Note: All previous versions of this deck have been deleted from my deck lists to avoid confusion. I had to make a bunch of changes to the mana base and made quite a few significant card swaps.
Disclaimer: This is a very janky deck. I do not recommend burning wildcards on building this if you are on a budget.
So this is an idea that came to me when I was playing around with how I could abuse Maskwood Nexus. A person I know named EldraziDragon showed me a deck they were playing around with awhile back that was an Azorius deck using Bishop of Wings and Arcane Adaptation to basically generate crazy life and a near infinite supply of chump blockers. Since I was already "working" on a similar concept with a Tolsimir, Friend to Wolves "wolf tribal" shell, I decided why not combine the two concepts. So this is pretty much what I've settled on as the "final" build of this deck.
The gist of the deck revolves around using Maskwood Nexus to turn all of your creatures into every creature type (including the Angels and Wolves that our build relies upon). Since all of our creatures are every creature type, it will trigger the Lifegain we get from Bishop, the Lifegain and fight trigger we get from Tolsimir, and the +1/+1 from Nightpack Ambusher and Radiant Destiny.
The Combo Pieces:
There are really three main combo pieces in the deck. Once Maskwood is down, all of our creatures are Angels to trigger Bishop as well as Wolves to trigger Tolsimir. Maskwood is also able to generate tokens as well if you need some chump blockers. A really interesting combo piece that made me realize that I didn't need Polyraptor anymore was that if Bishop and Maskwood are down, you can play Tolsimir and have Voja fight something that will kill it. It will wind up creating spirit tokens ad nauseam if each one dies up until the point where either your opponent runs out of creatures or your tokens no longer die.
Support Pieces:
Well we need to get to our combo pieces and Beast Whisperer can help us do that. Ambusher is a Wolf lord that can come in at Instant speed and generate more tokens if you don't cast anything during your turn. With Maskwood down, it will also buff all of your creatures instead of just the wolves. Same with Radiant Destiny. It will buff everything with Maskwood instead of what you name. With Ascend triggered, it will also give them Vigilance. Ardenvale is another token machine. Aetherflux Reservoir answers the question, "What are you gonna to do with all that lifegain, John Henry?" It is entirely possible to generate enough life through Bishop and Reservoir to be able to trigger the 50 damage ability. It is an alternate wincon and a hugely janky one at that. I absolutely love Reservoir.
Ramp:
I originally had more ramp in here, but as I have tried to make the deck more consistent, I have cut a lot of it out. Paradise Druid has Hexproof as long as it isn't tapped. Cultivate helps thin our deck of lands so to help get to our combo pieces a little easier. Same with Fabled Passage which is why I have it listed here even though it isn't technically ramp.
Protection:
Since we are a combo deck, we are quite vulnerable to fast decks and decks that can wipe our combo pieces out. Authority of the Consuls slows down aggressive decks and gains us life for each creature our opponent casts. Heroic Intervention and Unbreakable Formation protect our creatures and (in the case of Intervention) other crucial pieces. To be honest, I would rather run 3x Heroic Intervention, but I only have the one. Besides, it is kind of amusing to Addendum Unbreakable Formation, cast a Foretold Doomskar, and just swing in willy-nilly.
Removal:
I cycled through a lot of removal before I settled on these. Settle the Wreckage is fine, but only less intelligent or highly aggressive players will swing everything into 4 open mana. Shatter the Sky is just kind of blech to me because we aren't running a very high power ceiling and if we can't protect our creatures, we just gave our opponent a free card. Doomskar has been constant in this deck. If I had another one, I would probably be running 2:1 Doomskar:Nova. Nova is in here because it can deal with Shrine decks. Just make sure you either don't have Maskwood down or have Intervention in hand.
Creature (18) | |||
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$4.77€4.630.63 | |||
$0.25€0.190.03 | |||
$2.60€2.720.02 | |||
$0.55€0.310.02 | |||
$0.50€0.230.02 | |||
Instant, Sorcery, Enchantment, Artifact (17) | |||
$0.62€0.410.02 | |||
$0.50€0.260.02 | |||
$0.50€0.430.02 | |||
$15.28 | |||
$6.92 | |||
1
Doomskar
|
$1.25 | ||
Land (25) | |||
$10.04€9.740.24 | |||
$2.990.81 | |||
5
Forest
|
$0.56€0.170.04 | ||
$5.54€4.180.15 | |||
$0.47€0.480.02 | |||
$2.67€2.030.02 | |||
4
Plains
|
$0.34€0.160.04 |
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