we got tons of shrines. i play aropund with 11 of them. no duplicates cus what a waste.
this version has 10
we got gain x life do x dmage, damage any target, discard a land do x damage, , opponent discards a card per shrine x mana of one color, 2 life per shrine, draw x discard 1, draw for each shrine, 1/1 tokens per shrine per turn, and of course the OP shrine sanctum of all that goes and gets them all wherever they are.
obviously the goal is to get the sanctum of all onto the field. so there is no mana cost on getting them out.
getting the 5 colors to cast it and actually getting it does slow the deck down. but the mana sources are tuned in for that purpose.
should the opening hand have nothing related to shrines then thats just fine. the creatures can hold thier own.
if getting the 5color shrine is too hard for whatever reason. then honestly theres nothing wrong with just getting a few of them onto the field. mainly in this order unless circumstances call for variations in priority.
the blue honden. or the blue sanctum. getting more cards per turn makes a huge difference.
the white honden if defences struggled to be made. it will help replinsh some life. the black sanctum helps as well
the red honden to help pick off some smaller creatures until more shrines hit the field.
the green sanctum can help if mana is a problem. finding that mana you cant seem to pull from the deck is fixed with this.
the black honden is very helpful in early stages or against decks that draw alot of cards later on. i feel its a bit OP as well so i try not to use it if i dont need to .
the green honden isnt a priority it does help if theres nothing else to cast. but theres usually way better options to play than that.
early on if the sanctum of all doesnt show theres some grim tutors to pull it from the library. or use them on something like a mutate card to help multiply starixx stack . or whatever the situation calls for. a board wipe. or banishing light to put a card on lock down.
cultivates in there to help get lands goin early on or to fill in a missing land type.
garruks harbinger is great to help get some creatures into hand to be played if the draw engine isnt there yet. very useful for getting mutate cards. or the brash taunter for a solid defense.plus it has hexprooff from blacks annoying kill cards. which helps maintain a def front.
crystaline giant is there for an early creature drop to compensate for the lack of small creatures cus its too busy getting shrines on the field instead. plus they can become very versatile with the counters.
garruk unleashed is in there to create 3/3 tokens mainly. if a def is already set then going for the emblem is good. otherwise its mainly a distration tool. cus they dont know the deck isnt full of creatures. and garruk can become a serious threat in most cases so it draws focus.
Brash Taunter. one of my fav cards. it basically puts a stop to opponents assualt. plus its a little more difficult to remove. since the indestructable. i use him as my base for mutates if all is well in the world. its ideal. plus once you mutate onto him it becomes a creature killer. 6/6 indo that also doews damage to the face. if they dont have a creature with big power just target one of our own. it does the same thing.and if you attack a lifelink creature we own with it you also get the life. fun stuff.
Starrix is very useful at getting more cards onto the field without mana costs. mutating onto the same creature to multiply the stack. and putting the base as either a crystal giant that has hexproof the brash taunter for its extra lil protection being indo or if facing a black deck the harbinger has hexproof to help.ironscale hydra is decent too but its usually my last resort because its already a solid card and adding the mutate to it doesnt help it at all. most the creatures in the deck plan to try to stay awhile.
and should they manage to just wipe out every creature you play then nethroi can bring a good chunk of them back from the grave.
if having trouble ghetting the 7 mana to mutate him play him then mutate onto him for the effect.
stolen by the fae. this in in there for some flying capabilities. if facing flyer deck. this can get out some suicide defenders.
it can be used on opponetns creature if its getting a ton of counters and becoming a problem .
garruk cursed huntsmen. a great card. if by turn 6 you have the mana and they are just overwhelming either in numbers or with a big baddie this can help even the playing field with creatures. creatures that benifit from being killed. benifits that go towards both garruk planeswalkers. helpful to get thier emblems fast.
otherwise he can be a solid distraction. cus anyone who lets a garruk stay on the field doesnt plan on winnning. he can be a life saver. an equalizer. that extra turn or two that you needed to catch up or just the straw that broke the opponents spirit.
if you manage to get the emblem. +3/+3 to all creatures then the stolen by the fae becomes a bunch of 4/4s and the green shrine as well. 1/1 token per shrine every turn. its very easy to overrun then.
the mutate cards
migratory greathorn. just to get a specific land if needed or to keep puttin gland out to cast all the cards you are drawing.
gem razor cus theres always an enchantment that needs to have removed. or at lest that option needs to be available. and if you dont need it its a solid 4/4 reach trample guy.
