1.6k
1/21/2025
8 Point 4C Nadu Tempo
Deck Size: 60
Vintage
Legal
Est deck cost: $1544.87
1.6k
1/21/2025
Compare
Deck filters

Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.

1 Point

Quantity: 6Price: $76.24
Deathrite Shaman

{T}: Exile target land card from a graveyard. Add one mana of any color. {B}, {T}: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life. {G}, {T}: Exile target creature card from a graveyard. You gain 2 life.

Creature
Deathrite Shaman (mb2) 81
Fable of the Mirror-Breaker

Enchantment
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 357Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 357
Forth Eorlingas!

Create X 2/2 red Human Knight creature tokens with trample and haste. Whenever one or more creatures you control deal combat damage to one or more players this turn, you become the monarch.

Sorcery
Forth Eorlingas! (ltc) 56
Nadu, Winged Wisdom

Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand. This ability triggers only twice each turn."

Creature
Nadu, Winged Wisdom (mh3) 377
Phlage, Titan of Fire's Fury

When Phlage enters, sacrifice it unless it escaped. Whenever Phlage enters or attacks, it deals 3 damage to any target and you gain 3 life. Escape—{R}{R}{W}{W}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Creature
Phlage, Titan of Fire's Fury (mh3) 197
Snapcaster Mage

Flash When Snapcaster Mage enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)

Creature
Snapcaster Mage (isd) 78

1 Point

(CTRL to add secondary)

Instant

Quantity: 9Price: $94.01
Brainstorm

Draw three cards, then put two cards from your hand on top of your library in any order.

Instant
Brainstorm (sta) 76
Eladamri's Call

Search your library for a creature card, reveal that card, put it into your hand, then shuffle.

Instant
Eladamri's Call (mh1) 197
Ephemerate

Exile target creature you control, then return it to the battlefield under its owner's control. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Instant
Ephemerate (sta) 68
Evasive Action

Domain — Counter target spell unless its controller pays {1} for each basic land type among lands you control.

Instant
Evasive Action (dde) 50
Lightning Bolt

Lightning Bolt deals 3 damage to any target.

Instant
Lightning Bolt (sld) 84
No More Lies

Counter target spell unless its controller pays {3}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Instant
No More Lies (mkm) 427
Once Upon a Time

If this spell is the first spell you've cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Instant
Once Upon a Time (eld) 371
Spell Pierce

Counter target noncreature spell unless its controller pays {2}.

Instant
Spell Pierce (neo) 80
Swords to Plowshares

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

Instant
Swords to Plowshares (slp) 20

Instant

(CTRL to add secondary)

2 Points

Quantity: 1Price: $32.99
Uro, Titan of Nature's Wrath

When Uro enters, sacrifice it unless it escaped. Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield. Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Creature
Uro, Titan of Nature's Wrath (sld) 222

2 Points

(CTRL to add secondary)

Land

Quantity: 20Price: $863.80
Arid Mesa

{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (zne) 9
Bloodstained Mire

{T}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.

Land
Bloodstained Mire (zne) 3
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard Boseiju, Who Endures: 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 {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 412
Flooded Strand

{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (zne) 1
Forest

({T}: Add {G}.)

Land
Forest (sld) 1403
Hallowed Fountain

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

Land
Hallowed Fountain (rvr) 295
Island

({T}: Add {U}.)

Land
Island (sld) 1400
Marsh Flats

{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.

Land
Marsh Flats (zne) 6
Misty Rainforest

{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (zne) 10
Plains

({T}: Add {W}.)

Land
Plains (sld) 1399
Polluted Delta

{T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Land
Polluted Delta (zne) 2
Raucous Theater

({T}: Add {B} or {R}.) Raucous Theater enters tapped. When Raucous Theater enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Raucous Theater (mkm) 266
Scalding Tarn

{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (zne) 7
Steam Vents

({T}: Add {U} or {R}.) As Steam Vents enters, you may pay 2 life. If you don't, it enters tapped.

Land
Steam Vents (rvr) 298
Stomping Ground

({T}: Add {R} or {G}.) As Stomping Ground enters, you may pay 2 life. If you don't, it enters tapped.

