This is my semi-competitive wheels archetype deck with Kess, Dessident Mage as the conductor.
**
The Engine
**
As aforementioned, this deck runs wheels to churn through our deck with:
Wheel and Deal
,
Incendiary Command
,
Dark Deal
,
Reforge the Soul
,
Wheel of Misfortune
,
Whispering Madness
,
Windfall
,
Khorvath's Fury
and the classic
Wheel of Fortune
!
As you may imagine if we can't kill them through damage, alternatively we could possibly pseudo-mill out their decks late game.
**
The Supply
**
These cards ensure that we can hold onto our resources until it is optimal.
Spellbook
,
Sea Gate Restoration
and
Reliquary Tower
give us no max hand size.
Library of Leng
allows us to handpick what gets pitched from the wheel and keep what we need. We also run
Ulamog, the Infinite Gyre
as a way to never deck ourselves when we have wheeled most of it away. It is slightly against our strategy to have access to our yard but it's worth it. You could also slot
Guile
or
Kozilek, Butcher of Truth
for a similar effect.
**
The Fuel
**
We have multiple effects for our deck to make it hum along in conjunction with the wheels.
Rielle, the Everwise
and
Geth's Grimoire
give us additional card draw from our opponent's discard.
Archfiend of Ifnir
allows us to decimate of opponents' creatures.
Sangromancer
pads our life total without affecting our opponents.
The single best card in this deck is
Waste Not
. This payoff can allow us to chain into multiple spells and find all we need. We can get an army of zombies, an absurd amount of mana or even more card draw. It does absolutely we need to accelerate our game plan.
This deck runs multiple tutors to specifically find what we need at any moment. Whether that is: a wheel, a removal spell, a board wipe or anything really for that matter.
We use cards like:
Vampiric Tutor
,
Mystical Tutor
and
Demonic Tutor
to bring consistency to the deck.
I will bring attention to three more of these tutors in particular.
Muddle the Mixture
and
Perplex
are unique because they typically are used as conditional counter magic spells but have the added flexibility to tutor for any card in our deck that is two or three converted mana cost (respectively).
**
The Pain.
**
This deck's main goal is to play some permanents that hurt our opponents on discard when we wheel, such as:
Liliana's Caress
,
Megrim
,
Raiders' Wake
and
Fell Specter
. We also run
Tergrid, God of Fright
for stealing everything our opponents pitch to the yard. I will also mention
Bloodchief Ascension
in this section. While it maybe slower than the others because of it's conditions that need to be met, it's so valuable and mana efficient for it's purposes. It'll pad our life total mid to late game if it sticks around.
We also have three cloning effects that can target our pain enchantments to turn up the dial on the pain. They are:
Mirrormade
,
Clever Impersonator
and
Copy Enchantment
.
Quick Note Never target an opponents'
Necropotence
with one of these copy cards. It seems tempting initially but it's against your strategy.
**
The Speed
**
As with any deck we still need mana acceleration. We run:
Sol Ring
,
Arcane Signet
,
Thought Vessel
,
Talisman of Indulgence
,
Talisman of Creativity
,
Talisman of Dominance
,
Dimir Signet
,
Izzet Signet
and
Rakdos Signet
for fast mana.
We also run a Cabal Coffers + Urborg, Tomb of Yawgmoth
combo along with
Dockside Extortionist
,
Brass's Bounty
and
Mana Geyser
for mass mana generation.
**
Clearing the Tracks
**
This deck runs about the average amount of single target removal including:
Deadly Rollick
,
Counterspell
,
Hero's Downfall
,
Fierce Guardianship
,
Pact of Negation
,
Feed the Swarm
and
By Force
.
Sweepers include:
Fire Covenant
,
Cyclonic Rift
,
River's Rebuke
,
Toxic Deluge
,
Vandalblast
and
Torment of Hailfire
.
Quick Note Wheeling after using the mass bounce spells with a discard damage enchantment on the field feels SO good.
**
The Destination
**
So that we can have even more consistency in our deck, we can't always rely on our commander to be out or it to be viable to cast her after she has been removed a couple times. For these slots we are running
Yawgmoth's Will
,
Past in Flames
and
Underworld Breach
. These spells also allow us more flexibility than our commander with us being able to cast more than one instant or sorcery from our graveyard.
As a last resort we are also running
Torment of Hailfire
.
In conclusion, this deck has the capability to win early and efficiently with a streamlined game plan.
Thanks for taking a look and any feedback would be much appreciated.