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I am looking for any tips on building a better pillow-fort! The goal is for a nice, relaxing game of Magic where no one has to get hurt and eventually it just ends.
Step 1: Make everyone draw cards.Step 2: Fog.Step 3: Fluff the pillows of my pillow fort and make myself comfortable.Win Condition #1 Approach of the Second SunWin Condition #2 Mechanized Production Win Condition #3 Milling my opponent(s) outWin Condition #4 Induce rage-quitting and/or aneurysms The dream is to get "Mechanized Production" to make copies of "Font of Mythos" every turn and make us all draw sixteen or so cards every turn until I win. Playing every enchantment that makes it cost more mana to attack with creatures until it is prohibitively expensive, while adding things that give me hexproof until I feel all snug and secure. The combo of "Fraying Sanity" on someone and then hitting them with "Traumatize" is a fun and horrifying possibility. Use "Hanna, Ship's Navigator" and "Eternal Witness" to get back some of my pillows when they inevitably get destroyed.
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NOTE: Set by owner when deck was made.
This deck is AIDS lol Throw in a fog bank for extra flavor.
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I actually had that in before I remembered "Dictate of Kruphix", maybe I'll sneak it back in somehow. Also, I use Starcity Games Creature Collection "Goose of Saint Traft" sleeves for the extra silliness.
I got rid of "Swiftfoot Boots" because I don't always even play my commander and I figured I didn't need as much protection for him. I added in the copy of "Forced Fruition" I just traded for.
Took out "Lightning Greaves" for the same reason and put in the copy of "Enchanted Evening" I just got :)
Got some new stuff so I made a few changes:"Endure" is out and "Riot Control" is in"Rule of Law" and "Swords to Plowshares" are out because they draw to much attention, "Temple Bell" and "Privileged Position" are in."Collective Restraint" isn't as useful because of how few basics I run, "Teferi's Protection" is in.
I forgot I added "Dissipation Field" as well, forget what I took out for it.
Minus "sylvan caryatid" and "dissipation field" added, "saheeli's artistry" and "skull of orm".
Made another series of changes, including a hefty change to the land-base. I have been trying to smooth the deck out and do more in the early game. To that end, I dropped several of the lands that come in tapped and two that produce colorless mana. "Kor Haven" and "Yavimaya Hollow" were good ideas that I never utilized. The guildgates, canopy vista, transguild promenade and seaside citadel came in tapped and slowed me down too much. Sungrass Prarie filtered mana, but slowed me down, and exotic orchard was unreliable. In went the pain lands (Adarkar Wastes, Brushland and Yavimaya Coast, and City of Brass) so that I get mana fast, and if I have to hurt myself in order to bring about world peace, well that is a sacrifice I am willing to make. The temples (plenty, mystery, enlightenment) as well as Halimar Depths went into at least get something out of lands coming in tapped and hopefully smooth out the next draws. Two more basic lands went in to get a better chance of the check lands working.Arachnogenesis was cut for Holy Day, which is cheaper. Spike Weaver was a neat idea that I just never used, so in went Silent Arbiter as a static way to slow everyone down, not just those attacking me. Skull of Orm was cut in favor of something I needed more, which is lifegain, so in went Horizon Chimera to take advantage of the extra card draw.
I haven't updated this list in so long, 39 cards are different from the current iteration! Included in this round of changes is one of my all-time favorite cards in the deck, "Humility". I have found several more non-lethal removal/board wipe spells and plan on including the new white-version of "beast within" called "generous gift" eventually. The mana base has changed significantly too, some are cards that have been released since I first wrote this deck. "Fractured Identity" is fun to get rid of my own card-draw artifacts and give everyone else a copy of it to increase it's potential yield!