As the title implies, this deck somehow worked itself into a bit of a slow, counter-light control concotion. You'll note that it's currently somewhat short on actual ways to win, but I figure I should be able to get by on a combination of other people's creatures and just sitting around surviving until everyone else is dead or exhausted. We'll have to see how that bears out in playtesting.
the land is easy to fit in and is pretty resilient.
eternal dragon cycles early for a plains and again is pretty resilient.(maybe you can even take out a land for it.)
white sun zenith is instant and in the later game you might even be able to draw it twice or maybe just tutor for it with drift or mystical.
Both can be drawn or or tutored up, and since my Isperia is the kind of deck that tries to fly under the radar while other players attack each other, these combos help me get across the finish line. Also, the Tunnel Vision combo is hilarious when it hits.
I like having Time Spiral, TimeTwister, Consecrated Sphinx and Psychosis Crawler around in decks as a alt win con. All the cards do stuff on there own, And no one ever seems to see it coming. Clones/Sak the Imposter all mix in well.
I thought I ought to mention that this deck is currently on hiatus, as Rasputin is borrowing half the cards. When (if) I tire of Rasputin, I will bring it up to date again. Until then, it is
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1 Isperia the Inscrutable
Fliers (14)
1 Adarkar Valkyrie
2 Aven Mindcensor
3 Consecrated Sphinx
4 Drift of Phantasms
5 Gilded Drake
6 Iona, Shield of Emeria
7 Karmic Guide
8 Kira, Great Glass-Spinner
9 Mulldrifter
10 Reya Dawnbringer
11 Riftwing Cloudskate
12 Sphinx Ambassador
13 Steel Hellkite
14 Tidespout Tyrant
Control (15)
1 Akroma's Vengeance
2 Aura of Silence
3 Austere Command
4 Azorius Guildmage
5 Final Judgment
6 Hallowed Burial
7 Hinder
8 Oblivion Stone
9 Path to Exile
10 Planar Cleansing
11 Proteus Staff
12 Return to Dust
13 Rout
14 Spin into Myth
15 Swords to Plowshares
1 Enlightened Tutor
2 Expedition Map
3 Future Sight
4 Honden of Seeing Winds
5 Land Tax
6 Mystical Tutor
7 Recurring Insight
8 Sensei's Divining Top
9 Weathered Wayfarer
10 Academy Rector
Ramp (10)
1 Azorius Signet
2 Coalition Relic
3 Darksteel Ingot
4 Gilded Lotus
5 Sol Ring
6 Solemn Simulacrum
7 Star Compass
8 Sword of Feast and Famine
9 Talisman of Progress
10 Wayfarer's Bauble
Steal/Copy (5)
1 Acquire
2 Bribery
3 Rite of Replication
4 Sakashima the Impostor
5 Thada Adel, Acquisitor
Miscellaneous (6)
1 Darksteel Plate
2 Fireshrieker
3 Leyline of Anticipation
4 Lightning Greaves
5 True Conviction
6 Vedalken Orrery
1 Academy Ruins
2 Flooded Strand
3 Glacial Fortress
4 Hallowed Fountain
5 High Market
6 Kor Haven
7 Minamo, School at Water's Edge
8 Mistveil Plains
9 Mystic Gate
10 Mystifying Maze
11 Nimbus Maze
12 Prahv, Spires of Order
13 Reflecting Pool
14 Reliquary Tower
15 Skycloud Expanse
16 Temple of the False God
17 Command Tower
18 Tolaria West
19 Tundra
20 Vesuva
21 Winding Canyons
Reckon this will work, or does it need some tweaking?
the land is easy to fit in and is pretty resilient.
eternal dragon cycles early for a plains and again is pretty resilient.(maybe you can even take out a land for it.)
white sun zenith is instant and in the later game you might even be able to draw it twice or maybe just tutor for it with drift or mystical.
Condemn+Tunnel Vision
Stuffy Doll+Guilty Conscience
Both can be drawn or or tutored up, and since my Isperia is the kind of deck that tries to fly under the radar while other players attack each other, these combos help me get across the finish line. Also, the Tunnel Vision combo is hilarious when it hits.
Aura Thief/Academy Rector are always good times as well.
Have you considered Propaganda and Ghostly Tower?
That said I really like this deck, The double strike on the general is slick. How is it to play?