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5 Color Enchantment Lockdown

Commander / EDH

tripwyre89


For the record, this is NOT my idea and NOT my deck, but I love the concept and the execution. Sit back, relax and enjoy!

Source:http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/600801-five-color-enchantment-lockdown

In the movies, it seems like every time the villain has the hero at his mercy, he feels the need to explain his world domination plan. Then, just like clockwork, the villain is killed by the hero's trusty sidekick in the nick of time. If you feel sorry for the villain and wish that just once he could kill the hero and then watch the world burn as his nuke goes off, uninterrupted by annoying sidekicks, this deck is for you.

Hi, and welcome to my primer on enchantment lockdown in EDH. You may remember a similar post I made back in 2014. Since then, I have sold all my Magic cards and deleted the post. Drastic? Maybe. But now that I've got my ship together, it's time for me to share with the world the monstrosity that is Enchantment Lockdown. Even over a year later, I am still unable to find a list comparable to mine in functionality and power. That's kind of sad. I urge anyone who reads this to give this list a try, copy it, and change it if you want. More lists like this need to exist. Otherwise, how will we be able to make three EDH players cry in unison without playing something painfully overdone like that one bullnutter basket of a commander that starts with "Z"? (His name escapes me.)

I suppose that a quick and dirty explanation of how this deck is supposed to win the game is in order. All you really need to know at this point is that your goal is to cast and resolve Enduring Ideal and make resistance a child's fantasy using degenerate enchantments. Throughout this primer, I will refer to the time before I resolve Enduring Ideal as "Pre-Epic", and the time after I resolve Enduring Ideal will be called "Post-Epic".Anyways, without further distractions, let me show you what the inside of Satan's a**hole would look like if it was a Magic: the Gathering deck.

Let's just break it down section by section, like how they did it when I was your age.

The Commander...

1x Reaper King

Pretty straightforward. This deck needs 5 colors. Reaper King has a 5-color color identity. It works out. You could use any other 5-color commander, but since you won't really cast it then why bother? If you decide to use that one dragon commander (I think its name is Python of the Ur * * piece of * * dragon...could be wrong.), then so be it. But it will only tempt you to put just one dragon combo in there and then the whole deck ends up being compromised because apparently you're too cool for Reaper King. He looks great in foil, anyways. And we all know that's the most important factor when deciding on which commander to choose for your deck. I'm not being sarcastic. It looks amazing. Order it on eBay right now, please.

The Lands...

Original Dual Lands

1x Badlands

1x Bayou

1x Plateau

1x Savannah

1x Scrubland

1x Tropical Island

1x Tundra

1x Underground Sea

Shock Lands

1x Blood Crypt

1x Breeding Pool

1x Godless Shrine

1x Hallowed Fountain

1x Overgrown Tomb

1x Sacred Foundry

1x Temple Garden

1x Watery Grave

Fetch Lands

1x Arid Mesa

1x Bloodstained Mire

1x Flooded Strand

1x Marsh Flats

1x Misty Rainforest

1x Polluted Delta

1x Scalding Tarn

1x Verdant Catacombs

1x Windswept Heath

1x Wooded Foothills

Color-Fixing Lands

1x City of Brass

1x Command Tower

1x Forbidden Orchard

1x Murmuring Bosk

1x Urborg, Tomb of Yawgmoth

Tech Lands

1x Ancient Tomb

1x Barbarian Ring

1x Boseiju, Who Shelters All

1x Maze of Ith

1x Mistveil Plains

The most important colors in this deck are as follows:

1) White

2) Black

3) Blue

4) Green

5) Red

That being known, you can understand why I made the omission of 4 dual-type lands. Taiga and Stomping Grounds both only produce the most unimportant colors in the deck, so I will never search for them with a fetch. Even beyond those, I had to omit two more lands to make room for castable cards. If you use logic, you can see that my next two omissions would include the worst color, along with the next worse color. 5-4 lands have already been taken out (Taiga and Stomping Ground), so 5-3 lands are next. Using this logic, you can create a manabase that produces maximum potency in your deck.

