Main Deck - 103 cards, 96 distinct
Sideboard - 437 cards, 437 distinct
Notes
A Djinn came to Mercadia. A group of arcanists sought him out and wished for the ability to change reality at will. The Djinn considered this, and granted their wish. The Djinn explained that they would be able to change an aspect of reality, but there would always be a cost. They happily accepted this. this is how the spell shapers came to be. In this the Djinn thought their fate sealed, as the cost would take everything from them over time.
The Djinn had underestimated the cleverness of the spell shapers, and what they might be willing to do if they were willing to bargain. With one such as he. Some dabbled in dark arts, and understood that power lay in the graveyard for those willing to takke it. The cost was always sacrifice, but that did not mean what was sacrificed could not still be of use. Bodies could rise again, and was forgotten could be flashed back if you knew how. These spellshapers grew in power, there spells always yielding more in both the cost and the effect. Domain over life, and domain over death. Uniting the two as one expanded the horizons of what was possible in the arcane. Their dark art is called necromancy, and they the first necromancers.
Creatures from Mercadia/Dominaria
Noncreatures from Innistrad
Lands from both
I think for my deck concept I want to play Elsha sometimes and it kicks the deck into high gear, but still functions without it. I'm thinking of including enough pump/support to make Elsha either have the possibility of KOing people, or a two turn clock, which 5-6 pump spells or less if they offer doubling. The second half of Elsha should setup draws and combos. Otherwise feeling a mix of discard draw like my old wheel decks before they got optimized, jeskai necromancy with etb effects, and flashback spells/instant sorceries matters cards. Should also be able to do really out of the box lines which is my Hallmark, and have some politics to it. A splash of control would also be me. It should feel like a mix of Godo and Nicole, and maybe a little pramikon. Features many of my classic wheelhouses, and more importantly exquisite deck building.
And with a niptuck there, we have finished the list! I ported over the list and made a last pass to make sure I didn't miss any spice out of the larger list. Notably, I figured out the karoo lands are just untenable in a multi color deck. For cards that support graveyard, desolate lighthouse and geir reach sanitarian are much better hits, and the decks benefits from including the one mana cyclers. I also realized that most cards are to maintain a tension of being worth playing, but also ok to discard. I trimmed most of the cards that weren't viable for discarding, as these are natural stops in the flow of the deck. Daring apprentice is a recurrable counterspells, and that's extremely valuable and why draining well makes the cut. The queen is a confusing but powerful build around, and we incidentally shoehorn it right into the deck as a major engine. We rounded out some instant speed interaction and filtering, bumping our flashback options. We chose blasphe.ous act and vanquish the horde as powerful board wipes from Innistrad that we can pitch when ahead. We brought in all artifacts that essentially cycle for two as they are great with Elsha, great with teshar and goblin welder. Also, Serra paragon was never fixed, so the downside continues to de eradicated.
This deck is going to be so much fun for me. It has all my old tricks, is built with my current skill, and has contextual endgames. It's tricky reanimation, my favorite and oldest play style. It reminds of the first decks I built, and yet is going to flow really well. It's a lot more than the sum of it's parts. I doubt I play any two games the same. This was a really great exercise, and I can't wait to play this deck.
Taking another look now that's it's been sometime. Time spiral remastered reentered some commander cards, which need to be reconciled. Fledon of third path was the first find with the first love theme. Laboratory maniac is insane and flirting with the line. I may ask for firestorm for that reason. Palace jailer, flickerwisp, restoration angel, fblthyp, mulldrifter, trinket mage, talrand, bonded fetch, laboratory maniac, bedlam reveler, dreadhord arcaniet, young pyromancer, zealous conscripts, kiki jiki, goblin engineer, etali, hollow one, leveler, solemn simulacrum.
We want to keep to the spirit of the deck, and although there are some wonderfully spicy deck enhancing options, I will not consider anything that is clearly attributable to another plane. That leaves us feldon of the third path, bonded fetch, solemn simalcrum as safe inclusions. Palace jailer and goblin engineer as on the fence inclusions.
I'm considering venser, karmic guide, aven fateshaper, feldon, bonded fetch, solemn simalcrum, and goblin engineer. Goblin engineer doesn't do that much, and welder has a higher ceiling that allows it the inclusion, so easy cut. Feldon is a must as is solemn. Karmic guide, fateshaper, and venser go up because of feldon but require me to really rework the ratios. Bonded fetch just seems like we missed it. I also want reconsider hall of tasgin. 5 is steep to make a limited mana rock, but as a hellbent play it's service able, and at times importantly enabling. We run a fair amount of artifacts and a fair amount of activated abilities, which is why Urza is the better of the two. One power stone does a lot to improve deck efficiency, turning many things into free spells or free abilities. Two power stones, a island, and academy ruins lets us cast a 1 drop artifact out of our graveyard every turn. And welder is great with the hall.
My first switch is feldon for draining whelk. Draining whelk is only great if we can recur easily. Pulsamge advocate, feldon, and grimoire is how we do that, and two of those are not ideal. As such, easy cut. Most of our other reanimation is 3 or less. The creatures after this is so tight, that I just can't. Like aven fateshaper, bonded fetch, and karmic guide are definitely worthy considerations, but just either are outclassed or displace a more unique alternative, so they don't make it. Solemn is a must include, but has the creature problem. I ended up cutting the broken concentration as too cute. Switching creature for no creature is not good, but this is like the only worthy cut and has a huge net positive on the deck, so I'll allow it. We cut coral atol as to cute as well and have functional alternatives in the deck already, and brought in hall of tasgin which we will be happy to activate whenever we have a chance to do so.
