Inexorable Tide

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Rare
Scars of Mirrodin (SOM) Rare

Combos Browse all

Inexorable Tide

Enchantment

Whenever you cast a spell, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)

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Inexorable Tide Discussion

entheogeneral on (Super)Friends with Benefits

1 day ago

For future reference: the next time you comment on a deck, you might want to take the time to read the description. I've been working this deck for quite awhile and I know the main support cards I need, not just the ones which haven't tested well, like Contagion Engine and Inexorable Tide, I'll also consider that tutor only for 'walkers but my deck doesn't have much room. I'll use Leo until I use my deck in a legal sense, he's just a good combo-killer and fucks up Nekusar decks. If I were to make my deck about him, and not just in an expendable sense, it might look something like this:

http://tappedout.net/mtg-decks/shady-politician-mid-range-combo/

I'll take him out as soon as someone complains or I need space.

Jimmy_Chinchila on Atraxa Superfriends

2 days ago

Heroic Intervention good to save team. Inexorable Tide another good way for extra ticks. Tezzeret the Seeker good way to find Chain Veil, Enlightened Tutor can find either Veil or Doubling Season. Darksteel Ingot is solid fixing, Sylvan Caryatid also and hexproof and 3 toughness makes it better than Bird of Paradise. Fixing critical in 4-color. Looks pretty solid, +1

Heres mine for ideas: How Many Emblems Until They Scoop?

ericalt91 on Accordion Block Issues

2 days ago

Of course. I'm so sorry! I don't know why I thought you could do anything without the code! Lol

![Alt text](http://media.wizards.com/images/magic/daily/features/feat225_2_2m3j3b4vu6.png)

My third EDH deck, and my first non-Black EDH. I chose [[Ezuri, Claw of Progress]] because I have always liked the idea of a +1/+1 counter-based deck. Blue/Green (Simic) is an ideal color combination for such a deck, as mechanics like Evolve naturally place counters on your creatures. Coupled with the Proliferate mechanic from New Phyrexia, and you have a deck that easily turns one and two drop creatures into powerhouses.
===accordion
===panel:Card Draw
Card draw is a powerful mechanic, and no color does it better than Blue. In this particular deck the card draw is mostly creature-based.

[[Coiling Oracle]] - Mana acceleration or card draw depending on the card revealed.

[[Cold-Eyed Selkie]] - Card draw on damage. With all the counter generation in this deck, this card has potential.

[[Fathom Mage]] - Draw a card whenever she gets a counter, which in this deck should happen a lot.

[[Lifecrafter's Bestiary]] - Pay an additional [[symbol:G]] whenever you cast a creature spell to draw a card.

[[Momir Vig, Simic Visionary]] - Whenever you play a blue creature, put the the top card of your library in your hand as long as it's a creature.

[[Nissa, Voice of Zendikar]] - Her ultimate ability can draw a considerable amount of cards.

[[Prime Speaker Zegana]] - With all the counter generation in this deck, she should draw you at least seven cards if not more.

[[Rashmi, Eternities Crafter]] - If the cast doesn't trigger from her ability, you can put the card in your hand.

[[Steady Progress]] - Proliferate and draw a card. Instant speed.

[[Tezzeret's Gambit]] - Draw two cards and proliferate.
===endpanel
===panel:Counter Generation
The true essence of the Simic Combine and the bread and butter of this deck. +1/+1 counters beef up creatures and can be used to trigger a variety of abilities.

[[Avenger of Zendikar]] - Puts +1/+1 counters on its own tokens and those generated by [[Nissa, Voice of Zendikar]].

[[Champion of Lambholt]] - Gets a +1/+1 counter whenever a creature enters the battlefield under your control.

[[Chasm Skulker]] - Gets a +1/+1 counter whenever you draw a card.

[[Doubling Season]] - Doubles all counters that would be placed on any permanent you control.

[[Ezuri, Claw of Progress]] - Places +1/+1 counters on a creature before each of your combat steps.

[[Fathom Mage]] - Evolve places a +1/+1 counter on a creature whenever a creature with greater power or toughness enters the battlefield under your control.

[[Fertilid]] - Enters the battlefield with two +1/+1 counters on it.

[[Gyre Sage]] - See [[Fathom Mage]]

[[Hangarback Walker]] - Enters the battlefield with X +1/+1 counters on it. Pay [[symbol:1]] and tap it to put a +1/+1 counter on it.

