TCC | The Reserved List Is A Lie

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FoxForger – Proactive Zirda cEDH

Hi cEDH!
I’ve been brewing [[Zirda, the Dawnwaker]] since spoilers and am excited to present my finalized list for your review and feedback.


I’ve pasted the description below for those who would rather read it on reddit.


A proactive Zirda list with a focus on abusing equipments, mainly Umbral Mantle and Sunforger (hence the name). Extremely fast with an average CMC of 1.76 and very greedy for mana, with about a third of the 30 lands only tapping for colorless, this deck can be explosive and usually tries to win or swing for lethal against at least one opponent by turn 3 or 4, but can go off as early as turn 1 with the right cards (though such scenarios are extremely unlikely).


1 – Winning

2 – Combos

3 – Card Choice

4 – Mulligans

5 – Budget Options / Honorable Mentions

1. Winning

The two main win conditions of this deck are:

Making infinite mana and casting Walking Ballista to ping opponents for lethal damage

Attacking with infinitely large creatures pumped with Umbral Mantle

2. Combos:

Infinite Walking Ballista Damage

A. Grim Monolith / Basalt Monolith + Zirda, the Dawnwaker + infinite mana outlet (Walking Ballista, Staff of Domination, Diviner’s Wand) = Walking Ballista or drawing into Walking Ballista for infinite damage

B. Palladium Myr / Metalworker (and an artifact in hand) + Umbral Mantle + Zirda, the Dawnwaker + infinite mana outlet (Walking Ballista, Staff of Domination, Diviner’s Wand) = Walking Ballista or drawing into Walking Ballista for infinite damage

C. Auriok Salvagers + Lion’s Eye Diamond + Chromatic Star / infinite mana outlet (Walking Ballista, Staff of Domination, Diviner’s Wand) = Walking Ballista or drawing into Walking Ballista for infinite damage

D. Sunforger + Zirda, the Dawnwaker + another white permanent + RRWWWW = Tutor Grim Monolith + Walking Ballista for infinite damage (Sunforger line below)

T1: Cast Chance for Glory, Cast Enlightened Tutor for Grim Monolith.

T2: Draw Grim Monolith. Cast Seething Song for RRW. Cast Grim Monolith for RR. Cast Tithe, find Mistveil Plains, play it. Cast Angel’s Grace. Cast Final Fortune. Equip Sunforger.

T3: On upkeep, use Mistveil Plains to shuffle in Enlightened Tutor and cast Enlightened Tutor for Walking Ballista. Draw and cast Walking Ballista, ping opponents for infinite damage.

Attack with infinitely large creatures

A. Palladium Myr / Metalworker (and an artifact in hand) + Umbral Mantle + Zirda, the Dawnwaker = Lethal combat damage at one or more opponents (unblockable lethal damage at two or more opponents if Zirda doesn’t have summoning sickness)

B. Paradise Mantle + Umbral Mantle + Zirda, the Dawnwaker = Pump any of your creatures without summoning sickness to lethal power for 1 mana (pump for free with Puresteel Paladin and any additional artifact)

C. Umbral Mantle + Zirda, the Dawnwaker + mana dork without summoning sickness (Iron Myr / Gold Myr / Blinkmoth Nexus / Inkmoth Nexus) = Pump the dork to lethal power for free

3. Card Choice

Contentious picks – why you should run these.

Geier Reach Sanitarium / Mikokoro, Center of the Sea – Card selection / advantage, interaction with Thassa’s Oracle & Demonic Consultation.

Inkmoth Nexus / Blinkmoth Nexus – Can become infinitely large with Umbral Mantle and Zirda, the Dawnwaker, provides flying creatures to a deck that would otherwise have none.

Bag of Holding – Has many synergies with multiple looting / wheel effects in the deck, can get back all the cards you discard, and its costs are reduced by Zirda, the Dawnwaker to make it very economical to use.

