The goal of this deck is to survive long enough to be able to cast
Mass Manipulation
and In Bolas' Clutches to steal the most powerful and essential permanents that your opponent casts. While the deck struggles early game due to a lack of any real removal, it truly shines as you cast a 10 or 12 mana
Mass Manipulation
or steal your opponent's planeswalkers by surprise. Once you take your opponents best permanents and you have
Wilderness Reclamation
active, you protect your stolen permanents with counter magic until you are able to win the game.
This deck still needs certain cards that I haven't obtained yet to make it more efficient. I am looking for feedback, suggestions and any criticism that the community can offer as I further work on this deck. I also need to make an effective sideboard, I would love any suggestions for that as well.
Key Cards:
Opt
: I went with
Opt
over
Growth Spiral
as it only costs 1 mana, is better late game, and gives you the option to scry for slight card advantage.
Quench
: This card while not as effective late game, provides the much neded assist in early to mid game support that this deck so desperately needs. The versatility of
Quench
is that wether you are playing against an aggro creature deck or a control deck with barely any creatures, it will counter any spell, which is important.
Blink of an Eye
and
Perilous Voyage
: These cards can help slow your opponent down, or allow you to bounce a permanent to counter later as you build up your mana base and get closer to your goal. I chose these cards because they target any nonland permanent and both allow you to gain small card advantage in addition to their effect, which is very important in control.
Gift of Paradise
: Serves as both a small life gain to help survive until late game and as a mana ramp to help you cast those Frilled Mystics since there is not that much green mana base lands in the deck. Gift of Paradise also is useful for using abilities of stolen cards that are not part of your mana base.
Dream Eater
: While this card is not helpful in the early game, it can play as a crucial momentum stopper to your opponent as you move into the late game. Not only is the creature a flash flying blocker with 4 power, but you can bounce and surveil to help you get the cards that you need to turn the momentum into your favor.
In Bolas's Clutches
: I went with this card because it covers certain permanents that are out of reach from Mass Manipulation. Examples can be a flipped
Search for Azcanta
or a
Dawn of Hope
that is causing you problems, take it and use it against your opponent, just be wary to have countermagic ready in case they have enchantment removal.
I think the rest of the cards are self explanatory. What do you think? What would you recommend for the sideboard?