life isn't that relevant in my meta and as a result it's quite irrelevant without the blue one. I disagree that sphinx needs to be banned though I also hate him. How long standstill lasts depends on when it comes out and who's playing. after a board wipe I played sun titan recurring standstill and it was some of the best value I've ever gotten out of anything ever.
I run two and I rarely have the problem of seeing both and while I don't run Teferi but you could, Teferi still would be decent because he hoses other decks, I personally didn't want to run manyreatures though because they die really fast.
With only 8 mana and a value general I don't think lightning greaves or swiftfoot boots are necessary but a good argument could be made to keep them. I also don't think phantasmal image is nearly as good anymore. I also don't think expedition map is that necessary, you have a couple nonbasics but I think academy ruins is the only one I might search for
Updates:
- Steel Hellkite
- Dance of Many
- Luminarch Ascension
- Ancestral Vision
+ Leyline of Anticipation
+ Batterskull
+ Sensei's Divining Top
+ Wurmcoil Engine
The deck seems to be playing really well after the changes, Batterskull is an amazing card. This has become my "go-to" deck lately. If anyone has any suggestions I'd love to hear them.
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"Fair? At what point in our negotiations did you convince yourself my goal was to be fair?"
Memnarch has a blue mana symbol in their text, therefore by EDH standards, it is considered a blue creature. As such, if you play it as a general you can produce blue mana just fine. This same conecpt applies to Bosh, Iron Golem and red.
Introductions Are In Order
Welcome one and all, today we'll be discussing a very important lady and whether or not you should fall in love with her. She has been called a trinket mage, and a master transmuter. This beautiful blonde hailing from the plane of Dominaria likes to fabricate, and is a very enlightened tutor, her perilous research is rivaled only by her thirst for knowledge, may I introduce you to the one, the only, Hanna!
The Decklist
1 Hanna, Ship's Navigator
Creatures (5)
1 Thassa, God of the Sea
1 Academy Rector
1 Heliod, God of the Sun
1 Phyrexian Metamorph
1 Sun Titan
Artifacts (18)
1 Claws of Gix
1 Tormod's Crypt
1 Mana Crypt
1 Expedition Map
1 Scrabbling Claws
1 Sensei's Divining Top
1 Sol Ring
1 Torpor Orb
1 Scroll Rack
1 Oblivion Stone
1 Pristine Talisman
1 Sculpting Steel
1 Trading Post
1 Batterskull
1 Gilded Lotus
1 Mind's Eye
1 Staff of Nin
1 Spine of Ish Sah
Enchantments (15)
1 Copy Artifact
1 Darksteel Mutation
1 Journey to Nowhere
1 Luminarch Ascension
1 Seal of Cleansing
1 Aura of Silence
1 Copy Enchantment
1 Detention Sphere
1 Ghostly Prison
1 Oblivion Ring
1 Propaganda
1 Rhystic Study
1 Humility
1 Future Sight
1 Sphere of Safety
1 Pact of Negation
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
1 Arcane Denial
1 Cyclonic Rift
1 Perilous Research
1 Trickbind
1 Capsize
1 Dismantling Blow
1 Frantic Search
1 Thirst For Knowledge
1 Stroke of Genius
1 Dismiss
1 Fact or Fiction
1 Time Stop
Sorcery (6)
1 Fabricate
1 Idyllic Tutor
1 Supreme Verdict
1 Austere Command
1 Recurring Insight
1 Terminus
Planeswalker (3)
1 Elspeth, Knight-Errant
1 Tezzeret the Seeker
1 Elspeth, Sun's Champion
Lands (36)
1 Academy Ruins
