Lord of the Wastes, Evincar of the Stronghold, King of Urborg, Scion of Darkness, Doom of Fools, Master of the Ebon Hand, and the Eternal Patriarch of the Cabal.
Phew, does he like titles much?
The idea is that we only have 4 cards with converted-mana-cost 3 or less in the deck. This means that you have a 4/31 card ratio, 13% of your spells are converted-mana-cost 3 or less. Meaning the other 87% are converted-mana-cost 4 or more.
So on average when you cast Demonlord Belzenlok you should draw around 8 cards. This number could end up being some extreme outlier amount, it happens, but standard deviations should have you falling somewhere within the 8 card range on average. I have some more precise figures for you in the sections "How many cards?"
So not only when you cast Demonlord Belzenlok, do you get full hand of cards (all spells), you will also draw sequentially into one of your infinite combo cards. If you cast him multiple times, then you will of course draw into multiple of them.
What to do with all these cards?
Well casting all these cards is near on impossible and we are going to need to discard a lot of our hand at end of turn. No problem, in fact it's part of our game plan. There are some powerful creatures in the deck, and we plan on discarding them into our graveyard during the cleanup step, so that we can potentially reanimate in subsequent turns, if you're not assembling the infinite combo, or probably removing creatures from the board.
The deck has a lot of creature removal, 11 in total. You need to keep your life total as high as possible, so removing creatures is important. After casting Demonlord Belzenlok you will have a lot of gas for removal, so it's hard for your opponents to out resource you creature wise.
This deck costs around $100 if you were to buy them as singles.
The deck is centric around getting infinite combos.
When Treasure Keeper dies, it will also cast one of the 4 x converted-mana-cost 3 or less cards.
There are some combination of cards that also lead you to infinites, or at least value. They all involve recasting Oathsworn Vampire.
When it comes to the combo you can think of particular combinations of cards as being the equivalent to what our original combo does. It's probably the easiest way to remember.
(The Immortal Sun + Aetherflux Reservoir) = Bontu's Monument
Because Demonlord Belzenlok costs 6 mana, it's almost impossible to cast him the first time and then also have mana available to cast further spells.
If you cast Archfiend of Ifnir, before you cast Demonlord Belzenlok, then when it comes to your cleanup step you should be discarding a number of cards. This will allow you to probably kill all your opponents creatures.
Twilight Prophet can gain you a lot of life, as your converted mana costs are higher than the average deck probably. Helps to mitigate the life loss you'll be getting from Demonlord Belzenlok. Can also kill opponents quickly if lands are avoided as the revealed card.
If you get super grindy games, then Josu Vess, Lich Knight ability to put 20 power onto the board for 10 mana is a big swing.
Because of Cabal Stronghold, most of land base is Swamps. There are 28 lands in the deck, which is high, but with converted mana costs starting at mainly 4 and over, it's safer to make sure you hit lands drops every turn. The original list had 25, but through play testing, I've found that you want the higher threshold, so that you will always hit your lands drops. The easiest way to lose games, is by not hitting playing lands for the first 6 turns of the game. You can afford a high land count, because when you cast Demonlord you fill your hand up with spells. So you're never short of spells.
It is also important to keep the spell ratios to where you are not taking too much life loss from Demonlord Belzenlok draw ability. Especially as you would like to potentially cast him a couple of times.
Let's say you are casting Demonlord on turn 6 most games. So if we are on turn 6, then that's 13 cards drawn off your own draw step and starting hand. Let's assume no extra draw or mana.
That gives you a 64% natural chance of drawing one of the four covered-mana-cost 3 or less combo cards, when you cast Demonlord on turn 6.
The number of converted-man-cost 3 or less cards you already have in the game is important, because these are the stop conditions for Demonlord. The more you already have, the more cards you are likely to draw from Demonlord.
We will assume 6 lands and 7 spell split for most games for the first 6 turns (this is the land to spell ratio 28/31=90%)
In the instance of having drawn one of the converted-man-cost 3 or less cards in the first 6 turns (64% chance this scenario), 31-7=24. So that's 1/(3/24) = 8 cards on average with Demonlord.
In the instance of not drawing converted-man-cost 3 or less cards in the first 6 turns (36% chance this scenario), your spell ratio will be more like 31-7=24. So that's 1/(4/24) = 6 cards on average with Demonlord.
In an example where you might already have two of the converted-man-cost 3 or less cards the first time you cast him, that would be more like, 31-7=24. So that's 1/(2/24) = 12 cards on average with Demonlord.
Finally to show an example of a typical senerio where you cast him for the second time.
You probably would have two of the converted-man-cost 3 or less cards at this stage, as you got one off the first cast.
Let's also say it's turn 8. We will assume the average draw for the first cast, which is 8 cards drawn.
Let's assume a 8 land, 15 spells (remember we drew 8 from first cast) split.
31-15=16. So that's 1/(2/16) = 8 cards on average with Demonlord.
If you only have one of the converted-man-cost 3 or less cards at this stage, then it's 31-15=16. So that's 1/(3/16) = 5.33 cards on average with Demonlord.
I'm keeping a spreadsheet of all the results of the games I play with this deck, specifically to record the number of cards drawn off Demonlord.
I did 20 goldfish games, just to get an initial idea, but also keeping track of all the multiplayer games.
It's important that when you are casting Demonlord Belzenlok that you understand the risk involved, especially when you already have drawn some of the converted-mana-cost 3 or less cards.
The columns that are "No of CMC<=3", represent the number of converted-mana-cost 3 or less cards, that were already drawn at that stage. Very important, as it means you have less cards in the deck for Demonlord stop condition.
"First Draw" is the number of cards that were drawn off Demonlord Belzenlok the first time he was cast. Then obviously the other columns were for the next times he was cast in the game.
Basically the more of the converted-mana-cost 3 or less cards you draw in the first half of the game, the more likely you are to draw more cards off Demonlord Belzenlok and lose more life.
But if you average out the results, then you are essentially drawing around 7 cards each time. It's important to understand that outliers do happen.
