It is not an infrequent thing to be questioned on why certain cards see play, especially certain cards that generally lack value in most other builds. So this is where I would like to establish the lines of thought that went into card choices for this list.
First off let's dicuss card catagories:
These are cards that while not providing direct advancement towards our win individually, they enable us to run other cards more efficiently while providing other incrimental value.
This is a fairly straight forward set of cards, these are the cards that either together or in combination with Lazav provide an infinit combo or alternative win condition for us.
These re the cards that allow us to find our combos and answers effeciently and consitently.
Cards we utilize to gain advantage by filling our hand and digging further into our deck to find our win, these are the cards that take our speed and turn it intomore cards so we can achieve our goals.
A specialized set of cards designed to give us extra Mana starting as early as turn one to power out early game wins.
From counters to removal this is where we find our answer to threats and what we need to protect our own game plan.
A simple package, but absolutely necessary. These cards allow us to either bring back combos or answers from the Graveyard as well as open up new lines of play by routing our lines through our Graveyard to access wins without the necessary cards in hand.
This breaks down into two sections, the first is cards that both offer support and have a secondary function, the second is cards that purely support our game plan. These cards offer themselves up as sacable targets for the following cards
Village Rites,
Culling the Weak, and
Diabolic Intent. Additionally their low costs allow us to maintain a low curve for our
Ad Nauseam digs.
Extra Vlaue:
- Hapless Researcher - both sacable, and self-sacable this card allows us to filter our hand early game or become an outlet for Lazav on the combo turn
- Hope of Ghirapur - Perhaps one of them most powerfull effects available, the ability to completely stop an opponant from comboing off for a turn or be unable to interact with our win makes this card worth the slot on all fronts.
- Thoughtpicker Witch - not only an extra sac outlet, but in and of itself a win con or in a pinch tech against top deck tutors.
Pure Support:
I'll cover this all under one note, big butts for blocking swings, specificaly teched for TymnaX matchups, the power of a blocker cannot be overlooked when our game plan wants as much life as possible for Ad Naus turns and blocking a swing is equivolant to stopping a draw against Tymna.
Ornithopter
Phyrexian Walker
* Shield Sphere
This breaks bown into three sections, Sac Outlets, Consult, and Scepter, though each layers into the others.
Sac Outlets:
- Hangarback Walker - one of the few costed creatures to actually have a usable ability stapled to it, this doubles and outlet for Scepter for an infinite army.
- Walking Ballista - a quintesential Scepter outlet stapled onto a sac outlet.
- Hapless Researcher - layered into DD piles, and a hand filter for combo turns, at worst a cantrip.
- Hope of Ghirapur - protection stapled to a combo piece, what more could you ask for in a card.
- Thoughtpicker Witch - again, combo, a second combo, a DD pile, all in it puts in work. Though likely your frst look for a cuttable creature, this alternative win con should not be taken lightly.
Consult:
This doesn't really need explaination for the most part, this package is the core of any deck seeking to win through a Lab Man effect.
Doomsday
Demonic Consultation
Tainted Pact
Thassa's Oracle
Laboratory Maniac
Spectral Sailor - an infinite mana outlet, and special tech for cantripping on a combo turn through a Rule of Law.
Scepter:
You know the drill
Dramatic Reversal - combo and a ritual all in one.
Isochron Scepter
Sensei's Divining Top - an outlet stapled onto a cantrip.
Spectral Sailor - outlet.
Of course the obvious package of direct tutors, but some indirect tutors and some unconventional routs.
Direct Tutors:
Indirect Tutors:
- Lim-Dul's Vault - equivocally a top deck tutor, or just great setup for your winning turn, finds multiple answers all at once
- Plunge into Darkness - code name Scary Impules, at any scale this is a scary but amazing card that can clear its way through your deck quickly.
Unconventional Tutors:
Some of the weirdest and scariest tutors in the game, these tutors are designed to win you the game, but in a pinch they can do things like find you protection or answeres.
Demonic Consultation
Tainted Pact
* Doomsday
Odd Tutor Out:
- Expedition Map - finds important lands for our game plan, but easily the most cuttable tutor, consider it a flex slot.
Card Advantage is one of the most import aspacts of breaking parity with the table and positioning yourself for the win, this advatage comes in a few forms as follows:
Targeting Draw:
- Cephalid Coliseum - unconventional for drawing, but still usable, additionally negates the need for a cantrip with Laboratory Maniac and can be used to force an opponant to draw in response to their Thassa's Oracle trigger and thus lose the game.
Cantrips:
Low costed quick draws to enable Doomsday piles, Lab Man wins, and just help get things into our hand.
Brainstorm - best of the best, three deep for is just as good as it gets.
Gitaxian Probe - free is free is free
Opt
Ponder
Preordain
Hapless Researcher - look how often this guy shows up here, must be a decent card, huh?
Sensei's Divining Top - so much more than just a cantrip,
Village Rites - two for one, DD chracker if I ever saw one
Mishra's Bauble - zero cost all draw, just fills the curve we want while always replacing itself, free info never hurts.
Urza's Bauble - ^^^ dito?
* Conjurer's Bauble - the value of putting Lab Man or Oracle on the bottom of your library is just so good, and I guees it also draws.
Stax?:
- Mystic Remora - powerful for draw, or maybe just time walks the table.
Outlet Draw:
Hand Sculptors:
- Scroll Rack - nearly doubles your naus, or just gets things into hand in a pinch.
- Timetwister - hand refils, and GY hate, it is what it is.
Naus:
So powerful it gets its own catagory.
* Ad Nauseam - the star of the show, and usually an average of 40 cards in hand for five mana
Speed is the name of the game, and these are how we get it, low costs and added mana, these cards power us through early turns to get ahead of the table
Rituals:
Mana possitive cards designed for quick bursts of speed.
Lotus Petal
Culling the Weak - abuses our screatures for burst.s of mana and setting up combos.
Dark Ritual - makes DD mana
Mana Vault
Rain of Filth - easily a second Dark Ritual.
Songs of the Damned - probably the weakest ritual and close to a flex slot, but increadly powerful post Naus to power out a win.
Dramatic Reversal - combos and untaps, just so good.
Cabal Ritual - Ad Naus off of , I'll take it.
Grim Monolith
Mana Drain - a counter spell that can pay for Naus cost, don't be afraid to counter an uncounterable spell just for the mana.
Mana Possitive Rocks:
Mana possitive and untaps each turn, like a repeatable ritual
Chrome Mox
Mana Crypt
Mox Amber - the worst of the best, only online with Lazav out, basicaly plays like a rock outside of the combo turn
Mox Diamond
Mox Opal
Sol Ring
Mana Possitive Lands:
- Ancient Tomb - Sol RIng as a land, starting out up a mana is always worth it
- Gemstone Caverns - kind of a band card, unless you open with it, then it's a powerhouse
- Phyrexian Tower - abuses our sacable creatures to ramp us a little extra
Mana Fixers:
Sadly not mana possitive, but the ability to make sure we're hitting out colors is necessary
Talisman of Dominance
Arcane Signet
* Copy Artifact - a hard card to place in this break down, easily a great rock at to either brake even on a Sol RIng or Mana Crypt copy or act as a ritual when copying a Mana Vault or Grim Monolith even just as a third drop rock this card is flexible and powerful in its own rite.
Vital to any game plan, protection and intervention.
One Drop Counters:
the key to countering other counters
Dispel
Flusterstorm - possibly the strongest counter on a combo turn
Miscast
Spell Pierce
* Swan Song
Two Drop Counters:
Generally we avoid inter action at this cost, however versatility is work it
Mana Drain - counter and ritual all in one
Muddle the Mixture - counter and tutor all in one
Free Counters:
FREE, FREE, FREE, an absolute must
Pact of Negation - don't spite pact, that's not what this is for
Mental Misstep - maybe more for hitting one drop counters than anything, but it hits some important pieces
Force of Negation
Force of Will - god I hate hitting this one off of Naus, but free and completely unrestricted comes at a cost
Removal:
Protection: