I will have to look in to some more cards with the cycling mechanic along with the forecast mechanic. There may be a few worth considering.
Also, I'm not too sold on creatures with abilities that just protect and pump themselves. Not really sure if I want random resilient creatures that aren't good for anything other then blocking, blinking, and attacking.
Some of the enchantments listed may just be too deep in to the enchantment theme for me, but I will probably add some of them.
I don't want to play green because my playgroup would probably just assume that it's another one of my bant decks. I also don't think there is a general in those colors that I would want at the helm of this deck.
I haven't figured out exactly what lands are going in to the deck, but I do plan to use ones with some utility so that my lands don't sit untapped every turn.
Uyo, Silent Prophet does seem very good with epic spells. I'll put him down.
Azorius Guildmage is a very good card. I have played with it in the past. Maybe it's just not my style which is why I'm not its biggest fan. I'll write it down for now.
Decree of Silence seems good. I can even cycle is to counter a spell even after having cast and epic spell. I'll definitely put it on to my list. The interaction with Mistveil Plains is cute, and the plains can put any enchantment on the the bottom making it interact with more than one card. They both seem like pretty solid cards to add to my list.
I might play him. I can definitely see the advantage he could bring to the table.
A couple other cards I'm considering are Proteus Staff and Jalira, Master Polymorphist to still kind of let me play some cards out of my deck. They aren't bad if I have a card like Sacred Mesa or another token generator.
All true. Kjeldoran Outpost is also a decent mana sink for the deck. I can even play after casting an epic spell.
Weathered Wayfarer is good and I don't mind missing land drops after casting an epic spell so I should be able to get plenty of my utility lands with him in play.
I'll definitely have to look in to some more of the constellation cards for this deck. I had forgotten about most of them.
All pretty good cards. I think I do have Sacred Mesa on my list and I'll consider the others as the list shapes up.
I don't think Sigil of the Empty Throne does anything with Enduring Ideal because ideal puts it in to play and sigil says that you have to cast the enchantment.
I'm thinking about building a deck with a few of the cards that have the epic mechanic. I need some mana sinks for when I can no longer cast spells. More specifically in blue and white.
Goblin Welder being blue, black, or white so that all the esper artifact generals can abuse him.
Seedborn Muse being really any color. It would be good in any mono blue deck and I wouldn't mind have it for my Daretti, Scrap Savant deck to untap all my artifacts along with my lands. Unwinding Clock isn't enough for me.
Yes, you can get an extra turn. Ugin's Nexus doesn't stop extra turns from being created, it stops them from starting. If you can bounce, phase out, destroy, or otherwise get rid of the primary copy before your extra turn would start, it won't be able to step in and stop you.
That being said, note that Ugin's Nexus doesn't have any triggered abilities - it has two replacement effects - so 603.3d doesn't apply anyways. Nothing goes on the stack. When the token copy would be moved to your graveyard due to SBAs, it will replace its zone change to end up in exile and generate an extra turn, and player's can't do anything about this, since it all happens before a player would get priority. Now that your extra turn has been generated, you have until the end of the current turn to remove your other Nexus.
Thank-you. I wasn't quite sure if it was or wasn't something that was triggered or not. That clears a lot things up and makes quite a bit of sense. I'll have to figure out a way to refit it in to my deck then.
It doesn't say you can't generate effects that would cause an additional turn, it says if you would begin one skip it. So as long as you get rid of the nexus before your turn ends you'll get your extra one, though with that set up it would be 2 extra turns
It's probably easier to sack the original to legend rule as the copy won't stick around to make you skip a turn
I suppose I could return the original to my hand while the Mirrorworks trigger is on the stack and sacrifice the token using other means. But not needing a sac outlet would be nice.
So let's say I create a second Ugin's Nexus using something like Mirrorworks. I have to put one in to my graveyard because of state-based actions (legendary rule). I choose the token copy. It get's exiled instead of being put in to of the graveyard to take an extra turn. However, I cannot take an extra turn because I still have an Ugin's Nexus in play. Is there a time that I can sacrifice the other Ugin's Nexus or return it to my hand in order to take the extra turn from the token that was exiled? Or is the trigger never put on the stack because of the original Ugin's Nexus?
603.3d The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell is listed in rules 601.2c-d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule of a continuous effect otherwise makes the ability illegal, this ability is simply removed from the stack.
This says that the extra turn trigger would be removed from the stack because it is illegal. Does this mean it is put on to the stack and there is a time to make it legal?
Also, maybe consider putting in Grave Pact. You sac a guy, they have to sac a guy, and then you get a thing back. Ex: Sac Solemn to Viscera Seer and they have sac a guy and then you get Solemn back.
Also, I'm not too sold on creatures with abilities that just protect and pump themselves. Not really sure if I want random resilient creatures that aren't good for anything other then blocking, blinking, and attacking.
Memnarch is probably too mean for the deck I want to build. That same goes with Lighthouse Chronologist.
I have just needed to get a Scroll Rack anyway and I do already have Land Tax on my list.
Meletis Charlatan would be a good addition. Strionic Resonator is on my list.
Aethervial is fine, but I'd rather use quicksilver amulet.
Some of the enchantments listed may just be too deep in to the enchantment theme for me, but I will probably add some of them.
I don't want to play green because my playgroup would probably just assume that it's another one of my bant decks. I also don't think there is a general in those colors that I would want at the helm of this deck.
I haven't figured out exactly what lands are going in to the deck, but I do plan to use ones with some utility so that my lands don't sit untapped every turn.
Azorius Guildmage is a very good card. I have played with it in the past. Maybe it's just not my style which is why I'm not its biggest fan. I'll write it down for now.
Decree of Silence seems good. I can even cycle is to counter a spell even after having cast and epic spell. I'll definitely put it on to my list. The interaction with Mistveil Plains is cute, and the plains can put any enchantment on the the bottom making it interact with more than one card. They both seem like pretty solid cards to add to my list.
A couple other cards I'm considering are Proteus Staff and Jalira, Master Polymorphist to still kind of let me play some cards out of my deck. They aren't bad if I have a card like Sacred Mesa or another token generator.
Weathered Wayfarer is good and I don't mind missing land drops after casting an epic spell so I should be able to get plenty of my utility lands with him in play.
I'll definitely have to look in to some more of the constellation cards for this deck. I had forgotten about most of them.
I don't think Sigil of the Empty Throne does anything with Enduring Ideal because ideal puts it in to play and sigil says that you have to cast the enchantment.
A few examples would be:
Heliod, God of the Sun
Quicksilver Amulet
Mastery of the Unseen
Staff of Domination
Muzzio, Visionary Architect
Seedborn Muse being really any color. It would be good in any mono blue deck and I wouldn't mind have it for my Daretti, Scrap Savant deck to untap all my artifacts along with my lands. Unwinding Clock isn't enough for me.
I suppose I could return the original to my hand while the Mirrorworks trigger is on the stack and sacrifice the token using other means. But not needing a sac outlet would be nice.
603.3d The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell is listed in rules 601.2c-d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule of a continuous effect otherwise makes the ability illegal, this ability is simply removed from the stack.
This says that the extra turn trigger would be removed from the stack because it is illegal. Does this mean it is put on to the stack and there is a time to make it legal?
Other sweet cards include Unwilling Recruit, Soul's Majesty, Rite of Replication, Polymorph, etc.
Also, maybe consider putting in Grave Pact. You sac a guy, they have to sac a guy, and then you get a thing back. Ex: Sac Solemn to Viscera Seer and they have sac a guy and then you get Solemn back.
Maybe Fleshbag Marauder or Slum Reaper or Bone Shredder to kill your opponents' creatures.