Malchar
06-13-2011, 10:01 PM
Decklist:
intet, the dreamer
creatures/equipment
lightning greaves
oracle of mul daya
bogardan hellkite
trygon predator
teferi, mage of zhalfir
mystic snake
eternal witness
magus of the future
card draw
fact or fiction
inspiration
ancestral vision
guided passage
opportunity
stroke of genius
jace's ingenuity
card selection
scroll rack
regrowth
mystical tutor
long-term plans
brainstorm
sensei's divining top
counters
desertion
misdirection
force of will
pact of negation
dismiss
mindbreak trap
cryptic command
suffocating blast
double negative
hinder
dissipate
cancel
voidslime
faerie trickery
forbid
memory lapse
negate
muddle the mixture
counterspell
remand
removal
prophetic bolt
maze of ith
treachery
spin into myth
hull breach
slice in twain
capsize
decimate
shattering spree
starstorm
inferno
mana acceleration
crucible of worlds
skyshroud claim
nature's lore
simic signet
izzet signet
gruul signet
talisman of impulse
coalition relic
sol ring
darksteel ingot
gilded lotus
special land
minamo, school at water's edge
boseiju, who shelters all
winding canyons
strip mine
wasteland
tolaria west
ancient tomb
reliquary tower
land
reflecting pool
city of brass
island
snow-covered island
forest
mountain
tropical island
volcanic island
taiga
stomping ground
breeding pool
steam vents
karplusan forest
yavimaya coast
shivan reef
cascade bluffs
fire-lit thicket
flooded grove
mossfire valley
fetch
wooded foothills
verdant catacombs
scalding tarn
bloodstained mire
flooded strand
arid mesa
windswept heath
polluted delta
misty rainforest
Notes:
There are already a few Intet threads floating around. One of them links to a SCG article, and I've read the article, but that deck isn't really the style I'm trying to go for. The other one is apparently designed for use with one of the new generals of the same colors. Either way, I've looked that over as well, and it's not my style.
The point of this deck is to play a draw-go control style. Props to ivanpei whose zur decklist provided much of the inspiration for this deck namely the counterspell package and manabase. Not sure if 1x snow-covered island is relevant, but I think having it be a true highlander deck is a novel concept.
In general, I try to keep mana open, which means most stuff will have to be instant speed. In fact, the two most expensive cards that I have to tap out for are Intet and Magus of the Future, but they can be played at instant speed using Teferi or Winding Canyons.
I am trying to avoid the really expensive cards like mana crypt and mana drain. However, the deck is meant to be as competitive as possible. Also, the deck is designed to be played in multiplayer with 3 to 5 total players.
Here are some cards that are probably good enough to go in, but I'm not sure what to take out:
Command Tower - I haven't looked at the new stuff too closely yet, but this is going in once I get it, probably in place of mossfire valley or reflecting pool.
Spell Crumple - Also from the new set. Better than cancel, so I'll be replacing something for this.
Stranglehold - Also from the new set. Denying tutors would be huge, so it's probably worth it. Just not sure what to replace. Maybe I'll just save it for the sideboard.
Glen Elendra Archmage - This seems good, just not sure if it's actually better than anything that's already in the deck.
Soothsaying - Better than sensei's divining top in EDH? I can shuffle at will, dig super deep if needed, and it has decent synergy with the general (although I'd prefer not to tap out on my turn).
Counterbalance - Randomly counters stuff for free. Already have some library manipulation.
Rhystic Study - Definitely going in, just not sure what to take out.
Worldly Tutor - Synergy with the general, although if the general is actually connecting then I'm probably doing fine anyway. Not sure if my creatures are strong enough to warrant the card disadvantage inherent in this card.
Here are some notable cards which are not currently in the deck with an explanation. I haven't necessarily made up my mind yet whether or not I want to use these:
Rewind - I think all my counters are better than this, and it's kind of a liability to risk 4 mana for a counterspell. If you think I need to add another counter, I would probably pick this one.
Draining Whelk - Really expensive for a counter. It's merely a huge body after it's in play, which isn't that amazing in edh.
