I took Ephara to an EDH FNM last night - lots of fun!
My build is a little different than yours, with higher instant/sorcery count and a few creatures that reflect that. I think on balance I'm going to drop Talrand, Sky Summoner: he's amazing with the Forbid engine online, but without being able to repeatedly cast something, even my relatively high total of 18 inst/sor wasn't enough to make him worthwhile. Monastery Mentor, on the other hand, was a lot better. I had him and three of his tokens out last night and simply dropped a couple mana rocks ( normally kind of useless at that phase of the game ) and swung for lethal.
Glad you're digging it, would love to see your list!
That is one thing that really attracts me to monastery mentor - turning my dead mana rocks into cards is really potentially cool. Might stick him in the list and try it out soon. Seems especially strong with Forbid of course.
Got some changes coming up when my recent order gets in:
* I'm going to add some more fetchlands, feeling like it's the right thing to do. Arid Mesa and Misty Rainforest will replace some basics.
* Kor Haven will give me a nice maze effect. Probably going to replace cavern of souls which has always been mediocre for me.
* Silver Myr will replace Sky Diamond because hey why not draw some cards off your mana dudes later. I may try some of the other 2CMC mana myrs at some point.
* Rune-Tail, Kitsune Ascendant will replace Restoration Angel (maybe, or maybe somewhere else-- think it's really, really good in the deck)
* Leonin relic-Warder will replace Snapcaster Mage - Ol' Snaps has been good for me despite the low instant count, but I only own one and want him for another deck.
* Fiend Hunter will replace Sower of Temptation - I just don't like sower, costs too much and gives me too many theft effects. I may replace this slot with Monastery Mentor or Thraben Doomsayer at some point. Sower was just too conditional.
Some other considerations-
* I'd like to get a Riptide Laboratory in there but not bouncing Ephara makes it not the greatest substitute for high Market. May do it anyway given my high wizard count.
* Transmute Artifact - Now that I have a couple really strong artifacts I'm considering playing my transmute artifact. Fetching Cloudstone Curio or Helm of Possession gives me basically another route to board lockdown.
I would play MM now he can be a pretty mean for a grizzly bear for 3. Being able to go counterspell make a token draw a card ALL your instant cards now can read "makes a token" with Ephara that's "makes a token cantrip". Then icing on take cake when you cast your artifacts and sorceries you drew into off Ephara you get to swing for large chunks of damage. I've had games I dropped this turn 1 off mana crypt and all the sudden my brainstorm mystical tutor and mana leak all cantripped I slam a turn 2 ephara then go to town on " pass" turn 3 by the time I used the tutor to grab the Armageddon my hand is ready to blow them out with the board presence I had. Now mana crypt hand is mana crypt hand but this guys been very good for me add.
I think my non-creature count is probably a little low for MM it's probable that he's good enough to be solid if I can manage to draw two cards off of him (one when he comes out, and one replacing an instant/sorcery).
You're damned right though it's a super strong card and I definitely see the applications
Made a pretty substantial update today, bout 10% of the deck - though most of the changes were very minor for things that do the same thing.
Changes:
+Flagstones of Trokair - for synergy with MLD and such
+Kor Haven - replaces Cavern in a utility land slot
+Marsh Flats - Replaces a Plains to help with fixing
+Misty Rainforest - replaces an Island to help with fixing
+Silver Myr - replaces another 2-drop ramp spell with something that will draw me cards when pulled late game
+Wayfarer's Bauble - replaces a questionable 2-drop ramp spell, just trying it out - Coldsteel may come back in if the bauble seems too slow. It does, in opening hand, ramp into Ephara, so that's good. Also sticks around better than the heart.
+Leonin Relic-Warder - Been wanting to try this guy out with Helm/Sun Titan for a while. Enchantments/Artifacts are really a big weakness for the deck. I wanted the Snapcaster for another deck.
+Rune-Tail, Kitsune Ascendant - This one's been on my try out for a while. I replaced knight of the white orchid who doesn't really ever ramp into Ephara, so is pretty useless in the deck. Every so often I'd blink him like crazy but Rune-Tail seems fun to try out.
+Karmic Guide - This card was in the deck for a long time and only came out against my better judgment. I've been missing it. Grabbing a blink creature out of the bin, or any other critical game-winning creatures, is very important. Insanely strong with Venser and Reveillark.
+Anafenza, Kin-Tree Spirit - I just want to try this one out. Switched it in for a flex slot (the wizardcycling guy). I found I rarely wanted to spend the mana to wizardcycle. That said, I may want wizardcycling guy in since he gives me another shot to get Glen Elendra archmage who is insane with Anafenza.
+Fiend Hunter - Part of a fun synergy engine with Sun Titan potentially and exiles creatures.
Overall, just juggling around a few of the weaker creatures and rotating a few cards I wanted to try out in. My thinking is Anafenza may wind up replacing Archangel of Thune in the grand scheme of things, so I may swap Archangel out for Body Double to get more of the Reveillark combo pieces going.
I have a feeling Rune-Tail may just wind up being too cute.
Had a couple games the other night; had no idea about the interaction between greaves/reveillark/phantasmal image and got to discover that. Fun stuff. At one point had a board full of cloned reveillarks that was about to get hilarious (helm of possession+high market) before Geth ruined the fun
Anafenza so far feels significantly too slow and weak for the deck. if I ran an open sac outlet she would enable some arbitrarily large creatures, but I don't think bolster is what this deck wants unless I'm looking for the Glen Elendra lock (Which is really not that reliable without wizardcycling guy).
Pretty sure she's going to get replaced with well, almost anything.
Had one other comment I forgot: Rune-Tail, Kitsune Ascendant is very bad and will be coming out for something. I rarely give a crap about blocking and my guys (and gals) are almost all evasive.
Side note: Deck is still regularly having mana issues now after the fixes, and I think I need to be less greedy about opening hands. I may need to up the land count a little but going to stick for now.
I've been having some mana issues so I'm making it a bit more conservative. Also, rune-tail and anafenza were super slow and durdly and not very fun. I may try Anafenza again at some point.
I took Ephara to an EDH FNM last night - lots of fun!
