870
3/20/2019
ELYSIUM // Odyssey to the Blessed Isles
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $906.08
Salt Sum: 50.87
No deck tags
870
3/20/2019
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Commander

Quantity: 1Price: $1.49
Kestia, the Cultivator

Bestow {3}{G}{W}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +4/+4. Whenever an enchanted creature or enchantment creature you control attacks, draw a card.

Creature Enchantment
Kestia, the Cultivator (c18) 42
1

Disruption

Quantity: 5Price: $53.05
Bant Charm

Choose one — • Destroy target artifact. • Put target creature on the bottom of its owner's library. • Counter target instant spell.

Instant
Bant Charm (c18) 169
1
Forbid

Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Counter target spell.

Instant
Forbid (mp2) 33
1
Pact of Negation

Counter target spell. At the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.

Instant
Pact of Negation (a25) 68
1
Perplexing Chimera

Whenever an opponent casts a spell, you may exchange control of Perplexing Chimera and that spell. If you do, you may choose new targets for the spell. (If the spell becomes a permanent, you control that permanent.)

Creature Enchantment
Perplexing Chimera (bng) 48
1
Swan Song

Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.

Instant
Swan Song (c16) 98
1

Draw

Quantity: 9Price: $190.71
Argothian Enchantress

Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.

Creature
Argothian Enchantress (ema) 158
1
Consecrated Sphinx

Flying Whenever an opponent draws a card, you may draw two cards.

Creature
Consecrated Sphinx (mp2) 8
1
Courser of Kruphix

Play with the top card of your library revealed. You may play lands from the top of your library. Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.

Creature Enchantment
Courser of Kruphix (cp2) 6
1
Eidolon of Blossoms

Constellation — Whenever Eidolon of Blossoms or another enchantment enters the battlefield under your control, draw a card.

Creature Enchantment
Eidolon of Blossoms (pjou) 122★
1
Enchantress's Presence

Whenever you cast an enchantment spell, draw a card.

Enchantment
Enchantress's Presence (c18) 141
1
Mystic Remora

Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays {4}.

Enchantment
Mystic Remora (ice) 87
1
Satyr Enchanter

Whenever you cast an enchantment spell, draw a card.

Creature
Satyr Enchanter (m19) 223
1
Sylvan Library

At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

Enchantment
Sylvan Library (4ed) 273
1
Verduran Enchantress

Whenever you cast an enchantment spell, you may draw a card.

Creature
Verduran Enchantress (9ed) 279
1

Enabler

Quantity: 10Price: $108.50
Archetype of Courage

Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.

Creature Enchantment
Archetype of Courage (bng) 4
1
Deadeye Navigator

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Deadeye Navigator is paired with another creature, each of those creatures has "{1}{U}: Exile this creature, then return it to the battlefield under your control."

Creature
Deadeye Navigator (avr) 47
1
Enchanted Evening

All permanents are enchantments in addition to their other types.

Enchantment
Enchanted Evening (shm) 140
1
Estrid's Invocation

You may have Estrid's Invocation enter the battlefield as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."

Enchantment
Estrid's Invocation (c18) 8
1
Flickering Ward

Enchant creature As Flickering Ward enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward. {W}: Return Flickering Ward to its owner's hand.

Enchantment
Flickering Ward (tmp) 19
1
Leyline of Anticipation

If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield. You may cast spells as though they had flash.

Enchantment
Leyline of Anticipation (m11) 61
1
Pemmin's Aura

Enchant creature {U}: Untap enchanted creature. {U}: Enchanted creature gains flying until end of turn. {U}: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.) {1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn.

Enchantment
Pemmin's Aura (scg) 45
1
Prognostic Sphinx

Flying Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it. Whenever Prognostic Sphinx attacks, scry 3.

Creature
Prognostic Sphinx (cp1) 1
1
Rhystic Study

Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.