Chromatic Star – Filters colorless mana which can make or break a combo or enable a tutor for an infinite outlet. Provides infinite draws with Auriok Salvagers and infinite mana (whether from a monolith or Lion’s Eye Diamond). Provides card advantage with Goblin Welder / Goblin Engineer.

Codex Shredder – Good interaction against topdeck tutors and universal recursion for only colorless mana. Recursion cost is also reduced by Zirda, the Dawnwaker.

Experimental Frenzy – Great late game card for interactive / staxy games. Provides incredible card advantage, and can combo with infinite mana and Sensei’s Divining Top to draw until you can cast Walking Ballista. Removal cost is reduced by Zirda, the Dawnwaker.

Abrade – Cheapest instant that hits both Collector Ouphe and Null Rod (the deck’s main weakness)

Angel’s Grace – Stops wins from Thassa’s Oracle / Laboratory Maniac / Jace, Wielder of Mysteries, allows you to run extra turns and use them with Sunforger, has split second.

Chance for Glory / Final Fortune – Extra turns to mainly for use with Sunforger or Gideon of the Trials – however, sometimes all you need is another turn to get one more mana to combo off, and these can be useful for those scenarios.

Seething Song – Great ramp to help fuel combos or looting with Oread of Mountain’s Blaze.

Tithe – Very useful whether you need colors or recursion in the form of Mistveil Plains.

Gideon of the Trials – Incredibly underrated stax piece, shuts down opponents “win the game” effects, wins the game for you if they can’t remove it. Allows you to abuse extra turn effects of Chance for Glory and Final Fortune.

Bomat Courier – Underrated card advantage in red. 1 mana, swings turn 1, triggers on attack. By turn 3, you could sacrifice it for a red mana and get 3 extra cards – the longer it lasts, the more value you get. Gets around Notion Thief / Narset, Parter of Veils and can give you back a hand if yours is wheeled away.

Goblin Welder – Great in case your Grim Monolith or Basalt Monolith is countered. Can kill Null Rod. Provides card advantage with Chromatic Star.

Gold Myr / Iron Myr – 2 mana colorless creatures that ramp and become infinitely large with Umbral Mantle and Zirda, the Dawnwaker. Can be played turn 1 with Mishra’s Workshop with mana to spare.

Gorilla Shaman – Powerful repeatable artifact removal, especially with the reduction from Zirda, the Dawnwaker. Can kill Null Rod.

Grand Abolisher – Protects our combos, prevents almost all interaction on our turn. Hard to cast at WW, but worth it.

Mother of Runes – Protects creature combo pieces, can make infinitely large creatures unblockable, can protect itself and stop large attackers without trample.

Oread of Mountain’s Blaze – Huge value with Zirda, a repeatable R to loot (or reverse loot, technically). Insane with Treasonous Ogre, being able to pay 3 life to loot can allow you to win on the spot.

Puresteel Paladin – Possibly the weakest choice in the deck, but a personal favorite of mine. Hard to cast at WW, but neither the draw nor the metalcraft ability is insignificant. Lets you pump all your creatures infinitely for free with Paradise Mantle, Umbral Mantle, Zirda, the Dawnwaker, and any other artifact.

Relic Seeker – Probably the second weakest include after Puresteel Paladin. I like to think of it as a slightly worse Stoneforge Mystic, and I believe it’s still worth running for the tutor effect.

Subira, Tulzidi Caravanner – Great card advantage for interactive games, can make creatures unblockable before you pump them with Umbral Mantle, can let you draw the turn it comes down. 25/27 of the creatures in the deck have power 2 or less (exceptions being Ranger-Captain of Eos and Zirda, the Dawnwaker).

Weathered Wayfarer – Can search for Inventors’ Fair or Mishra’s Workshop, or just let you keep hitting land drops. A 10/10 must run in my opinion.