My build is a little different than yours, with higher instant/sorcery count and a few creatures that reflect that. I think on balance I'm going to drop Talrand, Sky Summoner: he's amazing with the Forbid engine online, but without being able to repeatedly cast something, even my relatively high total of 18 inst/sor wasn't enough to make him worthwhile. Monastery Mentor, on the other hand, was a lot better. I had him and three of his tokens out last night and simply dropped a couple mana rocks ( normally kind of useless at that phase of the game ) and swung for lethal.
Hey man, I realized you probably wouldn't get this without me replying! Would you post your list? Very curious to see your take on Ephara.
Quite a lot of content updates to the OP yesterday, hopefully cataloguing some cards I don't use anymore as well as starting on some other approaches to Ephara. I asked a couple other folks with strong lists to post in hopes of getting the other Ephara archetype going (more control and stronger individual cards and fewer marginal creatures).
Tezzeret the Seeker is best planeswalker in the format and seems great for you. Switch out an Island and a Plains for Seat of the Synod and Ancient Den to 0 him, or grab swords, curio, greaves. I can't speak too highly of this card, strongly recommend above all others.
Ajani Goldmane could be good for bolstering lots of weaker creatures.
Soul Warden has been very good in practice (enables a few shenanigans, and gains infinite life in some scenarios). It really slows down token decks. The best part is being part of the Ranger of Eos package. if I were going to replace it, it'd be with Weathered Wayfarer who is always on my mind - being able to tutor up a Sol land or something on turn 2 -- and is another ranger target.
Reality Shift - The more I think about it the more I like having a creature answer that isn't white. Swords are super common in my meta, and WP/LS a lot. I'm going to stick with it until I get to cast it at least. I recognize path is better intellectually especially in a deck with aven mindcensor.
Mystical Tutor is the stone cold nuts and would be great in the deck. I may cut something for it. Entreat would be a great finisher too. Might try it out sometime. A buddy of mine's Oloro deck finishes with this so I'd want to be careful not to step on his toes.
Future Sight and Sensei's Divining Top - definitely highly considering this. It's just a strong draw engine and tutorable. Right now I think I only have room for one with all my durdly bears, and Skullclamp is probably better, but I could see a more competitive tuning using Trinket Mage and this draw engine. I'd probably start cutting crappy creatures to fit things like this and the deck would likely be stronger.
Celestial Colonnade - Man I hope it's in Zendikar, I can't make myself pay for it just yet. It is a bit mana intensive for the deck which can't afford many ETB tapped lands, but I guess it would make my mana more consistent. The promo sure is pretty
Sphinx's Revelation - I played it but never seemed to hit the mana required to make it really good. If I felt like I started stalling on cards I think I'd probably play recurring insight first in this deck - a lot more guaranteed cards for less mana. Not as good as an instant speed thing, but the deck just rarely can sphinx's rev for a huge win. I might pick another one up and try it again given that I have seriously improved the deck since the last time I ran it though.
Tezzeret the Seeker - would be great in this deck, and I am going to find a way to fit him in since I broke up the deck my copy was in. Being able to get Ethersworn Canonist is the ballerest play on the block.
Ajani Goldmane - I tried in the deck but was too slow. The deck doesn't have a lot of room for guys who can't spit out creatures but don't trigger ephara. In a deck with more draw engines it would probably be OK. Archangel of Thune fits the bill of team pumper/lifegain much better for this deck in my experience.
Stormscape Familiar and the Myrs - they ramp into turn 3 ephara, which there are not very many ways to do efficiently with these colors. My deck is pretty focused on cranking her out turn 3, and if people kill my myrs it's not a big deal. I used to play Coldsteel Heart and it was OK, myrs are much better. if I were to switch gears and be more controlly/goodstuffy I would cut all of those dorky little things for cards like Future sight and top.
Raven Familiar and Sea Gate Oracle are probably covered in the "notable exclusions" section where I talk bout why I don't play Whitemane Lion. This iteration of the deck uses Ephara as a draw engine and needs the creatures to be really serious threats or lockdown pieces. You'll notice the glaring omission of any creature that just draws cards -- not even a Mulldrifter and the reason is that Ephara draws a crapload of cards. I have a few backup draw engines but individual creatures who draw cards - there just ain't any room for.
I think cards like that would be playable in the version of the deck with more control spells but in this deck they dilute your threat density too much. My creatures all do something.
Grand Arbiter Augustin IV was amazing in the deck. He'd let me cast Ephara for WU and then cast more creatures. I pulled him because everyone in my group *****es about tax effects, but if I were tuning to be more competitive I'd probably play him. So you're right, he should be here.
Like the arby, Brago, King Eternal is another amazing omission that I should probably talk about. I had him in the deck but he honestly felt like easy mode. If he started swinging the resources he brought to the table were really hard to stop - even just the Elspeth lock is super oppressive, but untapping mana rocks and providing pseudo vigilance, etc. Just super good.
I will add some notes to the OP about a few of these cards Good stuff DF!
Thanks for the reply! I'm actually going to try my hand at another one of these lists soon so I may have more suggestions later.
I don't really get what shenanigans Soul Warden does :confused:. I don't play any decks that care about life total, as there are so many ways that make it irrelevant (Commander damage, combo win, alternate wincons, mill). Not to mention, it doesn't advance your boardstate at all. I strongly recommend cutting it for Weathered Wayfarer (can't get Sol Ring, but can get Ancient Tomb!)
About the draw cards, I definitely get it. Ephara draws you cards, so Sphinx's Rev isn't necessary and creatures should all be doing stuff to advance your board instead. I completely agree.
About GAAIV, I figured that might be the case. That's why I didn't suggest Hokori, Dust Drinker lol. Makes sense. My build might not be so nice
If you play Soul warden and archangel of thune, any opposing token strategy makes your team arbitrarily large. If a player tries to go off with an infinite number of 1/1's (which I've seen a number of times) they need some other enabler to kill you, since your life is always equal to the number of tokens they have +1.
There's a lot of tempo and aggroey decks in my meta, where people are out and swinging with decent sized creatures and it's distinctly possible a slow deck can just die to a bunch of bears and beasts swinging away. Might just be a meta thing but I find a little incidental lifegain to be required (hence SOLAS, Soul sister, Archangel, etc.). What I might do is drop Wayfarer in for some other creature and see which I like better.