Now let's talk about the mana-fixing lands. Even with the best dual lands in the format, color screw is bound to happen. To reduce this awkward situation's likelihood of showing up, I have implemented some choice 5-color lands, as well as a couple of other smart mana fixing land choices. Command Tower and City of Brass are rather obvious choices. Murmuring Bosk is the only dual land in magic that is fetchable with one of the 10 fetch lands, so I think that's rather obvious too. Additionally, Urborg, Tomb of Yawgmoth lets all of my lands tap for the second-best color in the deck. Now there's an auto-include. But why do I pick Forbidden Orchard over say, Mana Confluence? There three reasons, actually. Firstly, it doesn't harm me right away. In a multiplayer game, those tokens are probably going to be staying on the defensive, ready to be sacrificed in order to save someone's ass from being torn wide open by some gargantuan beast without trample. So, those tokens might not even hurt me at all. Secondly, it has good synergy with the deck. This deck has all sorts of ways to make creatures completely irrelevant, so a 1/1 spirit without flying won't exactly cause me to quake in my boots if it does happen to swing its spirit fists in my general direction. Lastly, politics. If you give someone a 1/1 to block or attack with, they are going to think you are a nice person. You aren't a nice person if you are playing this deck, but I like to think that it's what's on the outside that counts. Isn't that in the Bible somewhere?

Alright, almost done with the lands here. I know, they're boring. You don't want to read about them. But hey, this is a primer. I have to talk about boring * like lands, otherwise I might as well just post a decklist and let you figure the damn thing out by yourself. So, let's fasten our seat belts because it's the law, and get ready for yet another slow and boring drive in landville while I blabber on about the five tech lands in this deck.

Ancient Tomb. Ah, Ancient Tomb Ancient Tomb Ancient Tomb. It's such a great land. If you are playing commander, I really hope this card is in your deck. It really speeds things up, and it's almost like a Sol Ring. This is an obvious include if ever there was one.

Barbarian Ring exists for one reason, and one reason only: Aven Mindcensor. This is one bad bird. When you're rocking this deck, Aven Mindcensor does what pretty much all birds do in real life: it sh#ts on your face. Having a way to kill it when we are not able to cast spells is important. It doesn't come into play tapped either, so hey. I guess we've got to run it.

Now, here's what is probably the most obvious inclusion in this deck: Boseiju, Who Shelters All. And really, Boseiju does shelter all. And Boseiju does it well. So run Boseiju, who shelters F#CKING all.

Next up is Mistveil Plains. Now this is a very important piece of tech. Once we go Epic, we need to assemble a combo. All of our combos consist of two parts. So what happens when one part ends up in our hand or graveyard? Mistveil Plains happens. If it's in our hand, we stall until we can discard it, then send it to the bottom with the Wonder White of lands, then fetch it and kick ass. If it's already in the yard, then stop being a tard and let Mistveil Plains take you to the promised land.

Alright, almost done. We just need to talk about Maze of Ith now. And there really isn't much to say about it. It's a card that counts as a land drop and that doesn't tap for mana. So, pretty sh*tty at first glance. But, anything that helps to save my ass post-Epic deserves to be looked at, and this card makes the cut for now. I like it, okay? There are two cards in this deck that let Maze of Ith tap for mana, so there's that, too.

Boom. We're done talking about them boring-as-feck lands. Now let's talk about ...other boring things that may or may not tap for mana!

The Artifacts...