Enchantment
Rhystic Study (pcy) 45
1
Seedborn Muse

Untap all permanents you control during each other player's untap step.

Creature
Seedborn Muse (bbd) 212
1

Finisher

Quantity: 6Price: $20.10
Archetype of Imagination

Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.

Creature Enchantment
Archetype of Imagination (bng) 32
1
Calming Verse

Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.

Sorcery
Calming Verse (pcy) 110
1
Heliod, God of the Sun

Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.) Other creatures you control have vigilance. {2}{W}{W}: Create a 2/1 white Cleric enchantment creature token.

Creature Enchantment
Heliod, God of the Sun (ths) 17
1
Nylea, God of the Hunt

Indestructible As long as your devotion to green is less than five, Nylea isn't a creature. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) Other creatures you control have trample. {3}{G}: Target creature gets +2/+2 until end of turn.

Creature Enchantment
Nylea, God of the Hunt (ths) 166
1
Thassa, God of the Sea

Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.) At the beginning of your upkeep, scry 1. {1}{U}: Target creature you control can't be blocked this turn.

Creature Enchantment
Thassa, God of the Sea (ths) 66
1
True Conviction

Creatures you control have double strike and lifelink.

Enchantment
True Conviction (c14) 93
1

Land

Quantity: 36Price: $230.90
Alchemist's Refuge

{T}: Add {C}. {G}{U}, {T}: You may cast spells this turn as though they had flash.

Land
Alchemist's Refuge (avr) 225
1
Breeding Pool

({T}: Add {G} or {U}.) As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Breeding Pool (gtc) 240
1
City of Brass

Whenever City of Brass becomes tapped, it deals 1 damage to you. {T}: Add one mana of any color.

Land
City of Brass (chr) 112
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (c17) 242
1
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (cm2) 250
1
Flood Plain

Flood Plain enters the battlefield tapped. {T}, Sacrifice Flood Plain: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flood Plain (ddi) 34
1
Forbidden Orchard

{T}: Add one mana of any color. Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colorless Spirit creature token.

Land
Forbidden Orchard (c16) 296
1
Forest

({T}: Add {G}.)

Land
Forest (ths) 247
4
Glacial Fortress

Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

Land
Glacial Fortress (m12) 227
1
Hallowed Fountain

({T}: Add {W} or {U}.) As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Hallowed Fountain (rtr) 241
1
Hinterland Harbor

Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island. {T}: Add {G} or {U}.

Land
Hinterland Harbor (isd) 241
1
Homeward Path

{T}: Add {C}. {T}: Each player gains control of all creatures they own.

Land
Homeward Path (c16) 301
1
Irrigated Farmland

({T}: Add {W} or {U}.) Irrigated Farmland enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Land
Irrigated Farmland (akh) 245
1
Island

({T}: Add {U}.)

Land
Island (ths) 236
3
Krosan Verge

Krosan Verge enters the battlefield tapped. {T}: Add {C}. {2}, {T}, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.

Land
Krosan Verge (c18) 263
1
Mana Confluence

{T}, Pay 1 life: Add one mana of any color.

Land
Mana Confluence (jou) 163
1
Mistveil Plains

({T}: Add {W}.) Mistveil Plains enters the battlefield tapped. {W}, {T}: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.

Land
Mistveil Plains (shm) 275
1
Mystifying Maze

{T}: Add {C}. {4}, {T}: Exile target attacking creature an opponent controls. At the beginning of the next end step, return it to the battlefield tapped under its owner's control.

Land
Mystifying Maze (c17) 264
1
Nykthos, Shrine to Nyx

{T}: Add {C}. {2}, {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)

Land
Nykthos, Shrine to Nyx (ths) 223
1
Plains

({T}: Add {W}.)

Land
Plains (ths) 232
3
Reflecting Pool

{T}: Add one mana of any type that a land you control could produce.

