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Settle the Wreckage
Exile all attacking creatures target player controls. That player may search his or her library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle his or her library.
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Settle the Wreckage Discussion
1 hour ago
Hey, Patient Rebuilding has been suggested already, but I'm going to suggest it again. It's the kind of payoff you want when you're milling your opponent's library because of it's interaction with your best milling card Psychic Corrosion. These two together are an engine and a two card engine is pretty good for a combo deck.
You want more draw with Corrosion as well as ways to find Corrosion and Rebuilding. Consider Glimmer of Genius and Anticipate? Glimmer acts as both find and draw. It's also a nice follow up play after a turn three Corrosion. Anticipate can be a turn two play to help you find Corrosion. Negate will be your best sideboard card option might even want one or two main deck to protect Corrosion.
The mill strategy requires some set-up I think early game plays that can interact and slow down your opponent can be beneficial. Consider Essence Scatter and Blink of an Eye? Memory is powerful with Corrosion and Commit is a fine four drop spell that helps to buy more time to mill. It also puts something important from your opponent on top of their library which you can mill away.
Many creatures from your opponent can be really hard to overcome since you realistically need quite a bit of time/turns to mill your opponent out. Consider Azorius adding white for Settle the Wreckage and Fumigate? These cards buy you time by stopping a lot of creatures to set-up the mill strategy.
1 day ago
Saskia should be 'Kevin bacon' and the wurms should all be 'graboids'.
As for an actual observation I am surprised not to see Sandwurm Convergence in this deck!
Also, with access to white (and I don't know your play style at all) but having spot removal at instant speed is sometimes a nice thing. Swords to Plowshares Path to Exile Settle the Wreckage Return to Dust etc. Also in green you would have access to Krosan Grip if you wanted more. Gotta protect your worms!
2 days ago
Thank you for your suggestions. Mishra's Self-Replicator is way to bad for a 5-drop. If I go Self-Replicator, do nothing and my opponent plays a Glorybringer that just eats the Replicator, you realise that it is not a very good play. If Mishra's Self-Replicator did cost 2 mana it would be on the same "manacost" as History of Benalia for two 2/2 creatures, which says a lot. And the Knight token have vigilance ... Same goes for Helm of the Host. It really shines in sealed where removal is scarce and you can snowball quickly. In a constructed environment there a so many ways to deal with creatures. We have Fumigate, Settle the Wreckage , Cast Down, Seal Away, ... And every deck either runs a ton of removal or is so fast that Helm of the Host is to slow to do anything. Metamorphic Alteration seems interesting to be honest, but you get 2-for-1ed very easy with those cards and in most situations plain and simple removal spells might be better.
3 days ago
@mindness, budget is a bit of an issue for me (I should have noted that in the description) so I won't be playing Teferi, Hero of Dominaria or Search for azcanta . While those cards are pretty good, they will raise the price of the deck too much. The main reason I am playing white is the board wipes (Fumigate and Settle the Wreckage ).
3 days ago
3 days ago
Yeah I can imagine the frustration, but I think this deck is really good at slowing down agro decks until you get Arcades on the field. I'm surprised you aren't playing Settle the Wreckage. I like your concept though definitely worth shaking up the meta.
4 days ago
I played U/W Auras for awhile as well and had fun with it. However the meta slowly shifted to a lot of creature hate and board wipes and it kinda killed it for me. The new sets did bring some nice additions to it though. I'd consider Shalai, Voice of Plenty as a 3 or 4 of to protect against spot removal and Settle the Wreckage. Dauntless Bodyguard is a really good addition too. From Personal experience I'd consider running more Adorned Pouncer or embalm creatures as well.
The inherent problem with auras is that 1 removal spell can give the other player multiple card advantage as they hit the creature and any aura spells you had on it. For that reason I think it's good to run creatures that protect your enchanted stuff or at least creatures that can force them to 2 for one and use up 2 removal spells (like embalmed adorned pouncer for example).
5 days ago
Prehcise: budget isn't that much of a thing, i just don't like to spend like 10 bucks or more for a playset. That's the reason i tend to come up with rather creative ideas. Your suggestions definitely are great cards. The three spot removals are pretty expensive, but all of them would be great additions.
The "problem" is that seasons past demands many different cmcs, so going all in on cmc1-removal could actually make the deck worse. The fogs proved to be a good way of getting through the early game without needing too many cheap spells.
I only just removed two DoJ to add in more Settle the Wreckage. Which would you consider better here? Also, after you suggested adding more ramp, I included three copies of Gift of Paradise as it solves two big problems of the deck: I need a lot of mana, and I need to survive long enough to get rolling. In combination with my ten fogs and the three Blessed Alliance, this might even give me a better chance against aggro and burn.
Regarding creatures: Which ones do you think could be a good fit? As the deck is now, it basically plays not a single creature as Greater Sandwurm basically just is a draw spell that i can choose for cmc7 with seasons past. The creatures I'd add would have to grant instant value, as they'll catch the first removal my opponents have. An advantage of playing no creatures is that big parts of many decks become dead due to having no targets for spot removal.
Thanks a lot for the comment. I'd love to hear your opinion on what I wrote.