[[Hardened Scales]] - Whenever a creature you control would get a +1/+1 counter it gets an additional counter as well.

[[Hooded Hydra]] - Pay X mana to have it enter the battlefield with X +1/+1 counters on it.

[[Kalonian Hydra]] - Enters with four +1/+1 counters; however, doubles the number of +1/+1 counters on all creatures you control when it attacks.

[[Master Biomancer]] - Places +1/+1 counters equal to its power on each creature you control that enters the battlefield.

[[Mycoloth]] - Gets counters equal to twice the number of creatures sacrificed as it enters the battlefield.

[[Nissa, Voice of Zendikar]] - Her minus two ability places a +1/+1 counter on each creature you control.

[[Plaxcaster Frogling]] - Enters the battlefield with three +1/+1 counters on it. Graft allows you to transfer these counters as well.

[[Prime Speaker Zegana]] - Enters the battlefield with X +1/+1 counters, where X is the greatest power among creatures you control.

[[Rishkar, Peema Renegade]] - Allows you to distribute two +1/+1 counters when he enters the battlefield.

[[Sage of Hours]] - Place a +1/+1 counter on him whenever you cast a spell that targets him. Doesn't really happen in this deck.

[[Simic Manipulator]] - See [[Fathom Mage]]

[[Verdurous Gearhulk]] - Allows you to distribute four +1/+1 counters when it enters the battlefield.

[[Vigor]] - Converts damage that would be dealt to creatures you control into the same amount of +1/+1 counters.

[[Vorel of the Hull Clade]] - His activated ability doubles the number of counters on target artifact, creature, or land.

[[Walking Ballista]] - Enters the battlefield with X +1/+1 counters on it. Pay [[symbol:4]] to put an additional +1/+1 counter on it.
===endpanel
===panel:Counterspells
There is no more powerful, nor satisfying effect, than a well-timed counterspell. Being able to stop an opponent's big play or infinite combo is an amazing ability.

[[Counterspell]] - As basic as counterspells get. 

[[Disallow]] - Counters any spell, activated ability, or triggered ability. Potentially a lifesaver.

[[Fuel for the Cause]] - Expensive as counterspells go, but does proliferate as well.

[[Glen Elendra Archmage]] - Counters noncreature spells. Easily repeatable with the amount of +1/+1 counters the deck generates.

[[Mystic Snake]] - A counterspell and a creature that can trigger [[Ezuri, Claw of Progress]].

[[Plasm Capture]] -A little expensive for a counterspell, but gives you mana during your next precombat mainphase.

[[Voidslime]] - See [[Disallow]] 
===endpanel
===panel:Mana Sources
Mana is required to play spells. This is one of the most basic concepts of magic. More mana allows more spells to be cast. More spells allow for more plays to tilt the game in your favor. Therfore, getting mana as rapidly as possible increases one's chance of victory.

[[Birds of Paradise]] - One mana for a chump blocker that also produces mana of any color. A staple.

[[Coiling Oracle]] - You either draw a card, or get an additional land onto the battlefield.

[[Cultivate]] - Search for two basic lands, put one into play, and the other into your hand.

[[Devoted Druid]] - Basic mana dork with a twist. Reusable due to +1/+1 and -1/-1 counters negating one another.

[[Fertilid]] - Remove a counter and pay mana to search for a basic land. Highly repeatable coupled with the +1/+1 counter generation in this deck.

[[Gyre Sage]] - Potentially a massive mana source if you are able to put sufficient +1/+1 counters on it.

[[Kodama's Reach]] - See [[Cultivate]]

[[Nissa, Steward of Elements]] - Her second ability can put a land onto the battlefield from the top of your library.

[[Plasm Capture]] - Counters a spell and gets you some mana during your next precombat main phase.

[[Rishkar, Peema Renegade]] - Turns any creature with a +1/+1 counter on it into a mana source. Very powerful in this deck.

[[Simic Signet]] - Mana acceleration and fixing in one. A staple.

[[Sol Ring]] - [[symbol:1]] to get [[symbol:2]]. Few cards are as powerful.
===endpanel
===panel:Miscellaneous
Some cards in a deck don't really fit into the deck's broad categories. This is sort of a catch-all for useful, but perhaps niche effects or supplemental cards.

[[As Foretold]] - Gives you a free spell every turn. Couples well with all of the Proliferate effects in the deck.