Contentious exclusions – cards that (I believe) are too slow, aren’t proactive enough, and/or don’t provide broad enough stax effects.

Aven Mindcensor – Doesn’t help against Tainted Pact or Consultation, doesn’t help against Hermit Druid, costs 3 mana and you usually want to spend that mana doing something on your turn. Too slow and doesn’t do enough for this deck’s strategy.

Blood Moon / Magus of the Moon – Almost useless against monocolor decks, hurts our lands too (Urza go brrr).

Rule of Law / Eidolon of Rhetoric – Too slow / hurts our own deck & strategies too much.

Containment Priest – Almost made the list, but too many decks don’t care about it to the point that it’s not worth it just to stop Hermit Druid, graveyard recursion, and “to the battlefield” tutors / Polymorphs.

Deafening Silence – Pretty much same argument as Containment Priest – not proactive enough, doesn’t interfere with opponents enough.

Karn, the Great Creator – Too slow, not proactive enough.

Underworld Breach – Too many conditions to meet to make it work consistently (Lion’s Eye Diamond + Wheel of Fortune to combo, graveyard needs cards to use as recursion, etc).

Path to Exile – Swords to Plowshares is better in most cases, as Path can ramp an opponent. I prefer to run Abrade and both Pyroblast / Red Elemental Blast than Path to Exile.

4. Mulligans

You should usually keep hands with Grim Monolith, Basalt Monolith, Treasonous Ogre, or Artifact / Equipment tutors as long as you have a decent amount of lands / ramp too. Hands with lots of ramp and one or two draw / loot effects are also good options to keep. Mishra’s Workshop and a Myr or Metalworker is a very attractive opening. You should tend to be more conservative on mulligans, and usually shouldn’t need to mulligan more than twice to find a keepable hand.

5. Budget Options / Honorable Mentions

Budget options

See the maybeboard for a list of good budget options you can use to replace expensive cards like Mishra’s Workshop and Candelabra of Tawnos.

Imperial Recruiter, Kiki Jiki, Mirror Breaker, Combat Celebrant, Village-Bell Ringer, and Splinter Twin are a great replacement combo package if you’d like to replace the Bomberman package (Aruiok Salvagers + Lion’s Eye Diamond). Stonehewer Giant is very powerful in the late-game as well.

Honorable mentions

Below are some combos that I really liked but had to take out because they were too slow or included dead cards.

Giant Giant – If you have 2WW up and Zirda out, you can swing with Stonehewer Giant and before damage is dealt, pay W and tap to tutor and equip Umbral Mantle, pay 1 to untap, pay W and tap to tutor and equip Paradise Mantle, pay 1 to untap, then tap/untap Stonehewer Giant to make him infinitely big.

Sunforger Turns – Infinite turns with Sunforger. Need Zirda, Sunforger, and 2RRWW.

T1: Repeated Reverberations, Chance for Glory = 3 Extra Turns

T2: Angel’s Grace, Tithe, play Plains, equip.

T3: Enlightened Tutor on upkeep for Reito Lantern, Seething Song, Reito Lantern, shuffle Angel’s Grace, Angel’s Grace

T4. Shuffle Seething Song, Seething Song, Final Fortune, shuffle Final Fortune & Angel’s Grace, Angel’s Grace

T5: Repeat T4

Thanks for the read! Thoughts appreciated.

Bonus challenge: Can you come up with any better Zirda / Sunforger combos than the two in this post?

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Urza Echo R&D: The Other Brother

I recently remembered that Mishra, Artificer Prodigy exists. He’s for a while now been one of those “almost there” cards that are definitely powerful enough to do some impressive things only for the supporting cast to just never get there. Given this and my quest to find something that fits this deck better than Narset (that isn’t named Tangle Wire), I decided to give him a shot in this.


