To start, this deck is completely post-Theros because I won't be able to play again until after Origins hits. Also, a disclaimer: do not suggest Deathmist Raptor because I don't really want to spend that kind of money on this deck. I intend to keep the budget around $70, excepting whatever dual lands are printed with Zendikar.
The basis of this deck is incredible synergy between enchantments. [[Obscuring AEther + Trail of Mystery] is a really wonderful combo to have on the field, garnering a great amount of field advantage and thinning your deck.
How the Deck Plays:
Early in the game, you want to have
Obscuring AEther
or
Trail of Mystery
on the field to help you gain mana advantage. Usually, having a Rattleclaw Mystic is helpful, too, so that you can trigger morph abilities sooner. In the mid-game, you want to have boardstate, so Megamorphed
Stratus Dancer
s and
Icefeather Aven
become really important because they are both flyers, and they both gain you advantage by saving a creature or by bouncing one. In the late game, you want to morph your
Sagu Mauler
, which should win you the game. If you've lost control of the board, morphing
Thousand Winds
should put you in a place to win.
The Card Selection
Creatures:
Stratus Dancer
: This is one of my favorite cards in this deck because it both works to save your creatures as well as provides a flying body once it is flipped. It's one fault is its inability to counter planeswalkers... Along with
Icefeather Aven
, this is one of your aerial beaters.
Den Protector: He is incredible value, and I will equate him to Snapcaster Mage for standard. (It's a hyperbole, I know, but he recurs your Disdainful Strokes and Reality Shifts as well as brings back your fallen creatures). Moreover, his static ability is really nice because he can't be chumped.
Icefeather Aven
: I have loved this card from its beginning, but paying 6 to bounce was always a little expensive for me. With
Obscuring AEther
, however, this card has found a very nice home in this deck. Bouncing Rhinos is terrible, though, unless you have a Stroke in hand. As mentioned before, it works to hit your opponent from above.
Rattleclaw Mystic: Pretty basic really. It provides ramp to morph your creatures sooner as well as provides another morph trigger for
Trail of Mystery
, allowing you to block RDW stuff better or get a surprise 4/3.
Kheru Spellsnatcher: This spot is a toss-up. I have considered
Mistfire Weaver
and Salt Road Ambushers in this spot, but I am theorizing that a counter and steal will be more important than a cheap morph cost, flying, and buffs. Salt Road Ambushers does have incredible synergy with the rest of the deck, though, so this is a tough call.
Sagu Mauler
: The Mauler can come in in the mid to late game to protect you from Rhinos or to simply ruin RDW's day. A 6/6 with trample usually secures a decent amount of tempo, and, when combined with
Trail of Mystery
, either swinging or blocking with an 8/8 is fantastic.
Thousand Winds
: A one-of strictly because of the morph cost. If the morph cost were 6, I would definitely be running two. The tempo provided by removing all of their attacking creatures from the board is incredibly strong, and a 5/6 flyer will usually get some solid hits in.
Hooded Hydra
: This is a wild card that I put in for its resiliency as well as its ability to make immediate impact on a boardstate.
Spells:
Reality Shift: Strong tempo shift. Even hitting a Goblin Rabblemaster (though irrelevant to this deck, since it's for post-Theros block) is a big gain for you. Paired with Den Protector, this card becomes even stronger, allowing you to exile a total of 6 creatures in one game (if you see every one of them before the game's end).
Disdainful Stroke: Against most decks, this takes care of a great deal of threats. Especially against Abzan and Esper Dragons. It is weak against RDW and any aggro shell, and will be sided out quickly in those matches.
Enchantments:
Obscuring AEther
: Get three out and have a helluva time.
Trail of Mystery
: Fetches lands when you play cards, and allows you to block RDW creatures better with a morph, making most of your creatures invulnerable to silly Draconic Roar or
Zurgo Bellstriker
.L
Sideboard:
This is subject to change based on Origins and BFZ.
Now that much of Origins is spoiled, I am curious if there are cards y'all would consider useful additions. Let me know! Thanks.