Land
Stomping Ground (rvr) 289
Temple Garden

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

Land
Temple Garden (rvr) 300
Thundering Falls

({T}: Add {U} or {R}.) Thundering Falls enters tapped. When Thundering Falls enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Thundering Falls (mkm) 269
Verdant Catacombs

{T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Land
Verdant Catacombs (zne) 8
Windswept Heath

{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (zne) 5
Wooded Foothills

{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (zne) 4

Land

(CTRL to add secondary)

Creature

Quantity: 17Price: $224.23
Aragorn, King of Gondor

Vigilance, lifelink When Aragorn, King of Gondor enters, you become the monarch. Whenever Aragorn attacks, up to one target creature can't block this turn. If you're the monarch, creatures can't block this turn.

Creature
Aragorn, King of Gondor (ltc) 85
Birds of Paradise

Flying {T}: Add one mana of any color.

Creature
Birds of Paradise (rvr) 133
Delighted Halfling

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.

Creature
Delighted Halfling (ltr) 158
Fury

Double strike When Fury enters, it deals 4 damage divided as you choose among any number of target creatures and/or planeswalkers. Evoke—Exile a red card from your hand.

Creature
Fury (mh2) 313
General Ferrous Rokiric

Hexproof from monocolored Whenever you cast a multicolored spell, create a 4/4 red and white Golem artifact creature token.

Creature
General Ferrous Rokiric (mh2) 198
Ignoble Hierarch

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {B}, {R}, or {G}.

Creature
Ignoble Hierarch (mh2) 355
Mawloc

Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Terror from the Deep — When Mawloc enters, it fights up to one target creature an opponent controls. If that creature would die this turn, exile it instead.

Creature
Mawloc (40k) 133
Nissa, Resurgent Animist

Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.

Creature
Nissa, Resurgent Animist (mat) 22
Noble Hierarch

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {G}, {W}, or {U}.

Creature
Noble Hierarch (plst) MM2-151
Nomads en-Kor

{0}: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead.

Creature
Nomads en-Kor (mb2) 149
Omnath, Locus of Creation

When Omnath, Locus of Creation enters, draw a card. Landfall — Whenever a land you control enters, you gain 4 life if this is the first time this ability has resolved this turn. If it's the second time, add {R}{G}{W}{U}. If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.

Creature
Omnath, Locus of Creation (znr) 232
Pyrogoyf

Pyrogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. Whenever Pyrogoyf or another Lhurgoyf creature you control enters, that creature deals damage equal to its power to any target.

Creature
Pyrogoyf (m3c) 111
Solitude

Flash Lifelink When Solitude enters, exile up to one other target creature. That creature's controller gains life equal to its power. Evoke—Exile a white card from your hand.

Creature
Solitude (mh2) 307
Springheart Nantuko

Bestow {1}{G} Enchanted creature gets +1/+1. Landfall — Whenever a land you control enters, you may pay {1}{G} if Springheart Nantuko is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.

Creature Enchantment
Springheart Nantuko (mh3) 341
Territorial Kavu

Domain — Territorial Kavu's power and toughness are each equal to the number of basic land types among lands you control. Whenever Territorial Kavu attacks, choose one — • Discard a card. If you do, draw a card. • Exile up to one target card from a graveyard.

Creature
Territorial Kavu (mh2) 216
The Jolly Balloon Man

Haste {1}, {T}: Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.

Creature
The Jolly Balloon Man (dsk) 219
Tishana's Tidebinder

Flash When Tishana's Tidebinder enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as Tishana's Tidebinder remains on the battlefield. (Mana abilities can't be targeted.)

Creature
Tishana's Tidebinder (lci) 81

Creature

(CTRL to add secondary)

Planeswalker

Quantity: 1Price: $6.99
Teferi, Time Raveler

Each opponent can cast spells only any time they could cast a sorcery. +1: Until your next turn, you may cast sorcery spells as though they had flash. −3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.

Planeswalker
Teferi, Time Raveler (blc) 92

Planeswalker

(CTRL to add secondary)

Enchantment

Quantity: 1Price: $3.99
Leyline Binding

Flash Domain — This spell costs {1} less to cast for each basic land type among lands you control. When Leyline Binding enters, exile target nonland permanent an opponent controls until Leyline Binding leaves the battlefield.

Enchantment
Leyline Binding (dmu) 24

Enchantment

(CTRL to add secondary)

Sorcery

Quantity: 5Price: $85.75
Expressive Iteration

Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.

Sorcery
Expressive Iteration (slp) 13
Green Sun's Zenith

Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.