insati hemophage to get some life and do some damage on the stack that ur trying to keep stacking on. alot of the time you will draw several of the mutate cards in one turn so putting them all on at once is very possible.
the starrix. theres more than one cus doubling its effect when mutating the stack is ideal situation.
nethroi. is a lil expensive but adds deathtouch and lifelink to the stack and brings back the dead.
and thats the extent of the creatures. theres not many but they dont lay down too easy.
and worse case you can win with just the shrines. if they are focused on killing all thier cards to remove your creatures then they arent stopping the shrines from flying thru the deck and doing a snowball effect of chipping away at them. once the shrines hit the field they are on a timer to lose. depending on the order they come determines the clock they have.
if a blue shrine stays in play and any other shrines hit the field its just all downhill for them.
as far as the sideboard and maybe board and companion.
adding yorion isnt horiible. gives you more cards that you can add some smaller creatures for an early defense setup. the extra 20 cards isnt gonna hurt too much cus the draw engine gets pretty sick. and theres several ways to get it running. grim tutor. sanctum of all. either of the blue shrines. many of the lands have the scry effect which helps dig deeper.
maybe board. a time wipe can be useful. sometime the aggro decks can beat it
the broodmoth to protect your creatures with rebirth and flying
thron mammoth to be able to pick off the medium sized baddies. or to just lay waste to all the small ones.
quasiduplicate. great with the crystal giants. worse case. having more brash taunters will make the opponent give up. or multiple mammoths or broodmoths incase they can kill it off. it will make them use more kill cards. multiplying the harbinger can outnumber them and allow you to start drawing all the creatures in the deck pretty fast.
if terror is in the deck then i strongly recommned just duplicating that beast. and watch ur opponent beg for mercy. opther than that the hydra is the only other thing worth copying.
unless of course having duplicate causes you to add some other sick creature to the mix. like maybe thief of sanity. all that extra mana why not cast thier cards as well.
the sideboard is mostly for fun. with the ultimatums. since the 5 color base is there as well as an abundance of mana why not use them.
alseid can help protect the mutate stack or another priority situation creature from removal or just to save it from combat.
its a fun deck to play check out the video to see it in action. theres several diff videos for it. the linked one is great tho.
Creature (16) | |||
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$0.30€0.220.02 | |||
$1.00€0.720.02 | |||
$2.520.02 | |||
$0.25 | |||
$0.25 | |||
2
Gemrazer
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$0.66€0.580.02 | ||
$0.20€0.080.03 | |||
$0.99€0.650.02 | |||
$10.49 | |||
Instant, Sorcery, Enchantment, Artifact (13) | |||
$0.94€1.060.03 | |||
$0.70€0.350.03 | |||
$0.40€0.310.03 | |||
$0.77€0.630.02 | |||
$0.49€0.250.03 | |||
$0.47€0.180.02 | |||
$0.20€0.130.03 | |||
$1.19€0.850.03 | |||
$2.30€1.360.03 | |||
$1.28€0.820.03 | |||
$1.59€0.840.03 | |||
$17.62€13.030.87 | |||
Land (33) | |||
$5.62€4.180.15 | |||
$0.48€0.260.02 | |||
$0.35€0.190.02 | |||
4
Island
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$0.490.03 | ||
4
Swamp
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$0.500.03 | ||
2
Mountain
|
$0.150.03 | ||
$0.20€0.120.04 | |||
6
Forest
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$1.01€0.110.03 | ||
$0.20€0.070.03 | |||
$5.33€3.800.03 | |||
$0.39€0.260.02 | |||
$0.30€0.250.02 | |||
2
Plains
|
$0.190.03 | ||
$17.74€16.697.02 | |||
$13.99€11.551.02 | |||
$18.00€16.690.57 | |||
Planeswalker (2) | |||
$0.95€0.770.02 | |||
$2.04€1.400.02 |
$0.37€0.350.03 | |||
$1.00€0.720.02 | |||
$17.99€16.880.98 | |||
$0.75€0.420.02 | |||
$0.20€0.130.03 | |||
$5.37€5.310.02 | |||
$1.00€0.840.02 | |||
$0.39€0.180.02 | |||
$3.16€2.940.02 | |||
$0.77€0.630.02 | |||
$1.27€0.910.02 | |||
$1.25€1.310.02 | |||
$0.95€0.770.02 |
$1.010.02 | |||
$3.10€4.710.16 | |||
$0.30€0.180.02 | |||
$0.50€0.280.02 |
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