I'm taken aback by tapping enchantments. Part of the identity of enchantments is that they don't tap.
Hm, last I recall, I untapped my Honor Worn Shaku with Hondens many times and I always put my enchantments into play tapped when there's an orb of dreams in play.
mutant nyphm - a bit too powerful imo, it basically a bear for green mana,
three tokens for GW or a 1/1 + 2cards for GU.
i don't mind the two token ability too much but drawing two cards and getting a creature is just too powerful.
Farthe, Riftslayer 2BB
Legendary Creature - Human Assassin
Suspend 2 — BB
Sacrifice Farthe, Riftslayer: Destroy target non-black creature. Play this ability only if a spell named Farthe, Riftslayer is on the stack.
4/3
Hm, Nekrataal kills a creature AND comes into play the same turn. it's a 2/1, so it's not that good. Unfortunately a the suspend makes this guy hard to imagine being viable. In the end I think it's probably overcosted.
My card:
Everlasting Combat 2WB
Rare
Legendary Enchantment
Each player gets a second attack phase.
During this phase, no spells may be cast, permanents cannot be used or targeted. All creatures that have been removed from the game may attack or block, but cannot use any abilities. All damage dealt to these creatures is prevented.
I don't understand how lightning storm doesn't become a new win condition for many mass draw decks. I can imagine a 1st turn kill with it. I definitely think you missed tihs one.
I'm not sold on the eyes of nowhere, and the court hussars aren't needed in the sideboard.
One thing that really hurts us is annex and its ilk and artifact mana, so I'm thinking about using seal of cleansing or Tempest of Light or something. Other decks that run boomerang and eye main kinda hurt us too. (i.e. magnivore)
It doesn't lose to aggro at all, so far. Do they attack you with tapped creatures? Do they burn your dome just to have it countered or commandeered onto their creatures?
Ghostly Prison does nothing for this deck, we already deal with creatures handily. If their deck has a ton of burn, we've got mask in the side. (a change to the sideboard that I haven't tested)
I was always a big fan of Owling mine, and I was shocked at how little disrupting shoal was played. I also noticed a recurring trend: in many games where my opponent gained too much life or cranialed my win conditions I would still win by decking them if I could keep 3 or more mine effects in play.
After reading on MTGSalvation about how Commandeer isn't total card disadvantage I realized that the Uw Mine deck could really work.
We have 2 major problems with aggro decks:
- Direct damage finishers
- Targetted removal combined with cheap threats
These two problems are delightfully addressed by Commandeer. Just imagine how many creatures you'll be able to char, helix, mortify, fetter, last gasp, etc. Assuming that the card drawing the deck provides minimizes the pitching, we're looking at a better card than shining shoal.
Hell, even commandeering a compulsive research is hilariously good.
Many times you'll end up being at a zero card advantage with the opponent tapping 3 mana and you tapping none.
I've tested it a few times, played with wrath of god in the deck or out, and the current version without wrath wins amazingly often. The only deck that consistently beat me was an all direct damage deck, not exactly Tier 1.
I haven't had a chance to test enough to say it's a great deck, but so far it's doing quite well.
Three dreams might work in an enchant control deck, but I'm talking about using Muse Vessel to play their stuff and bounce to return it to their hand.
I could see using land destruction instead of bounce, but regardless, three dreams is a tertiary card (I.e. it does nothing by itself) At least boomerang gives you tempo.
Three dreams also costs entirely too much imo. It may work in a tron version that doesn't use wrath and only uses fetters
Boomerang can function similarly to the mana producer if played on a land on turn 2 or 3, giving you 1 more land drop before facing their comprable cc spells. More importantly, boomerang lets you bounce something you want to take with a muse vessel back to their hand.
I suppose we can put in a prahv, it does seem to be a bit overcosted without the signets too.
We don't have to run a win condition other than the hussars, we use their win conditions to kill them.
After playing in Nats and seeing how well Muse Vessel hoses Tron, Solar Flare, UW Control, and a large number of other decks I wanted to try to build a deck around it.
Hm, last I recall, I untapped my Honor Worn Shaku with Hondens many times and I always put my enchantments into play tapped when there's an orb of dreams in play.
Players = cards?
Bad idea, probably won't see tournament play.
That's not what it does.
Here's what it does:
1G = 2/2 bear
1G+U floating = 1/1 creature + 2 cards
1G+W floating = 3 x 1/1 creatures
1G+WU floating = 2 1/1 creatures + 2 cards
I still think that 1GU is a bit cheap for 2 cards and a 1/1.
Hm, Nekrataal kills a creature AND comes into play the same turn. it's a 2/1, so it's not that good. Unfortunately a the suspend makes this guy hard to imagine being viable. In the end I think it's probably overcosted.
