The War Report: Upgrading Feline Ferocity

I managed to make a little bit more on my last paycheck than normal, so I was able to squeeze out a little bit extra fun money and picked up some cards the other day on a whim. I was out and about already, and was actually thinking of picking up a few Unstable packs for funsies, but I ended up seeing a lone Commander 2017 deck lying there, lonely and forgotten. It deserved a new home, so I grabbed it. Behold, our fearless new leader:

Being a C17 product, the featured commander of the deck has the Eminence ability, meaning he packs some utility despite residing in the command zone. It’s a great tool for Edgar, and I’ve already talked about how I’ve revamped that deck back when these released in August. Since then I made or brewed multiple decks with the Arcane Wizardry deck. This was the last of the precons that I wanted, as the Dragons have been overdone in my playgroup. Since the deck sort of revolves around equipment the natural choice is to build this into a voltron deck, but since I already have Sram doing a great job at that style, I didn’t want to follow the trend. As such, I’m sticking with a go-wide win strategy that tends to work well with tribal builds, but I’m going to stick with the equipment-matters subtheme. Some of the cards here work so well with equipment without necessitating a single swinging minion. It did lack a clear cut win condition though, which I think is something all of the precons this year had suffered from. Still, the tools are here and we’re going to use them. I’ll show you how I made some upgrades on a budget, but kept the heart of the deck alive. This could of course go much further by modifying the land base and replacing some cards with strictly-better versions, but for budget and time’s sake, I’ll show you a quick way to make this deck your own without spending a lot of dough. Here’s the original deck list: (removed cards crossed out)

Feline Ferocity:

1 Nazahn, Revered Bladesmith
1 Mirri, Weatherlight Duelist
1 Alms Collector
1 Balan, Wandering Knight
1 Stalking Leonin
1 Hungry Lynx
1 Qasali Slingers
1 Jazal Goldmane
1 Jareth, Leonine Titan
1 Kemba, Kha Regent
1 Leonin Arbiter
1 Leonin Shikari
1 Raksha Golden Cub
1 Seht’s Tiger
1 Spirit of the Hearth
1 Jedit Ojanen of Efrava
1 Fleecemane Lion
1 Phantom Nishoba
1 Leonin Relic-Warder
1 Oreskos Explorer
1 Sunspear Shikari
1 Taj-Nar Swordsmith
1 Temur Sabertooth
1 Qasali Pridemage
1 Traverse the Outlands
1 Divine Reckoning
1 Rout
1 Hunter’s Prowess
1 Soul’s Majesty
1 Cultivate
1 Harmonize
1 Nissa’s Pilgrimage
1 Kindred Summons
1 White Sun’s Zenith
1 Condemn
1 Wing Shards
1 Crushing Vines
1 Relic Crush
1 Bloodforged Battle-Axe
1 Hammer of Nazahn
1 Argentum Armor
1 Grappling Hook
1 Quietus Spike
1 Staff of Nin
1 Sword of the Animist
1 Sword of Vengeance
1 Heirloom Blade
1 Herald’s Horn
1 Behemoth Sledge
1 Dreamstone Hedron
1 Hedron Archive
1 Hero’s Blade
1 Lightning Greaves
1 Loxodon Warhammer
1 Skullclamp
1 Sol Ring
1 Swiftfoot Boots
1 Mirari’s Wake
1 Abundance
1 Zendikar Resurgent
1 Curse of Vitality
1 Curse of Bounty
1 Mosswort Bridge
1 Stirring Wildwood
7 Plains
6 Forest
1 Path of Ancestry
1 Blighted Woodland
1 Blossoming Sands
1 Command Tower
1 Elfhame Palace
1 Evolving Wilds
1 Grasslands
1 Graypelt Refuge
1 Krosan Verge
1 Myriad Landscape
1 Opal Palace
1 Rogue’s Passage
1 Saltcrusted Steppe
1 Secluded Steppe
1 Selesnya Guildgate
1 Selesnya Sanctuary
1 Temple of the False God
1 Terramorphic Expanse
1 Tranquil Expanse
1 Tranquil Thicket
1 Vivid Meadow
1 Vivid Grove

As you can see I didn’t remove too much. With the land base present I only removed the strictest tap lands because I feel like they slow things down and there are several ramp spells that rely on pulling basic land cards so I replaced them with basics. Otherwise, I added some nice cat cards that weren’t present in the precon, and adjusted some spells along with adding some win conditions. Let’s check out the additional cards:

Brimaz is the only card that is really an expense, at about $12-14. Everything else is pocket change, and you should be able to pick all of them up for under $30. Here’s my reasoning for the additions: The few cats that I added stay on theme, being able to utilize Arahbo’s eminence ability but also do cool things like summon more cats or beef up cats, or even make your cat spells uncounterable! I added in a tribal themed equipment that I’m surprised didn’t make the precon, and added some more card draw with Rishkar’s Expertise and give my equipments flash with Sigarda’s Aid. As for the win cons:

You can obviously go wide if you get the right combination of cats and equipments on the field. Several of the creatures benefit from being equipped, and you should be getting in some chip damage from early on in the game. One goal will be to have several creatures out that can attack, and play Beastmaster Ascension during your first main phase, then attack with seven creatures simultaneously to get the +5/+5 affect which should be eliminating an opponent from play. You can also use Overwhelming Stampede before combat for a similar effect. I may later add in Triumph of the Hordes for redundancy as the infect is usually enough to defeat even the healthiest of opponents. You also have a voltron subtheme here, and tools like Rogue’s passage can sometimes be enough to win via commander damage, but I think if you want to go that route you should probably run Nazahn, Revered Bladesmith or Mirri, Weatherlight Duelist as they benefit more from voltron strategies. Conversely, you can actually play Arahbo and then kit him out to swing for lethal commander damage too, but my playgroup rarely wins that way.

