Sideboard

Instant (2)

Planeswalker (1)

Sorcery (2)


Maybeboard


Intro

The new card Curse of Unbinding being released into the new Innistrad commander-only format offers a unique curse that feels like it can be game warping, except for the highly restrictive 7CMC mana cost and lack of advantage the turn it is played.

However, being able to quickly and efficiently cheat this card into play typically results in an end-game state that can be exceedingly challenging or impossible for an opponent to recover from.

Card Choices

Preperation

Burning through the library quickly and efficiently is an absolute necessity to get the deck online. The deck is not concerned with hold cards, but dumping as many as it can in the graveyard while hunting for pieces. Cards that force a discard effect can be thought of as only pure upside in these circumstances Careful Study, Ideas Unbound, Consider all provide good dig while moving pieces into the yard.

Combo pieces

Resurrection

Replenish and Resurgent Belief both allow us to interact at mass with our graveyard enchantments. Replenish is a staple, but slow, and at $400+ for a playset, also becomes out of reach for most players. Replenish is the easiest way to bring back the enchantments, but the 4cmc means that we see it during turn 4, and leaves our mana tapped out. Replenish ends up being the better choice to bring out a second mass return after Curse of Unbinding has loaded up the graveyard or our Kiora Bests the Sea God has self sac’ed after finishing its saga.

Resurgent Belief, is only 2cmc, but requires the Suspend 2. Typically giving an opponent time to react to a play is less than ideal, but is best card for the following:

  1. It comes into play at the start of upkeep, which is incredible for accelerating the saga we are playing. The way Sagas progress is after the draw step. If we are able to land Kiora Bests the Sea God it will progress to Saga Level 2 the same turn it hits the field, thus locking up the board from our opponent

  2. Because it pops after untap, we will have access to our mana if we need to defend it with something like Dovin's Veto, or else we will have open mana to take advantage of the token generation the same turn that Shark Typhoon comes into play.

Enchantments

Our goal is to get heavy-hitting enchantments on the battlefield way ahead of the intended mana curves. Three in particular Curse of Unbinding, Kiora Bests the Sea God, and Shark Typhoon provide oppressive pressure generation.

  • Curse of Unbinding was the inspiration of the deck. While curses are designed to be debilitating to an opponent, can we take advantage of the rip through our deck? The “Enchant Player” not only lets us design our deck around this, but we can also use it to hose combo decks. Cards pulled into play with this also dodge counterspell, which is just icing. Sticking multiple copies on yourself ends up with some screwy turns, but can potentially end up decking yourself if the games is allowed to run more than a couple turns.

  • Kiora Bests the Sea God allow for an 8/8 Hexproof body the turn it lands. If brought into the battlefield with Resurgent Belief the way that the game stacks the ability, the 8/8 will come into play at the start upkeep, then the saga will progress to level 2 at the natural draw for the turn. If they are unable to respond to the enchantment the next turn, they will also lose “Target Permanent”. This unlimited targeting range is nutty, and can happen as soon as T5. The fact sagas force a sac when completed also provides additional targets for future enchantment return.

  • Shark Typhoon fits the deck perfectly in several ways. T3 can be a dead spot in this deck, where if you are waiting for Resurgent Belief to pop, can have very few ways to interact with the battlefield. WIth Shark Typhoon not only are we able to dig during the turn, but we are able to make a 1/1 flying blocker, and load up our graveyard to have the enchantment come into play the following turn.

Creatures

Because we are running the curse, we can plan for what we are going to hit with it. Since Curse of Unbinding pulls creatures directly to the battlefield, the mana cost is irrelevant, but we also want to make sure whatever we pull lands with an immediate impact.

  • Cyclops of Eternal Fury may, at first look like a really odd inclusion, but its really perfect for this deck. As the rare Enchantment Creature type, we will be playing it from both our graveyard and directly from our deck. Not only does it act like a free lava ax, but it makes anything else that hits the field with it immediately a source of pressure. Haste to the flying sharks, Kraken, or our big boys can make the deck suddenly feel like an aggro assault.

  • Our biggest target, may also be the most subjective piece of the deck. I ultimately landed on Progenitus and Darksteel Colossus as interchangeable mainboard/ sideboard pieces. Depending on if spot removal or sweepers are the most likely risk. They both come with the fairly unique ability to recycle themselves if they hit the graveyard. This is excellent since it ensures that they will never be dead in hand. Using our prep cards will keep them in the deck and out of hand. The Progenitus is also unique in that because of the legend rule, which we can slow down the self mill that Curse of Unbinding can push us into. I think that Blightsteel Colossus may be a better choice as it can effectively allow for a T5 win with the pieces, but the cost difference ($10 v $50) is hard for me to justify. I originally went into this thinking that the Eldrazi lords may be an excellent fit, but the fact they recycle the entire graveyard can actually be detrimental to our goal. It That Betrays could be a fun inclusion, but its lack of evasion makes it hard to support

Utility

  • Dovin's Veto is our best choice. Our biggest risk is a counterspell breaking Resurgent Belief and Dovin’s Veto allows us to effectively prevent a counter-counterspell from the pacts and Force of Wills out there

  • Teferi, Time Raveler also provides protection to our Resurgent Belief while also giving us the ability to drop Replenish as an instant. The bounce can be useful in turning off Curse of Unbinding or else helping clean up the board with the bonus cantrip

Sideboard

Sideboard Decision

Depending on the match-up, totally will dictate what comes in. Teferi, Time Raveler, Consider, and Cyclops of Eternal Fury are where I would look to makes moves. Progenitus could come out, but the risk of decking is increased that way. Something that should be noted, the deck can be run creatureless with the token generation as the win con. Curse of Unbinding can then be effectively used against a creatureless deck as a win cond.

Edit thoughts:

Expanding to include red would provide access to faithless looting, which alongside careful study will allow for aggressive hunting through the deck. Is faithful mending good enough to warrant staying with two colors?

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Casual

91% Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Legacy legal.

Rarity (main - side)

8 - 0 Mythic Rares

26 - 6 Rares

10 - 9 Uncommons

9 - 0 Commons

Cards 60
Avg. CMC 4.31
Tokens Kraken 8/8 U w/ Hexproof, Shark */* U
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