Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$828.00

0 Likes 0 Comments
Avg. CMC 2.86
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 24 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (8)
4 Hedron Crab
$5.83 Creature - Crab
4 Ruin Crab
$2.56 Creature - Crab
Instant (9)
4 Archive Trap
$14.20 Instant - Trap
2 Cling to Dust
$0.18 Instant
1 Crypt Incursion
$0.20 Instant
2 Cryptic Command
$7.66 Instant
Sorcery (15)
4 Cleansing Wildfire
$0.10 Sorcery
3 Geomancer's Gambit
$0.04 Sorcery
1 Mind Funeral
$1.33 Sorcery
1 Reforge the Soul
$7.49 Sorcery
1 Roiling Terrain
$0.19 Sorcery
4 Scheming Symmetry
$5.78 Sorcery
1 Shadows' Verdict
$0.11 Sorcery
Enchantment (4)
4 Confounding Conundrum
$0.13 Enchantment
Land (24)
2 Bloodstained Mire
$23.62 Land
2 Field of Ruin
$0.21 Land
4 Island
$0.09 Basic Land - Island
1 Mountain
$0.10 Basic Land - Mountain
3 Mystic Sanctuary
$0.95 Land - Island
4 Polluted Delta
$31.09 Land
4 Scalding Tarn
$19.85 Land
1 Steam Vents
$13.49 Land - Island Mountain
1 Swamp
$1.22 Basic Land - Swamp
2 Watery Grave
$13.06 Land - Island Swamp
Sideboard - 63 cards, 43 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (2)
1 Leonin Arbiter
$0.45 Creature - Cat Cleric
1 Simian Spirit Guide
$1.23 Creature - Ape Spirit
Instant (14)
1 Assassin's Trophy
$3.13 Instant
2 Cryptic Command
$7.66 Instant
2 Drown in the Loch
$0.81 Instant
1 Fatal Push
$1.79 Instant
1 Gigadrowse
$0.35 Instant
1 Into the Story
$0.19 Instant
1 Mindbreak Trap
$61.93 Instant - Trap
1 Path to Exile
$1.03 Instant
1 Quicken
$0.36 Instant
1 Surgical Extraction
$2.55 Instant
1 Thought Scour
$0.28 Instant
1 Visions of Beyond
$6.10 Instant
Sorcery (31)
1 Ancestral Vision
$4.03 Sorcery
1 Bontu's Last Reckoning
$0.60 Sorcery
1 Casualties of War
$0.64 Sorcery
4 Collected Conjuring
$0.13 Sorcery
1 Crashing Footfalls
$4.08 Sorcery
1 Devastation Tide
$0.48 Sorcery
1 Dreadbore
$1.22 Sorcery
1 Exhaustion
$0.22 Sorcery
4 Glimpse the Unthinkable
$1.50 Sorcery
4 Inquisition of Kozilek
$0.30 Sorcery
1 Living End
$9.50 Sorcery
3 Mind Funeral
$1.33 Sorcery
1 Restore Balance
$0.78 Sorcery
1 Roiling Terrain
$0.19 Sorcery
1 Sweltering Suns
$0.15 Sorcery
1 Terminus
$0.82 Sorcery
3 Thoughtseize
$11.49 Sorcery
1 Wheel of Fate
$3.90 Sorcery
Planeswalker (4)
1 Ashiok, Dream Render
$2.19 Legendary Planeswalker - Ashiok
3 Teferi, Time Raveler
$7.60 Legendary Planeswalker - Teferi
Land (12)
1 Breeding Pool
$16.60 Land - Forest Island
1 Flagstones of Trokair
$1.99 Legendary Land
4 Flooded Strand
$25.40 Land
1 Ghost Quarter
$0.93 Land
1 Hallowed Fountain
$7.74 Land - Plains Island
1 Ketria Triome
$12.84 Land - Forest Island Mountain
1 Misty Rainforest
$21.01 Land
1 Raugrin Triome
$14.26 Land - Island Mountain Plains
1 Zagoth Triome
$21.84 Land - Swamp Forest Island

Notes
 
This deck is going to be great, I got so many mill decks to try out with all these new tools. This is a dedicated land destruction archive trap deck. 8 cantripping LD spells that cantrip means that I'm blowing up lands all the time, running them out of basics, getting free archive traps and scheming symmetry, and finishing off with mind funeral or rolling terrain, either of which should be lethal. Cryptic command can be used as tempo LD, and looping caulties of war should be an entire KO. All the LD is basically unrestricted in this deck, and I'm going to super tax them for having few basics. I wish ashiok, dream render worked with these LD spells, it would be the perfect sideboard plan. I will be weak to graveyard hate, but I think I can figure out just playing through it.

There are basically too many cards for this shell. We have trophy and cryptic on top of the cantripping LD spells. We can play a four color version and try to fit it all in. We can play an Izzet version that uses the crab package and target our own lands to get additional triggers for crab. This version needs a lot of basics. All the cantripping is awesome, so any shell where I play all 8 is going to have a high volume hand.

There is also a Grixis Collected Conjuring version that plays hand disrupt and the usual packages.

And I just stumbled on broken deck #4. So you know what happens when you are looking at this package and find confounding conundrum? GG. First, 12 cantripping engine cards. Ok... Second, that text on conundrum is a humdinger. On it's own it makes it so our opponents can't play a fetch and pop it on their own turn without putting themselves behind on land. That's a pretty big deal. If they wait for our turn to crack, we can blow a land and still put them back a land. So fetchlands are a liability, a perfect compliment to archive trap. Further, if we have instant speed effects or double up on our turn, we force the issue. We literately can't loose against titan, that's just a buy. This is already a recipe to put our opponent on almost no lands. If you get multiples in play, they each trigger. So once that happens, our opponents are never going to get past 1 mana. We could play chalice and lock them, but that probably isn't even necessary. We can just loop archive traps for victory. What a world we live in. This is the king of midrange. Has difficulties against aggro.
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