This is my competitive Momir Vig, Simic Visionary Elfball deck. For the uninitiated, the goal of the deck is to play a large number of mana dorks, (Cheap creatures that tap for mana, like Llanowar Elves.) and chain as many of the together as I can by tapping them for mana the turn the came into play with something like Heritage Druid or Earthcraft. One I have played enough elves, (Read: All of them,) I transmute Drift of Phantasms to go find Cloudstone Curio. At some point in this process, I will need to go find Intruder Alarm for infinite mana with Cloudstone Curio, possibly by using Eternal Witness to recur Drift of Phantasms and transmuting a second time. Once I have infinite mana and infinite cast/leaves the battle field triggers, I play Tidespout Tyrant, bounce all of my opponents' permanents and pass the turn. This can probably win the game alone, but If it doesn't, I can just softlock everyone else out of the game by bouncing all of their permanents every turn cycle and smashing in with my elves.

Early game, your priority is ramping. You want to get to five mana by turn four at the latest, and as such, any hand that lets you accomplish that is probably fairly good. Beware, though, as any early sweeper can set you back significantly, as it will more than likely completely reset your boardstate with you stuck at one or two lands. If you feel like a sweeper is likely, either hold back and wait to draw into protection, (In the form of a counterspell,) or try to race it. If you take the later route, know that you absolutely have to win before the boardwipe comes down, or will almost certainly lose. Anyways, if the coast is clear, you should try to land a Momir Vig, Simic Visionary and proceed to stage two...
So you've managed to windmill slam your commander while everybody else was too busy playing Pokemon Go to counter him, and you're ready to go off and lose all your friends? Good. After Momir Vig comes down, if you have one of the six famously useless Trait Doctoring effects that this deck runs, cast it targeting your commander and change the "color word" in his second ability from "Blue" to "Green". This means that whenever you cast a green creature spell, you tutor up another creature to the top of your library, and then put it into your hand off of the second ability. If you don't have any of them, don't worry, you will just need a bit more mana to go off. Regardless of whether or not you are able to doctor Momir's traits, continue on to the next step.
You've made it this far, but here's the hard part. (Not really.) If you have successfully changed Momir's text, skip this. Otherwise, play a creature spell, tutor up Primordial Sage or Magus of the Future, and draw into them, either through a cantrip, Sensei's Divining Top, or just passing the turn. Once you have one of these two on the battlefield, you can continue with you tutor chain. The first creature to tutor for is Heritage Druid. Because of the way that she is worded, you can tap creatures with summoning sickness to make mana. Yay! Once you find her, go tutor for Nettle Sentinel. At this point, you can tap Momir, Sentinel, and the Druid to make three green mana. Use your next tutor to go find Orochi Leafcaller, to convert green mana to blue mana for protection. after that, go find all of your one mana elves, make more mana with Heritage Druid, and get a massive boardstate. Repeat for CMC two creatures.
By now, you should have upwards of eight dorks on the table. Tutor for Drift of Phantasms, and transmute for Cloudstone Curio. Depending on the boardstate, this might just win on the spot, but if it doesn't, use Eternal Witness to recure the Phantasms and tutor for Intruder Alarm. Now you have infinite mana, infinite tutors with Momir Vig, and infinite ETB triggers. Tutor for Tidespout Tyrant, and bounce all permanents except for one for each opponent. Then, use infinite Eternal Witness triggers to cast Beast Within on all opposing permanents, giving each player a 3/3 Beast. Cast Reality Shift an infinite number of times to exile the libraries of each opponent, and pass the turn.
Finally, a few tips:

- You will need a few extra creatures in hand when you start the combo because you need extra Momir triggers to go find Drift of Phantasms. This problem can be circumvented by making sure that you net a card every time you play a creature, through Magus, Primordial Sage, or both if you do not have a Glamerdye effect.

- I cannot stress this enough, YOU DIE TO SWEEPERS!.

- This deck is absolutely not acceptable for casual play. You will be taking extremely long turns, going infinite, and other "unfun" things. Don't play this in anything other than the most cutthroat of playgroups.

- Lastly, this deck is a budget build, and there are several upgrades you could make, including Glimpse of Nature, Force of Will, Pact of Negation, as well as Mana Crypt, Mox Diamond, and a better mana base.

Suggestions

Updates Add

So. I enjoy incorporating probability into my deckbuilding, and I find that doing the math can often lead to dramatically increased understanding of the functionality and consitency of your deck. I also realized that Primordial Sage and Magus of the Future are incredibly suboptimal, as tutoring for a six drop, waiting a turn to draw it, and likely tapping out to cast it is not where we want to be for this deck -- we really need to increase our odds of drawing into a Glammerdye effect.

Currently, I run six Glammerdye effects: Trait Doctoring, Sleight of Mind, Whim of Volrath, Glammerdye, Alter Reality, and Mind Bend. I want to have one of these in my hand by the third or fourth turn, meaning I can cast Momir, cast a Glammerdye effect on him, and then either go off or wait a turn, holding up protection. If I assume no mulligans, I can calculate the probability of having an effect in hand. I won't bore you with the math, but essentially, I can calculate the probablity of having the card in my hand by turn three by adding the probability of that card each turn, relative to the number of cards in my deck. Right now, I run six of the effect, and two tutors, for eight total cards. Assuming my math is correct, that gives me a roughly 86% chance of having what I need. Those are decent odds, but I would appreciate a little more. Crystal Spray, and Spectral Shift both are functionally similar to the other cards I run, so they will go in. Now the odds are closer to 107%, which is much better.

So,

- 1x Bloom Tender. (I honestly had no idea it was $30. I don't have the list in paper yet.)

- 1x Primordial Sage. Six mana is... bad. With the extra Glammerdyes, I should be fine without it.

- 1x Coalition Relic. Talk about inefficient.

+ 1x Crystal Spray and Spectral Shift.

+ 1x Craterhoof Behemoth. Giving my team + A bunch/+ A bunch is good enough to end most games with a haste enabler.

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Date added 7 years
Last updated 7 years
Exclude colors WBR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

34 - 0 Rares

18 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 1.90
Tokens Ape 3/3 G, Beast 3/3 G, Bird 2/2 U, Frog Lizard 3/3 G, Manifest 2/2 C, Morph 2/2 C
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