Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$449.17

0 Likes 0 Comments
Avg. CMC 3.71
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 26 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (6)
4 Merfolk Secretkeeper // Venture Deeper
$0.06 Creature - Merfolk Wizard // Sorcery - Adventure //
2 Torrential Gearhulk
$0.55 Artifact Creature - Construct
Instant (23)
2 Absorb
$0.38 Instant
4 Censor
$0.17 Instant
3 Dig Through Time
$0.61 Instant
4 Drown in the Loch
$0.85 Instant
4 Fatal Push
$1.97 Instant
4 Hieroglyphic Illumination
$0.08 Instant
1 Settle the Wreckage
$3.95 Instant
1 Utter End
$0.21 Instant
Sorcery (4)
2 Approach of the Second Sun
$2.14 Sorcery
2 Supreme Verdict
$1.94 Sorcery
Enchantment (2)
1 Cast Out
$0.06 Enchantment
1 Search for Azcanta // Azcanta, the Sunken Ruin
$3.16 Legendary Enchantment // Legendary Land
Land (25)
1 Blast Zone
$0.33 Land
1 Castle Vantress
$1.20 Land
2 Drowned Catacomb
$2.39 Land
1 Field of Ruin
$0.18 Land
2 Glacial Fortress
$1.20 Land
4 Godless Shrine
$10.85 Land - Plains Swamp
4 Hallowed Fountain
$7.97 Land - Plains Island
2 Island
$0.09 Basic Land - Island
1 Plains
$0.09 Basic Land - Plains
2 Shambling Vent
$0.35 Land
1 Swamp
$1.15 Basic Land - Swamp
4 Watery Grave
$12.23 Land - Island Swamp
Sideboard - 83 cards, 69 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (3)
1 Emrakul, the Promised End
$40.78 Legendary Creature - Eldrazi
1 God-Eternal Kefnet
$2.69 Legendary Creature - Zombie God
1 Nyx-Fleece Ram
$0.34 Enchantment Creature - Sheep
Instant (31)
1 Aether Gust
$0.17 Instant
1 Cast Down
$0.17 Instant
1 Ceremonious Rejection
$0.08 Instant
1 Commence the Endgame
$0.34 Instant
1 Cyclonic Rift
$30.79 Instant
1 Despark
$0.41 Instant
2 Disallow
$3.28 Instant
1 Disdainful Stroke
$0.05 Instant
1 Disfigure
$0.03 Instant
1 Dispel
$0.22 Instant
1 Dovin's Veto
$3.82 Instant
1 Far // Away
$0.13 Instant // Instant //
1 Hero's Downfall
$0.41 Instant
1 Last Breath
$0.02 Instant
1 Mystical Dispute
$0.27 Instant
4 Opt
$0.08 Instant
1 Riot Control
$0.26 Instant
1 Secure the Wastes
$2.00 Instant
1 Silumgar's Command
$0.18 Instant
1 Sinister Sabotage
$0.08 Instant
1 Sphinx's Revelation
$1.18 Instant
1 Surge of Righteousness
$0.08 Instant
1 Syncopate
$0.04 Instant
1 Tyrant's Scorn
$0.11 Instant
1 Ultimate Price
$0.17 Instant
1 Utter End
$0.21 Instant
1 Vraska's Contempt
$0.44 Instant
Sorcery (19)
1 Collective Brutality
$1.16 Sorcery
1 Declaration in Stone
$0.28 Sorcery
1 Doomfall
$0.07 Sorcery
1 Duress
$0.03 Sorcery
1 Enter the God-Eternals
$0.24 Sorcery
1 Entrancing Melody
$0.24 Sorcery
1 Hour of Revelation
$0.62 Sorcery
1 Providence
$0.12 Sorcery
1 Razaketh's Rite
$0.24 Sorcery
1 Scheming Symmetry
$5.94 Sorcery
4 Thought Erasure
$0.12 Sorcery
4 Thoughtseize
$11.50 Sorcery
1 Unmoored Ego
$0.30 Sorcery
Artifact (2)
1 Treasure Map // Treasure Cove
$0.39 Artifact // Land
1 Wishclaw Talisman
$4.76 Artifact
Enchantment (6)
1 Authority of the Consuls
$11.78 Enchantment
1 Dovin's Acuity
$0.07 Enchantment
1 Gideon's Intervention
$0.22 Enchantment
1 Leyline of Sanctity
$0.80 Enchantment
1 Profane Procession // Tomb of the Dusk Rose
$0.44 Legendary Enchantment // Legendary Land
1 Rest in Peace
$1.52 Enchantment
Planeswalker (6)
1 Elspeth, Sun's Champion
$2.94 Legendary Planeswalker - Elspeth
1 Teferi, Hero of Dominaria
$18.37 Legendary Planeswalker - Teferi
4 Teferi, Time Raveler
$6.89 Legendary Planeswalker - Teferi
Land (16)
1 Castle Ardenvale
$0.33 Land
1 Caves of Koilos
$2.51 Land
2 Fabled Passage
$5.51 Land
1 Fetid Pools
$0.80 Land - Island Swamp
1 Geier Reach Sanitarium
$1.34 Legendary Land
1 Interplanar Beacon
$0.12 Land
1 Irrigated Farmland
$0.18 Land - Plains Island
1 Lotus Field
$5.29 Land
1 Mage-Ring Network
$0.17 Land
1 Mystic Sanctuary
$0.78 Land - Island
1 Prairie Stream
$0.15 Land - Plains Island
1 Temple of Deceit
$0.14 Land
1 Temple of Enlightenment
$0.12 Land
1 Temple of Silence
$0.24 Land
1 Urborg, Tomb of Yawgmoth
$42.10 Legendary Land

Notes
 
The idea here is pretty interesting, and there's enough cards available to do it. Pioneer has been a very hyper linear format at the outset here, and the progressive bans are pushing us into midrange and control territory. Generally this kind of deck building is favorable for me as others need established packages to develop decks where as I'm able to do my own thinking.

I've been positing that the format seems like it doesn't have a great spread of answers but that in actuality there is are great answers that require deck building requirements. Everyone thinks that fatal push and wild slash are the only efficient removal spells. Drown in the loch is like the best terminate ever printed that has pretty low hoops to jump through.

Another fallacy is that there is no selection or velocity. People are just looking for what they already know, not re-evaluating cards in the new context. 1 C cycling is vastly under rated, and there are really good control spells for doing so. Similarly merfolk secret keeper offers a high velocity spell that enables early dig through times, early drown in the Loch's, early Approach's, with a fail rate wall that stifles early aggro when needed. If you think about it as a higher ceiling lower floor wall of omens it's stock goes way up.

The deck concept is simple then utilizing a package of versatile removal, high velocity, and a mixed closing speed in torrential gearhulk and approach. I'm toying with a mid tempo deck where I create a bubble by devastating early resources and win in the recovery time. In this play style I have long game, but I don't need to answer anything, just what would preclude me from winning on T7-9.

Also mana wise U/W duals are not awesome. Esper manabase is actually functionally more elegant.
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