Deck Philosophy
While there are many ways to build Ephara, I've elected to play mostly creatures and make the deck somewhat less than is "optimal" for a variety of reasons. I consider this deck to be moderately competitive, or a 75% deck. It plays a lot of powerful cards but isn't tuned to be as hyper-competitive as possible, and frankly I am not sure Ephara's potential gameplans can be made hyper-competitive successfully - that's probably best left to the more objectively powerful UW generals.
It's possible that the deck would be stronger with more control elements; there's a user with a fairly similar deck to mine that eschews some of the more questionable hatebears for more powerful non-creature spells. If you want to take the deck that direction the best thing to do is probably start removing the worst creatures and replacing them with stronger spells or creatures that are stronger on their own - it ought to be relatively obvious from looking at the list which creatures are the weakest.
With that said, the way I have elected to build Ephara is to maximize the efficiency and smoothness of the deck but sacrificing some raw power to get there. While it doesn't always play the same game, the deck always has game. It is very carefully curved to maximize the ability to play multiple creatures across multiple turns and be as efficient as possible in spending mana. I very rarely have untapped mana by the time my upkeep comes around.
Since our gameplan is to play Ephara and draw cards with her every game, there are almost no sources of card draw. There are sources of recursion to get back key tools and we can generate some decent card advantage through cards like Sun Titan if Ephara is not on the field we are at a decided disadvantage. The deck runs a lot of mediocre creatures who are just not that great of an investment if they don't replace themselves, but if they do they are quite strong. There are several strong sources of card advantage such as Stoneforge Mystic and her swords, and Sun Titan but it's definitely the exception.
We don't play a lot of tutors; despite having a lot of artifacts, there's no Fabricate or Transmute Artifact because they don't wield swords or provide card advantage. We don't run a lot of counterspells (instead running things like
Venser, Shaper Savant
and
Glen Elendra Archmage
. We run
Hushwing Gryff
but no
Torpor Orb
. We run
Stoneforge Mystic
and
Elesh Norn, Grand Cenobite
instead of
Cathars' Crusade
or
Eldrazi Monument
.
Token generation is a subtheme of the deck;
Elspeth, Sun's Champion
and
Sacred Mesa
are our primary methods of token creation. They tend to follow a theme: Elspeth is free and provides an alternate effect that is strong.
Sacred Mesa
creates tokens very cheaply and they have evasion. Cards like
Mobilization
are not mana efficent enough, don't generate enough additional value, and don't provide evasive bodies.
Examples of other token generators I consider strong enough to potentially be in the deck:
-
Thraben Doomsayer
- is free, and generates a card when he comes out
-
Brimaz, King of Oreskos
- is free, can threaten to generate on defense, relevant sword wielder, and generates a card when he comes out
-
Hero of Bladehold
- free tokens, provides an anthem effect, relevant sword wielder, generates a card when he comes out.
-
Monastery Mentor
- free tokens, generates a token when he comes out, can be a relevant body. Would probably belong in a deck with a slightly higher spell count (maybe 12-ish instants would be where I would consider him. His tokens having prowess can also be relevant.
-
Elspeth Tirel
- Makes tokens the turn she comes out, provides some lifegain potentially, and can wrath the booard in a way that leaves Ephara. Very high on the list.
Generally, a token generator that is not on a body needs to be amazingly good (re:
Sacred Mesa
,
Elspeth, Sun's Champion
).
Win conditions
The #1 win condition and the goal of the deck is to win with creature combat damage.
Elesh Norn, Grand Cenobite
and her pegasi army presents the serious threat of killing one person a turn late in the game just by going over the top.
That said, the means of getting there is the key to the deck. It strives to set up any of a number of soft locks that achieve either a massive tempo advantage or a complete lockdown. There are a variety of means of achieving that end, but they usually involve a combination of hatebears that allows Ephara to build up a huge board presence while everyone else stalls on the bears.
There are multiple other ways of achieving a soft-lock that I haven't listed but they usually come when you're down to 1v1. The deck can absolutely win by just going over the top without lock, but it's much harder since we rarely have huge amounts of mana to work with.
The Infinite Combo
There are numerous infinite combos that I consider good enough to be in the deck, and have tried several over the years. The two most recent are a couple of wombo combos involving taking infinite turns with a blink outlet, Recruiter and
Timestream Navigator
, and an even wombier combo with infinitely sized creatures off of about 4 cards plus
Archangel of Thune
After a lot of years playing this deck, I don't think it's worth playing any particularly bad cards to enable weird multi-piece combos with a huge mana investment. I do think the deck needs a kill switch to be able to end games quickly as needed. As a result, I have started playing
Blasting Station
as a very compact way to win -- combined with
Reveillark
and any clone or
Karmic Guide
we can kill the entire table, or potentially combine with
Venser, Shaper Savant
to bounce the entire board if needed to stop a hate card.
This combo can be set up almost entirely off of a single resolved
Intuition
by searching for a variety of cards. The most common piles will be something like
Reveillark
,
Sun Titan
,
Recruiter of the Guard
which enables you to do all kinds of nonsense. Tossing
Body Double
in can make piles even more attractive.
There are a ridiculous number of ways to get any of these chains started, from
Recruiter of the Guard
,
Spellseeker
,
Mystical Tutor
or similar. This allows a number of hail mary options to win games that are out of reach, or to close close games, etc.