Leyline of the Void - Off colors, but makes sure nothing comes back to bite.
EDIT: Tested Pulse of the Fields and it performed so good I threw in a second one. First game I actually got to the end and milled my opponent through land flood lock, he did manage to slip in a hexproofed fattie, but Pulse neutralized all damage. Could even cast it twice per rounds to gain 8 life.
Pulse of the Fields will never leave this deck. On its first test run I'd say it gained me about 30 life. On this one (Attached pic) I got about 24 life out of it while a 3/4 lifelink creature kept wacking me while a Porphyry Nodes emptied the field of 3 Noble Hierarch before taking the 3/4 out. And the damn pulse keeps returning to my hand, its just too darn good. Maybe even a 4x candidate since it is essential having it since the first turns for survival and I can just shave the copies off the top of my deck.
Trinket Mage is also never leaving, speeds this up flawlessly, and there is a plus to Trinket.He can block creatures, but the best part is that after achieving the lock my opponent cannot get rid of Trinket so I can easily get the kill off damage instead of waiting to mill them.
Pic added: Got lantern out turn 4, the porphyry cleaned the field and he was locked. He had 2 Path of Exile in hand that I let him draw since I wasn't counting on attacking with Trinket so I could keep using Pulse. The rest of his cards were, lands.
I'm done testing for tonight, if anyone takes it out for a ride please comment on it. I'm loving it so far and my turns are starting to flow faster now that I have an idea of the things I should and should not "shave off" if you know what I mean.
This deck might be pretty funny against aggro, though you'll likely have trouble with swarm aggro like Affinity and W/x Tokens. (Only 3 Terminus, I doubt the Miracle rate is high...)
You'll have to be really cautious against combo, though, as your mill cards only feed Past in Flames and Pyromancer Ascension, and Scapeshift may be able to grind out a win by doming you with the Mountains you conveniently let them topdeck. Also, you'd better mill out the Eye of Ugin or RG Artifact Tron will love you for making them consistently hit the Tron. Even if you mill out the Eye, better hope their Eldrazi are in their bottom cards and they draw them naturally.
This is the deck for Sun Droplet I think! probably out of the sideboard to deal with RDW. I definitely think you should be playing Dispatch and Mox Opal, and probably 1-2 Darksteel Citadel.
So I may just play this in the IQ for shiggles! I wouldn't exactly call it netdecking, but I'm playing a brew, but not my brew heh
EDIT: Relic of Progenitus and/or Rest in Peace are must have's in the sideboard.
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Thanks to Rivenor for the signature and XenoNinja for the Avi!
This deck might be pretty funny against aggro, though you'll likely have trouble with swarm aggro like Affinity and W/x Tokens. (Only 3 Terminus, I doubt the Miracle rate is high...)
You'll have to be really cautious against combo, though, as your mill cards only feed Past in Flames and Pyromancer Ascension, and Scapeshift may be able to grind out a win by doming you with the Mountains you conveniently let them topdeck. Also, you'd better mill out the Eye of Ugin or RG Artifact Tron will love you for making them consistently hit the Tron. Even if you mill out the Eye, better hope their Eldrazi are in their bottom cards and they draw them naturally.
When I first came up with the deck a Goblin deck rolled me over, its why I started adding removal and Porphyry Nodes. Now it feels able to handle aggro rather well. But again, its only on early testing stages.
I actually took out Terminus, feels more like a SB card for Weenies and tokens. A Porphyry Nodes can clean the field from early drops easy and then I try to lock them while they have possibly no other creature in hand, and if he does have 1 or 2 they have to evade Path/Oust or more porphyry. After the lock, my opponent cant draw creatures so Terminus turns into a 6cmc dead card kind of.
Havent tested against RDW, Scapeshift or Tron yet. Though adding Ghost Quarter could help against Scapeshift and Tron. I could SB Tormod's Crypt for the Past in Flames and Pyro. decks I guess. Runed Halo would also be a great SB I think, as is Leyline of Sanctity. The SB is still undeveloped until I get enough game tests to find its weaknesses.
Oh and yes I hadn't noticed the combo was Jace's +2. Hilarious indeed, but wait, didn't Jace got banned for doing that? Oh oh!!!
