Summary
Lavinia, Azorius Renegade
is here - no fun for you.
Weekend EDH group is slowly getting more and more competitive - this is my answer.
Strategy
Early Game
Starting hand we're looking for interaction, mana base, and stax/taxes. Ideal hand would have both our colors and a rock - Lavinia shuts off fast mana for everyone else, which lets us get even more advantage out of an early
Mana Vault
,
Sol Ring
Chrome Mox
or
Mox Amber
. Just remember a lot of our spells are colour hungry - double U is important to get ASAP.
Mystic Remora
isn't always a snap keep...but it's close. The deck struggles a bit with card draw, so having tools to let us dig for answers in the midgame is important.
Sensei's Divining Top
is really great here, as our need for more stax pieces or more interaction changes pretty rapidly.
Getting
Lavinia, Azorius Renegade
out turn 1 or 2 is ideal here - she shuts down fast mana hard which gives us some breathing room. An early
Thalia, Guardian of Thraben
is also really helpful. The goal is to be the only one who can afford to cast more than one spell a turn for as long as possible. Be stingy with counterspells and such here; we need them to stay alive in mid-game, and make sure our lock out stays on the board late game.
Midgame
Midgame we walk a tight rope. We're looking to slow down the board and build up our lock pieces, but don't want to paint a giant target on ourselves.
Armageddon
is a great play once we have 3 or 4 up in rocks - the rest of the board can't cast spells if they don't have lands, which doesn't apply to us.
Ghostly Prison
or
Propaganda
buy time if someone gets a creature or two on the board. Lavinia is cheap, so don't be afraid to block with her if need be.
Really, we just want to slowly build up our mana base and increase the number of stax on the board, and NOT DIE so we're in a position to win once the late-game, and our lock(s), hit. Kill lands with
Strip Mine
and
Wasteland
, counter things that will give your opponent(s) too much advantage. Don't be afraid to let the board be wiped - we want everyone to have to start from scratch.
Late Game
Late game is a state of mind...more specifically, it's when you get a lock out, and we switch from being on the defensive to trying to win the game before anyone struggles out of the lock (generally by hard casting their commander and making bad things happen to us).
Helm of Obedience + Rest in Peace
will one shot an opponent.
Luminarch Ascension
is great AFTER you've shut everyone else out - other wise everyone is going to start gunning for you. Dramatic Reversal + Entreat the Angels + Isochron Scepter
is great...but doesn't work if you have pool out - cards cast from pool with X must choose 0 for X's value. Worst case,
Cyclonic Rift
(you CAN pay alternate costs when casting out of pool), and win with commander damage.
Future Plans and Upgrades
- More Land Destruction. Lavinia works best when everyone's working with fewer lands. card:Fall of Thran is a little expensive for the curve here, but could be good.
- Competitive Upgrades - faster lands,
Force of Will
,
Mox Diamond
, and fetches. Boring but good stuff.
- I haven't had a chance to look at the new set, I think the new Dovin could fit in here pretty well. EDIT He does.
- Replace
Entreat the Angels
with
Blue Sun's Zenith
. I just don't own it.
- Add more win conditions. Get Big Teferi. card: Jace Wielder of Mysteries + Enter the Infinite...hell, he can do it on his own, with a lock out we've got nothing but time.