He's been called (by himself) the greatest dancer of his generation. Tiring of the Competitive EDH circuit because it was too easy for a Wizard of his caliber, Ertai, the Corrupted decided to follow his passion, tap dancing. Ertai, the Corrupted painstakingly assembled his lovable troupe of tap dancers and is taking them on the road.

Upvote & Bring Pennies from Phyrexia to a town near me

You've been lucky enough to get a backstage pass. Just stay away from Ertai, the Corrupted 's dressing room unless you want to listen for hours about the time he won a dance off against Fred Astaire and then turned him into a frog. Or, the time he discovered that Christopher Walken could regenerate and killed him over and over making him say "I got a fever and the only prescription is more cowbell" every time he came back to life.

Reporter: It smells quite heavily of lavender in your dressing room.

Ertai: It's hardly fitting for a sorcerer of my skills and a candidate for evincar to go around smelling like one of your moggs

Reporter: Moggs? You mean my readers? Well, let's start. The question on everyone's mind is why did you quit the cEDH circuit for tap dancing?

Ertai: Come, ask me to demonstrate something worthy. You'd rather I talked than gave a demonstration?

Reporter: Yes, it was said that cEDH was rough on you.

Ertai: Why muck about in the past, woman, when you can invent the present or create the future?

Reporter: My readers need to know why.

Ertai: I should think your needs were general. I sense no remarkable talents in any of you.

Reporter: Okay, but why tap dancing?

Ertai: To spread my reputation beyond Tolaria - I expected nothing in return except whatever fame my exploits would inevitably bring me.

Reporter: Critics of your show say it's too slow, that some artifacts could speed it up - what do you say to them?

Ertai: In truth I'd paid little attention to artifacts during my studies. There are few artifacts that can do anything a good spell can't do. Magical machines are a crutch for lesser wizards.

Reporter: Yes, but there are those that say you don't have the right Mana colors for tap dancing and if you're going to persist in doing so, you need more artifacts.

Ertai: But why would one want to control any artifacts at all? Why rely on some dead tinkerer's construction, when you can conjure by your own wits?"

Reporter: I'm holding a recent review of your show by Zur and Derevi where they...

Ertai: How can I impress upon you the simple truth that I do not care what it is?

Reporter: Uh, how do you respond to your detractors that your boasting before was bad, but now it's really gotten out of hand.

Ertai: They accuse me of boasting. However, I merely tell the truth, and it sounds like boasting to them. Can I help it that their skills are meager compared to my tremendous native ability.

Reporter: Zur says you're over confident, that it borders on ...

Ertai: I have considerable skill. It's confidence well earned.

Reporter: ...that it's insulting.

Ertai: You perplex me. I ask you again, where is the insult in a simple truth?

Reporter: The review says that every Wizard should know two things...

Ertai: My education, has taught me considerably more than two things.

Reporter: Every Wizard should know two things. First, what they're limitations are, that is, what they can and can't do. What do you say to Zur about this?

Ertai: That's the difference between us, 'Can't' is not a word you'll hear me say. Some people are ill equipped to encounter their own limitations.

Reporter: And two, a deep understanding of the auras surrounding people. What about that?

Ertai: I'm the sensitive type. My sense of the shifting energies around people is unusual in its subtlety.

Reporter: Well, Zur goes on to say that his skills are impressive...

Ertai: Impressive? How can you say this savage is impressive?

Reporter: and his strength too much for you.

Ertai: He's gone mad, utterly mad.

Reporter: All you need to win in the cEDH circuit is skills and strength.

Ertai: Don't forget luck and brains. The strongest wrestler may fall if he slips up—and a smart fighter provides his own bar of soap.

Reporter: Why do you resist answering my questions.

Ertai: A modicum of resistance is mandatory. After all, I am the most naturally talented sorcerer of the age.

Ertai: This isn't going to accomplish anything

Reporter: Well, Ertai just got up and left, I guess that concludes the interview.