Sorcery
Green Sun's Zenith (2x2) 150
Lórien Revealed

Draw three cards. Islandcycling {1} ({1}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)

Sorcery
Lórien Revealed (ltr) 60
Ponder

Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.

Sorcery
Ponder (sld) 1783
Prismatic Ending

Converge — Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.

Sorcery
Prismatic Ending (mh2) 384

Sorcery

(CTRL to add secondary)

Sideboard

Quantity: 14Price: $156.87
Brotherhood's End

Choose one — • Brotherhood's End deals 3 damage to each creature and each planeswalker. • Destroy all artifacts with mana value 3 or less.

Sorcery
Brotherhood's End (bro) 335
Dovin's Veto

This spell can't be countered. Counter target noncreature spell.

Instant
Dovin's Veto (war) 193
Endurance

Flash Reach When Endurance enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order. Evoke—Exile a green card from your hand.

Creature
Endurance (mh2) 317
Force of Negation

If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Instant
Force of Negation (2x2) 50
Force of Vigor

If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.

Instant
Force of Vigor (plst) MH1-164
Ghost Vacuum

{T}: Exile target card from a graveyard. {6}, {T}, Sacrifice Ghost Vacuum: Put each creature card exiled with Ghost Vacuum onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.

Artifact
Ghost Vacuum (dsk) 248
Hydroblast

Choose one — • Counter target spell if it's red. • Destroy target permanent if it's red.

Instant
Hydroblast (5ed) 94
Orim's Chant

Kicker {W} (You may pay an additional {W} as you cast this spell.) Target player can't cast spells this turn. If this spell was kicked, creatures can't attack this turn.

Instant
Orim's Chant (mh3) 323
Pyroblast

Choose one — • Counter target spell if it's blue. • Destroy target permanent if it's blue.

Instant
Pyroblast (td0) B24
Red Elemental Blast

Choose one — • Counter target blue spell. • Destroy target blue permanent.

Instant
Red Elemental Blast (3ed) 171
Stony Silence

Activated abilities of artifacts can't be activated.

Enchantment
Stony Silence (mb2) 21
Subtlety

Flash Flying When Subtlety enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library. Evoke—Exile a blue card from your hand.

Creature
Subtlety (mh2) 309
Supreme Verdict

This spell can't be countered. Destroy all creatures.

Sorcery
Supreme Verdict (clu) 211
Veil of Summer

Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)

Instant
Veil of Summer (plst) M20-198

Sideboard

(CTRL to add secondary)

Maybe - Domain

Quantity: 3Price: $1.05
Nishoba Brawler

Trample Domain — Nishoba Brawler's power is equal to the number of basic land types among lands you control.

Creature
Nishoba Brawler (dmu) 174
Tribal Flames

Domain — Tribal Flames deals X damage to any target, where X is the number of basic land types among lands you control.

Sorcery
Tribal Flames (mm2) 132
Worldly Counsel

Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.

Instant
Worldly Counsel (con) 39

Maybe - Domain

(CTRL to add secondary)

Maybe - Points

Quantity: 4Price: $64.96
Broadside Bombardiers

Menace, haste Boast — Sacrifice another creature or artifact: Broadside Bombardiers deals damage equal to 2 plus the sacrificed permanent's mana value to any target. (Activate only if this creature attacked this turn and only once each turn.)

Creature
Broadside Bombardiers (lcc) 54
Minsc & Boo, Timeless Heroes

When Minsc & Boo, Timeless Heroes enters and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste. +1: Put three +1/+1 counters on up to one target creature with trample or haste. −2: Sacrifice a creature. When you do, Minsc & Boo, Timeless Heroes deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards. Minsc & Boo, Timeless Heroes can be your commander.

Planeswalker
Minsc & Boo, Timeless Heroes (clb) 285
Spellseeker

When Spellseeker enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Spellseeker (cmm) 120
Wrenn and Six

+1: Return up to one target land card from your graveyard to your hand. −1: Wrenn and Six deals 1 damage to any target. −7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace." (You may cast instant and sorcery cards from your graveyard by discarding a land card in addition to paying their other costs.)

Planeswalker
Wrenn and Six (2x2) 296

Maybe - Points

(CTRL to add secondary)

Maybeboard

Quantity: 26Price: $238.07
Baleful Strix

Flying, deathtouch When Baleful Strix enters, draw a card.

Creature Artifact
Baleful Strix (otc) 215
Barrowgoyf

Deathtouch, lifelink Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. Whenever Barrowgoyf deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.

