1. Personal deck building restriction: if a card is in one of my decks, you won't find it in another deck I've built (with the exception of Basic Lands, the Command Tower and the occasional Sol Ring). I introduced this restriction to resist the temptation to use the most powerful tutors and most powerful ramp spells in every single deck. This way I have to consider my choices more carefully.

  2. If I don't like the design, I don't include it - even if it would be very good in my deck.

Kess, Dissident Mage: Discontinuum

This deck wants to draw cards, play instants and sorceries multiple times, interrupt and control the rest of the table - and when the time is right, combo off and win the game.

Discontinuum = Counter Spells & Extra Turns
Discontinuum = Massive Card Draw & Mill

Discontinuum: Win Conditions

Card Draw: For example Jin-Gitaxias, Core Augur can quickly get out of hand, especially in combination with cards like Reliquary Tower that allow you to have no maximum hand size. Draw an insane amount of cards to find your combo pieces or just play Omniscience, dump your hand for free and overwhelm your opponents.

Outvalue the Table: Take extra turns with cards like Time Warp, copy your instants and sorceries with Double Vision and use your commander Kess, Dissident Mage to cast instants and sorceries from your graveyard. You can either mill yourself to get more instants and sorceries into your graveyard with cards like Drown in Dreams, or mill your opponents. Counterspells like Mana Drain and bounce spells like Cyclonic Rift are there to protect your game plan and set back your opponents.

Combo: The most obvious way to win the game is to assemble a game ending combo. Card draw and self-mill, but also cards like Mystical Tutor can help to assemble a game winning combo like Demonic Consultation + Laboratory Maniac faster.

Planeswalker Ultimate: Ultimate abilities of Planeswalkers, i.e of Jace, the Mind Sculptor, or Nicol Bolas, the Arisen   also win games, if you can protect your Planeswalkers long enough...

Damage: Although it is not the main goal of this deck to win through damage, it is a possibility as well. Serpent of Yawning Depths makes all Serpents and Krakens unblockable. Niv-Mizzet, Parun is a big flying threat that deals direct damage whenever you draw a card and is a card draw engine as well. Some other creatures like Consecrated Sphinx are big flying threats as well that can potentially take out your opponents in the late game. Chandra, Hope's Beacon creates copies of your instants and sorceries, but can deal direct damage too, and so does Nicol Bolas, the Arisen  .

Synergies & Toolbox

Combos

Comment: Another 4 card combo that gives you infinite turns is God-Eternal Kefnet in combination with Isochron Scepter + Brainstorm and cards like Temporal Manipulation. Combos that use Tainted Pact are harder to pull off because I included more basic lands. If I wanted to focus more on the combo aspect of the deck, I should replace most basic lands. But I like them and the deck is strong enough already!

Suggestions

Updates Add

Comments