Land
Reflecting Pool (cns) 210
1
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (m19) 254
1
Scattered Groves

({T}: Add {G} or {W}.) Scattered Groves enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Land
Scattered Groves (akh) 247
1
Scavenger Grounds

{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.

Land
Scavenger Grounds (hou) 182
1
Sea of Clouds

Sea of Clouds enters the battlefield tapped unless you have two or more opponents. {T}: Add {W} or {U}.

Land
Sea of Clouds (bbd) 84
1
Seaside Citadel

Seaside Citadel enters the battlefield tapped. {T}: Add {G}, {W}, or {U}.

Land
Seaside Citadel (c17) 277
1
Sunpetal Grove

Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.

Land
Sunpetal Grove (m12) 229
1
Temple Garden

({T}: Add {G} or {W}.) As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Temple Garden (grn) 258
1
Tolaria West

Tolaria West enters the battlefield tapped. {T}: Add {U}. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with mana value 0, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

Land
Tolaria West (fut) 173
1

Protection

Quantity: 6Price: $82.44
Blind Obedience

Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Artifacts and creatures your opponents control enter the battlefield tapped.

Enchantment
Blind Obedience (c17) 57
1
Constant Mists

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.

Instant
Constant Mists (sth) 104
1
Heroic Intervention

Permanents you control gain hexproof and indestructible until end of turn.

Instant
Heroic Intervention (aer) 109
1
Solitary Confinement

At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card. Skip your draw step. You have shroud. (You can't be the target of spells or abilities.) Prevent all damage that would be dealt to you.

Enchantment
Solitary Confinement (jud) 24
1
Sphere of Safety

Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control.

Enchantment
Sphere of Safety (c16) 77
1
Teferi's Protection

Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

Instant
Teferi's Protection (c17) 8
1

Ramp

Quantity: 8Price: $71.28
Burgeoning

Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.

Enchantment
Burgeoning (sth) 102
1
Exploration

You may play an additional land on each of your turns.

Enchantment
Exploration (cns) 164
1
Karametra, God of Harvests

Indestructible As long as your devotion to green and white is less than seven, Karametra isn't a creature. Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.

Creature Enchantment
Karametra, God of Harvests (bng) 148
1
Kiora's Follower

{T}: Untap another target permanent.

Creature
Kiora's Follower (pbng) 150
1
Kruphix, God of Horizons

Indestructible As long as your devotion to green and blue is less than seven, Kruphix isn't a creature. You have no maximum hand size. If you would lose unspent mana, that mana becomes colorless instead.

Creature Enchantment
Kruphix, God of Horizons (jou) 152
1
Market Festival

Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.

Enchantment
Market Festival (jou) 130
1
Oasis Ritualist

{T}: Add one mana of any color. {T}, Exert Oasis Ritualist: Add two mana of any one color. (An exerted creature won't untap during your next untap step.)

Creature
Oasis Ritualist (hou) 124
1
Oracle of Mul Daya

You may play an additional land on each of your turns. Play with the top card of your library revealed. You may play lands from the top of your library.

Creature
Oracle of Mul Daya (zen) 172
1

Recursion

Quantity: 3Price: $7.47
Eternal Witness

When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.

Creature
Eternal Witness (uma) 163
1
Starfield of Nyx

At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield. As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.

Enchantment
Starfield of Nyx (ori) 33
1
Sun Titan

Vigilance Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.

Creature
Sun Titan (ddl) 1
1

Removal

Quantity: 9Price: $82.41
Aura of Silence

Artifact and enchantment spells your opponents cast cost {2} more to cast. Sacrifice Aura of Silence: Destroy target artifact or enchantment.

Enchantment
Aura of Silence (c15) 60
1
Capsize

Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Return target permanent to its owner's hand.

Instant
Capsize (mp2) 32
1
Curse of the Swine

Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.

Sorcery
Curse of the Swine (ths) 46
1
Grasp of Fate

When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.)

