Each player chooses from among the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
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1 week ago
Dimir Signet or other on-color signets
This is the best I have off the top of my head. The multicolored ones add some things, too.
2 weeks ago
Hey, I just tuned my first blink deck and I think I have a few solid suggestions keeping budget in mind:
Man-o'-War is great removal, alongside those you already have.
Linvala, the Preserver is an all star in my mardu flicker deck, if you can keep it from being removed it pays off big.
Knight of the White Orchid probably the best ramp option in white, I like Oreskos Explorer too and ultimately replaced Kor Cartographer for it in my deck since coming down on turn 2 it's much more relevant timing wise imo.
Mentor of the Meek is great for card advantage too.
Some cuts I'd consider are:Myr Battlesphere - bit too spendy.
Kor Cartographer - just too much mana imo for a 2/2, ramping from 4 to 6 the next turn doesn't seem super relevant here.
Hopefully some of that is useful to you, I like the deck a lot. Good luck!
2 weeks ago
You could start with cutting all the mediocre planeswalkers and enchantments that are not doing anything for creating a lock (because you say that is your plan here).
...There are so many cards that can effectifely create REAL locks, but I can't see how this current list could do that. I think you should cut a lot of irrelevant creatures here, because the most powerful lock pieces are enchantments and artifacts. Usually people can't run as many removals for these card types to prevent all of them from staying on the table, if your deck is full of that stuff.
3 weeks ago
I wouldn't play so many spot removal. Considering the format, a spot removal is a loss of one card for removing one single threat on the table, while you probably have 2 or 3 people playing against you. Spot removals are great if you can break a combo with them, but I'd rather go for more constant disruption. Your current choice of cards shows that you are not running on a completely low budget, so if you want to invest some more money into making this pile overpowered, you might have a look at:
Land EquilibriumNether VoidRavages of War (and Armageddon)Crucible of WorldsCataclysmJace, the Mind SculptorTrinket Mage (plus a nice toolbox in addition to the mana rocks)SmokestackTangle WireGilder Bairn (perfect for planeswalkers and for creating a lock with tangle wire!)
Maybe you find some more useful stuff in my own Atraxa list: Atraxa's super(un)friendly StaxMy deck is almost creatureless though, so some parts certainly won't be good in your current shell...but if budget is no problem, you might find some cards that you haven't considered yet.
4 weeks ago
Ghirapur AEther Grid will help you abuse your orbs if your deck wants that.
Mother of Runes -- 'nuff said there
Cataclysm is great because it will likely lock down all opponents for the rest of the game.
Gonti, Lord of Luxury is pretty fun with Alesha
Victimize is great recursion.
Overall, nice deck!! +1
1 month ago
I tried playtesting this deck and it felt...weird. It didn't output much offensive pressure, and it seemed to have too few proper stax cards to survive as a control deck.
(Obviously you just built it so it needs some tuning, of course.)
Have you taken a look at some of the Gisela stax/control decks on this site? They might help you find some more cards.
Leonin Shikari seems strange here. Might be a cuttable card.
What's your meta like? It's easier to tailor a hate package once you know your opponents' decks :)
1 month ago
@nivvius: I will try to find time to explain my reasoning on everything in my "don't suggest list" and to answer your questions:
-Pemmin's Aura: Yes, it was actually in the very first build of the deck and although it is a solid card I just don't like having to keep mana open to fuel it. Stasis is a big part of this deck and Pemmin's Aura's untap ability reduces its effectiveness drastically. I hear where you're coming from with the card slots angle but frankly i'd rather just have shroud/hexproof as a static ability and be able save the mana to counterspell board wipes or activate Vanishing's ability. Also the +/- abilities put zur at risk by reducing his toughness while not offering a whole lot of extra power (+3 max without another buff).
-Ghostly Prison/Propaganda: I feel like these are generally more useful in multiplayer builds to prevent attacks by multiple opponents, though I get that they slow down heavy aggro and token decks a lot in 1v1 as well. I usually don't care if I get attacked as i'll get the life back with lifelink later anyways and, if things get too bad I can just tutor up Solitary Confinement; also Winds of Rath, Cataclysm and Cyclonic Rift aid in defense against these types of decks. I basically just can't justify giving them a slot as they are in high demand at this stage.
-Imprisoned in the Moon: I was on the fence about this versus Darksteel Mutation and what it ultimately came down to was that if i turned something nasty like Derevi, Empyrial Tactician as you mentioned into a land my opponent would get more mana out of it and also it directly contradicts my land destruction theme by blowing up said land (and giving them back their scary bird wizard). Darksteel Mutation on the other hand is much harder to get rid of due to the indestructible factor (though they could just target the enchantment) and I don't really see the additional "land" and "planeswalker" options to outweigh the cons.
You made some good points and I appreciate you taking the time to make your suggestions!
1 month ago
I've seen Mana Severance used in decks like this to make every single card castable off of the top.
And since you're running no creatures beyond your commander, you could play some cards like Crackdown or Smoke or Stasis that hamstring quick offensive decks so that you can have time to abuse Narset, and prevent them from removing her.
Hope that helps a bit! :)