Maybeboard

Sorcery (4)


To play this deck you have to be patient. You must prevent damage while you wait for your opponent to build up their creatures and until you draw a 'Reins of Power' card. You could let some attacks through, but you will have a large number of prevent combat damage cards since there are 16 of them plus return-to-hand cards, so you don't need to be too shy about using them. Considering that you are not killing their creatures, or at most a counter spell via Dawn Charm if the situation requires it, they should build up fast. Which is exactly the point of this deck. Let them build their creatures up. Let them attack while you keep preventing that damage. Eventually, it will reach a point where you decide to play ‘Reins of Power’. You swap creatures --- don’t have any of your own on the battlefield --- and untap them with no summoning sickness. Then you attack your creatureless opponent with their own army. Priceless when it happens. I've played a lot of games with this deck and won by playing this per design, which is to hold off on using the Reins card till the right moment when you can use it for the win, or when you can deal enough damage to bring them down in a couple of turns. Just be sure to keep enough mana or have a ‘Kami’ ready to prevent damage during your opponents turn. Of course, only having 4 reins of power seems likely to not get the card in time nor have enough of them to win the game. But, the deck has excellent draw power and return instant/sorcery cards. So a majority of the time I get to a Reins fairly quickly.

One thing that is annoying for your opponent is that you will only have a weak creature or unassuming artifact in play. Knowing their spell may be wasted on a low level permanent, and the fact you have nohing else but land on the battlefield, your opponent will focus instead on playing creatures or spells that pump up their creatures or create tokens...which is exactly what you want. The faster they build up their army and pump them up the better since you should have prevent damage cards waiting until you draw a Reins.

Blue counter spells, Red direct damage and low number of creature decks will be a problem with this design, but the 'Dawn Charm' will help with direct damage, healing cards will keep you alive awhile longer and 8 return instant/sorcery cards will allow you to replay the prevent damage spells until you can eliminate your opponent with Reins.

Here are the cards:

16 Prevent Damage Cards --- Dawn Charm, Ethereal Haze, Holy Day, Kami of False Hope

8 Return Sorcery/Instant Cards --- Flood of Recollection, Scribe of the Mindful

8 Draw Cards --- Ponder, Brainstorm, Implement of Improvement

6 Heal Cards --- Congregate, Implement of Improvement

...and of course...4 Reins of Power. The card that you must have to win.

Note: Scribe of the Mindful is there instead of 1 less mana option Call to Mind for an emergency blocker if needed and to make the opponent not realize what your up to. They'll think your struggling to get creatures out versus what your really up to. But swapping out Scribe for Call to Mind is a good option if preferred. Also, there are other cards out there that might help better dig out Reins, but I build based on what I own and I wanted to keep this cheap, which at around $30 this is a very inexpensive deck to build.

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Date added 6 years
Last updated 2 years
Legality

This deck is Legacy legal.

Rarity (main - side)

8 - 0 Rares

6 - 0 Uncommons

30 - 0 Commons

Cards 62
Avg. CMC 1.85
Folders Legacy
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