477 views23 days ago
Commander
Size: 100Est cost: $6739.03Salt sum: 55.74
ChromatiCaos
477 views23 days ago
Commander
Size: 100Est cost: $6739.03Salt sum: 55.74
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{"ops":[{"insert":"This is a toolbox prison deck that looks to use it's hidden commander ("},{"insert":{"card-link":"Enduring Ideal"}},{"insert":") to tutor for a bunch of enchantments that lock your opponents out of the game. \n\nThis probably can't compete with the top of bracket 4, but it's way too mean to exist in a lower bracket, both generally as a prison deck that locks everyone out but also because there are 2 different cards that result in no one (except you) getting to keep lands on the field.\n\nYou generally spend the first few turns ramping to 6 mana as fast as possible, the best opening hands are ones with 2 pieces of ramp and 3-5 lands. If you have a chnace to play a random enchantment you might as well, but you'd rather get Ideal out a turn earlier than play basically any enchantment in the deck.\n\nOnce you have 5 mana (and a 6th lined up for next turn), you cast the "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"back side of "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":". On your next upkeep It gets the only "},{"insert":"creature in the deck, "},{"insert":{"card-link":"Hoarding Broodlord"}},{"insert":", which then gets Ideal that you should be able to immediately cast thanks to convoke. \n\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"But what if there's disruption? What if Ideal is dealt with in some way? Easy. Broodlord tutor's for "},{"insert":{"card-link":"Teleportation Circle"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":". Broodlord could get the below cards immediately but if that gets disrupted then you're scewed with no consistant way to get ideal and no consistant way to get the pieces you need. Circle lets you get the other card on your endstep and gets you a tutor on every following turn. So once you have circle you have a bunch of tutor targets:"},{"insert":"\nIf there's a counterspell happy blue player, tutor for"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" or "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"If ideal is in your graveyard get "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":", "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":", or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If ideal is in exile, get "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":" and then one of the above or "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" to get ideal back into your hand to play or library to tutor for."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If there's some prison piece on the board get the right card from the Interaction Category to deal with it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Unless Ideal isn't avaliable, it's basically never right for Broodlord to tutor for an enchantment since it's better to tutor for Ideal and let Ideal tutor for the enchantment."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSo you have Enduring Ideal and it's Epic triggering every upkeep. Now what?\n\nWhat really cracks this deck open is "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Shadow of the Second Sun"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" because it creates an extra upkeep. But unlike "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Paradox Haze"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":", it's in your post combat main phase which means you get another Ideal trigger the turn you get Shadow. This means "},{"insert":"you almost always get this with your orginginal casting of ideal. On each subsequent turn you usually spend your first upkeep getting "},{"insert":{"card-link":"Estrid's Invocation"}},{"insert":", "},{"insert":{"card-link":"Mirrormade"}},{"insert":", or "},{"insert":{"card-link":"Copy Enchantment"}},{"insert":" to copy Shadow and give you another beginning phase every turn. Once you have a few copies go get "},{"insert":{"card-link":"Aggravated Assault"}},{"insert":" since it's extra main pahse triggers all your Shadow's again. A fun note on Estrid's invocation, i you have enough copies of Shadow you can get it's trigger as Shadow and then blink it into something else.\n\nSo you're getting multiple enchantments a turn, what do you get now? Lock Pieces.\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"Of course the classic "},{"insert":{"card-link":"Solemnity"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" + "},{"insert":{"card-link":"Phyrexian Unlife"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" to be immune to loss of life [Note: I've built most of this deck around Solemnity, but it will make your Saga's literally useless so be careful]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Energy Field"}},{"insert":" + "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" (on yourself) to be immune to damage [Note: it only prevents damage, you can still lose life with this combo.]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dovescape"}},{"insert":" to counter all noncreature spells. Add in 1 or 2 or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to render the birds useless."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Humility"}},{"insert":" to turn off all creatures. Add in 1 or 2 or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to render the 1/1s useless"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"if you need a panic button, you can use "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":" or "},{"insert":{"card-link":"Out of Time"}},{"insert":" to wipe the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Decree of Silence"}},{"insert":" + "},{"insert":{"card-link":"Solemnity"}},{"insert":" to counter all spells your opponents cast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Living Plane"}},{"insert":" + "},{"insert":{"card-link":"Humility"}},{"insert":" or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to remove all lands. If you want your lands, "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" can counteract Night."