How do you not play Blue and still draw tons of cards?
Courser of Kruphix + Underworld Connections
Hello everyone and thank you for viewing my deck!
Drawing cards is one of my favourite things to do in a Magic game. Naturally that has caused me to play U/W/X control in the past, but I wanted something different this time.
I revamped the description and the deck list, I first had a different (although similar) list, but after having had some feedback of a few people here, I saw new, very powerful, synergies that caused me to revamp. Thanks to Wolfsage13 and mrbloo1848.
If anyone is interested, I might also put up the old list, however I think this list, at the moment, is much stronger.
The Cards:
The Mana base
Right now, 2 of each Shockland, because I dont have the budget to get all of them, Im also unsure if I would even need/want all of them. I chose the full set of scrylands, because, well, I love scry in the first place, and 2nd, its a very powerful thing to do.I chose to add 1 Mana Confluence, it can be a bit dangerous against the popular Burn deck, so I dont want to draw more than 1 really, even though the life gain in this deck might off-set the life loss.
The Creatures
Sylvan Caryatid - The Caryatid serves several purposes. Its a brick wall against aggro, and it accelerates our mana, which is always nice. It having hexproof and the mana being any colour of choice is icing on the cake.
Scavenging Ooze - This card is a beast. Creature subtype on this card lies. Its a damn beast. It laughs at Whip of Erebos and Chandra's Phoenix, grows huge and gains you life. This card has plenty of synergy with other cards in the deck that are listed below.
Courser of Kruphix - This card draws cards and gains life. Basically what Spinxs Revelation does. Except not as a dead card until you have a million mana. The 2/4 body is also not irrelevant against aggro. And then theres the synergy with Underworld Connections. Play a land off the top of your deck, gain a life, draw a card; You just drew 2 cards, for free.
Lifebane Zombie - Theres a decent amount of Green going around at my LGS, and a limited amount of Black. Meaning this guy will disrupt plenty of hands and smack plenty of faces. Also get rids of one of the biggest threat against this deck, namely Blood Baron of Vizkopa.
Blood Baron of Vizkopa - I love this guy. Most lists play only 1, and that probably is enough, but I just love this guy so much I want him twice. Why? Theres a lot of Green and Red in my LGS, meaning the chance he gets removed is a bit bigger, having a 2nd as a backup feels nice.
Obzedat, Ghost Council - This guy(Or rather; these guys) is a real game winner if it sticks, and given a meta without much black at my LGS, there will be a limited amount of instant speed hard removal, making this card an absolute terror to deal with.
Archangel of Thune - Wolfsage13 and mrbloo1848 pointed me to the powerful synergy of this card with the deck, I hesitated at first, the card seemed to be very much a win-more card, BUT, testing has changed my mind. Even though it isnt always needed for a win, it can turn around a game in an instant. The synergy with almost every other creature in this deck is insane, most of our creatures gain us life, which makes this girl very trigger happy and out creatures MASSIVE. Having a flier is also quite relevant in the current meta overall.The fun I had with just the Archangel of Thune + Scavenging Ooze combo
Advent of the Wurm - An instant 5/5 Trampling creaturesaywhut? Ive done a lot of thinking about the 4 mana drop in this deck, with plenty of powerful options available to us with Reaper of the Wilds, Desecration Demon and Polukranos, World Eater. I favoured the Reaper and the Demon over the Wurm before, but after testing I just fell in love with the Wurm. Flashing it into the battlefield at the End Step, follow it up with an Ajani, Mentor of Heroes and give it 3 counters and essentially end up with a 8/8 trampler with haste. Or flash it in to block a Blood Baron. Lovin it.
The Noncreatures
Banishing Light - Go away Chandra's Phoenix, leave me alone. Even though the bird can still come back to pester me when the light gets banished in return, it is just great removal that removes (almost) everything.
Underworld Connections - Thanks to Wolfsage13 for reminding me of this card. The synergy with Courser of Kruphix (as written above) is just too great, its already a great engine on its own, but it goes over the top with the synergy in this deck. Drawing cards is my favourite thing in Magic.
Abrupt Decay - A great answer against many permanents, also cant be countered.
Hero's Downfall - Just kills about anything.
Elspeth, Sun's Champion - My favourite white card. I wanted to play White for this girl. Shes such a huge threat and synergizes well with Ajanis first +1 ability. Will win the game if left unchecked.
Ajani, Mentor of Heroes - This guy can make our creatures bigger. Much bigger. 3 counters is insane, distribute over more creatures to spread the threat, if you dont need bigger creatures, just draw some cards. His second ability draws cards and just digs deep into your deck, making your draws quite consistent in every game. Even considering a third copy.His ultimateIm not sure about it. I feel like youll already be winning if you get your loyalty to 8, also, this deck already has loads of lifegain. But I dont doubt this can seal or change some games.
The Sideboard
Bile Blight - This card is great against decks with many smaller creatures. Mostly Aggro, but also deals with a fair amount of creatures in mono black devotion decks. Overall decent removal.
Golgari Charm - Very versatile card that counters many cards that answer our threats. It blanks Supreme Verdict or any other removal, it destroys all the exile enchantment cards and the popular enchantment creatures, and it can shut down token swarms.
Vraska the Unseen - A removal engine. Eats something when she comes into the game, takes something with her if attacked, if unchecked shell keep eating thingsor simply win the game. Put it in my sideboard cause its a powerful option, but I had no room in the deck anymore. More testing will tell if she should be maindecked, stay in sideboard, or if shes necessary at all.
Putrefy - Can take out Artifacts when needed, and can counter decks that play some regeneration. Or just an extra removal option against creature heavy decks.
Sin Collector - Very very good card against anything that runs instants and sorceries. This will come in against almost every Control matchup, Burn matchup and probably other Midrange matchups with a lot of removal spells.
Thoughtseize - Another very powerful card I didnt have room for. Would come in against Control and other Midrange decks, much like the Collector, to remove the threats that are the hardest to answer.
Obzedat, Ghost Council - This could well be a different card. I just like the card a lot so I put it in here, I have not tested enough to know when to bring it in, if at all, if I never end up siding it in, I will take it out and replace it.
Lifebane Zombie - If were up against anything with several Green and White creatures, these will come in. They straight up remove Blood Barons and Voice of Resurgence which is its biggest feat, but will also deal a lot of damage against decks without black creatures.
Conclusion
I love this deck. It has tons of cards that are powerful on their own, but also have strong synergies, which Im quite fond of. Its what Ive been missing as a strict U/W/X Control player last year. Ive always been a fan of playing Black, and I like what it does in combination with White and now also with Green.
I hope to have all the physical cards somewhere next week so I can start playing this deck at my FNMs.
As always, feel free to leave constructive criticism and feedback, I always love hearing new thoughts! Thanks for viewing my deck.