1 Ancient Den
1 Azorius Chancery
1 Buried Ruin
1 Celestial Colonnade
1 Command Tower
1 Darksteel Citadel
1 Glacial Fortress
1 Halimar Depths
1 Hallowed Fountain
1 Kjeldoran Outpost
1 Kor Haven
1 Maze of Ith
1 Mistveil Plains
1 Mystifying Maze
1 Phyrexia's Core
1 Prahv, Spires of Order
1 Seat of the Synod
1 Thespian's Stage
1 Tolaria West
9 Island
7 Plains
0 Mana Crypt
1 Sol Ring
3 Pristine Talisman
5 Gilded Lotus
Card Advantage
1 Sensei's Divining Top
2 Perilous Research
2 Scroll Rack
3 Frantic Search
3 Rhystic Study
3 Stroke of Genius
3 Thassa, God of the Sea
3 Thirst For Knowledge
4 Fact or Fiction
4 Trading Post
5 Future Sight
5 Mind's Eye
6 Recurring Insight
Tutors
0 Tolaria West
1 Enlightened Tutor
1 Expedition Map
1 Mystical Tutor
3 Fabricate
3 Idyllic Tutor
4 Academy Rector
5 Tezzeret the Seeker
Creature Removal
1 Path to Exile
1 Swords to Plowshares
2 Cyclonic Rift
2 Darksteel Mutation
2 Journey to Nowhere
3 Capsize
3 Detention Sphere
3 Oblivion Ring
4 Humility
7 Spine of Ish Sah
2 Cyclonic Rift
2 Seal of Cleansing
3 Aura of Silence
3 Capsize
3 Detention Sphere
3 Dismantling Blow
3 Oblivion Ring
7 Spine of Ish Sah
Sweepers
2 Cyclonic Rift
3 Oblivion Stone
4 Supreme Verdict
6 Austere Command
6 Terminus
Recursion
0 Academy Ruins
0 Buried Ruin
0 Mistveil Plains
3 Hanna, Ship's Navigator
4 Trading Post
6 Sun Titan
Counterspells
0 Pact of Negation
2 Arcane Denial
2 Trickbind
4 Dismiss
6 Time Stop
Win Conditions
0 Celestial Collonade
2 Luminarch Ascension
3 Thassa, God of the Sea
4 Heliod, God of the Sun
5 Tezzeret the Seeker
5 Batterskull
5 Elspeth, Sun's Champion
0 Kor Haven
0 Maze of Ith
0 Mystifying Maze
0 Prahv, Spires of Order
2 Darksteel Mutation
3 Ghostly Prison
3 Propaganda
4 Humility
5 Sphere of Safety
Utility
0 Claws of Gix
0 Halimar Depths
0 Kjeldoran Outpost
0 Phyrexia's Core
0 Thespian's Stage
0 Tormod's Crypt
1 Scrabbling Claws
2 Copy Artifact
2 Torpor Orb
3 Copy Enchantment
4 Phyrexian Metamorph
4 Elspeth, Knight-Errant
5 Tezzeret the Seeker
6 Elspeth, Sun's Champion
Card Choices
Thassa, God of the Sea: She helps our draws and makes any kind of tokens we produce (or herself) unblockable, the icing on the cake is that she can be brought back to life with our general or Sun Titan
Academy Rector: This lovely lady can grab any enchantment in out deck when she dies. Luckily for us our winconditions are almost all enchantments.
Heliod, God of the Sun: Early game this guy makes blockers and late game he makes an army. On his own he's a hard to deal with threat.
Phyrexian Metamorph: Copies any artifact or creature on the field making it a very versatile card that is also recurrable with our general.
Sun Titan: This guy recurs something like 62 percent of the deck and also provides a win condition.
Claws of Gix: The primary function of this card is to permanently exile things with Oblivion Ring or Detention Sphere however it can also sacrifice thing to keep them from being exiled, make a capsize fizzle, reset any clone effects. It is a really versatile card that is never a dead draw for me.
Tormod's Crypt: It's important to keep players playing honestly, Tormod's Crypt will make people think twice before trying to play any graveyard antics. Also very recurrable.
Mana Crypt: Simply put, this is the most broken mana rock in the game. The life loss that this card can cause is rarely ever an issue.