My card:
Everlasting Combat 2WB
Rare
Legendary Enchantment
Each player gets a second attack phase.
During this phase, no spells may be cast, permanents cannot be used or targeted. All creatures that have been removed from the game may attack or block, but cannot use any abilities. All damage dealt to these creatures is prevented.
Norin saw Norin and neither knew what to do.
If I cast a Lightning Storm and my opponent discards a land and chooses me as the new target for it, can I reroute it back to them?
One thing that really hurts us is annex and its ilk and artifact mana, so I'm thinking about using seal of cleansing or Tempest of Light or something. Other decks that run boomerang and eye main kinda hurt us too. (i.e. magnivore)
Ghostly Prison does nothing for this deck, we already deal with creatures handily. If their deck has a ton of burn, we've got mask in the side. (a change to the sideboard that I haven't tested)
After reading on MTGSalvation about how Commandeer isn't total card disadvantage I realized that the Uw Mine deck could really work.
We have 2 major problems with aggro decks:
- Direct damage finishers
- Targetted removal combined with cheap threats
These two problems are delightfully addressed by Commandeer. Just imagine how many creatures you'll be able to char, helix, mortify, fetter, last gasp, etc. Assuming that the card drawing the deck provides minimizes the pitching, we're looking at a better card than shining shoal.
Hell, even commandeering a compulsive research is hilariously good.
Many times you'll end up being at a zero card advantage with the opponent tapping 3 mana and you tapping none.
I've tested it a few times, played with wrath of god in the deck or out, and the current version without wrath wins amazingly often. The only deck that consistently beat me was an all direct damage deck, not exactly Tier 1.
I haven't had a chance to test enough to say it's a great deck, but so far it's doing quite well.
1 Minamo, School at Water's Edge
4 Hallowed Fountain
4 Howling Mine
3 Disrupting Shoal
4 Boomerang
4 Remand
4 Exhaustion
3 Commandeer
3 Eye of Nowhere
3 Spell Snare
3 Kami of the Crescent Moon
14 Island
3 Gigadrowse
4 Walking Archive
1 Evacuation
4 Repeal
4 Court Hussar
4 Faith's Fetters
3 Ivory Mask
2 Azorius Chancery
1 Plains
2 Mikokoro, Center of the Sea
1 Minamo, School at Water's Edge
11 Island
4 Hallowed Fountain
3 Walking Archive
3 Kami of the Crescent Moon
4 Howling Mine
3 Disrupting Shoal
4 Boomerang
4 Remand
4 Exhaustion
3 Commandeer
3 Wrath of God
3 Spell Snare
3 Eye of Nowhere
4 Court Hussar
4 Threads of Disloyalty
4 Repeal
3 Gigadrowse
I think we may even be able to do without the wraths and go monoblue with only a little white mana for the archives and hussars
I could see using land destruction instead of bounce, but regardless, three dreams is a tertiary card (I.e. it does nothing by itself) At least boomerang gives you tempo.
Three dreams also costs entirely too much imo. It may work in a tron version that doesn't use wrath and only uses fetters
3 Three Dreams
4 Annex
3 Dream Leash
2 Confiscate
4 Faith's Fetters
3 Fellwar Stone
4 Azorius Signet
4 Remand
2 Repeal
3 Court Hussar
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
3 Azorius Chancery
4 Hallowed Fountain
1 Plains
2 Island
2 Adarkar Wastes
I don't like it as much, but it works too.
I suppose we can put in a prahv, it does seem to be a bit overcosted without the signets too.
We don't have to run a win condition other than the hussars, we use their win conditions to kill them.
Here goes:
4 Annex
4 Fellwar Stone
4 Boomerang
4 Remand
4 Repeal
2 Faith's Fetters
3 Dream Leash
3 Spell Snare
2 Wrath of God
3 Court Hussar
10 Island
4 Quicksand
4 Hallowed Fountain
1 Mikokoro, Center of the Sea
2 Azorius Chancery
1 Oboro, Palace in the Clouds
1 Minamo, School at Water's Edge
1 Spell Snare
2 Eye of Nowhere
2 Faith's Fetters
4 Gigadrowse
2 Wrath of God
4 Threads of Disloyalty
I've tested it a few times and haven't lost except to mana screw so far. Anyway, let me know what you think.
(I think Trygon Predator is a bear against this deck btw)
1. "Shock" Dual Lands
2. Remand
3. Dark Confidant
4. Kird Ape
5. Isamaru
6. Umezawa's Jitte
7. Sakura-Tribe Elder
8. Compulsive Research
9. Wrath of God
10. Demonfire