Hokori would be great in the deck, no doubt, esp. cos you can sac him to Helm of Possession and then Loyal Retainers him (another card that should be in, but I don't own).
Having read your stuff I'm sure you're more than capable, but some changes I would probably make if I were going to try to win harder with this deck:
* add Palinchron and maybe Deadeye Navigator. The former combos with Phantasmal Image and we have a number of mana sinks in the deck (Heliod, Sacred Mesa)
* Add Mystical Tutor
* Get my counterspell count up to 8-10 - I think this deck wants more counterspells to be competitive. Memory Lapse, Swan Song, Force of Will, Arcane Denial are ones I'd probably run. Desertion is probably too slow.
* Add Time Warp and Archaeomancer, and possibly Evacuation
* Cut every single creature that doesn't absolutely windmill slam on the board
* Cut all the janky mana rocks and 2-drop enablers for a hardcore competitive ramp package of moxes, sol ring, mana crypt, etc.
* add some more draw engines
* Possibly cut light and shadow for Sword of Fire and Ice
* add Loyal Retainers, and some more legendary derps to support it. Probably pretty easy to combo off with and strong value.
That's most of what I've considered anyway I've asked a couple folks (Moxnix and Nahkla) to post their decks that I think operate more on this competitive line, just for comparison's sake.
My deck's pretty tuned to interact with my playgroup's power level.
Thanks for the shout out! Unfortunately, my Ephara is very much a deck in progress at the moment. Some additions will likely be added over time ( Vendilion Clique, and perhaps the Stoneforge Mystic/equipment package ), but some I may never due to the deck being okay without them and their price being appalling ( Tundra, Mana Drain ).
Of the current cards I play, some things I will likely never remove from the deck, based on my experiences so far:
Desertion - incredible card, counters and adds a threat or ( more usually ) a value engine. A Kruphix, God Of Horizons I stole the other day more or less won me the game. I prefer to save it for a general ( or two ).
Gilded Drake - cheap theft effect. Great synergy with Aether Vial.
Scroll Rack - Ephara gives you tons of cards, but they're not always the best cards. I've dug as deep as 15 with Scroll Rack and found the exact answer needed.
Thanks for the shout out! Unfortunately, my Ephara is very much a deck in progress at the moment. Some additions will likely be added over time ( Vendilion Clique, and perhaps the Stoneforge Mystic/equipment package ), but some I may never due to the deck being okay without them and their price being appalling ( Tundra, Mana Drain ).
Of the current cards I play, some things I will likely never remove from the deck, based on my experiences so far:
Desertion - incredible card, counters and adds a threat or ( more usually ) a value engine. A Kruphix, God Of Horizons I stole the other day more or less won me the game. I prefer to save it for a general ( or two ).
Gilded Drake - cheap theft effect. Great synergy with Aether Vial.
Scroll Rack - Ephara gives you tons of cards, but they're not always the best cards. I've dug as deep as 15 with Scroll Rack and found the exact answer needed.
Forbid - an incredibly strong card. Once Forbid is in hand, it's basically a lock if you have enough board presence.
Thanks so much for posting dude Your deck has many of the elements I would like to see if I were to go a little more spell heavy. Monastery Mentor and a stronger removal suite for example.
It's neat to see how you run almost every single card I consider core to my deck (excepting the budgetary concerns and the two "rule of law" guys), just basically replacing some weaker creatures with really strong spells like Rite of Replication, Bribery, and Elspeth, Knight-Errant for example.
One piece of tech in your deck that I think probably belongs in mine is Kjeldoran Outpost. A token producing land is really potentially strong in the deck.
A few comments and questions for ya:
* Have you found Mobilization to be ok from a mana intensiveness perspective?
* Stifle could maybe be Voidmage Husher. Not quite as flexible, but a cheap guy who is really good. Doesn't get triggered abilities, but you have other answers to those.
* Considered Reality Shift for one of the destroy removals?
* Remand is something I find pretty questionable. In 1v1 maybe, but in a group game I suspect Arcane Denial to be better.
Kjeldoran Outpost is definitely one I'm happy with. It's a slight tempo loss, but repeatable tokens is great in this deck even without a token strategy. I'm also considering Maze Of Ith, as this deck deals somewhat poorly with tramplers.
Mobilization I will probably cut. It's too expensive most of the time, and without a way to pump or equip the soldiers, it's mostly just "2W: draw a card". I think it's a relic of when I was building this more as a tokens deck.
Reality Shift is really interesting. I'd been avoiding it mostly under the (probably inaccurate) notion that a card in the hand can be countered, but a manifested card might be flipped at an inopportune time with no way to respond beyond a 1/99 Stifle. That being said, the high likelihood of it being a land, artifact, spell, etc. makes it tempting.
Speaking of Stifle, realize I hadn't updated the list: I'd actually swapped out Mulldrifter for Voidmage Husher. ( Mulldrifter is one of those cards that just kind of a worse Divination most games; I think it needed a larger focus on flicker to work. )
Stifle and Negate are some of the more questionable counterspells. Arcane Denial is probably better, just... giving opponents cards! Hate it so much. I'd almost rather slot in Negates and Essence Scatters.
So far in my experience this deck is quite good at controlling the early- to mid-game, it has something of a hard time delivering a lethal blow late game, though, unless I've cloned/stolen something really juicy.
Yeah, any creature that just draws cards (Mulldrifter) is highly suspect in my opinion.
If you're going to want to draw cards but not with Ephara, I'm starting to be inclined to make those spells non-creatures since they're so much stronger. Skullclamp is always on my potential cutlist because it syphons mana (and dudes) away from building a board state, as an example, even though it's super powerful.
Regarding Arcane Denial - the tempo it provides is just so, so good, and in my experience the card I get from it is usually enough, but Memory Lapse is a decent alternative since it at least gets the card out of their hand for a bit. Remand is just a terrifying card to cast in EDH, especially with all the "on cast" triggers in EDH. Suppose you have to Remand a cascade spell or an eldrazi, you're gonna have a bad time.
