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ADAM HAGGERTY's profile
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- MTG COLLECTION
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Inventory
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Tradelist
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Wishlist
- MTG DECKS (1076)
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Alfredo
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Historic
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Arclight Pheonix/Holllow One
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Izzet Combo
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Naya Pump
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Walker Control
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Brawl!
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Brewer's Paradise
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Buying lists
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Choose
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Collection
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Format
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EDH
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Unused Staples
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Volrath
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Legacy
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Modern
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Pioneer
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MISC
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Sets
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Full Collection
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Cubes
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Companion Cube
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Constructed challenge
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Cube Sale
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Constructs based on Pulling
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Intricate Design
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MISC
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The Stack
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Walker Cube
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Wasteland
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Wasteland additions post D&D
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EDH
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ARC
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ARC 1
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ARC 2
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Others
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Syr Gwynn
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ARC 4
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ARC 6
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ARC 7
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ARC Future Generals
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Metalpocalypse
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EDH
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Companion/Partners
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Gandalf the Grey
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Garth
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Light Paws
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Misc
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Path of the Djinn
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R/G
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Rielle the Wheel
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The Gunslinger
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The Panthenon
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Valki
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WALL-E
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Pod
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Pod Series 1
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Pod Series 2
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Pod Series 3
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Fight Night
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Ep 1
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Ep 2
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Gauntlet
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Gift and Gamble
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Aggro
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Combo
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Control
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Midrange
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Historic
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Metagame as of:
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Mine
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Others
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Holiday challenge
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Legacy
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Modern
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Adam's Tools
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Full Throtle Death's Shadow
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Mill
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Archive
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Altar of Orb
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Artifact mill
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Azorius Stoneblade
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Bonds Combo
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Combo Esper Control
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Copy of Esper Mill Build
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Death mill V1
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Death mill V2
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Esper Creature mill
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Esper Mill
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Esper Mill Aether Revolt
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Esper Mill Ixalan
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Esper Mystic Mill
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Esper Mystic Mill NRG 01/11/19
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Esper Mystic Mill regionals 10/19
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Fractured Sanity
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Greedy 4c mill
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Grixis Creature mill
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Ikoria Mill
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Kaheera Mill
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Kaya Full Stop
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mystic
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Stoneage mill V1
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Stoneage mill V3
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Sultai Mill Creature balance
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Sultai Mill V1
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Sultai Mill V2
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Sultai Mystic Mill
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Sultai Mystical Teachings
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Super Lean Mill
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U/B Mill Field
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Uro mill
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Walker mill
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Yorion Mystic Mill
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Current projects
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Stack based Combo
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Fredo
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Lists
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Brews
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0 Cost
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Assault Loam
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Hollow one reborn
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Jeskai Xscendancy
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Lutri
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Misc
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4c combo!
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8 frog
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Angels?
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Awake the dragon
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Bedlam revaler
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Big CMC's
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Collective defiance
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creature counters
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Cycling breach
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Day's Undoing
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Equipment
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Flyers
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Free army
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Gain draw
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Goblins
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Grave Mages
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Heavy tax
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ironworks reborn
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Lands
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Lifegain Lands
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Locket of yesterday's
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Lots of grave creatures
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Lotus Cobra
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Mardu choices
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Maze's End Modern?
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Miracles
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Modern aid
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Modern zombies
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New pod
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No Amulet, No Bloom
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Psycho Surgery
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Reanimation line
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Reanimator
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Restore Balance
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Sent fire
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Slabs
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Snow
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Temporal Mastery
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Temur immortal
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The witcher
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U/W Control
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Wizards
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WR Sigarda's Aid Modern
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Mono Blue Aggro Revisited
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Nyx
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Pox
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Prison
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Summer Series
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BW Devotion
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Tokens 4 u
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Trap!
