In the early portion of the game, the idea is to accelerate via artifact mana and lay down the first lines of defense eg. Kira, Great Glass-Spinner, Aura of Silence etc.
In the Midgame, the idea is to keep control of the board by wrathing when necessary and when prudent, throwing down threats to keep pressure on the greatest threats at the table. If possible, take a player out via the Tunnel Vision Combo.
In the late game, the plan is to throw down the game ending combos such as Dovescape + Guile, play synergistic cards that can overcome multiple opponents (Ghostway + a wrath effect), play Armageddon or Catastrophe given enough artifact mana to stay afloat, or play cards like a kicked Rite of Replication on Body Double to hopefully end the game.
Condemn/Spin Into Myth/Hinder + Tunnel Vision
This combo is more a diplomatic ploy, since it won't take out the entire table. If there's a major threat that is about to end the game, playing this combo ideally won't turn the table against me and will instead earn me points with the group.
1. Evoke Reveillark, reanimating both Karmic Guide and Mirror Entity. Karmic Guide reanimates Body Double.
2. Body Double copies the dead Reveillark.
3. Activate Mirror Entity 1000+ times for 0. The first activation resolves and kills your team. The Body Doubled Lark's leaves play ability triggers.
4. Reanimate both Body Double and Karmic Guide. Karmic Guide can now reanimate any other creature. Let's say Yosei, the Morning Star for example.
5. The next Mirror Entity activation resolves, killing your whole team. Step 2 is repeated as well as step 3 (minus the Mirror Entity activations), except this time you now get to trigger Yosei too.
You can also have a sac outlet like Carrion Feeder instead of Mirror Entity for comboing. There's also the G/W variant involving Saffi Eriksdotter instead of blue for Body Double.
I'm going to necro this to pose two new questions that've been bugging me about this deck.
I recently realized that Gifts Ungiven was on the banned list, and that makes me very sad. I don't believe I'm doing anything too broken with the card, but I suppose I should find a replacement. I'm thinking about Fact or Fiction, but what do you all suggest?
Also, I FINALLY got a copy of Lightning Greaves, but am not really sure what to cut for it. Suggestions?
Mind's Eye>>>>>>>>>Seer's Sundial. Replace Gifts with Fact or Fiction. You can easily remove Wall of Omens for Greaves, and cut Hedron for either Thran Dynamo or Gilded Lotus, IMO.
Mind's Eye>>>>>>>>>Seer's Sundial. Replace Gifts with Fact or Fiction. You can easily remove Wall of Omens for Greaves, and cut Hedron for either Thran Dynamo or Gilded Lotus, IMO.
Ah, Mind's Eye. I really need to get a copy of that.
I was already thinking of cutting Wall of Omens, so thank you for confirming that feeling.
The hedron is really only in there because I have nothing better for that slot. I've looked into getting a hold of a Gilded Lotus, but to no avail as of yet. Once I buy all the Archenemy decks, I suppose I'll put Thran Dynamo in as a stand-in.
I don't see the point of Mistmeadow Witch, to be honest. It's anti-synergetic with Kira, Great Glass-Spinner, and I see three total creatures, one of which will shortly be retiring, that would benefit from the Witch's inclusion. I'm not quite sure why I should add Venser either. A one off soft counter seems rather weak in a multiplayer game. I think Gilded Drake has merits though. Why should I remove Meloku and Jwar Isle Sphinx?
In this sweeper-happy format, shroud doesn't offer that much protection. That's why I would cut the Sphinx. It's not the kind of creature that's a fat target for Treachery and the like.
How has Meloku worked for you? Bouncing one's own lands is a steep cost in multiplayer where, again, the prevalence of wrath effects means your Illusion tokens are not long for this world. Though I suppose he does work decently with your ETB-ability lands.
You're sure you don't want to include Venser? He's perfect for combo #3.
In my GAA deck, I also play in an aggro casual group. So I made mine around the basis of holding people off till i get big fatties out. Check out my deck list in my signature to see some cards you could use for your deck. I don't have really any combo synergy in mine because it doesn't wanna win that way but GAA is good for that.
I would recommend Rhystic Study instead of Mind's Eye. Cheaper and no activation cost to you, although less reliable if your opponents want to pay the extra cost.
I would recommend Rhystic Study instead of Mind's Eye. Cheaper and no activation cost to you, although less reliable if your opponents want to pay the extra cost.
I'm definitely going to get myself copies of Rhystic Study and Mind's Eye. Meloku has actually been pretty decent in my experiences. He's not really a win-con more than he is a bounce outlet. And it's always nice to have chump blockers that fly. And on second thought, I think Venser is actually a decent card for this deck. Thanks!
I've made a few changes, reflected in the original post. Random question: Which do you consider more pimp? The Stronghold Mox Diamond or the FTV: Relics Diamond?