Expedition Map: This can grab any utility land in the deck, generally I grab Maze of Ith with this, but on occasion it helps me make land drops and color fix.
Scrabbling Claws: If you can play this card early enough you can usually control someones yard with it and when you're done with it you can choose what card to exile, draw a card, recur, and repeat.
Sensei's Divining Top: Helps our draws not suck, extremely difficult to destroy, and if paired with Future Sight this turns into extremely potent card draw.
Sol Ring: The second most broken mana rock in the game, has a place in most decks.
Torpor Orb: What most people don't realize is that this card turns off the some of the most broken creatures in the game. Tends to draw a target on your head.
Scroll Rack: This card lets you dig deep for answers to things, reset miracles, and doesn't count as card draw (looking at you Nekusar!). Bonus points if you have a way to shuffle away the garbage you pitched to it.
Oblivion Stone: Recurrable board wipe, usually takes our board state with it but we can usually rebuild faster than our opponents. Can also be used defensively to keep people from attacking us.
Pristine Talisman: This mana rock has won me games. The life you can potentially gain of of this is bonkers and it's not even remotely broken so people generally don't waste removal on it. This helps offset the life loss from Mana Crypt as well.
Sculpting Steel: This is another copy of any artifact we play. Pretty nifty. Also very recurrable.
Trading Post: This card has saved my bacon more than a few times by being able to make a blocker at instant speed. Can also recur artifacts, gain life, and draw cards. extremely versatile.
Batterskull: This is another on of those extremely obnoxiously hard to deal with cards as long as you keep 3 mana open. It also provides a reusable blocker, reusable life gain, and a way to win.
Gilded Lotus: Produces three mana of any color, nothing too special.
Mind's Eye: Very potent card draw if you have the mana for it, also flies under peoples radar a lot because you're only drawing one card at a time.
Staff of Nin: Over the course of a game this thing can draw you a lot of cards! Can also kill small utility guys and weak opponents.
Spine of Ish Sah: This. Answers. Everything. Seriously though it might be an expensive Vindicate but it's also a reusable Vindicate that recurs itself. Paired with a sacrifice outlet this thing can get nasty.
Copy Artifact: See "Sculpting Steel"
Darksteel Mutation: This card has been amazing so far, it can be used to make my own indestructible blocker or completely wreck a creature. Suddenly all of those extremely general-centric decks become a lot less effective.
[CARD]Journey to Nowhere[/CARD: Temporary exiling effect or with a sacrifice outlet can be a permanent exiling effect. Also very good at klling generals as usually people will put them back in the general zone.
Luminarch Ascension: Extremely powerful win condition late game, downright game-breaking on turn 1-5. I usually mulligan away any hand with this in it because it's too broken that early.
Seal of Cleansing: Reusable Disenchant, this is never really a dead card.
Aura of Silence: Also a reusable Disenchant but also makes artifact heavy decks much slower.
Copy Enchantment: See "Sculpting Steel", except you know, for enchantments.
Oblivion Ring: Temporary exile for a non-land permanent or with a sacrifice outlet, permanent exile. Very recurrable.
Detention Sphere: See "Oblivion Ring", Also just wrecks any kind of token strategy.
Ghostly Prison: It's incredible how many people won't attack you simply because they feel their mana is better spent elsewhere.
Propaganda: See "Ghostly Prison".
Rhystic Study: Kind of a nuts card and will probably paint a target on your head, but incredible card draw on an enchantment can't be ignored in this deck. I usually only draw 4-5 cards off of this before someone destroys it.
Humility: Suddenly all of your opponent's creatures are much, much less effective. Also shuts off ETB effects. Important not to activate man-lands or have devoted Gods with this active.
Future Sight: This card is pseudo card draw as long as you want to play the top card of your library, or it can be real card draw with Sensei's Divining Top. The triple blue will usually give you enough devotion to animate Thassa as well.
Sphere of Safety: This card is Ghostly Prison/Propaganda on steroids. It's not unusual for my opponents to have to pay 18 mana per creature to attack me. Also crazy if you can get two copies in play. Remember Heliod tokens are enchantments too!
