This article is a work in progress. More combo descriptions and card selection choices will be added over time.
Synopsis :
Damia, Sage of Stone is currently my favorite general. She is like a more limited necropotence on a stick without the disadvantage of exiling discarded cards but with the inhibition of the mana cost and only drawing up to seven cards total. Despite those short comings, Damia is an insane powerhouse in arguably the best colors of EDH (green , blue , black ).
This deck has been honed and playtested to bring a high level of competitive fun gameplay to EDH games. It can win through attrition occassionally if left unchecked, but the main way that they deck wins is through a large amount of combo interactions which bring your board state to an insurmountable level of power and diminish your opponents power level to little or nothing. Each card has been carefully picked to limit the amount of dead cards in hand to maximize your draws.
It is super important to make smart partial paris mulligans before the game starts with this deck. A good hand will have a mana rock or ramp spell, at least 3 lands, and perhaps either a tutor, combo piece, and an answer. It is not ultimately important to start with any combo pieces but sometimes that can lead to an advantage where you don't need to waste your tutors getting them and can tutor for answers instead.
This deck's weaknesses are very few. Most notably, stranglehold puts a huge damper on my game plan. A ton of aggro and tokens could probably spell certain doom for me as well unless I have academy ruins + oblivion stone lock. Having cards exiled also puts a damped especially if they're combo piece. Lucky for me, I have built in a ton of different ways to win. I always want to put rift sweeper in to get back my exiled stuff but the games I play when I have him in I never need him and vice versa! meh x_x
Play this deck if you like :
winning on the same or next turn you play your combo
playing a deck that is very difficult to pilot but very rewarding
doing a lot of math, forethought, and analysis of the board and future turns
playing with a fun deck that is extremely powerful
using life points as a resource
Don't play this deck if dont like :
not winning via combat or attrition
long turns with lots of tutoring and deck searching
lots of math and counting
Combos and descriptions :
Tooth and Nail: One card combo machine. This card is just nuts. Depending on the board state, you will choose different targets. Normally, the correct play is to choose palinchron + deadeye navigator. This gives you infinite mana, and with that, infinite flicker effects from deadeye navigator. Use palinchron to get infinite mana of all three colors you have and float it. Then start moving deadeye navigator around to other creatures you have in play, or just play the rest of your hand out and tutor up a win con ( either Oona, Queen of the Fae or Exsanguinate ). Oona is great especially when someone has gaddock teeg out and you cant play X spells. There's a whole stupid chain you can do with eternal witness returning tooth and nail, playing it again, get phyrexian metamorph etc but I don't ususally need to go that crazy. It works 99% of the time the first shot. If you don't win that turn you'll win the next turn as long as you don't get interrupted.
Deadeye Navigator : This card is absolutely broken in this deck and has become an all-star in my mind right next to primeval titan. While it doesnt quite match the sheer power and single card advantage prime time generate, as long as you have a buddy for him with an enters the battlefield ability, hes ready to go to town. 9/10 times he will be chosen as a tooth and nail target along with palinchron to generate infinite mana of any color. Once that mana is generated, you can play the rest of your hand and any other creatures you have or will get can then be soul bound to him, resulting in you winning that turn usually. ANY other creature you have out with an ETB while you have infinite mana is going to be hard for anyone to keep up with. Almost all the creatures in the deck have an ETB ability.
Once you have infinite mana, here's some broken stuff to do with the old navigator :
Acidic Slime : Blow up all your opponents lands, enchantments, and artifacts
Snapcaster Mage : Replay all instants and sorceries from your graveyard
Fierce Empath : Use this to get the rest of your arsenal in hand
Azusa, Lost but Seeking : Get more land drops per turn
Phyrexian Metamorph : Kill all legends, then copy all utility creatures
Oracle of Mul Daya : Get more land drops per turn
Duplicant : Exile all opponents creatures
Palinchron : Get infinite Mana
Rune-Scarred Demon : Tutor every card from your library into your hand
The other thing you can do with him is combat tricks. Block a creature, then in response exile your creature so that it doesn't die. Most times you have to blink the creature that's soul bound to deadeye and then deadeye himself in response so that both creatures exile and come back soul bound together otherwise deadeye will be 'dead' in the water to removal.