Got the green light for approach of the second sun! It's a great add because its a pet card of mine, Nicole bolas flavored, and I got a home for that sweet one Joe gave me. A solar eclipse from the desert seems in flavor with the mad magus theme here too. And mechanically works well with the deck.
The Djinn had underestimated the cleverness of the spell shapers, and what they might be willing to do if they were willing to bargain. With one such as he. Some dabbled in dark arts, and understood that power lay in the graveyard for those willing to takke it. The cost was always sacrifice, but that did not mean what was sacrificed could not still be of use. Bodies could rise again, and was forgotten could be flashed back if you knew how. These spellshapers grew in power, there spells always yielding more in both the cost and the effect. Domain over life, and domain over death. Uniting the two as one expanded the horizons of what was possible in the arcane. Their dark art is called necromancy, and they the first necromancers.
Creatures from Mercadia/Dominaria
Noncreatures from Innistrad
Lands from both
I think for my deck concept I want to play Elsha sometimes and it kicks the deck into high gear, but still functions without it. I'm thinking of including enough pump/support to make Elsha either have the possibility of KOing people, or a two turn clock, which 5-6 pump spells or less if they offer doubling. The second half of Elsha should setup draws and combos. Otherwise feeling a mix of discard draw like my old wheel decks before they got optimized, jeskai necromancy with etb effects, and flashback spells/instant sorceries matters cards. Should also be able to do really out of the box lines which is my Hallmark, and have some politics to it. A splash of control would also be me. It should feel like a mix of Godo and Nicole, and maybe a little pramikon. Features many of my classic wheelhouses, and more importantly exquisite deck building.
And with a niptuck there, we have finished the list! I ported over the list and made a last pass to make sure I didn't miss any spice out of the larger list. Notably, I figured out the karoo lands are just untenable in a multi color deck. For cards that support graveyard, desolate lighthouse and geir reach sanitarian are much better hits, and the decks benefits from including the one mana cyclers. I also realized that most cards are to maintain a tension of being worth playing, but also ok to discard. I trimmed most of the cards that weren't viable for discarding, as these are natural stops in the flow of the deck. Daring apprentice is a recurrable counterspells, and that's extremely valuable and why draining well makes the cut. The queen is a confusing but powerful build around, and we incidentally shoehorn it right into the deck as a major engine. We rounded out some instant speed interaction and filtering, bumping our flashback options. We chose blasphe.ous act and vanquish the horde as powerful board wipes from Innistrad that we can pitch when ahead. We brought in all artifacts that essentially cycle for two as they are great with Elsha, great with teshar and goblin welder. Also, Serra paragon was never fixed, so the downside continues to de eradicated.
This deck is going to be so much fun for me. It has all my old tricks, is built with my current skill, and has contextual endgames. It's tricky reanimation, my favorite and oldest play style. It reminds of the first decks I built, and yet is going to flow really well. It's a lot more than the sum of it's parts. I doubt I play any two games the same. This was a really great exercise, and I can't wait to play this deck.
Taking another look now that's it's been sometime. Time spiral remastered reentered some commander cards, which need to be reconciled. Fledon of third path was the first find with the first love theme. Laboratory maniac is insane and flirting with the line. I may ask for firestorm for that reason. Palace jailer, flickerwisp, restoration angel, fblthyp, mulldrifter, trinket mage, talrand, bonded fetch, laboratory maniac, bedlam reveler, dreadhord arcaniet, young pyromancer, zealous conscripts, kiki jiki, goblin engineer, etali, hollow one, leveler, solemn simulacrum.
We want to keep to the spirit of the deck, and although there are some wonderfully spicy deck enhancing options, I will not consider anything that is clearly attributable to another plane. That leaves us feldon of the third path, bonded fetch, solemn simalcrum as safe inclusions. Palace jailer and goblin engineer as on the fence inclusions.
I'm considering venser, karmic guide, aven fateshaper, feldon, bonded fetch, solemn simalcrum, and goblin engineer. Goblin engineer doesn't do that much, and welder has a higher ceiling that allows it the inclusion, so easy cut. Feldon is a must as is solemn. Karmic guide, fateshaper, and venser go up because of feldon but require me to really rework the ratios. Bonded fetch just seems like we missed it. I also want reconsider hall of tasgin. 5 is steep to make a limited mana rock, but as a hellbent play it's service able, and at times importantly enabling. We run a fair amount of artifacts and a fair amount of activated abilities, which is why Urza is the better of the two. One power stone does a lot to improve deck efficiency, turning many things into free spells or free abilities. Two power stones, a island, and academy ruins lets us cast a 1 drop artifact out of our graveyard every turn. And welder is great with the hall.
My first switch is feldon for draining whelk. Draining whelk is only great if we can recur easily. Pulsamge advocate, feldon, and grimoire is how we do that, and two of those are not ideal. As such, easy cut. Most of our other reanimation is 3 or less. The creatures after this is so tight, that I just can't. Like aven fateshaper, bonded fetch, and karmic guide are definitely worthy considerations, but just either are outclassed or displace a more unique alternative, so they don't make it. Solemn is a must include, but has the creature problem. I ended up cutting the broken concentration as too cute. Switching creature for no creature is not good, but this is like the only worthy cut and has a huge net positive on the deck, so I'll allow it. We cut coral atol as to cute as well and have functional alternatives in the deck already, and brought in hall of tasgin which we will be happy to activate whenever we have a chance to do so.
Got the green light for approach of the second sun! It's a great add because its a pet card of mine, Nicole bolas flavored, and I got a home for that sweet one Joe gave me. A solar eclipse from the desert seems in flavor with the mad magus theme here too. And mechanically works well with the deck.
Comments
No comments yet.