The thing I like about Memory Lapse (or even Delay) over Remand, despite not cantripping, is that they force people to make hard decisions about commanders. If you lapse a commander they've got to think long and hard about putting it on the top of the deck
Specifically regarding closing out games: Absolutely a good point, and it's one of the challenges the deck has. I've had situations multiple times where I've controlled a green deck for a while but then not had an answer to a random Craterhoof or Overwhelming Stampede or whatever.
That's one of the reasons for the Archangel of Thune in my deck, as he serves as another huge pump effect.
Might want to try out Cathars' Crusade too I guess. I never had much luck with it (too dependent on drawing more dudes). Hero of Bladehold was another one on my list for trying to close out games.
Memory Lapse does seem like a good Remand alternative. I'll give it a try.
Right now, I'm thinking of going three possible directions with Ephara:
1) Combo
It seems potentially the strongest, as we usually have enough counter-magic to keep us safe when we go off. Blue lets us tutor for instants, sorceries, and artifacts, white for artifacts and enchantments, so it shouldn't be too hard to assemble any one of a dozen great combos. The downside to this route is mostly, for me, it sort of loses the flavor of Ephara's incremental advantage ( she'd more or less be there to draw us a couple extra cards before ending the game ), makes it less casual friendly, and means sacrificing some utility slots for combo pieces with little use otherwise ( e.g. hello , Helm of Obedience ).
2) Tokens
One of my other decks is Mono-White tokens, and I've noticed that even without my general out of the picture it can close out games on turn 7-8, and there's nothing I run in there I couldn't also run in Ephara ( and draw a card ). This route would probably mean the most dramatic retooling of the deck into more of an agro strategy, probably reducing some control elements.
3) Equipment
Closer to how your deck is at the moment: Swords, Batterskull, Stoneforge Mystic ... maybe even Nahiri? This would give my deck more finishing power but it's still quite casual friendly.
By the way, you were totally right about Hushwing Gryff - it's worth shutting off Ephara for the effect sometimes. I had one on the battlefield and a player cast Avenger of Zendikar the other day and I had to explain three times how it didn't do that much just now.
Note: Hushwing gryff does NOT shut off Ephara. Her ability does not trigger in response to a creature entering the battlefield, it triggers in the upkeep and checks to see if a creature had entered the battlefield.
bolding this key info!! I've had to explain that one a lot. It just shuts off your derpy ETB guys, not ephara draws. Sakashima's student can also reuse it which is totally baller
Combo: I don't think Ephara is a very strong combo general. Strictly worse than Brago who has a one card combo. Arbiter is also a better combo general because he ramps and taxes. Ojutai is better too I think because of the less limited draw.
Tokens: I suspect that Ephara will be strongest in casual games with a tokens build, but weaker against stronger opponents. That said, playing it like monowhite tokens with an always available draw engine is a great thing to try, since monowhite tokens has card draw as a huge weakness
Equipment: I feel like aggro-control with equipment and a slightly larger bent toward control than my deck runs is the optimal Ephara build. More stronger spells, about 25 of the best creatures and a couple of the best token producers, with the best hatebears. I play about 5-6 derpy creatures that could easily be cards like Rite of Replication. I do think batterskull is a bit too mana intensive and slow for the deck. I wound up cutting it.
I do think the Palinchron combo absolutely belongs in the deck in any iteration. Palinchron+image+sacred mesa == infinite pegasi.
In my own experience with Ephara, her own advantage is that she can just shread card draw which means you can at times run more narrow answers than you might in other decks. Cheap creatures, creatures with flash, and tokens are the way to go with ephara for sure.
My biggest issue I had with her was that people really disliked her and it took me forever to kill people. Really though she is a cool commander which I wouldn't hesitate to return to. UW is really good at stalling and answers but can suck at closing out games unfortunately.
Private Mod Note
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Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I got to live the dream finally, the reason why Teferi is in this deck. Maelstrom wanderer wheels into Possibility storm and winds up having to pass the turn without murdering everyone. I have a sacred mesa and a cloudstone curio and a couple dudes out, including two 1 drops (serra ascendant and mother of runes), and a soul warden in hand.
The Omnath player casts an enchantment, PS'ing into Hall of Gemstones off the top (which he knew was there due to Oracle) and thinks I'm locked out of the game (he hasn't read cloudstone curio and sacred mesa closely).
I do a bunch of durdling (casting all my 1 drops and bouncing them and castin them again) until I hit a Sun Titan off of Mother of Runes. Sun titan grabs sword of feast and famine, equip it on Serra Ascendant, swing for a bunch, untap my lands and start the cycle over again by bouncing my ascendant with Pegasi tokens.
I played 4 games or so with Ephara this week. A couple friends who have been gone for a while were back and so we had some 5 player games and a lot of changes.
I had two games that were nearly dominant Ephara wins, but that I messed up horribly due to some terrible misplays on my part - allowing a Grip of chaos to resolve when I thought I had dominant board state only to see Animar cast a Blightsteel. Ugh. Another game I lost due to trying to be greedy and go for the Archangel of Thune + Soul Warden + Sacred Mesa interaction instead of digging out answers to Grave Pact. Thought I'd have enough Pegasi but did not. Also made a pretty terrible misplay by not reading the wolfmaking Garruk and realizing I needed to kill it because...well, I had a major dumb attack.
Other two games I just never got rolling before an infinite combo happened. Can't even remember what happened
I learned a few things:
1) the deck needs even more enchantment removal in my meta.,
2) I need to pay better attention to things resolving
3) Ephara really doesn't do well with a more than 4 players. I need to, in this situation, focus more on establishing a lock.
4) The deck is way better than I am. I really need to learn to frigging play magic. I'm going to play Modern in July/August and see if I can toughen up a little.
I also made a small change and sadly didn't ever get to try her...
I have wanted Linvala in this deck since I built it and I finally scored one for 20 bucks (my target price) and decided to sub her in for Resto, who hasn't done much work for me in a while. I may wind up exchanging it for Fiend Hunter instead.
Another thing I have found myself wishing for is some more convincing grave hate. I may wind up slamming a Tormod's Crypt into this deck at the rate things are going in my meta. Way to much grave BS going on.
A few more random updates/comments:
* The mana myrs have been fantastic for me so far. Being reveillark targets is pretty nice. I'm always happy to see one in my opening hand. Way stronger than the ETB Tapped mana rocks overall; once they've accelerated me into Ephara I could care if they die, and they are much better topdecks than Coldsteel Heart.
