Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$164.79

0 Likes 0 Comments
Avg. CMC 3.71
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 22 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (1)
1 Thassa's Oracle
$15.53 Creature - Merfolk Wizard
Instant (24)
4 Censor
$0.15 Instant
2 Channeled Force
$0.04 Instant
4 Countervailing Winds
$0.09 Instant
4 Hieroglyphic Illumination
$0.07 Instant
4 Neutralize
$0.08 Instant
2 Settle the Wreckage
$2.67 Instant
4 Zenith Flare
$0.02 Instant
Sorcery (3)
2 Doomskar
$0.62 Sorcery
1 Sweltering Suns
$0.13 Sorcery
Artifact (1)
1 Abandoned Sarcophagus
$0.08 Artifact
Enchantment (5)
4 Cast Out
$0.05 Enchantment
1 New Perspectives
$0.06 Enchantment
Planeswalker (2)
2 Teferi, Hero of Dominaria
$8.98 Legendary Planeswalker - Teferi
Land (24)
2 Glacial Fortress
$0.82 Land
4 Hallowed Fountain
$8.72 Land - Plains Island
4 Irrigated Farmland
$0.18 Land - Plains Island
2 Island
$0.12 Basic Land - Island
4 Lonely Sandbar
$0.11 Land
4 Raugrin Triome
$12.94 Land - Island Mountain Plains
2 Steam Vents
$12.74 Land - Island Mountain
2 Sulfur Falls
$0.80 Land
Sideboard - 22 cards, 9 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (15)
3 Drannith Healer
$0.05 Creature - Human Cleric
4 Drannith Stinger
$0.07 Creature - Human Wizard
4 Flourishing Fox
$0.11 Creature - Fox
4 Valiant Rescuer
$0.04 Creature - Human Soldier
Instant (2)
1 Dovin's Veto
$3.61 Instant
1 Forsake the Worldly
$0.06 Instant
Sorcery (5)
1 Boon of the Wish-Giver
$0.06 Sorcery
1 Doomskar
$0.62 Sorcery
3 Sweltering Suns
$0.13 Sorcery

Notes
 
There are 33 cycling cards in this version. As such I've broken my own cardinal rules of control and am at 24 lands, given that I can cycle into land fairly easily. Half can come into play untapped and don't cycle, the other twelve do cycle and come into play tapped. I think playing just one of those ideal, and then just making land drops out of the other half, but that can't always be controlled. Might lead to some clunky openers, I just have to see. There 16 cards that cycle for U, and another 4 that cycle for W, and then the other 13 cycle for 2 or 3. 20 1 mana cantrips is a lot. The premise is fairly simple, sit back and control the game while cycling, build up to a zenith flare slowly. Any of the non-cycling cards are fairly busted. Abandoned sarcophagus is a house. New perspectives busts the deck open, so much so that we have a single thassa's oracle as an alternate win con. Multiple zenith flares will close the game usually, Teferi is right at home in this build. Channeled force is a little added removal that clear out a bunch of cycling cards/lands when we need to keep it moving but don't want to drop the shields. This is a pretty good best of one deck. the removal may need tweaking, but it's pretty solid. We can also play boon of the wish-giver over Teferi.

Post board in best of three we get some options for tricky matchups, but I like a transformational sideboard that brings in the cycling creatures package into basically the same deck with counter magic. i think that's stinger, fox, and rescuer, leaving 3 flex spots (probably best for aggro, could be drannith healer). Drannith healer and valiant rescuer seem like great anti agro cards anyway, and fox can get really big, so many this is just the whole of the sideboard.

It's a huge consistent spread of cards, should be a lot to cover.
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