in finally jumping in this bad boy.
Green, Blue = consistency = winning games.
Green, Red = fun/creature control - consistency = winning some.. loosing some.
if it were green, we should use some muldayas and mirri's guile.
if it were red, we'd need a set of pyroclasms, slagstorms, magma jet (cards that can wipe but not wipe the sphinx, keeping early game clear to let us hit those ninth turn wins)
and either way we need to protect the sphinx!!! no one has added for that really. personal protection for it is imperative.
my vote is with green though, as i enjoy a deck that works (because gmad has been known to produce bad decks).
WE ARE FOCUSING TOO MUCH ON DECK MANIP. its important, but we have way too many manips and way too few threats\controls\draw
white can use judge unworthy for creature control + scry
also, just wondering. if we have a naturalize or disenchant on the top and we know it and there is nothing to target, could we just name a different card so it doesn't just fizzle? and it kind of stinks that it'd go to the bottom of the library and we'd have to shuffle to get it again.
i'm hesitant to just add cards because i'll waste my add if everyone isn't on a similar page. Lets have chester pick his colors
It seems that I picked a controversial card! Next time, I'll make it easier, I promise. This is part of the reason I picked this card--I really like it but have no idea how to make it shine!
i'm hesitant to just add cards because i'll waste my add if everyone isn't on a similar page. Lets have chester pick his colors
Then what's the point of GMAD if I call all the shots? If you really want my feedback, it appears that the group favors GU. I really have no problem with any other colors; it just seemed that R cards were being thrown in for the sake of it.
So far, three people voiced votes for G. Take a look at bobthefunny's breakdown for some ideas if you'd like. I agree that mono U won't give us as many fun things to do with our guy.
Alright then, green it is! Adding 4 Oracle of mul daya. I've got some experience with my UG top deck and he's excellent, filtering and ramping lands allows us to draw spells with sphinx and make a huge mindshrieker.
adding 2 mirri's guile because you can pretty much brianstorm every turn for free, minus the shuffle ability. i dont know how many to add, but honestly, if we ran 4 and got rid of some of the other deck manip we'd be fine. i'll let everyone vote them up down or out.
voting down halimar depths to 2. because its CiPT and only one time effect
voting out breath, because even if we did go red. there are better options.
voting out black cabal therapy, because we can do similar things with milling the top of their deck before they even draw it if we want to.
i think 4 oracles is too much because its a 4 drop and battles for the 4 drop slot with our key card. voting out 2 of them.
wall of tears could be coupled up with wall of blossoms, but we'd have to be careful not to draw a card we don't want to try to hard cast when we could conundrum cast it. so consider that.
Adding a vote to remove Cabal Therapy since we're going GU.
Someone else should add the final votes against Breath of Darigaaz and Cabal Therapy to clear the space.
We're at 68 cards...very close to the cutting phase. Let's take a closer look at what we want in here before we start haphazardly flinging G cards into the deck.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Drowner of Secrets could really annoy an opponent by removing the top card at your discretion. He costs no mana to use each turn. I'd be mad if you were doing it to me *shrug*
WE ARE AT 74. REMOVE BEFORE YOU ADD. STOP ADDING 4 OFS. ADD A 2 OF AND LET US VOTE IT UP/DOWN SO WE DON'T HIT THE 75 WALL TOO EARLY. I REPEAT WE ARE AT 74
voting to add 2 Drowner of Secrets: its better than lurking informant (and why the heck would you add 4!?!?!?). its free to use its ability, and its a 3cmc to help mind shrieker more. fits nicely in a 3 drop slot that we aren't utilizing very much.
voting out ALL lurking informants
voting out tunnel vision too narrow
voting out rune snag. counterspell will be better in it's place
i know the enchantments are high cmc for our shrieker, but this deck is better without them.
voting out Precognition: Drowner of secrets is earlier and just as useful
voting out futuresight: mirri's is cheaper and can do it's job better. and we dont' neeeeed to cast the top card of our library, we have the sphinx for that.
