Type: Deck Idea
Format (legal 👍) vinVintage
Approx. Value:
$83.06

0 Likes 0 Comments
Avg. CMC 2.76
Card Color Breakdown
Card Type Breakdown

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Main Deck - 100 cards, 64 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (7)
1 Dreamscape Artist
$0.22 Creature - Human Spellshaper
1 Fog Bank
$0.28 Creature - Wall
1 Guard Gomazoa
$0.32 Creature - Jellyfish
1 Noble Benefactor
$0.45 Creature - Human Cleric
1 Taniwha
$5.63 Legendary Creature - Serpent
1 Thassa, God of the Sea
$4.03 Legendary Enchantment Creature - God
1 Walking Atlas
$0.91 Artifact Creature - Construct
Instant (30)
1 Boomerang
$0.27 Instant
1 Cancel
$0.05 Instant
1 Complicate
$0.48 Instant
1 Curfew
$0.44 Instant
1 Delay
$2.34 Instant
1 Dismiss
$0.27 Instant
1 Dispel
$0.25 Instant
1 Disperse
$0.04 Instant
1 Dream Fracture
$0.24 Instant
1 Echoing Truth
$0.18 Instant
1 Evacuation
$0.92 Instant
1 Frantic Search
$0.24 Instant
1 Hoodwink
$0.14 Instant
1 Impulse
$0.16 Instant
1 Into the Roil
$0.09 Instant
1 Lat-Nam's Legacy
$0.20 Instant
1 Long-Term Plans
$2.66 Instant
1 Memory Lapse
$0.34 Instant
1 Miscalculation
$0.64 Instant
1 Negate
$0.13 Instant
1 Peer Through Depths
$0.22 Instant - Arcane
1 Pulse of the Grid
$0.50 Instant
1 Redirect
$0.32 Instant
1 Reins of Power
$0.63 Instant
1 Repeal
$0.07 Instant
1 Rewind
$0.26 Instant
1 Scattering Stroke
$0.22 Instant
1 Stoic Rebuttal
$0.25 Instant
1 Sunder
$3.48 Instant
1 Three Wishes
$2.39 Instant
Sorcery (3)
1 Devastation Tide
$0.45 Sorcery
1 Eye of Nowhere
$0.23 Sorcery - Arcane
1 Mitotic Manipulation
$0.36 Sorcery
Artifact (12)
1 Fellwar Stone
$0.82 Artifact
1 Kraken's Eye
$0.13 Artifact
1 Mindslaver
$4.49 Legendary Artifact
1 Prismatic Lens
$0.32 Artifact
1 Quicksilver Fountain
$3.55 Artifact
1 Sky Diamond
$0.11 Artifact
1 Star Compass
$0.47 Artifact
1 Storage Matrix
$2.04 Artifact
1 Storm Cauldron
$2.29 Artifact
1 Temple Bell
$3.69 Artifact
1 Wayfarer's Bauble
$0.54 Artifact
1 Worldslayer
$1.69 Artifact - Equipment
Enchantment (11)
1 Captivating Glance
$0.22 Enchantment - Aura
1 Dissipation Field
$1.02 Enchantment
1 Dream Tides
$0.47 Enchantment
1 Legacy's Allure
$0.33 Enchantment
1 Lilting Refrain
$0.33 Enchantment
1 Mana Breach
$1.75 Enchantment
1 Mark of Eviction
$0.25 Enchantment - Aura
1 Mystic Remora
$6.83 Enchantment
1 Overburden
$8.21 Enchantment
1 Pendrell Mists
$6.64 Enchantment
1 Teferi's Realm
$2.24 World Enchantment
Land (37)
37 Island
$0.09 Basic Land - Island
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
Goal: Control the field until I cripple everyone.

Find a place for Kraken's Eye
Find a Place for Totally Lost


Text moved in case it gets deleted:
As hard as it was to stick to the budget, this deck turned out really good. It tries to ramp and control early-mid game, until it builds up enough momentum to dominate the field with some commander shenanigans once you build up enough open mana (NEVER cast the general until you can win with it, you are effectively skipping every other turn if you do).

Some of the fun interactions in here are:

Taniwha + Worldslayer = Bye bye everything other than my phased out lands.

Taniwha + Sunder = Everyone's lands go to their hands right after mine phase out. Good luck recovering against a control deck with no lands.

Taniwha + Sway of the Stars = Reset the game and everyone has 7 life, oh wait I get a 7/7 trample next turn and nobody has any lands? (took this one out because I got tired of the "It's banned" comment. So now my deck is totally legal and under $10...

The budget constraint was quite the challenge to build around, as I broke my last goal ($100) in my last "budget" deck. This brought a new meaning to the term "budget" for me. The rules of this build were basic lands are $0.03, then use the mid price for the commander, and the low prices for every other card on the deck, according to TCGplayer prices (in the cheapest printing of the card).

I'm $0.01 under budget as of 12/9/13, and I'm currently pretty happy with it how it is, but I might make a few swaps later on once I playtest some more (hopefully prices don't change too much if I decide to do so, since my cards magically jumped like $0.84 in 3 days as I was building this deck, forcing a bunch of cuts I didn't want to make). If anyone has any ideas for cuts/improvements, feel free to let me know.

All comments/suggestions are appreciated.

MOAR TEXT:
Sorry for not responding earlier, you must have responded as I was sweeping comments, so I totally missed it. Talk about bad timing...

Okay, phasing works like this:

Before you untap your permanents during your untap step, everything phases in/out. So with Taniwha , when you play it, it goes like this: Next turn, Taniwha phases out during your untap; turn following that, Taniwha phases back in during your untap, then your lands phase out during your upkeep. However, you can tap your lands for mana and cast off instants before/after they phase out (your choice) Sunder and draw spells mainly, as counters are probably useless. The next turn when they phase in and Taniwha phases out (simultaneously) they do so before you untap them, so it is generally wise to float all of your mana.

With all this in mind, that is why there is so much ramp in this deck (mana rocks don't phase out either, so sometimes I can have an available counter), it usually gets to 10+ mana by turn 5 or so, which is around when it can do the Worldslayer combo. For the Worldslayer one, it is pretty mana intensive because you can equip only as a sorcery. That means I need to basically play Worldslayer the turn before, then play Taniwha the turn after, and equip it right away. Otherwise it doesn't work.

Hope that cleared things up!
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