[[Blighted Agent]] - Unblockable 1/1 with Infect. Possible win-con coupled with [[Ezuri, Claw of Progress]].

[[Cyclonic Rift]] - Essentially a tool to set up for the big finish by removing all of your opponents' potential blockers.
 
[[Eternal Witness]] - A tool for getting back cards that have been used/milled.

[[Lightning Greaves]] - Almost exclusively used to protect [[Ezuri, Claw of Progress]] from spot removal.

[[Herald of Secret Streams]] - Doesn't generate +1/+1 counters, but makes all creatures you control with counters unblockable.

[[Invisible Stalker]] - Unblockable 1/1 with Hexproof. Becomes huge when coupled with [[Ezuri, Claw of Progress]].

[[Panharmonicon]] - Creates more triggers for [[Ezuri, Claw of Progress]]. Synergizes well with enters the battlefield effects as well.

[[Rashmi, Eternities Crafter]] - A source of free spells. Works well with the low average CMC of the deck.

[[Reliquary Tower]] - With as many cards as this deck draws, having no maximum hand size comes in handy.

[[Swiftfoot Boots]] - See [[Lightning Greaves]]

[[Trygon Predator]] - Artifact and enchantment removal on a stick.

[[Vizier of the Menagerie]] - Allows you to play the top card of the deck if its a creature. Also allows us to use mana of any color for casting creature spells.
===endpanel
===panel:Proliferate
+1/+1 counters can be powerful in their own right. Any mechanic that can put more counters on your permanents should be a welcome addition to the deck.

[[Contagion Clasp]] - A basic source of proliferate. Costs [[symbol:4]] to use.

[[Contagion Engine]] - [[Contagion Clasp]]'s big brother. A board wipe and proliferate source in one.

[[Fuel for the Cause]] - Counter a spell and proliferate. Pure advantage.

[[Inexorable Tide]] - Expensive, but the ability to proliferate multiple times in a turn is very powerful.

[[Steady Progress]] - Proliferate and draw a card. Simple and effective.

[[Tezzeret's Gambit]] - Draw two cards and proliferate. Almost always paid for using life.

[[Thrummingbird]] - A proliferation machine. Very reliable source if you can keep it alive.

[[Viral Drake]] - Repeatable proliferate. Reasonably priced for the effect.
===endpanel
===panel:Token Generation
A minor sub-theme within the deck. Several cards generate tokens upon death. Mainly for use as board wipe recovery. If several small tokens enter the battlefield, can give several triggers for [[Ezuri, Claw of Progress]].

[[Avenger of Zendikar]] - Creates 0/1 Plant toekns equal to the number of lands you control when it enters the battlefield.

[[Blade of Selves]] - Generates multiple temporary tokens on attack of whatever it is equipped to.

[[Chasm Skulker]] - Creates 1/1 Squid tokens equal to the number of +1/+1 counters on it upon death.

[[Doubling Season]] - Doubles the number of tokens generated by other cards I control.

[[Hangarback Walker]] - As [[Chasm Skulker]], but produces 1/1 Flying Thopters instead of Squids.

[[Hooded Hydra]] - As [[Chasm Skulker]], but produces 1/1 Snakes instead of Squids.

[[Mycoloth]] - Produces 1/1 Saprolings at the beginning of your upkeep equal to the number of +1/+1 counters on it.

[[Nissa, Voice of Zendikar]] - Her +1 creats a 0/1 Plant token.
===endpanel
===endaccordion

ClockworkSwordfish on Atraxa Superfriends

2 days ago

Looks good, and a lot of fun, too! I designed a similar deck and have some suggestions that might interest you.

Firstly, I think any EDH deck that's three or more colours ought to run City of Brass and Mana Confluence! They're basically Command Towers two and three. You definitely don't want to get colour screwed in a planeswalker-heavy deck.

Savor the Moment is great in these kinds of decks, since it's three mana to use all of your planeswalker abilities again. Speaking of which, Rings of Brighthearth lets you double planeswalker abilities for apiece, though the card is somewhat pricey. You might like Contagion Clasp, Contagion Engine, Thrummingbird and/or Inexorable Tide for the extra proliferation (and removal!)

Maybe consider making room for something like Wrath of God, Supreme Verdict or Hallowed Burial, since all of your board wipes other than Toxic Deluge are six mana or more. You can try Humility or Peacekeeper to keep creatures in check for the long-term, though the former can sabotage your own plans sometimes and the latter is very easy to kill. And if you don't mind being mean, Armageddon is pretty great if you can secure the board with a planeswalker or two!