Enchantment
Grasp of Fate (c15) 3
1
Hypnotic Siren

Bestow {5}{U}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying You control enchanted creature. Enchanted creature gets +1/+1 and has flying.

Creature Enchantment
Hypnotic Siren (jou) 42
1
Nature's Claim

Destroy target artifact or enchantment. Its controller gains 4 life.

Instant
Nature's Claim (cns) 171
1
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (pdci) 24
1
Song of the Dryads

Enchant permanent Enchanted permanent is a colorless Forest land.

Enchantment
Song of the Dryads (cma) 147
1
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (bbd) 110
1

Tutor

Quantity: 3Price: $14.47
Congregation at Dawn

Search your library for up to three creature cards, reveal them, then shuffle and put those cards on top in any order.

Instant
Congregation at Dawn (rav) 198
1
Sterling Grove

Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) {1}, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.

Enchantment
Sterling Grove (inv) 278
1
Wargate

Search your library for a permanent card with mana value X or less, put it onto the battlefield, then shuffle.

Sorcery
Wargate (arb) 129
1

Wrath

Quantity: 4Price: $43.26
Austere Command

Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.

Sorcery
Austere Command (lrw) 3
1
Cyclonic Rift

Return target nonland permanent you don't control to its owner's hand. Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Instant
Cyclonic Rift (c14) 104
1
Fated Retribution

Destroy all creatures and planeswalkers. If it's your turn, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Instant
Fated Retribution (bng) 11
1
Hour of Revelation

This spell costs {3} less to cast if there are ten or more nonland permanents on the battlefield. Destroy all nonland permanents.

