Instant, Sorcery, Enchantment, Artifact (50) | |||
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1
Disallow
|
|||
$3.75 | |||
$0.20€0.08 | |||
$12.32 | |||
1
Negate
|
$0.25€0.120.03 | ||
$0.20€0.020.05 | |||
1
Dismiss
|
$0.20€0.26 | ||
$0.70€0.800.05 | |||
$0.77 | |||
1
Rewind
|
$0.35€0.250.03 | ||
1
Exclude
|
$0.20€0.16 | ||
1
Opt
|
$0.39 | ||
1
Impulse
|
$0.20€0.140.02 | ||
$0.25€0.190.03 | |||
$0.34 | |||
1
Censor
|
|||
$0.97€0.580.02 | |||
$2.91€2.670.02 | |||
$1.15€0.770.02 | |||
$1.72€1.470.02 | |||
1
Unwind
|
$0.56€0.430.03 | ||
$0.29€0.250.03 | |||
$0.19€0.150.01 | |||
$1.86€2.820.03 | |||
$0.50€0.360.02 | |||
$0.710.44 | |||
$5.42 | |||
$1.97€2.040.73 | |||
$4.99 | |||
$0.25€0.160.03 | |||
1
Consider
|
$2.04 | ||
$0.35€0.640.03 | |||
$1.99 | |||
$1.22 | |||
$0.56€0.740.03 | |||
$0.25€0.350.01 | |||
$0.18€0.110.03 | |||
$0.47 | |||
$0.25€0.290.04 | |||
$0.20€0.080.03 | |||
$0.84€1.64 | |||
$0.47€0.530.55 | |||
$0.39€0.310.03 | |||
$0.450.03 | |||
$0.15€0.100.03 | |||
$31.00€25.290.02 | |||
$4.81 | |||
$0.39 | |||
$1.030.02 | |||
Creature (10) | |||
$1.940.03 | |||
$0.40€0.320.02 | |||
$0.65 | |||
$0.40 | |||
$4.78 | |||
$26.050.85 | |||
$1.02€0.890.02 | |||
Land (39) | |||
$1.99€0.900.03 | |||
$1.27€2.013.26 | |||
$18.35 | |||
$1.370.02 | |||
32
Island
|
$0.48€0.47 | ||
$0.80€0.920.03 | |||
$0.25€0.210.03 |
$0.45€0.510.02 | |||
$7.43 | |||
$1.45€1.320.01 | |||
1
Shore Up
|
$0.25€0.140.02 | ||
$0.25€0.150.03 | |||
$2.55 | |||
$1.030.02 | |||
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Learn more Download For WindowsOriginal Deck created by LegenVD
Changes made with Wilds of Eldraine set release based on personal preference:
- replaced 2 Island with Field of Ruin and Demolition Field
- replaced Saruman's Trickery with Essence Scatter (lower CMC)
- removed The Immortal Sun (does't fit the deck)
- removed Gilded Lotus (too expensive and too easy to remove)
- removed Talrand, Sky Summoner (not needed as win condition)
- removed Tolarian Terror (not needed as win condition)
- removed Wavebreak Hippocamp (not needed for card draw)
- removed Faerie Vandal (too weak)
- removed Thing in the Ice // Awoken Horror (too slow)
- removed Displacer Kitten (anti-synergy with auras)
- added Combat Research, Curious Obsession and Sea-Dasher Octopus for card draw
- added Discontinuity, Gale's Redirection and Summary Dismissal for uncounterable spells
- added The Irencrag as mana rock
- added Jwari Disruption as MFC land
Some changes to the manabase to get a little more utility by adding an extra MFC land that dual functions as another cheap counterspell and also replacing two basics with utility lands to deal with opponents' problematic lands.
Also added The Ironcrag from Wilds of Eldraine as additional early mana rock with potential upside lategame.
The Immortal Sun is too situational and tapping out for a 6 CMC artifact that doesn't do much the turn it comes down just isn't good enough. The extra card draw is not needed anymore because of the auras and planeswalker spells can simply get countered instead.
The removed creatures were either too weak, too slow or just very akward to use and get value out of them. Tapping out on turn 3 or 4 leaves them vulnerable to removal and opens up opportunities for the opponent to do whatever they want. Furthermore most of them just aren't needed to win the game so only keeping the Djinns as big evasive threats with upside (cost reduction).
Flickering creatures with Displacer Kitten is great value on paper but it's hard to find a good spot to cast it with protection available and it has anti-synergy with the new strategy of using card draw auras on the commander.
Discontinuity functions as a pseudo extra turn spell and allows countering spells that otherwise can't be countered as well as stopping cascade triggers. Summary Dismissal and Gale's Redirection serve a similar purpose with the former also countering abilities and the latter having the upside of "stealing" the spell.
Adding in some protection spells for the creatures with attached auras would be another viable option (see Maybeboard).
Hullbreaker Horror and Alrund's Epiphany could also be used as additional threats to close out the game but they aren't needed.
The deck is built "true to paper" but Gate to Seatower could be added to the manabase if one doesn't mind playing with Alchemy cards. Oracle of the Alpha, Calim, Djinn Emperor, Key to the Archive and Discover the Formula are also incredibly strong cards if one wants to go down that route.
46 | 19 | 30 | 4 | 0 |
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0 | 0 | 0 | 1 | 0 |
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