4 Urza

4 Emry

4 Karn

2 Sai

2 Mishra, Artificer Prodigy

4 Echo of Eons


4 Lotus Petal

4 Mox Opal

4 Chalice of the Void

3 Tangle Wire

4 Urza’s Bauble

2 Mishra’s Bauble

4 Seat of the Synod

4 Ancient Tomb

4 Glimmervoid

1 Spire of Industry

2 Cavern of Souls

1 Island



1 Lattice

1 Ensnaring Bridge

1 Liquimetal Coating

1 Walking Ballista

2 Tormod’s Crypt

4 Force of Will

1 Oko

1 Plague Engineer

2 Abrade

My thoughts on Mishra after about 10 matches:

  1. This card is really fun! Playing Mishra then doubling up on LEDs, Petals, and Opals very quickly gives you all the mana. Going turn 2 Mishra cast LED, put a second one into play for free, crack them both, Echoing, then doubling up on all the Baubles, Tangle Wires, and mana rocks in the new hand and immediately dumping that hand is one hell of a drug. As is playing something and doubling it, then saccing it and Emrying it back, doubling it again. I’m probably going to keep playing Mishra just because he is so fun.
  2. Cool factor aside, he was pretty good, definitely good enough to consider. While he has the Sai problem of requiring you to have artifacts to play after you cast him, his upside can be quite high. Doubling up on LEDs is completely degenerate, doubling up on baubles is a lot of value, doubling Opals and Petals give you huge bursts of mana, doubling Tangle Wire locks your opponent out of doing anything for 3 turns and Mishra + Emry is a match made in heaven. I could see something like running 2 copies of Wishclaw Talisman for more Mishra value. Also, unlike Sai, a 4 mana 4/4 is decent enough stats for the cost that he isn’t completely terrible if you have to just run him out with nothing to synergize with him.
  3. While Mishra may be a win more card, but he’s presently replacing Narset who is also a win more card. It’s worth nothing that Mishra is much better from behind than Narset is as the only real way this deck has to defend planeswalkers is building a giant board, or Karning for Bridge. The Narset + Echo combo is quite useful in combo heavy metas however. However either one into casting LED into Echo almost always win the game on the spot.
  4. Probably the biggest knock against him is the Grixis requirement resulting in a few moments where he was difficult to cast, but with Glimmervoids, Cavern, Spire, Opal and Petal, it hasn’t been frequent enough to be a dealbreaker. It’s worth noting that Mishra seems easier to cast in more Cavern heavy builds than Narset is.
  5. If WoTC ever prints something like Lodestone Golem’s static ability on a 2 mana artifact he’s kicking Narset to the curb permanently.

TLDR: Mishra is hella fun and surprisingly deece, give him a shot.

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Metagame Project v2: Month 2 Update!

Hello everyone!

Since it’s been about 2 months since Flash met its rightful demise, it’s time for another Metagame Project update.

This update sees some things that have moved up and down in popularity and success, some things that have stayed the same, and a couple things that had me really scratching my head.

Read all about it here

And, as always, if you’d like to contribute game information to the project, please use this google form to do so:

Metagame Project v2 Survey

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What’s the best creature deck in cEDH? -Play to win gameplay

This week we’re trying to find which deck packs the strongest punch on the ground. Momir Vig – An elf ball list looking to hack momir vig, to break the game in half – Chulane – Leaning on a fe…


[2XM] Mana Crypt

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Cameron is back! We decided to set up a four player game today battling some old power against some new power. There’s a lot of triggers, and a lot of misplays, so buckle up.

Najeela – Tried and true, this tempo deck is known for presenting quick wins with lots of interaction

Thrasios//Akiri – The new top dog in town?

Zirda – Does boros finally have a competitive commander ?

Rielle – (Big shout out to the rielle discord for help on this list )

the video

submitted by /u/dylan414 to r/CompetitiveEDH
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Play to Win Gameplay (Flash is banned Kinnan is here to stay)

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Pinger Decks and how useful they actually are

I’ve recently started redesigning some of my super budget decks that are just for my friend group where we really don’t plan to do much investment and just have “kitchen” Table esque fun. But sometimes I also like playing online with slightly more powerful decks.