Ramp, Turns 1-3

1x Basalt Monolith

1x Chromatic Lantern

1x Coldsteel Heart

1x Coalition Relic

1x Fellwar Stone

1x Grim Monolith

1x Mana Crypt

1x Mana Vault

1x Mind Stone

1x Orzhov Signet

1x Sol Ring

Ramp, Turns 4+

1x Gilded Lotus

1x Thran Dynamo

Tech Artifacts

1x Helm of Obedience

1x Scroll Rack

1x Sculpting Steel

1x Sensei's Divining Top

Ramp is important in this deck. And 3 is the magic number when it comes to ramp. Through rigorous testing, I have found that it is best to cast Enduring Ideal on or before turn 4. Since Enduring Ideal costs 7 mana, we will be needing at least 3 extra mana before turn 4. Therefore, our 3 best artifacts are as follows:

-Mana Vault

-Grim Monolith

-Basalt Monolith

Knowing this fact simplifies our game plan. It means that all we need to win before turn 5 is one of these artifacts and a tutor. Or, just 2 tutors. It's easier than you think. If you don't have access to one of those 3 cards, other artifacts like the beloved Sol Ring are there for you. It's surprisingly easy to pull off a turn 4 Epic with this list. You just have to know what you need from turn 1 and make it happen. Be smart about your ramp and color choices when fetching for artifacts or lands. And if you don't manage to go Epic by turn 4, don't sweat it. The beauty of this deck is that you can be 2 hours into the game without going Epic. But once you do, you flat out win. So take your time if you find yourself in a sticky situation. Sometimes you'll just end up placing 7 lands and then going Epic.

Now, it's time for me to explain my reasoning for the inclusion of the various tech-artifacts of the deck (ones that don't tap for mana).

Let's start with Helm of Obedience. This card is actually a win condition. It's part of a two-card combo that lets you exile someone's entire library at instant speed. The other half of the combo is Rest in Peace. However, if you are like me and see ending the game as winning, you can enchant someone with Wheel of Sun and Moon and activate Helm of Obedience, targeting them. This causes an infinite loop and the game will be considered a draw.

Another tech artifact in the deck is Scroll Rack. Not only does this card help us dig for key pieces needed to go Epic, but it also acts well with the 10 fetch lands that we run. We can essentially get a brand new hand at the cost of 1 mana with this card. Going Epic is nice with this out, because key enchantments in your hand become a hell lot more accessible.

Sensei's Divining Top is another great card to have before and after going Epic. Before, it helps you get the right lands off the top so you get the right colors. It also makes cards like Personal Tutor pretty amazing. After, it helps to make sure you never draw an enchantment you need. Definitely an all-star card.

Sculpting Steel could be another Mind Stone, or another Gilded Lotus. It could even be another Sensei's Divining Top if you really want to get freaky with the stack. A great include all around in my opinion.

In this deck, we run one creature, and one creature only.

The Creature...

1x Dark Confidant

Bob is a fantastic include in this deck. He's right up there with Library, Arena, and Dark Tutelage. We need all the dig power we can get, and as long as we win the game it doesn't matter what our life total is at the end of it all. We have plenty of ways to deal with unwanted enchantments in our hand post-Epic, so you really can't go wrong casting this guy.

The Instants...

Counterspells

1x Force of Will

1x Mana Drain

1x Pact of Negation

Tutors

1x Enlightened Tutor

1x Lim-Dul's Vault

1x Mystical Teachings

1x Mystical Tutor

1x Vampiric Tutor

Tech

1x Brainstorm

In this deck, we're only going to be running three counterspells. Since our goal is to go Epic around turn 4, we don't really need more than the bare minimum. Rather than clutter up the deck with unneeded counters to address Blue players, we will just have to play smartly and wait for an opening. Since our goal is to go Epic around turn 4, Enduring Ideal being countered usually isn't an issue. Players love to tap out for their mana rocks, draw engines and other bullpucky in the first 5 turns of the game, so we use that to our advantage. Or, sometimes it just means using a Demonic Tutor on Boseiju.

I chose Force of Will and Pact of Negation because they are free too cast. Being able to tap out for Enduring Ideal and still having the option to counter a response is extremely powerful. Those two cards have definitely earned their places in the deck, as I have seen from very many games already.