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"alternatively, "},{"insert":{"card-link":"Fall of the Thran"}},{"insert":" + "},{"insert":{"card-link":"Teferi's Care"}},{"insert":" (or "},{"insert":{"card-link":"Solemnity"}},{"insert":" if you time it right) to remove all lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" to deal with a planeswalker or battle or something weird like that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A more permanent solution is to use "},{"insert":{"card-link":"Dispersing Orb"}},{"insert":" + "},{"insert":{"card-link":"Dovescape"}},{"insert":" or "},{"insert":{"card-link":"Decree of Silence"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Leyline of the Void"}},{"insert":" for graveyards (or "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" if Leyline gets exiled, but I'd recomend copying it since you want one on yourself)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stony Silence"}},{"insert":" and/or "},{"insert":{"card-link":"Teferi's Care"}},{"insert":" to deal with artifacts and enchantments that are already on the board"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and you can't forget "},{"insert":{"card-link":"Greater Auramancy"}},{"insert":", "},{"insert":{"card-link":"Sterling Grove"}},{"insert":", and/or "},{"insert":{"card-link":"Privileged Position"}},{"insert":" so your enchantments don't get targeted. Usually some combination of the above is enough, but sometimes your in the middle of assembling things or want the extra insurance. I usually grab one just in case and if that gets blown up I grab the other two to fully hexproof. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nOnce you've done a sufficient amount of Locking Out, it's time to win. The main wincon is "},{"insert":{"card-link":"Test of Endurance"}},{"insert":" + "},{"insert":{"card-link":"Peace of Mind"}},{"insert":" or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" and enough turns where your opponents can't do anything. Another reason Shadow is good is because it lets Test of Endurance trigger the turn you tutor for it which is even less chance your opponents can interact with it.\n\nIf Test of Endurance gets exiled you've really messed up, your opponents shouldn't be able to move let alone exile your enchantments. But winning is still possible. "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" is the best back up with "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" speeding things up and countering "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":". You can get it through drawing until you top deck it or "},{"insert":{"card-link":"Teleportation Circle"}},{"insert":" + "},{"insert":{"card-link":"Hoarding Broodlord"}},{"insert":" Alternatively you can loop "},{"insert":{"card-link":"High Noon"}},{"insert":" damage.\n\nLooping - Epic is very limiting so I have made sure that you can do anything post-ideal with enough upkeeps.\n"},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" puts enchantments that die, get discardeed, or get sacrificed go right back into your library for ideal to grab again. If the enchantments are already in your graveyard you can use "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" to get them back in."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you draw an enchantment you wanted to Ideal out, "},{"insert":{"card-link":"Peace of Mind"}},{"insert":" and hand size ("},{"insert":{"card-link":"Shadow of the Second Sun"}},{"insert":" draws you extra cards so you'll hit more than 7 cards with ease) let you discard cards for Wheel to put back in your library."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Teferi's Care"}},{"insert":" and "},{"insert":{"card-link":"Dispersing Orb"}},{"insert":" let you sacrifice an enchantment in response to exile removal, sacrifice "},{"insert":{"card-link":"Solemnity"}},{"insert":" if you want to use your saga's, sacrifice "},{"insert":{"card-link":"Stony Silence"}},{"insert":" to let your artifacts work, sacrifice "},{"insert":{"card-link":"Humility"}},{"insert":" if you want your Broodlord back, sacrifice an O-ring effect if you need to hit a new target, or sacrifice a copy enchantment to replay it on something else. They also interact with your opponents stuff if you need more of that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Teleportation Circle"}},{"insert":" is mostly useless in a post-Ideal world (and is literally useless if Broodlord dies), but it can get you "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" for a finisher, or "},{"insert":{"card-link":"Decree of Silence"}},{"insert":" if you really need to hold up a counterspell, or just lands for your mana sinks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI've tried to make at least 2 ways to do everything this deck does so hopefully it's resilient enough. Although I am a little worried that it's too fragile early game (like if Broodlord gets removed) and too redundant late game (that's not a bad thing, but Ideal + Shadow locks out your opponent quite quickly and then it feels silly dedicating an extra 10 slots to redundant lock out pieces). I also need to find 3 more cuts but this deck is way too mean to actually build in my play group so It's hard to figure it out.\n\nManabase is pretty straight forward (for a 5 color deck), lots of triomes, lots of fetches. I already mentioned the key utility lands. I tried to keep the colorless lands to a minimum since Bridge needs all 5 colors and no colorless mana. White (for ideal) and Green (for ramp) are by far the most important colors in this deck so I'm playing all the forest and plains OG duals. White fetches are especially important since they can get "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":".\n\nYes, I am playing 41 lands (counting moxes) and 28 pieces of ramp. The sole purpose of this deck is to cast a WUBRG card and then a 4WW card as fast as possible, that requires a lot of mana and a lot of colors. Your best line is to ramp on 1 and 2 and then bridge on turn 3 so you can cast ideal on turn 4.\n\n"},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" is here just to make the deck that little bit more consistant (every blue EDH deck should play probe in my opinion)\n"}]}
Commander
Commander
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Actual Commander
Actual Commander
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Alt Broodlord Targets
Alt Broodlord Targets
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Finishers
Finishers
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Interaction
Out of Time
When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way.
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Enchantment