I'm voting down Sphinx of Jwar Isle to 2 copies, another vote against Wall of Tears, Oracle of Mul Daya, Lurking Informant (terrible card, wtf), Rune Snag (4 of a soft counter isn't worth much for protection), Tunnel Vision is narrow and awful, Soothsaying should just Godawful. There's no reason that shouldn't be Preordain, Ponder or Serum Visions. I'm also voting against Ransack, as Preordain and Serum Visions does half of what it does for 1/4th of the cost so it lends to a more aggressive deck. Also, a vote against Drowner of Secrets because it's the only Merfolk, the "Look at the top card of the library" part of Lurking Informant is what was relevant for Conundrum Sphinx, not the mill 1 part.
I don't understand why Sensei's Divining Top wasn't suggested as it's better than most of the other cards in the deck. It's three votes to knock something out, right? Well, I'm adding 1 Sensei's Divining Top at the moment, hoping the number gets increased to 3 later because I absolutely want to make sure that this won't suddenly end this little group game.
Edit: nevermind, Top apparently sits right at $10 is why it wasn't suggested. Huh, when did that happen. Anyway, Crystal Ball is significantly better than Lurking Informant, etc., so I'll put in one of that instead. It's higher cost, but without multiple shuffle effects it may wind up better than a Top in this deck anyway. I know there hasn't been anyone recommending Snow lands or anything like that, but Scrying Sheets might be a nice idea with snow lands or something, but would one person have to recommend Scrying Sheets, then another the Snow basic lands or something? I dunno how that works in these GMADs so I'm recommending Crystal Ball over it for now.
Guys, votes of differing amounts do add up. A card with 4 copies that has -4 and 2 -2's add up to 2 cards left with 1 vote of -2.
I'll also add a vote against Soothsaying as Green gives us the better 1 drop of Mirri's Guile.
After Imperial Dragon's votes, we have some wiggle room again.
Since the Sphinx is our clock, and we have a nice set of defensive capabilities in with the walls, and ramp for the oracle, we now need a way for our sphinx to connect.
Green can give some removal, in the form of Crushing Vines types of spells, but these don't do well against other green things with reach.
Blue can give is unblockability, with Distortion Strike types of effects.
For now, I'll add a catch all in Beast Within as either blocker removal, or problem removal. Removal is never a bad thing.
drowner of secrets is a merfolk and can tap itself to remove the top card of our opponents library so that they don't get to play it its pretty dang useful actually. i've been playtesting some of this deck and especially with Predict, the deck is pretty good.
what happened to my votes against the enchantments?
at some point we'll need to up Mirri's to 3 i think
what happened to my votes against the enchantments?
Imperial lost them, they are now recovered.
at some point we'll need to up Mirri's to 3 i think
Start voting. I support that, so I'll help:
Vote to keep Oracle of Mul Daya, this is our ramp guy, and with the sphinx adding extra card draws, we'll be able to make good use of his abilities. This is what will power us into good board position. This is the reason we're in green. Outside of the two Mul Daya cards, and Garruk's super beast, green really doesn't add that much to the top of library theme. Oracle is very strong with the sphinx, as the sphinx gives us extra chances to get land up top for the Oracle, and the Oracle lets us play the lands from the top so we get good stuff with the Sphinx.
Vote to add 1 Mirri's Guile. Free shifting is good, and we can use the information to great effect with both Oracle and Sphinx. Also helps Mindshrieker.
Vote against Lurking Informant. I get the idea of leaving trash on top, but I'm not too excited by that interaction. Mindshrieker mills better for the same mana. (gone)
Vote against Drowner of Secrets, I get where you're going, but we already have the mindshrieker, and random mill with little benefit doesn't impress me as much.
Vote against Ransack - 4 cost at sorcery speed makes me sad. I would prefer Portent in this spot.
Cards I think would be good: Distortion Strike - to connect with the clocks Voidslime - in color, and a more inclusive counterspell. Just more safe overall. Mystic Snake can also work well. If the opponent has knowledge of it in our hand, they'll play safer, and it's still a win for us. (maybe)Jungle barrier - more ground safety. The 2 power also lets us remove some attackers rather than just stop some.
wow... i honestly did not think about mindshrieker milling them.... i have only ever used it to mill me hahaha. I appreciate the eye opener and agree with you about drowner now.. dang i wasted my add, id rather have added Predict!