Quote from pyro314 »
This is the deck for Sun Droplet I think! probably out of the sideboard to deal with RDW. I definitely think you should be playing Dispatch and Mox Opal, and probably 1-2 Darksteel Citadel.
So I may just play this in the IQ for shiggles! I wouldn't exactly call it netdecking, but I'm playing a brew, but not my brew heh
EDIT: Relic of Progenitus and/or Rest in Peace are must have's in the sideboard.
I did think of Sun Droplet, but I think it wouldn't beat Pulse of the Fields since it only nets me 1 life per turn while my opponent could be doing 8 damag a turn. Pulse can gain 4 life per use. Droplet also stops working after I lock my opponent and it empties the counters while Pulse is an instant that could save me from unexpected stuff. Also there something interesting I noticed on the current decklist Im running, I have no 2cmc spells, meaning U-counter has a dead card in Spell Snare, not much, but helps against U control.
The dispatches might be good, however Mox Opal is unnecesary, my mana curve tops at 3, I don't need much mana, specially when my combo pieces cost 1 each and require no additional mana to use them. Thats why Pulse of the Fields is good, the deck tends to have a lot of unused mana past turn 4-5.
The sideboard part is something I haven't begun working on yet, but yes I do need graveyard disruption, I've lost 2 games where I made them discard a card with flashback that came back for a bite, however now I have the pulses to keep my life up for those scenarios.
Whenever I go through the land pool while building a deck I always wonder who in their right mind would use the Orchard, now it makes sense, you need to be out of your mind for it to work.
Will test it tomorrow, its 5am, later guys, thanks for getting interested in this.
EDIT: Moratorium Stone anyone? Another 1cmc trinket fetchable to add to the combo to lock the graveyard as well by taking out flashback/unearth spells, with one B source I could also take care of anything that slips into the field late game.
Nice, I will check the spellbomb, but I still want to test out Pulse to the fullest for life gains.
How fast did you lock storm? or did you win by other means?
EDIT: This isn't Jace's +2, Its Jace's +2.5 since I can do the trick repeatedly with more shredders/bells on the field. Look away WotC!!! lol
I didn't have to lock him out, he semi-fizzled, was playing dragonstorm, but he only got out a bogarden hellkite, couldn't find the storm even with a count of 11. But I kept him locked after that, starting around turn 5.
Not sure on that one since the plan is to have them with 0 creatures, and the early creatures can all get around it.
Now on something about the mechanics of the deck, Im a bit rusty on magic so you guys might have noticed it already. I can untap the combo during my upkeep and manipulate my top before drawing, insanely good to dig for answers or prevent land floods.
EDIT: Oh out of the sideboard, ok now it makes sense.
Note to self: Never forget you can sac Codex Shredder late game to recur removal. or trinket to fetch an answer, or lantern if you had to sac it, or...
Self to Note: Ok ok, I got it, I got it, I wont lose again thinking I have no answers. hehe
EDIT 2: Im not liking the Orchards, are you testing it?
Got a slogan for the deck: Beware the land floods! : )
Not sure on that one since the plan is to have them with 0 creatures, and the early creatures can all get around it.
Now on something about the mechanics of the deck, Im a bit rusty on magic so you guys might have noticed it already. I can untap the combo during my upkeep and manipulate my top before drawing, insanely good to dig for answers.
EDIT: Oh out of the sideboard, ok now it makes sense.
Yea, the digging is so sweet...OH! and Codex Shredder's Regrowth ability is so sweet with Academy Ruins!
Rest in peace: this card is effective against many of the decks in the format, and is your best bet at beating Tron (Emrakul, the Aeons Torn destroys mill strategies). I suggest keeping at least some in main deck.
Didnt get any sleep, this thing is addictive haha...
Things I noticed:
You can keep recurring Mishra's Bauble with Academy Ruins for a pseudo-lantern every turn if you havent drawn the Lantern, and you don't lose card advantage since it draws you a card.
Deck completely destroys defender decks, you can let them draw the useless walls all they want, most of them are 0/X I took out like 13 of them with a single Poryphyry Nodes. He just kept playing them since I let him draw them.