You can see that in goldfish game #6, I had none of the converted-mana-cost 3 or less cards, but still drew 15 cards. Ouch!
In goldfish game #2 and #11, I had 2 of the converted-mana-cost 3 or less cards, but literally drew 1 card off Demonlord Belzenlok. Crazy.
Goldfish game #7 was an example of what not to do, because already had naturally drawn 3 of the converted-mana-cost 3 or less cards. Drew 25 cards as a result. In a real game you know not to cast him when you only have one card to hit in the deck*. You can do the math. I had 6 lands 7 spells. 32-7=25. 1/(1/25) = 25 cards on average.
I knew at this stage that on average you'd draw 25 cards, and we drew bang on this number.
It actually depends on how many spells are left in the deck. You might already be a long way through the game, so if you only have 15 cards left in the deck for example, then you're actually pretty good to cast him.
So you can get big swings in numbers, but the key to success is realizing how it all averages out over games.
The great thing about this deck, is that you can actually be happy with only drawing 1 card off Demonlord!!! It just means you got another combo piece, and are less worried about casting him out again. But because the spell count is still high with converted-mana-cost 4 or greater left in the deck, you will likely draw more cards the next time you cast him.
The thing with this Demonlord Belzenlok deck, is that the cards that you choose as your 3 or less converted cost have a high chance of drawing into. If you cast/reanimate Demonlord Belzenlok twice then you'll have drawn half of the combo. Treasure Keeper is another card, that will get you one of the combo. Final Parting can get you two pieces, you can put Oathsworn Vampire into your graveyard and get whatever else you don't have.
The problem with Ruthless Sniper and Faith of the Devoted, is that it is hard to setup, as you need the mana available after you get Demonlord Belzenlok into play. So on that note, I'm removing these for the combo instead.
So I built this deck in paper directly after my pre release was over. The only card I didn't have after cracking boxes was Torgaar, so I just printed a proxy and sleeved it. This thing is a powerhouse! It is very fun to play.
I played against The Locust God, Kumena, and Ghalta. All were 1v1 games. Locust God was fairly easy, as that deck also just stalls until turn 6, then tried to draw everything and finish with a big Pull from Tomorrow. Fortunately I was able to find the board wipes in time.
Kumena was rougher, it goes wide very fast. I built this Kumena deck and had a friend play it, it was my main brawl deck before this one. We ended up pulling the combo just in time to go infinite with plunderer. Josu kicked was an all star here.
Ghalta was easy, just remove the creatures one by one and wait for the combo to show up. The deck was built to get Ghalta out fast, but they just couldn't keep up with the removal and trading. I was attacking with the larger demons and forcing trades to not allow cheap Ghalta.
I think it could use something besides Scrounger of Souls. I'm not sure what though. It is just a super clunky card that doesn't seem to affect the board or further the plan. Maybe Gifted Aetherborn? Just to provide an easily castable deathtouch blocker. Or maybe Dire Fleet Poisoner? Same reason, but flash may be better.
But over all, this deck works. And the combo is just one that doesn't make it obvious what's happening. Sticking these seemingly bad cards in hand from Belzenlok, and then assembling the combo for a one turn kill.
So I built this deck in paper directly after my pre release was over. The only card I didn't have after cracking boxes was Torgaar, so I just printed a proxy and sleeved it. This thing is a powerhouse! It is very fun to play.
I played against The Locust God, Kumena, and Ghalta. All were 1v1 games. Locust God was fairly easy, as that deck also just stalls until turn 6, then tried to draw everything and finish with a big Pull from Tomorrow. Fortunately I was able to find the board wipes in time.
Kumena was rougher, it goes wide very fast. I built this Kumena deck and had a friend play it, it was my main brawl deck before this one. We ended up pulling the combo just in time to go infinite with plunderer. Josu kicked was an all star here.
Ghalta was easy, just remove the creatures one by one and wait for the combo to show up. The deck was built to get Ghalta out fast, but they just couldn't keep up with the removal and trading. I was attacking with the larger demons and forcing trades to not allow cheap Ghalta.
I think it could use something besides Scrounger of Souls. I'm not sure what though. It is just a super clunky card that doesn't seem to affect the board or further the plan. Maybe Gifted Aetherborn? Just to provide an easily castable deathtouch blocker. Or maybe Dire Fleet Poisoner? Same reason, but flash may be better.
But over all, this deck works. And the combo is just one that doesn't make it obvious what's happening. Sticking these seemingly bad cards in hand from Belzenlok, and then assembling the combo for a one turn kill.
Please keep the updates coming! I'm loving it!
I have to say this is very cool to hear it works. Too be honest I haven't built it yet, it was a thought experiment.
Actually if you can help, if you can remember the number of cards you drew off Demonlord Belzenlok each time, and also the number of times you cast him in each game?
Did you actually manage to get off some graveyard reanimation?
I didn't build it with dueling in mind, so you could look to run more one-for-one removal. Never // Return - I should have had this in from the start, I just thought the Never part meant it might be < 4 cmc, but with new rulings its actually combined, so cmc=7. Hour of Glory - playing Gods in the 59 is also popular as well as commanders.
I have to say this is very cool to hear it works. Too be honest I haven't built it yet, it was a thought experiment.
Actually if you can help, if you can remember the number of cards you drew off Demonlord Belzenlok each time, and also the number of times you cast him in each game?
Typically I was drawing between 4-7 cards. I was casting him at least twice per game. After that I either had the win, or lost.
Did you actually manage to get off some graveyard reanimation?
No, the GPG did not come up in any of the games. Most of the time when I drew Gate to the Afterlife, I already had combo pieces and needed to further the plan, not "waste time" with GPG. But in longer games, or multiplayer games, it may be good.
I didn't build it with dueling in mind, so you could look to run more one-for-one removal. Never // Return - I should have had this in from the start, I just thought the Never part meant it might be < 4 cmc, but with new rulings its actually combined, so cmc=7. Hour of Glory - playing Gods in the 59 is also popular as well as commanders.
Never // Return would be great, Contract Killing may work, but Eviscerate from DOM, may be better and faster, with a 4 CMC. Impale is in the same boat, but it would be my luck that I draw all three Colorless producers right when I need double black, lol.