Creature
Barrowgoyf (m3c) 102
Breeding Pool

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

Land
Breeding Pool (rvr) 293
Coiling Oracle

When Coiling Oracle enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.

Creature
Coiling Oracle (2x2) 375
Containment Priest

Flash If a nontoken creature would enter and it wasn't cast, exile it instead.

Creature
Containment Priest (uma) 11
Counterspell

Counter target spell.

Instant
Counterspell (dsc) 114
Daze

You may return an Island you control to its owner's hand rather than pay this spell's mana cost. Counter target spell unless its controller pays {1}.

Instant
Daze (ema) 44
Delay

Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)

Instant
Delay (tsr) 61
Disrupting Shoal

You may exile a blue card with mana value X from your hand rather than pay this spell's mana cost. Counter target spell if its mana value is X.

Instant
Disrupting Shoal (uma) 51
Entomb

Search your library for a card, put that card into your graveyard, then shuffle.

Instant
Entomb (dmr) 82
Freestrider Lookout

Reach Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Creature
Freestrider Lookout (otj) 163
Lightning Greaves

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}

Artifact
Lightning Greaves (sld) 1493★
Luminous Broodmoth

Flying Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it.

Creature
Luminous Broodmoth (blc) 74
Lush Portico

({T}: Add {G} or {W}.) Lush Portico enters tapped. When Lush Portico enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Lush Portico (mkm) 263
Malevolent Rumble

Reveal the top four cards of your library. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this creature: Add {C}."

Sorcery
Malevolent Rumble (mh3) 161
Mana Leak

Counter target spell unless its controller pays {3}.

Instant
Mana Leak (2x2) 58
Neoform

As an additional cost to cast this spell, sacrifice a creature. Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield with an additional +1/+1 counter on it, then shuffle.

Sorcery
Neoform (war) 206
Otawara, Soaring City

{T}: Add {U}. Channel — {3}{U}, Discard Otawara, Soaring City: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Otawara, Soaring City (neo) 271
Perplex

Counter target spell unless its controller discards their hand. Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

Instant
Perplex (rav) 217
Planar Genesis

Look at the top four cards of your library. You may put a land card from among them onto the battlefield tapped. If you don't, put a card from among them into your hand. Put the rest on the bottom of your library in a random order.

Instant
Planar Genesis (mh3) 198
Sacred Foundry

({T}: Add {R} or {W}.) As Sacred Foundry enters, you may pay 2 life. If you don't, it enters tapped.

Land
Sacred Foundry (rvr) 297
Serra Paragon

Flying Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."

Creature
Serra Paragon (dmu) 32
Thoughtseize

Target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.

Sorcery
Thoughtseize (2xm) 109
Undercity Sewers

({T}: Add {U} or {B}.) Undercity Sewers enters tapped. When Undercity Sewers enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Undercity Sewers (mkm) 270
Underground Mortuary

({T}: Add {B} or {G}.) Underground Mortuary enters tapped. When Underground Mortuary enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Underground Mortuary (mkm) 271
Unearth

Return target creature card with mana value 3 or less from your graveyard to the battlefield. Cycling {2} ({2}, Discard this card: Draw a card.)

Sorcery
Unearth (2x2) 96

Maybeboard

(CTRL to add secondary)

Deck Info

Deck stats

16 pips - 15 cards
9 mana - 9 cards
15 pips - 14 cards
10 mana - 10 cards
1 pip - 1 card0
6 mana - 6 cards
14 pips - 13 cards
10 mana - 10 cards
15 pips - 15 cards
11 mana - 11 cards
0 pips - 0 cards
1 mana - 1 card
Card NameQtyOdds
Click charts to focus on cards

Deck Tokens & Extras (7)