Pact of Negation: Answers most threats for free, just don't forget to pay for it on your upkeep.
Enlightened Tutor: Tutors for the important components of the deck at instant speed.
Path to Exile: Removes any threat from the game one of the most powerful removal spells ever printed.
Swords to Plowshares: See "Path to Exile".
Arcane Denial: Counters a spell for two mana, isn't horribly color-picky, and draws me a card? this is my favorite counterspell right behind Mana Drain.
Cyclonic Rift: A very versatile card as it can be used defensively to bounce a whole field of attackers, or offensively to bounce a whole field of blockers to enable a combat win. The "you don't control" clause is annoying sometimes but we can't have everything can we?
Perilous Research: This is kind of a pet card of mine, it lets you draw two cards at instant speed with the stipulation that you have to sacrifice a permanent (which is very rarely an issue). I often use this to sacrifice an Oblivion Ring to exile something permanently.
Trickbind: This is definately a meta call, in my area there is a lot of Oblivion Stone's this card saves me from a sweeper and also has about a million other uses. Split Second makes sure you have the final say in the matter.
Capsize: This card can win games on it's own, being able to bounce opponent's lands multiple times per turn if you have enough mana. I often use this defensively to temporarily remove an attacker and make the player think twice about attacking me again.
Dismantling Blow: Standard artifact/enchantment hate, can also be used to draw cards. Ultimate value.
Frantic Search: This card is banned in legacy for a reason. This isn't even a balanced card on paper, it's just completely broken. It allows me to draw two (at instant speed), discard two (which doesn't really matter), and it does it for free (!?).
Thirst For Knowledge: Standard instant speed draw spell, discarding is rarely a problem.
Stroke of Genius: Allows me to draw a lot of cards. Sphinx's Revelation is probably better than this but this costs less money.
Dismiss: Four mana allows us to counter a spell and draw a card, extremely powerful. This is almost as good as Cryptic Command. I play this over Cryptic Command because the triple blue is often difficult to accomplish.
Fact or Fiction: There is nothing I can say that will praise this card enough. The main reasons this card is so good is that it digs five deep, allows you to get whatever you want (usually) into your hand, and makes your opponents believe that you are actually involving them in the game. The fact that I play a value general and can recur almost every card in here with her makes splitting the piles even more difficult.
Time Stop: Sometimes someone's turn just needs to end, this puts that power into your hands. It can be used to disrupt someone's combo, counter a troublesome threat (and exile it), and end someone's combat. Hope you already played your land for turn.
Fabricate: Tutors for one of the important card types in the deck.
Idyllic Tutor: Tutors for the other.
Supreme Verdict: Kills all of the creatures and is extremely difficult to disrupt. Good way to 36 for 1 the table, hardly effects any card in the deck.
Austere Command: Simply the most versatile sweeper in the game. Kills everything you want it to and nothing you don't.
Recurring Insight: I've heard some mixed feedback about this card, some people tell me it never draws them any cards. Me? I draw a MINIMUM on 10 cards off of this. Every game.
Terminus: Another sweeper, this on places the creatures on the bottom of the deck though, this means it gets around regeneration and indestructible. Can also be cast for one mana which isn't very hard to accomplish with Top and Scroll Rack.
Elspeth, Knight-Errant: One of the best 'walkers in the game. I usually use the "make a dude" ability, but the "make a dude bigger" ability is sometimes helpful, and the emblem basically reads "you win the game".
Tezzeret the Seeker: This guy's a win condition on his own, and people often overlook him cause he doesn't really do anything threatening (until you make your 16 artifact 5/5 creatures and win).
Elspeth, Sun's Champion: Makes a lot of blockers, sweeps the field and makes all of our dudes bigger. Seriously though making three dorks every turn can get really out of hand really fast.
Command Tower: Produces any color mana and comes in untapped.