While doing that redesign, I found that I really liked Syr Carah for the Red Deck. But not as just a spell slinger deck, but as a Pinger Deck. It’s full of cards that tap to do 1 or more damage to a player or creature. Which sure, its not a lot. But it does wonders against Token Decks and when combined with Gorgons head and Flair, it’s a Tap-Kill a Creature.

Now with Ikoria, we also have Deathtouch and Lifelink Counters etc. and even have Mutate for added shenanigans for those Pingers. I feel like yes, they don’t do a lot, other than being a convoluted Creature removal. But they also have something interesting where its not just about combat, but being careful with your resources.

Insatiable Hemophage and Cubwarden are some such creatures you may want to mutate ontop.

Porcuparrot is also a new Pinger making use of Mutations ( Gimmicky, as heck )

With the Commander 2020 release we also have a Mardu Pinger now ( and I know that even blue has Pingers) with Kelsien, the Plague. Giving us access to 3 Colours, among them, good removal, good methods of card advantage, and different varieties of Pingers.

So here’s my question for the discussion for you guys. What do you think about Pingers? Are they horrible? are they hidden op? (lol) or what comes to mind in terms of weird combos for them?

submitted by /u/KhrBasil to r/EDH
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Is there a "perfect" set of three cards for Emergent Ultimatum?

[[Emergent Ultimatum]] What I mean is this: Everyone can name the odd two card combo that wins the game by going infinite or whatever it happens to be, but is there any set of three monocoloured cards, any two of which in combination win the game on th…


Post-Flash Interview with Shivam Bhatt! – cEDH Cast

Our most recent episode is finally out! We talk about commander, the rules committee, flash, and more on this episode of the cEDH Cast! Soundcloud: YouTube:…


North 100 Episode 95 – Ikoria Set Review Part 2!

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[IKO] Tri-Lands

submitted by /u/Cirksena to r/magicTCG [link] [comments]


[IKO] Kinnan

[Kinnan, Bonder Prodigy] UG Legendary Creature – Human Druid Whenever you tap a nonland permanent for mana, add one mana of any type that permanent produced. 5UG: Look at the top give cards of your library. You may put a non-Human creature card from a…


Finally made the deckbox I’ve always wanted

submitted by /u/VeakXP to r/magicTCG [link] [comments]



We enjoy a good casual game from time to time, so with ikoria coming up, now seems like a good a time as any how many times will pernicious deed sweep the board submitted by /u/dylan414 to r/CompetitiveEDH [link] [c…


Homelands Set Review || North 100 Ep93

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North 100 Episode 93 – Homelands Set Review!

submitted by /u/Sir_Magic_Toast to r/canadianhighlander [link] [comments]


New Play to Win Gameplay Video

Hey there! We’re Play to Win and we just uploaded a gameplay video, playing our personal decks. BREYA vs THRASIOS/TYMNA vs KENRITH vs TEFERI check it out submitted by /u/dylan414 to r/CompetitiveEDH [link] [comments]


Magic History: Taking a look back at ‘Urza’s Legacy’

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I see you Scryfall

submitted by /u/SumNeuron to r/magicTCG [link] [comments]


Biological Warfare, My Azorius Living Weapon/Germ deck

Yes, this is basically a joke deck on the corona virus, but I also want to find a way to make it work.

Commander: [[Ephara, God of the Polis]]

Biological Warfare

No budget for the deck, but I’d prefer to keep individual cards below $20 each in most cases.

Currently wincons are Germ swarms, with a backup plan of [[Approach of the Second Sun]], or voltron in an emergency. I’m betting I need a few more anthems to keep my germs alive early.

Permanent flicker/blinks have been a little harder to find than creature, but I was hoping to avoid turning the equipment into creatures. Not totally excited for non-repeatable effects.