Sorcery
Hour of Revelation (hou) 15
1

Deck Stats

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Description

{"ops":[{"insert":"MAYBEBOARD"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Bramble Sovereign"}},{"insert":" Double Consecrated! Double Titan! Double Chimera! Double Eidolon!\n"},{"insert":{"card-link":"Canopy Vista"}},{"insert":" ! I want more hits for Karametra and Krosan Verge, also colour reqs\n"},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" To be honest nobody is going to let this stick\n"},{"insert":{"card-link":"Dulcet Sirens"}},{"insert":" This looks plain fun but I'd probably draw unnecessary hate\n"},{"insert":{"card-link":"Holistic Wisdom"}},{"insert":" ! Buyback Constant Mists by exiling a valuable instant and paying 2, power plays\n"},{"insert":{"card-link":"Hydra Omnivore"}},{"insert":" Big dumb hydra. On-theme, but possibly not worth the hate\n"},{"insert":{"card-link":"Knight of Autumn"}},{"insert":" Seems deece with Deadeye, but Aura of Silence is already easily recurrable. Necessary?\n"},{"insert":{"card-link":"Krosan Grip"}},{"insert":" I like the Split Second but I like the single G cost of Nature's Claim more. Also it has a Sphinx statue on the art\n"},{"insert":{"card-link":"Prairie Stream"}},{"insert":" ! I want more hits for Karametra and Krosan Verge, also colour reqs\n"},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":" ! I want to diversify my card draw and I often drop a lot of lands\n"},{"insert":{"card-link":"Tendershoot Dryad"}},{"insert":" Honestly dryads are just cool and on-theme. And some boots on the ground wouldn't hurt\n"},{"insert":{"card-link":"Unravel the Aether"}},{"insert":" Tucking a troublesome permanent for a modest cost, don't mind if I do\n\nMIGHT CUT QUESTION MARK"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Archetype of Courage"}},{"insert":" Looks the most unimpressive but it puts in work. First strike turns regrettable trades into good blocks\n"},{"insert":{"card-link":"Courser of Kruphix"}},{"insert":" Would be slightly redundant with Tatyova as long as Oracle is there, but I like the redundancy\n"},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" Is cute with Sun Titan and Sterling Grove, but Holistic Wisdom seems like better (read: more immediate) recursion to me\n"},{"insert":{"card-link":"Rhystic Study"}},{"insert":" I'm not really in the business of taxing people, the deck ramps and draws enough to break parity\n"},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" This has protected me so much but it's one of the less impactful things you can do at 5 mana\n"},{"insert":{"card-link":"Tolaria West"}},{"insert":" Wargate pretty much does the same but better. Tolaria can fetch Pact of Negation though\n\n\nRECENT CUTS"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Azorius Chancery"}},{"insert":" > "},{"insert":{"card-link":"Curse of the Swine"}},{"insert":" \n"},{"insert":{"card-link":"Celestial Dawn"}},{"insert":" > "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" \n"},{"insert":{"card-link":"Emeria Shepherd"}},{"insert":" > "},{"insert":{"card-link":"Hour of Revelation"}},{"insert":" \n"},{"insert":{"card-link":"Grasslands"}},{"insert":" > "},{"insert":{"card-link":"Sea of Clouds"}},{"insert":" \n"},{"insert":{"card-link":"Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun"}},{"insert":" > "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" \n"},{"insert":{"card-link":"Herald of the Pantheon"}},{"insert":" > "},{"insert":{"card-link":"Sylvan Library"}},{"insert":" \n"},{"insert":{"card-link":"Nylea's Colossus"}},{"insert":" > "},{"insert":{"card-link":"Nylea, God of the Hunt"}},{"insert":" \n"},{"insert":{"card-link":"Privileged Position"}},{"insert":" > "},{"insert":{"card-link":"Deadeye Navigator"}},{"insert":" \n"},{"insert":{"card-link":"Sylvan Reclamation"}},{"insert":" > "},{"insert":{"card-link":"Nature's Claim"}},{"insert":" \n\n"},{"attributes":{"italic":true},"insert":"A flavourful Greek mythology deck for EDH"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Speak, oh muse, of the faithful and the good. Of those who honoured their ancestors and their gods, of those who stood against the tide of darkness. Of the mortal and the nymph, of the centaur and the sphinx. Speak, of the cities they built and the works they accomplished. Speak of their most bitter defeats and their most splendid victories. Of these things, speak, immortal one, and tell the tale once more in our time."},{"insert":"\n\nI'm basically looking to draw all the cards, ramp out, cast bombs and win on the combat step with a giant indestructible first striking flying unblockable army of myth. Fair Magic*. v1.3.\n\nI always brew flavour first, function second. This deck is based on the gods of Antiquity, their worshippers and some of the nobler mythological creatures. Expect centaurs, sphinxes, chimeras, nymphs, sirens, muses and titans. I'm also working on a counterpart in B/R, which will be the Tartarus half of the pair. The top-down design of the deck means that Sigil of the Empty Throne is not in there, for example, because it's more of a Judeo-Christian win con than a Greek mythology one, even though it would be bonkers. I also set the challenge for myself to brew without artifacts for once, in case you're wondering where Sol Ring went.