Glacial Fortress: Command Tower #2
Hallowed Fountain: Command Tower #3
Azorius Chancery: Command Tower #4, bounces a land when it comes into play which means you can reuse Halimar Depths.
Celestial Colonnade: Command Tower #5, Comes into play tapped but can be animated into a big flying creature.
Ancient Den: Artifact Plains. Can be tutored with Tezzeret, the Seeker for free
Seat of the SynodArtifact Island. Can be tutored with Tezzeret, the Seeker for free.
Darksteel CitadelIndestructible artifact land. Can be tutored with Tezzeret, the Seeker for free.
Halimar Depths: Good for a free Top activation and can later be reused with Azorius Chancery.
Tolaria West: Can transmute this for three mana to grab any 0 mana card in the deck, like Maze of Ith or Tormod's Crypt.
Mistveil Plains: Can be used to put used instants and sorceries back into the deck to be used later, also counts as a plains.
Kjeldoran Outpost: The only land in these colors that makes tokens. It also comes into play untapped and produces colored mana, you do have to sacrifice a plains when it comes into ply though.
Academy Ruins: Reuses dead artifacts and creates a soft lock with Oblivion Stone.
Buried Ruin: Reuses dead artifacts but can only be used once. Still more than worth it's salt.
Phyrexia's Core: This is a very powerful sacrifice engine, functions much like Claws of Gix in this deck. Hard to kill being a land and all.
Maze of Ith: Does a very good job at keeping attackers at bay, doesn't produce mana though which is kind of a bummer.
Kor Haven: Prevents damage from a attacking creature so in corner cases you can still block and kill it.
Prahv, Spires of Order: The only Maze effect in here that doesn't target and doesn't specify creature, that makes it very powerful. Very expensive to use however.
Mystifying Maze: Prevents damage by removing the creature from the game temporarily which allows the controller to get ETB triggers which is unfortunate.
Thespian's Stage: Can be any of the previously discussed lands. This thing is amazing.
Wishlist
Jace, the Mind Sculptor - I'm usually not a big fan of this guy in EDH because he generally dies immediately after you play him because people still remember Kaw-Blade but I think if you can protect him he can be a viable win condition and I believe I can protect him.
Moat: The ultimate in "don't attack me" enchantments. It's really unfortunate that even an Italian one has such a large price tag
Change Log
2013:
August 2013:
- Magus of the Future - Future Sight is just better in this deck
- Cyclonic Rift - Not a friendly card, and more often than not it's just a less-versatile Capsize for me.
- Mystic Remora - This card seems to be exactly what I want, but in practice it's been very lacking. Early game I would rather advance my board position and late game people in my meta just play around it.
- Mulldrifter - No synergy, this was a difficult cut as I love Mulldrifter.
- Lotus Bloom - Not as fantastic as I had dreamed it would be
- Azorius Signet - I want my mana rocks to not be dead draws in the late game, for this purpose mind stone is much better.
- Chromatic Lantern - Mana fixing like this shouldn't be necessary in a two-color deck, if it is then you should build your mana base better.
- Brainstorm - With limited ways to shuffle my deck this is one of my worse draw spells.
- Return to Dust - This has always been a dead draw for me, I have enough recurrable ways to deal with the things this deals with.
- Faith's Fetters - This was a difficult cut. I cut this to make room for Propaganda. I would like to find a spot for it again as it deals with planeswalkers.
+ Cephalid Coliseum - Card draw on a land with an insignificant downside? Sign me up!
+ Plains - 33 lands was a bit low.
+ Trinket Mage - Tutors for a good handful of necessary 'trinkets'.
+ Mana Vault - Insaneacceleration, sac' when I'm done with it.
+ Luminarch Ascension - Win condition, best not to play it until pillowfort has been established.
+ Time Spiral - Keeps me from decking myself after a Tamiyo emblem, or at the least it's a free Time Reversal.
+ Tamiyo, the Moon Sage - This is a fantasticcontrol planeswalker, her emblem can win games on it's own through counterspells, or Codex Shredder
+ Future Sight - I can play the top card of my library? Including lands? This card is AMAZING.
