Ever wanted to do the opposite of storm? In this deck, you can only cast one epic spell, and the key is to keep doing stuff after it.

The deck can be very cheap, as the mana base is the only thing keeping it up in price.

Interactions:

Oloro, Ageless Ascetic: one of the few commanders who does something without being cast (the other being Derevi). Oloro is a better choice because there are actually a lot of things in esper which can be used without casting, including transmute, forecast, ninjutsu and graveyard shenanigans. Also, Oloro just embodies the deck much better.

Win cons:

There are quite a few ways to win the game, though that is far from the object of the game when you "play" with this deck:

Eternal Dominion: The one spell you are allowed to cast, make it uncounterable with Boseiju. You can use a reanimated Sun titan to grab a Paradox Haze to double the fun.

Decree of Justice : Cycle this at the end step before your turn, then combo off with Gempalm Avenger .

Gempalm Polluter : With sun titan, you can bring back Zombie Infestation and Phyrexian Reclamation to loop this guy and drain everyone. Takes a lot to set up, and requires a bit of mana, but Bridge from Below helps out if you can't bring back the infestation.

Ink-Eyes, Servant of Oni: Ninjutsu it in from free dudes swinging in (either from Bridge from Below, Kjeldoran Outpost , Decree of Justice , Proclamation of Rebirth and more. Make it and the dudes unblockable with Writ of Passage or Rogue's Passage and let the reanimate shennanigans begin.

Emeria, The Sky Ruin: The other reanimation "spell". Just a standard reanimate. For resiliency, you should make sure to get Sun Titan grabbing Crucible of Worlds in case people want to blow it up.

Ramp:

The main way of ramping in this deck is the interaction between Proclamation of Rebirth and Weathered Wayfarer, which is the only way to play the creature, as well as Eternal Dragon if you want to go for plains (which you will need for Emeria and Outpost above). Now that you have all these lands in hand, get them into play with Terrain Generator. There you have it, ramp with storm count 0!

There is also Cabal Coffers + Urborg, Tomb of Yawgmoth to enable the mass mana for Gempalm Polluter and to let your dudes swing in with Filth in the yard.

The rest of your ramp comes from Sun Titan into Crucible of Worlds into fetchlands, as well as the sweet double fetches Krosan Verge and Myriad Landscape.

Draw Power:

This deck is actually quite good at card advantage. Between forecast, Cycling and Transmute you usually don't go down cards in hand and accelerate to the things you need. There are a few key parts of the deck that makes it really go off:

Undead Gladiator: Possibly my favourite card in the deck (Apart from Eternal Dominion). This enables all your Dredge Shennanigans, as it is a discard outlet which isn't cast and is repeatable to boot. Note that you can cycle it and activate it multiple times during the same upkeep, thus if you have enough mana you can potentially dredge n/4 times, where n is your available mana. It also helps dump reanimation targets and targets for Proclamation of Rebirth, the other lynchpin of the deck. These two cards should be one of the first cards that you should find with your transmute cards.

One drops: Many of the one drops are aimed at putting things into your graveyard or filtering through your deck, and are good with Proclamation of Rebirth

Protection and boosts:

Glory :The one downside to not playing green is that we don't have Genesis, the better incarnation. However, Glory can still help out against damage based wraths and making your creatures unblockable/infinite chump blockers.

Filth: The best ninjutsu enabler, combined with Urborg as everything is just permanently unblockable.

Wonder: Does ... well, wonders against fliers. Bad puns aside, it's probably needed what with all the Dargons Tarkir brings to the table. You gotta be able to chump block some of the damage lest you die before you cast your Epic spell.

That brings us to the reanimation targets: Reya Dawnbringer, Sheoldred, Whispering One, Scion of Darkness and Sun Titan let you put your things into play faster, Lord of the Void and Sepulchral Primordial take your opponent's goodies and Ashen Rider is just big. These spots are mostly interchangeable, but keep in mind that without Sun Titan, the following cards are dead:

Zombie Infestation, Paradox Haze, Phyrexian Reclamation, Crucible of Worlds and for the most part Gempalm Polluter .

Further note: Sheoldred's effect is not a may, and may shoot you in the foot when the only creatures you have in your graveyard are Filth or Wonder.

All in all, this deck takes a lot to start up, and it is fairly clunky (acceptable if your challenge is to win without casting spells). Setting up the ramp may take some time as you fetch/durdle your lands and as such it's mostly a deck for multiplayer, where people are generally interested enough in what you're doing to let you actually get to the fun part of the deck. However, once you get to the fun part it feels soo good to play a deck with no spells, and many hijinks can ensue!

If anyone has any ideas on how to make this deck better, I would be super interested in them :D

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