The Night of the Doctor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)
I — Destroy all creatures.
II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
I — Destroy all creatures.
II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
Enchantment - Saga

Interaction
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Lock Out
Decree of Silence
Whenever an opponent casts a spell, counter that spell and put a depletion counter on this enchantment. If there are three or more depletion counters on this enchantment, sacrifice it.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may counter target spell.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may counter target spell.
Enchantment

Lock Out
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Looping
Bow of Nylea
Attacking creatures you control have deathtouch.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Artifact Enchantment

Looping
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Ramp
Ramp
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Six Shadow's of the Second Sun
Six Shadow's of the Second Sun
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zLand
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

zLand
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Maybeboard
Flickerform
Enchant creature
: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
Enchantment - Aura

Hunting Wilds
Kicker (You may pay an additional as you cast this spell.)
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Sorcery

Luminarch Ascension
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
Enchantment

Replicating Ring
: Add one mana of any color.
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with ": Add one mana of any color."
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with ": Add one mana of any color."
Snow Artifact

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Maybeboard
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Deck Info
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Description
{"ops":[{"insert":"This is a toolbox prison deck that looks to use it's hidden commander ("},{"insert":{"card-link":"Enduring Ideal"}},{"insert":") to tutor for a bunch of enchantments that lock your opponents out of the game. \n\nThis probably can't compete with the top of bracket 4, but it's way too mean to exist in a lower bracket, both generally as a prison deck that locks everyone out but also because there are 2 different cards that result in no one (except you) getting to keep lands on the field.\n\nYou generally spend the first few turns ramping to 6 mana as fast as possible, the best opening hands are ones with 2 pieces of ramp and 3-5 lands. If you have a chnace to play a random enchantment you might as well, but you'd rather get Ideal out a turn earlier than play basically any enchantment in the deck.\n\nOnce you have 5 mana (and a 6th lined up for next turn), you cast the "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"back side of "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":". On your next upkeep It gets the only "},{"insert":"creature in the deck, "},{"insert":{"card-link":"Hoarding Broodlord"}},{"insert":", which then gets Ideal that you should be able to immediately cast thanks to convoke. \n\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"But what if there's disruption? What if Ideal is dealt with in some way? Easy. Broodlord tutor's for "},{"insert":{"card-link":"Teleportation Circle"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":". Broodlord could get the below cards immediately but if that gets disrupted then you're scewed with no consistant way to get ideal and no consistant way to get the pieces you need. Circle lets you get the other card on your endstep and gets you a tutor on every following turn. So once you have circle you have a bunch of tutor targets:"},{"insert":"\nIf there's a counterspell happy blue player, tutor for"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" or "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"If ideal is in your graveyard get "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":", "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":", or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If ideal is in exile, get "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":" and then one of the above or "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" to get ideal back into your hand to play or library to tutor for."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If there's some prison piece on the board get the right card from the Interaction Category to deal with it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Unless Ideal isn't avaliable, it's basically never right for Broodlord to tutor for an enchantment since it's better to tutor for Ideal and let Ideal tutor for the enchantment."