The card stealing can mostly be cut for better on theme cards, and copying cards can be reduced as needed too. Didn’t feel there were enough living weapons to produce enough germs.

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a new player needs some advice in deck building

(first of all sorry of i have some error in my spelling, inglish is not my best lenguage) soo after watching videos of mtg for years a moved to a city were i can finally play, i’m in a budget and want to build a equipment/tokens value deck, i’m thinking of going with alela or dalakos but i can’t decide witch one to use and don’t really know how to build the decks, if you have a list that i can see or some advice it would be great

submitted by /u/AlikarAlter to r/EDH
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NIV MIZZET vs EDRIC vs GITROG vs GRENZO – Play to Win – cEDH gameplay

What’s more difficult doomsday piles or keeping track of Niv’s triggers ?? Thanks to u/nslover for the new logo! We post videos every Saturday if you’re interested in subscribing. BEST 2 COLOR COMMANDER IN CEDH submitted by /u/dylan414 …


A Degenerate New Combo?

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I’m really happy with my mono white deck, even if it’s not gruul

A lot of people chuckle when I pull out my [[djeru, with eyes open]] deck. They make the usual jokes and are initially inclined towards poor threat assessment. Being able to tutor up planeswalkers with my commander has proven incredibly powerful, and t…


I told my wife I don’t want to be buried when I die…

I want to be shuffled into my library. submitted by /u/Dadulka to r/magicTCG [link] [comments]


Blue Urza Echo: For when you feel like playing Vintage

I’m writing this because in the wake of the Wrenn and Six’s dominance/banning and the buzz surrounding all the decks opened up by the ban, this deck has kind of managed to fly much farther under the radar than it should. After seeing Phil Gallagher play this deck, playing it myself and experimenting with it, I can say that Urza Echo is a pretty good deck that has the potential to supplant Bomberman as the primer Chalice Combo deck in Legacy.


Threats/Combo Pieces-

4 Urza, Lord High Artificer

4 Emry, Lurker of the Loch

4 Karn the Great Creator

4 Narset, Parter of Veils

4 Echo of Eons

3 Lion’s Eye Diamond

4 Chalice of the Void

Mana Acceleration-

4 Mox Opal

4 Lotus Petal


4 Urza’s Bauble

4 Mishra’s Bauble


4 Seat of the Synod

2 Ancient Tomb

2 City of Traitors

9 Island


1 Lion’s Eye Diamond

1 Mycosynth Lattice

1 Ensnaring Bridge

1 Wurmcoil Engine

1 Mystic Forge

1 Walking Ballista

1 Tormod’s Crypt

2 Defense Grid

2 Ratchet Bomb

2 Flusterstorm

2 Mystical Dispute

So what is this pile of cards and what is it trying to do?:

Urza Echo is an artifact based combo deck that uses fast mana and artifact synergies to do something utterly broken within the first 1-2 turns of the game. These plays can include any/all of Chalice of the Void on 1, playing a fast Urza or Karn, Emry milling Echo (ie drawing Timetwister), playing Echo with Narset out to Mind Twist the opponent, and using LED + Echo as if they were Black Lotus and Timetwister. This deck is well set up to do at least one of these things incredibly quickly and with a fair bit of redundancy and resiliency to countermagic and discard .

The Core of the main deck:

3 Lion’s Eye Diamond: This is the best card in the deck and the one that gives the deck it’s explosiveness. LED + Echo lets you just dump your hand and completely reload for free and gives you massive amounts of card advantage as you often do this before your opponent gets to play out their hand. Lion’s Eye Diamond also synergies really well with Karn by giving you the mana you need to quickly play anything you grab with Karn. Also LED does not need to tap in order to be sacrificed for mana; so if you think Black Lotus isn’t broken enough can tap it to Urza then sac it for a total of FOUR MANA.