Voting to keep Oracle of Mul Daya at 4; even if the "play with the top revealed" ability is redundant, two on the field is cumulative for playing lands, so it's excellent mid-range ramp.
Voting up Mirri's Guile because it does such a fine job of organizing the top of our deck, and it would be a crime to not draw it.
I like a lot of the card suggestions, but alas, I already added Lightning Greaves today (I'f vote to add one more, but I don't want to do that myself if since I added the card). Check out some of the ideas before you post--this deck came close to being dead in the water, but this route is bringing a lot of life to it!
Hey all, I read thru the thread and saw some good ideas. First time posting on the GMADs, but i'm friends with Chester and he's been talking about these threads for a while so i figured i'd pop my 2 cents in.
I'm voting to down the Oracle by 1 because although the cumulative land playing ability is nice mid-game, chances are you won't have 3 lands in your hand on one turn that would call for having a 2nd oracle out on the field. That being said, i definitely see the usefulness of having the card out, so i think having 3 in the deck might give us just the right ratio.
Also voting down Jar Jar Sphinx...i think the ability is unnecessary at this point, the cast for it is more than we need, and it gives us more play room for other possibilities.
Also voting up Mirri's Guile to add one, citing chester's reasoning in the previous post. 3 votes makes it so.
As per bobthefunny's mention of it earlier, I'm adding 2 Distortion Strikes to the deck. It's a nice, free double use card that brings our turn clock down to 8 instead of 9, and makes it so our opponents' baddies definitely won't get in our way.
I think you really need a couple more threats in here. As it is, you're hopping through loops to draw cards from the sphinx, which is fine, but to what end? What are you ultimately hoping to draw into, after all?
Control.
Walls hold the early game, and can trade late.
The sphinx is card advantage and Finisher.
The Oracle provides increasing board presence in order to maintain control.
Mindshrieker is backup.
Beast Within/Distortion strike is to help hit.
Now we need control/removal to finish up the deck and hold the main board.
Voting against Agrothian Wurm. I see why it was added, but that doesn't mean I want him on the top of the deck.
Voting to keep Future Sight. Although somewhat redundant with the Oracle, it's serious card advantage to cast from the top of the deck and force our opponents to completely rethink their strategies.
Voting against Precognition because I don't care about the opponent's deck.
Voting out Ransack because it's too slow, and I don't see it making the cut anyway. Gone.
I'll go ahead and add 4 Counterspells because we need to protect ourselves. I'm going 4 because any fewer than that is useless.
Predict or Preordain should probably be in here, the more I think about it. If we add those, maybe an alternate for the Wurm, and one or two more for flavor, we should hit the cutting phase soon. This is looking good!
adding 3 Predict, been play testing this deck and it's wonderful draw if we have a dead mirri's on top of our library (or dead anything), also if we see an opponent pop something on top of their library, we can get rid of it and draw two cards.
now we just need to draw into some threat.
fog bank could be a great 2 drop protector
voting out precognition. our opponents deck can be dealt with at the expense of their mana via counterspells
voting down oracle by 1. i agree with the usefulness but not with 4 of them
someone could add the other mul daya channelers for ramp/beat or chump block. playtested it. works awesome
I am torn between adding the Channellers, or 2-3 Voidslime. While slime has a higher cost to keep open, it also has added utility. Do we need 6 counters though, especially with 4 beasts to answer resolved threats?
Green, Blue = consistency = winning games.
Green, Red = fun/creature control - consistency = winning some.. loosing some.
if it were green, we should use some muldayas and mirri's guile.
if it were red, we'd need a set of pyroclasms, slagstorms, magma jet (cards that can wipe but not wipe the sphinx, keeping early game clear to let us hit those ninth turn wins)
and either way we need to protect the sphinx!!! no one has added for that really. personal protection for it is imperative.
my vote is with green though, as i enjoy a deck that works (because gmad has been known to produce bad decks).