\n\n"},{"attributes":{"bold":true},"insert":"Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lead with some enchantress cards to get your draw engine going. You want some ongoing card draw in your opening hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The gods won't become creatures until your devotion to their colours is high enough. This makes them hard to remove early in the game, but also means that they won't be blocking or attacking. Consider this when you draw them in your opening hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There's a lot of card draw and ramp in the deck, but the main cards you're looking for are Seedborn Muse and Leyline of Anticipation . These allow you to play on your opponents' turns as well, meaning you'll be spending 3 times as much mana as they do, which increases your win chance by a lot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Flickering Ward is your key enabler. It protects a creature but it also repeatedly draws you cards if you have an enchantress out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck features a lot of protection spells. Constant Mists is a gift that keeps on giving, especially with Sun Titan to bring those lands back. Sphere of Safety makes attacking you very expensive (incredibly so with Enchanted Evening out). Sterling Grove and Deadeye Navigator make people look elsewhere with their targeted removal. Solitary Confinement stops most of the terrible stuff people will try to do to you. Heroic Intervention and Teferi's Protection save your board from wraths."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Estrid's Invocation is super versatile. Just imagine copying Grasp of Fate , Eidolon of Blossoms , Perplexing Chimera , Sterling Grove , Sphere of Safety , Song of the Dryads , Rhystic Study ... Or imagine already having Enchanted Evening out and copying Eternal Witness or Sun Titan every turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There's a lot of mana in the deck that's not necessarily printed on lands. Pemmin's Aura on Kiora's Follower gives you (near-)infinite mana with Oasis Ritualist , Market Festival and Nykthos, Shrine to Nyx ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cards to watch out for: Enchanted Evening and Starfield of Nyx . These cards can be very powerful but are also wildly dangerous. Together, they kill all your land, for example. But Enchanted Evening makes Calming Verse a one-sided complete boardwipe, and Starfield of Nyx turns all your non-creature, non-aura enchantments into creatures to surprise swing with, and it also alters the power and toughness of your existing enchantment creatures. Now Archetype of Imagination is a 6/6! It makes most Gods smaller though, so do be careful when you cast it. Know when to Capsize or Nature's Claim it. In response to a wrath, for example. Enchanted Evening does two more things: it turns all your creatures into Enchantment Creatures, so Kestia triggers for days. It also protects against those pesky enchantment wraths. Merciless Eviction looks a lot less good when it exiles "},{"attributes":{"italic":true},"insert":"everything"},{"insert":". Bane of Progress killing itself in the process is also hilarious. And now Nature's Claim destroys whatever."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Sun Titan and Starfield of Nyx are recursion engines on their own. Eternal Witness is an excellent target for Sun Titan , and both are excellent targets for Estrid's Invocation (if you have Enchanted Evening out). You can also sacrifice a land for Constant Mists , then bring it back with Sun Titan , so you can protect yourself turn after turn. Deadeye Navigator really makes Eternal Witness and Sun Titan shine, as well."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Transmuting Tolaria West gets you any land. It also finds Pact of Negation ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Wargate is pretty absurd. It can find any land for 3 mana, or if you're done ramping and need that win con, it's a tutor that pulls your desired permanent directly from the library onto the battlefield, as if you'd cast it with a 3 mana markup. Gets especially nasty if you can flash Wargate out with Leyline of Anticipation or Alchemist's Refuge , to blank someone's attacks with a surprise Solitary Confinement or to surprise murder someone on your damage step with a timely True Conviction ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Homeward Path your Perplexing Chimera if you're tired of having friends."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"How it wins"},{"attributes":{"header":3},"insert":"\n"},{"insert":" True Conviction will generally do the trick. It'll turn on some gods, give you a massive boost in damage and lifegain, and if Starfield of Nyx is active, it's another 12 damage all by itself. Try to flash it in if you can, while holding Pact of Negation or Swan Song to deal with the inevitable countermagic or removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Make some big creatures unblockable with Thassa, God of the Sea , pump them with Nylea, God of the Hunt and some infinite mana, swing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wipe your opponents off the board with Enchanted Evening + Calming Verse ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Make infinite mana and either create infinite Cleric tokens with Heliod, God of the Sun , or Capsize all the things, or get Blind Obedience out and loop Extort triggers with Flickering Ward ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI wanted a deck that could do absurd stuff, but wouldn't feel too degenerate. You can keep the infinite stuff in hand if the table can't keep up with those shenanigans, and every card in the deck is a flavour-include first, function-include second, so whatever power is in the deck is hardly as bad as it could be. The few tutors in the deck are face-up and several Enchantress auto-includes are absent because they clash with the theme. The deck works fine as a 75%, play for fun with friends type of deck, but it can punch above its weight if need be. Cheers, and may the muses inspire the epic poems of your victories!\n\n*Unless you count the broken things\n"}]}
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