A hush falls over the crowd as the spotlights gently illuminates the Thespian's Stage . Dramatic Reversal + Isochron Scepter gleams softly from the lights. Those few audience members who keep talking are quickly Silence d by Lavinia, Azorius Renegade .

NOTE: Due to personality conflicts, Hanna has been let go and the routine has been canceled until further notice.

  • Young Frankenstein: Critics claimed that no one could pull off "Puttin on the Ritz" like Gene Wilder and Peter Boyle until they watched Fatestitcher 's rendition. Fatestitcher dances across the stage tapping and untapping everything he sees. One fan claimed, "I saw Fred Astaire's 'Puttin on the Ritz' performance in 'Blue Skies' back in 1946 and thought I would never see the like again, until tonight that is, Ertai's Pennies from Phyrexia Tap-Dancing Troupe is a must see for Astaire and Boyle fans alike."

  • Pennies from Phyrexia: And finally, the moment the crowd has waited for. The lights dim and Ertai, the Corrupted steps lithely onto stage. A hush envelopes the arena and Ertai, the Corrupted , in his homage to Christopher Walken, stops everything thrown his way, tapping so fast it appears he is standing still.

If you're a 30 counterpspell, turn 2, play Zur the Enchanter , tutor into Necropotence and draw Doomsday for the win player, this deck is not for you. PfP requires strategic planning, a willingness to slow-play and a stubborn denial of reality to win. If you enjoy the thrill of building a win, try it out otherwise, read no further. PfP is a deck aimed at slowing down and disrupting game plans vice countering everything.

PfP is built with five major objectives:

  1. Use Ertai, the Corrupted as the final counter

  2. Compete in a multi-player Competitive EDH setting versus multiple archtypes

  3. Control the game by preemptively denying, disrupting and degrading (D3) opponent's options vice a reactive strategy

  4. Be robust and resilient, being able to win even if "vital" pieces are eliminated/not available

  5. Avoid a cookie-cutter Esper deck

Cards are organized into the following categories (I've attempted to combine multiple subgroups to minimize the number of categories):

  • Mana is self-explanatory

  • CA/Tutor/Recur: Card advantage - whether it's draw, put in hand, library filters or tutors.

  • Macabre Waltz: Combo framework and plug-ins that provide the win or get us there.

  • D3: Deny, Disrupt and Degrade pieces - slow opponent's down, modify the board state, and protect my board state

  • Control: Counterspells, bounces, removals and life-loss related.

This is definitely a mid-range combo deck relying on the interaction/synergy of card combinations to gain control of the game. It resembles Brudder's MAN model at

There is also a touch (a naughty touch) of suicide. The deck can quickly kill you either through Pain Seer , card:Ad Nauseum, Vilis, Broker of Blood , Mana Crypt and Mana Vault or it's lack of pillow forting. Not to mention, Ertai, the Corrupted makes you weigh your cards vs theirs.

Esper was chosen for it's access to tutors, removals, control and recursion. Ertai, the Corrupted was chosen because he said he was the best.

The two biggest strengths of PfP are (not) surprisingly the weaknesses.

  • Synergy: The synergy of pieces provides for "nasty" outcomes but broadcast the intent.
  • Commander: Ertai, the Corrupted is an Abjure on a stick. If you have an open and a sackable creature/enchantment you can counter almost every spell. But, the more you counter, the greater the likelihood that you will run out of the resources needed to continue. Ertai's strengths/weaknesses are discussed in later sections.

Other strengths include:

  • Simple Win-Con: Ad Nauseam and filter into the winning pieces with protection.
  • Redundancy: Many cards can fill absences caused by counterspells etc and most are multi-purpose. For example, Pain Seer can sub in for Ad Nauseam with the added benefit that you can cast the cards you're revealing immediately instead of waiting until you're done "drawing".
  • Resiliency: The deck can continue with the loss of important pieces and can recur everything but instances/sorceries. It is also geared to run Necrotic Ooze from the field if/when other creatures are killed.

