I bought the "Dungeons of Death" precon this friday. I played a couple games with the precon list, then upgraded the deck and had a couple more games.
I have already change my mind a couple times about my build and I will try to keep this list updated as I get some more testing done. For now I have excluded tutors like Demonic Tutor, Vampiric Tutor, Mystical Tutor and Recruiter of the Guard. All these cards will most likely end up in the deck, especially the recruiter, but will I am still testing a lot of cards I have kept to tutor count down to allow for more cards that I can test at once.
I have a personal preference of playing without infinite combos built into my decks. As a result, because I am running Reveillark and Karmic Guide I will not including any repeatable sac outlets as these will make an infinite loop with the white creatures.
I try to keep the creature count very high, by having my ramp, card draw and removal on creatures. This is somewhat important because Sefris of the Hidden Ways
first triggered ability require creatures to go to the graveyard. Additionally the second triggered ability brings back creatures. Examples of creatures replacing non-creatures: Kederekt Leviathan instead of Cyclonic Rift, Ornithopter of Paradise instead of Fellwar Stone, Necrotic Sliver instead of Anguished Unmaking.
I am running the three taliman in my colors as ramp. My main reason for these over signets is that my build runs Kozilek, the Great Distortion and while I intent to cheat it into play with my commander, I wanted more colorless sources in case I ever wanted to hard cast it. If I didn't run Kozilek, I would probably try out Leaden Myr, Silver Myr and Gold Myr instead of the talisman to keep the creature count as high as possible. Alternatively, I will try out Deranged Assistant and Millikin as these produces colorless mana for Kozilek and has the "mill 1" clause witch may end up triggering Sefris.
So far I have enjoyed the way the deck plays a lot. The biggest pro (for me) is that the deck is not linear. There are always many options open. The biggest con can also be the lack of a linear strategy. The does not win very quickly or out of now where. It tries to generate value, but gives the opponents a lot of time to find answers.
A budged version of this build, that I would also expect to play very well, would be a version that removes most of the expensive tutors and reanimation effect like Intuition, Entomb, Reanimate, Necromancy and Animate Dead and instead run all the decent 'venture' creatures from adventures in the forgotten realms like, Triumphant Adventurer, Nadaar, Selfless Paladin and Barrowin of Clan Undurr.
While I just mentioned that some of the tutors can be cut for a budget version of the deck, they are very powerful. Here is my top 5 of the strongest cards in the deck. None of these are creatures, but are simply to powerful to not run, unless a tuned down version is desired.
(For some reason, Tappedout change my descanting order into an ascending order. The nr. 1 should read 5 and nr. 5 should read 1, like a count down)
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Tortured Existence: First of all, using this enchantment to discard a creature will trigger Sefris first ability. Any discard outlet could do this. What I love about Tortured existence is that I do not lose cards in hand! In addition, Tortured Existence will not only get our bombs into the graveyard, ready to be reanimated, it will also bring back small creatures which I don't mind paying the mana cost for. Tortured Existence bigges drawback is the activation cost. In a perfect game I want to trigger Sefris every turn, which will recure not just 1 mana a turn, but a black mana a turn which can be a tall order in a 3 colored deck.
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Teferi, Master of Time: Teferi solves the mana issue just discussed with Tortured Existence. Teferi can be activated every turn, and the +1 activation is draw 1, disc 1. This is perfect. There is no cost and no card disadvantage. And on top of that, Teferi threatens with an ultimate that gives two extra turns. If this happens, the game is probably over. Teferi's only draw back is the fact that its a planesewalker which dies fairly easy compared to Tortured Existence being and enchantment.
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Radiant Solar: One of the biggest drawbacks of Sefris is that the first triggered ability, which ventures into a dungeon, may only trigger once a turn. This means that it is not possible to get the second trigger off, more than once each 4 turn. One solution is making more Sefris with either Sakashima of a Thousand Faces or Spark Double. Another solutions is to play more cards that can venture. Unfortunately most of them are really bad, but not Radiant Solar. Getting to venture on every creature etb will make it a lot easier to complete dungeons very fast. Keep in mind that the creature brought back with Sefris second trigger will additionally trigger Radiant Solar, and sometimes that creature is Karmic Guide or Reveillark which might trigger Radiant Solar even more times.
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Intuition: On instant speed, Intuition can both trigger Sefris and while doing so, finding the perfect creatures to bring back with Sefris second trigger (like Radiant Solar that was just discussed). The best scenario with this card is sitting on a dungeon which will be complete on the next venture. That way, when Intuition is cast, a creature is essentially tutored form the deck directly into play. The small drawback is that an opponent will choose one of the cards which will not end up in the graveyard so the very best creature is unlikely to be cheated into play this way.
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Entomb: Entomb has all the same qualities as Intuition except it costs only 1 mana and no opponent are involved in any decision-making.