- 2x Chancellor of the Annex
- 2x Elesh Norn, Grand Cenobite
- 2x Gold Myr
- 4x Grand Abolisher
- 2x Leaden Myr
- 4x Musician
- 4x Silver Myr
March 20, 2013 1:10 a.m.
I Wanted to try and work out the mana problem I was going to have before I added in any manner as I have ten more cards the way I look at it to add in before I touch land. I know there is some Elixir card that you put counters on it each turn and can play any creature from your hand that costs that much mana, but for the life of me I can not remember its name. Mind Stone does look good though. And I was thinking of adding a few myrs to speed up the mana. Thank you for the ideas.
March 20, 2013 1:15 a.m.
I wouldn't use myr since they would die with Heartless Summoning on the field. Worn Powerstone, Thran Dynamo, Azorius Signet, Dimir Signet, or Orzhov Signet would be much better (unless you add Mortivore or cards similar to that); but, Mind Stone is still the best card. Also you should probably have at least 20 lands. Probably something like this: 4x Arcane Sanctum, 1x Jwar Isle Refuge, 1x Sejiri Refuge, 3x Esper Panorama, 5x Plains, 3x Swamp, 3x Island.
March 20, 2013 8:58 p.m.
I am actually using heartless summoning as an offensive card. Playing it on my opponent so that they get the -1/-1 on their creatures. Combine that with the other negatives and we get creatures that do no damage or kill themselves if they attack. I like your idea on the mana though and will be implementing it. One of my friends suggested being able to counter opponents cards, would you agree with this? If so what would you recommend?
March 20, 2013 10:26 p.m.
you can't cast Heartless Summoning on an opponent as far as I am aware.
March 21, 2013 6:40 p.m.
Yea I was informed on that the other day so I took the heartless summonings out and replaced them with Musician
March 21, 2013 9:27 p.m.
It goes with the idea of making your opponent tap mana so that they can not cast spells or summon things without giving up the ability to attack. Throw in now that each turn they need to pay X mana or lose a card, X mana to summon something onto the field, and X mana to attack. Unless they are running more then 20 mana in their deck they are going to be in trouble, while I have nothing to worry about as by turn 4 I can have elesh norn out and turn 3 have out just about anything else in the deck.
I was also thinking of Psychic Venom As it would force them to take 2 damage every single time they tapped that one mana, but I figured they would just not use that mana as I have seen in the past.