Academy completely (maybe not completely) nullifies U control since I can recur the combo pieces the counter.
Moratorium Stone seems to be SB at best since not all decks have recurring methods.
My list (will post it later today) can run Chalice of the Void on 2 counters since I run no 2cmc cards. I haven't tested it but that way I could let the opponent draw 2cmc spells.
If you have Academy out bot no Lantern or Mishra's you can mill yourself with the shredders/ghouls to try and get a lantern or mishra's on the grave to recur with Academy.
This thing is resilient to SB artifact-hate with Academy out. A player quit when he Disenchated my Lantern only to see it flop back to the top of my library.
I don't care if Academy is a Legendary, I'm running 2 of those for now, I can shave the second off the top if it comes to that.
There is just so much stuff you can do for free, this thing is getting pretty insane, seriously.
@pyro314: What is your answer to Leyline of Sanctity? You're running only one Bell which circumvents Leyline. I'll take a closer look at the deck later, I gtg now.
@Kung Chupa: Artifact hate only prolongs the inevitable. By SBing artifact hate they essentially slow their decks a bit, and since we have Academy Ruins we can just pick our game back up. Oh and with the quickness its starting to lock people, they might only be able to destroy 1 or 2 artifacts.
Grindclock I glanced over at that one, but it is too shennanigan-ish, maybe if you rally focus on milling your opponent. But the milling is like a side effect of the controlling aspect, thats why I don't run a single mill blue card, you don't need to speed the mill, it'll come if you control. Land flood is the name of the game, not mill.
EDIT: A mirror match would be too chaotic!!! Just imagine that situation...
The orchard will only work if you have a trinket mage in play (not difficult late game since you can recur him. P.nodes goes away the moment there are no creatures. So your trinket holds it, and orchard bites the bullet.
Chalice at 2 sounds really good since it holds a lot of hate down (people like answers at 2cmc lol).
Tolaria West sounds like a good toolbox. I'm going to run two academy ruins because I do want it to show up for the late game.
Guys I just had a vision. Why are we trying to find the perfect win con for this deck? If our main combo is Lantern + Codexs and Ghoulcallers, why don't we use those same cards for the win con as well?
THE WIN CON:
Step 1: Lock
Step 2: Tezzeret
Step 3: Beatdown!
His +1 even boosts our combo!!!
EDIT:
or this, if we want to continue down the mill path:
They can work to enable other artifacts as well. I think mainboard R.I.P. could be a nice way to make sure things stay gone.
I personally like Tezz better than Jace for the purpose of the deck. Perhaps they can go in as 1 of's? So you can win faster eventually, but not have them sit around your hand as dead cards.
They can work to enable other artifacts as well. I think mainboard R.I.P. could be a nice way to make sure things stay gone.
I personally like Tezz better than Jace for the purpose of the deck. Perhaps they can go in as 1 of's? So you can win faster eventually, but not have them sit around your hand as dead cards.
Thought of Voltaic Key when I was first building the deck, but do we really need 9-12 shredders/Bells? 1-4 is enough to keep an opponent drawing lands, 5-8 solidifies the lock so you can speed up the milling. 9-12 would be overkill, and what would you take out for that?
R.I.P. is the best to keep cards from coming back, in fact it is just too good for our cause since it keeps our deck from recurring which is too practical to void. You know when you got to get a job and they tell you that you are overqualified? Thats the case with this card.
And Yes, I am tweaking my list to fit just 2 Tezz, might try 1 Tezz, 1 Jace to see which one performs better.
EDIT: Should we find a way to blink Trinket Mage to keep on amassing combo parts? How could it be done without adding a card that turns dead without trinket on field? is it possible?
Like I said, I will try and find a way to run it once I balance out the deck and get good with it.
I just did a couple tests, Im adding Ghost Quarter for Manlands.
Do any of these sound good for the deck:
Dispatch - Not sure how consistent I can attain metalcraft
Prison Term - the cmc seems too high
Azorius Charm - draw or send to top? seems good
Pulse of the fields - I don't attack so I surely will always have less life.
Pact of Negation For late nasties that slip off the lock.
Dispense Justice - metalcraft?
