Heating up my own slice of the upcoming American pie. My first attempt at tri-color control. I'm new to standard so I still don't quite have the competitive eye for it, I feel. I am very open to card and strategy suggestions that you think will help me pioneer this new archetype. I do have a few ideas in mind, though:
I wish we had a better mana base, but nicer lands are like ridiculous costly. Any suggestions on the mana base would definitely be appreciated.
End Hostilities and Anger of the Gods with the aim to keep the board as clear as possible until it's time to mount an assault.
Anger of the Gods
+
Suspension Field
has a neat little interaction; a tough creature that cannot be burned away by my Anger can probably be "suspended" insead. ;)
Banishing Light for when
Suspension Field
realizes it only works on creatures.
Dig Through Time and Thassa, God of the Sea aid at acquiring the most adaptable arsenal of spells. Thassa also helps creatures get through defenses that somehow weren't wiped out.
Dissolve makes up the counter suite. A reliable hard counter with a scry bonus.
Deflecting Palm, I think, is a splendid combat tactic. Mitigating and reflecting incoming damage would be a fabulous way to win a match or gain leverage if they swing with a single fattie. Moved to sideboard
Mantis Rider provides some speedy creature damage, but I'm actually unsure as whether this belongs in the sideboard in favor of a more refined control.
Generator Servant gets my five drops out on turn 3 and gives
Prognostic Sphinx
haste. It's also possible to just use him for extra mana in a pinch.
Prognostic Sphinx
is a decently reliable finisher: It can attack planeswalkers, protect itself at my expense, and provides premium a draw filter.
Keranos, God of Storms is slower, but is great for adding power to draws. Allied with
Prognostic Sphinx
or Thassa, God of the Sea he becomes decidedly more wrathful. Moved to sideboard. The deck will be slower, Thassa's ability start on turn 4 is more desirable then Keranos' on turn 6.
Stoke the Flames and Lightning Strike are versatile and instant. Both aid in removal and can be closers if the opponent has a low enough life total.
Jeskai Charm
, I nearly missed and don't know how. Three abilities for one card is clutch. Tempo, damage, or life; all extremely useful.
Chandra, Pyromaster
is all alone at the party now that Jace, Architect of Thought and Ral Zarek are rotating out. But she can still disable a blocker while pinging, and generate card advantage. Her final ability makes me consider adding in Stoke the Flames.
Let me know what you think. Any advice and upvotes would be greatly appreciated.