What does the deck do?
It ramps, then goes on the offensive, trying to steal things and close out the game with whatever it gets. There's no room to play carefully here, full speed ahead!
What goes into the deck?
Note: I'm always looking for suggestions
Ramp that's not removable with combat damage and costs a maximum of five mana that either gives half it's mana cost in mana and doesn't enter tapped. Anything that fits that get considered. Anything that almost fits that but with an upside (ie Mirrormade) also gets considered.
Anything that allows me to grab things from graveyards, libraries, or hands without paying their mana costs, or that requires me to pay, but allows some planning beforehand (ie Stolen Strategy)
Anything with a pseudo-high mana cost, that's playable as a goodstuff card and unable to be cascaded into (ie Treasure Cruise).
Anything that wheels for mana cost 4 or less, or 5 or and less if I can split it over several turns (ie Magus of the Wheel).
Any low-cost high-impact draw spells (ie Anje's Ravager).
Rogues that are playable as goodstuff cards (ie Edric, Spymaster of Trest).
Random cards I like that kind of fit, but not really, but I want to play them (ie Ruric Thar, the Unbowed).
What doesn't go into the deck?
Note: If it fits the above critieria, it still might go into the deck
Things that hit face effectively but doesn't really do anything else (ie Pathbreaker Ibex)
Taplands (ie Myriad Landscape)
Removal, or other interactive things (ie Beast Within)
High-cost draw or ramp (ie Zendikar Resurgent)
Cards above €200 on MCM (ie Volcanic Island)
Random value cards (ie Eternal Witness)
Extra turn cards (ie Time Warp)
MLD or other mass-permanent destructions (ie Jokulhaups)
Pseudo-synergy cards (ie Throes of Chaos)
Topdeck manipulation (ie Brainstorm)
Marisa
Approximate Total Cost:
Wantlist
Show
Hide