Main Deck - 105 cards, 49 distinct
Sideboard - 80 cards, 68 distinct
Notes
It just occurred to me to combine a bunch of passion projects and embrace something I've shied away from. My deck is bursting at the seems with mill control options already. I've so many cantrips and incidential scry that I can basically play whatever deck size I want. Going up to a scheming symetery package gives me another four copies of archive trap as well, and I can be a 4 visions of beyond maindeck no problem. I've justified and solidified my grip on 4 color, have no reason to turn back. I've dedicated myself a no tap out deck and it pays dividends, both in game flow and personal playstyle. If I eased up on that restriction a little, perhaps by low investment/ oppurtunity cost options, I could easily justify being a yorion deck without much consideration for it. I hate the bant snow variant of midange control, the anemic enchantments, and the planeswalkers route. We could include cards like Abundant Growth, Confounding Conundrum, Thieve's Guild Enforcer, and Snapcaster mage alongside Teferi, Time Raveler.
Confounding Conundrum/ Ashiok, Dream Renderer provide a taxes aspect to the mill deck. This idea is very intriguing. I'm already highly incentivized and paid off for playing Path, Trophy, and Field of Ruin as is, but confounding conundrum, along with hosing some decks like prime time and 4c omnath, means these spells might get a free boomerang on land. Multiple copies can reset a whole board of mana with every landfall, offering another lock angle to the deck. This is all on top of making Yorion excellent for no real investment. I've also realized to further down this angle I can play Aven Mindcensor, which often happens to be great in the meta, and fits into my strategy like a glove. Shaow of doubt is the same. A real denial plan is super viable off this. A Conundrum/Shadow of doubt cantrip package adds the mana denial aspect to the deck at basically no opportunity cost for it's sake and also mitigating Yorion's. The fact that neither is dead in a bad matchup is fascinating, as not only can we blink/bounce conundrums for value, but shadow can be paired with exile effects to turn off the advantage temporarily when otherwise it might payoff. I could build a version that completely rips the downside off these subset of cards as I desire. I can build limited resources. My opponent trying to find a time to search their library should be a nightmare. Most decks search their library, now more than ever.
I can play more spell DFC's to increase the land count without watering my deckdown. Their might even be a mill one. I'm very excited about silundi vision ensuring land drops and further increasing the spells hitting on time. These and abundant growth give us outs to boil, blood moon, choke and the like. Silundi with a high enough density of DFC spells will also be able to make land drops a good amount of time. Sharknado is another I want to rock but it's so mainstream, but I'm over that. Pays me off for my style of deck, and offers another resource outside of mill to win, as resolving one behind a wall of reaction is insane.
This deck will allow for a larger silver bullet package main, as it will be less likely that I will draw singleton's naturally. Some number of miracles may even be correct finally. It also really allows the sideboard to also be a silver bullet package and more efficent answers. What if the sideboard was 4 veil of summer and a boseiju, Yorion, and 9 Bullets that each hit Multiple decks and overlap and give a really ridiculous Plan Alpha Prime in many matchups. This deck would need to be finely tuned where it hummed as a control engine main and answered broadly everything, nothing being outside the scope main. Shit, I might even be able to include fae of wishes/mastermind's Aquistion to have these to at all times. Fae of wishes has some utility. I could also consider the Wilderness Rec/Mystical teachings/Blue Sun's Zenith angle at this point. This deck would always be the alpha counterspell deck, I would just always have more copies. I'm actually quite close to a shell with so many options per card and redundancy in effect that I might be able to Just answer everything with anything card quality wise. I can still have a wrong halfs issue for sure, but the density of cantrips, scry, and DFC spells that are desirable to play can really mitigate this downside fairly quickly and as proactively as I play naturally. I think this will lead to very few hands where I can not navigate my self to a position where I can pivot. I should have very few fail rate hands, and with the london mulligan all but extinct. The nature of my deck is that my answers line up different ways in different matchups, but do something in all matchups. As long as I don't have a glaring hole in a metagame that requires a specific density of specific cards to compete that can be compensated for by a silver bullet, this deck should be able to perform as the alpha control list.
As true Control.
I really need to ensure that not only can I win Midrange, Combo, and Control matchups with my higher card quality, but my anti aggro package needs to be robust enough maindeck where I feel confident in these matchups. I think a high amount of 1 mana interaction, kaya's guile, cling to dust, and the silver bullets of crypt incursion/ Kaya main should be enough if i can justify them.
I need to break down my pyramid as I did for my intial spell with my expanded numbers. 35 lands seems fine, + or - DFC's, 45 spells at 5 layers. I can already tell I have a bottle neck at 2.
5+ drops=7
4 drops=8
3 drops=9
2 drops=10
1 drops= 11
Of course this just a rough cut. Everything needs to be explored and finessed. But even though I was north of 66 when the deck was first cut, how quickly a little expansion has me considering a 200 card deck. That's how much versatility and options there are. I probably have enough cantrips alone to make the whole deck go. It's a real Legacy style issue, and I'm super intrigued to explore it further. I think a big core of the deck is 4 Archive trap, 4 Cryptic Command, 4 Archmage charm, 4 Esper Charm, 4 Drown in the Loch, 4 Anticognition, 4 Confounding Conundrum,
4 Scheming Symetery, 4 Abundant Growth. This puts 2 over at the outset on 2's, and leaves us with 9 flex spots for everything else. A rough form to start from. I've included this package, a rough cut of the lands I want + or - DFC's as I said, all the cantrips I would consider, all the cards that make Yorion worth it, and all of the "search" cards that will make the cut. I should make a deck that is all of this, test out it's weakness's, and then shore up with cutting cards that underperform in quantity to replace with hyper-efficent hard answers and silver bullets. I think the bar for Yorion is at least 1 cantrip, or one spell off a snapcaster mage to be viable as 2-1. That's at least 8 cards. At 12 I will have some # of time where it will be 3-1, and that's when it will really become appealing.