Description

{"ops":[{"insert":"This list is for the format \"Australian Highlander\" a.k.a 7 Point Highlander. \nIt is a non-Reserve List deck, and therefore has been granted the additional point for accessibility. \n\nA deck attempting to combine land utility with prowess/tempo advantage.\nLots of stuff with good words printed on them, to try and get ahead while performing the many actions of a magic game.\nEdit 18/01/2024: It's basically just a value pile at this point, but it still has utility from both the aforementioned, though there's no printed Prowess anymore. \n\n"},{"attributes":{"bold":true},"insert":"Game log:"},{"insert":"\nAfter some some playtesting against actual decks on 12/01/2024, I discovered Moonshine is a rough matchup for me, but Timewalk control is fine; the timewalk loss boiling down to a fatal play. The day overall went Bye, 1-2, 1-2, so it was a decent result for an entirely experimental list!\nIn the Moonshine game however, I did discover some neat tech, with an Omnath and Tireless Provisioner on board:\n2 spells had been Elite Spellbinder'd - I wanna cast them both."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Crop rotation drawn off an Omnath, 2 mana available."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pass the turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"In upkeep, cro-ro into a fetch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Fetch for something. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"6 mana available, plus a new untapped land, casting both spells, and up 4 life to survive their attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There was a small period of time where Fastbond was being considered, but after playing around with Uro, and some Uro + Karakas during the Timewalk game, I think I'm much happier with the current points. \n\nOn the 17/01/2024, I went to "},{"attributes":{"italic":true},"insert":"the location "},{"insert":"(a mate's business) after hours and a few of us did some testing.\nDuring testing I firmly discovered that Moonshine, and any Rx aggro is my silver bullet; I was able to take a number of games against GW token Combo..? Aggro..? Both pre and post sideboard. \nPlaying against Timewalk again, I made some of the same mistakes as before; losing because I panicked, or thought I was safe. The lines in Timewalk require "},{"attributes":{"italic":true},"insert":"really "},{"insert":"good intuition to see, because so little information is available at face value. But all the times I lost, they were times I could've not done that, so it's a learning experience, really. \nWith Fury and Solitude now in, the deck is also considerably stronger, and a few of the wasteful creatures; Soul of Windgrace, Narset, Enlightened Exile are out, in place of them, and other good stuff too, such as Aragorn, King of Gondor.\n\nIn the lead up to CanCon, I've been doing various testing against a couple mates, who have also been bashing their decks against mine to see what sticks.\nAs a result of all of this, the deck has essentially just become a value pile; lots of good cards with good words, and that eventually overwhelms my opponents. \nKroxa has been replaced with Sevinne's Reclamation due to the Escape being difficult to achieve, Tireless Provisioner has been replaced with Lotus Cobra, so that Nissa doesn't have any dead hits, and the mana base has been refined a little more, by replacing Hallowed Fountain with Sacred Foundry. I'm looking at potentially putting in the domain counterspell as well, but what I cut for it, I'm not sure.\n\nThe day before the CanCon National 7 Point Highlander tournament (26/01) I replaced Territorial Kavu with the Miracle, \"Triumph of Saint Katherine\" which I think was a good choice. I got to make use of some pretty cool tech as a result of it. \nAt Cancon, I was doing well in the pre-lunch games; 1-1-1, which is well for me, considering I'm not the greatest. \nPost lunch, I get pretty well swept by Blue Moon and general control, until the last 2 rounds. \nMy final score was 3-4-1. As an 8 point list, I reckon I did okay, but in general, my greatest weaknesses were correctly identifying my colour to fetch for, and my timing - I believe tapping out is okay at times, but it seems I always chose the worst times to do so, whether because I was a bit mana screwed, or behind on board state. Reassessing what I use my points for may be an idea, or moving more towards specifically Temur, splashing white, but not 100% sure.\nIt was a great day though, and we even had one of our locals make top 16, scoring 6-2 with a walks variant of what is conceptually the same as my list.\n\n13/02/2024 - Considering I went 0-3 to my uncle's 5 point Red Deck Wins this past weekend, I'm thinking of re-allocating the points of this deck, and instead pivoting into a 4 colour value backbone, with a sneak and show win con; value piles are great and all, but when my only way to win is having creatures on board, that becomes a lot weaker against removal heavy decks.