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I have a hard time telling what a "Budget" deck is these days, so if this is too expensive for budget please let me know. Could likely get away without the Fabled Passage though to drop the price a bit. I would say maybe Hallowed Fountain too, but that has saved me a few times to let me play on the curve before turn 4.

Branched off the pre-built Azorius deck from arena. I really enjoyed the combos with Dovin's Acuity to bounce and re-use constantly, and wanted to run a deck based around it. I was originally trying to keep this theme with some control, but after testing a few different versions I decided to split the deck into two for better focus on the specific play style.

The general concept is to use lifegain to survive until you can drop the cmc 5/6 flying beaters Cavalier of Gales and Dream Trawler. Once Dovin's Acuity is on the field almost all of the non-creature spells can be used to bounce it back, and re-use them over and over for more life gain and card advantage. There is some control in the form of Deputy of Detention and late game Time Wipe.

Precognitive Perception was an interesting option in the deck since it would also trigger Dovin's Acuity, but it is later in the game and I risk overfilling my hand. I decided to focus more on lower cmc cards so I can keep combos going in a turn with Dovin's Acuity and still be able to play other cards.

Cards and Combos...

Non-Creatures

  • Opt scry and draw for 1 mana to help me dig, also it can easily trigger both Dovin's Acuity and Dream Trawler

  • Unbreakable Formation Ideally this is used on the main phase after you have some creatures on the board. It lets me swing in without fear since they will be indestructible, will be able to defend next turn, and the +1/+1 counter can help add some teeth to lower power creatures like Deputy of Detention. If played during main phase it will also trigger Dovin's Acuity. In a pinch it can be used to save a key creature an opponent is trying to kill with spot removal or to block and keep creatures that would normally not have enough toughness.

  • Dovin's Acuity The meat and bones for the deck. The two life helps against aggro and push into late game, and the extra draw makes sure I can have options to play while ideally also playing land on each turn. All spells in the deck except one are instants, to help guarantee you can combo this back to your hand over and over. Late game it can combo nice with Dream Trawler for the extra attack as well.

  • Time Wipe late game board wipe when Deputy of Detention is just not enough. Ideally late game you'll bounce a high cmc creature like Cavalier of Gales or Dream Trawler. You can also bounce Deputy of Detention, and since the bounce happens before the wipe it will kill any creatures that were exiled by the deputy. If you don't bounce a deputy and kill them with Time Wipe though it will just eject the creatures back onto the field after the wipe, so you do need to be careful not to wipe your board and re-fill theirs.

  • Fabled Passage I already have 4x from previous decks, and I have run into mana color issues a few times. Didn't add 4x since I generally get the colors I need with only 2 colors and would prefer my land coming into play untapped if it is early game.

Creatures

  • Senate Guildmage I'm honestly looking for a better 2 cmc creature to slot here but it is tough to find one. It's not amazing, but a 2/2 body can at least do some damage and block low power creatures. Otherwise if I'm at a point where I can't attack I can wait until end of opponents turn to use either of the activated abilities. If I have cards I want to keep in my hand already I'll just heal, otherwise the draw/discard can help filter to dig for better options. The draw/discard can also combo with Dream Trawler late game.

  • Brazen Borrower The instant is a low cmc option that would allow me to bounce back Dovin's Acuity while adjusting opponent's tempo, and follows up as flying beater. I'm a fan of just waiting for the opponents turn and if something good is dropped I'll bounce it before end of turn. I've also just dropped it as a creature when I had 2-4 copies in my hand. Having flash on the creature can have pseudo haste too by dropping at the end of the opponents turn.

  • Deputy of Detention One of my favorite cards in U/W recently, and acts as one of my main removal methods while I get to late game. Great for aggro decks since they can use a lot of the same creature and the Deputy will exile all of them not just one. Same for tokens. Can run a combo with Time Wipe to release the exiled cards when you bounce the deputy, and then kills them in the wipe with everything else.

  • Elite Guardmage At first I was on the fence with this card, but I'm coming around to it. It's not super potent as a creature for 4 mana but if you break it down I see value. For 1 Blue mana you get draw, for 1 White mana you get 3 life, then for 2 colorless you get a 2/3 flyer. It's not amazing by any means, but it helps get me to the next few rounds to drop the higher cmc beaters, and it is a minor flying threat if they don't have reach or low power creatures. The card draw can combo with Dream Trawler late game too.