Weaknesses are:

  • Transparency: Opponents will know what you have in hand whether it's from Ad Nauseam , Pain Seer , or top of the library tutors.
  • Graveyard and Creature Dependent: the deck relies heavily on putting cards into the graveyard for Necrotic Ooze , any graveyard hate or Cursed Totem effects makes for a bad day
  • Responses: Ertai, the Corrupted , Swan Song , Mana Drain , Ertai's Meddling and Pact of Negation provide the only counters in the deck so, there is a reliance on getting "control" pieces out fast.
  • Slow: The deck is currently too slow to be competetive and does not have enough D3 pieces to slow opponents down. If another deck gets a good board state, it is difficult to catch up.
  • Backwards: In it's current shape, the deck is backwards. Rather than using card advantage to go infinite, the deck generally requires an infinite combo to get cards in hand.
  • Janky Combos: Most combos require more than two pieces, rendering them ineffective in a competitive setting.
  • Pyrrhic Attrition and Parity: In many cases the deck can achieve a good board state but then fails to acquire the necessary resources to put the game away. Cards like Stasis are difficult to break parity on and while they shut down opponents, they also shut us down.
  • Proactive: There is not enough interaction and cards must be played proactively.

The deck is built to synergize off of tapping/untapping. For creatures, there are two main categories.

  • Inspired: Pain Seer . By himself, he is a terrible card. Tapping requires combat and untapping requires the untap phase. Comparing Dark Confidant to Pain Seer , the former is guaranteed to put a card in hand every upkeep whereas Pain Seer may put a card in hand at every untap stap. With our tap effects (discussed later) Pain Seer can put at least one card in hand every turn. Add an untap ability and we get more than one each turn.

  • Tap/Untap Activated: Tap-to-activate cards like Fatestitcher and untap-to-activate cards like Pili-Pala are dual-hatted. Using their ability is good but combining them via Necrotic Ooze and the graveyard is their true purpose. Via the Nooze, Fatestitcher and Pili-Pala can provide infinite mana, or the ability to activate other graveyard cards infinitely.

For everything else, exclusive lands, cards were selected based on their ability to provide the following:

Card-Advantage: The initial derivative of the deck focused on tutors and "put in hand" spells vice draw spells but it was too slow, with the introduction of Soul Diviner and Vilis, Broker of Blood , draw has become just as important.

Tap/Untap: Dramatic Reversal + Isochron Scepter and the NFP combo provide the only mass untap functionality (aside from the untap step) but these cards should generally be viewed and played as a win-con.

Control and Win: Ertai, the Corrupted 's main role in the deck is not to provide a permenent lock but protect the end game. Other cards like Silence or Grand Abolisher provide backup to Ertai.

The remainder of the cards are used to enforce control until Ertai, the Corrupted can force a lock and/or a win con can be achieved. Blind Obedience and Stony Silence are relatively easy to set up in terms of CMC. In a competitive setting, they can slow down faster decks.

Reasons For Not Including Cards

There are several notable "Ertai" and cEDH staples missing that should be discussed.

  • Recursive creatures. The original deck had the most difficulty against reanimators. The benefit of recursive creatures like Nether Traitor as sack fodder for Ertai was outweighed by the negative effects of allowing other decks reanimation effects.

  • Necropotence as we know gives amazing card advantage but the triple makes casting difficult, jacks up the mana base and, being able to discard without having the cards exiled is important.

  • Doomsday / Laboratory Maniac This is not a doomsday deck.

  • Graveyard hate i.e. Rest in Peace etc. The deck needs the graveyard to win or at least provide the means to win.

  • Untapping equipment/auras. I have tried Pemmin's Aura , Umbral Mantle , Aura of Dominion etc. due to the synergy they would provide but they have never panned out.