Lapse of Certainty - send to top?
Retaliate - for manlands and untargetables.
Sphynx's Revelation lifegain and draw.
Jace's Erasure - Not to mill but to add to the control, since I "may" activate it.
Pshychic Surgery - Would this be too shennanigan-ish?
Luminarch Ascension - A 1-off win con?
Ajani's Mantra - 1 life a turn?
Necrogenesis - off colors, but I could turn graveyards against the opponents.
Story Circle - Just for the "a source" part, could help against hexproofs.
Ghostly Prison - seems slow at 3cmc
Leyline of the Void - Off colors, but makes sure nothing comes back to bite.
EDIT: Tested Pulse of the Fields and it performed so good I threw in a second one. First game I actually got to the end and milled my opponent through land flood lock, he did manage to slip in a hexproofed fattie, but Pulse neutralized all damage. Could even cast it twice per rounds to gain 8 life.
"When you get your opponent down to 0 sanity, you win the game!"
Pulse of the Fields will never leave this deck. On its first test run I'd say it gained me about 30 life. On this one (Attached pic) I got about 24 life out of it while a 3/4 lifelink creature kept wacking me while a Porphyry Nodes emptied the field of 3 Noble Hierarch before taking the 3/4 out. And the damn pulse keeps returning to my hand, its just too darn good. Maybe even a 4x candidate since it is essential having it since the first turns for survival and I can just shave the copies off the top of my deck.
Trinket Mage is also never leaving, speeds this up flawlessly, and there is a plus to Trinket.He can block creatures, but the best part is that after achieving the lock my opponent cannot get rid of Trinket so I can easily get the kill off damage instead of waiting to mill them.
Pic added: Got lantern out turn 4, the porphyry cleaned the field and he was locked. He had 2 Path of Exile in hand that I let him draw since I wasn't counting on attacking with Trinket so I could keep using Pulse. The rest of his cards were, lands.
I'm done testing for tonight, if anyone takes it out for a ride please comment on it. I'm loving it so far and my turns are starting to flow faster now that I have an idea of the things I should and should not "shave off" if you know what I mean.
Took out the Graffdiggers Cage and Tormod's Crypt but I think I will find a spot to fetch them up for weird situations.
"When you get your opponent down to 0 sanity, you win the game!"
You'll have to be really cautious against combo, though, as your mill cards only feed Past in Flames and Pyromancer Ascension, and Scapeshift may be able to grind out a win by doming you with the Mountains you conveniently let them topdeck. Also, you'd better mill out the Eye of Ugin or RG Artifact Tron will love you for making them consistently hit the Tron. Even if you mill out the Eye, better hope their Eldrazi are in their bottom cards and they draw them naturally.
Two cards comboing to make a Jace, the Mind Sculptor +2 lock is fairly hilarious, though.
So I may just play this in the IQ for shiggles! I wouldn't exactly call it netdecking, but I'm playing a brew, but not my brew heh
EDIT: Relic of Progenitus and/or Rest in Peace are must have's in the sideboard.
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
When I first came up with the deck a Goblin deck rolled me over, its why I started adding removal and Porphyry Nodes. Now it feels able to handle aggro rather well. But again, its only on early testing stages.
I actually took out Terminus, feels more like a SB card for Weenies and tokens. A Porphyry Nodes can clean the field from early drops easy and then I try to lock them while they have possibly no other creature in hand, and if he does have 1 or 2 they have to evade Path/Oust or more porphyry. After the lock, my opponent cant draw creatures so Terminus turns into a 6cmc dead card kind of.
Havent tested against RDW, Scapeshift or Tron yet. Though adding Ghost Quarter could help against Scapeshift and Tron. I could SB Tormod's Crypt for the Past in Flames and Pyro. decks I guess. Runed Halo would also be a great SB I think, as is Leyline of Sanctity. The SB is still undeveloped until I get enough game tests to find its weaknesses.
Oh and yes I hadn't noticed the combo was Jace's +2. Hilarious indeed, but wait, didn't Jace got banned for doing that? Oh oh!!!
I did think of Sun Droplet, but I think it wouldn't beat Pulse of the Fields since it only nets me 1 life per turn while my opponent could be doing 8 damag a turn. Pulse can gain 4 life per use. Droplet also stops working after I lock my opponent and it empties the counters while Pulse is an instant that could save me from unexpected stuff. Also there something interesting I noticed on the current decklist Im running, I have no 2cmc spells, meaning U-counter has a dead card in Spell Snare, not much, but helps against U control.
The dispatches might be good, however Mox Opal is unnecesary, my mana curve tops at 3, I don't need much mana, specially when my combo pieces cost 1 each and require no additional mana to use them. Thats why Pulse of the Fields is good, the deck tends to have a lot of unused mana past turn 4-5.
The sideboard part is something I haven't begun working on yet, but yes I do need graveyard disruption, I've lost 2 games where I made them discard a card with flashback that came back for a bite, however now I have the pulses to keep my life up for those scenarios.
Thanks for your input guys!
"When you get your opponent down to 0 sanity, you win the game!"
I just tested the deck, tutored the spellbomb vs storm to stablize, and won
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
Nice, I will check the spellbomb, but I still want to test out Pulse to the fullest for life gains.
How fast did you lock storm? or did you win by other means?
EDIT: This isn't Jace's +2, Its Jace's +2.5 since I can do the trick repeatedly with more shredders/bells on the field. Look away WotC!!! lol
"When you get your opponent down to 0 sanity, you win the game!"
No creatures? Here you go! Oh it's gone.
Ooohhhh sh... Thats just evil!
Whenever I go through the land pool while building a deck I always wonder who in their right mind would use the Orchard, now it makes sense, you need to be out of your mind for it to work.
Will test it tomorrow, its 5am, later guys, thanks for getting interested in this.
EDIT: Moratorium Stone anyone? Another 1cmc trinket fetchable to add to the combo to lock the graveyard as well by taking out flashback/unearth spells, with one B source I could also take care of anything that slips into the field late game.
"When you get your opponent down to 0 sanity, you win the game!"
I didn't have to lock him out, he semi-fizzled, was playing dragonstorm, but he only got out a bogarden hellkite, couldn't find the storm even with a count of 11. But I kept him locked after that, starting around turn 5.
Okay, next revision, definitely going in.
BTW I <3 This deck so much!
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
EDIT: Even without a B source, it would be insane to fetch it after the combo is online to lock the graveyard too.
IMO: Moratorium > Tormod/Relic. Beacuse I am the one who choses the card.
Haha thanks, I know the feeling man, its 5:30 am and I cant sleep just thinking up cards to make it better.
"When you get your opponent down to 0 sanity, you win the game!"
EDIT: Did I mention how awesome recurring Spellbombs is??
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
Now on something about the mechanics of the deck, Im a bit rusty on magic so you guys might have noticed it already. I can untap the combo during my upkeep and manipulate my top before drawing, insanely good to dig for answers or prevent land floods.
EDIT: Oh out of the sideboard, ok now it makes sense.
Note to self: Never forget you can sac Codex Shredder late game to recur removal. or trinket to fetch an answer, or lantern if you had to sac it, or...
Self to Note: Ok ok, I got it, I got it, I wont lose again thinking I have no answers. hehe
EDIT 2: Im not liking the Orchards, are you testing it?
Got a slogan for the deck: Beware the land floods! : )
"When you get your opponent down to 0 sanity, you win the game!"
Yea, the digging is so sweet...OH! and Codex Shredder's Regrowth ability is so sweet with Academy Ruins!
Here's the list I'm on right now:
4 Codex Shredder
1 Engineered Explosives
1 Ghoulcaller's Bell
4 Lantern of Insight
3 Mox Opal
1 Pithing Needle
1 Relic of Progenitus
1 Sunbeam Spellbomb
Creature:
3 Trinket Mage
Removal:
3 Dispatch
3 Porphyry Nodes
4 Path to Exile
4 Serum Visions
4 Thirst for Knowledge
3 Gitaxian Probe
Lands:
2 Hallowed Fountain
3 Misty Rainforest
2 Arid Mesa
4 Seachrome Coast
1 Academy Ruins
1 Island
2 Plains
2 Darksteel Citadel
2 Forbidden Orchard
1 Tolaria West
2 Sun Droplet
1 Grafdigger's Cage
2 Rest in Peace
2 Condemn
2 Phantasmal Image
2 Ghost Quarter
2 Silence
2 Ensnaring Bridge
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
LOL my list has RiP, Orchard, EE, and Tolaria West!
I need to test vs jund because of the artifact hate they have...
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
Things I noticed:
You can keep recurring Mishra's Bauble with Academy Ruins for a pseudo-lantern every turn if you havent drawn the Lantern, and you don't lose card advantage since it draws you a card.
Deck completely destroys defender decks, you can let them draw the useless walls all they want, most of them are 0/X I took out like 13 of them with a single Poryphyry Nodes. He just kept playing them since I let him draw them.
Academy completely (maybe not completely) nullifies U control since I can recur the combo pieces the counter.
Had someone mulligan to 4 cards to find a Leyline of Sanctity, I fetched my Ghoulcaller's Bells with Trinket Mages and Leyline was useless.
Moratorium Stone seems to be SB at best since not all decks have recurring methods.
My list (will post it later today) can run Chalice of the Void on 2 counters since I run no 2cmc cards. I haven't tested it but that way I could let the opponent draw 2cmc spells.
If you have Academy out bot no Lantern or Mishra's you can mill yourself with the shredders/ghouls to try and get a lantern or mishra's on the grave to recur with Academy.
This thing is resilient to SB artifact-hate with Academy out. A player quit when he Disenchated my Lantern only to see it flop back to the top of my library.
I don't care if Academy is a Legendary, I'm running 2 of those for now, I can shave the second off the top if it comes to that.
There is just so much stuff you can do for free, this thing is getting pretty insane, seriously.
@pyro314: What is your answer to Leyline of Sanctity? You're running only one Bell which circumvents Leyline. I'll take a closer look at the deck later, I gtg now.
@Kung Chupa: Artifact hate only prolongs the inevitable. By SBing artifact hate they essentially slow their decks a bit, and since we have Academy Ruins we can just pick our game back up. Oh and with the quickness its starting to lock people, they might only be able to destroy 1 or 2 artifacts.
Grindclock I glanced over at that one, but it is too shennanigan-ish, maybe if you rally focus on milling your opponent. But the milling is like a side effect of the controlling aspect, thats why I don't run a single mill blue card, you don't need to speed the mill, it'll come if you control. Land flood is the name of the game, not mill.
EDIT: A mirror match would be too chaotic!!! Just imagine that situation...
"When you get your opponent down to 0 sanity, you win the game!"
Chalice at 2 sounds really good since it holds a lot of hate down (people like answers at 2cmc lol).
Tolaria West sounds like a good toolbox. I'm going to run two academy ruins because I do want it to show up for the late game.
THE WIN CON:
Step 1: Lock
Step 2: Tezzeret
Step 3: Beatdown!
His +1 even boosts our combo!!!
EDIT:
or this, if we want to continue down the mill path:
"When you get your opponent down to 0 sanity, you win the game!"
They can work to enable other artifacts as well. I think mainboard R.I.P. could be a nice way to make sure things stay gone.
I personally like Tezz better than Jace for the purpose of the deck. Perhaps they can go in as 1 of's? So you can win faster eventually, but not have them sit around your hand as dead cards.
Thought of Voltaic Key when I was first building the deck, but do we really need 9-12 shredders/Bells? 1-4 is enough to keep an opponent drawing lands, 5-8 solidifies the lock so you can speed up the milling. 9-12 would be overkill, and what would you take out for that?
R.I.P. is the best to keep cards from coming back, in fact it is just too good for our cause since it keeps our deck from recurring which is too practical to void. You know when you got to get a job and they tell you that you are overqualified? Thats the case with this card.
And Yes, I am tweaking my list to fit just 2 Tezz, might try 1 Tezz, 1 Jace to see which one performs better.
EDIT: Should we find a way to blink Trinket Mage to keep on amassing combo parts? How could it be done without adding a card that turns dead without trinket on field? is it possible?
Venser?
"When you get your opponent down to 0 sanity, you win the game!"