The primary cards for this deck are Sanguine Bond, Crypt Incursion, and
Jace, Memory Adept
. Everything else has been added to supplement these three. The main idea is to control the gameplay, add to the graveyard and then drop Crypt Incursion. It either adds a ton of life to my total or removes a ton from my opponent's total if Sanguine Bond is enchanting. The rest proceeds as follows...
1 CMC:
Soldier of the Pantheon - An easy one drop that has protection and the ability to do 1 damage when triggered with [sanguine bond] is on the battlefield
Realmwright
- I'm tempted to remove this since there aren't but only a few basic lands. It is a useful one drop that could get the game rolling though.
Duress - get rid of any annoying things like planeswalkers or spells that could hinder my gameplay before they touch the battlefield. Plus, it just adds to the stack for when Crypt Incursion drops.
Thoughtseize - the same as Duress except throw creatures into the equation and tack on another $15-$18 to the card cost
2 CMC:
Blind Obedience - Keeps haste at bay and provides me a little more time to react to opponent creatures. It also offers extort which couples nicely with Sanguine Bond for when things are moving slow late in the game.
3 CMC:
Daxos of Meletis - Safe from bigger creatures, gets rid of opponent's deck, adds life which also causes even more damage when Sanguine Bond is out and about.
Fiendslayer Paladin - Has first strike, protection from black and red, and also triggers sanguine's ability.
Ashiok, Nightmare Weaver - Good deck removal. Although cards are exiled rather than sent to the graveyard, it's still a great way to remove potential threats and possibly use those threats.
Crypt Incursion - Using this card in conjunction with
Jace, Memory Adept
can add up to 30 life or more in one drop. I think we all know what happens by now if Sanguine Bond is on the battlefield.
Detention Sphere - We all know how this guy works
Sphinx's Revelation - This one too. Oh and it also sucks for the other dude when sanguine is out.
Ray of Dissolution
- For those times when you're put in detention. Make them pay for it when sanguine is out.
4 CMC:
Council of the Absolute
- Call out Jace and suddenly you have a 3 drop Jace on your hands and you don't have to worry about being milled. Same thing goes for our beloved Sun's Champion, except you're looking at a 4 drop rather than a 6, and there's no worries of her coming with her 3 man entourage.
Whip of Erebos - Because lifelink just makes since.
5 CMC:
Mirko Vosk, Mind Drinker
- Gets rid of potential threats, adds to the graveyard for when Crypt Incursion "comes around the mountain when she comes."
Jace, Memory Adept
- Mill for free and add cards to your hand. Throw in Crypt and Sanguine and you have magic happening.
Sanguine Bond - Gaining life no longer means prolonging a game; it also means ending the game.
6 CMC:
AEtherling - because he is one illusive fellow. It's more of a safety precaution for a late game pissing match. Sideboard resident the majority of the time.
Elspeth, Sun's Champion - She is around for protection mainly. She will probably spend more time in my sideboard than anything.