The idea of the deck is to stall the game enough with taxing and other unfavorable enchantments to establish a draw engine that allows me to take over the game with big dudes and favorable Constellation triggers.

Key interactions

My favorite is Land Tax and Scroll Rack, which allows me to fetch basics out of the deck, exile them to Rack plus other cards that might not be useful, draw that many cards, and then do it all over again the next turn. Weathered Wayfarer can be used as a shuffle effect if Land Tax is missing, turning it into a pseudo-Brainstorm.

Constellation cards like Doomwake Giant and Thoughtrender Lamia help put the game away by generating incidental advantages on top of the tokens that I produce, clearing the board or emptying opponents' hands, respectively.

Finally, Urborg, Tomb of Yawgmoth and Crypt Ghast generate insane mana that allows me to make 2/3rds of a token off one land or easily pay extort on nearly every spell I cast, creating a huge difference in life totals I can abuse to draw more cards and get further ahead.

Key Play Patterns

Resurgent Belief and Open the Vaults allow me to reload the board quickly if my enchantments (or even my creatures at times) get wiped. Crystal Chimes allows me to re-cast a ton of enchantments, especially ones with a sacrifice ability (Seal of Doom, Seal of Cleansing, Aura of Silence), taking advantage of a ton of different "on cast" triggers in the deck.

As the game progresses, Sphere of Safety becomes much more important than Ghostly Prison, especially against Tron commanders as I build a board of enchantment creatures to make the cost of attacking too high to pay for.

If I'm looking to build advantage over turns, I might tutor up Necropotence to refill my hand every turn, which will accelerate my gameplan substantially. Then cards like Underworld Coinsmith become important for ensuring my life total doesn't become dangerously low.

If I'm trying to put the game away, but haven't yet, my go-to play is tutoring up Doomwake Giant to clear the board for my big tokens to attack. If I'm afraid of interaction, I'll get Thoughtrender Lamia.

Winning the Game

True Conviction is the main wincon of the deck for obvious reasons, since it allows me to remain aggressive with the token I've generated with double strike and lifelink.

However, Extinguish All Hope is a cheeky option that clears everyone's boards except for my tokens (most of the time), which can win the game on its own.

Other options that can win games over turns are Luminarch Ascension, which often becomes active after one round of turns, and Court of Grace, which has monarch protected by the nature of the deck. Court of Ambition can also keep me in the game through discard and life loss, again protected because of how the deck is designed.

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Comments

93% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

45 - 0 Rares

30 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens Angel 4/4 W, Enchantment Spirit */* WB, Experience Token, Spirit 1/1 W, The Monarch, Treasure
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