* I still have not drawn Leonin Relic-Warder but I think he is going to be off the hook based on the way my games have been going lately (losing to problem enchantments).
* I think I need to make room for Mystical Tutor and I think Skullclamp is the card to go. The deck frankly cannot deal with all the cards Skullclamp draws for it if it gets rolling, and if it ain't drawing cards it's dead. Usually I find the clamp means I draw a lot of cards instead of doing real work.
* The changes I made to my mana base have been excellent. I've been hitting my drops more consistently and hitting my colors more which is even more important. I have not stalled out on lands in the last 10 or so games, or had any mana issues.
* Putting Karmic Guide back in the deck was absolutely unequivocally the right decision. It's super, super good in the deck. I've End Step discarded Elesh Norn into KG twice now (just by virtue of being at 8+ cards). 4 mana elesh (off of Pearl Medallion) is sweeeeeeet.
I took Ephara to an EDH FNM last night - lots of fun!
My build is a little different than yours, with higher instant/sorcery count and a few creatures that reflect that. I think on balance I'm going to drop Talrand, Sky Summoner: he's amazing with the Forbid engine online, but without being able to repeatedly cast something, even my relatively high total of 18 inst/sor wasn't enough to make him worthwhile. Monastery Mentor, on the other hand, was a lot better. I had him and three of his tokens out last night and simply dropped a couple mana rocks ( normally kind of useless at that phase of the game ) and swung for lethal.
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
That is one thing that really attracts me to monastery mentor - turning my dead mana rocks into cards is really potentially cool. Might stick him in the list and try it out soon. Seems especially strong with Forbid of course.
p.s. thanks for getting me to two pages
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
* I'm going to add some more fetchlands, feeling like it's the right thing to do. Arid Mesa and Misty Rainforest will replace some basics.
* Kor Haven will give me a nice maze effect. Probably going to replace cavern of souls which has always been mediocre for me.
* Silver Myr will replace Sky Diamond because hey why not draw some cards off your mana dudes later. I may try some of the other 2CMC mana myrs at some point.
* Rune-Tail, Kitsune Ascendant will replace Restoration Angel (maybe, or maybe somewhere else-- think it's really, really good in the deck)
* Leonin relic-Warder will replace Snapcaster Mage - Ol' Snaps has been good for me despite the low instant count, but I only own one and want him for another deck.
* Fiend Hunter will replace Sower of Temptation - I just don't like sower, costs too much and gives me too many theft effects. I may replace this slot with Monastery Mentor or Thraben Doomsayer at some point. Sower was just too conditional.
Some other considerations-
* I'd like to get a Riptide Laboratory in there but not bouncing Ephara makes it not the greatest substitute for high Market. May do it anyway given my high wizard count.
* Transmute Artifact - Now that I have a couple really strong artifacts I'm considering playing my transmute artifact. Fetching Cloudstone Curio or Helm of Possession gives me basically another route to board lockdown.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
You're damned right though it's a super strong card and I definitely see the applications
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Changes:
+Flagstones of Trokair - for synergy with MLD and such
+Kor Haven - replaces Cavern in a utility land slot
+Marsh Flats - Replaces a Plains to help with fixing
+Misty Rainforest - replaces an Island to help with fixing
+Silver Myr - replaces another 2-drop ramp spell with something that will draw me cards when pulled late game
+Wayfarer's Bauble - replaces a questionable 2-drop ramp spell, just trying it out - Coldsteel may come back in if the bauble seems too slow. It does, in opening hand, ramp into Ephara, so that's good. Also sticks around better than the heart.
+Leonin Relic-Warder - Been wanting to try this guy out with Helm/Sun Titan for a while. Enchantments/Artifacts are really a big weakness for the deck. I wanted the Snapcaster for another deck.
+Rune-Tail, Kitsune Ascendant - This one's been on my try out for a while. I replaced knight of the white orchid who doesn't really ever ramp into Ephara, so is pretty useless in the deck. Every so often I'd blink him like crazy but Rune-Tail seems fun to try out.
+Karmic Guide - This card was in the deck for a long time and only came out against my better judgment. I've been missing it. Grabbing a blink creature out of the bin, or any other critical game-winning creatures, is very important. Insanely strong with Venser and Reveillark.
+Anafenza, Kin-Tree Spirit - I just want to try this one out. Switched it in for a flex slot (the wizardcycling guy). I found I rarely wanted to spend the mana to wizardcycle. That said, I may want wizardcycling guy in since he gives me another shot to get Glen Elendra archmage who is insane with Anafenza.
+Fiend Hunter - Part of a fun synergy engine with Sun Titan potentially and exiles creatures.
-Plains
-Plains
-Island
-Cavern of Souls
-Knight of the White Orchid
-Coldsteel Heart
-Sky Diamond
-Sower of Temptation - This was a hard cut. May come back in.
-Vedalken Aethermage
-Spirit of the Labyrinth - This guy was never all that great. Sometimes shut some plays down but often just a dead card.
-Snapcaster Mage - Wanted for another deck and isn't that great. It's good, and I'll probably get another at some point when the price de-nuttifies.
Overall, just juggling around a few of the weaker creatures and rotating a few cards I wanted to try out in. My thinking is Anafenza may wind up replacing Archangel of Thune in the grand scheme of things, so I may swap Archangel out for Body Double to get more of the Reveillark combo pieces going.
I have a feeling Rune-Tail may just wind up being too cute.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Add
Remove
Also, I found that Flagstones of Trokair is not really good in this deck. Going to put it in something with Knight of the Reliquary.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Anafenza so far feels significantly too slow and weak for the deck. if I ran an open sac outlet she would enable some arbitrarily large creatures, but I don't think bolster is what this deck wants unless I'm looking for the Glen Elendra lock (Which is really not that reliable without wizardcycling guy).
Pretty sure she's going to get replaced with well, almost anything.
Had one other comment I forgot: Rune-Tail, Kitsune Ascendant is very bad and will be coming out for something. I rarely give a crap about blocking and my guys (and gals) are almost all evasive.