4 Karn the Great Creator: The best win condition for any artifact based deck capable of generating loads of mana.

4 Urza, Lord High Artificer: Urza turns all your artifacts into Moxes, and gives you a huge Construct and a card advantage engine all for four mana. You essentially get to play Vintage instead of Legacy when he’s in play; he’s broken and one of the biggest draws towards this deck over Bomberman.

4 Narset, Parter of Veils: In addition to giving you card selection/advantage with her minus and shutting off cantrips with her passive, Narset is a combo piece in this deck; and one that happens to dig for the rest of the combo at that. If you cast Echo with Narset out, your opponent shuffles their entire hand and graveyard into their deck and draws ONE card. Or, if your opponent already drew a card on your turn for some reason (usually a previous Echo), they shuffle everything back in and draw ZERO cards. Either of these usually wins you the game on the spot and can be done on turns 1-3 pretty easily. She’s also a big reason to play this deck over Bomberman.

4 Chalice of the Void: If you’ve played Legacy before you are familiar with this card. You play it on one or two and laugh as 1/3 of your opponent’s deck no longer works. The fact that you are an incredibly fast combo deck that gets to play Chalice gives you a lot of resiliency as you can stretch your opponent’s Force of Wills really thin.

4 Emry, Lurker of the Loch: This was the addition that finally made this deck good. She’s really easy to play on turn 1, can rebuy devastating artifacts such as Chalice of the Void, can generate lots of card advantage by replaying baubles, can generate mana by replaying Lotus Petals, extra Mox Opals, or LEDs, and she occasionally just draws you Timetwister by milling Echo of Eons. Dreadhorde Arcanist is getting a lot of buzz right now and Emry is a much better Dreadhorde Arcanist.

4 Echo of Eons: The deck’s signature card; this deck is designed to get this thing to do the best Timetwister impression possible and abuse the power of such an effect. You’ve heard me mention the card’s synergies several times before: LED+Echo is comparable to Lotus+Timetwister, the addition of Narset makes this a game ending play, Emry can just randomly mill it. Not to mention that if you can hardcast Echo, it goes to your graveyard, allowing you to dump your new hand and then flashback Echo for another 7 cards all while just burying your opponent in card advantage. The ability to abuse LED without first resolving a four mana spell that this card provides is probably the biggest draw to this deck over Bomberman.

4 Mox Opal: Moxes are great; Moxes + Timetwister is just obscene. The price for this power is you need to have Metalcraft to enable it. This usually requires you to be careful of when you crack your Baubles or Lotus Petals.

4 Lotus Petal: More fast mana and Metalcraft enablers

7 Baubles: These enable Metalcraft, let you quickly draw through your deck, become Moxes with Urza out, and turn into a card advantage engine with Emry. Also the information about what your opponent has that they give you is quite useful.

1 Flex Slot: I’m playing Bauble #8 right now. Engineered Explosives and Welding Jar are other considerations for this slot

The caveats to the main deck’s flex slot are:

  1. The cards you put here need to be good ways to enable Mox Opal
  2. They shouldn’t be 1 drops or else they will conflict with Chalice of the Void


Karn Targets (In order of the frequency they are fetched up)-

1 Lion’s Eye Diamond: In addition to all the previously mentioned synergies, this is a pretty good way to guarantee that you can cast Lattice when you fetch it. Black Lotus makes getting the 6 mana needed to cast Lattice and get it through soft counters pathetically easy.

1 Mycosynth Lattice: This card’s synergy with Karn is well documented at this point. What I want to mention here is how powerful Lattice can be in this deck even when Karn isn’t in play. Lattice + Urza makes TONS of mana and Karnstructs large enough to one shot the opponent.

