SCEPTERMANIA!

by batman69 on 05 August 2011

Main Deck (60 cards)

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Deck Description

Possible combos:
Scepter on Orim's Chant + Sundial of the infinite = When do you play? EH? EH?
Scepter on Silence + Sundial = see above.
Scepter on Final Fortune + Sundial of the infinite = Infinite turns!
Scepter on Angel's Grace = A lot of turns until you get the rest of the deal.

The idea is... Advance towards the piece of the combo by hardcasting everything you have and making use of Sensei's Divining Top and Howling mine. Even before you get a scepter online, you can pull some interesting stuff with the "extra-turners" together with angel's grace and Sundial.


Edited!:
Took out all white and added in black instead for damage, creature removel, and making my opponent discard. check out what setherial said and thats what i did. he had good ideas! something different

again if you like it? hate it? have ideas? HIT ME!

Deck Tags

  • Combo

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

0025140

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for SCEPTERMANIA!

Wow Disenchant is good against this deck. Packing 4 disenchant + 4 something simular like naturalize pretty much kills you and you have no way around it. funny :)

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Posted 05 August 2011 at 13:21

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haha that would blow, thank god my mana base is super low so hopefully i can pull off the combos early!

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Posted 05 August 2011 at 13:34

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I've been wanting to do Final Fortune + Sundial but the risk is just to high. Anything instant speed that stops sundial from activating at the correct time kills you. Playing Threaten would be pretty good, if you have sundial in play threaten can potentially steal creatures and not give them back and if they shoot down Sundial at least you don't die. You should have alternative angles of attack like that, the way the deck works now you can get away with playing it once and after that everyone will be packing hate against your deck and it's so very vulnerable.

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Posted 05 August 2011 at 14:12

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What do you suggest I add in, I love your ideas!

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Posted 05 August 2011 at 14:17

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I haven't really given it that much thought yet. I think I would play

4 Threaten
4 Mark of Mutiny
4 Greater Gargadon
4 Sundial of the Infinite

Maybe go black and add gravepact, blightning, maybe Bloodchief Ascension.... If you go play those scepters You could add Diabolic Edict/Extirpate/Burn as targets. It's less lame then chant and it keeps the deck to 2 colors.

this might be far fetched and maybe to casual for someone willing to play scepter chant but I'm thinking one or two Extractor Demon. You can beat Unearth with Sundial. then again extractor demon isn't that strong a card so it might not be a good way to go.

You could also break Corpse Dance and Heat Shimmer with sundial and both are good spells even without sundial.

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Posted 05 August 2011 at 16:07

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i shall make these changes! this sounds awesome bro! nice thinkn!

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Posted 05 August 2011 at 18:14

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i made the changes to as best possibly, but idk how the land base should be, should i make it 3 colored, or turn it to B/W?

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Posted 05 August 2011 at 18:22

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what do you think about this:


4 Greater Gargadon
4 Fleshbag Marauder
2 Extractor Demon
2 Kokusho, the Evening Star
1 Skeletal Vampire

2 Bloodchief Ascension
2 Grave Pact

4 Sundial of the Infinite
1 Isochron Scepter
4 Rakdos Signet

2 Corpse Dance
1 Final Fortune
1 Lightning Bolt
1 Diabolic Edict
1 Heat Shimmer
3 Mark of Mutiny
3 Threaten

4 Bloodstained Mire
4 Blood Crypt
4 Graven Cairns
4 Montain
4 Swamp
2 Grixis Panorama

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Posted 08 August 2011 at 12:36

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ps: I forgot Kher Keep, drop 1 Grixis panorama for a Kher Keep.

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Posted 08 August 2011 at 12:38

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Love it setherial!!! Ill make the changes

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Posted 08 August 2011 at 16:56

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