  • Counter spells. An esper deck with few counterspells? That's stupid. I know, but adding counterspells to the deck requires removing the majority of the pieces that make the deck what it is. Add a crap load of counter spells to the deck and it becomes a crappy Zur the Enchanter sans Zur deck. I'd rather that the deck succeeds/fails based on it's own merits rather than be a cheap copy of a successful deck.

The main difficulties arising from Ertai, the Corrupted are:

  1. He's slow. Even with a God Hand, getting him out before turn 3 will be difficult and at that point, he will most likely be dead in the water because he won't have protection or sackable permanents and he'll have summoning sickness. For whatever reason, Ertai, the Corrupted brings a lot of hate when he comes out. Even when there are more powerful commanders on the field, he still gets the brunt of removal spells first.

  2. He needs something to sack. There are several (let's call them static) token generators in Esper like Bitterblossom but to be useful, Ertai needs at least one sackable permanent per opponent's turn.

  3. Mana. Without , he cannot do much. Once again to be useful, Ertai needs at least one open per opponent's turn.

  4. A tapped Ertai, the Corrupted is a sad Ertai, the Corrupted . Once you counter a spell, Ertai has to wait until your untap step and your opponents will run over you.

It is possible to build an Ertai deck that provides a near hard lock but there are three problems:

  1. The pieces and mana required for those pieces push the deck into a casual setting

  2. So much effort and resources must be spent that it becomes a "stop opponents from winning" deck. There would be little room left in the deck for other cards

  3. It is improbable that the combination of cards required could be played prior to opponents building a board state that Ertai couldn't handle

With this in mind, PfP does not use Ertai, the Corrupted as a hard lock rather, Ertai is meant to protect the end game.

This is a high-powered or 75% deck with a turn 6 or 7 win. The key to winning is playing like its a bad deck (not hard) and sneaking in a Fait Accompli.

There are two methods of playing the deck, depending on the opening hand.

  1. Slow down opponents with D3 pieces, get protection in hand, Ertai on the field and cast card:Ad Nauseum. The deck is not a stax deck and rather than attempting to break parity, it uses stax cards to slow the game down until the end game is possible. But, Stasis , Blind Obedience and Lavinia, Azorius Renegade are invaluable when it comes to slowing down mana ramps into winning combos.

  2. Combo out fast with Lazav, the Multifarious . If you can get Lazav on the field for a turn and cast Buried Alive for Necrotic Ooze , Soul Diviner and Cinderhaze Wretch you can draw all the cards in the deck and win. Of course, to do this you need to cast and use Lazav's ability. and to facilitate this, two rituals ( Dark Ritual and Culling the Weak ) have been added.

If we can get some stax pieces out based on the current meta, we can slow the game speed forcing opponents to search/wait for removal spells.

PfP aims to slow opponents to our speed of play until we can set up the end game. At this point, we need to (1) get protection for the end game in hand. Silence or Grand Abolisher gives us free reign during our turn. Ertai, the Corrupted , Swan Song and Pact of Negation provide a one-shot counter to disruption. And a bounce spell can remove a pesky permanent. (2) We also want to have an infinite mana combo ready. (3) and a means to get Dramatic Scepter out with open. I like to keep Chain of Vapor around for this. If opponent's are locked, tap out to cast card:Ad Nauseum, get enough mana and cast Chain of Vapor to return our 0-cmc mana rocks to hand to cast and trigger Dramatic Scepter.

In a perfect game, cast card:Ad Nauseum, Angel's Grace and procede to win. If the opening and mid game have gone as desired we get all the cards and "storm" off of Blind Obedience for the win. In most cases, you will find yourself with AdNaus in hand and no Angel's Grace at which point, casting card:Ad Nauseum doesn't guarantee the win.

In short, the end game consists of Get Cards, Go Infinite, Kill Opponents.

