This is my preliminary build for a challenge my playgroup has issued to me. I'm the most experienced player in the group, and shows in how often I win, even when I'm not using my own decks. Lately I've been down tuning my decks to match the group's decks/experience level. It has somewhat worked. Without gimping my decks entirely, I'm still winning more than my fair share.

Standard games were at 5 players. Now it's between 3-5 depending on the night.

This challenge is to build something that can handle 2-4 opponents, using Archenemy style rules, but without the Archenemy cards to assist. So increased life total for me, and they take their turns at the same time. The only other stipulation is that I can't go infinite. But I can do lock-out.

There are plenty of locks/stax capability. I prefer the stasis variants with Tanglewire.card:Tanglewire + Static Orb + Blinkmoth Well Allows you to keep their entire board tapped, while you use the Well at the end of their turn to allow you to untap everything.If they are heavily tapped, you can drop my favorite Atraxa-friendly Stasis lock.Stasis + Mana Bloom Allows you to keep Stasis actively being payed for via Atraxa. You only need one counter on Bloom to initiate this BS :) End of turn, proliferate the Bloom to 2 counters, then on your upkeep remove a counter, to add for Stasis to eat. Combine this with Garruk, or Sword of FnF and you are set to be the oppressor of the day.There are plenty of other things to add, when I have time.

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First test of the deck was only against 2 opponents. Kaalia and Brago, vs Atraxa starting at 70 life

Game 1 Won the dice roll to go first. Opening hand was good, since it contained a Vamp Tutor, Winter Orb, and Sylvan Library. Played fetch land, and on their turn cracked it for a Watery Grave, into Tutor looking for Mana Bloom. Second turn, dropped the Library and let it do it's work. Only times I didn't take both extra cards, was if there were two lands. Third turn was Selvala and Mox diamond, followed by a turn 4 Atraxa, Winter Orb, and Vortex. It was either turn 5 or six in which I landed Stasis, and just let Atraxa do what she does, attack and not tap. After 3 turns of this, they concede.

Second game Won the dice roll again. This time I had to mulligan and even then, it was difficult to keep. Not a decent or fast start by any means. Kaalia had hast and all appropriate mana by turn 4, as it should. I had to disallow to stall Kaalia a turn. Brago artifact ramped, and had Rystic Study. The only things of note that I played were Mana bloom, and Fatespinner to attempt to stall them. Kaalia got out again, swung, but only had a 5/5 vigilance angel to accompany her. Brago, did nothing as I think the player doesn't have the deck set to this type of play, but rather set to normal multiplayer and used this deck in a pinch. Wrath gets dropped with Mana Crypt help, Kaalia, doesn't have enough mana to support her. I drop Atraxa same turn.

Then Brago player does something odd, and ultimately is his own demise..... drops Tanglewire. I tap various lands to appease the Wire... pass, no one does anything. I'm assuming he played the Wire in order to slow me down, and allow them to regather cards in hand, and recoup. That is until the next turn, I pull my own Tangle Wire. I keep it ticked up with Atraxa's proliferate. I count cards on the board.... I can keep both wires together at 8/7 I have more than that in lands/artifacts. They do not. Oops. They could have made it work if Brago didn't drop the Wire. I ended up with Counterbalance in play, and played Isochron scepter imprinting Vamp Tutor (dirty I know) Kaalia attempts to Utter End my wire, which I'm able to respond with Vamp looking for Garruk. I start untapping with Garruk, and look for Teferi with another tutor on their turn. They realize that I'm ahead by far too much, and concede.

Next time, I'll try taking better notes.

Comments

Casual

99% Competitive

Date added 6 years
Last updated 6 years
Exclude colors R
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

65 - 0 Rares

13 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 2.23
Tokens Beast 3/3 G, Bird 2/2 U, Emblem Teferi, Temporal Archmage, Energy Reserve, Faerie Rogue 1/1 B
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