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Basically, use athreos so that your op has to keep deciding whether or not to let your creatures go to GY, or return to hand so you can replay them. Wastes their removal since it can just fire back at them. Delay the game through finks, riftwatchers, and Ghostly prison until you get an athreos/liliana flip to ultimate.basic thinking is:Athreos in play, I play vexing devil. you either pay the 4 to kill it or let it resolve to the battlefield. If you pay the 4, to keep it in the GY you need to pay 3 more life, or return it to my hand, and we can start the process over again.
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It seems like this would beat the shit out of creature and control decks, however combo and the lack of draw might be a problem. I'd recommend cutting the Waning Wurm as sweet of a card as it is and instead play Bob or painful thruths.With Lost Auramancers I think you could play more toolbox enchantments in the mainboard.
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I have been thinking of adding in some form of card draw, most likely it would be bob, over the lost auramancers to keep the CMC a little lower. Basically, It ends up being pure advantage at some point due to the recursive creatures, plus them having to pay to keep a card in the GY.
Seems a little too creature heavy. Could be very effective but you might want to take advantage of some of the awesome R/B removal tools like Terminate and Dreadbore. Lightning Helix might also be a fun addition.
I thought that initially, and the initial build had a lot of removal, i.e terminate, dreadbores in SB, thoughtseize, inquisition, path to exile. The problem was that there wasn't enough interaction between athreos/liliana to really make the choices difficult and keep up the pseudo card advantage.I figured it this way, if my guy blocks a creature and kills it, it either returns to my hand, which then I just replay it, or they lose 3 life to keep it in the GY.Also, Finks and riftwatchers make it a pseudo lightning helix, if they take the 3 life to keep it in the gy, they take 3 and i've gained 4 overall (in general), and if they return it to my hand, i gain anywhere from 6-8 life, which is a bigger life swing than helix. Tyramet also basically flings the creatures, giving them an even harder choice.