Mastermind's could be the card to include, But honestly I did not have a problem assembling the combo. By the time Belzenlok hits the field for the first time, its turn 6, you start with 7 cards (hopefully, lol) and then draw 6 more before hand. So the chances of having a piece already is high. And with Final Parting doing EXACTLY what the combo needs by sticking one in hand and putting oathsworn in the graveyard, its easy to set up.
Golden Guardian may actually be the way to go, I honestly hadn't considered that card. The lifelink is nice, but I feel like there are better ways to spend 5 or more mana on a creature. Maybe Nightmare? or Dukhara Scavenger?
Obviously going down on the creature count, but oh well.
Not sure that all the creatures are needed honestly. With Guardian able to spit out tokens. My opinion would be just lose Scrounger, add Guardian, lose Sengir and add Never // Return. I honestly don't feel that Hour of Glory is worth a slot in a singleton format.
But all that said, great deck! I'm looking forward to hearing your thoughts! I made an account here just so I could say how good this is! Combo decks are my favorite way to play! Thanks!
P.S.
Another build around idea I had for a brawl or maybe even just standard:
Lich's Mastery + Approach of the Second Sun
Cast approach, put it seven down from top, gain 7 life. Mastery triggers, draw 7 cards. So just draw the Approach and play it again, or play it next turn. Unless Mastery can be removed, you win.
I figured the reanimation would be too slow for dueling. I've made a dueling list, which is much more focused on the infinite combo. I've added cards that add redundancy to making infinite's or just value, centered around Oathsworn Vampire.
I've taken out a lot of the creatures and reanimation. I've left in the removal creatures, as well as the reanimation that have removal. The reanimation cards are still useful in certain situations.
I'm really into metrics, so I've done some further breakdowns. It did surprise that you said the number of cards was 4-7, but I wasn't factoring in the likelihood of cmc >= 4 spells you would have drawn naturally.
Here are the stats for the dueling deck.
Let's say you are casting Demonlord on turn 6 most games. So if we are on turn 6, then that's 13 cards drawn off your own draw step and starting hand.
That gives you a natural chance of 53% of drawing one of the three, 3 or less cmc combo cards.
But if you haven't then you can assume that the spell ratio is is much less for the cmc >= 4 cards still left in the deck.
We will assume 6 lands and 7 spell split for most games for the first 6 turns (this is the land to spell ratio 25/34=74%)
In the instance of not drawing cmc <= 3, your spell ratio will be more like 34-7=27. So a 3/27 = 9 cards on average with Demonlord (47% chance this scenario)
In the instance of drawing one of the cmc <= 3 cards in the first 6 turns, 34-6=28. So a 2/28 = 14 cards cards on average with Demonlord (53% chance this scenario)
If you are finding that you are drawing too many cards off Demonlord Belzenlok, then there are ratios that can be tweaked. We could in fact add Defiant Salvager as a fourth cmc<=3 card. This will bring the number back down.
This might be important, because with the "Search library" cards you can often thin your deck of these if you have grabbed a cmc<=3 card. [edit]
Actually I think the draw numbers are too high, too much life loss, so adding the Defiant Salvager might have to be done. It does dilute your chances of getting all the pieces as you could end up getting Yahenni, Undying Partisan and Defiant Salvager. The only other way of playing with the figures is to add even more land. But obviously once you start playing 27 lands, then your quality of cards is compromised heavily. I've added the Defiant Salvager into the list, and the figures are back to the same ratio as the original deck.
Oh man or there is Forerunner of the Coalition which can get Pitiless Plunderer. I've decided this is better as it guarantees you have the ability to draw your combo off your commander.
[edit]
As far the Lich's Mastery + Approach of the Second Sun combo, sounds cool to me. It's essentially a case of "do you have removal for Lich's Mastery in a 3 turn sequence?"
Not sure what the exact shell should be? Lots of mass removal, you can't cast Lich's Mastery into a board of creatures. You could try and fuel your graveyard, but I'm sure it'll only go so far.
How to protect Lich's Mastery? The problem is cheap costing protection or on-board protection. Lets see what we can find...
I've change the original post to the more streamlined version for infinite combos, as it's just a more solid plan.
I put the deck together on Magic Online and did 20 goldfish games, and recorded the events, as I wanted to first hand test the quantity of cards drawn off Demonlord Belzenlok.
It's important that when you are casting Demonlord Belzenlok that you understand the risk involved, especially when you already have drawn some of the converted-mana-cost 3 or less cards.
The columns that are "No of CMC<=3", represent the number of converted-mana-cost 3 or less cards, that were already drawn at that stage. Very important.
"First Draw" is the number of cards that were drawn off Demonlord Belzenlok the first time he was cast. Then obviously the other columns were for the next times he was cast in the game.
Basically the more of the converted-mana-cost 3 or less cards you draw in the first half of the game, the more likely you are to draw more cards off Demonlord Belzenlok and lose more life.
But if you average out the results, then you are essentially drawing around 7 cards each time. It's important to understand that outliers do happen.
You can see that In game #6, I had none of the converted-mana-cost 3 or less cards, but still drew 15 cards. Ouch!
In game #2 and #11, I had 2 of the converted-mana-cost 3 or less cards, but literally drew 1 card off Demonlord Belzenlok. Crazy.
Game #7 was an example of what not to do, because already had naturally drawn 3 of the combo cards. Drew 25 cards as a result. In a real game you know not to cast him when you only have one card to hit in the deck.
So you can get big swings in numbers, but the key to success is realizing how it all averages out over games.
The great thing about this deck, is that you can actually be happy with only drawing 1 card off Demonlord!!! It just means you got another combo piece, and are less worried about casting him out again. But because the spell count is still high with converted-mana-cost 4 or greater, you will likely draw more cards the next time you cast him
This is looking much better. I am loving all the data. I will sleeve the new list up and see what happens this weekend. I really only play paper. I enjoy "the gathering" more than the "Magic" aspect of the game. My MTGO was just for funsies while I was out of town a while back. I do like the inclusion of ForeRunner. I will report back the results.
