"In the sight of any living thing, they literally turn into stone. And you can't kill a stone. Of course, a stone can't kill you either, but then you turn your head away. Then you blink. Then, oh yes, it can."
Keyrunes can go from rocks to living creatures instantly when the opponent becomes vulnerable. (like Mutavault except not 40$ each.)
So, the idea is to control the board with counters, bouncing creatures and board wipes that don't bother my own threats.
AEtherling (The Doctor) is the king of removal avoidance and the Keyrunes will dodge my own board wipes as well as most other removal that is done at sorcery speed. They also provide extra mana sources to pump AEtherling or to help with a well timed Sphinx's Revelation
Threats
AEtherling - He's all you really need.
Azorius Keyrune - solid body with flying avoidance.
Dimir Keyrune
- probably my favorite keyrune, unblockable.
Gideon, Champion of Justice - He can dodge my board wipes too and get pumped up before I do it.
Removal
Supreme Verdict - Staple of u/w removal.
Hero's Downfall - Gotta get rid of those planeswalkers
Detention Sphere - It's like O-Ring, but better!
Dissolve
- Newp!
Dimir Charm
- Counter for nasty sorceries, removal for early creatures...or my favorite, removing that scry'd card they wanted so bad!
Elspeth, Sun's Champion - I really like all 3 of her abilities. She's a large creature sweeper, and an alt win con with tokens, and she can blow up to make my Keyrunes more powerful.
Draw Card/Utility/Life-Gain
Sphinx's Revelation - Gotta re-stock the hand.
Bident of Thassa - Our creatures are usually swinging in freely. Good draw card.
Spear of Heliod - Love it because it's removal and speeds up our keyrunes, and lets AEtherling get 2 more damage in.
Jace, Architect of Thought - Draw card and token shut-down.
Debt to the Deathless - The other fun part of Keyrunes, is they provide mana ramp for fun spells like this.
Any helpful comments/suggestions or +1's are appreciated! You can make this deck a LOT cheaper by just running basic lands. I put in the dual lands because I have most of them already and they can help with activating your keyrunes.