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Enchantment — Aura
Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
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Deep Freeze Discussion
1 month ago
I would recommend cutting Temple Bell, Master of the Feast, Dictate of Kruphix, Howling Mine, Kami of the Crescent Moon, and Jace Beleren. On paper, these cards seem to work well in a Nekusar deck--after all, more card draw means more damage. In reality, I have found this not to be the case. Cards are the most important resource in MTG, and paying a few life for extra cards is generally a pretty good deal (which is why Necropotence is on Vintage's restricted list). The problem gets even worse in multiplayer--after all, you're drawing one extra card, and thus have one chance to receive something you need, while your opponents collectively draw three cards, increasing the chances one might receive their answer to your strategy.
Focusing on explosive plays with wheels tends to be the best bet. Here are some cards to consider adding:
Helm of the Ghastlord produces redundancy for the Niv-Mizzet combo. When enchanting Nekusar, your opponents are forced to discard the cards they do manage to draw.
Sigil of Sleep turns wheel effects into mass bounce spells, helping provide protection.
Phyresis ends games, but infect is generally seen as a highly toxic mechanic. I would be weary of running this, as it could make individuals not want to play against you.
Imprisoned in the Moon and Deep Freeze provide solid removal without causing a change in game-zone. As such, you can use them to remove a commander without it being returned to the command zone, ensuring it sits uselessly on the battlefield for as long as it is enchanted.
2 months ago
Here's some advice based on my own experiences with Nekusar:
I don't like Howling Mine, Temple Bell, and other cards of this ilk. They seem like they should work, but, in my experience, they are more harmful than helpful. Cards like Howling Mine increase the chances of opponents drawing their answer to Nekusar, and then do not help you win once he has been removed. Instead of focusing on slow, passive draws causing victories, your focus should be on explosive plays removing as many players as possible.
Teferi's Puzzle Box is an absurdly powerful card with Nekusar--free wheel every single draw step!
Library of Leng negates some of the ill effects of wheels, allowing you to discard what you don't want, and keep what you do. You can engineer some powerful hands this way.
Forced Fruition turns their every spell into a death sentence.
Curiosity and Helm of the Ghastlord give you tremendous card draw. Both also go near-infinite with Niv-Mizzet, providing a strong alternate win condition. Ghastlord combos well with Nekusar, since they are forced to discard every card they draw.
Sigil of Sleep turns your wheel effects into mass bounce spells, tearing apart opponent offences.
Phyresis wins games quickly. Combined with a wheel, and you can end the game on the spot.
Imprisoned in the Moon and Deep Freeze can remove an enemy commander without forcing a zone change. As such, they're forced to just sit there on the battlefield in their transformed state, never being given the option of returning to the command zone.
Hope some of that helps!
2 months ago
I'm also torn as to whether Evolving Wilds has a place in the deck once the manabase is upgraded. It still lets you shuffle a bad draw away, but at the cost of a land drop. Late game it's cheaper than paying 3 mana, but early game it can be the difference between having enough to answer a threat or not. And late game you still may need every mana possible for FWF, Syncopate, etc. I'm leaning towards no.
2 months ago
Very interesting approach!
I ran some simulated games with it last night and verified that it can work (though the particular decks I ran it against are hopeless before sideboarding in River's Rebuke and Sweltering Suns). After the first couple trials I subbed out Evolving Wilds and Highland Lake for the Izzet duals, since I personally already have them for my main Standard deck. As you might expect, it helps a lot.
Did you go creatureless just because it's awesome, or did you not think there was room? I tried throwing in a one-of Squee, the Immortal for infinite chump blocks and as an alternate wincon once the board is under control. I also wondered how Cold-Water Snapper or Soul of the Rapids might do as a one-of for late game. If you know you can resolve it, then you don't have to worry about using the 4th Fight with Fire as a board wipe and ending up decking out without a way to finish the opponent off. I haven't tried it out yet. Maybe The Mirari Conjecture to land a 5th copy for 20??
Maybe I'm not doing it right, but Syncopate never seemed to work before or after turn 2. With no blockers, every threat has to be answered quickly, and if opponent has more lands than us (or is on the play) there's no way to answer low-mana threats. Late-game, you need to exile lands with Precognition Field to draw into more spells, and opponent naturally pulls ahead on land count. I'm used to playing Condescend in U Tron, so I thought I'd understand the play pattern, but it definitely could be user error on my part.
The biggest problem I ran into was indestructible threats. The best I could do was bounce them, but since this is not a quick-finish deck (and I wasn't successfully countering them on the replay) that didn't work. I guess Essence Scatter could be a solution, but you'll get 2-for-1'ed a lot. Maybe Deep Freeze could be a good budget removal piece for those threats?
2 months ago
lagotripha I’m hoping my pretty low CMC will remove the need for all the ramping I can pull out of green.
Deep Freeze is kind of cool, I might see if I can squeeze that in anywhere.
2 months ago
Deep Freeze is on theme.