Considering adding a new combo into the deck. Ensnaring Bridge + Bottled Cloister. I don't really feel too great about losing my hand to a stray shatter, though. THoughts? Any way I can effectively protect the combo?
Having just reformed my failed Isperia deck into August, I'm on the lookout for cards that cost UW and thus benefit more from your generals ability. I'd like to personally focus more on citp effects and blinking (Venser , Ghostway , Voidmage Husher and so on).
A card that I found while doing so is Vanish Into Memory, which I think would work splendid in this deck.
Hmmm, I did consider Vanish into Memory at some point, but I disregarded it due to a lack of decent targets. However, with the printing of Precursor Golem, there are some ridiculously stupid tricks I can pull.
I too might move the deck more towards a blinking type deck, though I plan to make a more casual Sharuum deck for that purpose. I'd love to see your Isperia list though.
I too might move the deck more towards a blinking type deck...
Whether you do or not, Venser, the Sojourner should be added to this list straight-away. To make room, I'd axe Chronomantic Escape. Among other things, you only get a discount on it if you choose to hard-cast it.
Whether you do or not, Venser, the Sojourner should be added to this list straight-away. To make room, I'd axe Chronomantic Escape. Among other things, you only get a discount on it if you choose to hard-cast it.
I did happen to pull Venser from a pack and I am strongly considering adding it to my list. It just happens to be another one of those cards that is amazingly anti-synergetic with Kira, Great-Glass Spinner, which has given me pause.
Here's the thing about Venser, though- if his ultimate goes off, you win the game. Even if the ability gets countered, you still get the counters. And he tends to work well in that he can make your stuff unblockable to alpha swing.
Those were just the initial things that jumped to mind based on a quick scan.
Private Mod Note
():
Rollback Post to RevisionRollBack
Ask yourselves, all of you, what power would hell have if those imprisoned here could not dream of heaven?
EDH:
Grand Arbiter Augustin IV Zo-Zu the Punisher Phelddagrif
Rhys the Redeemed
Ashling the Pilgrim
Ruhan of the Fomori
Rafiq of the Many
Jarad, Golgari Lich Lord
Kiki-Jiki, Mirror Breaker
Drana, Kalastria Bloodchief
Lazav, Dimir Mastermind
Aurelia, the Warleader
Animar, Soul of Elements
Borborygmos Enraged
Riku of Two Reflections
Here's the thing about Venser, though- if his ultimate goes off, you win the game. Even if the ability gets countered, you still get the counters. And he tends to work well in that he can make your stuff unblockable to alpha swing.
Those were just the initial things that jumped to mind based on a quick scan.
Yeah, I see that. I'm thinking that Kira might as well leave to give the two Vensers a shot. The more I play, the less I see Kira being useful and the more I see her as just a hindrance to what my deck is aiming to do.
All those cards aren't in right now solely because I don't own them. I like Arcanis a whole lot and I definitely need Sensei's diving top, and am considering Magus of the Future for redundancy as well. I'm questioning his fragility though. Wasteland is too expensive for my taste, but I can probably pick up a dust bowl. And finally, I don't have a cryptic command because I had quit the game during the lorwyn block and have a dirth of singles from that era.
Part of my plan to make the deck less aggressively antagonistic and more rattlesnake-like. Rather than taxing everyone at the table, I'll just take out a major threat and make a giant beatstick in the process.
Mistmeadow Witch plays so many utility roles, but she couldn't come in until I made the decision to remove the card that creates incredible disynergy with her. Sorry Kira. Perhaps now you'll get to be one of generals though!
I found that this was TOO much of a board reset. I don't want to lose my artifacts of all things seeing as how they produce most of my mana after an Armageddon effect like Cataclysm. Venser is just incredibly fun in casual.
I cracked an Austere Command so I figured that I might as well play around with it. I like the additional wrath and the ability to tutor it up with Ethereal Usher if need be. The fact that it slides right into the spot where Chronomantic Escape was on the curve is just gravy.
Premise
Because combos are fun.