1 Ensnaring Bridge: The best way to lock down a board of creatures to give you time to combo off.

1 Wurmcoil Engine: If you know Karn will die before you can get Lattice off, this is just a huge threat that can beat some decks by itself that can be recurred with Emry

1 Mystic Forge: A powerful card advantage engine for four mana

1 Walking Ballista: An answer to any creature that’s annoying you that can be recurred with Emry (Thalia, Delver, Sanctum Prelate, the Elves! deck in general)

1 Tormod’s Crypt: Free graveyard hate that can be recurred with Emry

2 Ratchet Bomb: These are here to be boarded in to answer Chalice of the Void on zero. If your deck has more colorless sources in the mana base, I’d look at playing Engineered Explosives in this slot or trying a splash for Abrade now that Wrenn and Six is gone.

2 Defense Grid: These get boarded in against anything playing Force of Will/Negation

Other Sideboard cards-

2 Flusterstorm: 1 mana counterspell that you can cast through a Chalice on 1, usually boarded in against Griselbrand decks or similarly fast combo decks

2 Mystical Dispute: See above

Playing the deck:

The way I see it, the most common, difficult parts of playing the deck can be boiled down into a few categories: Mulliganing, Sequencing, Playing through Force of Will/Negation, and Sideboarding.

Mulliganing: The best advice I can give here outside of “practice”, is that this is a combo deck that is trying to do something powerful, quickly. This usually means one of these: Chalice of the Void on 1, playing a fast Urza or Karn, turn 1 Emry, turn 1 or 2 Narset, and/or dumping a hand of artifacts onto the table and casting Echo with LED. A hand that can do any of these things is usually a keep. If you do mulligan below 5 cards, you also do have the option of abusing to the London Mulligan to find a hand with LED and Echo to essentially unmulligan yourself.

Sequencing: This in general, refers to playing out your hand in such a way that minimizes the potential for blowouts. The most important forms of this are: knowing when to play City of Traitors, knowing when to crack Lotus Petal/Baubles playing around soft counters when you can, playing around Lightning Bolt or similar cards on a Karn, Narset, or Emry when you can, and playing around Wasteland when you can. Truth be told, this mostly contextual and comes down to experience with Legacy.

Playing through Force of Will/Negation: It’s no secret that the best way that the best tool fair blue decks have against you is Force of Will. This is a deck that is trying make a bunch of mana quickly and pour it into a powerful play or two on the first turns of the game; a free hard counter is a natural foil to this. Fortunately for you, your opponent will at most be on about 4-6 Forces in their 75. Compared to this your “must answer threats” total to about 16-24 depending on how effective/easy to kill Narset and Emry are in the matchup. This means that you beat Force by jamming threats in rapid succession while having mana open to blank your opponent’s soft counters. Eventually, your opponent will be out of Forces and you can easily resolve a threat through Daze/Spell Pierce with your abundance of mana.

Sideboarding: The secret here is to not sideboard too much. When your good draws are powerful by Vintage standards, it is most often on your opponents to react to what you are doing. The purpose of your sideboard beyond Karn is to give you countermeasures against opposing hate.

With that in mind, Defense Grid comes in against Force of Will decks, Ratchet Bomb comes in against anything putting Chalice of the Void on 0, and the counterspells come in against combo. Against Chalice decks, board out Chalices for Ratchet Bombs, Mystic Forge, Ballista. Against fair blue, Defense grids come in and you shave a Mishra’s Bauble and a Lotus Petal. Against Combo, you take out 2 Baubles, an Emry, and an Urza for the 4 counterspells. Against fair non-blue decks, no changes unless you see something that randomly wrecks you.

If you notice a lot of Null Rods and/or Collector Ouphes in your meta, you might want to change up the mana base to try to splash for Abrade or Shenanigans; you could also just try to do something broken before those cards come down. At the end of the day, little can beat turn 1 Narset, crack LED, Echo.

submitted by /u/StormannNorman to r/MTGLegacy
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Because Wizards isn’t including Playtest cards in normal Boosters, I made my own.

submitted by /u/Audio2Soul to r/magicTCG [link] [comments]

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