Glacial Chasm + crucible of worlds or life from the loam : These cards usually let you remain protected from your opponents since you can let it die during your upkeep and keep bringing it back. This is where having multiple land drops per turn helps - Azusa gives you two extra, oracle of mul daya one extra, and exploration one extra. Having the extra land drops so you can replay the land you had to sacrifice to glacial chasm keeps your mana count up to pace and not set you behind every turn. If you don't have the extra land drops, you are relying on your life total at this point in order to keep the glacial chasm around unless you have primevtal titan come in the same turn or the turn after. Then you will at least be up one land per turn for as long as you can attack or have lands left in the deck.
Seedborn Muse + Mishra's Helix : This combo is just plain mean. Once you have both of these cards on the board, you can basically deny your opponents from having mana for the rest of the game unless they have their own seedborn muse or have an instant that can disrupt your combo. Here's how it works - during your opponents turn, all your permanents untap from seedborn muse. On your opponents upkeep when you have priority, use mishra's helix to tap down as many of that opponents lands as possible. They will be able to tap their lands in response to float the mana, but because mana does not pass through phases, once their upkeep ends and they go into the first main phase they will not have any access to whatever lands you tapped down. Like I said, barring any untap ability or some crazy instant they have in their hand, you have just locked that player out of the game. Just make sure that you are in control of the board before you do since this only affects mana production - a nasty creature or more on board could still spell your doom. It's a soft lock, but it works EXTREMELY well. Can't recommend this enough if you're playing green in any deck. If you have infinite mana or just an arbitrarily large amount you can generate this combo is back-breaking.
Crop Rotation : Use this to instantly get a land to help your situation. Need to block something crazy? Get maze of ith. Need to block a WHOLE ARMY? Get glacial chasm. Etc. Want to make sure you don't fall behind if someone's blowing up one of your lands? Use crop rotation to stay on par. This card is awesome.
Infinite Mana :
There's basically two ways to make infinite mana with this deck :
capsize, forbid, - while these cards could be game breaker, they are often dead in my hand when I really needed a combo piece or something of the like. Theres already plenty of counterspell effects and instead of bouncing stuff with capsize I tend to use destroy effects or deadeye navigator shenanigans.
leyline of the void + helm of obedience : this combo keeps going in and out of the deck. idk what to think. sometimes the cards are completely dead and sometimes it just kills people.
mikaeus, the unhallowed + triskelion : yea it wins the game on the spot but its so lame. People dont like me after I win like that. Could always be re-added later.
changelog
July 25 2012
- exsanguinate ( replaced w capsize as alt finisher )
- snapcaster Mage ( too situational)
- power artifact ( unnecessary )
- basalt monolith ( unnecessary )
- ulamog ( got stuck in hand as dead card too often )
- eye of ugin ( no Eldrazi and one artifact critter means its out! )
- mishra's helix ( too situational but may go back in later )
- diabolic tutor ( too slow for only getting one card )
- skyshroud claim ( too slow )
- golgari signet ( doesn't tap on its own )
- simic signet ( same )
+ capsize ( better finisher can be used early and late game never a dead card )
+ tolaria west ( tutor for land or pact of negation )
+ regrowth ( best recursion spell )
+ Sakura-tribe elder ( chumps and ramps )
+ pongify ( best removal spell )
+ consecrated sphinx ( duh )
+ rhystic study ( iffy on this one late game it blows )
+ venser, shaper savant ( seems awesome ESP w deadeye )
+ farseek ( cheap and gets lots of duals )
+ lim-duls vault ( extremely underrated card selection engine )
+ sword of feast and famine ( great in my meta and helps me not die )
There are so many more things to say about this deck, but please as
always I welcome all critiques and criticism, and any advice or alternate
card seletions you feel may contribute to make this deck better in any way.
way.
So what happens if someone dissapates Deadeye? I get that it is suposed to be a fun build but I have a hard time with that because I think it is a lot of fun winning. I once try to put together a fun deck based a round horsemanship and human tribal it was a lot of fun it just sucked and I got laughed out of my group, that is antill I brought out my good deck. It just frusrating wacthing everyone else play while I have a fun deck that can be stopped so quickly.
