This is the variant of asm's Baral Draw-Go. The differences are:
- I have cut Timetwister. It may come back next year, when next year's bonus happens. If it does, it comes back with
Narset, Parter of Veils
because woof.
- I've removed
Sleight of Hand
for
Mission Briefing
. Yes, it mucks about with the mana curve, but at the same time, having a second
Snapcaster Mage
is really nice. He's not been subbed out because he's still really good, even if his 2/1 body is at most a chump blocker.
- I've added
Reliquary Tower
. Reliquary Tower is kind of a meh choice, and it's likely to become an Island before I sit down to play again.
Reactions to cards printed in 2019:
Reactions to the Paradox Engine ban:
I'm not going to lie: the Paradox Engine ban was bad for this deck. It used to run Paradox/Top/Key. That's not an option anymore.
Therefore, I've taken out
Paradox Engine
and
Voltaic Key
and put in
Staff of Domination
and
Power Artifact
, which, while not as tutorable, gives us a second way of making infinite mana and drawing out our deck--and thus fueling our ability to kill the table by Stroking/USZ'ing them out.
So how does it win?
Typically, it wins via putting down
Isochron Scepter
with
Dramatic Reversal
imprinted upon it. With that and some mana rocks out (that is, mana rocks capable of generating a total of 3 mana), produces infinite mana. From there, you need to be able to draw out your deck, whether by putting a bunch of
Sensei's Divining Top
triggers on the stack (Top will be the second card you draw from this),
Blue Sun's Zenith
,
Stroke of Genius
, or
Pull from Tomorrow
(discard an Island).
The other option is to win via generating infinite mana by putting
Power Artifact
on
Grim Monolith
or
Mana Vault
, then dumping that mana into
Staff of Domination
(or, for that matter, any of my draw X spells), drawing out my deck, and winning. It does have the disadvantage of not being tutorable: I can't just grab enchantments.
Once you have infinite mana and your deck in your hand, one of two things happens:
- The
Blue Sun's Zenith
plan: Blue Sun a person for a number (I usually go for 1001 in reference to
Shahrazad
), put it in your (empty) library. Draw Blue Sun using your infinite draw engine. Repeat.
- The
Stroke of Genius
plan: This one is a little more involved, so bear with me: First, Stroke out an opponent with your infinite mana. Then, cast
Timetwister
/
Echo of Eons
. If you can, hold priority and cast
Narset's Reversal
targeting Timetwister/Echo of Eons. Timetwister/Echo goes to hand, Narset's Reversal goes to the yard, and a copy of a spell that twisters is on the stack. Twister. Infinite draw. Stroke someone again. (If you can't, then Echo/Twister, flash it back either with its ability or with
Snapcaster Mage
/
Mission Briefing
to Stroke players 2 and 3--use USZ for a fourth opponent if necessary).
RIP, Paradox Engine. You are dearly missed.
Deck Tech
While this isn't my deck, in that I did not create it, it is a deck I own. I've played it a bit. Therefore, I don't feel too unqualified to tell you what's going on.
This guy is a part of our value engine. Reading his text tells you what this deck wants to do: counter spells and churn through the deck to find a wincon. The cost reduction is huge, and it is a big part of why we focus on our instants and sorceries.
This deck has a few other cards that are a part of its value engine:
-
Sensei's Divining Top
: While this is a part of our combo win, it's also a major part of the deck's engine. You're always going to make sure you're drawing something that's either a spell you want or a card you want to discard to Baral's loot trigger in order to churn through your deck faster.
-
Staff of Domination
: Think someone's coming at you? Tap down their most threatening dude. Also, a mana sink if you've made it to EOT and done nothing.
-
Copy Artifact
: Your artifacts matter. Therefore, having an extra copy of any of them is probably a good thing. The ideal target is of course Isochron Scepter.
Most of our counterspells are going to be low CMC. While
Disallow
is decent and may be worth consideration in metas where you're worried about activated or triggered abilities, it and
Stifle
don't make the cut.
Instead of going over the counters, I'll highlight specific counters that are essential to the functioning of the deck, as well as things that could get subbed out for Stifle or Disallow if you need those things, or other counters that can be subbed out if you're in a 75% meta where things these counters do aren't quite good enough (but be warned: they are going to have higher CMC's, and that's why they aren't in the cEDH variant).
-
Muddle the Mixture
is just as often a tutor for Isochron Scepter as it is a counterspell.
-
Spell Pierce
and
Remand
are better in a proper cEDH meta. Either they cannot pay the extra cost, or they have all the mana and the card is dead. If you're in a 75% meta, it is fine to replace them with
Disallow
and
Stifle
. (If activated abilities aren't a problem in your meta, don't worry about Stifle.)
-
Delay
is another one that matters in a cEDH meta. They're not getting that spell. If you're in a 75% or other meta, I would suggest
Void Shatter
instead. Again, more expensive mana-wise, but it unconditionally exiles the spell.
Everybody likes drawing cards. If you're going to one-for-one people, though, it helps to draw more cards than they do.
Rhystic Study
and
Mystic Remora
are Blue staples. If you're running Island, you're running these cards for good reason.
Consecrated Sphinx
is a bit of a Magical Christmas Land card. When it sticks around for a full round, though, it's done far more than its job. And if some idiot Brainstorms while it's on the table (and yes, this happened the first time I ever put it on the stack), they deserve whatever happens next.
Chart a Course
is kinda not good. We almost never swing. I'm looking for decent alternatives.
Divination
is kinda mediocre.
Dig Through Time
and
Treasure Cruise
are the best draw spells in the format. There's a reason
Treasure Cruise
has absolutely no existence outside singleton formats and Vintage: it's just that good. And as good as Cruise is, Dig is better.
Pull from Tomorrow
is a decent X spell. Sometimes, your table does a bunch of shit you don't care about (killing other people's dudes, going at their faces, generally things that don't kill you). When that happens, EOT this guy.
Speaking of EOT tricks,
Stroke of Genius
is similar, but with the upside that you can use it to kill them if they try something dumb with Blue Sun's Zenith on the stack. We're not running much in looping tech, so it's not a great wincon.
While it's a part of your finish, don't ever hesitate to cast BSZ itself when everybody is tapped out, targeting yourself.
This is a control deck. We have to have some amount of hate for our opponents' game plans that goes beyond "counter all their stuff".
-
Cursed Totem
: Remember when I mentioned that we have problems with activated abilities? This is your hoser. Whir for it if necessary.
-
Grafdigger's Cage
: Do something about the graveyard shenanigans your opponents are doing. It's a prime target if you're up against Gitrog. Just be sure to protect it: they're in Green and as such can blow up artifacts all day long.
-
Ugin, the Spirit Dragon
: Easily the best removal we have. It's the only thing that provides a hard boardwipe, the only thing that provides anything that even vaguely hard removal, and the ultimate is gravy if it happens.
-
Reality Shift
: Our only instant-speed removal. Save it for something that absolutely must go.
-
Gilded Drake
: Did they run out their commander? It's now a 3/3 flier. Combos well with...
-
Chain of Vapor
: Not really removal, but if something big is coming at you, send it back to its owner's hand. And you can use it to steal multiple commanders with Gilded Drake.
-
Cyclonic Rift
: It's not a blue deck in Commander without this card.
-
Thing in the Ice
: It's a butt for the early game, and later on, it reads "draw a bunch of cards to Cyclonic Rift".