  • Cavalier of Gales I really enjoy the roundabout scry 3 draw 1 you get with this card (draw 3, put back 2 from hand) and at 5/5 it is a decent beater/defender. When it dies it also goes back into my library and gives me scry to help set up the next few draws. A combo I had from here a few times with scry lands is to put back two cards I don't want, drop the scry land and push the card on top to the bottom to get rid of it. The card draw can combo with Dream Trawler late game, and it will trigger 3x since you draw 3 cards.

  • Dream Trawler I feel it is a bit high CMC for what it does compared to other Sphinx in previous MTG sets. It slots well as a beater though since I have many ways to trigger card draw for them, and in a pinch they can be hexproof too. The lifelink helps keep my life up later in the game if I can't defend effectively and doing a life race against the opponent.

Suggestions

Updates Add

I originally was trying to leverage the fact Dovin, Grand Arbiter can gain loyalty points from going wide with +1 and can create more tokens with -1. I tried finding more cards that would allow more token generation while also looking at "instants" for Dovin's Acuity. I was able to get a decent spread and trigger combos, but there was no real finisher like a mass buff for all tokens. At that point the deck focus conflicted and I decided to keep a go wide/token deck for another time with Skycat Sovereign and drop Dovin's Acuity in that deck for more impactful cards.

Removed...

4x Dovin, Grand Arbiter four may have been overkill, but in the end it just didn't work with the theme for bouncing Dovin's Acuity constantly.

4x Rally for the Throne If no longer going for tokens this doesn't help anymore. It was nice since it was an instant to trigger on main phase, and if I leaned into plains more I was more likely to get the adamant for potential big healing.

4x Depose / Deploy The 2 cost tap and draw is helpful and being instant can trigger Dovin's Acuity RNA), but it was hard to really take advantage of the tap unless I waited until opponents turn or later in the game. The 4 cost option was a big hit on the deck since I was going wide, but since I am moving away from that I replaced it to better focus the deck.

4x Hero of Precinct One was a good pick for going wide, but keeping myself on the "instant" restriction made it difficult to really combo with more than a few times. Would benefit much more from a mostly multi color deck that wants to go wide instead.

4x Ajani's Pridemate was put in since I had a lot of ways to heal and needed lower cmc options. Since I've moved away from mass healing to just heal to keep me afloat, I removed them.

3x Castle Ardenvale without need for tokens I removed this in favor of mana fixing

Replaced With...

4x Opt scry and draw for 1 mana to help me dig, and can trigger Dovin's Acuity.

4x Deputy of Detention One of my favorite cards in U/W recently, and acts as one of my main removal methods while I get to late game. Great for aggro decks since they can use a lot of the same creature and the Deputy will exile all of them not just one. Same for tokens.

4x Elite Guardmage At first I was on the fence with this card, but I'm coming around to it. It's not super potent as a creature for 4 mana but if you break it down I see value. For 1 Blue mana you get draw, for 1 White mana you get 3 life, then for 2 colorless you get a 2/3 flyer. It's not amazing by any means, but it helps get me to the next few rounds with a minor flying threat if they don't have reach or low power creatures.

3x Cavalier of Gales I really enjoy the roundabout scry 3 draw 1 you get with this card (draw 3, put back 2 from hand) and at 5/5 it is a decent beater/defender. When it dies it also goes back into my library and gives me scry to help set up the next few draws. A combo I had from here a few times with scry lands is to put back two cards I don't want, drop the scry land and push the card on top to the bottom to get rid of it.

3x Dream Trawler I feel it is a bit high CMC for what it does compared to other Sphinx in previous MTG sets. It slots well as a beater though since I have many ways to trigger card draw for them, and in a pinch they can be hexproof too.

2x Time Wipe Can help clear the board late game if my Deputy of Detention can't handle it or get removed. On the flip side if I choose a deputy as my target it will release creatures from exile before the wipe triggers and kill them as well. I found in a game if you don't bring back the deputy the wipe kills them before they release the cards, and if not careful you can help the opponent by wiping your side but releasing his creatures back that were previously exiled.

2x Fabled Passage I already have 4x from previous decks, and I have run into mana color issues a few times. Didn't add 4x since I generally get the colors I need with only 2 colors and would prefer my land coming into play untapped if it is early game.

1x Island to fill back up lands from removing Castle Ardenvale

Comments

Date added 4 years
Last updated 4 years
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 0 Mythic Rares

18 - 2 Rares

12 - 0 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 3.31
Tokens On an Adventure
Folders Constructed Decks
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