The Lands
v1 had Tron, but when we have 8 mainboard hexproof pieces,
Ensnaring Bridge
and
Chalice of the Void
, we have nothing but time, so banking on getting the perfect lands is removed in favor of more colored mana, and there are a lot of symbols in our casting costs. v1 also had the problem of too many colored symbols while still trying to set up Tron.
Making Them Don't
This is a prison deck at its heart.
Chalice of the Void
,
Ensnaring Bridge
,
Leyline of Sanctity
,
Runed Halo
, all serve to stop the opponent from doing anything important, if you're not aware of what prison actually is. We are delaying, countering, and letting them fill their hand with cheap and fine fuel for
Land's Edge
.
Big Boi Combo Pieces
Which are
Excavation
,
Land's Edge
,
Mindslaver
, and hexproof either from
Teyo, the Shieldmage
or
Leyline of Sanctity
. The Excavation + Land's Edge + Mindslaver
are self explanatory; these are what the deck is built around. And a quick word on
Teyo, the Shieldmage
, he is a god of a card. For 3 mana, we have a planeswalker that gives hexproof (dodging enchantment hate and fulfilling an important step) that makes blockers to protect itself if we don't have
Ensnaring Bridge
or just need something to live a bit longer.
The Extra Bits & Sideboard
Wrath of God
and
Path to Exile
remove mean creatures and get even more lands onto the opponent's field.
Aura of Silence
,
Nevermore
and
Rest in Peace
that are bought in as we need them against artifacts/enchantments, graveyard and Nevermore for pretty much anything else. 1
Elspeth, Sun's Champion
if we really can't win with the combo (sinful I know, but needs must at times) and 2
Chain of Vapor
, which can sac our opponents lands to bounce their more important permanents back to hand to dump in grave. The other 4 slots can be for whatever you fancy, be it more removal, counterspells, etc. as needed for where you play.