I should be able to drain my opponent's of cards, then land a Yorion and pull ahead. I need a high density of 1 mana cantrips as well to ensure immediacy with scheming symetery, to enable the first archive trap. The first one matters a lot, to turn off if you will most of my deck.
Confounding Conundrum/ Ashiok, Dream Renderer provide a taxes aspect to the mill deck. This idea is very intriguing. I'm already highly incentivized and paid off for playing Path, Trophy, and Field of Ruin as is, but confounding conundrum, along with hosing some decks like prime time and 4c omnath, means these spells might get a free boomerang on land. Multiple copies can reset a whole board of mana with every landfall, offering another lock angle to the deck. This is all on top of making Yorion excellent for no real investment. I've also realized to further down this angle I can play Aven Mindcensor, which often happens to be great in the meta, and fits into my strategy like a glove. Shaow of doubt is the same. A real denial plan is super viable off this. A Conundrum/Shadow of doubt cantrip package adds the mana denial aspect to the deck at basically no opportunity cost for it's sake and also mitigating Yorion's. The fact that neither is dead in a bad matchup is fascinating, as not only can we blink/bounce conundrums for value, but shadow can be paired with exile effects to turn off the advantage temporarily when otherwise it might payoff. I could build a version that completely rips the downside off these subset of cards as I desire. I can build limited resources. My opponent trying to find a time to search their library should be a nightmare. Most decks search their library, now more than ever.
I can play more spell DFC's to increase the land count without watering my deckdown. Their might even be a mill one. I'm very excited about silundi vision ensuring land drops and further increasing the spells hitting on time. These and abundant growth give us outs to boil, blood moon, choke and the like. Silundi with a high enough density of DFC spells will also be able to make land drops a good amount of time. Sharknado is another I want to rock but it's so mainstream, but I'm over that. Pays me off for my style of deck, and offers another resource outside of mill to win, as resolving one behind a wall of reaction is insane.
This deck will allow for a larger silver bullet package main, as it will be less likely that I will draw singleton's naturally. Some number of miracles may even be correct finally. It also really allows the sideboard to also be a silver bullet package and more efficent answers. What if the sideboard was 4 veil of summer and a boseiju, Yorion, and 9 Bullets that each hit Multiple decks and overlap and give a really ridiculous Plan Alpha Prime in many matchups. This deck would need to be finely tuned where it hummed as a control engine main and answered broadly everything, nothing being outside the scope main. Shit, I might even be able to include fae of wishes/mastermind's Aquistion to have these to at all times. Fae of wishes has some utility. I could also consider the Wilderness Rec/Mystical teachings/Blue Sun's Zenith angle at this point. This deck would always be the alpha counterspell deck, I would just always have more copies. I'm actually quite close to a shell with so many options per card and redundancy in effect that I might be able to Just answer everything with anything card quality wise. I can still have a wrong halfs issue for sure, but the density of cantrips, scry, and DFC spells that are desirable to play can really mitigate this downside fairly quickly and as proactively as I play naturally. I think this will lead to very few hands where I can not navigate my self to a position where I can pivot. I should have very few fail rate hands, and with the london mulligan all but extinct. The nature of my deck is that my answers line up different ways in different matchups, but do something in all matchups. As long as I don't have a glaring hole in a metagame that requires a specific density of specific cards to compete that can be compensated for by a silver bullet, this deck should be able to perform as the alpha control list.
As true Control.
I really need to ensure that not only can I win Midrange, Combo, and Control matchups with my higher card quality, but my anti aggro package needs to be robust enough maindeck where I feel confident in these matchups. I think a high amount of 1 mana interaction, kaya's guile, cling to dust, and the silver bullets of crypt incursion/ Kaya main should be enough if i can justify them.
I need to break down my pyramid as I did for my intial spell with my expanded numbers. 35 lands seems fine, + or - DFC's, 45 spells at 5 layers. I can already tell I have a bottle neck at 2.
5+ drops=7
4 drops=8
3 drops=9
2 drops=10
1 drops= 11
Of course this just a rough cut. Everything needs to be explored and finessed. But even though I was north of 66 when the deck was first cut, how quickly a little expansion has me considering a 200 card deck. That's how much versatility and options there are. I probably have enough cantrips alone to make the whole deck go. It's a real Legacy style issue, and I'm super intrigued to explore it further. I think a big core of the deck is 4 Archive trap, 4 Cryptic Command, 4 Archmage charm, 4 Esper Charm, 4 Drown in the Loch, 4 Anticognition, 4 Confounding Conundrum,
4 Scheming Symetery, 4 Abundant Growth. This puts 2 over at the outset on 2's, and leaves us with 9 flex spots for everything else. A rough form to start from. I've included this package, a rough cut of the lands I want + or - DFC's as I said, all the cantrips I would consider, all the cards that make Yorion worth it, and all of the "search" cards that will make the cut. I should make a deck that is all of this, test out it's weakness's, and then shore up with cutting cards that underperform in quantity to replace with hyper-efficent hard answers and silver bullets. I think the bar for Yorion is at least 1 cantrip, or one spell off a snapcaster mage to be viable as 2-1. That's at least 8 cards. At 12 I will have some # of time where it will be 3-1, and that's when it will really become appealing.
I should be able to drain my opponent's of cards, then land a Yorion and pull ahead. I need a high density of 1 mana cantrips as well to ensure immediacy with scheming symetery, to enable the first archive trap. The first one matters a lot, to turn off if you will most of my deck.
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