And don't forget that as of recently, Planeswalkers all count as Legendary permanents! It doesn't make much difference, but now you can tutor them up with Captain Sisay and Thalia's Lancers, recur them with Yomiji, Who Bars the Way, and even tap them for mana with Honor-Worn Shaku. Pretty neat, no?

ericalt91 on Accordion Block Issues

3 days ago

So as the title says, I've been having issues with my accordion blocks on my decks lately. Below is an example of the coding, and you can see the end result at the deck's page: Ezuri's Unending Progress

Any help would be greatly appreciated. I would like all of my decks to end up looking nice and uniform. My other deck Karlov's Tithes is exactly how I want things to end up. Thanks in advance!

Alt text

My third EDH deck, and my first non-Black EDH. I chose Ezuri, Claw of Progress because I have always liked the idea of a +1/+1 counter-based deck. Blue/Green (Simic) is an ideal color combination for such a deck, as mechanics like Evolve naturally place counters on your creatures. Coupled with the Proliferate mechanic from New Phyrexia, and you have a deck that easily turns one and two drop creatures into powerhouses.

Card draw is a powerful mechanic, and no color does it better than Blue. In this particular deck the card draw is mostly creature-based.

Coiling Oracle - Mana acceleration or card draw depending on the card revealed.

Cold-Eyed Selkie - Card draw on damage. With all the counter generation in this deck, this card has potential.

Fathom Mage - Draw a card whenever she gets a counter, which in this deck should happen a lot.

Lifecrafter's Bestiary - Pay an additional whenever you cast a creature spell to draw a card.

Momir Vig, Simic Visionary - Whenever you play a blue creature, put the the top card of your library in your hand as long as it's a creature.

Nissa, Voice of Zendikar - Her ultimate ability can draw a considerable amount of cards.

Prime Speaker Zegana - With all the counter generation in this deck, she should draw you at least seven cards if not more.

Rashmi, Eternities Crafter - If the cast doesn't trigger from her ability, you can put the card in your hand.

Steady Progress - Proliferate and draw a card. Instant speed.

Tezzeret's Gambit - Draw two cards and proliferate.

The true essence of the Simic Combine and the bread and butter of this deck. +1/+1 counters beef up creatures and can be used to trigger a variety of abilities.

Avenger of Zendikar - Puts +1/+1 counters on its own tokens and those generated by Nissa, Voice of Zendikar.

Champion of Lambholt - Gets a +1/+1 counter whenever a creature enters the battlefield under your control.

Chasm Skulker - Gets a +1/+1 counter whenever you draw a card.

Doubling Season - Doubles all counters that would be placed on any permanent you control.

Ezuri, Claw of Progress - Places +1/+1 counters on a creature before each of your combat steps.

Fathom Mage - Evolve places a +1/+1 counter on a creature whenever a creature with greater power or toughness enters the battlefield under your control.

Fertilid - Enters the battlefield with two +1/+1 counters on it.

Gyre Sage - See Fathom Mage

Hangarback Walker - Enters the battlefield with X +1/+1 counters on it. Pay and tap it to put a +1/+1 counter on it.

Hardened Scales - Whenever a creature you control would get a +1/+1 counter it gets an additional counter as well.

Hooded Hydra - Pay X mana to have it enter the battlefield with X +1/+1 counters on it.

Kalonian Hydra - Enters with four +1/+1 counters; however, doubles the number of +1/+1 counters on all creatures you control when it attacks.

Master Biomancer - Places +1/+1 counters equal to its power on each creature you control that enters the battlefield.

Mycoloth - Gets counters equal to twice the number of creatures sacrificed as it enters the battlefield.

Nissa, Voice of Zendikar - Her minus two ability places a +1/+1 counter on each creature you control.

Plaxcaster Frogling - Enters the battlefield with three +1/+1 counters on it. Graft allows you to transfer these counters as well.

Prime Speaker Zegana - Enters the battlefield with X +1/+1 counters, where X is the greatest power among creatures you control.

Rishkar, Peema Renegade - Allows you to distribute two +1/+1 counters when he enters the battlefield.

Sage of Hours - Place a +1/+1 counter on him whenever you cast a spell that targets him. Doesn't really happen in this deck.

Simic Manipulator - See Fathom Mage

Verdurous Gearhulk - Allows you to distribute four +1/+1 counters when it enters the battlefield.