Get Cards Ad Nauseam , Wretch Soul (see Combo section), Pain Seer , Isochron Scepter with Tainted Pact or Brainstorm

Infinite: NFP, Dramatic Scepter or Pili-Pala Grounds (see Combo Section)

Kill: Dramatic Scepter while extorting off of Blind Obedience is the goal. The alternate plan, uses Night Market Lookout to bounce and recast a spell. Failing that, the emergency plan is to ping opponents to death with Pili-Pala and Sorcerer's Wand .

Type: Win-Con, Perpetual, Infinite

Description: The primary combo of the deck is Fatestitcher + Necrotic Ooze + Pili-Pala a.k.a NFP. This is a virtual win-con and deserves extra attention it provides infinite mana, untapping of all our permanents, tapping all of opponent's permanents (i.e. at the end of their upkeep). and by putting other creatures in the graveyard, we can activate their abilities an infinite number of times.

Preconditions: Pili-Pala and card:Fatesticher in the graveyard, a taps for two mana rock, Necrotic Ooze in play and Nooze doesn't have summoning sickness or Thousand-Year Elixir is in play.

Setup Cost: (for the Nooze and a mana rock)

Starting Cost:

Loop Cost: (The loop generates self-serving mana)

Steps: Tap Sol Ring for , tap Nooze (via card:Fatesticher to untap Sol Ring . With the floating untap Nooze (via Pili-Pala ) to add one mana of any color. Repeat, adding one mana of any color each time.

Variants: With Training Grounds in play, any mana source will work. Sub Lazav, the Multifarious for the Nooze (if the Nooze is in the yard).

Type: Win-Con, Perpetual, Infinite

Description: Another perpetual Nooze combo is Cinderhaze Wretch + Necrotic Ooze + Soul Diviner used to draw our deck.

Preconditions: Necrotic Ooze is in play and Soul Diviner and Cinderhaze Wretch are in the yard. The Nooze doesn't have summoning sickness or Thousand-Year Elixir is in play.

Setup Cost:

Starting Cost: (No mana is used to start the loop)

Loop Cost: (No mana is needed to execute the loop)

Steps: Put a -1/-1 counter on Nooze via Cinderhaze Wretch (he untaps if tapped). Tap the Nooze via Soul Diviner , removing the counter and draw a card. Repeat until our deck is drawn.

Variants: Drop Lazav, the Multifarious early, wait until there is no summoning sickness and cast Buried Alive putting the Nooze, Cinderhaze Wretch and Soul Diviner in your graveyard.

Type: Framework, Win-Con, Infinite

Description: A Perpetual Motion framework, Pili-Pala and Training Grounds can be used for alternate combos. By paying and tapping Pili-Pala to activate an ability, Pili-Pala untaps itself and generates another mana which is then used to pay for the continued loop. Four cards are present to "plug-in": Paradise Mantle + Pili-Pala + Training Grounds generates infinite mana. Pili-Pala + Sorcerer's Wand + Training Grounds pings opponents to death and Banishing Knack + Pili-Pala + Training Grounds (or Retraction Helix ) returns all opponent's non-land permanents to hand.

Preconditions: Training Grounds and Pili-Pala in play, Pala is enchanted or equipped and doesn't have summoning sickness or Thousand-Year Elixir is in play.

Setup Cost:

Starting Cost:

Loop Cost: (The loop generates self-serving mana)

Steps: Tap a mana source for at least , activate a tap ability of Pili-Pala from an aura or equipment and use the floating to untap Pili-Pala , generating a mana of any color in the process. Repeat indefinitely.

Variants: Necrotic Ooze or Lazav, the Multifarious can fill for Pili-Pala

Type: Infinite

Description: Banishing Knack + Mana Crypt + Pili-Pala (or Retraction Helix provides infinite mana. Ideally, we can use this to win. If Blind Obedience is in play, the loop is used to infinitely cast Mana Crypt and provide the mana to extort.

Preconditions: Pili-Pala must be in play without summoning sickness. Mana Crypt must be in play preferably untapped.