Side note: Deck is still regularly having mana issues now after the fixes, and I think I need to be less greedy about opening hands. I may need to up the land count a little but going to stick for now.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Remove
Add
I've been having some mana issues so I'm making it a bit more conservative. Also, rune-tail and anafenza were super slow and durdly and not very fun. I may try Anafenza again at some point.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Hey man, I realized you probably wouldn't get this without me replying! Would you post your list? Very curious to see your take on Ephara.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
I gave more suggestions than cuts. The rest of the cards you're running seem good so it's up to you whether there are poor performers in practice. Best of luck!
EDIT: Cut Stormscape Familiar. The myrs are weak too. Have you considered Grand Arbiter Augustin IV? How about Raven Familiar, Sea Gate Oracle, Wall of Omens?
cEDH: [G(U/R) Animar] - [(U/B)(G/W) Redless Wheels] - [(G/U)(W/B) Redless Pod] - [(B/G)W Ghave Metapod]
Soul Warden has been very good in practice (enables a few shenanigans, and gains infinite life in some scenarios). It really slows down token decks. The best part is being part of the Ranger of Eos package. if I were going to replace it, it'd be with Weathered Wayfarer who is always on my mind - being able to tutor up a Sol land or something on turn 2 -- and is another ranger target.
Reality Shift - The more I think about it the more I like having a creature answer that isn't white. Swords are super common in my meta, and WP/LS a lot. I'm going to stick with it until I get to cast it at least. I recognize path is better intellectually especially in a deck with aven mindcensor.
Mystical Tutor is the stone cold nuts and would be great in the deck. I may cut something for it. Entreat would be a great finisher too. Might try it out sometime. A buddy of mine's Oloro deck finishes with this so I'd want to be careful not to step on his toes.
Future Sight and Sensei's Divining Top - definitely highly considering this. It's just a strong draw engine and tutorable. Right now I think I only have room for one with all my durdly bears, and Skullclamp is probably better, but I could see a more competitive tuning using Trinket Mage and this draw engine. I'd probably start cutting crappy creatures to fit things like this and the deck would likely be stronger.
Celestial Colonnade - Man I hope it's in Zendikar, I can't make myself pay for it just yet. It is a bit mana intensive for the deck which can't afford many ETB tapped lands, but I guess it would make my mana more consistent. The promo sure is pretty
Sphinx's Revelation - I played it but never seemed to hit the mana required to make it really good. If I felt like I started stalling on cards I think I'd probably play recurring insight first in this deck - a lot more guaranteed cards for less mana. Not as good as an instant speed thing, but the deck just rarely can sphinx's rev for a huge win. I might pick another one up and try it again given that I have seriously improved the deck since the last time I ran it though.
Tezzeret the Seeker - would be great in this deck, and I am going to find a way to fit him in since I broke up the deck my copy was in. Being able to get Ethersworn Canonist is the ballerest play on the block.
Ajani Goldmane - I tried in the deck but was too slow. The deck doesn't have a lot of room for guys who can't spit out creatures but don't trigger ephara. In a deck with more draw engines it would probably be OK. Archangel of Thune fits the bill of team pumper/lifegain much better for this deck in my experience.
Stormscape Familiar and the Myrs - they ramp into turn 3 ephara, which there are not very many ways to do efficiently with these colors. My deck is pretty focused on cranking her out turn 3, and if people kill my myrs it's not a big deal. I used to play Coldsteel Heart and it was OK, myrs are much better. if I were to switch gears and be more controlly/goodstuffy I would cut all of those dorky little things for cards like Future sight and top.
Raven Familiar and Sea Gate Oracle are probably covered in the "notable exclusions" section where I talk bout why I don't play Whitemane Lion. This iteration of the deck uses Ephara as a draw engine and needs the creatures to be really serious threats or lockdown pieces. You'll notice the glaring omission of any creature that just draws cards -- not even a Mulldrifter and the reason is that Ephara draws a crapload of cards. I have a few backup draw engines but individual creatures who draw cards - there just ain't any room for.
I think cards like that would be playable in the version of the deck with more control spells but in this deck they dilute your threat density too much. My creatures all do something.
Grand Arbiter Augustin IV was amazing in the deck. He'd let me cast Ephara for WU and then cast more creatures. I pulled him because everyone in my group *****es about tax effects, but if I were tuning to be more competitive I'd probably play him. So you're right, he should be here.
Like the arby, Brago, King Eternal is another amazing omission that I should probably talk about. I had him in the deck but he honestly felt like easy mode. If he started swinging the resources he brought to the table were really hard to stop - even just the Elspeth lock is super oppressive, but untapping mana rocks and providing pseudo vigilance, etc. Just super good.
I will add some notes to the OP about a few of these cards Good stuff DF!
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
I don't really get what shenanigans Soul Warden does :confused:. I don't play any decks that care about life total, as there are so many ways that make it irrelevant (Commander damage, combo win, alternate wincons, mill). Not to mention, it doesn't advance your boardstate at all. I strongly recommend cutting it for Weathered Wayfarer (can't get Sol Ring, but can get Ancient Tomb!)
About the draw cards, I definitely get it. Ephara draws you cards, so Sphinx's Rev isn't necessary and creatures should all be doing stuff to advance your board instead. I completely agree.
About GAAIV, I figured that might be the case. That's why I didn't suggest Hokori, Dust Drinker lol. Makes sense. My build might not be so nice
cEDH: [G(U/R) Animar] - [(U/B)(G/W) Redless Wheels] - [(G/U)(W/B) Redless Pod] - [(B/G)W Ghave Metapod]
There's a lot of tempo and aggroey decks in my meta, where people are out and swinging with decent sized creatures and it's distinctly possible a slow deck can just die to a bunch of bears and beasts swinging away. Might just be a meta thing but I find a little incidental lifegain to be required (hence SOLAS, Soul sister, Archangel, etc.). What I might do is drop Wayfarer in for some other creature and see which I like better.
The infinite life combo with Reveillark, phantasmal image, lightning greaves and soul warden can be fringe relevant as well.
Hokori would be great in the deck, no doubt, esp. cos you can sac him to Helm of Possession and then Loyal Retainers him (another card that should be in, but I don't own).
