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Taniwha

You're really trying to swing with Taniwha here. He's 7/7, which means a possible three-hit general damage.

Now this can only happen any other turn, except you might be able to phase him out after combat (Time and Tide, Teferi's Veil) to get two swings in a row. Even better, Vanishing on him will provide protection for and get him swinging. You can also use Vanishing or Time and Tide or Vodalian Illusionist to save Taniwha from Worldslayer's effect by phasing it in response to Worldslayer's trigger. Remember that you phase in and out BEFORE untap phase. Means if you save mana you can cast instants before phasing out.

Obviously the nicest thing to do is destroy/bounce all lands while yours are gone, but the only way to do this is via Worldslayer or Sunder, which is castable during your upkeep step, after your lands have phased out and you've tapped them for mana. A good Worldslayer hit with Taniwha means you're the only one with lands.

A second-best is to destroy everything while Taniwha is phased-out, which is pretty easy to do, hence the wipes.

Even if you don't have Taniwha, you can still Teferi's Realm and Sunder, if you have the mana rocks. Choose "Lands" on your upkeep, on their turn, their lands phase in, and you use your rocks to Sunder.

Other features:

You can go the following route - using your phasing lands during upkeep to flash things in via:

If you do, you can use things like Thran Turbine as well.

I've put lots of alternate cards in the maybe column as possible substitutes.

One thing that's cool is that the deck makes use of a lot of cards that aren't ordinarily playable, so it's actually pretty cheap. You can sub out pretty much any card you want for any of the $5+ cards, which is about $100 of savings, bringing the cost for the core deck to less than $80.

Add an Island.

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