4 {Scrubland} 4 {Plains} 4 {Plateau} 4 {Ancient Tomb} 4 {Nomad Outpost}
20 lands
4 {Forsaken Wastes} 4 {Idyllic Tutor} 4 {Greater Auramancy} 4 {Plea for Guidance} 4 {Enlightened Tutor} 4 {Havoc Festival} 4 {Enduring Ideal} 4 {Transcendence} 4 {Grim Monolith} 4 {Wound Reflection}
40 other spells
Sideboard
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This deck is build around the abuse of {transcendence}.
{wound reflection} and {havoc festival} put your opponents on a one turn clock, while you are totally safe from any damage. To avoid getting killed by enchantment removal, we give the enchantments shroud with {greater auramancy}.
The rest of the deck is filled with mana and tutors.
{enduring ideal} can be used to fetch the entire combo in a couple of turns, and works around countering, with {idyllic tutor}, {enlightened tutor} and {plea for guidance} allowing tutoring for a hard cast.
{ancient tomb} and {grim monolith} give mana, and in the case of tomb also gets your life under 20.
God-hand play would be:
T1: scrub or plateau
T2: the other, {greater auramancy}
T3: {ancient tomb}, {grim monolith}, second auramancy.
T4: any {W} land. Depending on threat of lethal, {transcendence} or {havoc festival}.
T5: the other one.
T6: {wound reflection}.
T7: you don't have one!
{havoc festival} will have dealt half of your opponents remaining life at their upkeep, then {wound reflection} will let them lose the other half. (Havoc festival says no to life gain).
Alternative could be
T1-T2: {W} source {grim monolith}
T3: {ancient tomb}, {enduring ideal}, fetch the three pieces (depending on board state you can even fetch {havoc festival} T3 {wound reflection} T4.)