Setup Cost:

Starting Cost

Loop Cost: the basic loop requires no mana to execute

Steps: Tap Mana Crypt for , cast Banishing Knack or Retraction Helix for targeting Pili-Pala . Tap Pili-Pala , bouncing Mana Crypt and use the floating to untap Pili-Pala adding one mana of any color. Cast Mana Crypt and repeat.

Variants: Necrotic Ooze or Lazav, the Multifarious can sub in for Pili-Pala . Training Grounds can be used provided one colorless and one colored mana for each step. Mana Vault can be used in lieu of Mana Crypt .

Type: Framework, Win-Con, Infinite

Description: Dramatic Reversal + Isochron Scepter with a mana rock provides infinite untap of non-land permanents. Provides multiple outlets for winning and generating infinite mana.

Preconditions: Need both Dramatic Reversal and Isochron Scepter in hand. Need a taps for (or more) mana rock and enough mana to cast a follow on spell.

Setup Cost:

Starting Cost:

Loop Cost: , the loop generates self-serving mana

Steps: Tap Sol Ring (or other mana rock) Tap the scepter and untap all non-land permanents.

Variants: Nonr

Type: Infinite, Win-Con

Description: Night Market Lookout , Dramatic Scepter and Banishing Knack can bounce all non-land permanents or one of ours to owner's hands dinging opponents for 1 each time.

Preconditions: Night Market Lookout (NML), Dramatic Scepter and a 0-CMC permanent are in play. NML does not having summoning sickeness or Thousand-Year Elixir is in play.

Setup Cost:

Starting Cost:

Loop Cost: if a 0-CMC permanent you control is being bounced

Steps: Cast Banishing Knack , targeting NML. Tap NML and bounce a 0-CMC permanent (pinging each opponent for 1 life). Recast the bounced permanent, tap Dramatic Scepter thereby untapping NML.

Variants: Can use Retraction Helix in lieu of Banishing Knack .

Type: Infinite, Win-Con

Description: Uses an infinite combo via Dramatic Scepter to draw your library by breaking the stack.

Preconditions: The top and Dramatic Scepter are in play.

Setup Cost:

Starting Cost: to activate the Scepter and to draw from the Top

Loop Cost: as above, but the loop pays for itself.

Steps: By stacking the Draw trigger of the top and using Dramatic Scepter, put enough draws to draw your library on the stack, allowing the Dramatic Scepter to resolve and untap non-land permanents. Once there are enough draw triggers on the stack, you will draw a card, put the Top on top of your library and then for each successive trigger, just draw a card (see rulings

Type: Win-Con, Infinite

Description: Walking Ballista pings opponents to death.

Preconditions: Dramatic Scepter, with enough mana rocks to tap for .

Setup Cost:

Starting Cost:

Loop Cost: (The loop resets tapped mana rocks)

Steps: With Dramatic Scepter and Mana Vault (or enough rocks to add , tap for infinite mana. Cast Walking Ballista and remove all counters from the Ballista doing lethal damage to each opponent.

Variants: Necrotic Ooze or Lazav, the Multifarious can fill in for the Ballista.

26-Jul-19: Replaced card:Hangerback Walker and Copy Artifact with Intuition and Adanto Vanguard

22-Jul-19: Replaced Silent Clearing with City of Brass

19-Jul-19: Reducing CMC further.

IN: Imperial Seal , Argivian Find , Stasis , Cryptbreaker

OUT: Tainted Pact , Hanna, Ship's Navigator , Stony Silence , Bog Witch

08-Jul-19: Making a lot of changes to attempt for an improvement in speed and to keep CMC low

IN: Vilis, Broker of Blood , Ornithopter , Hangarback Walker , Grand Abolisher , Mikaeus, the Lunarch , Spire of Industry and Spectral Sailor .

OUT: King Macar, the Gold-Cursed , Gutterbones , Farmstead Gleaner , Linvala, Keeper of Silence , Forbidden Orchard , Enclave Cryptologist .

19-Jun-19: Testing the following. Added Stream of Thought , Farmstead Gleaner and Sorcerer's Wand . Dropped Spoils of the Vault , Hermetic Study and Ponder . Spoils has not panned out and I always draw Ponder as a dead card. Study was dropped to maintain the status quo and the Wand can be interchanged between creatures.

15-Jun-19: Dropped Tolaria West for Silent Clearing , the was too big a tutor cost.

09-Jun-19: Dropped Imperial Seal for Reanimate which nonbos with Grafdigger's Cage but may assist in a faster combo. Also, I was proxying Imperial Seal and I'm a purist

17-May-19: Testing Enclave Cryptologist and Herald of Anafenza for Stasis and Scroll Rack .

30-Apr-19: In an attempt to protect the combo replaced Argivian Find with Rebuff the Wicked .

29-Apr-19: Dropped Ornithopter for Mother of Runes and Emergence Zone for Bloodstained Mire .

26-Apr-19: Dropped Intuition , Counterbalance and Chalice of the Void for Lim-Dul's Vault , Spoils of the Vault and Culling the Weak in an effort to get out of the gate faster.

25-Apr-19: Replaced Ugin's Conjurant with Gutterbones

24-Apr-19: In attempt to make the deck faster and lower the CMC, dropped Aura of Silence , Sinking Feeling for Stony Silence , and Dark Ritual for Prophet of Distortion . Wanting instant speed discard, I am trying out Bog Witch for Narset's Reversal . Switched out Exotic Orchard for Bloodstained Mire

22-Apr-19: Still need to readjust the mana base after dropping a lot of white cards but dropped Sea of Clouds for Underground Sea

20-Apr-19: Decided to drop Ashiok and put Sinking Feeling in for additional synergy with Soul Diviner . Testing Ugin's Conjurant for Spoils of the Vault and Mystic Gate for Exotic Orchard

17-Apr-19: Made a lot of changes with spoilers from WAR.

Looking for a slot possibly for God-Eternal Kefnet

08-Apr-19: Replaced Planar Guide with Serra Ascendant for extra life gain

31-Mar-19: Test of Sword of the Meek and Thopter Foundry did not work, so replaced SotM with Sensei's Divining Top and TF with Counterbalance . Also dropped Winding Canyons for Exotic Orchard .

25-Mar-19: Lumengrid Sentinel did not pan out, replaced with Prophet of Distortion for more draw power. Also replaced Repeal with Cyclonic Rift for the overload ability.

21-Mar-19: After trying various modifications to get Verity Circle to work, I realized I had broke the deck without saving the changes. Not able to go back to the starting point, I've had to rebuild to the best of my knowledge and have come up with the current deck. It still needs work.

During the changes, I dropped a lot of my D3 pieces. Not sure if I will keep it this way but until WotC puts out a "Search your library and/or graveyard for all Stax pieces and put them into play", I need something more to stay in the game.

Ertai, the Corrupted thinks as little of scientists as he does of artificers. Only a weak mind would need to support their arguments with something as frivolous as math. But, he does recognize its usefullness in certain situations. Night Market Lookout , the show's resident bouncer, also dabbles in statistics and was commissioned to run the books for PfP.

I once got a god hand and fecked it up, forgetting to cast Grim Monolith on turn 1. What are the chances that I'll ever see a hand like that again?

What is a god hand? Anything that can win by turn 3. In EDH with one commander, there are 14,887,031,544 possible opening hands and with two commanders, there are 13,834,413,152 possible opening hands. With the number of possible hands, decks that advertise a turn 2 win seem far-fetched (although in a recent cEDH tournament, a turn 1 LabMan followed by an turn 2 Demonic Consultation during the upkeep pulled out a win.)

PfP offers several turn "instant-win" hands but what are the odds that these hands will be drawn.