Vigor - Converts damage that would be dealt to creatures you control into the same amount of +1/+1 counters.

Vorel of the Hull Clade - His activated ability doubles the number of counters on target artifact, creature, or land.

Walking Ballista - Enters the battlefield with X +1/+1 counters on it. Pay to put an additional +1/+1 counter on it.

There is no more powerful, nor satisfying effect, than a well-timed counterspell. Being able to stop an opponent's big play or infinite combo is an amazing ability.

Counterspell - As basic as counterspells get.

Disallow - Counters any spell, activated ability, or triggered ability. Potentially a lifesaver.

Fuel for the Cause - Expensive as counterspells go, but does proliferate as well.

Glen Elendra Archmage - Counters noncreature spells. Easily repeatable with the amount of +1/+1 counters the deck generates.

Mystic Snake - A counterspell and a creature that can trigger Ezuri, Claw of Progress.

Plasm Capture -A little expensive for a counterspell, but gives you mana during your next precombat mainphase.

Voidslime - See Disallow

Mana is required to play spells. This is one of the most basic concepts of magic. More mana allows more spells to be cast. More spells allow for more plays to tilt the game in your favor. Therfore, getting mana as rapidly as possible increases one's chance of victory.

Birds of Paradise - One mana for a chump blocker that also produces mana of any color. A staple.

Coiling Oracle - You either draw a card, or get an additional land onto the battlefield.

Cultivate - Search for two basic lands, put one into play, and the other into your hand.

Devoted Druid - Basic mana dork with a twist. Reusable due to +1/+1 and -1/-1 counters negating one another.

Fertilid - Remove a counter and pay mana to search for a basic land. Highly repeatable coupled with the +1/+1 counter generation in this deck.

Gyre Sage - Potentially a massive mana source if you are able to put sufficient +1/+1 counters on it.

Kodama's Reach - See Cultivate

Nissa, Steward of Elements - Her second ability can put a land onto the battlefield from the top of your library.

Plasm Capture - Counters a spell and gets you some mana during your next precombat main phase.

Rishkar, Peema Renegade - Turns any creature with a +1/+1 counter on it into a mana source. Very powerful in this deck.

Simic Signet - Mana acceleration and fixing in one. A staple.

Sol Ring - to get . Few cards are as powerful.

Some cards in a deck don't really fit into the deck's broad categories. This is sort of a catch-all for useful, but perhaps niche effects or supplemental cards.

As Foretold - Gives you a free spell every turn. Couples well with all of the Proliferate effects in the deck.

Blighted Agent - Unblockable 1/1 with Infect. Possible win-con coupled with Ezuri, Claw of Progress.

Cyclonic Rift - Essentially a tool to set up for the big finish by removing all of your opponents' potential blockers.

Eternal Witness - A tool for getting back cards that have been used/milled.

Lightning Greaves - Almost exclusively used to protect Ezuri, Claw of Progress from spot removal.

Herald of Secret Streams - Doesn't generate +1/+1 counters, but makes all creatures you control with counters unblockable.

Invisible Stalker - Unblockable 1/1 with Hexproof. Becomes huge when coupled with Ezuri, Claw of Progress.

Panharmonicon - Creates more triggers for Ezuri, Claw of Progress. Synergizes well with enters the battlefield effects as well.

Rashmi, Eternities Crafter - A source of free spells. Works well with the low average CMC of the deck.

Reliquary Tower - With as many cards as this deck draws, having no maximum hand size comes in handy.

Swiftfoot Boots - See Lightning Greaves

Trygon Predator - Artifact and enchantment removal on a stick.

Vizier of the Menagerie - Allows you to play the top card of the deck if its a creature. Also allows us to use mana of any color for casting creature spells.

+1/+1 counters can be powerful in their own right. Any mechanic that can put more counters on your permanents should be a welcome addition to the deck.

Contagion Clasp - A basic source of proliferate. Costs to use.

Contagion Engine - Contagion Clasp's big brother. A board wipe and proliferate source in one.

Fuel for the Cause - Counter a spell and proliferate. Pure advantage.

Inexorable Tide - Expensive, but the ability to proliferate multiple times in a turn is very powerful.

Steady Progress - Proliferate and draw a card. Simple and effective.

Tezzeret's Gambit - Draw two cards and proliferate. Almost always paid for using life.