Im honestly not sold on the Panharmonicon / Paradox inclusions. Usually when they are played they are instantly considered the "Top kill Priority" cards on the table, and scream to the opponents that a combo is coming. And like you said, losing that much life to a double Belzenlok trigger may not be worth the card and hate.
Also, for the Lich Mastery list, something that was brought to my attention is that Disallow can counter the "Lose the game" trigger. So W/B/U maybe? And maybe white just for the Approach. Let blue do what it does with counter magic, and let black keep us in the game with lifelink and possibly exile effects? I am slowly trying to flesh out a list that can hold up until the Approach can happen. But we need to be able to counter the trigger if we get hit by a "Return/Destroy all Non-Land permanents" card.
This is looking much better. I am loving all the data. I will sleeve the new list up and see what happens this weekend. I really only play paper. I enjoy "the gathering" more than the "Magic" aspect of the game. My MTGO was just for funsies while I was out of town a while back. I do like the inclusion of ForeRunner. I will report back the results.
Im honestly not sold on the Panharmonicon / Paradox inclusions. Usually when they are played they are instantly considered the "Top kill Priority" cards on the table, and scream to the opponents that a combo is coming. And like you said, losing that much life to a double Belzenlok trigger may not be worth the card and hate.
Also, for the Lich Mastery list, something that was brought to my attention is that Disallow can counter the "Lose the game" trigger. So W/B/U maybe? And maybe white just for the Approach. Let blue do what it does with counter magic, and let black keep us in the game with lifelink and possibly exile effects? I am slowly trying to flesh out a list that can hold up until the Approach can happen. But we need to be able to counter the trigger if we get hit by a "Return/Destroy all Non-Land permanents" card.
You're right about Panharmonicon. It does feel bad when you have to discard a billion quality cards. There are reasons to spend a turn handling what opponents are doing, and normally you draw the gas for this, so losing the life and just discarding so many cards is not what you always want to do.
I have however got the Paradox Engine and Gilded Lotus a few times. We are playing Gilded Lotus anyway, so I would say do not discount this card on it's limited face value. I'm going to keep it in my deck.
For the Lich Mastery list, I agree I think jeskai will be the go to color. You can think of Lich Mastery as costing wither 8 or 9 mana, holding up Negate or one of the 3 casting counterspells.
I actually think you want cards that allow you to see opponents hands. Knowing if opponents have answers, does allow you to play it out with more safety.
Now that sorcerous spyglass is banned how would you protect your graveyard?
Interesting. The unbannings were needed, but I'm not sure Sorcerous Spyglass was needed to be banned. I can see why Wizards did it, as they want to promote the planeswalkers as a commander. I can testitfy that playing a planewalker as a commander is balanced, if not extrememly hard to play, so I can see that too many people were probably complaining that Sorcerous Spyglass just made it too hard if drawn and played.
Anyway Universal Solvent is the replacement, and actually a more versatile catch all. However because of the cost, will require another turn to activate. But at least it can get rid of Ashes of the Abhorrent which Sorcerous Spyglass didn't handle.
I have one relatively important question, and that is: will this deck survive the format going to 20 life? It feels like based on your math, it may not, as you'll kill yourself quite a bit, adding in possible incremental damage taken along the way from more aggressive based decks that will likely start to fill up the Brawl format queues once they return.
Wondering if this thought had been broached. Thanks.
I have one relatively important question, and that is: will this deck survive the format going to 20 life? It feels like based on your math, it may not, as you'll kill yourself quite a bit, adding in possible incremental damage taken along the way from more aggressive based decks that will likely start to fill up the Brawl format queues once they return.
Wondering if this thought had been broached. Thanks.
I think for duels, in all honesty it would not stand up. I mean if you get specific draws like Yahenni's Expertise or Phyrexian Scriptures as tempo, but realistically you need the extra the 10 life to play with to really want this to be viable for duels. So with that said, I'll change the tag to multiplayer.
The idea is that we only have 4 cards with converted-mana-cost 3 or less in the deck. This means that you have a 4/31 card ratio, 13% of your spells are converted-mana-cost 3 or less. Meaning the other 87% are converted-mana-cost 4 or more.
So on average when you cast Demonlord Belzenlok you should draw around 8 cards. This number could end up being some extreme outlier amount, it happens, but standard deviations should have you falling somewhere within the 8 card range on average. I have some more precise figures for you in the sections "How many cards?"
Infinite Combos!
There is an infinite combo with with Bontu's Monument + Yahenni, Undying Partisan + Oathsworn Vampire + Pitiless Plunderer = infinite drain life.
The only cards in the deck with converted-mana-cost 3 or less are:
Bontu's Monument, Yahenni, Undying Partisan, Oathsworn Vampire and
Sorcerous SpyglassUniversal Solvent.Universal Solvent is mainly for opposing graveyard hate, but can be used as a catch all.
So not only when you cast Demonlord Belzenlok, do you get full hand of cards (all spells), you will also draw sequentially into one of your infinite combo cards. If you cast him multiple times, then you will of course draw into multiple of them.
What to do with all these cards?
Well casting all these cards is near on impossible and we are going to need to discard a lot of our hand at end of turn. No problem, in fact it's part of our game plan. There are some powerful creatures in the deck, and we plan on discarding them into our graveyard during the cleanup step, so that we can potentially reanimate in subsequent turns, if you're not assembling the infinite combo, or probably removing creatures from the board.
The deck has a lot of creature removal, 11 in total. You need to keep your life total as high as possible, so removing creatures is important. After casting Demonlord Belzenlok you will have a lot of gas for removal, so it's hard for your opponents to out resource you creature wise.
This deck costs around $100 if you were to buy them as singles.
The deck is centric around getting infinite combos.
When Treasure Keeper dies, it will also cast one of the 4 x converted-mana-cost 3 or less cards.
There are some combination of cards that also lead you to infinites, or at least value. They all involve recasting Oathsworn Vampire.
When it comes to the combo you can think of particular combinations of cards as being the equivalent to what our original combo does. It's probably the easiest way to remember.