WE ARE FOCUSING TOO MUCH ON DECK MANIP. its important, but we have way too many manips and way too few threats\controls\draw
white can use judge unworthy for creature control + scry
also, just wondering. if we have a naturalize or disenchant on the top and we know it and there is nothing to target, could we just name a different card so it doesn't just fizzle? and it kind of stinks that it'd go to the bottom of the library and we'd have to shuffle to get it again.
i'm hesitant to just add cards because i'll waste my add if everyone isn't on a similar page. Lets have chester pick his colors
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@thebluemuzzy
Then what's the point of GMAD if I call all the shots? If you really want my feedback, it appears that the group favors GU. I really have no problem with any other colors; it just seemed that R cards were being thrown in for the sake of it.
So far, three people voiced votes for G. Take a look at bobthefunny's breakdown for some ideas if you'd like. I agree that mono U won't give us as many fun things to do with our guy.
Thanks to GR @ Yavin IV Studios for the signature!
4 Conundrum Sphinx
3 Sphinx of Jwar Isle
4 Mindshrieker
3 Wall of Tears
4 oracle of mul daya
2 Soothsaying
2 Future Sight
2 Precognition
Instants: 8
4 Brainstorm
4 Rune Snag
4 Breath of Darigaaz (-1)
4 Cabal Therapy
2 Tunnel Vision
Land: 24
4 Halimar Depths (2 @ -1)
20 Placeholder
voting down halimar depths to 2. because its CiPT and only one time effect
voting out breath, because even if we did go red. there are better options.
voting out black cabal therapy, because we can do similar things with milling the top of their deck before they even draw it if we want to.
i think 4 oracles is too much because its a 4 drop and battles for the 4 drop slot with our key card. voting out 2 of them.
wall of tears could be coupled up with wall of blossoms, but we'd have to be careful not to draw a card we don't want to try to hard cast when we could conundrum cast it. so consider that.
4 Conundrum Sphinx
3 Sphinx of Jwar Isle
4 Mindshrieker
3 Wall of Tears
4 oracle of mul daya (1 @ -2)
2 Soothsaying
2 Future Sight
2 Precognition
2 Mirri's Guile
Instants: 8
4 Brainstorm
4 Rune Snag
4 Breath of Darigaaz (-2)
4 Cabal Therapy (-1)
2 Tunnel Vision
Land: 24
2 Halimar Depths
22 Placeholder
clan sig by me
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@thebluemuzzy
Someone else should add the final votes against Breath of Darigaaz and Cabal Therapy to clear the space.
We're at 68 cards...very close to the cutting phase. Let's take a closer look at what we want in here before we start haphazardly flinging G cards into the deck.
4 Conundrum Sphinx
3 Sphinx of Jwar Isle
4 Mindshrieker
3 Wall of Tears
4 oracle of mul daya (1 @ -2)
2 Soothsaying
2 Future Sight
2 Precognition
2 Mirri's Guile
Instants: 8
4 Brainstorm
4 Rune Snag
4 Breath of Darigaaz (-2)
4 Cabal Therapy (-2)
2 Tunnel Vision
Land: 24
2 Halimar Depths
22 Placeholder
Thanks to GR @ Yavin IV Studios for the signature!
Putting the final nails in the coffins of Breath and Therapy... buh-bye.
Adding 2 Ransack, since it targets a player, we could use it to topdeck ourselves or our opponent.
Wall of Blossoms and/or Jungle Barrier as early defense and draw?
4 Conundrum Sphinx
3 Sphinx of Jwar Isle
4 Mindshrieker
3 Wall of Tears
4 oracle of mul daya (1 @ -2)
2 Soothsaying (-1)
2 Future Sight
2 Precognition
2 Mirri's Guile
Instants: 8
4 Brainstorm
4 Rune Snag
2 Tunnel Vision
2 Ransack
Land: 24
2 Halimar Depths
22 Placeholder
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
My Buying Thread
Voting to remove 2 Sphinx of Jwar Isle to cut down on redundancy.
Voting to remove Tunnel Vision because I don't see how it helps us here.
Voting to remove Wall of Tears because the addition of Wall of Blossoms gives us cards and fulfills the defense role.
I'm wondering if we have enough high cc cards to make the Mindshriekers effective?
We are very close to 75. Let's make sure this can work before we put a cap in it.