+ Copy Artifact - Hey! Nice Blightsteel Colossus you've got there. I'll have one too!
+ Propaganda - Makes people think twice about attacking me. What's fantastic is how often people tap out on their first main phase and then try to swing at me.
- Preordain
+ Mystic Remora
+ Cyclonic Rift
8/31:
Dance of Many -> Batterskull: Dance of Many was a very decent card in here but it doesn't provide the pressure that Batterskull does, Batterskull is also a pain in the rear to deal with.
Ancestral Vision -> Sensei's Divining Top: Ancestral Vision always came up too little to late to save the game. Top should help with that a little bit.
Luminarch Ascension -> Leyline of Anticipation: Luminarch Ascension always seemed like a dirty win for me, I'd rather not play it.
- Expedition Map
- Voltaic Key
- Memory Jar
- Parallax Wave
- Sphinx's Revelation
- Cephalid Coliseum
- Reliquary Tower
+ Thassa, God of the Sea
+ Vedalken Orrery
+ Thran Dynamo
+ Standstill
+ Mystical Tutor
+ Maze of Ith
+ Kor Haven
+ Tolaria West
+ Mana Crypt
+ Academy Rector
+ Stroke of Genius
+ Trickbind
+ Cryptic Command
+ Time Stop
+ Scrabbling Claws
- Some stuff
I can't remember
Trinket Mage -> Darksteel Mutation – As a creature with an ETB effect Trinket Mage was often shut down by Torpor Orb or Humility. I also for the first time since I built the deck actually considered what kind of utility it tutors for and I was sorely disappointed with it. Darksteel Mutation is a direct response to the explosion of Nekusar, the Mindrazer decks I’ve seen in my area lately, without it I just lose.
Solemn Simulacrum -> Humility – Kind of the same Idea as Trinket Mage where I was trying to reduce my number of ETB creatures as much as possible to prevent dead cards in my hand. I have also found that I don’t really need the ramp, I’m just as happy playing the long game. Humility is an auto-include, after all we’re playing ETB: the Gathering, it helps that I play virtually no creatures for this to effect.
Pithing Needle -> Dismantling Blow - This is the hardest decision I’ve made in this deck. I love Pithing Needle, I think it’s one of the best cards in EDH. However, I’ve found myself lacking in card draw lately and Dismantling Blow permanently deals with the thing I generally Pithing Needle anyways (Oblivion Stone, Survival of the Fittest, Birthing Pod, etc.).
Mind Stone -> Staff of Nin – This was an easy decision once I realized that I really don’t need as much Mana Acceleration, late game I was usually sacrificing Mind Stone to draw a card anyways.
Azorius Cluestone -> Mind’s Eye – See “Mind Stone”.
Vedalken Orrery -> Elspeth, Knight-Errant – Having Flash has always been cute in this deck but never actually necessary. Having blockers however has ALWAYS been helpful.
Standstill -> Perilous Research – The unfortunate fact is that whenever I play Standstill the game pauses for 15 turns and then I die immediately after someone finally breaks it, I’ll just draw my two and be happy with it. Perilous Research also functions as an emergency sacrifice outlet for Oblicion Ring and Detention Sphere.
Leyline of Anticipation -> Heliod, God of the Sun – See “Vedalken Orrery”.
Sigil of the Empty Throne -> Luminarch Ascension – I couldn’t ignore just how much better Luminarch Ascension is anymore. It’s a fast win condition late game when I cannot be touched.
Counterspell -> Scroll Rack – Generic Counterspell was good but it doesn’t give me any kind of utility. Scroll Rack is one of the most busted cards I’ve ever played with it makes every hand a decent hand.
Cryptic Command -> Dismiss – I found myself lacking triple blue far too often. Dismiss does the same thing most of the time anyways.