(The Immortal Sun + Aetherflux Reservoir) = Bontu's Monument
(Gilded Lotus + Paradox Engine) = Pitiless Plunderer
So this means that we can also do these:
(The Immortal Sun + Aetherflux Reservoir) + Pitiless Plunderer + Oathsworn Vampire + Razaketh, the Foulblooded/Yahenni, Undying Partisan = infinite damage
(Gilded Lotus + Paradox Engine) + Oathsworn Vampire + Yahenni, Undying Partisan = infinite mana.
Add Aetherflux Reservoir for infinite damage, and then you can also use Razaketh, the Foulblooded as your sacrifice outlet instead.
(Gilded Lotus + Paradox Engine) + The Immortal Sun + Oathsworn Vampire + Thallid Omnivore = infinite mana.
(Gilded Lotus + Paradox Engine) + Aetherflux Reservoir + Oathsworn Vampire + Thallid Omnivore = infinite damage.
Because Demonlord Belzenlok costs 6 mana, it's almost impossible to cast him the first time and then also have mana available to cast further spells.
If you cast Archfiend of Ifnir, before you cast Demonlord Belzenlok, then when it comes to your cleanup step you should be discarding a number of cards. This will allow you to probably kill all your opponents creatures.
Yawgmoth's Vile Offering is a powerful tempo card. You could have discarded something like Razaketh, the Foulblooded, so you can reanimate and remove the biggest creature threat on the table.
Final Parting can get you two combo pieces, you can put Oathsworn Vampire into your graveyard and get whatever else you don't have.
There are also 3 other search your library for any cards with: Diabolic Tutor, Mastermind's Acquisition, Razaketh's Rite.
Twilight Prophet can gain you a lot of life, as your converted mana costs are higher than the average deck probably. Helps to mitigate the life loss you'll be getting from Demonlord Belzenlok. Can also kill opponents quickly if lands are avoided as the revealed card.
If you get super grindy games, then Josu Vess, Lich Knight ability to put 20 power onto the board for 10 mana is a big swing.
Because of Cabal Stronghold, most of land base is Swamps. There are 28 lands in the deck, which is high, but with converted mana costs starting at mainly 4 and over, it's safer to make sure you hit lands drops every turn. The original list had 25, but through play testing, I've found that you want the higher threshold, so that you will always hit your lands drops. The easiest way to lose games, is by not hitting playing lands for the first 6 turns of the game. You can afford a high land count, because when you cast Demonlord you fill your hand up with spells. So you're never short of spells.
It is also important to keep the spell ratios to where you are not taking too much life loss from Demonlord Belzenlok draw ability. Especially as you would like to potentially cast him a couple of times.
Graveyard hate
The 4th converted-mana-cost 3 or less card in the deck is Universal Solvent.
Because the deck is centric around a graveyard strategy these cards prove to be hosers for your combo; Crook of Condemnation, Silent Gravestone, Scavenger Grounds, Sentinel Totem, Deadeye Tracker, Ashes of the Abhorrent. Because we are in mono-black, current standard environment has only this for removal for artifacts or enchantments.
It's important to keep this card, for potentially one of these, until you are ready to combo.
Field of Ruin can remove Scavenger Grounds. There is plenty of creature removal for Deadeye Tracker, so this card is not a problem.
1 Demonlord Belzenlok
Converted-mana-cost 3 or less (4)
(infinite combo pieces)
1 Oathsworn Vampire
1 Yahenni, Undying Partisan
1 Bontu's Monument
1 Universal Solvent
Cards that interact
with Oathsworn Vampire (4)
1 Pitiless Plunderer
1 Thallid Omnivore
1 Razaketh, the Foulblooded
1 Aetherflux Reservoir
Mana and spell reduction (5)
1 Jhoira's Familiar
1 Conqueror's Galleon
1 Golden Guardian
1 The Immortal Sun
1 Gilded Lotus
1 Paradox Engine
Search library (5)
1 Diabolic Tutor
1 Mastermind's Acquisition
1 Razaketh's Rite
1 Final Parting
1 Treasure Keeper
Creature removal (8)
1 Never // Return
1 Vraska's Contempt
1 Yahenni's Expertise
1 Phyrexian Scriptures
1 Ravenous Chupacabra
1 Archfiend of Ifnir
1 Noxious Gearhulk
1 Tetzimoc, Primal Death
and creature removal (3)
1 Yawgmoth's Vile Offering
1 Liliana, Death's Majesty
1 Demon of Dark Schemes
Utility creatures (1)
1 Twilight Prophet
Lands (28)
22 Swamp
1 Desert of the Glorified
1 Cabal Stronghold
1 Memorial to Folly
1 Inventors' Fair
1 Field of Ruin
1 Sequestered Stash
Let's say you are casting Demonlord on turn 6 most games. So if we are on turn 6, then that's 13 cards drawn off your own draw step and starting hand. Let's assume no extra draw or mana.
That gives you a 64% natural chance of drawing one of the four covered-mana-cost 3 or less combo cards, when you cast Demonlord on turn 6.
The number of converted-man-cost 3 or less cards you already have in the game is important, because these are the stop conditions for Demonlord. The more you already have, the more cards you are likely to draw from Demonlord.
We will assume 6 lands and 7 spell split for most games for the first 6 turns (this is the land to spell ratio 28/31=90%)
In the instance of having drawn one of the converted-man-cost 3 or less cards in the first 6 turns (64% chance this scenario), 31-7=24. So that's 1/(3/24) = 8 cards on average with Demonlord.
In the instance of not drawing converted-man-cost 3 or less cards in the first 6 turns (36% chance this scenario), your spell ratio will be more like 31-7=24. So that's 1/(4/24) = 6 cards on average with Demonlord.
In an example where you might already have two of the converted-man-cost 3 or less cards the first time you cast him, that would be more like, 31-7=24. So that's 1/(2/24) = 12 cards on average with Demonlord.
Finally to show an example of a typical senerio where you cast him for the second time.
You probably would have two of the converted-man-cost 3 or less cards at this stage, as you got one off the first cast.