4 Conundrum Sphinx
3 Sphinx of Jwar Isle (-1)(2@-2)
4 Mindshrieker
3 Wall of Tears (-2)
4 Wall of Blossoms
4 Oracle of Mul Daya (1 @ -2)
4 Lurking Informant
2 Soothsaying (-1)
2 Future Sight
2 Precognition
2 Mirri's Guile
Instants: 8
4 Brainstorm
4 Rune Snag (-1)
2 Tunnel Vision (-1)
2 Ransack
Artifacts: 2
2 Lightning Greaves
Land: 24
2 Halimar Depths
22 Placeholder
Thanks to GR @ Yavin IV Studios for the signature!
voting to add 2 Drowner of Secrets: its better than lurking informant (and why the heck would you add 4!?!?!?). its free to use its ability, and its a 3cmc to help mind shrieker more. fits nicely in a 3 drop slot that we aren't utilizing very much.
voting out ALL lurking informants
voting out tunnel vision too narrow
voting out rune snag. counterspell will be better in it's place
i know the enchantments are high cmc for our shrieker, but this deck is better without them.
voting out Precognition: Drowner of secrets is earlier and just as useful
voting out futuresight: mirri's is cheaper and can do it's job better. and we dont' neeeeed to cast the top card of our library, we have the sphinx for that.
4 Conundrum Sphinx
3 Sphinx of Jwar Isle (-1)(2@-2)
4 Mindshrieker
3 Wall of Tears (-2)
4 Wall of Blossoms
4 Oracle of Mul Daya (1 @ -2)
2 Drowner of Secrets
4 Lurking Informant (-1)
2 Soothsaying (-1)
2 Future Sight (-1)
2 Precognition (-1)
2 Mirri's Guile
Instants: 8
4 Brainstorm
4 Rune Snag (-2)
2 Tunnel Vision (-2)
2 Ransack
Artifacts: 2
2 Lightning Greaves
Land: 24
2 Halimar Depths
22 Placeholder
PS: someone add Predict it's perfect especially at instant speed!
clan sig by me
twitch.tv/TheBlueMuzzy
@thebluemuzzy
4 Conundrum Sphinx
3 Sphinx of Jwar Isle (-1)(3@-2)
4 Mindshrieker
3 Wall of Tears (-3)
4 Wall of Blossoms
4 Oracle of Mul Daya (-1)(1 @ -2)
2 Drowner of Secrets (-1)
4 Lurking Informant (-2)
2 Soothsaying (-2)
2 Future Sight
2 Precognition
2 Mirri's Guile
Instants: 8
4 Brainstorm
4 Rune Snag (-3)
2 Tunnel Vision (-3)
2 Ransack (-1)
Artifacts: 2
2 Lightning Greaves
1 Crystal Ball
Land: 24
2 Halimar Depths
22 Placeholder
I'm voting down Sphinx of Jwar Isle to 2 copies, another vote against Wall of Tears, Oracle of Mul Daya, Lurking Informant (terrible card, wtf), Rune Snag (4 of a soft counter isn't worth much for protection), Tunnel Vision is narrow and awful, Soothsaying should just Godawful. There's no reason that shouldn't be Preordain, Ponder or Serum Visions. I'm also voting against Ransack, as Preordain and Serum Visions does half of what it does for 1/4th of the cost so it lends to a more aggressive deck. Also, a vote against Drowner of Secrets because it's the only Merfolk, the "Look at the top card of the library" part of Lurking Informant is what was relevant for Conundrum Sphinx, not the mill 1 part.
I don't understand why Sensei's Divining Top wasn't suggested as it's better than most of the other cards in the deck. It's three votes to knock something out, right? Well, I'm adding 1 Sensei's Divining Top at the moment, hoping the number gets increased to 3 later because I absolutely want to make sure that this won't suddenly end this little group game.
Edit: nevermind, Top apparently sits right at $10 is why it wasn't suggested. Huh, when did that happen. Anyway, Crystal Ball is significantly better than Lurking Informant, etc., so I'll put in one of that instead. It's higher cost, but without multiple shuffle effects it may wind up better than a Top in this deck anyway. I know there hasn't been anyone recommending Snow lands or anything like that, but Scrying Sheets might be a nice idea with snow lands or something, but would one person have to recommend Scrying Sheets, then another the Snow basic lands or something? I dunno how that works in these GMADs so I'm recommending Crystal Ball over it for now.
Sig and Avatar drawn by me.