That leaves Mana Drain. Although it costs 2 mana to cast, it can actually ramp our mana up quite a bit; sometimes allowing for turn 3 Enduring Ideals.

For our instant-speed tutors, I have selected only the best. Enlightened Tutor is an extremely versatile card, allowing us to fetch either a much-needed mana rock, or perhaps a Humility if you feel the immediate need. Additionally, I oftentimes find myself using it to fetch a lifesaving Sylvan Library to help push me through the mid-game grind when things aren't looking to hopeful.

Lim-Dul's Vault is a recent addition to this deck, and I've never regretted having it. Often I like it better than Vampiric Tutor, because it allows me to find Enduring Ideal, and control the other 4 cards around it as well. You might be surprised how often you decide that leaving it 2 or 3 cards deep is the wiser move.

Mystical Teachings is also a newer addition to the deck. It's powerful because you can find a Mystical or Vampiric Tutor with it, then flash it back for a Pact of Negation to set yourself up for the perfectly safe Epic.

Mystical Tutor and Vampiric Tutor are similar cards in nature, and obvious additions. I don't feel the need to talk about them much. However, please note that with Mystical Tutor, the wiser choice in some situations is to grab a Demonic Tutor, so as to appear inconspicuous while remaining versatile.

The only instant card in this deck that is used for a technical purpose is Brainstorm. With the number of fetchlands we run, it would be foolish not to include this powerful 1-drop. In addition to that interaction, its synergy with top-of-the-library tutors like Personal Tutor cannot be ignored. It can also be used to toss enchantments like Dovescape or Havoc Festival back into your library for later use.

I would like to talk briefly about the sorceries of the deck. They are all tutors, so this shouldn't take long.

The Sorceries...

1x Demonic Tutor

1x Enduring Ideal

1x Idyllic Tutor

1x Imperial Seal

1x Merchant Scroll

1x Personal Tutor

Demonic Tutor is an all-round tutor that can be used effectively to find a mana rock or your wincon, Enduring Ideal. Sometimes you will need it for other things, like a Sylvan Library, a Humility, or perhaps a Jace, the Mindsculptor in a 1-on-1 match.

Imperial Seal and Personal Tutor are strictly worse versions of Vampiric Tutor and Mystical Tutor, respectively. However, they remain extremely powerful choices and this deck would be much worse off without them.

Idyllic Tutor is usually used to fetch Sylvan Library, but depending on the situation I might fetch any number of enchantments. I recall fetching the infamous Humility nearly as often as Sylvan Library, and when playing against Storm or other decks that try to be cute with card interactions, I enjoy fetching the more specific Rule of Law.

Merchant Scroll, you will find, will be used almost exclusively to find Mystical Tutor. It can also be used to find a counterspell to make sure your Enduring Ideal resolves quite nicely.

Enduring Ideal is our win condition, as you know. Always keep in mind that before you fetch this card, you need to make sure that you have a way to produce 2 white mana the turn that you cast it. Fetching Scrubland and Tundra are things that you will find yourself doing quite often in this game. Maybe this information belongs in the section about lands, but always remember that if you are fetching a land at the end of your opponent's turn and you won't be using it until your next main phase, get a shock land instead of an original dual land. That way, you will draw a Tundra instead of a Hallowed Fountain down the road. This could make the difference between winning and losing if you are at 2 life and you need to tap your Ancient Tomb to go Epic later on, but you just drew a shock land. Please do not let that happen.

The Plainswalkers

1x Jace, the Mind Sculptor

1x Tezzeret, the Seeker

I run two plainswalkers in this deck: Jace and Tezzeret. Jace, the Mindsculptor is often just a 4-mana sorcery-speed Brainstorm, but the technical help that he provides during a game usually pays off; and a turn 2 or turn 3 Jace is a real possibility with this deck. You may argue that this slot would be better off with another tutor in it, or at least a counterspell. However, you must remember that this deck needs to be able to compete without casting Enduring Ideal for a very long time. I've even won without it a few times (not many). This deck is a glass-cannon, and Jace helps it to be a little more shatter-proof, if you will.

