This is not a particularly good idea. The win condition is incredibly flimsy. Any resilient threat from the opponent (Geist of Saint Traft or something like that) or decks that do not rely on creatures will slaughter you. If you are playing against only Zoo decks or the like, this will be a decent option. Otherwise, I would try to find a better choice of a win condition.
A better idea would be to find a better shell for Ascension. 8-12 white Fog -style and Isochron Scepter , including Silence and non-creature counterspells (Negate ) is the best shell for this type of strategy.
About your walker...I think "indestructible" is better than regenerate. Reason being, all other walkers that turn into creatures have this for a particular reason: What if you make him a creature and he gets hit with a Lightning Strike ? Sure, he can be hit with that anytime, but now he dies even if he had 4+ loyalt, and assuming you only have 3 or less swamps out. I just think it opens him up to too much creature removal. Now he is never safe from stuff like Utter End or Planar Cleansing , but that's not really the issue here. I like the +1 and the -2 is flavorful. Ultimate should probably include something like: -?: put X black 2/2 zombie creature tokens onto the battlefield where X is the number of swamps you control. I am not familiar with Korlash's lore, but if you are fetching all those swamps I think you should ties his other abilities in with those. I think its balanced, too, since its kind of like a do I fetch more of crack it now? situation. I mean, if you get too greedy and fetch another swamp when you should have cracked his ultimate you lose. But if you crack it too early the 2/2s may not get there. I also think that maybe "intimidate" would be a good mechanic to put on his -2. This guy would be absolutely bonkers with Courser of Kruphix and Urborg, Tomb of Yawgmoth . Gain life on the +s and then his ult is just WOW.
That said, I wouldn't mind seeing Aurelia as a planeswalker. I know she just isn't, but it would be awesome.
Aurelia PW 1RRWW 3 loyalty?
+1: Until your next turn, all creatures attacking you or a planeswalker you control are dealt 2 damage by Aurelia, (insert badass title).
-3: Put a red and white 4/4 angel soldier creature token with flying and haste onto the battlefield.
-6: Activate this ability only during your precombat main phase. Exile all creatures assigned to block creatures you control this turn. Aurelia deals X damage to defending player(s) where X is the number of creatures exiled in this way.
I figure that the +1 is fair because an agro deck would have either won or moved on to bigger things by the time this drops. The -3 is balanced. If you use her just for the angel you essentially grab a 4/4 for 5. No one uses Serra Angel so this is not overpowered at all. The ultimate is a win con, but not totally broken. It puts the opponent in a situation of I lose if I block and I lose if I don't only if they are at a severely low life total. I mean, If you swing for 15 with 3 creatures I'd prefer to block and take 3. Also this does nothing against control. That's fine, I won't block...I will, however, play AEtherspouts . There are plenty of Fog effects that make this ability obsolete, too.
Why green and not black? It certainly isn't needed. Removal > Fog . If you want to go turbo fog, fine, but you'll need white for things like Holy Day and Ethereal Haze . Then you can also have fun with Isochron Scepter Silence .
What happens when they Sadistic Sacrament /Memoricide /Cranial Extraction your eldrazi? Your Polymorph ? A simple Meddling Mage or Nevermore also shuts you down. Two card combos are small enough to protect easily and use up little space so that you can also use an alternate win condition. You have green, toss something else in there.
and then for a little help on that non-existent sideboard of yours:
Turn 1: Play an mounatain, and a Black Lotus then play Ornithopter . Then tap and sac the Black Lotus for 3 islands to play Tinker . Sacrifice Ornithopter and search your library for Blightsteel Colossus and put him into play.
Turn 2: Attack and Win
...Unless they play Fog , in which case you kill them on turn 3
Removed 1 Pacifism and added 2 Armadillo Cloak , which has multiple uses. If an opponent's enchanted creature (that I've enchanted with it) deals direct damage to me, I'm immediately healed for the amount it deals. I can also chump block and get the same amount of life. Or, I can just enchant one of my creatures, in which case I still get life, in addition to the mean buff.
I'd find room for Timely Reinforcements it's a good stabilizer when you're running against aggressive decks. I'd say you could knock out some of your fog for them. I don't want to burst any bubbles but Ratchet Bomb and Pyroclasm /Anger of the Gods /Mizzium Mortars are pretty hefty cards to play against, you might want some Rootborn Defenses in your sideboard for when you're willing to make enough tokens to end the game.
My 2 cents on Fog : I think it is a potentially effective card if you run it at low numbers unless you're running turbo-fog, because it'll help out that one time, but doesn't actually change the game state. Theoretically you could use them like 1 drop time warps against creature heavy aggro decks, but rarely will they be that good. I say run 1 or 2 if you want to run them at all. Also running them with glare of subdual might be overkill. And btw Glare of Subdual is kind of moot to run 4 of since their abilities don't stack. Cheers!
|0.02 TIX||0.02 TIX|
|Avg. draft pick||9.53|
|Avg. cube pick||13.57|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Classic Sixth Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|