Having read your stuff I'm sure you're more than capable, but some changes I would probably make if I were going to try to win harder with this deck:
* add Palinchron and maybe Deadeye Navigator. The former combos with Phantasmal Image and we have a number of mana sinks in the deck (Heliod, Sacred Mesa)
* Add Mystical Tutor
* Get my counterspell count up to 8-10 - I think this deck wants more counterspells to be competitive. Memory Lapse, Swan Song, Force of Will, Arcane Denial are ones I'd probably run. Desertion is probably too slow.
* Add Time Warp and Archaeomancer, and possibly Evacuation
* Cut every single creature that doesn't absolutely windmill slam on the board
* Cut all the janky mana rocks and 2-drop enablers for a hardcore competitive ramp package of moxes, sol ring, mana crypt, etc.
* add some more draw engines
* Possibly cut light and shadow for Sword of Fire and Ice
* add Loyal Retainers, and some more legendary derps to support it. Probably pretty easy to combo off with and strong value.
That's most of what I've considered anyway I've asked a couple folks (Moxnix and Nahkla) to post their decks that I think operate more on this competitive line, just for comparison's sake.
My deck's pretty tuned to interact with my playgroup's power level.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Thanks for the shout out! Unfortunately, my Ephara is very much a deck in progress at the moment. Some additions will likely be added over time ( Vendilion Clique, and perhaps the Stoneforge Mystic/equipment package ), but some I may never due to the deck being okay without them and their price being appalling ( Tundra, Mana Drain ).
Here is my current list, which changes weekly:
http://tappedout.net/mtg-decks/team-ephara-tempo-police/
Of the current cards I play, some things I will likely never remove from the deck, based on my experiences so far:
Desertion - incredible card, counters and adds a threat or ( more usually ) a value engine. A Kruphix, God Of Horizons I stole the other day more or less won me the game. I prefer to save it for a general ( or two ).
Gilded Drake - cheap theft effect. Great synergy with Aether Vial.
Scroll Rack - Ephara gives you tons of cards, but they're not always the best cards. I've dug as deep as 15 with Scroll Rack and found the exact answer needed.
Clone suite - while some are more borderline, I'll likely never remove Clever Impersonator, Phyrexian Metamorph, or Phantasmal Image.
Forbid - an incredibly strong card. Once Forbid is in hand, it's basically a lock if you have enough board presence.
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
Thanks so much for posting dude Your deck has many of the elements I would like to see if I were to go a little more spell heavy. Monastery Mentor and a stronger removal suite for example.
It's neat to see how you run almost every single card I consider core to my deck (excepting the budgetary concerns and the two "rule of law" guys), just basically replacing some weaker creatures with really strong spells like Rite of Replication, Bribery, and Elspeth, Knight-Errant for example.
One piece of tech in your deck that I think probably belongs in mine is Kjeldoran Outpost. A token producing land is really potentially strong in the deck.
A few comments and questions for ya:
* Have you found Mobilization to be ok from a mana intensiveness perspective?
* Stifle could maybe be Voidmage Husher. Not quite as flexible, but a cheap guy who is really good. Doesn't get triggered abilities, but you have other answers to those.
* Considered Reality Shift for one of the destroy removals?
* Remand is something I find pretty questionable. In 1v1 maybe, but in a group game I suspect Arcane Denial to be better.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Kjeldoran Outpost is definitely one I'm happy with. It's a slight tempo loss, but repeatable tokens is great in this deck even without a token strategy. I'm also considering Maze Of Ith, as this deck deals somewhat poorly with tramplers.
Mobilization I will probably cut. It's too expensive most of the time, and without a way to pump or equip the soldiers, it's mostly just "2W: draw a card". I think it's a relic of when I was building this more as a tokens deck.
Reality Shift is really interesting. I'd been avoiding it mostly under the (probably inaccurate) notion that a card in the hand can be countered, but a manifested card might be flipped at an inopportune time with no way to respond beyond a 1/99 Stifle. That being said, the high likelihood of it being a land, artifact, spell, etc. makes it tempting.
Speaking of Stifle, realize I hadn't updated the list: I'd actually swapped out Mulldrifter for Voidmage Husher. ( Mulldrifter is one of those cards that just kind of a worse Divination most games; I think it needed a larger focus on flicker to work. )
Stifle and Negate are some of the more questionable counterspells. Arcane Denial is probably better, just... giving opponents cards! Hate it so much. I'd almost rather slot in Negates and Essence Scatters.
So far in my experience this deck is quite good at controlling the early- to mid-game, it has something of a hard time delivering a lethal blow late game, though, unless I've cloned/stolen something really juicy.
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
If you're going to want to draw cards but not with Ephara, I'm starting to be inclined to make those spells non-creatures since they're so much stronger. Skullclamp is always on my potential cutlist because it syphons mana (and dudes) away from building a board state, as an example, even though it's super powerful.
Regarding Arcane Denial - the tempo it provides is just so, so good, and in my experience the card I get from it is usually enough, but Memory Lapse is a decent alternative since it at least gets the card out of their hand for a bit. Remand is just a terrifying card to cast in EDH, especially with all the "on cast" triggers in EDH. Suppose you have to Remand a cascade spell or an eldrazi, you're gonna have a bad time.
The thing I like about Memory Lapse (or even Delay) over Remand, despite not cantripping, is that they force people to make hard decisions about commanders. If you lapse a commander they've got to think long and hard about putting it on the top of the deck
------------------------------------------------------------------
Specifically regarding closing out games: Absolutely a good point, and it's one of the challenges the deck has. I've had situations multiple times where I've controlled a green deck for a while but then not had an answer to a random Craterhoof or Overwhelming Stampede or whatever.
That's one of the reasons for the Archangel of Thune in my deck, as he serves as another huge pump effect.
Might want to try out Cathars' Crusade too I guess. I never had much luck with it (too dependent on drawing more dudes). Hero of Bladehold was another one on my list for trying to close out games.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Memory Lapse does seem like a good Remand alternative. I'll give it a try.