That said, if I could only run one plainswalker in this deck it would not be the hyped Jace, the Walletsculptor. It would without a doubt be Tezzeret, the Seeker. This card is extremely useful in so many ways. When you cast him, you can actually net mana (albeit colorless, but who cares, really?). He can fetch for a top, crypt, sol ring, or scroll rack in a pinch, and he greatly helps accelerate our board in general. Tezzeret is often the power behind a turn 3 or 4 Enduring Ideal if we are lucky enough to have him in our opener.

Excellent, all the boring, technical, pre-Epic bulljunky is out of the way. Now we can get into what actually makes this deck the monstrosity that it is.

The Enchantments...

Lockdown

1x Dovescape

1x Humility

1x Living Plane

1x Night of Soul's Betrayal

1x Possibility Storm

1x Rule of Law

Stayin' Alive

1x Delaying Shield

1x Energy Field

1x Island Sanctuary

1x Meishin, the Mind Cage

1x Moat

1x Phyrexian Unlife

1x Solitary Confinement

Ending the Game

1x Divine Intervention

1x Form of the Dragon

1x Havoc Festival

1x Wound Reflection

Removal

1x Act of Authority

1x Aura of Silence

Tech

1x Copy Artifact

1x Copy Enchantment

1x Dark Tutelage

1x Greater Auramancy

1x Phyrexian Arena

1x Rest in Peace

1x Sterling Grove

1x Sylvan Library

1x Wheel of Sun and Moon

Ah, such a beautiful array of enchantments. You are looking at a list hand-picked by yours truly to be the most devastatingly effective way to lock any number of players out of the game as fast and as efficiently as possible. All the while, it is ensured that you will stay alive long enough to end the game on your terms. Pretty sweet, I know. Rather than systematically explain each an every card individually, I'm going to take through the three steps needed to achieve victory that we must go through after we have resolved Enduring Ideal. I'll explain the cards themselves along the way.

STEP ONE -THE LOCK-

The first thing we need to is to make sure our opponents are crippled. And I don't mean sort of crippled, like someone who with no legs and the downs who still manages to compete in the special Olympics. No. We're talking full-fledged vegetable state here. By the time the game is over, your opponents will be a vegetable patch, seared and sauteed to your liking, so you can eat them. They shall not be allowed to tap anything, resolve anything, or do anything except cry and wish to end their very lives. Are we clear? Good. I'm so glad.

To achieve this state of total vegetable-lockdown, we will need 2-card combo.

Dovescape + Humility

Possibility Storm + Rule of Law

Living Plane + Night of Souls' Betrayal

Humility + Living Plane

STEP TWO -BECOMING A GOD-

Alright, you've got a lock in place. You've pretty much won, but you still need to go through the motions so everyone can see how hopeless it is. It's time to become invincible motherfockers! There are singular cards in this deck that can keep us alive, as well as numerous combos. Let's go through the combos first.

Delaying Shield + Phyrexian Unlife

Let's get into another combo that makes us invincible. Variety is the spice of life!

Rest in Peace + Energy Field

Humility + Moat

Island Sanctuary

Explanation:

This is my absolute favorite card to fetch to stay alive after I've locked everyone down. Why? Because it elegantly accomplishes so many things at the same time. Firstly, it lets you skip your draws for the rest of the game; so you never, ever, ever have to draw something you wanted to fetch. Secondly, it's a Moat with a mother of jibbers Pegasus on it! And lastly, it works until your next turn, even if someone finds a way to destroy it. Now that's my kind of card. Worship it. Like it. Eat it. Just kidding, don't eat it. But do run it in your Enchantment Lockdown deck. It's good sexiness.