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSo you have Enduring Ideal and it's Epic triggering every upkeep. Now what?\n\nWhat really cracks this deck open is "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Shadow of the Second Sun"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" because it creates an extra upkeep. But unlike "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Paradox Haze"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":", it's in your post combat main phase which means you get another Ideal trigger the turn you get Shadow. This means "},{"insert":"you almost always get this with your orginginal casting of ideal. On each subsequent turn you usually spend your first upkeep getting "},{"insert":{"card-link":"Estrid's Invocation"}},{"insert":", "},{"insert":{"card-link":"Mirrormade"}},{"insert":", or "},{"insert":{"card-link":"Copy Enchantment"}},{"insert":" to copy Shadow and give you another beginning phase every turn. Once you have a few copies go get "},{"insert":{"card-link":"Aggravated Assault"}},{"insert":" since it's extra main pahse triggers all your Shadow's again. A fun note on Estrid's invocation, i you have enough copies of Shadow you can get it's trigger as Shadow and then blink it into something else.\n\nSo you're getting multiple enchantments a turn, what do you get now? Lock Pieces.\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"Of course the classic "},{"insert":{"card-link":"Solemnity"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" + "},{"insert":{"card-link":"Phyrexian Unlife"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" to be immune to loss of life [Note: I've built most of this deck around Solemnity, but it will make your Saga's literally useless so be careful]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Energy Field"}},{"insert":" + "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" (on yourself) to be immune to damage [Note: it only prevents damage, you can still lose life with this combo.]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dovescape"}},{"insert":" to counter all noncreature spells. Add in 1 or 2 or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to render the birds useless."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Humility"}},{"insert":" to turn off all creatures. Add in 1 or 2 or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to render the 1/1s useless"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"if you need a panic button, you can use "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":" or "},{"insert":{"card-link":"Out of Time"}},{"insert":" to wipe the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Decree of Silence"}},{"insert":" + "},{"insert":{"card-link":"Solemnity"}},{"insert":" to counter all spells your opponents cast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Living Plane"}},{"insert":" + "},{"insert":{"card-link":"Humility"}},{"insert":" or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to remove all lands. If you want your lands, "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" can counteract Night."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"alternatively, "},{"insert":{"card-link":"Fall of the Thran"}},{"insert":" + "},{"insert":{"card-link":"Teferi's Care"}},{"insert":" (or "},{"insert":{"card-link":"Solemnity"}},{"insert":" if you time it right) to remove all lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" to deal with a planeswalker or battle or something weird like that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A more permanent solution is to use "},{"insert":{"card-link":"Dispersing Orb"}},{"insert":" + "},{"insert":{"card-link":"Dovescape"}},{"insert":" or "},{"insert":{"card-link":"Decree of Silence"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Leyline of the Void"}},{"insert":" for graveyards (or "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" if Leyline gets exiled, but I'd recomend copying it since you want one on yourself)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stony Silence"}},{"insert":" and/or "},{"insert":{"card-link":"Teferi's Care"}},{"insert":" to deal with artifacts and enchantments that are already on the board"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and you can't forget "},{"insert":{"card-link":"Greater Auramancy"}},{"insert":", "},{"insert":{"card-link":"Sterling Grove"}},{"insert":", and/or "},{"insert":{"card-link":"Privileged Position"}},{"insert":" so your enchantments don't get targeted. Usually some combination of the above is enough, but sometimes your in the middle of assembling things or want the extra insurance. I usually grab one just in case and if that gets blown up I grab the other two to fully hexproof. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nOnce you've done a sufficient amount of Locking Out, it's time to win. The main wincon is "},{"insert":{"card-link":"Test of Endurance"}},{"insert":" + "},{"insert":{"card-link":"Peace of Mind"}},{"insert":" or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" and enough turns where your opponents can't do anything. Another reason Shadow is good is because it lets Test of Endurance trigger the turn you tutor for it which is even less chance your opponents can interact with it.\n\nIf Test of Endurance gets exiled you've really messed up, your opponents shouldn't be able to move let alone exile your enchantments. But winning is still possible. "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" is the best back up with "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" speeding things up and countering "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":". You can get it through drawing until you top deck it or "},{"insert":{"card-link":"Teleportation Circle"}},{"insert":" + "},{"insert":{"card-link":"Hoarding Broodlord"}},{"insert":" Alternatively you can loop "},{"insert":{"card-link":"High Noon"}},{"insert":" damage.\n\nLooping - Epic is very limiting so I have made sure that you can do anything post-ideal with enough upkeeps.\n"},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" puts enchantments that die, get discardeed, or get sacrificed go right back into your library for ideal to grab again. If the enchantments are already in your graveyard you can use "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" to get them back in."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you draw an enchantment you wanted to Ideal out, "},{"insert":{"card-link":"Peace of Mind"}},{"insert":" and hand size ("},{"insert":{"card-link":"Shadow of the Second Sun"}},{"insert":" draws you extra cards so you'll hit more than 7 cards with ease) let you discard cards for Wheel to put back in your library."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Teferi's Care"}},{"insert":" and "},{"insert":{"card-link":"Dispersing Orb"}},{"insert":" let you sacrifice an enchantment in response to exile removal, sacrifice "},{"insert":{"card-link":"Solemnity"}},{"insert":" if you want to use your saga's, sacrifice "},{"insert":{"card-link":"Stony Silence"}},{"insert":" to let your artifacts work, sacrifice "},{"insert":{"card-link":"Humility"}},{"insert":" if you want your Broodlord back, sacrifice an O-ring effect if you need to hit a new target, or sacrifice a copy enchantment to replay it on something else. They also interact with your opponents stuff if you need more of that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Teleportation Circle"}},{"insert":" is mostly useless in a post-Ideal world (and is literally useless if Broodlord dies), but it can get you "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" for a finisher, or "},{"insert":{"card-link":"Decree of Silence"}},{"insert":" if you really need to hold up a counterspell, or just lands for your mana sinks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI've tried to make at least 2 ways to do everything this deck does so hopefully it's resilient enough. Although I am a little worried that it's too fragile early game (like if Broodlord gets removed) and too redundant late game (that's not a bad thing, but Ideal + Shadow locks out your opponent quite quickly and then it feels silly dedicating an extra 10 slots to redundant lock out pieces). I also need to find 3 more cuts but this deck is way too mean to actually build in my play group so It's hard to figure it out.\n\nManabase is pretty straight forward (for a 5 color deck), lots of triomes, lots of fetches. I already mentioned the key utility lands. I tried to keep the colorless lands to a minimum since Bridge needs all 5 colors and no colorless mana. White (for ideal) and Green (for ramp) are by far the most important colors in this deck so I'm playing all the forest and plains OG duals. White fetches are especially important since they can get "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":".\n\nYes, I am playing 41 lands (counting moxes) and 28 pieces of ramp. The sole purpose of this deck is to cast a WUBRG card and then a 4WW card as fast as possible, that requires a lot of mana and a lot of colors. Your best line is to ramp on 1 and 2 and then bridge on turn 3 so you can cast ideal on turn 4.\n\n"},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" is here just to make the deck that little bit more consistant (every blue EDH deck should play probe in my opinion)\n"}]}




























































































































































