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Hanna, post-NPH

Commander / EDH

simplistic1


Maybeboard

Enchantment (1)

Sorcery (1)


New Phyrexia offered a lot of tools for my favorite Invasion-era Legend, and these new options are welcome in a deck that had lost focus and become something of a chore to play.

My first build of Hanna was all combo and finding the combo, very little interaction and wasn't viewed as threatening by my playgroup until after they'd lost to my shenanigans a few too many times. The stronger I made the deck, the harder the swing back of the pendulum was and the harder it became for me to ever make the deck "go off" before dying.

I "fixed" this by adding some interaction, largely in the form of steal effects, but in doing so I turned the deck from a creative design into a bad U/W control deck more interested in playing with its toys than winning.

With this build I hope to solidify the deck as a defensive control build that seeks to assemble an overwhelming grind of card advantage into one of several combo finishes. Most board interaction should be in the form of selective sweepers and shield effects. My plan should no longer be to combo as fast as possible, but to use tools like Scroll Rack to keep the pieces in my deck until I can get them safely onto the board.

Stages of the game:

Stage 1: ramp and shield

This stage will be dominated by Sol Ring and friends as well as Norn's Annex, Propaganda and Ghostly Prison.

Stage 2: draw and discard

Attempt to get Threshold by massive card filtering; cheaper spells are fine as overall card quantity is barely relevant, just having Replenish, or a 3 card combo, etc is win

Stage 3: win from behind the wall

Backing up my combo with counters and preemptive measures such as Silence effects and Rhystic Study, take the table down at once.

Time Stretch plus Karn = restart the game with two cards in play

words of wind + mesa enchantress + treachery + high tide + 5 islands (after casting High Tide) = bounce every permanent on the board that isn't mine

Venser + Mnemonic Wall + Time Stretch = infinite turns

Hanna + Second Chance = infinite turns after dropping to < 5 life (not usually hard, but maybe add a life sink?)

Enchanted Evening + Aura Thief + sac outlet = steal the board

Enchanted Evening + Cleansing Meditation (with threshold) = destroy ALL permanents, then put yours back into play

Flickerform + Treachery + Serra's Sanctum = untap 5 lands on each players turn, netting some amount of mana as long as Serra's Sanctum produces > 1

Psychic Possession + Solitary Confinement = endlessly pay the upkeep on SC

Psychic Possession + Windfall/Memory Jar = draw double (add Scroll Rack for extra grins)

And many more...

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Date added 13 years
Last updated 13 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

56 - 0 Rares

14 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.90
Tokens Emblem Venser, the Sojourner
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