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Okay I finally have the drive to want to actually make an actual description other than "Put 50 counters on Skulker and eat face", although that seems adequate enough of what you see.

The premise of this deck is to use Chasm Skulker as a win con the most effective way possible, and that is to draw like fifty cards in one turn. The main synergy come from the Eidolon of Blossoms + Harden Scales while Skulker is out. It's definitely very satisfying to get 2 counters per draw, and Harden Scales of course stacks so 3 or even 4 counters per draw makes it all the better. Now in a perfect world, that's all I would need, (minus the land to cast it of course), but this is magic standard, so 60 cards is necessary.


THE TRIGGERS:They are the drive of the deck. They trigger eidolon which is crucial to winning the game early.

Hypnotic Siren - They are useful for turn one plays for a decent blocker, but it's real value is the fact that it is a cheap ENCHANTMENT creature, triggering Eidolon, giving her more value between turns 2- 6 (getting that 7 bestow is lovely in the longer, grindy games), it is also a cheap creature to allow Illusory Angel to be played at turn 4.

Thassa, God of the Sea - Another enchantment creature (more draws), but this one isn't usually used as a blocker, at 3 cc, she definitely can define how the rest of the game will go. Her scy ability can gunk out the bad draws and her unblockable ability can be used to keep Chasm from being chumped.

Aqueous Form - It's basically Thassa in a one mana spell. It does require a creature, so what better than chasm skulker to get major damage in without the Thassa's upkeep of two mana to make unblockable.

Ordeal of Thassa - This is overall my favorite enchantment of the lot, it gives you so much value in this deck, and it's abilities basically highlight what it is this deck wants to do. It comes in and has potential to draw off of blossoms, when you attack, you give creatures counters (harden scales synergies anyone?), and basically at instant speed, you can draw two cards before damage is dealt, so when it pops, you can give chasm two more counters (or more) right before the attack goes through. There is so much possible value from this card, 3 draws, a 1/1 counter, and a combat trick if you get decent draws from it. Normally I would want to put it on a chasm skulker and attack since it can pop very early, but you can enchant a siren early, and make an irrelevant card relevant. Turn 3 comes around, you can put some creatures down, like a wall of frost or Thassa. At turn 4, put down skulker and Harden Scales and have a very appealing board state.


REMOVAL: Now this part was always the hardest part for me to decide. Believe it or not, blue and green do not have the best removal in the game, so my options are limited. Now i'm still on the ropes with some of it, which i will get into,

AEtherspouts now this is my favorite of the two forms of removal I have. It's unexpected, its global, and it can make a bad game into a great game. There isn't to much that needs to be explained. It's only down fall that at times i have to use it as a 5 mana force away if the player has only one of two big threats.

Reality Shift "A TWO MANA INSTANT SPEED EXILE IN BLUE WUT UGHH WHY SOO GOOD." I've definitely said that a few times, but occassionally this card can be a bit underwhelming when luck hits hard on the manifest. Otherwise, it's a solid combat trick, and i love it when courser is out on the field since I can know when to use it and have a two for one with exiling a creature and an instant.


THE FLUFF: These are the cards that are there either as protection or to fill up a curve and have situational importance of the game. these cards are considered the most flexible, and my most frequent changes in the deck occur here.

Wall of Frost It's a wall with a good ability, high toughness, and high devotion for Thassa. It's one of my better "fluff cards" since it's a more annoying card. It can buy me lots of time against aggro builds.

Fleetfeather Cockatrice The last of the fluff I have, and is on the top of the curve, it's a personal favorite of mine when I first started Magic. Otherwise it's an okay card, but in this deck, it can be pretty powerful. The flash gives me options to either cast AEtherspouts or him depending on how the situation goes, so if i ever have to be responsive and hold mana, I can still bring out a good creature for extra pressure. The monstrosity ability works well with Harden Scales since you can only do it once.


MANA BASE: I need the two green on turn 4 for eidolon but i also need to make sure I have enough blue when I draw a bunch of cards off of him, so the dual lands are important. Btw, I only have two temples here, but I would have four if I had them in real life (rotations going around soon and i don't want to trade or buy them at this point).


SIDEBOARD: Still needs work and i'm still testing. Feedback on this would really be appreciated.

Thank you guys for reading.

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Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

24 - 4 Rares

15 - 4 Uncommons

3 - 7 Commons

Cards 60
Avg. CMC 2.49
Tokens Insect 1/1 G w/ Flying, Deathtouch, Manifest 2/2 C, Squid 1/1 U
Folders Standard, My Own Decks, 123
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