Let's also say it's turn 8. We will assume the average draw for the first cast, which is 8 cards drawn.
Let's assume a 8 land, 15 spells (remember we drew 8 from first cast) split.
31-15=16. So that's 1/(2/16) = 8 cards on average with Demonlord.
If you only have one of the converted-man-cost 3 or less cards at this stage, then it's 31-15=16. So that's 1/(3/16) = 5.33 cards on average with Demonlord.
I'm keeping a spreadsheet of all the results of the games I play with this deck, specifically to record the number of cards drawn off Demonlord.
You can view this spreadsheet here -> https://docs.google.com/spreadsheets/d/1WBIcCXbl_L9Zd1lpzMgB1LLpzcB8DB7A0R1-GWbnDiA/edit#gid=0
I did 20 goldfish games, just to get an initial idea, but also keeping track of all the multiplayer games.
It's important that when you are casting Demonlord Belzenlok that you understand the risk involved, especially when you already have drawn some of the converted-mana-cost 3 or less cards.
The columns that are "No of CMC<=3", represent the number of converted-mana-cost 3 or less cards, that were already drawn at that stage. Very important, as it means you have less cards in the deck for Demonlord stop condition.
"First Draw" is the number of cards that were drawn off Demonlord Belzenlok the first time he was cast. Then obviously the other columns were for the next times he was cast in the game.
Basically the more of the converted-mana-cost 3 or less cards you draw in the first half of the game, the more likely you are to draw more cards off Demonlord Belzenlok and lose more life.
But if you average out the results, then you are essentially drawing around 7 cards each time. It's important to understand that outliers do happen.
You can see that in goldfish game #6, I had none of the converted-mana-cost 3 or less cards, but still drew 15 cards. Ouch!
In goldfish game #2 and #11, I had 2 of the converted-mana-cost 3 or less cards, but literally drew 1 card off Demonlord Belzenlok. Crazy.
Goldfish game #7 was an example of what not to do, because already had naturally drawn 3 of the converted-mana-cost 3 or less cards. Drew 25 cards as a result. In a real game you know not to cast him when you only have one card to hit in the deck*. You can do the math. I had 6 lands 7 spells. 32-7=25. 1/(1/25) = 25 cards on average.
I knew at this stage that on average you'd draw 25 cards, and we drew bang on this number.
The great thing about this deck, is that you can actually be happy with only drawing 1 card off Demonlord!!! It just means you got another combo piece, and are less worried about casting him out again. But because the spell count is still high with converted-mana-cost 4 or greater left in the deck, you will likely draw more cards the next time you cast him.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Bontu's Monument + Yahenni, Undying Partisan/Defiant Salvager + Oathsworn Vampire = every B represents a 1 life drain.
Then if you also have Pitiless Plunderer = infinite drain life
The thing with this Demonlord Belzenlok deck, is that the cards that you choose as your 3 or less converted cost have a high chance of drawing into. If you cast/reanimate Demonlord Belzenlok twice then you'll have drawn half of the combo. Treasure Keeper is another card, that will get you one of the combo. Final Parting can get you two pieces, you can put Oathsworn Vampire into your graveyard and get whatever else you don't have.
The problem with Ruthless Sniper and Faith of the Devoted, is that it is hard to setup, as you need the mana available after you get Demonlord Belzenlok into play. So on that note, I'm removing these for the combo instead.
Added
Bontu's Monument
Yahenni, Undying Partisan
Oathsworn Vampire
Pitiless Plunderer
Removed
Ruthless Sniper
Faith of the Devoted
Bontu's Last Reckoning
Swamp
Also Gate to the Afterlife offers the life gain and card filtering as an alternative to Bontu's Monument. You can't get the infinite, but it does help with finding other parts of the combo.
With Gate to the Afterlife + Oathsworn Vampire + Yahenni, Undying Partisan = for every 1B, draw and discard, gain 1 life.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I played against The Locust God, Kumena, and Ghalta. All were 1v1 games. Locust God was fairly easy, as that deck also just stalls until turn 6, then tried to draw everything and finish with a big Pull from Tomorrow. Fortunately I was able to find the board wipes in time.
Kumena was rougher, it goes wide very fast. I built this Kumena deck and had a friend play it, it was my main brawl deck before this one. We ended up pulling the combo just in time to go infinite with plunderer. Josu kicked was an all star here.
Ghalta was easy, just remove the creatures one by one and wait for the combo to show up. The deck was built to get Ghalta out fast, but they just couldn't keep up with the removal and trading. I was attacking with the larger demons and forcing trades to not allow cheap Ghalta.
I think it could use something besides Scrounger of Souls. I'm not sure what though. It is just a super clunky card that doesn't seem to affect the board or further the plan. Maybe Gifted Aetherborn? Just to provide an easily castable deathtouch blocker. Or maybe Dire Fleet Poisoner? Same reason, but flash may be better.
But over all, this deck works. And the combo is just one that doesn't make it obvious what's happening. Sticking these seemingly bad cards in hand from Belzenlok, and then assembling the combo for a one turn kill.
Please keep the updates coming! I'm loving it!
Actually if you can help, if you can remember the number of cards you drew off Demonlord Belzenlok each time, and also the number of times you cast him in each game?
Did you actually manage to get off some graveyard reanimation?
I didn't build it with dueling in mind, so you could look to run more one-for-one removal.
Never // Return - I should have had this in from the start, I just thought the Never part meant it might be < 4 cmc, but with new rulings its actually combined, so cmc=7.
Hour of Glory - playing Gods in the 59 is also popular as well as commanders.
These are other options.
Contract Killing
Daring Demolition
Impale
Also it might be correct to run Diabolic Tutor and/or Mastermind's Acquisition now that the infinite combo is in there.
Scrounger of Souls is weak, I just thought the lifelink might be warranted. Golden Guardian I think is just better.
The problem with running Gifted Aetherborn or Dire Fleet Poisoner is that they are cmc < 4, so spoils the plan on trying to draw your infinite combo pieces with Demonlord Belzenlok.
