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A highly refined Derevi deck list that attacks from every line of play it can. Questions and comments are highly appreciated.

Creatures SHOW

Instants SHOW

Sorcery's SHOW

Artifacts and Enchantmets SHOW

Plansewalkers SHOW

Lands SHOW

The Joys of Birthing Pod

Birthing Pod is a source of amazing value even when its not being abused with Derevi. For the most part we cannot "combo" off with it, but the style of the deck is to gain incremental advantage and soft lock out opponents out of the game. The deck doesn't have an established pod route, but instead opts for flexibility. At 4 mana, directly podding Derevi, we can get Linvala, Keeper of Silence against tap heavy stratagies, or Heliod, God of the Sun if we either suspect a board wipe or are preparing to Stasis out. If we just want to end the game, Hero of Bladehold is a heavy hitter, we can even fall back for more flexible tutors and grab out Captain Sisay. As far as going past that, Glen Elandra Archmage provides amazing control on her own, and persists if you just want to pod her away up to 5. Podding away the Archmage allows us to pull out Dromoka, the Eternal to net us both a powerful beater and a way to "reset" the Archmage off the attack trigger.

Another powerful 5 drop, Reveillark, loves to be podded up to 6 and gets back some of out earlier creatures. If you feel like you can assemble it, Having both Prophet of Kruphix and Azami, Lady of Scrolls will end a game pretty quickly, drawing us several cards per turn as well as letting us flash in more of our creatures.

Winning the Game

the most part, actually closing out games is more difficult then it would first appear. For the most part, you will of effectively won the game through one lock or another long before your opponents realize it. We can also play aggressive against more controlling decks, often killing them long before they can fight past our more disruptive cards.

The Locks

Most of our locks are "soft", still allowing our opponents to try and play the game, but preventing them from accomplishing anything.

Dromoka, the Eternal + Glen Elendra Archmage || Glen Elendra Archmage + Venser, the Sojourner : Only stops non-creature spells and only once per turn, but Dromoka can usually kill your opponent long before they can resolve an answer. Also nicly set up to pod directly up to it over a couple of turns.

Elesh Norn, Grand Cenobite + Kamahl, Fist of Krosa : The most difficult to get on-line but undoubtedly the most drastic. Kills all your opponests lands and turns yours into 3/3's, should be winning the game within a couple turns.

Stasis, Static Orb, and Winter Orb: Stasis has quite a few lockout interactions once you establish a board and static orb has many of the same. The basic concept is to use Derevi's trigger to untap everything you need while tapping down anything you opponent might be trying to build up to. For stasis you need either Derevi and Heliod, God of the Sun, you can use just Sun Titan, Hero of Bladehold or Garruk Wildspeaker, although Garruk will have difficulty ending the game on his own. Winter Orb is a little bit different because you can just slam it early as turn 4 or 5 and just disrupt your opponents mana long enough for your board to kill them.

Crucible of Worlds + Strip Mine or Armageddon + Crucible of Worlds :Pretty lame, pretty good, not much to explain.

Riptide Laboratory + Venser, Shaper Savant or Riptide Laboratory + Vendilion Clique : Lets you either remand a spell every turn or unsummon a permanent, wont win the game on its own but gives you excellent control for anything else you might have going on. Vendillion Clique is a little less oppressive at first glance, but lets you choose what your opponent has to do every turn. Glen Elendra Archmage kinda works here too.

~The Cards not in the Deck~ SHOW

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