While I understand what you are saying, you don't need deadeye navigator to win. It is very competitive, and difficult to play because it requires a lot of planning during the game due to the amount of tutor and recursion effects. When I said fun I should have specified "fun to play an overpowered fast deck that you crush people with" this deck is very competitive and wins quite often actually.
Check out my list in my sig and let me know what you think.
Your deck list seems very honed I like it. One thing, I question your choice of burgeoning AND exploration. I would choose just one and make the other a ramp spell or mana rock. Having both in hand / on board would be a super dead card.
Hi I'll hit on a few cards we have different and why I prefer mine.
Snapcaster Mage - alot of people like this guy I don't and you run less good targets than me. He's good with a few certain cards but I think he's too slow here the main reason I mention him is becuase I do not see regrowth which is in my opinion much better in this list
Gilded drake - I personally just have never liked steal effects in a tooth an nail deck aside from bribery so I like bribery in this slot since it acts more like a tutor
Azusa - I had a hard time cutting this card it was so good at times but I ran a ton more synergy and all 9 fetches despite this she still got the axe I don't like her here she can be a dead card sometimes and that is not acceptable to me I would suggest cutting this and cultivate / kodama for natures lore three visit farseek but you don't have original dual lands so that may not be a good idea until you invest in them.
Oona- serves the same purpose as capsize I this build but better outside of combo
Ulamog - not needed with combo kills a dead slot IMO I'd play mystic remora here it's one of the best cards in the entire format every compeitive deck that runs blue IMO
Mishras helix - bad without seedborn muse not good enough here I'd run consecrated sphinx here becuase it's broken good and wins games by itself.
Everything else looks fine power artifact seems hard to pull and clunky in this build but it's fast enough that it's probly fine.
Hi I'll hit on a few cards we have different and why I prefer mine.
Snapcaster Mage - alot of people like this guy I don't and you run less good targets than me. He's good with a few certain cards but I think he's too slow here the main reason I mention him is becuase I do not see regrowth which is in my opinion much better in this list
Gilded drake - I personally just have never liked steal effects in a tooth an nail deck aside from bribery so I like bribery in this slot since it acts more like a tutor
Azusa - I had a hard time cutting this card it was so good at times but I ran a ton more synergy and all 9 fetches despite this she still got the axe I don't like her here she can be a dead card sometimes and that is not acceptable to me I would suggest cutting this and cultivate / kodama for natures lore three visit farseek but you don't have original dual lands so that may not be a good idea until you invest in them.
Oona- serves the same purpose as capsize I this build but better outside of combo
Ulamog - not needed with combo kills a dead slot IMO I'd play mystic remora here it's one of the best cards in the entire format every compeitive deck that runs blue IMO
Mishras helix - bad without seedborn muse not good enough here I'd run consecrated sphinx here becuase it's broken good and wins games by itself.
Everything else looks fine power artifact seems hard to pull and clunky in this build but it's fast enough that it's probly fine.
That's funny cause I actually just took out snap caster for regrowth
I don't have bribery but it should be in here... Gilded drake has won me too many games to cut it...
You're probably right about mishra's helix and I should run sphinx... Helix is just so awesome when u get the combo out.. Idk I'll try sphinx again
Azusa ... I agree with you but it helps fuel my land recursion w loam and crucible especially late game... I wish I had og duals to put in and I would def drop to the cmc 2 ramp spells... Is it worth doing without the originals? If I have oracle, Azusa, or exploration I can drop both the lands from cult/kodamas at once.
I need to get mystic remora that card is awesome. Ulamog is basically so I don't get milled out ever and it's nice for the annihilating ability which most people can't recover from. That said it sucks when someone uses bribery on it :-(
I made a few other changes also what do you think?
Um to be honest I like the regrowth change and the karn drop but I don't like the draw 3 sorc speed Impulse is playable But meh overall I think card selection is more filler in this kind of list but that doesn't mean its bad. The signets are good IMO I wouldn't cut There well maybe golgari is bad without blue. Recurring insight is pretty good I like sphinx better but this gets the job done. I can't see Azusa being good here more than 50%. I ran an instant win combo with her as well as full fetches she was not consistant but she did win me games other times if you had all the fetch / duals I'd have no question but you don't. Also how often does palinchron get rfg? In my experience not much outside of swords mid tooth combo then again I finsh with clex so if that happens I have clex reach and like 14 mana so I really don't cares probly still go off via stretch.