Added
Never // Return
Hour of Glory
Golden Guardian
Removed
Scrounger of Souls
Sengir Vampire
Horror of the Broken Lands
Obviously going down on the creature count, but oh well.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Typically I was drawing between 4-7 cards. I was casting him at least twice per game. After that I either had the win, or lost.
No, the GPG did not come up in any of the games. Most of the time when I drew Gate to the Afterlife, I already had combo pieces and needed to further the plan, not "waste time" with GPG. But in longer games, or multiplayer games, it may be good.
Never // Return would be great, Contract Killing may work, but Eviscerate from DOM, may be better and faster, with a 4 CMC. Impale is in the same boat, but it would be my luck that I draw all three Colorless producers right when I need double black, lol.
Mastermind's could be the card to include, But honestly I did not have a problem assembling the combo. By the time Belzenlok hits the field for the first time, its turn 6, you start with 7 cards (hopefully, lol) and then draw 6 more before hand. So the chances of having a piece already is high. And with Final Parting doing EXACTLY what the combo needs by sticking one in hand and putting oathsworn in the graveyard, its easy to set up.
Golden Guardian may actually be the way to go, I honestly hadn't considered that card. The lifelink is nice, but I feel like there are better ways to spend 5 or more mana on a creature. Maybe Nightmare? or Dukhara Scavenger?
It slipped my mind that these cards don't help the deck. Very valid point, those would indeed be bad choices.
Not sure that all the creatures are needed honestly. With Guardian able to spit out tokens. My opinion would be just lose Scrounger, add Guardian, lose Sengir and add Never // Return. I honestly don't feel that Hour of Glory is worth a slot in a singleton format.
But all that said, great deck! I'm looking forward to hearing your thoughts! I made an account here just so I could say how good this is! Combo decks are my favorite way to play! Thanks!
P.S.
Another build around idea I had for a brawl or maybe even just standard:
Lich's Mastery + Approach of the Second Sun
Cast approach, put it seven down from top, gain 7 life. Mastery triggers, draw 7 cards. So just draw the Approach and play it again, or play it next turn. Unless Mastery can be removed, you win.
I've taken out a lot of the creatures and reanimation. I've left in the removal creatures, as well as the reanimation that have removal. The reanimation cards are still useful in certain situations.
I've taken out Gate to the Afterlife and God-Pharaoh's Gift, so now we only have 3 x
34 or less cmc cards.1 Demonlord Belzenlok
Converted-mana-cost 3 or less (4)
(infinite combo pieces)
1 Oathsworn Vampire
1 Yahenni, Undying Partisan
1 Bontu's Monument
1 Forerunner of the Coalition
Cards that interact with Oathsworn Vampire (5)
1 Pitiless Plunderer
1 Thallid Omnivore
1 Thallid Soothsayer
1 Razaketh, the Foulblooded
1 Aetherflux Reservoir
Mana and spell reduction (3)
1 Jhoira's Familiar
1 The Immortal Sun
1 Gilded Lotus
1 Panharmonicon
1 Paradox Engine
Search library (5)
1 Diabolic Tutor
1 Mastermind's Acquisition
1 Razaketh's Rite
1 Final Parting
1 Treasure Keeper
Creature removal (8)
1 Never // Return
1 Vraska's Contempt
1 Yahenni's Expertise
1 Phyrexian Scriptures
1 Ravenous Chupacabra
1 Archfiend of Ifnir
1 Noxious Gearhulk
1 Tetzimoc, Primal Death
1 Yawgmoth's Vile Offering
1 Liliana, Death's Majesty
1 The Eldest Reborn
1 Demon of Dark Schemes
Utility creatures (2)
1 Twilight Prophet
1 Josu Vess, Lich Knight
Lands (26)
23 Swamp
1 Cabal Stronghold
1 Field of Ruin
1 Sequestered Stash
(The Immortal Sun + Aetherflux Reservoir) = Bontu's Monument
(Gilded Lotus + Paradox Engine) = Pitiless Plunderer
The Immortal Sun + Aetherflux Reservoir + Pitiless Plunderer + Oathsworn Vampire + Razaketh, the Foulblooded/Yahenni, Undying Partisan = infinite damage
Gilded Lotus + Paradox Engine + Oathsworn Vampire + Yahenni, Undying Partisan = infinite mana
Gilded Lotus + Paradox Engine + Oathsworn Vampire + Thallid Omnivore = infinite life
Gilded Lotus + Paradox Engine + Oathsworn Vampire + Thallid Soothsayer + The Immortal Sun = infinite draw
I'm really into metrics, so I've done some further breakdowns. It did surprise that you said the number of cards was 4-7, but I wasn't factoring in the likelihood of cmc >= 4 spells you would have drawn naturally.
Here are the stats for the dueling deck.
Let's say you are casting Demonlord on turn 6 most games. So if we are on turn 6, then that's 13 cards drawn off your own draw step and starting hand.
That gives you a natural chance of 53% of drawing one of the three, 3 or less cmc combo cards.
But if you haven't then you can assume that the spell ratio is is much less for the cmc >= 4 cards still left in the deck.
We will assume 6 lands and 7 spell split for most games for the first 6 turns (this is the land to spell ratio 25/34=74%)
In the instance of not drawing cmc <= 3, your spell ratio will be more like 34-7=27. So a 3/27 = 9 cards on average with Demonlord (47% chance this scenario)
In the instance of drawing one of the cmc <= 3 cards in the first 6 turns, 34-6=28. So a 2/28 = 14 cards cards on average with Demonlord (53% chance this scenario)
If you are finding that you are drawing too many cards off Demonlord Belzenlok, then there are ratios that can be tweaked. We could in fact add Defiant Salvager as a fourth cmc<=3 card. This will bring the number back down.
This might be important, because with the "Search library" cards you can often thin your deck of these if you have grabbed a cmc<=3 card.
[edit]
Actually I think the draw numbers are too high, too much life loss, so adding the Defiant Salvager might have to be done. It does dilute your chances of getting all the pieces as you could end up getting Yahenni, Undying Partisan and Defiant Salvager. The only other way of playing with the figures is to add even more land. But obviously once you start playing 27 lands, then your quality of cards is compromised heavily.