Seedborn Muse - Seems great to be able to untap each turn, so I have mana to counter stuff. However, it kind of defeats the purpose of having so many instants. I'd like to include this but not sure if I can abuse it enough to make it worthwhile.
Constant Mists - Seems ok with all my card draw, but not sure if it's up to par for multiplayer games.
Redirect/Twincast - Just not strong enough compared to hard counters.
Overwhelming Intellect - Really expensive to cast and it only hits creatures. I'd rather just use a normal counter and play a draw spell instead of putting all my eggs in one basket.
Mana Reflection - Seems great since you need a ton of mana to play counters in multiplayer, but I hate the idea of having to tap out one turn to cast it.
Future Sight - The magus seems better since I have teferi and I'd rather not have a duplicate effect.
Birds of Paradise - A target for random small burn spells, and it messes up my guided passage.
Daze and other soft counters - Not really worth it since they're bad late game. I don't feel like I need them early game. I'd rather just play mana acceleration and deal with whatever threats have landed at a later time.
Sylvan Library - Not that versatile since it's just a ponder instead of a brainstorm. Soothsaying or sensei top seems better
Oblivion Stone - Starstorm/Inferno seem sufficient. My meta doesn't have a ton of insane enchantment/artifact decks, so I can use spot removal to answer the few dangerous permanents.
Kodama's Reach - not enough basics? Already have two land acceleration spells.
Winged Coatl - Only hits creatures that are attacking me, and if I tutor for it, it won't surprise anyone. Seems like there's better removal.
Genesis - Really strong, but my creatures don't kill themselves on their own, so I can't really abuse it. Still considering this though.
Bribery - Don't really want to tap out 5 on my main phase. Also, if someone scoops in multiplayer then they take their cards, so my bomb could randomly disappear.
Acidic Slime - Again, just too costly to tap out 5 at sorcery speed.
I'm also wondering whether or not I have the correct ratio of mana accel, removal, counters, draw, creatures, etc. Let me know what you think and thanks for any advice.
intet, the dreamer
creatures/equipment
lightning greaves
oracle of mul daya
bogardan hellkite
trygon predator
teferi, mage of zhalfir
mystic snake
eternal witness
magus of the future
card draw
fact or fiction
inspiration
ancestral vision
guided passage
opportunity
stroke of genius
jace's ingenuity
card selection
scroll rack
regrowth
mystical tutor
long-term plans
brainstorm
sensei's divining top
counters
desertion
misdirection
force of will
pact of negation
dismiss
mindbreak trap
cryptic command
suffocating blast
double negative
hinder
dissipate
cancel
voidslime
faerie trickery
forbid
memory lapse
negate
muddle the mixture
counterspell
remand
removal
prophetic bolt
maze of ith
treachery
spin into myth
hull breach
slice in twain
capsize
decimate
shattering spree
starstorm
inferno
mana acceleration
crucible of worlds
skyshroud claim
nature's lore
simic signet
izzet signet
gruul signet
talisman of impulse
coalition relic
sol ring
darksteel ingot
gilded lotus
special land
minamo, school at water's edge
boseiju, who shelters all
winding canyons
strip mine
wasteland
tolaria west
ancient tomb
reliquary tower
land
reflecting pool
city of brass
island
snow-covered island
forest
mountain
tropical island
volcanic island
taiga
stomping ground
breeding pool
steam vents
karplusan forest
yavimaya coast
shivan reef
cascade bluffs
fire-lit thicket
flooded grove
mossfire valley
fetch
wooded foothills
verdant catacombs
scalding tarn
bloodstained mire
flooded strand
arid mesa
windswept heath
polluted delta
misty rainforest
Notes:
There are already a few Intet threads floating around. One of them links to a SCG article, and I've read the article, but that deck isn't really the style I'm trying to go for. The other one is apparently designed for use with one of the new generals of the same colors. Either way, I've looked that over as well, and it's not my style.