Right now, I'm thinking of going three possible directions with Ephara:
1) Combo
It seems potentially the strongest, as we usually have enough counter-magic to keep us safe when we go off. Blue lets us tutor for instants, sorceries, and artifacts, white for artifacts and enchantments, so it shouldn't be too hard to assemble any one of a dozen great combos. The downside to this route is mostly, for me, it sort of loses the flavor of Ephara's incremental advantage ( she'd more or less be there to draw us a couple extra cards before ending the game ), makes it less casual friendly, and means sacrificing some utility slots for combo pieces with little use otherwise ( e.g. hello , Helm of Obedience ).
2) Tokens
One of my other decks is Mono-White tokens, and I've noticed that even without my general out of the picture it can close out games on turn 7-8, and there's nothing I run in there I couldn't also run in Ephara ( and draw a card ). This route would probably mean the most dramatic retooling of the deck into more of an agro strategy, probably reducing some control elements.
3) Equipment
Closer to how your deck is at the moment: Swords, Batterskull, Stoneforge Mystic ... maybe even Nahiri? This would give my deck more finishing power but it's still quite casual friendly.
By the way, you were totally right about Hushwing Gryff - it's worth shutting off Ephara for the effect sometimes. I had one on the battlefield and a player cast Avenger of Zendikar the other day and I had to explain three times how it didn't do that much just now.
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
bolding this key info!! I've had to explain that one a lot. It just shuts off your derpy ETB guys, not ephara draws. Sakashima's student can also reuse it which is totally baller
Combo: I don't think Ephara is a very strong combo general. Strictly worse than Brago who has a one card combo. Arbiter is also a better combo general because he ramps and taxes. Ojutai is better too I think because of the less limited draw.
Tokens: I suspect that Ephara will be strongest in casual games with a tokens build, but weaker against stronger opponents. That said, playing it like monowhite tokens with an always available draw engine is a great thing to try, since monowhite tokens has card draw as a huge weakness
Equipment: I feel like aggro-control with equipment and a slightly larger bent toward control than my deck runs is the optimal Ephara build. More stronger spells, about 25 of the best creatures and a couple of the best token producers, with the best hatebears. I play about 5-6 derpy creatures that could easily be cards like Rite of Replication. I do think batterskull is a bit too mana intensive and slow for the deck. I wound up cutting it.
I do think the Palinchron combo absolutely belongs in the deck in any iteration. Palinchron+image+sacred mesa == infinite pegasi.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
My biggest issue I had with her was that people really disliked her and it took me forever to kill people. Really though she is a cool commander which I wouldn't hesitate to return to. UW is really good at stalling and answers but can suck at closing out games unfortunately.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Adds
Cuts
Or something very much like that. Not 100% sure obviously, and I might add a couple draws too. Time Spiral, Recurring Insight and Sphinx's Revelation could all be considered.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
The Omnath player casts an enchantment, PS'ing into Hall of Gemstones off the top (which he knew was there due to Oracle) and thinks I'm locked out of the game (he hasn't read cloudstone curio and sacred mesa closely).
I do a bunch of durdling (casting all my 1 drops and bouncing them and castin them again) until I hit a Sun Titan off of Mother of Runes. Sun titan grabs sword of feast and famine, equip it on Serra Ascendant, swing for a bunch, untap my lands and start the cycle over again by bouncing my ascendant with Pegasi tokens.
The game ends when when I cast my final 1-drop (the Serra ascendant I bounced post-combat) and land Teferi, Mage of Zhalfir off the top.
Everyone scoops when I explain the lock. Two player combo! Wheooo.
On a somewhat fringely related note, I finally broke down and found a deal on a Linvala, and have to find a cut to make next week sometime
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
I had two games that were nearly dominant Ephara wins, but that I messed up horribly due to some terrible misplays on my part - allowing a Grip of chaos to resolve when I thought I had dominant board state only to see Animar cast a Blightsteel. Ugh. Another game I lost due to trying to be greedy and go for the Archangel of Thune + Soul Warden + Sacred Mesa interaction instead of digging out answers to Grave Pact. Thought I'd have enough Pegasi but did not. Also made a pretty terrible misplay by not reading the wolfmaking Garruk and realizing I needed to kill it because...well, I had a major dumb attack.
Other two games I just never got rolling before an infinite combo happened. Can't even remember what happened
I learned a few things:
1) the deck needs even more enchantment removal in my meta.,
2) I need to pay better attention to things resolving
3) Ephara really doesn't do well with a more than 4 players. I need to, in this situation, focus more on establishing a lock.
4) The deck is way better than I am. I really need to learn to frigging play magic. I'm going to play Modern in July/August and see if I can toughen up a little.
I also made a small change and sadly didn't ever get to try her...
5/24 update
Remove
Restoration Angel
Add
Linvala, Keeper of Silence
I have wanted Linvala in this deck since I built it and I finally scored one for 20 bucks (my target price) and decided to sub her in for Resto, who hasn't done much work for me in a while. I may wind up exchanging it for Fiend Hunter instead.
Another thing I have found myself wishing for is some more convincing grave hate. I may wind up slamming a Tormod's Crypt into this deck at the rate things are going in my meta. Way to much grave BS going on.
A few more random updates/comments:
* The mana myrs have been fantastic for me so far. Being reveillark targets is pretty nice. I'm always happy to see one in my opening hand. Way stronger than the ETB Tapped mana rocks overall; once they've accelerated me into Ephara I could care if they die, and they are much better topdecks than Coldsteel Heart.
* I still have not drawn Leonin Relic-Warder but I think he is going to be off the hook based on the way my games have been going lately (losing to problem enchantments).
* I think I need to make room for Mystical Tutor and I think Skullclamp is the card to go. The deck frankly cannot deal with all the cards Skullclamp draws for it if it gets rolling, and if it ain't drawing cards it's dead. Usually I find the clamp means I draw a lot of cards instead of doing real work.
* The changes I made to my mana base have been excellent. I've been hitting my drops more consistently and hitting my colors more which is even more important. I have not stalled out on lands in the last 10 or so games, or had any mana issues.
* Putting Karmic Guide back in the deck was absolutely unequivocally the right decision. It's super, super good in the deck. I've End Step discarded Elesh Norn into KG twice now (just by virtue of being at 8+ cards). 4 mana elesh (off of Pearl Medallion) is sweeeeeeet.
* Wayfarer's Bauble has worked out OK. I like it.
* Oh, and good lord do I need another Snapcaster Mage. Ugh. Miss it very much.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall