so this deck will change at random points depending on how often I play, what I play against, and new cards. Card suggestions are absolutely okay and encouraged if you find a strictly better card or have questions why I haven't included specific ones
So the way this deck works is two fold.
Option 1: Playing the commander asap, tempoing out removal spells, multicolored creatures, and playing combat tricks to pump out 4/4s and just keep going.
Option 2: Slow play the field, between Blasphemous Act, Wrath of God. Austere Command, Razia's Purification, Deafening Clarion, Intimidation Bolt, and Aurelia's Fury board control is bountiful. This isn't taking into account all the single target removal either.
The deck has a ton of deck manipulation for either play style with Sensei's Divining Top, Thrilling Discovery, Arch of Orazca, Bonders' Enclave, War Room, Idol of Oblivion,Nahiri, the Harbinger, Reconstruct History, and even Lorehold Command amongst others to keep the gas flowing.
What seals the deck to allow it have a good split is the commanders built in protection. You'll be surprised how often your opponents want to kill it but can't because all they have is single colored removal spells.
That is about it. Deck gets updated as I tinker to find the right 99. Any questions, feel free to ask.
Future Changes over the next year Show
Adding In:
1 Arid Mesa
1 Sacred Foundry
1 Inspiring Vantage Already Purchased.
1 Sunbaked Canyon
Taking Out:.
1 Plains
1 Mountain Already Removed.
1 Ash Barrens.
1 Temple of Triumph
This it to remove the last of the tapped lands, remove more basics, grant more deck thinning and access to a faster, more efficient, mana base (which hopefully) will grant a more smoother game play experience due to having access to so many duals the odds of being stuck on one color of mana/low on one color (not counting all the mana rocks) will be lowered. I don't count mana rocks due to the wide array of removal out there which makes them very fragile and sometimes better to not account for them then to do and watch them get destroyed and leave you stranded with one mana of a singular color and multitudes of the other.
Change Log -- 10/6/21:
Out:
1 Plains
1 Mountain
1 Mind Stone
In:
1 Lorehold Campus
1 Aurelia's Fury
1 Study Hall
The change here was to remove some un-needed ramp from my deck to avoid being stuck on too much colorless mana as well as give some stability to my draws. 5 mana to scry 1 is a lot for Lorehold Campus but 7 pieces of artifact ramp and cheap spells mean I'll find time to activate it. Study Hall is great cheaper option to scry with, and gets better if my commander is hotly contested.
Aurelia's Fury is a solid pick up, makes a 4/4, taps down bothersome creatures, and prevents the opponent from interacting with me/progressing their own plays for a short time.
Change Log -- 10/7/2021:
Out:
1 Terramorphic Expanse
1 Evolving Wilds
1 Boros Garrison
In:
1 Fabled Passage
1 Prismatic Vista
1 Ramunap Ruins
This change is to just help smooth out my existing mana base and help ease some opening clunky hands, as well as give me another desert to work alongside Scavenger Grounds. I've also found Ramunap Ruins to be helpful in closing out multiplayer slug fest games. Having 2 damage on standby is usually enough to deal with any stragglers that are low enough. I did not chose to include its brethren, Shefet Dunes because 5 mana for a meager +1/+1 amongst all my other combat buffs is too slow and too weak to matter.
Change Log -- 10/8/2021:
Out:
1 Double Cleave
In:
1 Sensei's Divining Top
I never liked how Double Cleave worked in my deck, if I drew it late it didn't do too much, if I drew it too early I would waste it for the sake of making a 4/4. And if I wanted to play it later, I found it just wasn't that impactful because I could usually always get through with my 4/4s and combat buffs.
Sensei's Divining Top helps my filtering my issues and offers some minor draw without investing too much into to slow me down.
Change Log -- 10/10/21:
Out:
1 Lorehold Campus
1 Study Hall
In:
1 Exotic Orchard
1 Ash Barrens
In goldfishing/Cockatrice testing, I found these two lands to be both slow and clunky. Lorehold Campus coming into play tapped was a hinderance, and the 5 mana it took to scry 1 was vastly outpaced by my new addition in Sensei's Divining Top. Study Hall really made my commander cost x+1 not counting commander tax each time I wanted to take advantage of the scry effect.
Exotic Orchard helps filter mana, doesn't come into play tapped, and in most matchups I can always find a RW land whether they have a Command Tower, City of Brass, etc. Ash Barrens does several things for my deck. It can be instantly played for colorless mana, I can cycle it on any turn to grab a basic I'm short or/thin my deck and play in on my turn to have response open, or I can use it if I don't like how my top three cards look and respin my Sensei's Divining Top.
Change Log -- 10/12/2021:
Out:
1 Mountain.
1 Sensor Splicer
1 Nobilis of War.
In:
1 Boros Reckoner
1 Legion Loyalist
1 Inspiring Vantage
So I was never really in love with Sensor Splicer. I originally had all three of the white ones in the deck, but cut Master Splicer early in the deck building process due to the underwhelming nature of its effect. I kept Sensor Splicer because it gave my deck a defensive edge to where I could swing out but not worry about being left defenseless. However, it's only a 1/1 and for 5 mana it's already too slow for my deck, coupled with it only giving a 3/3 body whereas my multicolored creatures all come with a 4/4 IF my commander is out. Boros Reckoner is far cheaper, well stated, and it doesn't care what type of damage is receives and can 2v1 most creatures by either dying and then sending the damage face or clearing a minion, or giving itself first strike to trade, and it also comes with a 4/4 IF my commander is out as well.
With Nobilis of War I just kept finding him underwhelming when compared to other cards I run like Glory of Warfare, Balefire Liege, Blade Historian. What I do find myself doing is constantly swinging out, and Legion Loyalist will do wonders in that department. While not coming down with a 4/4 body, he can amp up my already existing force and turn my 4/4 golems, or any creature I have out, into a power house. The trade off here is substantial, giving up a minimum +2/+0 to give First Strike, Trample, and the inability to be bodied by token creatures make going into the red zone super hard for my opponents.
The first land update has begun. Since adding in Ramunap Ruins my red count has been a touch higher. Removing a basic Mountain for Inspiring Vantage will ensure a smoother mana base.
Change Log -- 10/18/2021:
Out:
1 Blade Splicer.
In:.
1 Act of Aggression.
So in more game playing, I've found I lack combat tricks, while I run a large aray of removal spells, but sometimes the opponents board is a bit too large for anything to work.
This change should help swing plays in my favorite, they have an Ulamog, the Ceaseless Hunger? It's mine now for a turn. They have a Timestream Navigator? It's mine to slow you down. They go to combat, I'll just steal an opponents/their creature for extra blocks. It also helps trigger battalion if I find I'm lacking a 3rd creature, and it'll be a better top deck at any time compared to Blade Splicer.
Change Log -- 3/9/2022
Out:
1 Plains.
1 Rootborn Defenses.
In:.
1 Sundown Pass.
1 Akroma's Will.
So with new card releases I decided to look around for upgrades, nothing really jumped out at me outside the dual land and will. Will is just way better and can both a defense and offensive card in the clutch. The dual land is just better than a regular plains