The point of this deck is to play a draw-go control style. Props to ivanpei whose zur decklist provided much of the inspiration for this deck namely the counterspell package and manabase. Not sure if 1x snow-covered island is relevant, but I think having it be a true highlander deck is a novel concept.
In general, I try to keep mana open, which means most stuff will have to be instant speed. In fact, the two most expensive cards that I have to tap out for are Intet and Magus of the Future, but they can be played at instant speed using Teferi or Winding Canyons.
I am trying to avoid the really expensive cards like mana crypt and mana drain. However, the deck is meant to be as competitive as possible. Also, the deck is designed to be played in multiplayer with 3 to 5 total players.
Here are some cards that are probably good enough to go in, but I'm not sure what to take out:
Command Tower - I haven't looked at the new stuff too closely yet, but this is going in once I get it, probably in place of mossfire valley or reflecting pool.
Spell Crumple - Also from the new set. Better than cancel, so I'll be replacing something for this.
Stranglehold - Also from the new set. Denying tutors would be huge, so it's probably worth it. Just not sure what to replace. Maybe I'll just save it for the sideboard.
Glen Elendra Archmage - This seems good, just not sure if it's actually better than anything that's already in the deck.
Soothsaying - Better than sensei's divining top in EDH? I can shuffle at will, dig super deep if needed, and it has decent synergy with the general (although I'd prefer not to tap out on my turn).
Counterbalance - Randomly counters stuff for free. Already have some library manipulation.
Rhystic Study - Definitely going in, just not sure what to take out.
Worldly Tutor - Synergy with the general, although if the general is actually connecting then I'm probably doing fine anyway. Not sure if my creatures are strong enough to warrant the card disadvantage inherent in this card.
Here are some notable cards which are not currently in the deck with an explanation. I haven't necessarily made up my mind yet whether or not I want to use these:
Rewind - I think all my counters are better than this, and it's kind of a liability to risk 4 mana for a counterspell. If you think I need to add another counter, I would probably pick this one.
Draining Whelk - Really expensive for a counter. It's merely a huge body after it's in play, which isn't that amazing in edh.
Seedborn Muse - Seems great to be able to untap each turn, so I have mana to counter stuff. However, it kind of defeats the purpose of having so many instants. I'd like to include this but not sure if I can abuse it enough to make it worthwhile.
Constant Mists - Seems ok with all my card draw, but not sure if it's up to par for multiplayer games.
Redirect/Twincast - Just not strong enough compared to hard counters.
Overwhelming Intellect - Really expensive to cast and it only hits creatures. I'd rather just use a normal counter and play a draw spell instead of putting all my eggs in one basket.
Mana Reflection - Seems great since you need a ton of mana to play counters in multiplayer, but I hate the idea of having to tap out one turn to cast it.
Future Sight - The magus seems better since I have teferi and I'd rather not have a duplicate effect.
Birds of Paradise - A target for random small burn spells, and it messes up my guided passage.
Daze and other soft counters - Not really worth it since they're bad late game. I don't feel like I need them early game. I'd rather just play mana acceleration and deal with whatever threats have landed at a later time.
Sylvan Library - Not that versatile since it's just a ponder instead of a brainstorm. Soothsaying or sensei top seems better
Oblivion Stone - Starstorm/Inferno seem sufficient. My meta doesn't have a ton of insane enchantment/artifact decks, so I can use spot removal to answer the few dangerous permanents.
Kodama's Reach - not enough basics? Already have two land acceleration spells.
Winged Coatl - Only hits creatures that are attacking me, and if I tutor for it, it won't surprise anyone. Seems like there's better removal.
Genesis - Really strong, but my creatures don't kill themselves on their own, so I can't really abuse it. Still considering this though.
Bribery - Don't really want to tap out 5 on my main phase. Also, if someone scoops in multiplayer then they take their cards, so my bomb could randomly disappear.
Acidic Slime - Again, just too costly to tap out 5 at sorcery speed.
I'm also wondering whether or not I have the correct ratio of mana accel, removal, counters, draw, creatures, etc. Let me know what you think and thanks for any advice.