Time to break down the deck. -Artifacts & creatures: Great choice. Especially Gate and Chimes. (1)Chimes for obvious reasons, and only 6 non-permanents. (2)Gemstone i can see why. (3)Mirror gallery, after erasing half my comments, I see why. I was going to be against the blue shrine, let alone TWO out, but I see that with braids you plan to drop most of your land/etc anyway. Just be careful of that draw. If you ever pull just enchantments, you are boned. Plus it saves you from bad Gates. -Spells: obvious, no comment, required in the deck. Love the chime combo with that though =P -Enchantments [Going to break down into categories]: {1} Sanctuaries: I'm assuming you have the blue in there for draw, but doesn't the blue shrine cover that? The other three are very viable and cover a lot of necessary tasks. {2} Shrines: They all work well together. Not much to be said about them. {3} Awakening Zone: Great creature/mana source. Chumps and mana, 'nuff said. {4} Braid: Combo with magmatic. {5} Debtor's Knell: Great for increasing your creature count. {6} Magmatic Core: Nice mana dump, especially if you time it with braid or just have braid out first. {7} Subversion: Kill condition as well as another life gain condition. Very useful, especially since this deck seems to halt progression or change. {8} Wild evocation: Confused, but ok. Forced casting? I guess you wouldn't care, whereas your opponent would. Keep them discarding with honden then force the big play while you just empty your hand {9} Paradox: yeah...... if anyone argues against, they should burn their cards. {10} Bitterblossom: Mentioned earlier. It has the same reasons no matter WHAT deck people put it into. Good choice. Overall, very nice deck. Brilliant use of combining the (battlemage?) sanctuaries with hondens. Well made, sir. Wish I could have thought of it!
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I really don't even build decks to win or even play, just to build based off an idea for fun.
^^^^^^^^^^^