1 Grand Arbiter Augustin IV
Creatures - 23
2 Inkwell Leviathan
3 Eternal Dragon
4 Sphinx of Jwar Isle
5 Keiga, the Tide Star
6 Yosei, the Morning Star
7 Guile
8 Ethereal Usher
9 Draining Whelk
10 Glory
11 World Queller
12 Karmic Guide
13 Reveillark
14 Meloku, the Clouded Mirror
15 Mnemonic Wall
16 Body Double
17 Linvala, Keeper of Silence
18 Magus of the Moat
19 Mirror Entity
20 Wall of Denial
21 Aven Mindcensor
22 Dawnglare Invoker
23 Azorius Guildmage
24 Mistmeadow Witch
Planeswalker - 2
25 Venser, the Sojourner
26 Jace Beleren
27 Dovescape
28 Frozen AEther
29 Aura of Silence
30 Luminarch Ascension
Instant - 8
31 Evacuation
32 Spin into Myth
33 Gifts Ungiven
34 Return to Dust
35 Ghostway
36 Hinder
37 Spell Burst
38 Condemn
Sorcery - 13
39 Blatant Thievery
40 Catastrophe
41 Tunnel Vision
42 Austere Command
43 Recurring Insight
44 Tidings
45 Rout
46 Wrath of God
47 Day of Judgment
48 Armageddon
49 Decree of Justice
50 Rite of Replication
51 Martial Coup
Artificial Support - 3
52 Seer's Sundial
53 Crucible of Worlds
54 Crystal Shard
55 Coalition Relic
56 Fieldmist Borderpost
57 Mind Stone
58 Azorious Signet
59 Coldstone Heart
60 Sol Ring
61 Mox Diamond
62 Everflowing Chalice
63 Chrome Mox
Lands - 37
64 Celestial Colonnade
65 Glacial Fortress
66 Mystic Gate
67 Adakar Wastes
68 Vesuva
69 Sejiri Refuge
70 Azorius Chancery
71 Calciform Pools
72 Mistveil Plains
73 Tolaria West
74 Halimar Depths
75 Strip Mine
76 Ghost Quarter
77 Tectonic Edge
78 Prahv, Spires of Order
79 Terramorphic Expanse
80 Evolving Wilds
In the early portion of the game, the idea is to accelerate via artifact mana and lay down the first lines of defense eg. Kira, Great Glass-Spinner, Aura of Silence etc.
In the Midgame, the idea is to keep control of the board by wrathing when necessary and when prudent, throwing down threats to keep pressure on the greatest threats at the table. If possible, take a player out via the Tunnel Vision Combo.
In the late game, the plan is to throw down the game ending combos such as Dovescape + Guile, play synergistic cards that can overcome multiple opponents (Ghostway + a wrath effect), play Armageddon or Catastrophe given enough artifact mana to stay afloat, or play cards like a kicked Rite of Replication on Body Double to hopefully end the game.
Guile + Dovescape + Any Non-Creature Spell
Condemn/Spin Into Myth/Hinder + Tunnel Vision
This combo is more a diplomatic ploy, since it won't take out the entire table. If there's a major threat that is about to end the game, playing this combo ideally won't turn the table against me and will instead earn me points with the group.
Revillark + Karmic Guide + Body Double + Mirror Entity + XXXXX
Meloku, the Clouded Mirror + Vesuva/Halimar Depths/Sejiri Refuge
Ghostway + Wrath Effect
Kicked Rite of Replication + Yosei, the Morning Star/Keiga, the Tide Star
Artifact Mana + Armageddon/Catastrophe
Strip Mine/Ghost Quarter/Tectonic Edge/Terramorphic Expanse/Evolving Wilds/Armageddon/Catastrophe + Crucible of Worlds
1 Ghostly Prison
1 Venser, Shaper Savant
Crystal Ball
It's an amazing way to repeatedly filter the deck, which is a great effect for EDH, but I don't know what to cut.
Suppression Field
Cheaper than Linvala, but feels redundant and hurts me too.
Cards Out > Cards In
7/23/10
Suppression Field > Dovescape
Court Hussar > Guile
Boreal Shelf > Glacial Fortress
New Benalia > Strip Mine
Admonition Angel > Keiga, the Tide Star
8/30/10
Marble Diamond > Mox Diamond
Wall of Omens > Wall of Denial
Dreamstone Hedron > Sol Ring
1/8/11
Spelltithe Enforcer > Draining Whelk
Loxodon Gatekeeper > Mirror Entity
Kira, Great Glass Spinner > Mistmeadow Witch
Cataclysm > Venser, the Sojourner
Chronomantic Escape > Austere Command
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I recently realized that Gifts Ungiven was on the banned list, and that makes me very sad. I don't believe I'm doing anything too broken with the card, but I suppose I should find a replacement. I'm thinking about Fact or Fiction, but what do you all suggest?
Also, I FINALLY got a copy of Lightning Greaves, but am not really sure what to cut for it. Suggestions?
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Ah, Mind's Eye. I really need to get a copy of that.
I was already thinking of cutting Wall of Omens, so thank you for confirming that feeling.
The hedron is really only in there because I have nothing better for that slot. I've looked into getting a hold of a Gilded Lotus, but to no avail as of yet. Once I buy all the Archenemy decks, I suppose I'll put Thran Dynamo in as a stand-in.
Hahaha, wow, I think I have Wall of Denial. I have no idea how I forgot to put it in this deck. It fits perfectly.
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Also, consider ditching Meloku and Jwar Jwar for creatures with ETB abilities (e.g. Venser, Gilded Drake).