\n\n19/02/2024 - Tested the deck for the first time with the Sneak and Show list. It managed to break even in 4 games against Moonshine. I feel like I need more dorks, but otherwise it felt good to have outs when I needed them, and a good win-con.\n\n23/02/2024 - Tonight is the first proper 7 Point FNM since the new version of the deck was incepted, so it'll be exciting to see how it performs! But admittedly, the consistency is still abysmal, so not too hopeful for any kind of consistency. I'm expecting to crush Breach + Brain Freeze, and potentially beat RDW and Moonshine, but control and Walks still seem a bit much for me. Guess we'll see!\n\n26/02/2024 - Reporting in! Friday night was rather good. I played 3 rounds. My opponents, were Omnath Walks, Obscur-acle (Obscure Thoracle), and 8 Point Bots respectively.\nRound 1, I lost to Walks rather pathetically and quickly.\nRound 2, I beat Thoracle 2-1. First game I lost as I didn't have any of my interaction to remove their combo, nor did I really know the combo at first. Game 2, I won by beating down with my smaller value dudes before they could find their interaction or combo, and game 3 was similar, but muuuch closer. They were on 2 life when they attempted the combo, and if it weren't for Soul Guide Lantern drawing me into Endurance, I was a goner. \nRound 3, I beat Bots 2-1, as game 1 he ramped into Mycosynth Karn. Game 2, he attempted Myco-carn once again, but I responded to the activation with Lightning Helix to make Myscosynth much less useful. From there, it was simply beat down.\nGame 3, it was a bit of a landslide victory on my end - I kept a hand full of hate. Force of Vigor on his turn 1 to destroy his Sol Ring and Shadowspear, then Mana Leak on turn 2 to counter his Mana Vault. From there, it was just a slow beat down, with Yorion, and a scammed Solitude.\nSo overall, not bad! Questing Druid stole Atraxa and Sneak Attack twice in a row, which felt pretty bad, as nice as the card access was, so I'm tempted to replace it with Faithless Looting and Tishana's Tide Binder, but admittedly, I don't know what else I would cut to do so. It'd also be one less target for Natural Order, so it's something I'll have to deliberate on more.\n\n18/03/2024 - Checking in! The Yorion line has been removed. There isn't enough payoffs to justify it. If I'd had Ilharg, and maybe Arni Metalbrow, and in general more \"Until end of turn\" effects, it'd be more worth it, but the inability to find interaction was simply too much of a downside. This change has been in place for a while now, so I am now investigating a sideboard philosophy change, which enables changing the main plan of the deck depending on the matchup, with some additional hate for prevalent decks that are too strong to beat without it.\nI'm looking forward to testing it this Friday, and seeing how it handles its worse matchups. It did better against Moonshine than previous, pre-sideboard, so in theory the post sideboard should be an even harder match for my opponent. \n\n02/04/2024 - With the Easter long weekend just past, I figured I should report performance at Chromatic Games that weekend. \nRound 1, I lost against a local player who was running Abzan Initiative - lots of removal, graveyard hate, plus a stronger game plan were a bit much for my value to play through. On top of this, Abzan are colours I don't have hate for, so I should look into fixing that; Skylasher may go back in in that matchup as a pro-ub?\nRound 2, I genuinely cannot remember for the life of me. Bluemoon? \nRound 3 was against some expensive cards in 2-3 colours, but the gameplan either wasn't particularly obvious, or just all that good. It was pretty landslide my way both games, but the banter was fun. Sneak and Show payed off really well too, with a Worldspine netting me 15 more life.\nRound 4 was against Azorius Hard control, which was a bit of a grind (as it took him a while to find his win in game 1), but I managed to take game 2 with good sideboarding and some sneak and show he couldn't answer, and I likely would've had game 3 too had we gone to turns a little later. However, as he was going to drop, he very kindly conceded. \nRound 5 was against another deck that didn't particularly stand out to me, but I remember it having cool tech/being funky. I won that one too, primarily thanks to value from memory.\nRound 6 I punted really hard and lost 2 games I should've been relatively secure in, after he punted game 1 with a bad keep.\nOverall, the Sideboard felt good, and my sideboarding decisions were pretty on point. I likely could've played around my opponents a little more smartly, but I think by the end I was making mostly correct decisions (until I punted games 2 and 3 of round 6.) My uncle also did surprisingly well, for his first time playing a 7 Point event!