Sideboard


Esper version of my deck attempt "Drawing out an Alignment". Primary objective is to win the game by assembling the Hedron Alignment, discarding Alignments using Monastery Siege, Oath of Jace and Jace, Vryn's Prodigy  ; then exiling them with Dig Through Time and Murderous Cut. It's a super grindy deck which dedicates everything to controlling the game.

The Planeswalkers ( Ob Nixilis Reignited and Jace, Vryn's Prodigy  ) offer alternate win-cons if needed and just synergise extremely well with the deck. Both allow card-draw and heavy control or removal of problem creatures. They also interact surprisingly well with Oath of Jace which has been performing extremely impressively, giving card draw, immediate discard outlet, and an enchantment to sacrifice to Dromoka's Command.

The other enchantments, Hedron Alignment and Monastery Siege form the foundation of the deck. The Alignment's scry mechanic is seriously powerful in a control shell like this, and the loot provided by Monastery Siege gives us the cards we need and a discard outlet for Hedron Alignment.

The delve cards, Murderous Cut and Dig Through Time again synergise with the control aspect - either finding stuff we need (normally Alignments or more Digs) or killing threats for next to no mana. Both cards of course are essential to win as they allow exiling of an alignment which we dumped earlier in the game.

Languish and Planar Outburst are the sweepers doing most of the work in game 1. I've opted to drop an Outburst to the sideboard for games where Languish just doesn't cut the mustard.

Utility spells. Dark Petition was a late addition to the deck, as I was hesitant to mess around with expensive tutors. That said, it's an absolutely fantastic card as we almost always have spell mastery up, which means we can turn 6+ tutor up a Languish and play it, or even tutor the Alignment we need and cast a Languish we were already holding. Ojutai's Command and Silumgar's Command are two very versatile control cards. The modes on Ojutai's Command are all great for this deck. Drawing cards and countering is good on tempo. Returning Jace at end of turn is fantastic as he can win the game by himself. And gaining life is always relevant. In contrast, Silumgar's Command is a bit more niche. At it's worst, it's a kill-and-bounce. But it's also necessary in the current list for planeswalker removal or counter. I've been very impressed with it so far.

Basic removal spells are mainly counterspells (Horribly Awry does serious work with the exile, and Scatter to the Winds synergises slightly with Planar Outburst if we have to win another way). One copy each of Utter End and Immolating Glare are there to keep your opponent on their toes.

The mana base still needs a bit of work, but I'm quite happy with it right now. The Shambling Vent also does some serious work against more aggressive decks (or stalling Gaea's Revenge).


Sideboard: So I've teched the sideboard out against combo and control primarily. Hallowed Moonlight is in there to hose Rally the Ancestors decks and does see some use in a few other situations. More specific counterspells (Disdainful Stroke, Dispel, Negate) are in there primarily for control, but can replace Horribly Awry when it's not so effective. The one Planar Outburst is waiting to replace a Languish when needed. And I'm going to also be testing Empty the Pits and Gideon's Phalanx as alternate finishers. Empty the Pits also allows us to delve and exile, and should be completely unexpected. Gideon's Phalanx is actually something I think may perform very well against mid-rangey decks with Gideon in it, which I battle against. Secure the Wastes may be a more consistent choice, but I would like to try this out first. Fathom Feeder is also for testing against mid-range to control-y decks where draw is more important and a deathtouch isn't too bad. Orbs of Warding can stop disruption like Transgress the Mind and Infinite Obliteration may be useful in the Eldrazi match-up (ew, World Breaker).

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The deck performed incredibly well (given that I had assumed it would completely flop).

Round 1 - vs. Aggro U/B Eldrazi. 2-0. The opponent's deck was nowhere near complete, though, and the sweepers proved invaluable against the small hordes of Eldrazi which appeared. Ojutai's Command countered Reality Smasher, and then I just fished for the remaining Alignments, scrying with my one in play. Aligned the Hedrons. Next game was similar to the first.

Round 2 - vs. B/W Allies. 2-0. My opponent was fairly new and unfortunately kept hands with very few lands. Again, Languish triumphed over hordes of small creatures when he finally drew into lands, but by then the hedrons had finished aligning anyway. Game 2 was much the same.

Round 3 - vs. 5-colour good-stuff. 2-0. Incredibly interesting deck to play against. I had no idea what was in it, and as a result I played overly cautiously in game 1. Hedrons eventually came out, with my removal doing hard work to kill a variety of dragons. However, as I aligned the last Hedron, my opponent played Tragic Arrogance, sending a third Alignment to the graveyard and ruining any chance of the combo working. So I switched strategies, casting two Planar Outburst and Scatter to the Winds with awakening to win the game. Game 2 was also quite tight, as I now lived in fear of Tragic Arrogance. But now that I knew it was there, I kept some counterspells up at all times. I 'boarded out some of my removal for smaller creatures as the opponent's deck had major bombs, in favour of more counterspells. Gaea's Revenge made a surprise appearance, but I had very fortunately cast Planar Outburst with awakening the turn before, so I was able to block it with the awakened land and a Shambling Vent. However, she never got to all 5 colours (notably missing white) so the Alignment went off that time.

Game 4 - vs. ramp Eldrazi. 1-2. My opponent in this game was the person who helped me brew the deck, so he knew it pretty well. Game 1 went nicely in my favour for although his deck ramped up ridiculously fast, he didn't draw anything to actually play. I quickly aligned the hedrons and won. Game 2 was much more intense. World Breaker disrupted my Monastery Sieges, and I threw too many counterspells down against those kind of threats, trusting my Immolating Glare to deal with anything that landed. But Ulamog landed. And his attack exiled the last two Alignments. Game 3 was very close. I'd killed one Ugin and a host of smaller threats. He had one card in hand, so I got greedy and played Monastery Siege so I could start drawing extra cards again (tapping out so I couldn't cast Scatter). Turns out the last card in his hand was the other Ugin. Good games.

Game 5 - vs. B/W allies. 1-2. Game 1 I made an absolutely tragic decision to try to mill him to death with Jace's ulti over assembling the hedrons. I didn't consider that he might be running Rally the Ancestors for some reason, and ended up dying to it. Game 2 was better. I brought in all my Hallowed Moonlight, which trashed a March from the Tomb. Gideon and Sorin were major pains to deal with, but Jace helped me recast Silumgar's Command to kill them both. Aligned the hedrons and won. Game 3 was rushed as we only had 5 minutes left of the round. As a result I didn't get to shuffle fully. I kept a hand of 6 lands and just drew more onto that, resulting in some disappointment on my part.

Deck ended 3-2, but it felt extremely powerful. Both games it lost were really close, and I definitely defeated myself in the last round. I'm excited to keep tinkering with it. Will try adding Empty the Pits and Gideon's Phalanx as alternate win-cons and against Gideon himself.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 1 Mythic Rares

38 - 8 Rares

5 - 0 Uncommons

0 - 6 Commons

Cards 60
Avg. CMC 4.09
Tokens Emblem Jace, Vryn's Prodigy, Emblem Ob Nixilis Reignited, Knight 2/2 W w/ Vigilance, Zombie 2/2 B
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