Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$90.93

0 Likes 0 Comments
Avg. CMC 2.44
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 23 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (24)
2 Azorius Guildmage
$0.23 Creature - Vedalken Wizard
2 Blinding Mage
$0.11 Creature - Human Wizard
3 Caravan Escort
$0.15 Creature - Human Knight
2 Dawnglare Invoker
$0.15 Creature - Kor Wizard
2 Hada Spy Patrol
$0.11 Creature - Human Rogue
2 Kabira Vindicator
$0.17 Creature - Human Knight
2 Skywatcher Adept
$0.10 Creature - Merfolk Wizard
2 Student of Warfare
$1.53 Creature - Human Knight
2 Transcendent Master
$4.61 Creature - Human Cleric Avatar
3 Venerated Teacher
$0.17 Creature - Human Wizard
2 Viral Drake
$3.20 Creature - Phyrexian Drake
Instant (2)
2 Holy Day
$0.41 Instant
Sorcery (2)
2 Arm with Aether
$0.13 Sorcery
Artifact (1)
1 Soul Conduit
$0.61 Artifact
Enchantment (11)
2 Energy Flux
$0.42 Enchantment
2 Narcolepsy
$0.08 Enchantment - Aura
3 Time of Heroes
$0.19 Enchantment
4 Training Grounds
$3.14 Enchantment
Land (20)
2 Glacial Fortress
$0.79 Land
7 Island
$0.11 Basic Land - Island
1 Karakas
$41.96 Legendary Land
7 Plains
$0.06 Basic Land - Plains
3 Seachrome Coast
$3.00 Land
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
This can pin down, tap, and bounce insanely large numbers of creatures, and do it an insanely large number of ways. The key to a powerful victory lies in having at least one Training Grounds, though two or three would be preferable. While this won’t do much for leveling up, it will power other abilities such as those on the Dawnglare Invokers, Soul Conduit, and Viral Drake. The last of those can proliferate nicely, leveling up across the board. I have wanted to include Energy Flux in a deck for a long time now, and this was a great opportunity, given the profusion of artifacts I see across the table anymore. The 13/11/11/4/0/1 curve is nicely weighted to the bottom, averaging 2.25.
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