\n\n02/05/2024 - Mana Clash report and deck changes since\nAt Mana Clash, an annual mini-magic fest, the \"7 Point International Tournament\" was held. It was a total of 140 something players, ranging from those just trying out the format, community members, known faces, and entrenched veterans. \nIt was an overall very fun day, but the deck unfortunately felt pretty disappointing. My overall for the day was 2-5-1, with the majority of my matchups being Izzet-tempo/Blue moon, which I have thus mostly forgotten. They were fun and banter filled, but very same-ish, and with the deck feeling as bad as it did, I considered dropping (but decided against it.)\n\nRound 1"},{"attributes":{"bold":true},"insert":" "},{"insert":"\nA conceptual mirror. Golgari (splashing blue) Natural Order, with Strip'/Waste' and Wrenn and Six to keep tempo going his way while trying for the win. It was a reserve list deck, as most were, with Gaea's Cradle as a bit of extra spice, and a good Cro-Ro target.\nIn game 1, he Natural Ordered a bit faster than I could, finding an Atraxa, which I fortunately had the removal for. Archdruid's Charm helped the win, finding Gaea's Cradle to hard-cast a Deathclaw. ETB Destroy a permanent is pretty good. I had a decent board state, but by making the Deathclaw Monstrous, he ate another permanent and swung for the kill. \nGame 2, I hit my Sneak and Show stuff faster, while also just having more threats. With a hard-cast Niv Reborn, and a Show and Tell'd Atraxa, there wasn't much he could do. The round ended just as our second game did, and so it was a draw. A fun game, seeing something I hadn't before, and playing against a nice opponent!\nRounds 2 and 3 weren't particularly memorable; Izzet tempo/Blue moon beat me to death. The usual. \nIt was then lunch, which I was almost late back from, but an ever so kind judge who was also a little late back from lunch (who we ran into at the café) gave us a little extra time, not that we ended up needing it.\nRound 4\nAnother Izzet Tempo deck, but likely on a bit of a tighter budget, with some potentially not amazing plays (trading a Third Path Iconoclast a dork is never worth), and some bad luck on the draw. Those factors added up, and my deck operating as intended for once (with Niv hitting more than 1 card!!) it was a landslide victory my way. It felt a little bad, as we had spoken at the above mentioned café, and I even joked about matching against each other. \nI think he learned from the games we played though, which is good, and hopefully some of the limits of the deck too. This was the first actual win of the day.\nRound 5 was another Blue moon deck. What can you do.\nRound 6\nI was up against a Jeskai control list, which thoroughly did both of those things, as it was designed to.\nRound 7 (coming back a month later to finish writing)\nWith Mana Clash less fresh in my memory, it's not super clear, but I think this was some kind of Abzan go wide list. I remember my opponent and I getting along way too well, and we bantered and stuffed about for the games. I won this one, I believe 2-0. Some of the most fun I've ever had playing magic.\nRound 8\nMy opponent was very proper about the rules, which was a little jarring at that point; no judge calls, but kinda.. unnecessarily pedantic for the last round, but it's the right thing to do. Playing a Grixis Delver list. \n\n20/05/2024 - The Monday just after the monthly\nI placed the highest I ever have, taking a round against Mouse; one of very few I ever have, against a deck I'd never beaten before; lands! \nIn game 1, it was a relatively early strip mine that set him up for the win.\nGame 2, I managed to play an aggro plan with a Minsc and Boo after sticking an early Wrenn and Six, which eeked out a win. \nGame 3, an early Spellpierce against a Cleansing Wildfire (on his own land) stopped him from hitting a key third land drop, which allowed me to play relatively one-sidedly, as his deck kept bricking.\nI played against Taylor in round 2, and crushed his Mardu Initiative with raw outvaluing and some decent sideboarding - he wasn't doin too good, as he hadn't eaten, so made a couple punts too, which made it a lot easier. \nRound 3 was Nathan's lands, which I lost 1-0 due to some grindy games and a bit of punting wins/missing lines.\nRound 4, was David Wales' Tinker combo. I won game1 because he wasn't aware Thought Monitor discount didn't work with Bolas' Citadel; he went to 3 as opposed to the 10 he otherwise would've been on. We would've retracted it, but he had already drawn the cards, which kinda made it irreparable. That plus some early aggro and I cleaned him up rather than him being able to combo. In game 2, he had a nuts hand and while I had plenty of interaction, I made the mistake of Forcing his Mana Vault rather than Tinker, thinking it was his primary mana source; it wasn't, so I scooped once a Portal to Phyrexia stuck. I could not be bothered grinding it. Game 3, I held up my interaction for better timings, and No More Lies'd his Tinker, into another counter for an alternate line he had. I won that grind.\nMy overall score was 3-1, with my only loss being against lands, but according to my opponent Nathan, I could've had round 1 by Ulting Grist, and I know for a fact I punted round 2. So overall, very fun, and a pretty good performance on my part!