First off, an aside about mana. PfP is running a limited number of lands. The chances of getting a bad opening hand i.e. no lands is high and, in cEDH, you won't be catching up. With 27 lands, PfP has a 28.7% probability of getting at least 2 lands in the opening hand, which is not good but can be played with. On the other hand, there is only a 8.5% chance of getting 3 or more lands in the opening hand. Likewise, the probability of getting two lands and a turn 1 mana rock (excluding Mox Amber , Chrome Mox ) is 9%. And, we all know Murphy's Law of Magic: if you keep 5 lands in your opening hand, your next 5 draws will be lands and if you keep 1 or fewer lands in you opening hand, your next 5 draws will not be lands.

For the below, there may be several alternates but we chose the fastest way in terms of turns and cards. For example, if we need 1 colored mana and 3 colorless mana on turn two, playing a land and casting Mana Vault is "faster" than playing a land, casting Mana Crypt and tapping it to cast Grim Monolith because the former only requires 2 cards. We also make two assumptions 1) opponents do not interact and 2) we get all required cards in our opponening hand.

  1. Turn 1 Win Catapulted. Casting Walking Ballista after comboing Dramatic Scepter for infinite mana and pinging opponents to death requires Isochron Scepter , Dramatic Reversal , Walking Ballista and a taps for 3 mana rock. In order to be able to cast the Scepter and tap it, we need one more mana. Add Mana Crypt to the mix and the turn 1 win goes as follows: cast the Crypt, tap it and cast Mana Vault , tap the vault and we have open. Use two of those to activate the Scepter and we can begin to produce infinite mana, casting the Ballista for the win. This win scenario requires 5 cards. Probability TBD.

  2. Turn 2 Win: Ad Nauseam + Angel's Grace . Casting Ad Nauseam (especially early) does not guarantee a win, we also need Angel's Grace for that. To carry this out, we need to be able to produce . The fastest way (fewest cards) to turn this then requires Mana Vault , Dark Ritual and lands that tap for and . Turn 1: Play a land, cast the Vault, Turn 2: play a land, cast the ritual, then Grace, then AdNaus. We'll get enough 0-cmc mana rocks to go infinite. So, we need six specific cards in our opening hand. There are 7 lands that immediately tap for , 3 lands that immediately tap for and 7 lands that could tap for either (or fetch one) out of a pool of 27 lands. Then, there are exactly 1 each of cards named card:Ad Nauseum, Mana Vault and Angel's Grace out of a pool of 99 cards. Probability TBD

  3. Turn 2 Win: Pili-Pala Grounds. We need Pili-Pala (without summoning sickness) and Training Grounds in play and Sorcerer's Wand equipping the scarecrow. We also need one mana available after equipping the wand to activate the scarecrow and begin producing the self-serving mana.

Turn 1: play a land that taps for , cast Mana Crypt , tap both to cast Pili-Pala and Training Grounds . Turn 2: play another land and cast Sol Ring . With the four mana from the crypt and ring, cast Sorcerer's Wand and equip it to the scarecrow. Now we can tap Pili-Pala doing 1 damage to an opponent, tap our untapped land for and untap him with the floating mana to generate another 1 mana and repeat until all opponent's are dead. This win requires 7 cards: 2 lands, 2 mana rocks, and the three main pieces. Probability TBD.

  1. Turn 2 Win: Wretched Soul. Necrotic Ooze has to be cast on turn 1 which requires a land that taps for , Mana Crypt and Lotus Petal . On turn 2, tap the Crypt and the land to cast Buried Alive putting Cinderhaze Wretch , Soul Diviner and Bog Witch . We can now draw our deck. This line requires 5 pieces. Probability TBD.

Still trying to get test games in but, at present, PfP has the most difficulty with "high tempo" decks i.e Najeela, "fast ramp" decks and reanimation decks i.e. Meren.


Type:      W  L      %
Official:  0  3  0.000
Other:     4  5  0.444
Overall:  4  8  0.333


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