Solitary Confinement

Explanation:

Here's a card that just does it all for you. And, like the card above, it has applications beyond that of keeping your life total above 0. Other than making you an untouchable god, this amazing card can actually help you send things in your hand back into your library! How cool is that? All you need is Wheel of Sun and Moon and you can send that Humility in your hand back into your library for use on your sad little opponents. If you need to keep Solitary Confinement on the field for a while, fetch Phyrexian Arena so you won't run out of cards to discard.

Meishin, the Mind Cage

Explanation:

Which is more satisfying: causing all creatures on the field to become absolutely fecking useless, or to be able to tutor up an alternate art Meishin, the Mind Cage with Nicholas Cage's glorious head bursting forth for all to see, his mouth wide open and his eyeballs bulging from their very sockets? With this card, you don't have to make that decision, because you can have both.

To conclude this section, if you have locked down the game and are unable to find a way to make yourself invincible, you are on some kind of acid.

STEP THREE
-SMILE-

At this point, the only ones still playing are only doing so because they are curious as to how you can win. Let's not disappoint them, then. I'm going to let you in on a little secret. This isn't the most competitive version of the deck. Some of my "win conditions" could be taken out for some very useful tech cards. However, EDH is about having fun. Sadistic fun, the kind of fun that ends friendships. So I threw in some cards that, while totally unnecessary, are actually really ronking necessary. We'll start it off with a combo.

Wound Reflection + Havoc Festival

Explanation:

First fetch Wound Reflection. At this point everyone will wonder what the hell you are planning. Next fetch Havoc Festival. A lot of people still don't get it at this point. You pass the turn. Johny, who is at 80,000,000 life, silently quits. Cassandra, who seems to be illiterate and mentally challenged on multiple levels, draws a card. You stop her and tell her to lose half her life. She says "Ah," with a comma at the end.

"So thirty minus half of...fifteen..."

"YES."

She turns her Avacyn Restored spindown die down to 15, and passes the turn after staring at your foil Dovescape for a full 5 seconds. You tell her to lose the other half of her life total, as you point to Wound Reflection. Cassandra's jaw drops, and you really hope a bug flies in there. It doesn't but she collects her cards and goes away. Spike, who is the last opponent still alive, is at 3 life, because he's been trying to find an answer for your combos with his Necropotence. He's a spike, so he doesn't mind paying life to do what's necessary. What a pro. He announces his upkeep, and loses 1 life. You tell him to lose 2 life. He says "No, it's rounded up." You hand him the card and wait while he rereads it 5,000 times in 3 seconds. He drops Havoc Festival, and scoops up his cards while saying "Scoop".

You just killed everyone before your next upkeep. Pretty legit, huh.

Now, Wound Reflection is not really needed if you have Phyrexian Unlife out, so I guess you could replace it with something else. But killing everyone before your next upkeep while teaching them how to round up is pretty entertaining. For me it is, anyways. Anywho, let's take a look at some more cards that can end the game.

Form of the Dragon

Explanation:

This card is full of flavor, and can actually make you invulnerable while killing your opponents or their planeswalkers/creatures. Most people in this world are pretty simple-minded, so if you want to kill people quickly this is the way to go. It's obvious to them that they will eventually die from this card, so everyone will just scoop it up.

GG.

Divine Intervention

Explanation:

Now this has got to be my favorite way to end the game. The look on peoples' faces when you tie the game is just too funny. And it's even better if you're playing for packs in a tournament. Nobody knows what the **** to do. So you just say, "Alright, I'll just fetch Aura of Silence next upkeep and then fetch Form of the Dragon so I can kill you all slowly." Everyone scoops it up and hands you the packs.

GG!!!!!!!!!!!!!!

