A
Quest for Ula's Temple
deck was shown to me by a friend, and I scoured the web to find the best ways to make it even more fun and competitive. I have used lots of forum threads as well, so while I'm not citing everyone who influenced this deck, please know that I stand on the shoulders of giants. Or at least ride on the backs of previous deck builders brave enough to run out a
Leviathan
. I just want to do it better.
I think the way to do that is to ALWAYS start the game with a
Quest for Ula's Temple
in my hand with a mana source to play it. Making this happen is hard, but not impossible. One of the best ways to do this is with Serum Powder.
This deck never hard casts anything over 2 cmc, and routinely mulligans 4 or 5 times in games that it wins. It has nearly the same success rate with a mull to 3 that it does with a starting hand of 7. It never fails to draw a crowd and produces lots of laughs and high fives even from my opponents. It really is a fun deck to play and play against just because it is so unique.
Spellskite is the only real money card in the deck apart from the lands, but you dont need those if you drop the nulltread. The deck really just wants to win with the quest.
I have tried to keep the creature count extreme so that I can start dropping leviathans turn 4 if all goes according to plan -- extraneous spells just slow me down. If there is a creature that helps protect the combo I don't know about, please help me out with suggestions!
Sideboard is pretty straightforward:
Chancellor of the Annex
helps against turn 1 hand disruption, as black decks will destroy our combo before we can play it. Don't worry about the mana cost, this card is never actually played.
Stormtide Leviathan can be brought in against burn / red aggro, as they can't kill it with fire easily, and it stops the assault when it lands.
Swan Song protects your quest if you need extra protection, the birds can be chump blocked with our own, so no worries there. Or if you would rather, use Turn Aside instead.
As I really only care about having 2 mana at most with this deck, I can afford to have a few scar lands even though I only use mana, just to keep the top deck manipulation going even in the face of Choke. Choke is a very dangerous card against us, as even a turn 1 Quest can be beaten with a turn 2 Choke, as it keeps us from filtering the top of the deck each turn -- and unlike a normal deck with lots of ways to bounce an enchantment, we only have creatures so that our Quest triggers each turn.
Comments and suggestions welcome!