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The idea is to get sundial or torpor orb out and then play ridiculous big stuff with enter-the-battlefield drawbacks, either countering the draw back with sundial, or stopping it with the orb. Splashing white for path.

The sundial also potentially counters anything your opponent decides to do in your turn. For example your opponent can't make plays like: hunted horror takes 4 damage off a blocker then end of turn he bolts it - you just activate sundial with bolt on the stack and the turn ends, horror in tact.

Game one vs twin is also funny providing you can land an orb.

Obviously the deck relies heavily on our artifacts so 4 welding jars are ready to come in game 2.

Thoughtseize out the board also helps clear counters to our orbs/sundial or just remove enemy combo pieces.

I'd love to hear any card suggestions.

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