I've added the Defiant Salvager into the list, and the figures are back to the same ratio as the original deck.
Oh man or there is Forerunner of the Coalition which can get Pitiless Plunderer. I've decided this is better as it guarantees you have the ability to draw your combo off your commander.
The other thing is Panharmonicon is now a double trigger for Demonlord. You will get 2 of the combo pieces, but potentially lose double the life. So these % need to get precise in my opinion.
Panharmonicon also works with Ravenous Chupacabra, Noxious Gearhulk, Josu Vess, Lich Knight, Demon of Dark Schemes.
With Panharmonicon you can also get doubles triggers off Bontu's Monument + Oathsworn Vampire, so you in fact infinite combo with Razaketh, the Foulblooded, as you can pay the 2 life each time.
(Razaketh, the Foulblooded + Panharmonicon) = Yahenni, Undying Partisan
(Razaketh, the Foulblooded + Aetherflux Reservoir) = Yahenni, Undying Partisan
[edit]
As far the Lich's Mastery + Approach of the Second Sun combo, sounds cool to me. It's essentially a case of "do you have removal for Lich's Mastery in a 3 turn sequence?"
Not sure what the exact shell should be? Lots of mass removal, you can't cast Lich's Mastery into a board of creatures. You could try and fuel your graveyard, but I'm sure it'll only go so far.
How to protect Lich's Mastery? The problem is cheap costing protection or on-board protection. Lets see what we can find...
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I put the deck together on Magic Online and did 20 goldfish games, and recorded the events, as I wanted to first hand test the quantity of cards drawn off Demonlord Belzenlok.
It's important that when you are casting Demonlord Belzenlok that you understand the risk involved, especially when you already have drawn some of the converted-mana-cost 3 or less cards.
The columns that are "No of CMC<=3", represent the number of converted-mana-cost 3 or less cards, that were already drawn at that stage. Very important.
"First Draw" is the number of cards that were drawn off Demonlord Belzenlok the first time he was cast. Then obviously the other columns were for the next times he was cast in the game.
Basically the more of the converted-mana-cost 3 or less cards you draw in the first half of the game, the more likely you are to draw more cards off Demonlord Belzenlok and lose more life.
But if you average out the results, then you are essentially drawing around 7 cards each time. It's important to understand that outliers do happen.
You can see that In game #6, I had none of the converted-mana-cost 3 or less cards, but still drew 15 cards. Ouch!
In game #2 and #11, I had 2 of the converted-mana-cost 3 or less cards, but literally drew 1 card off Demonlord Belzenlok. Crazy.
Game #7 was an example of what not to do, because already had naturally drawn 3 of the combo cards. Drew 25 cards as a result. In a real game you know not to cast him when you only have one card to hit in the deck.
So you can get big swings in numbers, but the key to success is realizing how it all averages out over games.
The great thing about this deck, is that you can actually be happy with only drawing 1 card off Demonlord!!! It just means you got another combo piece, and are less worried about casting him out again. But because the spell count is still high with converted-mana-cost 4 or greater, you will likely draw more cards the next time you cast him
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Im honestly not sold on the Panharmonicon / Paradox inclusions. Usually when they are played they are instantly considered the "Top kill Priority" cards on the table, and scream to the opponents that a combo is coming. And like you said, losing that much life to a double Belzenlok trigger may not be worth the card and hate.
Also, for the Lich Mastery list, something that was brought to my attention is that Disallow can counter the "Lose the game" trigger. So W/B/U maybe? And maybe white just for the Approach. Let blue do what it does with counter magic, and let black keep us in the game with lifelink and possibly exile effects? I am slowly trying to flesh out a list that can hold up until the Approach can happen. But we need to be able to counter the trigger if we get hit by a "Return/Destroy all Non-Land permanents" card.
I have however got the Paradox Engine and Gilded Lotus a few times. We are playing Gilded Lotus anyway, so I would say do not discount this card on it's limited face value. I'm going to keep it in my deck.
Actually I took Forerunner of the Coalition out, and put in Sorcerous Spyglass. I found myself locked out by some graveyard hate cards, like Crook of Condemnation, Silent Gravestone, Sentinel Totem, Scavenger Grounds, and the only cards in black/colorless that can deal with these cards is Sorcerous Spyglass and Universal Solvent. It feels a bit awkward drawing this card of Demonlord, if no graveyard hates is around, but it's a super powerful card anyway, it can shut down a lot of cards in brawl. But the upside of navigating around graveyard hate (it's real!), means that you can really commit to the combo. Field of Ruin can handle Silent Gravestone as an extra.
Check out the original post, I added the refined deck list, just in case you are missing anything I changed.
Added
Hour of Glory
Removed
Panharmonicon
For the Lich Mastery list, I agree I think jeskai will be the go to color. You can think of Lich Mastery as costing wither 8 or 9 mana, holding up Negate or one of the 3 casting counterspells.
The only commander in Jeskai is Jodah, Archmage Eternal. So this does allow you to potentially splash colors. Heroic Intervention is a green card that comes to mind.
Gideon of the Trials is a means of not losing the game.
I actually think you want cards that allow you to see opponents hands. Knowing if opponents have answers, does allow you to play it out with more safety.
Duress
Kitesail Freebooter
Lay Bare the Heart
Sorcerous Spyglass
Doomfall
You want to hold onto these cards, until probably the turn before you cast it out.
[edit]
Exquisite Archangel just popped up in my cards Forget about that one
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Anyway Universal Solvent is the replacement, and actually a more versatile catch all. However because of the cost, will require another turn to activate. But at least it can get rid of Ashes of the Abhorrent which Sorcerous Spyglass didn't handle.
Added
+ Universal Solvent
Removed
- Sorcerous Spyglass
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I have one relatively important question, and that is: will this deck survive the format going to 20 life? It feels like based on your math, it may not, as you'll kill yourself quite a bit, adding in possible incremental damage taken along the way from more aggressive based decks that will likely start to fill up the Brawl format queues once they return.
Wondering if this thought had been broached. Thanks.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith