Main Deck - 100 cards, 81 distinct
Sideboard - 0 cards, 0 distinct
No cards here. :(
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Notes
Changes:
Frantic Search -> replace Narset Transcendent
Razortide Bridge -> replace Drifting Meadow
Mystic Sanctuary
Need:
* View from Above - Repeatable trigger that can also help me smuggle through a huge land
* Sejiri Shelter - Protection from spot removal, or a land if necessary
Consider:
* Gitaxian Probe
* Stubborn Denial
* Dovin's Veto
* Dawn Charm - Fog, or keep Noyan alive through a sweeper
* Frantic Search
* Chart a Course - Card advantage to keep things rolling when I get a dude, or just a cantrip to get started or dig
Sea Gate Restoration
Divine Reckoning
* Austere Command - Flexible, but expensive, and sometimes has to kill my land dudes as well
* Azorius Charm - Cantrip with options
Contentious Plan - Cantrip and proliferate
Anticipate
* Supreme Will - Mana Leak or Impulse depending on what I need
* Said // Done - A strictly better Call to Mind
* Devastating Mastery - Another sweeper. A bit expensive, but in emergencies it can be cast for cheap
* Ondu Inversion - Sweeper that can be a land if necessary
Teferi, Hero of Dominaria - Card draw and untap lands
Archmage Emeritus - Card draw
Vanish Into Memory
Return to Dust
Radical Idea
Steady Progress - Cantrip that proliferates
Commander's Sphere
Scour all Possibilities
Narset, Parter of Veils
* Metallurgic Summonings - Payoff for spellslinging if I can't have Noyan, although they will mostly be pretty small
Archaeomancer - Get back a spell, and recast this on every board wide bounce
Flood of Recollection - 2 mana get back a spell
* Generous Gift
Skyclave Relic - Upgraded Darksteel Ingot
Urza's Ruinous Blast - Doesn't get rid of commanders, and is very hard to cast without my commander, although it does work with legendary lands
Midnight Clock?
Neurok Stealthsuit, Swiftfoot Boots etc - Protection for Noyan
Darksteel Garrison - Expensive to get onto a land, but does protect whichever land I'm currently beating with
Sun Titan
$ Equinox - Protect my big lands from removal
Mycosynth Wellspring - Find lands and reuse when bouncing permanents
Recurring Insight - Big card draw that triggers twice
Emerge Unscathed, Center Soul - Save Noyan, get a trigger, then recast next turn
Crucible of Worlds
$ Cast Through Time - Makes every spell better, and triggers Noyan an extra time
Seer's Sundial - Draw cards off my land drops. Might have enough draw without this, though
Oblivion Stone, Coercive Portal, Perilous Vault - Doesn't trigger Noyan
Docent of Perfection, Murmuring Mystic - Payoff for spellslinging if I can't have Noyan, but currently used in Izzet
Skatewing Spy - More flying lands
Wonder - Flying lands and other things
Saving Grasp - Save a dude or two for cheap, or bounce tokens or a small land to trigger Noyan twice
Emeria Angel, Emeria Shepherd, Eternity Vessel, Roil Elemental, Guardian of Tazeem - Landfall payoffs
Blessed Reincarnation - Removal with a risk, but casts twice for double triggers
Survival Cache - Gain some life, maybe cycle, trigger Noyan twice
Unity of Purpose - Untap and grow my dudelands at instant speed
Clutch of Currents, Sheer Drop - More awaken spells, but I probably have enough removal
Fortunate Few - Pretty cheap wipe with some political power, but it's pretty much guaranteed to leave behind 4 permanents, which I don't really want
Cataclysmic Gearhulk - Boardwipe that is guaranteed to leave me at least one threat, but it also lets other players keep things of their choice, and it doesn't trigger Noyan
Capsize - Great spell if you can cheat the cost or have tons of mana, but I'm not going to overflow with mana probably, and this is quite expensive to buyback
Avacyn - Expensive to cast, and I might not have that much stuff to protect
Inexorable Tide - Can quickly grow my dudes if I can chain some spells
Always Watching - Allows both attacking with and tapping my lands for mana
Planar Birth - Important if using Noyan triggers on multiple lands
Sword of the Animist - Ramp
* Lotus Field
Terrain Generator
Karn's Bastion
Drownyard Temple
Flagstones of Trokair - At least I get back a land of they kill my dude
----------
Considered cuts:
Wall of Resurgence - Awaken a land without Noyan, and block stuff early to delay sweepers
Archaeomancer - Might not need to get back any specific spells
Jace's Sanctum - The discount is nice, but this will probably just get wiped away without paying itself back
Talisman of Progress/Mindstone - Might not need so much ramp, especially if I keep sweeping permanents
Leyline of Anticipation - Probably just going to get destroyed at some point
Displacement Wave - Great against tokens, but expensive to get the real dangerous stuff
----------
Cuts:
Brainstorm - Moved to Yuriko
Coastal Breach - Moved to Yuriko
Devastation Tide - Moved to Yuriko
Dig Through Time - Moved to Yuriko
Enlightened Tutor - Currently only really gets me Terra Eternal of importance
Trade Routes - This doesn't actually do much at all...
Taigam, Ojutai Master - Use in Niv
Swan Song - With the amount of counterspells in this deck, I might be able to use this better elsewhere
Frantic Search -> replace Narset Transcendent
Razortide Bridge -> replace Drifting Meadow
Mystic Sanctuary
Need:
* View from Above - Repeatable trigger that can also help me smuggle through a huge land
* Sejiri Shelter - Protection from spot removal, or a land if necessary
Consider:
* Gitaxian Probe
* Stubborn Denial
* Dovin's Veto
* Dawn Charm - Fog, or keep Noyan alive through a sweeper
* Frantic Search
* Chart a Course - Card advantage to keep things rolling when I get a dude, or just a cantrip to get started or dig
Sea Gate Restoration
Divine Reckoning
* Austere Command - Flexible, but expensive, and sometimes has to kill my land dudes as well
* Azorius Charm - Cantrip with options
Contentious Plan - Cantrip and proliferate
Anticipate
* Supreme Will - Mana Leak or Impulse depending on what I need
* Said // Done - A strictly better Call to Mind
* Devastating Mastery - Another sweeper. A bit expensive, but in emergencies it can be cast for cheap
* Ondu Inversion - Sweeper that can be a land if necessary
Teferi, Hero of Dominaria - Card draw and untap lands
Archmage Emeritus - Card draw
Vanish Into Memory
Return to Dust
Radical Idea
Steady Progress - Cantrip that proliferates
Commander's Sphere
Scour all Possibilities
Narset, Parter of Veils
* Metallurgic Summonings - Payoff for spellslinging if I can't have Noyan, although they will mostly be pretty small
Archaeomancer - Get back a spell, and recast this on every board wide bounce
Flood of Recollection - 2 mana get back a spell
* Generous Gift
Skyclave Relic - Upgraded Darksteel Ingot
Urza's Ruinous Blast - Doesn't get rid of commanders, and is very hard to cast without my commander, although it does work with legendary lands
Midnight Clock?
Neurok Stealthsuit, Swiftfoot Boots etc - Protection for Noyan
Darksteel Garrison - Expensive to get onto a land, but does protect whichever land I'm currently beating with
Sun Titan
$ Equinox - Protect my big lands from removal
Mycosynth Wellspring - Find lands and reuse when bouncing permanents
Recurring Insight - Big card draw that triggers twice
Emerge Unscathed, Center Soul - Save Noyan, get a trigger, then recast next turn
Crucible of Worlds
$ Cast Through Time - Makes every spell better, and triggers Noyan an extra time
Seer's Sundial - Draw cards off my land drops. Might have enough draw without this, though
Oblivion Stone, Coercive Portal, Perilous Vault - Doesn't trigger Noyan
Docent of Perfection, Murmuring Mystic - Payoff for spellslinging if I can't have Noyan, but currently used in Izzet
Skatewing Spy - More flying lands
Wonder - Flying lands and other things
Saving Grasp - Save a dude or two for cheap, or bounce tokens or a small land to trigger Noyan twice
Emeria Angel, Emeria Shepherd, Eternity Vessel, Roil Elemental, Guardian of Tazeem - Landfall payoffs
Blessed Reincarnation - Removal with a risk, but casts twice for double triggers
Survival Cache - Gain some life, maybe cycle, trigger Noyan twice
Unity of Purpose - Untap and grow my dudelands at instant speed
Clutch of Currents, Sheer Drop - More awaken spells, but I probably have enough removal
Fortunate Few - Pretty cheap wipe with some political power, but it's pretty much guaranteed to leave behind 4 permanents, which I don't really want
Cataclysmic Gearhulk - Boardwipe that is guaranteed to leave me at least one threat, but it also lets other players keep things of their choice, and it doesn't trigger Noyan
Capsize - Great spell if you can cheat the cost or have tons of mana, but I'm not going to overflow with mana probably, and this is quite expensive to buyback
Avacyn - Expensive to cast, and I might not have that much stuff to protect
Inexorable Tide - Can quickly grow my dudes if I can chain some spells
Always Watching - Allows both attacking with and tapping my lands for mana
Planar Birth - Important if using Noyan triggers on multiple lands
Sword of the Animist - Ramp
* Lotus Field
Terrain Generator
Karn's Bastion
Drownyard Temple
Flagstones of Trokair - At least I get back a land of they kill my dude
----------
Considered cuts:
Wall of Resurgence - Awaken a land without Noyan, and block stuff early to delay sweepers
Archaeomancer - Might not need to get back any specific spells
Jace's Sanctum - The discount is nice, but this will probably just get wiped away without paying itself back
Talisman of Progress/Mindstone - Might not need so much ramp, especially if I keep sweeping permanents
Leyline of Anticipation - Probably just going to get destroyed at some point
Displacement Wave - Great against tokens, but expensive to get the real dangerous stuff
----------
Cuts:
Brainstorm - Moved to Yuriko
Coastal Breach - Moved to Yuriko
Devastation Tide - Moved to Yuriko
Dig Through Time - Moved to Yuriko
Enlightened Tutor - Currently only really gets me Terra Eternal of importance
Trade Routes - This doesn't actually do much at all...
Taigam, Ojutai Master - Use in Niv
Swan Song - With the amount of counterspells in this deck, I might be able to use this better elsewhere
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