A cleric and a wizard walk into a bar. They run into a lhurg--- actually, this isn't a joke. The key part of their story is the stuff they are bringing with them. See, this cleric isn't some
Devout Monk
, and her companion certainly isn't some sort of
Fugitive Wizard
. No, what we have here is the deadly duo of Heliod's Pilgrim and Trinket Mage. And between the two of them, they carry quite a formidable toolbox. Seriously, the toolbox offered makes this the most resilient deck I've ever played. I love it. Punches tier 1 decks in the face, and punishes rogue decks for exploiting strange interactions or pushing dead strategies.
So what to these two bring with them? Let's find out!
HELIOD'S PILGRIM
Ensoul Artifact: Turn a land into a 5/5 indestructible? Turn an old artifact into a wincon? Well, don't mind if I do...
Prison Term
: Shuts down any creature and is 100% reusable. What's not to love?
Faith's Fetters: Can Arrest any nonland permanent and the life gain is a nice boost.
Spreading Seas: Getting to run eight copies is fantastic. Three colored decks cry. Tron ragequits. We draw a card.
TRINKET MAGE
Engineered Explosives: Some times you need to blow shit up. With Trinket mage we've got the ka-boom when we need it and not when we don't.
Darksteel Citadel: Mana ramp and a potential 5/5 indestructible? Solid.
elixer of immortality
: When you're ultimate goal is to drag out the game to a point where you can't lose, 5 life and all your spells back is a great deal.
Pithing Needle: The greatest sideboard card ever gets a maindeck appearance. What more could you ask for?
Relic of Progentius: is a cantrip. It makes certain zombie fish hard to cast. And it makes those lhurgoyfs a tad less oppressive.
Helm of the Gods is often a +4/+4 for equip given how many enchantments we run.
Brittle Effigy
: In case of Eldrazi, break glass. Also creatures with nasty dying triggers (Wurmcoil) or dangerous static/triggered abilities (lords, pyromancers, etc.)
Expedition Map
: A toolbox within a toolbox. Toolception. Can fetch out Ghost Quarter, Academy Ruins, or Celestial Colonnade. Great card.
THE UTILITY
Wall of Omens: Stalls and cantrips. Always a solid team player.
Detention Sphere
: Though not tutorable, it gives us access to Maelstrom Pulse and it is just fantastic utility removal.
Supreme Verdict: Elves, stompy, even affinity. Sometimes Engineered Explosives isn't enough. For everything else, there's Supreme Verdict.
Thirst for Knowledge: Draw three, discard one. With ten artifacts you'll likely draw one if you don't have one already. Sometimes you draw trinkets you don't need. Thirst turns these into card advantage.
THE LANDS
celestial colonade is mana fixing and a respectable wincon. Great, no?
Academy Ruins: Did someone say "reusable engineered explosives"?
Ghost Quarter: Because sometimes running eight effective copies of Spreading Seas just isn't enough against tron.
SIDE BOARD
Grafdigger's Cage: Extra trinket that screws snappies, reanimator, and dredge.
Gut Shot: Bob, young pyro, elves, glistener, ichorclaw, and plenty other things need to die as soon as they hit the battliefield.
Timely Reinforcements shores up the post board aggro matchup. Affinity becoes easier, as does burn.
Curse of Exhaustion
is a tutorable storm killer.
Anyway, I hope you guys like the deck. Please +1, comment, share, make suggestions, etc.