descent into tableflipping
Modern
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Blue added!! Four color FTW! —Oct. 21, 2015
People in my playgroup have become far too accustomed to playing against this deck.
After dealing with some strangely specific removal and being locked out of a couple games, I've decided I need to be a little faster and a little harder to lock out.
Blue gives me draw, counters, uncounterable board wipes, and even player specific boardwipes (Aetherize).
Here's yet another comment because I have a similar 5 color deck:
Supply/Demand is awesome for finding your Assemble the Legion (which is why I only need 2). It's nice especially if you have things like Flying Crane Technique, Villainous Wealth, or any other multi color card. I only need one of each because I use 4 Elixir of Immortality to get them back and sustain life early on and replenish my kill spells.
Other ideas on my huge sideboard: Lobotomy, Ajani Vengeant (#tableflip), Sage of the Inward Eye (at the same time as Flying Crane Technique), Spiritmonger, Pernicious Deed, Doran, the Siege Tower, Squandered Resources (on all your mana when ending with Crater's Claws)
may not be best for multiplayer games
lithium142 says... #1
Kolanskyman thank you for the suggestions! i had actually considered Howling Mine when i first started making this. If you dont have to worry too much about blue players getting in your way, you could easily swap it in for Vexing Shusher and Volt Charge isnt critical either.
as for Power Conduit, i was originally running it as a second token generator in combination with Twilight Drover. in the end it just didnt work too good, but it is in here for a good reason.
if you've ever played an infinite turn deck, you know that the combo itself is not enough. you have to have a way to win with those infinite turns. Power Conduit is my assurance that once the combo goes off, i could kill 30 players if i had to. once everyone loses their board state, having a lot of counters on descent no longer matters, so you can freely remove them to pump your creatures. in addition this will result in TONS of token gen. and yes, early game you can use it to get Lost Auramancers off early, and to slow down your own field loss.
You could very likely get away with just 1 in the deck; just as insurance. its just my playtesting has shown 2 to be the lucky number.
ty for the support, guys! =D
May 28, 2015 5:37 p.m.