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The Belcher project
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Whitewash
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Wild Rec
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UW control
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Combo
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Control
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Eldrazi
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Esper
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Linear
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Skred Red
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Sultai
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Tempo
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Value
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Metagames
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COVID Meta
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4 color control
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4 color copy cat
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4 Color Time Warp
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4 color Uro
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Abzan Company
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Ad Nauseum
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Amulet Titan
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Azorius Belcher
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Bant Reclaimer
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Bant Snow
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Belcher bullshit the 2nd
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Boros Heliod
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Boros LD
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Dimir Rogues Duke
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Dimir Rogues LSV
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Dredge
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Eldrazi tron
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Esper Control
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Hu-mans
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Jengatha Nactyl
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Jeskai Lotus Field
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Jund
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Mardu Death's Shadow
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Mon-red prowess
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oops all spells
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Selesnya Company
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Selesnya Reclaimer
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UR Prowess
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Metagame 06/02/2018
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Metagame 1/11/19
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Control
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Graveyard Control
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Affinity
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Bant Snowblade
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Burn
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Eldrazi Tron
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Humans
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Selesnya Eldrazi
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Operable
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Advanced Procedures
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Oko/Urza
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Titan
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Bogles
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Devoted devastation
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Infect
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Storm
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Urza Tron
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Azorius control
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Jund
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Metagame 3/27/15
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Metagame 8/17/15
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Post Companion COVID
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Misc
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PT Atlanta and Regionals
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Titans
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Pioneer
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Adam's super secret tech
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Approach
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Big Booty
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Call Collect
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Control
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Dargons
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G/W Avacyn
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Jeskai Ascendancy
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Maze's End
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Midrange Kroxa
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Misc
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Affinity
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Black Devotion
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Collective defiance
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Control
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Copy of Temur immortal
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Diciple of deceit
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Emergent Ultimatum
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Gonti's machinations
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GW heliod
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Harvest season
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Lurrus/Professor of symbology
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Mill?
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Mono Red
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Oath of Nissa
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Real Big
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Riddle of lightning
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Slivers
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Stoke the flames
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The Lock: Pioneer edition
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Thunderkin
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Tokens?
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UG Heroic
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Vampires
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Wizards
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Yorion BS
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Rack?
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Sigarda's Aid
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Temur Immortal
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UW Obsession
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Yidaro
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Card pool
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Others Decks
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Decks
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Approach
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Arcanist/Prowess
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Bogles
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Control
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Copycat
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Counters
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Devotion
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Ensoul
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Jeskai Ascendancy
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Marvel
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Misc
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Reclamation
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Super Freinds
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Metas
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COVID Meta
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Lotus Field
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Oops all spells
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Azorius Spirits
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Boros Auras
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Boros Burn
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Boros Winnota
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Boros Wizards
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Chonky Gruul
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Chonky red
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Citadel Sacrifice
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Enter the Infinite
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Esper Yorion
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Four-color ramp
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Grixis Control
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Gruul Aggro
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Gruul Possibility Storm
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Inverter 1
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Jeskai Fires
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Jund Citadel
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Lurrus pyromancer
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Mono-Green Devotion
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Niv-Mizzet reborn
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Orzhov Humans
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Rakdos Arcanist (Lurrus)
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Simic Spirits
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Sultai Control
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Sultai Dredge
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Sultai Rec
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Temur Rec
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Wafo-Tapa Dimir Control
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Winnota
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Meta 14+22+29
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Pioneer 9/1/22
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Player Tour 1
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Standard
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Bloomburrow
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Core 2021
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COVID
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Eldrane
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Ikoria
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Kladheim
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Giants
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Mono Black
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Other's Decks
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Snow Patrol
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Collected conjuring
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Cycling
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Cycling 2
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Foretold
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Oracle
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Old Standard
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2020
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Aether Revolt
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Amonkhet
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Meta 4/25/2017
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Turbo Fog
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4 color Delerium
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Durdle Town
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Gaea's Revenge!
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Izzet Machine Gun
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Jeskai Control
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Mill/Dynavolt Tower
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Molten Nursery
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Tempo/ Lockout
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U/W flash
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Battle
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Dominaria
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Dragons of Tarkhir
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Eldritch Moon
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Fate Reforged
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Gatewatch
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Guilds of Ravnica
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After PTGR
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Control
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Favorable Winds
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G/B/X
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Izzet Burn?
