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  • posted a message on Trying to build a Emergency Powers and Narset Combo deck - help me get it to the next level.
    I am really enjoying exploring interesting ways to proactively use the Narset Parter of Veils passive ability that your opponent can draw no more than 1 card in a turn. So far I am seeing it appear in a lot of decks but mainly seeing it as an alternative to Chemisters Insight that messes with opponents drawing plans.

    I am currently working on a build that utilisises this with Emergency Powers that is a card that I have not seen getting much play outside decks combo-ing it with Tithe Taker. I like Emergency Powers in terms of flavour but filling up your opponents hands often seems bad and the tithe taker combo seems like it takes too many cards and never does anything too interesting.

    Using Emergency powers with Narset though means that if you play it on your turn they are just drawing 1 card and if you play it on your opponents turn then not even that. Also Emergency powers empties your opponents hand so if you can hit it early enough you can do so before they get bombs into play.

    My current build uses green as well for colour fixing and ramp as well as to help the side theme of prolifieration

    Currently I have
    2 Emergency Powers (might be good with 3 but I only have 2 for now so want to be sure it needs 3 before getting another one)
    3-4 Narset
    2 little Tef and 2 big tef - Big tef ultimating with proliferation, the plus to get a growth spiral, root snare etc) and the minus as one of the few ways of interacting with opponents. Mini tef to minimise opponents spell interactions, draw some cards and bounce threats and cast the odd sorcery on opponents turns
    2 Nissa Ramps, presents a major threat and its ultimate combos with Evolution sage as well as securing the mana for repeat Emergency Powers'
    3-4 Evolution Sage - to let the plainswalkers get to their ultimates quicker and get extra uses from the 3 mana ones

    These are the key elements of the combo - the Nissa Ramps, presents a major threat that can win game on its own a

    3-4 Growth spiral
    1 Settle the Wreckage protection against heavy creature based decks
    3-4 New Horizons and 3-4 incubation druids as a big part of the ramp/ mana fixing package

    The rest I am experimenting with. Initially I was playing 4 growth chamber guardians which can win games on their own but they did seem to lead to Narset missing more. I really like Flux Channeler in the deck but the deck is pretty crowded so at the moment I am only thinking a 1-2 of. I tried Root Snare and I can see this being good in the sideboard but on the whole this deck seems more vulnerable to spell based removal than creatures. I would like a Karns bastion but not sure the mana base is secure enough. I really like Pollenbright druid as a quick proliferate + way to ramp incubation druid. Whilst the card can feel like something that dies easily when you get it after an Emergency powers activation you often have the mana to put it in play as a bonus so even if they die early they still can come back.

    I like Paradise druid as long as you are not up against chainwhirlers it seems good for mana fixing. At the moment I am playing 4 Llanowar elves but thinking that sometimes when you have key 2 mana plays they dont always ramp you as much as I would like them to and are fairly dead cards from turn 5 onwards. At the moment the rest of the deck is (aside from lands)

    2 flux channeler
    1 contentious plan
    4 llanowar elves
    3 paradise druid

    with rivers rebuke, Parhellion, roalesk , ugin and marwyn in the sideboard/ as considered 1 ofs - extra copies of some of the forementioned cards.

    Would be interested in thoughts of how to make this into a deck I could take to the competitive ladder of Arena against the tier 1 decks

    I experimented with an explore package and that feels like it gives some wins on its own and helps you get to the mid game but Narset ends up missing a lot and I think focusing on Mana & proliferation elves might be more powerful and fun to play.

    I have thought about adding the new Karn as a way of having a few extra answers to opponents plays and hitting stuff like parhellion and god-pharoh statue.



    Posted in: Deck Creation (Standard)
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