Nice job, young grasshopper. You have made it through step 3, and are smiling. Your opponents aren't, but you are. So, yeah. That's generally how you would play the deck once you resolve Enduring Ideal. I'd like to spend some time now talking about the various tech-related enchantments in the deck, and teaching you how to use them effectively. We'll just do this in alphabetical order to make things simple.

Card:

Act of Authority

Explanation:

Every deck needs an O-Ring, and this is mine. Pretty much the only thing I ever need to remove are artifacts (like Oblivion Stone or other enchantments (maybe an Oblivion Ring...I don't know). So, I might as well run something that gets rid of them for good, and lets me re-use it if I need to. When the ** hits the fan, you would be surprised how useful it is to exile someone's ** a second time in exchange for them being able to do it right back. And hey, if you have Greater Auramancy out that won't even be a problem. Sometimes I've used Act of Authority to get rid of my own Phyrexian Arena.

Card:

Aura of Silence

Explanation:

This is a useful card pre-Epic, because EDH is a format plagued by artifact-based mana acceleration Post-Epic, it's just another Act of Authority most of the time.

Card:

Copy Artifact

Explanation:

A great all-round enchantment. You can use it to accelerate your mana, or maybe copy your opponent's Crucible of Worlds so they can't try anything their mother wouldn't approve of. (hint: it has to do with Strip Mine.)

Card:

Copy Enchantment

Explanation:

This card is a wonderful gift from above. Pre-Epic, you can copy that Sylvan Library that your opponent just wasted a tutor on. Post-Epic, you can use it to protect your own enchantments by simply making copies of them, or by using it with Greater Auramancy.

Card:

Dark Tutelage

Explanation:

It's painful, but it gets the job done. A harder-to-remove bob that is easier to tutor for, and it costs just 1 more mana. Sold. Note its synergy with Sensei's Divining Top and similar effects.

Card:

Greater Auramancy

Explanation:

Whether it gets killed right away or it gets copied to make our enchantments untouchable forever, it serves its purpose. A great include, and easily castable pre-Epic.

Card:

Phyrexian Arena

Explanation:

If you think Dark Tutelage is good, this card is going to blow your mind and tell you to leave some money on the nightstand. One life a turn in EDH is nothing. Seriously, with the card advantage this enchantment provides, you had better be running it.

Card:

Rest in Peace

Explanation:

A lot of EDH decks rely heavily on the graveyard as a resource. This card *s on them. It combos with the aforementioned Energy Field to make you hard to kill, and it combos with Helm of Obedience to exile some unlucky bastard's library at instant speed.

Card:

Sterling Grove

Explanation:

A multiple-use card that is really annoying to waste a removal spell on. Your opponent will cringe as he wastes a Nature's Claim on it, only to watch you place Humility on the top of your library. Aw, man! A lot of times, you will be using this card to fetch...

Card:

Sylvan Library Explanation:

Opponents will roll their eyes as you immediately pay 8 life to dig for Enduring Ideal. * 'em. This is your deck's best draw engine. Don't be afraid to use it to its maximum potential.

Card:

Wheel of Sun and Moon

Explanation:

I have grown to really appreciate this card a lot over time. It has so many applications that you don't even realize until you take advantage of them in-game. Someone's playing a graveyard deck. Your friend is playing Hermit Druid. Nope! not today, you sombish. Not today. Or perhaps you've gone Epic but you're holding a key piece needed to finish the game. Just fetch Wheel and stall with cards like Meishin, the Mind Cage and Solitary Confinement until you can toss it back into the library. Do you feel the need to draw the game without going Epic? With Wheel and Helm of Obedience, you can make the game a draw by making someone infinitely put the top card of their library onto the bottom.

Well, that should be enough info for this to be considered a "Primer", or whatever you hip Magic kids call it these days. Feel free to comment with any criticism or questions about the deck.

YOU'RE WELCOME.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

74 - 0 Rares

12 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens 1/1 WU Token Creature Bird, Spirit 1/1 C
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