Good points all around. I feel like this deck's problem is actually running out of gas ... If my hand is full of counters, removal, and ramp and I don't get damia to stick I need a backup draw plan.. Aside from sphinx what other draw spells would you play?
Why dont you like oona? Even without infinite mana, you can can start generating token armies of fliers while exiling people's libraries. Serves as an alt win from exsanguinate also
I think oona and exsanguinate are bad. They don't do anything relivant outside of combo. If you win with oona without infinite mana then your competition is bad or held each other off for you. Oona and exsanguinate are just kill spells which is fine. In my build my 2 kill spells are capsize and rite of replication. They serve the same purpose in finishing a game with infinite mana. Unlike your 2 spells however I can get good value out of them if I draw them early. 9/10 times your kill spells will only be one of mang outlets for a 9 mana t+n. go to death diamond main thread he recently cut exsanguinate for this very reason. I cut malakir bloodwitch which you see in my sig for this once you master piloting the list it will make sense. If you don't like replication bsz or stroke are fine replacements as a second kill spe I just see replication as more versatile. Capsize is hands down the best kill spell being always relevant as well as cbing with muse and serving as outlet to I fire turn loops etc it's just the Allstar killspell in Damia.
Hmm I think I got you.. But how do you win with rite of rep w no malakir bloodwitch? Also how does a combo/control deck beat a whole table if I don't kill everyone in one shot? Isn't that the point of playing this deck?
Answer is runescar demon capsize to tutor your whole deck. Rune scar can tutor replication with infinite mana to split to 5 tutors despite the fact that people won't have answers at this point I normally runescar> increasing ambition first to be safe. But if you can't win with 6 runescar demons and 5 tutors that's kinda bad heh. In my deck you would grab e witness and regrowth to infinitely loop replication on e witness and rune scar to tutor my whole deck and make infinite tokens then take an extra turn and swing. On this topic you need at least time warp in your list as witness crystal shard warp is a grant back up wincing and warp is at worst a 0 mana explore almost always better. Tutoring your whole deck you can deal with any problems that stop swinging in my list. Replication also has some nasty interactions people forget like kicking it on palinchron (rofl) or simply making your rune scar a second tooth an nail in that if you lose tooth and nail to say a dissapate you can still just kick replication on runescar who tutors his own combo. Anothe win at 9 out of combo it's a copy for 4 that has a million nutty targets at 9
Capsize bounces everything you don't control from now untill you kill everyone.
Also, I discovered that with Deadeye as your combo with Palinchron you can then flicker Deadeye to soulbond it to either E-Witness or Snap Mage to cast Tooth again and get Venser, Shaper Savant then flicker Deadeye again to bond with Venser and do the same thing. Or grab Rune-Scared Demon and find Blue Sun's Zenith over and over again and draw everyone out of the game.
Yea deadeye makes an on board creature with recursion or reach an outlet at 9 again. Also on this topic since you do use deadeye looks at diamonds list ge uses cards like mystic snake to make deadeye very strong out of the combo as well. In a deck without him they are not great but with him they are incredibly powerful and if you use him as one of your palinchron outlets you should look into these cards
Again, death diamond I guess you don't like reading.. If you go to OP and read my article there's a huge paragraph where I go on at length about deadeye navigator lol
Killing people with 5 rune scarred demons seems weak sauce bro. That's how you win with a combo deck? 0_o
I liked your old rite of rep + blood witch that has some style at least
Rite of rep is good no doubt. Taking infinite turns is stupid why wouldn't you just one shot the whole table and actually win?
I've had the "chains" of combos together. Usually it goes
Tooth and nail -> plainchron + deadeye navigator , float infinite mana, -> then whatever cards are in your hand. You then tutor for rune scarred, play him and deadeye him to tutor your whole deck into hand grab exsanguinate or oona and plop it down to win. Of course there's so many other variables involved but thats my basic "how to win" strategy.... And there's plenty of backup plans
Increasing ambition in the grave at that point is good to use flashback to tutor for rune scar.. If he's exiled, you get acidic slime and blow up everyone's lands ( well you should do that anyway ) or duplicate to exile everyone's creatures.
