Mythic Conscription, a deck from the 2010-2011 Standard cycle (Ala-M10-Zen) was piloted by Josh Utter-Leyton and quickly became one of the best decks in the format, at a time when Jund and UW control were both running rampant. The deck can have explosives starts, with potentially lots of damage on board as early as turn 3.
Gameplay
What is the goal of Mythic Conscription? This, taken from the MTGS Wiki provides a clear answer: "Sovereigns of Lost Alara which could be used to fetch an Eldrazi Conscription from the deck and attaching it to an attacking creature, potentially attacking with a 12-power, trampling Birds of Paradise as early as turn 3". Now best-case scenario, it happens that way. Worst case scenario, we do it turn 4-5 with counter spells to protect whichever creature gets suited up.
Now what happens if you happen to draw your Conscriptions? We need a way to recycle them into our library so we can tutor them with SoLA. What we once used was Jace, the Mind Sculptor, but now resources are limited due to bans. This leaves us, really, with one choice, See Beyond. In my opinion, this card should be played in a full set.
Our other slots in the deck can be used for an assortment of things, from removal, protection or Planeswalkers that help the cause. Here are some cards to consider: Path to Exile Bant Charm
Some cards that weren't included are: Tarmogoyf: While it seems to be the rule to not play green without T'goyf, I don't think we need him. He durdles when our deck wants to race tempo. Sorry, he doesn't make the cut. Squadron Hawk: Again, like T'goyf, this card is a durdler. It grabs you more fliers for
The Deck
So now that you have read what little I wrote, here is Utter-Leyton's Mythic Conscription list:
The decklist has changed a bit since rotation, as Modern's lands have opened the door to faster fixing and better consistency. As well, we lost one of our greatest engines in the deck, Jace, the Mind Sculptor.
This is my version, built for modern, with updated cards:
My first question to all of you; "Should we use Man Lands? Along the lines of WWK Man Lands, Mutavaults, etc." I'm just worried about ETB tapped lands hurting our tempo.
The current versions look a little threat-light to me--maybe try Vendilion Cliques instead of some of the See Beyonds, as they can also shove Eldrazi Conscriptions to the bottom of the library.
While I like See Beyond, I think Lectrys is right. The deck needs a bit more threats, and some numbers to be varied a bit. But the primer you have here is an excellent starting point for someone whose looking to get into the deck.
If you were going to use manlands, I think Mutavault would be the best option because it never enters tapped, and it only costs 1 to activate. This deck wants to win the turn you drop Sovereigns, and that's tough to do if your only available attacker costs 3 to activate (such as Stirring Wildwood). Of course the fact that Vault doesn't make colored mana is a liability itself. Testing is needed, no doubt..
I'm gonna throw together a preliminary list and give things a go.
Mythic Conscription, a deck from the 2010-2011 Standard cycle (Ala-M10-Zen) was piloted by Josh Utter-Leyton and quickly became one of the best decks in the format, at a time when Jund and UW control were both running rampant. The deck can have explosives starts, with potentially lots of damage on board as early as turn 3.
What is the goal of Mythic Conscription? This, taken from the MTGS Wiki provides a clear answer: "Sovereigns of Lost Alara which could be used to fetch an Eldrazi Conscription from the deck and attaching it to an attacking creature, potentially attacking with a 12-power, trampling Birds of Paradise as early as turn 3". Now best-case scenario, it happens that way. Worst case scenario, we do it turn 4-5 with counter spells to protect whichever creature gets suited up.
These creatures are the backbones of the deck, and should be played in full compliments unless you feel there's a reason otherwise (I suppose...):
Noble Hierarch
Birds of Paradise
Lotus Cobra
Knight of the Reliquary
Sovereigns of Lost Alara
Now what happens if you happen to draw your Conscriptions? We need a way to recycle them into our library so we can tutor them with SoLA. What we once used was Jace, the Mind Sculptor, but now resources are limited due to bans. This leaves us, really, with one choice, See Beyond. In my opinion, this card should be played in a full set.
