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Decks (Magic The Gathering) => Casual => Topic started by: Kaylesh on July 28, 2015, 04:35:21 PM

Title: Transcendence
Post by: Kaylesh on July 28, 2015, 04:35:21 PM

Transcendence

60 cards, 0 sideboard


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
Title: Re: Transcendence
Post by: Kaylesh on July 28, 2015, 04:43:18 PM
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.)