I see your point about capsize vs my win conditions. I always want to hold it till I get 6 mana if I get it early idk. I used to love that card maybe I can find a way to weasel it back in.
No replication tutors every card in your deck and gets you infinite tokens and recursion. None of this matters all that matters is I win off tooth and nail every time instantly just like I would with exsanguinate. The only difference us I won't ever draw that useless card. Malakir was not needed it just saved alot if time on mtgo where noobs make you play it out in paper gets how my combo works. I cast t+n I ask of anyone has answers if not they scoop . If they do they will answer the I fire mana loop not your finisher if they can't stop the loop I win anyway I can dodge any post mama removal with my reach.
I read all of your op. The main point I wanted to make was Venser which is not on your list. I was telling Moxnix about Rune-Scar with him. Earlier I was telling you all of my draw engines regardless of whether or not they are on your list. However I left out Fact or Fiction and Consecrated Sphinx.
yea needs more fact or fiction have you tested ghost yet i see it being pretty good in your list though i don't like the idea of tossing shard in mine :). it could be good here but he needs to do some shuffling to optimize his dead eye i think anyway.
I read all of your op. The main point I wanted to make was Venser which is not on your list. I was telling Moxnix about Rune-Scar with him. Earlier I was telling you all of my draw engines regardless of whether or not they are on your list. However I left out Fact or Fiction and Consecrated Sphinx.
This article is a work in progress. More combo descriptions and card selection choices will be added over time.
Synopsis :
Damia, Sage of Stone is currently my favorite general. She is like a more limited necropotence on a stick without the disadvantage of exiling discarded cards but with the inhibition of the mana cost and only drawing up to seven cards total. Despite those short comings, Damia is an insane powerhouse in arguably the best colors of EDH (green , blue , black ).
This deck has been honed and playtested to bring a high level of competitive fun gameplay to EDH games. It can win through attrition occassionally if left unchecked, but the main way that they deck wins is through a large amount of combo interactions which bring your board state to an insurmountable level of power and diminish your opponents power level to little or nothing. Each card has been carefully picked to limit the amount of dead cards in hand to maximize your draws.
It is super important to make smart partial paris mulligans before the game starts with this deck. A good hand will have a mana rock or ramp spell, at least 3 lands, and perhaps either a tutor, combo piece, and an answer. It is not ultimately important to start with any combo pieces but sometimes that can lead to an advantage where you don't need to waste your tutors getting them and can tutor for answers instead.
This deck's weaknesses are very few. Most notably, stranglehold puts a huge damper on my game plan. A ton of aggro and tokens could probably spell certain doom for me as well unless I have academy ruins + oblivion stone lock. Having cards exiled also puts a damped especially if they're combo piece. Lucky for me, I have built in a ton of different ways to win. I always want to put rift sweeper in to get back my exiled stuff but the games I play when I have him in I never need him and vice versa! meh x_x
Play this deck if you like :
Don't play this deck if dont like :
Combos and descriptions :
Tooth and Nail : One card combo machine. This card is just nuts. Depending on the board state, you will choose different targets. Normally, the correct play is to choose palinchron + deadeye navigator. This gives you infinite mana, and with that, infinite flicker effects from deadeye navigator. Use palinchron to get infinite mana of all three colors you have and float it. Then start moving deadeye navigator around to other creatures you have in play, or just play the rest of your hand out and tutor up a win con ( either Oona, Queen of the Fae or Exsanguinate ). Oona is great especially when someone has gaddock teeg out and you cant play X spells. There's a whole stupid chain you can do with eternal witness returning tooth and nail, playing it again, get phyrexian metamorph etc but I don't ususally need to go that crazy. It works 99% of the time the first shot. If you don't win that turn you'll win the next turn as long as you don't get interrupted.
Deadeye Navigator : This card is absolutely broken in this deck and has become an all-star in my mind right next to primeval titan. While it doesnt quite match the sheer power and single card advantage prime time generate, as long as you have a buddy for him with an enters the battlefield ability, hes ready to go to town. 9/10 times he will be chosen as a tooth and nail target along with palinchron to generate infinite mana of any color. Once that mana is generated, you can play the rest of your hand and any other creatures you have or will get can then be soul bound to him, resulting in you winning that turn usually. ANY other creature you have out with an ETB while you have infinite mana is going to be hard for anyone to keep up with. Almost all the creatures in the deck have an ETB ability.