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Other
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Hours of Devastation
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Ixalan
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Kaladesh
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M19
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Origins
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Pre Fate Reforged
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Ravnica Allegiance
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Rivals of Ixalan
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Shadows over Innistrad
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War of the Spark
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Maze's End
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Maze's End 30$
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Strixhaven
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Theros Beyond Death
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Zendikar Rising
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Vintage
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Kotis first cut
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Kotis workshop
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Avg. CMC 5.5 |
Card Color Breakdown |
Card Type Breakdown |

Columns
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Name ![]() |
Edition | $ | Type | Cost | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (16) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 |
Aethersquall Ancient
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$0.18 | Creature - Leviathan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 |
Chaos Maw
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$0.15 | Creature - Hellion | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 |
Combustible Gearhulk
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$0.18 | Artifact Creature - Construct | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Rogue Refiner
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$0.22 | Creature - Human Rogue | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Sifter Wurm
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$0.13 | Creature - Wurm | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Striped Riverwinder
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$0.16 | Creature - Serpent | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 |
Verdurous Gearhulk
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$0.29 | Artifact Creature - Construct | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (11) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Censor
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$0.17 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 |
Commit // Memory
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$0.42 | Instant // Sorcery | // | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Unsummon
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$0.28 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (18) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Baral's Expertise
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$0.28 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Hazoret's Undying Fury
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$0.13 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Hour of Promise
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$0.26 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Reason // Believe
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$0.40 | Sorcery // Sorcery | // | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 |
Spring // Mind
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$0.11 | Sorcery // Instant | // | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Planeswalker (2) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 |
Nissa, Steward of Elements
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$0.34 | Legendary Planeswalker - Nissa | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Land (24) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Botanical Sanctum
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$1.42 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 |
Desert of the Mindful
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$0.10 | Land - Desert | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 |
Forest
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$0.07 | Basic Land - Forest | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Hashep Oasis
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$0.13 | Land - Desert | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 |
Hostile Desert
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$0.26 | Land - Desert | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 |
Island
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$0.05 | Basic Land - Island | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 |
Mountain
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$0.06 | Basic Land - Mountain | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 |
Rootbound Crag
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$0.72 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 |
Scavenger Grounds
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$0.50 | Land - Desert |
Sideboard - 73 cards, 45 distinct
Scratchpad - 0 cards, 0 distinct

No cards here. :(
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Notes
The new brews have begun! This list is split between two heroes, mill and crush. Crush synergizes with scribe and minister and provide the level of disruption needed to live until mill. Mill has good game with commit/memory to, plus access to the new desert bojuka bog to eat up graves if needed. Imagine end step torrential into memory, and then with memory on stack blowing the yards. Eat half your deck, draw 7 with kefnet or new perspectives! The question is, is mill good enough? The land is the deciding factor, as tapping 3 to mill 4 or more recursively is very strong, and 6 mana is a double activation. reclamation will be necessary to recoup, and will also give potential for explosive mana. Nonbo with fraying sanity. Will it be good enough compared to a revamped crush list? Built better together?
There are certainly sick combos in here. Slither blade/sixth sense is great with crush, new perspectives, as well as the pump desert. There's also the man land dessert, which plays well here. New perspectives slides in with kefnet, haze of pollen, all the cyclers, and hollow man. Hollow man and noose constrictor are best friends as well. Hope to believe or whatever pairs well with other cantrips, and the believe is busted if I put big mana jerks in, like torrential, ulamog, hydra, greenwarden, other eldrazi. Shelfet monitor and Rogue refiner tie the room together. Almost everything likes the mass bounce with crush. Endless Sun can even be used to "hide" creatures before a crush, and then "recast" them all at once at instant speed at a huge reduction! Disallow is going to punish that play for sure, but it's going to be glorious to crush with a token, and pass the turn with five lands untapped, one the sun with a rogue refiner and a fattie underneath. They have to re-deploy their board, deal with the octopus, and fight through the several creatures I'm redploying, and all before I untap. Perhaps even eternal scourge does some work here!
07/19/2017
The metagame has begun to take shape. A lot of midrange strategies, a lot of out grinding is being done. W/U monument, a slew of midrange, and control are the decks to beat. The pro's are respecting the ramp deck, but an optimized dominant list hasn't emerged, and it may fade from consciousness for a few weeks. If I can find an optimized list, I may be abel to overpower the metagame in two weeks. Mill, I'm just not that into you!
The ramp deck so far has been G/R, or Temur. The consensus is that the new painlands make casting eldrazi easier, and that deserts aren't worth it. I disagree. The power play of the deck is hour of promise into ulamog, and I believe the zombies being a key way to gain incredible advantage and survive a turn. I think a dedicated deserts list getting a 4-1 on a hour is the most optimized. After playing hour of promise last night, I can definitely say that the zombies catch you up immensely, and you need surprisingly few deserts to make it work. What is required is merely 1 desert by turn five, and the ability to find two more. This is is a statistical ratio that can be calculated, and I wouldn't be surprised if I only need 5-7 to be consistent. Also, the other builds are very graveyard dependent, trying to jump through the vessel of Nascency, K return, traverse hoops. That is simply an ineffective engine, much to much setup to get your setup ready to setup, ya know? Instead I think the deck should focus on library manipulation, juicy targets for 7-8 mana that scale or don't require shrine, and a more tempo control orientation of playing the game. If I can keep my opponent off tempo, create huge tempo windows with hour, and then exploit that window, my opponent has to regain their previous tempo, plus match the huge tempo swing that is coming. Instead of a traditional ramp deck then, I want to mostly play tempo control as my "ramp" making landrops and getting through the early game, and then pull way ahead. Crush of T plays well with that strategy, and it only takes casting Ulamog 1-2 times before they can no longer redeploy effectively.