I'll also add a vote against Soothsaying as Green gives us the better 1 drop of Mirri's Guile.
After Imperial Dragon's votes, we have some wiggle room again.
Since the Sphinx is our clock, and we have a nice set of defensive capabilities in with the walls, and ramp for the oracle, we now need a way for our sphinx to connect.
Green can give some removal, in the form of Crushing Vines types of spells, but these don't do well against other green things with reach.
Blue can give is unblockability, with Distortion Strike types of effects.
For now, I'll add a catch all in Beast Within as either blocker removal, or problem removal. Removal is never a bad thing.
4 Conundrum Sphinx
1 Sphinx of Jwar Isle (-1)
4 Mindshrieker
4 Wall of Blossoms
4 Oracle of Mul Daya (-1)(1 @ -2)
2 Drowner of Secrets (-1)
4 Lurking Informant (-2)
2 Future Sight (-1)
2 Precognition (-1)
2 Mirri's Guile
Instants: 8
4 Brainstorm
4 Beast Within
2 Ransack (-1)
Artifacts: 3
2 Lightning Greaves
1 Crystal Ball
Land: 24
2 Halimar Depths
22 Placeholder
==EDIT==
counts were off. corrected.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
what happened to my votes against the enchantments?
at some point we'll need to up Mirri's to 3 i think
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@thebluemuzzy
Imperial lost them, they are now recovered.
Start voting. I support that, so I'll help:
Vote to keep Oracle of Mul Daya, this is our ramp guy, and with the sphinx adding extra card draws, we'll be able to make good use of his abilities. This is what will power us into good board position. This is the reason we're in green. Outside of the two Mul Daya cards, and Garruk's super beast, green really doesn't add that much to the top of library theme. Oracle is very strong with the sphinx, as the sphinx gives us extra chances to get land up top for the Oracle, and the Oracle lets us play the lands from the top so we get good stuff with the Sphinx.
Vote to add 1 Mirri's Guile. Free shifting is good, and we can use the information to great effect with both Oracle and Sphinx. Also helps Mindshrieker.
Vote against Lurking Informant. I get the idea of leaving trash on top, but I'm not too excited by that interaction. Mindshrieker mills better for the same mana. (gone)
Vote against Drowner of Secrets, I get where you're going, but we already have the mindshrieker, and random mill with little benefit doesn't impress me as much.
Vote against Ransack - 4 cost at sorcery speed makes me sad. I would prefer Portent in this spot.
4 Conundrum Sphinx
1 Sphinx of Jwar Isle (-1)
4 Mindshrieker
4 Wall of Blossoms
4 Oracle of Mul Daya (1 @ -2)
2 Drowner of Secrets (-2)
2 Future Sight (-1)
2 Precognition (-1)
2 Mirri's Guile (1 @ +1)
Instants: 8
4 Brainstorm
4 Beast Within
2 Ransack (-2)
Artifacts: 3
2 Lightning Greaves
1 Crystal Ball
Land: 24
2 Halimar Depths
22 Placeholder
Cards I think would be good:
Distortion Strike - to connect with the clocks
Voidslime - in color, and a more inclusive counterspell. Just more safe overall. Mystic Snake can also work well. If the opponent has knowledge of it in our hand, they'll play safer, and it's still a win for us.
(maybe) Jungle barrier - more ground safety. The 2 power also lets us remove some attackers rather than just stop some.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
i'd vote up the mirri's, but i think i added it.
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@thebluemuzzy
I'm voting out Drowner of Secrets. Redundancy.
Voting to keep Oracle of Mul Daya at 4; even if the "play with the top revealed" ability is redundant, two on the field is cumulative for playing lands, so it's excellent mid-range ramp.
Voting up Mirri's Guile because it does such a fine job of organizing the top of our deck, and it would be a crime to not draw it.
I like a lot of the card suggestions, but alas, I already added Lightning Greaves today (I'f vote to add one more, but I don't want to do that myself if since I added the card). Check out some of the ideas before you post--this deck came close to being dead in the water, but this route is bringing a lot of life to it!
