Because of that alone, I think this is the best way to win the game before sideboarding. The problem with both of these cards is that they target, which leaves you vulnerable to something like Leyline of Sanctity or Ivory Mask. You still have to combo out fully, but you can win without ever opening yourself up to interaction using Chromatic Sphere.
There are a few techy cards in this list, like Wargate. Wargate is another copy of Reshape that can find sideboard cards and Ghost Quarter s, which is pretty awesome. Between Reshape and the Wargate , you get to play all kinds of sweet singletons in your sideboard that crush key matchups.
The other interesting decision is whether to play Serum Visions or Sleight of Hand. Originally, this decision was made based on card availability. I wanted to play the full set of Serum Visions , but I only had two. A perfect opening hand for this deck has two lands, one of which is a fetch land or Ghost Quarter , two or three eggs, and some number of Lotus Bloom , Reshape , and Second Sunrise.
With a perfect hand, you can dream about going off on turn two, seriously think about it on turn three, and be very sure of yourself on turn four or later. You want to maximize the number of Ghost Quarter s, fetch lands, and eggs you have in play on your Second Sunrise turn. That means playing Ghost Quarter s early, then one or two basics so you can cast your eggs, and then whatever fetches you have.
On each cycle, you want to start by casting any Noxious Revival s and then shuffling in spells you want to redraw with Conjurer's Bauble. Then, thin your deck as much as possible. This means cracking fetches and Ghost Quarter ing yourself before you do much else. I received a lot of feedback regarding that deck. There are a few people that have continued to work on this deck and routinely sent me their updated lists to ask for my opinion.
Today I'd like to talk about a card from Alara Reborn that has not been getting as much love as I think it deserves. Wargate seems like a powerful tool to me. I was extremely surprised when I was able to trade for them at such a low price recently. The prospect that really excites me is Lotus Bloom. I'll talk a little later about how the deck actually works.
There were some problems with the initial list that should probably be addressed. Manamorphose was not very good. The idea here was that I wanted more "free" cantrips. Unfortunately, Manamorphose was only really castable the turn we were attempting to go off. Gabe Carleton-Barnes recently mentioned Elsewhere Flask to me. That seems like a much better choice for this deck.
Elsewhere Flask is always castable, and it actually pads our draws when we are trying to go off with a limited number of card draw effects. The old version of the deck needed to draw a Reshape if it didn't suspend a Lotus Bloom on the first turn.
Wargate makes this deck a lot more consistent. The old version was convoluted with a lot of maybes. Ponder and Manamorphose were the biggest culprits here. I don't hate ponder, but I think I want more information as to whether or not I should Mulligan a hand. Ghost Quarter : This card is absolutely necessary.
Once we start going off, Ghost Quarter actually starts netting us extra mana. It's also extremely important to thin our library.
I kept cutting the artifact lands one at a time, thinking they were somehow necessary because I was playing Reshape.
Eventually, I came to realize that the artifact lands were unnecessary and caused the deck to fizzle far more often than I would like. The basic lands: I wanted to include a single Forest and Plains for easy casting of Wargate. Second Sunrise : The cornerstone of the combo.
We draw our library by looping this spell with different artifacts. Once we draw our library we use the Second Sunrise to kill our opponent with our Spellbombs. Wargate : The first Wargate you draw serves as a Reshape , it finds your Lotus Bloom and allows you to go off with your Second Sunrise. Because of this, we aim to be a turn 3 deck at our best against a goldfish, but will often win a turn or two after when we are not under pressure or are trying to play around something, just to make sure everything goes smoothly.
In the natural scenario, you begin sacrificing artifacts such as Terrarion , Ichor Wellspring , and Chromatic Star to generate mana and card advantage. Easy enough. Because of this, be extra careful to manage your mana properly.
Blue mana to fuel Thoughtcast or Reshape is also nice, but will not be as necessary once you are deep in your combo. In these scenarios, you have Codex Shredder. Along the way, any cantrips from a Chromatic anything or Wellspring will allow you to continue digging further into your deck.
At some point, you draw Banefire and win. Because you can Reshape for Codex Shredder, it will often be correct to just do this mid-combo, demonstrate the loop to your opponent, and then show them the Banefire. Any reasonable person concedes in this spot, allowing the deck to win very quickly. Game 1 situations with Eggs are generally pretty straightforward. The opponent lacks ways to meaningfully interact with you, so it is mostly about setting up your combo and going off before your opponent kills you.
An occasional counterspell might cause some issues, but there is basically no deck in the format with proper disruption to stop you in game 1. They may kill you first, but that is a different discussion altogether. Once you get to game 2 situation the real test begins. Now your opponent will have cards to stop you. Below are tips and tricks to navigating around these obstacles. Of course, the generic solution for most of these is simply to bounce them and win, but hopefully this is a little more helpful.
Relic of Progenitus. Occasionally, you will face this in a game 1 situation out of some Tron deck, so it is important to know how to handle this. This is difficult to do consistently, but occasionally an end-of-turn spell will force the opponent to tap out, at which point you need to take advantage of your one-turn window. For example, I begin to go off, sacrificing artifacts along the way. Instead, my opponent must wait for me to cast the Reward first. Once the graveyard removal is out of the way, sacrifice all of your stuff again, to KCI or just naturally, and then let your original recursion resolve.
This will give you the same output as if you had just cast them separately while playing around the hate. Rest in Peace. Rest in Peace is a little different than Relic because it will prevent your trinkets from cantripping as they never hit the graveyard. This means that the amount of fresh cards you have access to is limited. In these scenarios, you are looking to push the game longer. They have a card spent entirely on stopping you, which means whatever pressure they could have is diminished.
As the final Odyssey Artifact egg, Shadowblood Egg is the only one that has basically nothing going for it. Is its inexplicable vampire collar supposed to be the Shadowblood part? Just a big disappointment all around. Chimeric Egg is easily the first playable card on this list — at least in formats where a card from is legal.
As written though, this card just comes into play, bides its time, causes a big problem very briefly, and then goes back to sleep. It would, however, make a great Moody Blues album cover. I do consider Chimeric Egg to be slightly more edible than any of the Odyssey eggs, but only just. The exposed bones are pretty rad, but everything else about its illustration is so brown , and you can barely see the egg at all.
It would take up far too much space, be far too expensive to have airbrushed, for far too little payoff. Based on the flavor text, one could assume that eating a Dingus Egg would essentially be like eating a universe that had yet to be born.
I can think of no delicacy more decadent, rare, or wasteful than this. Usefulness : Pretty Good! Friends, I would not. It is far too bleak. A properly airbrushed van should inspire awe, not despair.
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