Prototype "concept" deck in early design stage. There are several different themes running here that are all meant to more or less work together and still some choices to be made on specific tactics to choose over others to best exploit the overall strategy. There are elements that will need to be trimmed or removed all together, but have been included for consideration. The amount and type of land is not set yet either and will need refining based on the particular tactics that are favored.
Takes advantage of synergy between Cavern of Souls with Nether Void to allow you to cast "humans" without paying the void.
Takes advantage of exalted (
Knight of Glory
, Noble Hierarch, Cathedral of War), doublestrike (Silverblade Paladin), and Meekstone to allow big shots of damage without suffering from subsequent lockdown. Synergies with Meekstone, Winter Orb, and Kismet to further hamper opponents by locking down creatures with power >2 and slowing down mana usage by bringing in lands tapped (which negates use of "man-lands" as a means of generating creatures around the Nether Void once Kismet is in place).
Note: "Man-lands" is another way to use circumvent Nether Void that is worth considering, in this case the Winter Orb and Cathedral of War would be replaced with man lands listed in maybeboard. Man-lands would gain the benefit of exalted but not soulbonding to the Silverblade Paladin for doublestrike (unless the land becomes a creature the turn the paladin comes into play). However, I really love the almost complete shutdown capability of Winter Orb plus Nether Void where you can get creatures out normally through Cavern of Souls and intuitively would rather play the "long game" that way over a faster kill through "man lands", but could be convinced otherwise.
Crop Rotation & Sylvan Scrying serve as land tutors to get out Cavern of Souls
Academy Rector, Enlightened Tutor, Sterling Grove, (and maybe Enduring Ideal &
Lost Auramancers
?) serve as enchantment tutors to get out Nether Void, Kismet, Underworld Dreams.
Note: a major strength for Academy Rector, Enduring Ideal,
Lost Auramancers
is that all put enchantments into play without having to pay the mana cost associated with casting and cannot be countered.
Enlightened Tutor also serves as a way to tutor for artifacts that assist with establishing control Meekstone, Winter Orb.
mana dorks and acceleration in the form of Avacyn's Pilgrim, Noble Hierarch, Mox Diamond.
Underworld Dreams alternative form of damage, limits use of blue means to search for spells.
Ivory Tower
when the Winter Orb and the Nether Void are out to slow the game, it always pays to have a relatively cheap way to consistently gain life. Considering Spirit Link for same reason and also as an early means of board control to nullify early creature drops.
Despotic Scepter is included as an escape valve in case your opponent does something weird and you need to kill something that is hurting you (Winter Orb, Nether Void, Meekstone) or if opponent won't kill your Academy Rector? Although if he's exalted with doublestrike and hitting around the Meekstone enough, they might decide to kill him (and then comes the Nether Void)!
Glasses of Urza
is for against Blue to know whether they are holding that pesky Counterspell, Force of Will, etc. and to better know how to play your control.
Thanks for looking and Please discuss!