Once you have infinite mana, here's some broken stuff to do with the old navigator :
Deadeye Navigator +
The other thing you can do with him is combat tricks. Block a creature, then in response exile your creature so that it doesn't die. Most times you have to blink the creature that's soul bound to deadeye and then deadeye himself in response so that both creatures exile and come back soul bound together otherwise deadeye will be 'dead' in the water to removal.
Glacial Chasm + crucible of worlds or life from the loam : These cards usually let you remain protected from your opponents since you can let it die during your upkeep and keep bringing it back. This is where having multiple land drops per turn helps - Azusa gives you two extra, oracle of mul daya one extra, and exploration one extra. Having the extra land drops so you can replay the land you had to sacrifice to glacial chasm keeps your mana count up to pace and not set you behind every turn. If you don't have the extra land drops, you are relying on your life total at this point in order to keep the glacial chasm around unless you have primevtal titan come in the same turn or the turn after. Then you will at least be up one land per turn for as long as you can attack or have lands left in the deck.
Seedborn Muse + Mishra's Helix : This combo is just plain mean. Once you have both of these cards on the board, you can basically deny your opponents from having mana for the rest of the game unless they have their own seedborn muse or have an instant that can disrupt your combo. Here's how it works - during your opponents turn, all your permanents untap from seedborn muse. On your opponents upkeep when you have priority, use mishra's helix to tap down as many of that opponents lands as possible. They will be able to tap their lands in response to float the mana, but because mana does not pass through phases, once their upkeep ends and they go into the first main phase they will not have any access to whatever lands you tapped down. Like I said, barring any untap ability or some crazy instant they have in their hand, you have just locked that player out of the game. Just make sure that you are in control of the board before you do since this only affects mana production - a nasty creature or more on board could still spell your doom. It's a soft lock, but it works EXTREMELY well. Can't recommend this enough if you're playing green in any deck. If you have infinite mana or just an arbitrarily large amount you can generate this combo is back-breaking.
Crop Rotation : Use this to instantly get a land to help your situation. Need to block something crazy? Get maze of ith. Need to block a WHOLE ARMY? Get glacial chasm. Etc. Want to make sure you don't fall behind if someone's blowing up one of your lands? Use crop rotation to stay on par. This card is awesome.
Infinite Mana :
There's basically two ways to make infinite mana with this deck :
infinite colored mana
1. Palinchron + phantasmal image or phyrexian metamorph or deadeye navigator or 4 blue sources + urborg, tomb of yawgmoth + [CARD]
cabal coffers[/CARD] + 1 of any land
infinite colorless mana
2. Grim Monolith or basalt monolith + power artifact
Notable cards I'm missing and why :
mana drain - too expensive
capsize, forbid, - while these cards could be game breaker, they are often dead in my hand when I really needed a combo piece or something of the like. Theres already plenty of counterspell effects and instead of bouncing stuff with capsize I tend to use destroy effects or deadeye navigator shenanigans.
leyline of the void + helm of obedience : this combo keeps going in and out of the deck. idk what to think. sometimes the cards are completely dead and sometimes it just kills people.
mikaeus, the unhallowed + triskelion : yea it wins the game on the spot but its so lame. People dont like me after I win like that. Could always be re-added later.
changelog
July 25 2012
- exsanguinate ( replaced w capsize as alt finisher )
- snapcaster Mage ( too situational)
- power artifact ( unnecessary )
- basalt monolith ( unnecessary )
- ulamog ( got stuck in hand as dead card too often )
- eye of ugin ( no Eldrazi and one artifact critter means its out! )
- mishra's helix ( too situational but may go back in later )
- diabolic tutor ( too slow for only getting one card )
- skyshroud claim ( too slow )
- golgari signet ( doesn't tap on its own )
- simic signet ( same )
+ capsize ( better finisher can be used early and late game never a dead card )
+ tolaria west ( tutor for land or pact of negation )
+ regrowth ( best recursion spell )
+ Sakura-tribe elder ( chumps and ramps )
+ pongify ( best removal spell )
+ consecrated sphinx ( duh )
+ rhystic study ( iffy on this one late game it blows )
+ venser, shaper savant ( seems awesome ESP w deadeye )
+ farseek ( cheap and gets lots of duals )
+ lim-duls vault ( extremely underrated card selection engine )
+ sword of feast and famine ( great in my meta and helps me not die )
always I welcome all critiques and criticism, and any advice or alternate
card seletions you feel may contribute to make this deck better in any way.
way.