Thrummingbird - A proliferation machine. Very reliable source if you can keep it alive.

Viral Drake - Repeatable proliferate. Reasonably priced for the effect.

A minor sub-theme within the deck. Several cards generate tokens upon death. Mainly for use as board wipe recovery. If several small tokens enter the battlefield, can give several triggers for Ezuri, Claw of Progress.

Avenger of Zendikar - Creates 0/1 Plant toekns equal to the number of lands you control when it enters the battlefield.

Blade of Selves - Generates multiple temporary tokens on attack of whatever it is equipped to.

Chasm Skulker - Creates 1/1 Squid tokens equal to the number of +1/+1 counters on it upon death.

Doubling Season - Doubles the number of tokens generated by other cards I control.

Hangarback Walker - As Chasm Skulker, but produces 1/1 Flying Thopters instead of Squids.

Hooded Hydra - As Chasm Skulker, but produces 1/1 Snakes instead of Squids.

Mycoloth - Produces 1/1 Saprolings at the beginning of your upkeep equal to the number of +1/+1 counters on it.

Nissa, Voice of Zendikar - Her +1 creats a 0/1 Plant token.

Legend06 on atraxa super friends

3 days ago

Rite of Replication for deepglow Skate or other threats, say, an opponents acidic Slime... Doubling Season is a must in any superfriends deck. Inexorable Tide at the very least. i find Solemnity to be almost pointless here as it negates the effects of Contagion engine and clasp.

Monomanamaniac on Ramos, Spellslinger Engine

6 days ago

I'll have to look at this deck a little closer, it's been awhile since I've looked at a five color deck. I think door to nothingness is just too good to pass up, completely taking the strongest non-invincible opponent out in multi, or straight up ending the game against a single opponent. Conflux and Child of Alara Progenitus and such are always welcome. You could think on proliferate, Contagion Clasp Contagion Engine and especially Inexorable Tide. Surprisingly Hypersonic Dragon, Chromatic Lantern, Oracle of Mul Daya are going to round out my suggestions. It seems like a freight train, slow at first and then it doesn't stop once it gets going

entheogeneral on my first super friend deck

1 week ago

I'm not a nice person but I want more people to be dicks to eachother by playing Superfriends. It really depends on your price range. I always find that blue and blue-multicolored really works for 'walkers, like Venser, the Sojourner, Tezzeret the Seeker ,Jace, Architect of Thought, Jace, Unraveler of Secrets, Tamiyo, the Moon Sage, Jace, the Mind Sculptor, and Narset Transcendent. Good blue support cards: Deepglow Skate, Cyclonic Rift, Thrummingbird,Tezzeret's Gambit, Inexorable Tide, and Atraxa, Praetors' Voice.

As for green and greenish planeswalkers: Nissa, Voice of Zendikar and Nissa, Vital Force and Nissa, Steward of Elements, Tamiyo, Field Researcher, Garruk Wildspeaker, maybe either Kiora, Ajani, Mentor of Heroes and Unyielding and Vengeant (the ones you already have), Xenagos, the Reveler, Vraska the Unseen, Sarkhan Vol, Garruk Relentless  Flip, Samut, the Tested, Oath of Nissa, and Primal Vigor.

As for White: Gideon of the Trials and Gideon Jura, Ajani Steadfast, any Elspeth, Oath of Gideon, Djeru, With Eyes Open and the other non-planeswalker white spells (which you seem to have covered), and Nahiri, the Harbinger.

As for Red: none of them. Fuck red. All the Chandras but the new one don't appeal to me and you should only splash red.

And last (but certainly not least); BLACK: Sorin Markov and Sorin, Lord of Innistrad, Kaya (if you wanna be bitchy), Sarkhan the Mad, Liliana of the Veil and Liliana Vess and Liliana, Death's Majesty, Ob Nixilis Reignited, Tezzeret, Agent of Bolas, Ashiok, Nightmare Weaver, Oath of Liliana, and that one black removel spell that proliferates.

And as for three colors and colorless: Karn Liberated, Ugin, the Spirit Dragon, Rings of Brighthearth, Contagion Engine, and maybe even Throne of Geth.

Sorry for how unorganized this is, don't give none. Good luck on pissing all your friends off until they get sick of you then you sell all the 'walkers and buy Eldrazi Tribal and they don't invite you to parties 'n all... And about your deck, my advice would be too follow the above suggestions and try to lower the mana-curve.

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