The cards then that I'm incorporating. 4x Oath, 4x Reason, and two U/G Nissa. 10 cards that scry or filter, synergize with crush and scale as ramp targets. A late advocate with nissa is 14 D in the air. Believe with all the scry can provide serious advantage/blowouts. Building in the eldrazi package is super easy, and gives the deck a solid midrange game plan along with advocate, tracker, and perhaps rogue refiner. Sifter Wurm is an interesting thought. It's a 7-drop to ramp into utilizing deserts, is not easily chump blocked, another source of library manipulation, and a huge way to gain life and that form of tempo advantage. It can lead to a "chain" of sifter wurms, pulling father ahead and having successive top-end drop's. It also plays super well with crush, escalating to large amount's of life and draw fixing.
This deck is vulnerable to fast starts and well played control. The tempo control part of the deck needs to negate this weakness consistently enough to get me to the window I'm identifying. I have a lot of elements to work with, so the key will be identifying which cards to play in what quantities. It has a larger space than a straight ramp deck, but the cards still need to be hard hitting every time, as they will be crucial pieces of the puzzle. I think ideally I want to be able to transition into a role where I side in two torrential gearhulks and can play a solid midrange control game. At the same time, I can not get clogged on noncreature spells, as they are anti synergistic with the crush package in some ways.
What to do with Elder Deep-fiend? It's both everything I want, and a trap. Recasting it repeatedly is nuts, and it ties up permanents like nothing else in standard. Interestingly though, it is very hard to capitalize on crush with fiend. Bounce the board means it difficult to emerge for 2-3 on their following turn. That would be the dream of course. I think it involves 1 drop, crush, 2-5 drop, with 2-5 mana up, a total of 13 mana. A bit of a tall order. With Shrines and a seer it's 11 lands. This may never be reasonably feasible, and cast triggers don't combo with believe. I think at best, it functions as a pseudo alternative crush tempo play that can be oathed into, sanctum searched, or sifted for. Maybe two to round out the list and options.
Another quandary is how much cycling can I get into the deck, and how much card flow does my deck need? Crush says not much, and oath/refiner/tracker could be excellent. There's also exceptional interest in the combination of the scry sources and instant speed cantrips, such as clues and the cycling on censor. I could end up leaving an option on the top of my deck to cantrip into, which is a legacy level of deck manipulation and utilization. This requires the aforementioned, and a nod towards cheap, powerful countermeasures available in the deck.
Also, how much energy does the deck utilize? If rogue refiner is in the list, then it's an abundant resource, and makes a card like confiscation coup available, seriously good post crush. Also allows a splash, likely of red, through aether hub, which unleashes Harnessed lightning, a card the deck may REALLY want. A splash of red also offers insult/injury as one of the other extreme tempo plays that is underutilized.
There are certainly sick combos in here. Slither blade/sixth sense is great with crush, new perspectives, as well as the pump desert. There's also the man land dessert, which plays well here. New perspectives slides in with kefnet, haze of pollen, all the cyclers, and hollow man. Hollow man and noose constrictor are best friends as well. Hope to believe or whatever pairs well with other cantrips, and the believe is busted if I put big mana jerks in, like torrential, ulamog, hydra, greenwarden, other eldrazi. Shelfet monitor and Rogue refiner tie the room together. Almost everything likes the mass bounce with crush. Endless Sun can even be used to "hide" creatures before a crush, and then "recast" them all at once at instant speed at a huge reduction! Disallow is going to punish that play for sure, but it's going to be glorious to crush with a token, and pass the turn with five lands untapped, one the sun with a rogue refiner and a fattie underneath. They have to re-deploy their board, deal with the octopus, and fight through the several creatures I'm redploying, and all before I untap. Perhaps even eternal scourge does some work here!