Tamiyo, the Moon Sage -> Elspeth, Sun’s Champion – I got really tired of how huge of a combo-enabler Tamiyo is, it was legitimately ruining games for my friends and me.
Cavern of Souls -> Thespian’s Stage – I realized one day that It doesn’t really matter if any of my 5 creatures get countered as 3 of 5 are recurrable with my general. Thespian’s Stage is USUALLY another Maze of Ith.
Island -> Mystifying Maze – More mazes?
Plains -> Mistveil Plains – Allows me to reuse counterspells and protect cards in my yard from being exiled.
Plains -> Kjeldoran Outpost – Makes dudes. Blockers are cool.
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
Master Transmuter is good for cheating the big stuff into play. But where's the big stuff? =)
(Darksteel Forge, Darksteel Colossus, Blightsteel Colossus, Inkwell Leviathan)
Magus of the Moat and Meekstone are pretty good to keep the attackers at bay.
Same for Blind Obedience, Kismet and Frozen Aether, they might slow your opponents down.
Do you ever have mana problems? 33 seems a bit at the low side.
I find Wayfarer's Bauble pretty amusing to ramp.
Tell me what you think about it ;).
Neheb
Marath
Yidris
Sharuum
Yidris
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
Your list looks fairly decent so far... Glad you are having fun with it.
Just a couple of comments...
What exactly is your win condition(s)? What are you trying to do when you sit down at the table with your first 7 cards? Is it simply Myr Battlesphere or the Parallax Wave + Claws of Gix combo?
BTW... Trinket Mage may help you find your Claws of Gix or other small artifact "trinket" if they are important to your gameplan.
Here's a couple of non-combo win conditions you may consider:
Luminarch Ascension (but paints a huge target on your head... better have protection!)
Tamiyo the Moon Sage to ULTIMATE level can be a win condition with counterspell in hand.
Master Transmuter + Blightsteel Colossus + Nevinyral's Disk is tons of fun to win via one-shot poison counters.
My deck has recently added Iron Maiden and Azor's Elocutors for playtesting... I am hoping they will be as much fun as the theory behind their inclusion. I run a Pillow Fort / Combo Hanna deck (still a work in progress) and I have an equal balance of Combo and Non-Combo win conditions.
Here is a link to my build...
Hanna Pillow Fort Combo
Also, mmpason125 has a newly annoited Hanna Primer!
mmapson125 Hanna Primer
Keep us updated on how your deck is doing!
I write EDH articles on EDHREC and MTGCasualPlay. I hope you like them!
EDH DECKLISTS
RGWUril, the Miststalker WBRKaalia of the Vast Sunforger WUBOloro, Ageless AsceticWUGDerevi, Empyrial TacticianWUBRGSliver Queen EDH
UB Wrexial, the Risen DeepWU Hanna, Ship's NavigatorWGSigarda, Host of Herons EnchantressWULavinia, of the Tenth
RRPurphoros, God of the ForgeBBChainer, Dementia MasterWWEight-and-a-Half TailsUUMuzzio, Visionary ArchitectGGJolrael, Empress of Beasts
BGVhati il-DalRWTajic, Blade of the LegionUBRZurgo HelmsmasherUBDaxos the ReturnedWBKarlov of the Ghost CouncilWUBruna, Light of Alabaster
RWAurelia Angel Tribal URJhoira Chaos Deck UGVorel +1 Counters BRGProssh Tokens
UBRGwendlyn Discard EDH URG Surrak Dragonclaw UBLazav Mill EDH WUBrago Flicker EDH Deck
Neheb
Marath
Yidris
Sharuum
Yidris
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
- Magus of the Future
- Cyclonic Rift
- Mystic Remora
- Mulldrifter
- Lotus Bloom
- Azorius Signet
- Chromatic Lantern
- Brainstorm
- Return to Dust
- Faith's Fetters
+ Cephalid Coliseum
+ Plains
+ Trinket Mage
+ Mana Vault
+ Luminarch Ascension
+ Time Spiral
+ Tamiyo, the Moon Sage
+ Future Sight
+ Copy Artifact
+ Propaganda
Notes will be in the original posting.