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How has Meloku worked for you? Bouncing one's own lands is a steep cost in multiplayer where, again, the prevalence of wrath effects means your Illusion tokens are not long for this world. Though I suppose he does work decently with your ETB-ability lands.
You're sure you don't want to include Venser? He's perfect for combo #3.
Mono Konda| Sakashima| Yahenni| Ashling| Selvala|C Karn
Guilds Grand Arbiter| Meren| Gisa & Geralf| Scorpion God| Omnath| Sisay| Karlov| Avacyn| Jhoira v2| Rashmi|
Shards WUB Oloro|GWU Roon|RGW Jurassic Park|UBR Nekusar|BRG Kresh|
Clans RWU Narset|WBR Vampires|BGW Doran|UBG Muldrotha|URG Animar|
4-Colors GWUB Atraxa|BRGWSaskia|RGWU Hydra Hug| UBRGYidris|WUBRBreya|
5-Color WUBRG Super Friends
Extra Decks Titania| Taigam| Locust God| Cats| Tishana| Kumena| Squirrels| Slimefoot} Baron|RGW Samut|UBR Pirates|UBR Mairsil| WUBRG Ramos|
I've made a few changes, reflected in the original post. Random question: Which do you consider more pimp? The Stronghold Mox Diamond or the FTV: Relics Diamond?
EDIT: I'm thinking of adding Desertion, Mulldrifter, and Time Stretch. What do you guys think? I'm almost definitely going to put Time Stretch in because I already have the Mnemonic Wall + Crystal Shard combo in the deck.
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Hmmm, I did consider Vanish into Memory at some point, but I disregarded it due to a lack of decent targets. However, with the printing of Precursor Golem, there are some ridiculously stupid tricks I can pull.
I too might move the deck more towards a blinking type deck, though I plan to make a more casual Sharuum deck for that purpose. I'd love to see your Isperia list though.
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I did happen to pull Venser from a pack and I am strongly considering adding it to my list. It just happens to be another one of those cards that is amazingly anti-synergetic with Kira, Great-Glass Spinner, which has given me pause.
Altered Art Cards! | Commissions currently Closed
You should probably look to add Arcanis the Omnipotent, Sensei's Divining Top/Future Sight/some cost reducer for the combo. Wasteland>Dust Bowel>Tectonic Edge, so I'd pick one of the two depending on the availability. Jace TMS is also an auto for me, but his price tag is a reasonable deterrent. Also, why no Cryptic Command?
Those were just the initial things that jumped to mind based on a quick scan.
EDH:
Zo-Zu the Punisher
Phelddagrif
Rhys the Redeemed
Ashling the Pilgrim
Ruhan of the Fomori
Rafiq of the Many
Jarad, Golgari Lich Lord
Kiki-Jiki, Mirror Breaker
Drana, Kalastria Bloodchief
Lazav, Dimir Mastermind
Aurelia, the Warleader
Animar, Soul of Elements
Borborygmos Enraged
Riku of Two Reflections
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
Yeah, I see that. I'm thinking that Kira might as well leave to give the two Vensers a shot. The more I play, the less I see Kira being useful and the more I see her as just a hindrance to what my deck is aiming to do.
All those cards aren't in right now solely because I don't own them. I like Arcanis a whole lot and I definitely need Sensei's diving top, and am considering Magus of the Future for redundancy as well. I'm questioning his fragility though. Wasteland is too expensive for my taste, but I can probably pick up a dust bowl. And finally, I don't have a cryptic command because I had quit the game during the lorwyn block and have a dirth of singles from that era.
Altered Art Cards! | Commissions currently Closed
My Sales Post!
New changes for a new year!
Spelltithe Enforcer > Draining Whelk
Part of my plan to make the deck less aggressively antagonistic and more rattlesnake-like. Rather than taxing everyone at the table, I'll just take out a major threat and make a giant beatstick in the process.
Loxodon Gatekeeper > Mirror Entity
Another plan to make Augstin less of the dominating evil force at the table. I needed the Mirror Entity for my combo, anyways.
Kira, Great Glass Spinner > Mistmeadow Witch
Mistmeadow Witch plays so many utility roles, but she couldn't come in until I made the decision to remove the card that creates incredible disynergy with her. Sorry Kira. Perhaps now you'll get to be one of generals though!
Cataclysm > Venser, the Sojourner
I found that this was TOO much of a board reset. I don't want to lose my artifacts of all things seeing as how they produce most of my mana after an Armageddon effect like Cataclysm. Venser is just incredibly fun in casual.
Chronomantic Escape > Austere Command
I cracked an Austere Command so I figured that I might as well play around with it. I like the additional wrath and the ability to tutor it up with Ethereal Usher if need be. The fact that it slides right into the spot where Chronomantic Escape was on the curve is just gravy.
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