\n\n\n15/08/2024 - Reporting in.\nOver the last couple of months, nothing of particular note has been happening with this deck. A paradigm shift to a more creature focused strategy was being considered for a short while, but was ultimately only partly implemented - I've gone off Minsc and Boo in favour of Nadu and Broadside Bombadiers, keeping my other points much the same. While I have more competing for my 3 drop slot, I believe this has been an overall positive change, as it has encouraged me to include Dryad Arbor, and more mana dorks, as well as Lightning Greaves - the Greaves and Arbor proving to be especially valuable additions. While I'm still not 100% sure if I have enough ways to target my own creatures for Nadu, this is all part of the testing process, which is currently on hold while Mardu gets a chance to grow and develop. \nAssassin's Trophy and Bitter Triumph have been great additions - sticking to Instant removal has proved to be much more useful in the deck, even if it's potentially a bit narrower than before (namely with Bitter Triumph). Assassin's Trophy being as broad as it is has also proved to be a god-send.\nAlso trying out Eladamri in main, and Show and Tell in side - playing critters from top is useful, and if I need to go faster, and my opponent isn't on a list that utilises big things (Tinker, Oath of Druids, Show and Tell, Flash, Reanimator) then I side board in Show and Tell.\n\n\n08/10/2024 - CanBrawl 4 2024\nMy best competitive showing thus far! With a final result of 4-2-1, and only being knocked out of the top 8 in round 7 (the final round before top cut), I gotta say I'm pretty chuffed with the deck's performance until that final round!\nRound 1 I lost to Shops (Mishra's Workshop) by kind of a landslide. Potentially some misplays, bad keeps, and unlucky drawing; but also just a man land beating me to death.\nRound 2 was Bant Creatures. That's it. Just creature after creature after creature. I won game 1 by stabilising, out valuing and out damaging with some major help from Broadside Bombardiers, Territorial Kavu and Fable of the Mirror Breaker. I lost game 2 thanks to casting Supreme Verdict a little too late, and I won game 3 with similar things to game 1.\nRound 3 was Tinker Tempo, focusing on cast-able tinker targets such as Kappa Cannoneer. I took round 1 with some creature combo goodness thanks to Nadu, and just various value creatures. Then, in game 2, with plenty of sideboard hate for artifacts, tempo stuff, and some planeswalkers (as well as some bad sideboards from my opponent thanks to such diverse play patterns) I cleaned him up. It wasn't a feels good though unfortunately thanks to the repeated doo-doo draws he was getting.\nRound 4 is difficult to recall because it flew by. I believe my opponent was on some kind of artifacts pile - potentially Tinker? Thanks to assembling my fastest Nadu combo ever however; Nomads and Nadu on board, I was able to have answers for everything. In game 2, with some average sideboarding based on a couple assumptions, I tempoed them out and beat them to death with an early Kavu; after a number of bad draws, they packed it in.\nRound 5 was a draw against Grixis breach combo. I lost game 1, thanks to combo and tempo stuff (my boardstate was very far behind). I won game 2 with Nadu and Sideboard hate, and we went to time in game 3, thanks to having answers for Psychic frog, as well as responses to an Unholy Heat. \nRound 6 was a win against Jeskai Miracles. It looked like most of his matches went to time (by a quick glimpse at his life tracking history) so I focused on quick, precise gameplay; it also gave me a decent idea of what I was up against game 1, but that didn't save me, thanks to not having domain for a Leyline Binding and therefore being unable to stop a Murktide. Game 2, I sideboarded in a couple power houses, and cleaned up quickly with a keep of the perfect 4; Brainstorm, a Fetch, a Breeding Pool, and Endurance; sometimes a 3/4 with reach laying down some early beats is enough. Game 3, he was drawing badly, and I managed to stick a Nomads and Nadu much too quickly for him to answer, with interaction in hand, so that was that.\nRound 7, I was fighting for top 8, with a score of 4-1-1. Unfortunately for me, my opponent was on a solid deck, and I was not having as solid a game that time around as I had previously. I lost games 1 and 2 very quickly to the Mardu Initiative tempo, in what was not really Magic the Gathering. It didn't help that a game 2 mulligan I might have kept I had to whisk away, thanks to drawing 1 too many cards, but the better answer there may have been calling a judge; the next hand was garbage, and I decided I didn't wanna go to 4 against hand hate.\n\nOverall, I was very satisfied that day with my performance, and I managed to dodge getting any warnings for GRV the whole day! We win these (though two pity packs for ranking 24th out of 100+ is a bit of a feels bad ;w; )\n"}]}

Leave a comment

{"ops":[]}
AutoNew CategoryMaybeboardSideboard