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
@wallyd2: Thank you for your input! I've taken a lot of your recommendations. My play group isn't thrilled about infect wins (and neither am I for that matter). Myr Battlesphere is a big win condition of mine, I usually spend the first half of the game sculpting my hand to perfection and rattlesnaking. Then I play Battlesphere blink him a bunch of times and one-shot a player. Generally that will win me the game soon enough, if not Steel Hellkite beatdown isn't bad. Neither is using academy ruins to bring back O-stone and blowing it every turn and beating down with Celestial Collonade
Keep the suggestions coming folks!
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
I think removing cyclonic rift was a mistake. I'm personally not a fan or preordain or ponder in non combo-centered decks. I would consider Sensei's Divining Top or perhaps sol ring instead. The first of which will let you miracle Terminus on an opponent's turn which is a good feeling.
Creatures - If she's in your budget Academy Rector is a must. If you want to win with Battlesphere you might also consider Treasure Mage to search it up.
Artifacts - Myr Turbine also works great with Battesphere
Enchantments - consider sphere of safety[/CARD and Omniscience
Myr turbine seems a little slow, and doesn't have much synergy with anything else in the deck besides trading post.
I'm not really trying to build completely around myr battlesphere it just happens to be a reliable finisher, usually dealing 30+ damage in one shot.
Omniscience should be in the deck, however it's incredible combo potential can't really be ignored. I feel as though if I were to play it this deck would combo out way too much.
Treasure Mage tutors for a total of 3 cards in my deck, I don't think it's addition will really add anything to my build. Also It feels like I play enough tutors.
Academy Rector should be in the deck and will be when I can find one for trade. Same with Sensei's Top.
Thank you for the feedback and I apologize for the scattered reply and for no card tags. It's late, I'm tired, and I'm using my phone which makes card tags next to impossible.
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
I originally had Mystic Remora in my list but it hindered me too much in the early game and in the late game people would just play around it. I will give it another shot though.
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
I like Standstill so much, I have actually considered using Hesitation, just to watch someone's face when they "take one for the team" and cast a spell doomed to be countered.
I write EDH articles on EDHREC and MTGCasualPlay. I hope you like them!
EDH DECKLISTS
RGWUril, the Miststalker WBRKaalia of the Vast Sunforger WUBOloro, Ageless AsceticWUGDerevi, Empyrial TacticianWUBRGSliver Queen EDH
UB Wrexial, the Risen DeepWU Hanna, Ship's NavigatorWGSigarda, Host of Herons EnchantressWULavinia, of the Tenth
RRPurphoros, God of the ForgeBBChainer, Dementia MasterWWEight-and-a-Half TailsUUMuzzio, Visionary ArchitectGGJolrael, Empress of Beasts
BGVhati il-DalRWTajic, Blade of the LegionUBRZurgo HelmsmasherUBDaxos the ReturnedWBKarlov of the Ghost CouncilWUBruna, Light of Alabaster
RWAurelia Angel Tribal URJhoira Chaos Deck UGVorel +1 Counters BRGProssh Tokens
UBRGwendlyn Discard EDH URG Surrak Dragonclaw UBLazav Mill EDH WUBrago Flicker EDH Deck
Seriously though, I might break my no-singles rule for Standstill.
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
-Ponder
-Preordain
+Mystic Remora
+Cyclonic Rift
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
I bought a Recurring Insight I'm gonna put it to the test ;).
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
- Steel Hellkite
- Dance of Many
- Luminarch Ascension
- Ancestral Vision
+ Leyline of Anticipation
+ Batterskull
+ Sensei's Divining Top
+ Wurmcoil Engine
The deck seems to be playing really well after the changes, Batterskull is an amazing card. This has become my "go-to" deck lately. If anyone has any suggestions I'd love to hear them.
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU
WGSaffi EriksdotterGW
UBGThe MimeoplasmGBU