4 Conundrum Sphinx
1 Sphinx of Jwar Isle (-1)
4 Mindshrieker
4 Wall of Blossoms
4 Oracle of Mul Daya
2 Future Sight (-1)
2 Precognition (-1)
2 Mirri's Guile (2 @ +1)
Instants: 8
4 Brainstorm
4 Beast Within
2 Ransack (-2)
Artifacts: 3
2 Lightning Greaves
1 Crystal Ball
Land: 24
2 Halimar Depths
22 Placeholder
Thanks to GR @ Yavin IV Studios for the signature!
4 Conundrum Sphinx
1 Sphinx of Jwar Isle (-2)
4 Mindshrieker
4 Wall of Blossoms
4 Oracle of Mul Daya (1 @ -1)
2 Future Sight (-1)
2 Precognition (-1)
3 Mirri's Guile
Instants: 10
4 Brainstorm
4 Beast Within
2 Distortion Strike
2 Ransack (-2)
Artifacts: 3
2 Lightning Greaves
1 Crystal Ball
Land: 24
2 Halimar Depths
22 Placeholder
I'm voting to down the Oracle by 1 because although the cumulative land playing ability is nice mid-game, chances are you won't have 3 lands in your hand on one turn that would call for having a 2nd oracle out on the field. That being said, i definitely see the usefulness of having the card out, so i think having 3 in the deck might give us just the right ratio.
Also voting down Jar Jar Sphinx...i think the ability is unnecessary at this point, the cast for it is more than we need, and it gives us more play room for other possibilities.
Also voting up Mirri's Guile to add one, citing chester's reasoning in the previous post. 3 votes makes it so.
As per bobthefunny's mention of it earlier, I'm adding 2 Distortion Strikes to the deck. It's a nice, free double use card that brings our turn clock down to 8 instead of 9, and makes it so our opponents' baddies definitely won't get in our way.
4 Conundrum Sphinx
1 Sphinx of Jwar Isle (-2)
4 Mindshrieker
4 Wall of Blossoms
4 Oracle of Mul Daya (1 @ -1)
2 Argothian Wurm
2 Future Sight (-1)
2 Precognition (-1)
3 Mirri's Guile
Instants: 10
4 Brainstorm
4 Beast Within
2 Distortion Strike
2 Ransack (-2)
Artifacts: 3
2 Lightning Greaves
1 Crystal Ball
Land: 24
2 Halimar Depths
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Walls hold the early game, and can trade late.
The sphinx is card advantage and Finisher.
The Oracle provides increasing board presence in order to maintain control.
Mindshrieker is backup.
Beast Within/Distortion strike is to help hit.
Now we need control/removal to finish up the deck and hold the main board.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
I'll go ahead and add 4 Counterspells because we need to protect ourselves. I'm going 4 because any fewer than that is useless.
Predict or Preordain should probably be in here, the more I think about it. If we add those, maybe an alternate for the Wurm, and one or two more for flavor, we should hit the cutting phase soon. This is looking good!
Any ideas for lands?
4 Conundrum Sphinx
4 Mindshrieker
4 Wall of Blossoms
4 Oracle of Mul Daya (1 @ -1)
2 Argothian Wurm (-1)
2 Future Sight
2 Precognition (-2)
3 Mirri's Guile
Instants: 14
4 Brainstorm
4 Beast Within
4 Counterspell
2 Distortion Strike
2 Lightning Greaves
1 Crystal Ball
Land: 24
2 Halimar Depths
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Thanks to GR @ Yavin IV Studios for the signature!
now we just need to draw into some threat.
fog bank could be a great 2 drop protector
voting out precognition. our opponents deck can be dealt with at the expense of their mana via counterspells
voting down oracle by 1. i agree with the usefulness but not with 4 of them
someone could add the other mul daya channelers for ramp/beat or chump block. playtested it. works awesome
4 Conundrum Sphinx
4 Mindshrieker
4 Wall of Blossoms
4 Oracle of Mul Daya (2 @ -1)
2 Argothian Wurm (-1)
2 Future Sight
3 Mirri's Guile
Instants: 14
4 Brainstorm
4 Beast Within
4 Counterspell
2 Distortion Strike
2 Lightning Greaves
1 Crystal Ball
Land: 24
2 Halimar Depths
4 Hinterland Harbor
18 Placeholder
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Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek