Bounding Krasis is a great idea. I will have to try it tonight. I love Take Inventory, sometimes you get free value off the Grapple with the Past, but otherwise its a pretty decent card. I only wish it was an instant.
This deck is pretty affordable. Thalia, Heretic Cathar is a beat down. I feel like there needs to be something in the sideboard to deal with this. Any ideas?
For those of you who haven't seen the absurdity of this list, you're welcome. I've seen a lot of confusion about how this list works, but once you figure it out, emerge is an engine that fights hard for control of the board and closes the gap fast!
The general idea is to get a creature into play turn 3, and then on turn four pass back (unless you have an Eldrazi Skyspawner that has an easy attack), Casting Elder Deep-Fiend during the opponents upkeep. If you're doing this on time, you'll want to tap out all of their lands. If your opponent has been very aggro, you'll need to tap down some creatures (not all of them sometimes, Elder Deep-Fiend is a 5/6 and blocks well) so that way you can clear the way for an attack.
I try to tap just lands the first time because I want to be able to hold up Warping Wail next turn in case my opponent has a Declaration in Stone. The next part that is very important is using mana to sacrifice Sanctum of Ugin. This allows you to search your library for another Elder Deep-Fiend.
When your opponent passes back, you can get in with an attack, play your land, and pass back, repeating what you did last upkeep. The only difference this time is you are sacrificing the tapped Elder Deep-Fiend, which changes two things. One, The cost to emerge is only UU instead of 2UU, which means you cannot sacrifice an additional Sanctum of Ugin. It also means that now there is an Elder Deep-Fiend in your graveyard! Rejoice! This means you can immediately Grapple with the Past, returning Elder Deep-Fiend to your hand for more fun next turn!
Then again, untap and get in easy attacks! You'll want to play and extra creature if possible at this point, allowing you to have two Elder Deep-Fiends in play (which often wins), and it will also let you sacrifice another Sanctum of Ugin, which can grab Decimator of the Provinces, which essentially ends the game.
So what's the catch?
The catch is threefold. One, this deck is really difficult to sequence against a skilled player. Especially if that player has access to counters. Elder Deep-Fiend triggers on cast, but they'll be tapping out for that counter anyway. :/
Two, Once you start the train its easy to end the game, but getting it started can be tricky. This deck operates like a combo deck (unless you're playing against a rogue burn deck), so taking every bit of damage until its necessary to block is usually the answer (unless you want to block with Matter Reshaper for value).
Three, this deck seems to have a pretty poor matchup against zombies. You need to be right on time if you want to cross the finish line. If you miss a land drop, you're probably dead. The good news is it has a pretty decent matchup against fast decks. Decimator of the Provinces doesn't care one bit about your Spell Queller.
That's All Folks!
There obviously hasn't been a lot of time to test as of right now, but I've played a solid 15-20 matches and it appears to have it where it counts. If you have any feedback let me know, I'm going to be testing all night tonight and would like to try new ideas.
I've played quite a bit of the spirits. I prefer just blue/white but if you're going to go green, might as well play 4 Dromoka's Command, as its the main reason to add green.
Sanctifier of Souls is absurdly great in sealed, probably draft, too. No sorcery restriction like his cousins in SOI, either. Wow, what a great card. First pickable.
Its also card disadvantage. When tutoring for any card (and more importantly, not revealing it) at instant speed, card advantage matters little, unless if course you're playing a deck without a combo.
Playing vampiric tutor in a draft may seem like a good idea, but unless a combo archetype is easily draftable its not that great. Playable, but not "two copies of your bomb."
Combine it with... just about anything and it gets really silly.
This deck is pretty affordable. Thalia, Heretic Cathar is a beat down. I feel like there needs to be something in the sideboard to deal with this. Any ideas?
4 Take Inventory
4 Grapple with the Past
4 Warping Wail
Creatures
4 Eldrazi Mimic
4 Matter Reshaper
4 Eldrazi Skyspawner
4 Scion Summoner
4 Elder Deep-Fiend
3 Decimator of the Provinces
Land
4 Lumbering Falls
4 Yavimaya Coast
4 Sanctum of Ugin
7 Islands
6 Forest
For those of you who haven't seen the absurdity of this list, you're welcome. I've seen a lot of confusion about how this list works, but once you figure it out, emerge is an engine that fights hard for control of the board and closes the gap fast!
The general idea is to get a creature into play turn 3, and then on turn four pass back (unless you have an Eldrazi Skyspawner that has an easy attack), Casting Elder Deep-Fiend during the opponents upkeep. If you're doing this on time, you'll want to tap out all of their lands. If your opponent has been very aggro, you'll need to tap down some creatures (not all of them sometimes, Elder Deep-Fiend is a 5/6 and blocks well) so that way you can clear the way for an attack.
I try to tap just lands the first time because I want to be able to hold up Warping Wail next turn in case my opponent has a Declaration in Stone. The next part that is very important is using mana to sacrifice Sanctum of Ugin. This allows you to search your library for another Elder Deep-Fiend.
When your opponent passes back, you can get in with an attack, play your land, and pass back, repeating what you did last upkeep. The only difference this time is you are sacrificing the tapped Elder Deep-Fiend, which changes two things. One, The cost to emerge is only UU instead of 2UU, which means you cannot sacrifice an additional Sanctum of Ugin. It also means that now there is an Elder Deep-Fiend in your graveyard! Rejoice! This means you can immediately Grapple with the Past, returning Elder Deep-Fiend to your hand for more fun next turn!
Then again, untap and get in easy attacks! You'll want to play and extra creature if possible at this point, allowing you to have two Elder Deep-Fiends in play (which often wins), and it will also let you sacrifice another Sanctum of Ugin, which can grab Decimator of the Provinces, which essentially ends the game.
So what's the catch?
The catch is threefold. One, this deck is really difficult to sequence against a skilled player. Especially if that player has access to counters. Elder Deep-Fiend triggers on cast, but they'll be tapping out for that counter anyway. :/
Two, Once you start the train its easy to end the game, but getting it started can be tricky. This deck operates like a combo deck (unless you're playing against a rogue burn deck), so taking every bit of damage until its necessary to block is usually the answer (unless you want to block with Matter Reshaper for value).
Three, this deck seems to have a pretty poor matchup against zombies. You need to be right on time if you want to cross the finish line. If you miss a land drop, you're probably dead. The good news is it has a pretty decent matchup against fast decks. Decimator of the Provinces doesn't care one bit about your Spell Queller.
That's All Folks!
There obviously hasn't been a lot of time to test as of right now, but I've played a solid 15-20 matches and it appears to have it where it counts. If you have any feedback let me know, I'm going to be testing all night tonight and would like to try new ideas.
You'd have to get really lucky, as you discard your hand when he hits the battlefield.
Playing vampiric tutor in a draft may seem like a good idea, but unless a combo archetype is easily draftable its not that great. Playable, but not "two copies of your bomb."
and also, SIN PRODDER OMFG THATS SO COOL.