Sideboard


My first actual true control/combo deck, it's aim is to waste everybody's time by clearing the board frequently while setting up any of the game winning combos

The gameplan in more detail is:

Early on in the game you want to hit your ramp pieces, like Case of the Ransacked Lab, Extraplanar Lens, Sol Ring, Throne of Eldraine, Thunderclap Drake, Will Kenrith, and Wizards of Thay; during this period you would want to drop Eluge, the Shoreless Sea as soon as possible and as many times as possible to get many flood counters on your lands, and to upgrade Thunderclap Drake's activated ability and Echo Storm. To help you get flood counters on your lands I suggest using Aquitect's Will, Quicksilver Fountain, and The Flood of Mars.

Now that you should not worry about mana anymore, and you can play instants for free on each turn, try to survive until you draw your high value cards or the right combo pieces; to hep you survive I included a few counterspells (listed as a custom category), and a lot of bouncing effects (moslty boardwipes, listed under the control category), but most importantly the three end this turn effects (Time Stop, Hurkyl's Final Meditation, and Discontinuity), Illusionist's Gambit, and some land denial (listed as a category).

Drawing cards should not be a problem at all, especially if you run into Case of the Ransacked Lab, Sea Gate Restoration  , and The Magic Mirror, in addition to which there are Drown in Dreams, Fascination, and Finale of Revelation that can draw you a LOT of cards for very cheap, thanks to you ramp setup; or you can use Enter the Infinite to draw your whole deck. Drawing enables one of this deck's most important combos: the Jace, Wielder of Mysteries combo. If this combo should fail, I suggest using Psychic Spiral to save yourself from certain death. the deck does contain a couple tutors, not some very high performing ones, but good anyway: Invasion of Arcavios   and Merchant Scroll.

If you can't find the Jace combo, you can always eliminate other players by milling them out, most notably by using Cut Your Losses, Overture (the adventure), Maddening Cacophony with kicker, Terisian Mindbreaker, or Traumatize together with Bruvac the Grandiloquent or Fraying Sanity. Otherwise there is also Enter the Infinite + The Water Crystal , or more complex combos, that require either making a lot of copies of your The Water Crystal or Bruvac the Grandiloquent (with Season of Weaving and Echo Storm) and milling with Drown in Dreams, Fascination, Psychic Spiral, and all the mill effects mentioned above.

Using this many instants and soreries means that some effects can only happen a limited amount of times, this is why I put some redundancy effects in the deck; most copy your spell when it's cast, but some manage to get it back from your graveyard, or even from exile (only Cunning Wish can get your spells back from exile). Note that copying any of the mill half of your opponents deck doesn't mill the whole deck, but 3/4 of it (75%) because the amount of cards that will be milled is counted when the spell resolves, and not when it's cast.

I hope you have fun with this deck, while your opponents don't, and you manage to wipe them out before they realise you are a threat at the table!

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