Davran
09-22-2015, 01:19 PM
I saw Noyan Dar in the spoilers and thought he might fill the role of "azorius general that doesn't bore me", so I started brewing. Turns out the list looks kind of sweet, and I'm excited to get to test it out.
General:
Noyan Dar, Roil Shaper
Dudes:
Weathered Wayfarer
Snapcaster Mage
Monastery Mentor
Phyrexian Metamorph
Talrand, Sky Summoner
Meloku the Clouded Mirror
Soulblade Djinn
Sun Titan
Instants:
AEtherspouts
Arcane Denial
Capsize
Clockspinning
Counterspell
Cryptic Command
Debt of Loyalty
Deprive
Dig Through Time
Dismantling Blow
Enlightened Tutor
Fact or Fiction
Long-Term Plans
Miraculous Recovery
Mystical Tutor
Path to Exile
Psionic Blast
Reality Ripple
Reality Shift
Return to Dust
Sphinx's Revelation
Swan Song
Swords to Plowshares
Teferi's Response
Sorcery:
Call to Mind
Coastal Discovery
Council's Judgment
Deep Analysis
Evangelize
Fabricate
Idyllic Tutor
Mystic Speculation
Planar Outburst
Ponder
Preordain
Tragic Arrogance
Artifacts:
Darksteel Garrison
Crucible of Worlds
Sphinx-Bone Wand
Expedition Map
Sol Ring
Talisman of Progress
Azorius Signet
Coalition Relic
Enchantments:
Genju of the Falls
Genju of the Fields
Inexorable Tide
Detention Sphere
Land Tax
Sacred Ground
Terra Eternal
Equinox
Planeswalkers:
Narset Transcendant
Lands:
Academy Ruins
Adarkar Wastes
Azorius Chancery
Celestial Colonnade
Darksteel Citadel
Faerie Conclave
Flooded Strand
Glacial Fortress
Hallowed Fountain
11 Island
Mishra's Factory
Mystic Gate
Petrified Field
10 Plains
Seachrome Coast
Strip Mine
Temple of Enlightenment
Thespian's Stage
Tolaria West
I built the deck with a couple of ideas in mind. Plan A is using Noyan Dar to animate a couple of lands and just go to town that way. That plan is supported by the control shell and the various cards that somehow protect lands. Plan B is to use Talrand and/or Monastery Mentor to generate tokens and go wide. The control shell also facilitates this, but it's further enabled by the handful of buyback spells I've included. Plan C is basically to stick Sphinx-Bone Wand and run some combination of Plan A and Plan B until my opponents die.
Another bonus is getting to run obscure things like Equinox, Teferi's Response and Darksteel Garrison, which I'm guessing most people have never actually seen, let alone cast.
It's worth noting that cards like Terminus and Final Judgement can absolutely wreck this deck, but I think I've got enough permission that it shouldn't happen too often. It seems like the trick is to dump all of the Noyan Dar triggers in to only a couple lands at a time to prevent any gigantic blowouts.
I did purposely exclude Inkmoth Nexus because casting a couple cantrips and winning with poison seemed kind of cheesy to me.
Maybeboard:
Ajani's Presence
Anticipate
Apostle's Blessing
Emerge Unscathed
Emeria Shepherd
Gods Willing
Impulse
Retreat to Coralhelm
Rootborn Defenses
Trade Routes
General:
Noyan Dar, Roil Shaper
Dudes:
Weathered Wayfarer
Snapcaster Mage
Monastery Mentor
Phyrexian Metamorph
Talrand, Sky Summoner
Meloku the Clouded Mirror
Soulblade Djinn
Sun Titan
Instants:
AEtherspouts
Arcane Denial
Capsize
Clockspinning
Counterspell
Cryptic Command
Debt of Loyalty
Deprive
Dig Through Time
Dismantling Blow
Enlightened Tutor
Fact or Fiction
Long-Term Plans
Miraculous Recovery
Mystical Tutor
Path to Exile
Psionic Blast
Reality Ripple
Reality Shift
Return to Dust
Sphinx's Revelation
Swan Song
Swords to Plowshares
Teferi's Response
Sorcery:
Call to Mind
Coastal Discovery
Council's Judgment
Deep Analysis
Evangelize
Fabricate
Idyllic Tutor
Mystic Speculation
Planar Outburst
Ponder
Preordain
Tragic Arrogance
Artifacts:
Darksteel Garrison
Crucible of Worlds
Sphinx-Bone Wand
Expedition Map
Sol Ring
Talisman of Progress
Azorius Signet
Coalition Relic
Enchantments:
Genju of the Falls
Genju of the Fields
Inexorable Tide
Detention Sphere
Land Tax
Sacred Ground
Terra Eternal
Equinox
Planeswalkers:
Narset Transcendant
Lands:
Academy Ruins
Adarkar Wastes
Azorius Chancery
Celestial Colonnade
Darksteel Citadel
Faerie Conclave
Flooded Strand
Glacial Fortress
Hallowed Fountain
11 Island
Mishra's Factory
Mystic Gate
Petrified Field
10 Plains
Seachrome Coast
Strip Mine
Temple of Enlightenment
Thespian's Stage
Tolaria West
I built the deck with a couple of ideas in mind. Plan A is using Noyan Dar to animate a couple of lands and just go to town that way. That plan is supported by the control shell and the various cards that somehow protect lands. Plan B is to use Talrand and/or Monastery Mentor to generate tokens and go wide. The control shell also facilitates this, but it's further enabled by the handful of buyback spells I've included. Plan C is basically to stick Sphinx-Bone Wand and run some combination of Plan A and Plan B until my opponents die.
Another bonus is getting to run obscure things like Equinox, Teferi's Response and Darksteel Garrison, which I'm guessing most people have never actually seen, let alone cast.
It's worth noting that cards like Terminus and Final Judgement can absolutely wreck this deck, but I think I've got enough permission that it shouldn't happen too often. It seems like the trick is to dump all of the Noyan Dar triggers in to only a couple lands at a time to prevent any gigantic blowouts.
I did purposely exclude Inkmoth Nexus because casting a couple cantrips and winning with poison seemed kind of cheesy to me.
Maybeboard:
Ajani's Presence
Anticipate
Apostle's Blessing
Emerge Unscathed
Emeria Shepherd
Gods Willing
Impulse
Retreat to Coralhelm
Rootborn Defenses
Trade Routes