A total jank deck based around
Quest for Ula's Temple
. The entirety of this deck is comprised of Quest itself and a
Dizzy Spell
which can be transmuted for a guaranteed Quest, or in a pinch protect myself from a bit of damage, and creatures/lands that let me scry, as well as our giant leviathans to play once those 3 counters hit.
The creatures are the biggest part of this deck by far and are what get everything done. Since we need as many creatures as possible to activate Quest's trigger, we use creatures with built in scry abilities to help make sure we hit that trigger every single turn, as well as a few creatures that counter spells and work as cheap chump blocks so we can survive the early game until Quest goes off. From there, we should have at least one or two creatures that can be played through Quest's ability, especially
Grozoth
so we can search out our
Inkwell Leviathan
as it's almost impossible to remove, especially at this stage in the game. We also run plenty of
Stormtide Leviathan
s in order to bring our opponent's board to a halt as soon as it drops.
While you're pretty much safe after turn 4 or so if all goes as planned, the first few turns are pretty risky and usually where this deck falls apart. Once Ula's Temple is online the game is pretty much sealed, so long as the opponent hasn't gone so wide with tokens that it's impossible to block them all, as goblins gave me a big problem with this before. It's tough to build in control options when we're working with almost exclusively creatures. Our only non creature cards are
Dizzy Spell
to act as another Ula's Temple as well as a way to reduce some damage in a pinch,
Fated Infatuation
as a cheap way to add to our overall board presence, especially once we have Temple online, and
Whelming Wave
in order to give us an emergency field wipe in case of us being overrun during our buildup by tokens, weenies, etc.
Land base has been updated to remove
Hinterland Harbor
in favor of more Islands, partly to streamline things a bit more as I've yet to use my splash into green, and partly to help make this deck a bit more budget.
Also, don't be afraid to mulligan a couple times if you don't see Ula's Temple in your opening hand/scry, and don't be afraid to sac a big creature to use
Elder Deep-Fiend
to tap down their board.
Any ideas on how to stabilize this deck in the early game would be much appreciated. As previously mentioned, it'd be easier if we could refrain from anything that's not a creature, but all suggestions are welcomed and appreciated.