(number next to card is converted mana cost ) Magic OnlineOCTGN2ApprenticeBuy These Cards
7 Damia, Sage of Stone
Creatures (18)
2 Gilded Drake
2 Phantasmal Image
2 Sakura-Tribe Elder
3 Fierce Empath
3 Azusa, Lost But Seeking
3 Eternal Witness
4 Phyrexian Metamorph
4 Oracle of Mul Daya
4 Venser, Shaper Savant
5 Acidic Slime
5 Seedborn Muse
6 Primeval Titan
6 Deadeye Navigator
6 Duplicant
6 Oona, Queen of the Fae
6 Consecrated Sphinx
7 Palinchron
7 Rune-Scarred Demon
Planeswalkers (1)
4 Jace, the Mind Sculptor
Artifacts (10)
1 Sensei's Divining Top
1 Mana vault
1 Sol Ring
2 Talisman of Dominance
2 Grim Monolith
2 Scroll Rack
3 Sword of Feast and Famine
3 Crucible of Worlds
3 Oblivion Stone
5 Gilded Lotus
Enchantments (4)
1 Exploration
2 Sylvan Library
3 Rhystic Study
3 Necropotence
0 Pact of Negation
1 Pongify
1 Stifle
1 Crop Rotation
1 Worldly Tutor
1 Vampiric Tutor
2 Counterspell
2 Lim-Duls Vault
3 Capsize
3 Putrefy
3 Krosan Grip
3 Beast Within
3 Hinder
3 Spell Crumple
3 Voidslime
5 Force of Will
Sorceries (13)
1 Green Sun's Zenith
1 Reanimate
2 Demonic Tutor
2 Life From the Loam
2 Regrowth
2 Farseek
3 Yawgmoth's Will
3 Cultivate
3 Kodama's Reach
4 Damnation
5 Increasing Ambition
7 All is Dust
7 Tooth and Nail
Lands (37)
0 Island x2
0 Swamp x2
0 Forest x3
0 Bojuka Bog
0 Urborg, Tomb of Yawgmoth
0 Cabal Coffers
0 Hinterland Harbor
0 Drowned Catacomb
0 Woodland Cemetary
0 Yavimaya Coast
0 Underground Riveer
0 Llanowar Wastes
0 Breeding Pool
0 Watery Grave
0 Flooded Grove
0 Sunken Ruins
0 Twilight Mire
0 Misty Rainforest
0 Marsh Flats
0 Verdant Catacombs
0 Command Tower
0 City of Brass
0 Cavern of Souls
0 Homeward Path
0 Alchemist's Refuge
0 Temple of the False God
0 Strip Mine
0 Volrath's Stronghold
0 Academy Ruins
0 Reliquary Tower
0 Glacial Chasm
0 Maze of Ith
0 Tolaria West
Just check the first post!!
please critique, comment, and advice all welcome!!!
Damia, Sage of Stone
Ertai, the Corrupted
Scion of the Ur-Dragon
Omnath, Locus of Mana
Your deck list seems very honed I like it. One thing, I question your choice of burgeoning AND exploration. I would choose just one and make the other a ramp spell or mana rock. Having both in hand / on board would be a super dead card.
Snapcaster Mage - alot of people like this guy I don't and you run less good targets than me. He's good with a few certain cards but I think he's too slow here the main reason I mention him is becuase I do not see regrowth which is in my opinion much better in this list
Gilded drake - I personally just have never liked steal effects in a tooth an nail deck aside from bribery so I like bribery in this slot since it acts more like a tutor
Azusa - I had a hard time cutting this card it was so good at times but I ran a ton more synergy and all 9 fetches despite this she still got the axe I don't like her here she can be a dead card sometimes and that is not acceptable to me I would suggest cutting this and cultivate / kodama for natures lore three visit farseek but you don't have original dual lands so that may not be a good idea until you invest in them.
