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Noyan Dar, Creatureless... I promise...

Commander / EDH* Creatureless WU (Azorius)

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This deck sure is A-Noyan... (Pause for laughter and applause)

The main strategy I employ is drop Noyan Dar, Roil Shaper as fast as possible and start jamming counters on either Celestial Colonnade, Faerie Conclave or Darksteel Citadel. It's always a good idea to make two creatures at least, cause one biggie is a lot easier to get rid of, also, when it creeps up to a12/12 people start to put aside their differences to murder your land. This deck ends up playing a lot of counterspells, mainly to add counters and not so much to disrupt people, as such I like running Remand and Memory Lapse cause they don't draw as much hate, and they can be crucial when it comes to defending yourself from combo wins.

The key to winning is timing your bombs. all the board wipes and mass bounce exclude your land creatures from their effects, Planar Cleansing, Hour of Revelation, Tragic Arrogance and of course Planar Outburst make use of the non-land clause. They do nuke Noyan, so make sure you're well set up before popping off. Likewise, in blue Coastal Breach, Devastation Tide and Displacement Wave benefit from the same clause.

Also, there is an extra turns theme here, that is to make the most of your attacks. There are a lot of extra turn spells, but the real stars are Nexus of Fate and Beacon of Tomorrows both of which will come back to you in time. Casting any of these effects with Noyan Dar, Roil Shaper on the board will either boost your awoken lands, or add to their ranks, the combat phases on your first turn are usually wide open, but if you're in trouble, I often use them to set up for a post board-wipe swing on the second of the bonus turns, sometimes I just use the extra turns for ramp.

Lastly, I included a lot of spells that untap lands, from "freebies" like Rewind, Frantic Search, Unwind and Snap to effects like Turnabout and Unity of Purpose. These cards are super valuable in this deck. You should hang onto them when drawn and try to time them as well as you can, not only do they turn on a land, but they often surprise your enemies with a blocker.

UPDATE: As per The_Besticle's suggestion I removed Ancestral Vision and Gods Willing to make room for Commander's Sphere and Azorius Signet

UPDATE: After continuous playtesting I've found that it needs to be faster, so I chucked Crush of Tentacles to make room for Chromatic Lantern. I also made room for Faerie Conclave and Glacial Fortress for obvious reasons, just lost a Plains and an Island.

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