07/19/2017
The metagame has begun to take shape. A lot of midrange strategies, a lot of out grinding is being done. W/U monument, a slew of midrange, and control are the decks to beat. The pro's are respecting the ramp deck, but an optimized dominant list hasn't emerged, and it may fade from consciousness for a few weeks. If I can find an optimized list, I may be abel to overpower the metagame in two weeks. Mill, I'm just not that into you!
The ramp deck so far has been G/R, or Temur. The consensus is that the new painlands make casting eldrazi easier, and that deserts aren't worth it. I disagree. The power play of the deck is hour of promise into ulamog, and I believe the zombies being a key way to gain incredible advantage and survive a turn. I think a dedicated deserts list getting a 4-1 on a hour is the most optimized. After playing hour of promise last night, I can definitely say that the zombies catch you up immensely, and you need surprisingly few deserts to make it work. What is required is merely 1 desert by turn five, and the ability to find two more. This is is a statistical ratio that can be calculated, and I wouldn't be surprised if I only need 5-7 to be consistent. Also, the other builds are very graveyard dependent, trying to jump through the vessel of Nascency, K return, traverse hoops. That is simply an ineffective engine, much to much setup to get your setup ready to setup, ya know? Instead I think the deck should focus on library manipulation, juicy targets for 7-8 mana that scale or don't require shrine, and a more tempo control orientation of playing the game. If I can keep my opponent off tempo, create huge tempo windows with hour, and then exploit that window, my opponent has to regain their previous tempo, plus match the huge tempo swing that is coming. Instead of a traditional ramp deck then, I want to mostly play tempo control as my "ramp" making landrops and getting through the early game, and then pull way ahead. Crush of T plays well with that strategy, and it only takes casting Ulamog 1-2 times before they can no longer redeploy effectively.
The cards then that I'm incorporating. 4x Oath, 4x Reason, and two U/G Nissa. 10 cards that scry or filter, synergize with crush and scale as ramp targets. A late advocate with nissa is 14 D in the air. Believe with all the scry can provide serious advantage/blowouts. Building in the eldrazi package is super easy, and gives the deck a solid midrange game plan along with advocate, tracker, and perhaps rogue refiner. Sifter Wurm is an interesting thought. It's a 7-drop to ramp into utilizing deserts, is not easily chump blocked, another source of library manipulation, and a huge way to gain life and that form of tempo advantage. It can lead to a "chain" of sifter wurms, pulling father ahead and having successive top-end drop's. It also plays super well with crush, escalating to large amount's of life and draw fixing.
This deck is vulnerable to fast starts and well played control. The tempo control part of the deck needs to negate this weakness consistently enough to get me to the window I'm identifying. I have a lot of elements to work with, so the key will be identifying which cards to play in what quantities. It has a larger space than a straight ramp deck, but the cards still need to be hard hitting every time, as they will be crucial pieces of the puzzle. I think ideally I want to be able to transition into a role where I side in two torrential gearhulks and can play a solid midrange control game. At the same time, I can not get clogged on noncreature spells, as they are anti synergistic with the crush package in some ways.
What to do with Elder Deep-fiend? It's both everything I want, and a trap. Recasting it repeatedly is nuts, and it ties up permanents like nothing else in standard. Interestingly though, it is very hard to capitalize on crush with fiend. Bounce the board means it difficult to emerge for 2-3 on their following turn. That would be the dream of course. I think it involves 1 drop, crush, 2-5 drop, with 2-5 mana up, a total of 13 mana. A bit of a tall order. With Shrines and a seer it's 11 lands. This may never be reasonably feasible, and cast triggers don't combo with believe. I think at best, it functions as a pseudo alternative crush tempo play that can be oathed into, sanctum searched, or sifted for. Maybe two to round out the list and options.
Another quandary is how much cycling can I get into the deck, and how much card flow does my deck need? Crush says not much, and oath/refiner/tracker could be excellent. There's also exceptional interest in the combination of the scry sources and instant speed cantrips, such as clues and the cycling on censor. I could end up leaving an option on the top of my deck to cantrip into, which is a legacy level of deck manipulation and utilization. This requires the aforementioned, and a nod towards cheap, powerful countermeasures available in the deck.
Also, how much energy does the deck utilize? If rogue refiner is in the list, then it's an abundant resource, and makes a card like confiscation coup available, seriously good post crush. Also allows a splash, likely of red, through aether hub, which unleashes Harnessed lightning, a card the deck may REALLY want. A splash of red also offers insult/injury as one of the other extreme tempo plays that is underutilized.
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