Main Deck - 131 cards, 78 distinct
Sideboard - 19 cards, 16 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (12) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Akroma, Angel of Fury | $1.18 | Legendary Creature - Angel | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Goblin Dark-Dwellers | $0.11 | Creature - Goblin | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Greater Gargadon | $0.45 | Creature - Beast | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Living Lore | $0.07 | Creature - Avatar | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Monastery Swiftspear | $0.40 | Creature - Human Monk | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Prophetic Flamespeaker | $0.49 | Creature - Human Shaman | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Pyrewild Shaman | $0.06 | Creature - Goblin Shaman | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Snapcaster Mage | $14.43 | Creature - Human Wizard | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Teferi, Mage of Zhalfir | $1.88 | Legendary Creature - Human Wizard | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (5) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Atarka's Command | $1.18 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Blinkmoth Infusion | $2.83 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Kolaghan's Command | $1.24 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Needlebite Trap | $0.23 | Instant - Trap | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Supplant Form | $0.48 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (2) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Boom // Bust | $1.83 | Sorcery // Sorcery | // | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Reforge the Soul | $7.31 | Sorcery |
Notes
I see this deck as a combo of grixis reveler and taking turns, with special "combo" of doing 8+ damage in a single swoop. This will be quite the deck to develop, because the constraints are weirdly overlapping and complex, as follows:
1.) Instants matter and need a critical mass.
2.) The graveyard is a resource actively, and filling the graveyard intentionally is needed.
3.) High CMC matters, and needs a critical mass.
4.) The top of the deck matters, and needs intentional selection to exploit.
5.) Due to the above, early interaction and "cheated" ways to get around having a grip full of high CMC's and active card disadvantage is needed to be able to compete.
6.) The decks creature's are intrinsically 4 toughness or more.
7.) Landfalls are needed consistently.
8.) The color selection is U/R/b g?
The streamlined version stunts early aggression and chains burn/and timewalks on turn 5 for victory.
This seems promising. You can kind of build a normal grixis shell that has crazy game ending power and shenanigans. Idea is set up early beats and take the offensive with sizable bodies and hand disruption.
Taigam's Scheming, Contingency Plan, and Serum Visions tie the room together. Also, honorable mention to bedlam reveler.
Followed by riddle of lighting into big damage, torrential gearhulk some big damage back from the bin, and setting up miracles for more damage/turns=damage.
The question is how much interaction will this deck need to function. A suite of effective countermagic and removal is available, and commandeer/slaughter pact seems like some great blowouts that keep you live when your opponent taps out. Noxious revival is the dream with miracle spells.
Another appealing avenue with the delve spells is a suite of deep-fiend/Mindbenders +koz returns. plays into all the things. Plus chaining fiends into cryptic commands, into snaps, into temporal mastery just seems like a lot of turns of me smashing face. for this gameplan more early hand disruption and thought scour is favorable to get fast tasigurs and fast eldarzi. If I can squeeze it in, Sanctum of Ugin for full degeneracy. It even fuels delve.
1.) Instants matter and need a critical mass.
2.) The graveyard is a resource actively, and filling the graveyard intentionally is needed.
3.) High CMC matters, and needs a critical mass.
4.) The top of the deck matters, and needs intentional selection to exploit.
5.) Due to the above, early interaction and "cheated" ways to get around having a grip full of high CMC's and active card disadvantage is needed to be able to compete.
6.) The decks creature's are intrinsically 4 toughness or more.
7.) Landfalls are needed consistently.
8.) The color selection is U/R/b g?
The streamlined version stunts early aggression and chains burn/and timewalks on turn 5 for victory.
This seems promising. You can kind of build a normal grixis shell that has crazy game ending power and shenanigans. Idea is set up early beats and take the offensive with sizable bodies and hand disruption.
Taigam's Scheming, Contingency Plan, and Serum Visions tie the room together. Also, honorable mention to bedlam reveler.
Followed by riddle of lighting into big damage, torrential gearhulk some big damage back from the bin, and setting up miracles for more damage/turns=damage.
The question is how much interaction will this deck need to function. A suite of effective countermagic and removal is available, and commandeer/slaughter pact seems like some great blowouts that keep you live when your opponent taps out. Noxious revival is the dream with miracle spells.
Another appealing avenue with the delve spells is a suite of deep-fiend/Mindbenders +koz returns. plays into all the things. Plus chaining fiends into cryptic commands, into snaps, into temporal mastery just seems like a lot of turns of me smashing face. for this gameplan more early hand disruption and thought scour is favorable to get fast tasigurs and fast eldarzi. If I can squeeze it in, Sanctum of Ugin for full degeneracy. It even fuels delve.
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