Oona- serves the same purpose as capsize I this build but better outside of combo
Ulamog - not needed with combo kills a dead slot IMO I'd play mystic remora here it's one of the best cards in the entire format every compeitive deck that runs blue IMO
Mishras helix - bad without seedborn muse not good enough here I'd run consecrated sphinx here becuase it's broken good and wins games by itself.
Everything else looks fine power artifact seems hard to pull and clunky in this build but it's fast enough that it's probly fine.
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
That's funny cause I actually just took out snap caster for regrowth
I don't have bribery but it should be in here... Gilded drake has won me too many games to cut it...
You're probably right about mishra's helix and I should run sphinx... Helix is just so awesome when u get the combo out.. Idk I'll try sphinx again
Azusa ... I agree with you but it helps fuel my land recursion w loam and crucible especially late game... I wish I had og duals to put in and I would def drop to the cmc 2 ramp spells... Is it worth doing without the originals? If I have oracle, Azusa, or exploration I can drop both the lands from cult/kodamas at once.
I need to get mystic remora that card is awesome. Ulamog is basically so I don't get milled out ever and it's nice for the annihilating ability which most people can't recover from. That said it sucks when someone uses bribery on it :-(
I made a few other changes also what do you think?
-1 snapcaster Mage
-1 golgari signet
-1 simic signet
-1 Karn liberated
+1 regrowth
+1 ambition's cost
+1 impulse
+1 recurring insight
I also feel like power artifact is clunky but I'm afraid if I lose palinchron to exile or something I'm screwed...
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
stuff
Damia, Sage of Stone
Ertai, the Corrupted
Scion of the Ur-Dragon
Omnath, Locus of Mana
Dude, read the post! O_o
I already have necro, sylvan library, and scroll rack lol
Arena, ehhh maybe. I'd rather just run ambitions cost again if that's the case
So I did
-1 ambitions cost
+1 fact or fiction
Why dont you like oona? Even without infinite mana, you can can start generating token armies of fliers while exiling people's libraries. Serves as an alt win from exsanguinate also
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Also, I discovered that with Deadeye as your combo with Palinchron you can then flicker Deadeye to soulbond it to either E-Witness or Snap Mage to cast Tooth again and get Venser, Shaper Savant then flicker Deadeye again to bond with Venser and do the same thing. Or grab Rune-Scared Demon and find Blue Sun's Zenith over and over again and draw everyone out of the game.
Damia, Sage of Stone
Ertai, the Corrupted
Scion of the Ur-Dragon
Omnath, Locus of Mana
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Damia, Sage of Stone
Ertai, the Corrupted
Scion of the Ur-Dragon
Omnath, Locus of Mana
Killing people with 5 rune scarred demons seems weak sauce bro. That's how you win with a combo deck? 0_o
I liked your old rite of rep + blood witch that has some style at least
Rite of rep is good no doubt. Taking infinite turns is stupid why wouldn't you just one shot the whole table and actually win?
I've had the "chains" of combos together. Usually it goes
Tooth and nail -> plainchron + deadeye navigator , float infinite mana, -> then whatever cards are in your hand. You then tutor for rune scarred, play him and deadeye him to tutor your whole deck into hand grab exsanguinate or oona and plop it down to win. Of course there's so many other variables involved but thats my basic "how to win" strategy.... And there's plenty of backup plans
Increasing ambition in the grave at that point is good to use flashback to tutor for rune scar.. If he's exiled, you get acidic slime and blow up everyone's lands ( well you should do that anyway ) or duplicate to exile everyone's creatures.
I see your point about capsize vs my win conditions. I always want to hold it till I get 6 mana if I get it early idk. I used to love that card maybe I can find a way to weasel it back in.
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Also: GHOSTLY FLICKER!!!
Damia, Sage of Stone
Ertai, the Corrupted
Scion of the Ur-Dragon
Omnath, Locus of Mana
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
I see sorry if I came off as rude or anything ..
I don't have experience using venser at all what do you think?
Also ghostly flicker does seem degenerate w all the etb creature. At worst it can untap cabal coffers I guess