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This deck has a decent chance for a turn 4 Emrakul (or other large creature, or more realistically a mix of control until a large drop in turns 5-7. It relies on getting charge counters on Chalice and Cornucopia for fast, big mana, then dropping uncounterable fatties with Quicksilver Amulet. The ideal scenario is to drop lands on turns 1 and 2, then on turn 2 play a coretapper, tap and sac the Coretapper on turn 3 to charge a costless Cornucopia or Chalice, then play Quicksilver Amulet into a giant drop on turn 4, using the extra 1 mana however you see fit.Tutors are in the deck, to facilitate acquiring most any of these (as we can fetch Blightsteel Colossus, most of our mana sources, as well as any of our other artifacts). Ancient stirrings allows us to grab the remainder of our mana sources, large creatures, and artifacts, or to fix almost-complete hands. A healthy dose of counter magic is splashed, in order to secure the combo. It's not the fastest deck out there, but it's decently quick with control and tutelage/draw to help get unstuck. Not really sure if it's at all competitive, but I really welcome any comments or criticism!Also, proliferate is considered, but currently there are only 2 and 3 drop spells, and I'm not sure I should dedicate slots to Tezzeret's Gambit (card draw and proliferate), or Thrummingbird (1/1 flyer with proliferate on dealing damage to player). What do you think?
You need two lands (or another way to get two mana, which does exist in the deck) to start to ensure you're able to get two-drops out to in order pump your chalices, which should come fairly easily. A couple of surge nodes are in as long-term ramp and emergency charge counters in the event of a bad mulligan or otherwise. After that, the next priorities in order are securing Quicksilver Amulet, getting a large creature to play with it, and getting more mana. Generally speaking you'll start with at least two of these elements.
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You could run a set of the Urza lands (Urza's Mine; Urza's Power Plant; and Urza's Tower) for in case your Amulet and / Chalice is not in play.
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This is true, but would that mean that playing the charm is still viable as getting the coloured mana would be harder, and that is his only red card....
Thanks for the feedback. I considered running from to compliment, but I'm not sure it really increases the speed or reliability of the deck. Given that I wouldn't have space to do GR Tron style land searching, it probably wouldn't be online for quite a few turns, and wouldn't give me any color fixing in the meantime. I wanted to have more cointermagic in the deck, so I avoided taking up spell slots with chromatic spheres/stars. Thoughts?
If that's what you're aiming for, this is a pretty good build. Countrol isn't exactly my strong suit, so I doubt I can be of much help.
Well thanks for the input anyway! Also Necrumlslice, you're exactly right--I like being able to consistently splash color without fear.