Our other slots in the deck can be used for an assortment of things, from removal, protection or Planeswalkers that help the cause. Here are some cards to consider:
Path to Exile
Bant Charm
Spell Pierce
Spell Snare
Mana Leak
Remand
Cryptic Command
Elspeth, Knight Errant
Some cards that weren't included are:
Tarmogoyf: While it seems to be the rule to not play green without T'goyf, I don't think we need him. He durdles when our deck wants to race tempo. Sorry, he doesn't make the cut.
Squadron Hawk: Again, like T'goyf, this card is a durdler. It grabs you more fliers for
So now that you have read what little I wrote, here is Utter-Leyton's Mythic Conscription list:
4 Birds of Paradise
4 Knight of the Reliquary
4 Lotus Cobra
4 Noble Hierarch
4 Sovereigns of Lost Alara
Planeswalkers [7]
3 Elspeth, Knight-Errant
4 Jace, the Mind Sculptor
Spells [8]
2 Eldrazi Conscription
2 Explore
4 Mana Leak
4 Celestial Colonnade
5 Forest
2 Island
1 Marsh Flats
4 Misty Rainforest
2 Plains
1 Sejiri Steppe
3 Stirring Wildwood
3 Verdant Catacomb
1 Bojuka Bog
4 Celestial Purge
2 Jace's Ingenuity
4 Linvala, Keeper of Silence
2 Obstinate Baloth
2 Spell Pierce
The decklist has changed a bit since rotation, as Modern's lands have opened the door to faster fixing and better consistency. As well, we lost one of our greatest engines in the deck, Jace, the Mind Sculptor.
This is my version, built for modern, with updated cards:
4x Noble Hierarch
4x Birds of Paradise
4x Lotus Cobra
4x Knight of the Reliquary
4x Sovereigns of Lost Alara
Spells - 16
4x Path to Exile
4x See Beyond
3x Spell Pierce
2x Bant Charm
2x Eldrazi Conscription
1x Elspeth, Knight Errant
Lands - 24
2x Forest
2x Plains
2x Island
4x Misty Rainforest
2x Scalding Tarn
2x Marsh Flats
4x Razorverge Thicket
1x Breeding Pool
1x Temple Garden
1x Hallowed Fountain
1x Moorland Haunt
1x Sejiri Steppe
1x Tectonic Edge
3x Mana Leak
3x Rhox War Monk
2x Celestial Purge
2x Oblivion Ring
2x Cryptic Command
1x Spell Pierce
1x Elspeth, Knight Errant
1x Bojuka Bog
So now we discuss! Happy brewing!
My first question to all of you; "Should we use Man Lands? Along the lines of WWK Man Lands, Mutavaults, etc." I'm just worried about ETB tapped lands hurting our tempo.
Commander GU Edric Control
If you like guys that like turning sideways with Conscription, there's the hexproof Geist of Saint Traft, the double-striking Mirran Crusader, and the life-gaining Rhox War Monk.
I think the old versions could afford to be creature-light because Jace TMS was himself a threat, and so is Elspeth.
If you were going to use manlands, I think Mutavault would be the best option because it never enters tapped, and it only costs 1 to activate. This deck wants to win the turn you drop Sovereigns, and that's tough to do if your only available attacker costs 3 to activate (such as Stirring Wildwood). Of course the fact that Vault doesn't make colored mana is a liability itself. Testing is needed, no doubt..
I'm gonna throw together a preliminary list and give things a go.
4 Birds of Paradise
4 Noble Hierarch
4 Lotus Cobra
2 Qasali Pridemage
2 Geist of Saint Traft
2 Vendillion Clique
4 Sovereigns of Lost Alara
2 Eldrazi Conscription
Instants (7):
4 Spell Pierce
3 Remand
Sorceries (6):
4 Sleight of Hand
2 See Beyond
Lands (23):
4 Misty Rainforest
4 Verdant Catacomb
1 Temple Garden
1 Hallowed Fountain
1 Breeding Pool
1 Horizon Canopy
1 Eiganjo Castle
1 Okina, Temple to the Grandfathers
4 Forest
3 Island
2 Plains
Draft My Cube!