I think these small improvements will be better than the precon itself but I already see where I could easily spend a few more dollars on this to make it more efficient and honed in. For now, we’ll call it a budget upgrade and move on. You can see my full deck list here.

Hope this gave you some ideas at least. Happy Gaming!

The War Report: Budget Jank EDH

Recently one of the guys in my Friday playgroup decided to build a budget deck. He’s an expecting father and funds have become more tight for him, so he’s thinking a bit outside the box and trying to see what he can do to get the most bang for his buck. Similarly, I’m in a position where with the holidays and having taken some time off of work plus other expenses piling up, I could use a good budget deck myself. So today I’m sharing a new brew with you that was created with a budget of $50 in mind — this is a similar amount to what my friend has used, and it sounded like the only way I could build a deck from scratch and be able to purchase it in one order.

I was actually in the middle of revamping existing decks, finding small tweaks that I could use in order to either lower the mana curve or exploit some combo further. I started thinking about color combinations that I hadn’t tackled yet, and one that came to mind was Abzan; or Black, Green and White. Unfortunately the amount of legendary creatures in this color combination is limited, but I found one that sounded sufficiently janky to build around: Doran, the Siege Tower. I give you:

Impregnable Fortress

As you can see, Doran is a 3 drop 0/5 which sounds like something you would want to avoid. However, his ability is interesting and can be used in a number of ways. My first thought was that he sounded like a good commander for a Wall deck, which actually happens to be a thing. It sounded like the perfect sort of jank I was looking for, and at the same time once I put the thing together I found that most of the cards were under $1! Most of the time when people build budget decks, they tend to have a couple of limiting factors — the total deck price, and the price per card. My friend who built his at the $50 mark said that he didn’t care what the cost of the individual cards were, just that the total was at or close to $50, so I took those same parameters. This particular commander costs about $9 by himself, so that limits the build but we were also considering not counting the commander cost in the budget. Either way, my deck is sitting a few cents above $50 on mtggoldfish.com, even counting Doran. Here are the only cards that cost more than $1 in this particular build, along with my reasoning for their inclusion:

Cards over $1:

Two of the cards are lands, and their inclusion is pretty obvious. I wanted to have some decent dual lands in the landbase, so there ya go. There are four creatures, a couple of artifacts and three spells otherwise, and they ended up being important for a number of reasons. The walls add some utility, and happen to be very good when paired with Doran’s passive. The artifacts are for ramp and card advantage, and there are a couple of decent spells there, one of which helps slow down attackers, another for ramp and the other is a nice boardwipe with added recursion. All felt like good additions.

Win Con:

The main win condition combos with Doran’s passive. There are two enchantments that help with this win condition. The idea of the deck is to play walls early and often, giving you defense to protect against opposing forces. Then, you can use things like Diabolic Tutor or Plea for Guidance to tutor up one or both of the main win-cons, Assault Formation and Rolling Stones. With Doran on the battlefield (or with Assault Formation by itself), your walls can now attack and assign combat damage via their toughness instead of their power, in effect making them */* creatures where * is equal to their toughness. I have added redundancy with cards like Animate wall, Wakestone Gargoyle, and also added cards like Entangler that allow one wall to block all creatures coming my way. As long as my walls can attack, they are huge creatures for low mana investment or in other cases a single wall can block a horde of incoming enemies. There are also cards like Walking Wall, Mobile Fort, and Prison Barricade that can attack for a price.

Let’s not kid ourselves, this deck isn’t going to win tournaments, and it’s probably tier 5 or lower, but it’s a fun/cheap investment and I think Magic should be played in multiple ways to truly enjoy it — why let cards sit and rot when they can be used? You can check my full deck list here, and I’ll be back with more commentary on this once I’ve built and tested it!

The War Report: Works in Progress

There have been some recent acquisitions of late and I thought I would start the column off this time with some minor tweaks and updates to existing decks before jumping into my hopes and aspirations for some that are under construction. Recently I finished off building my Goblin deck after starting with a base made from the Merfolk vs. Goblins Duel Decks release, and then I brewed up a Merfolk deck from that same base. I also put in a miscellaneous order before the holiday, and received a few magic related belated birthday gifts since. One gift was a lot of random rares that my mom procured for me via Amazon, and the other was three boosters of the new Iconic Masters set that just released courtesy of my roommate. I also purchased a couple additional packs from the set (one more was courtesy of my lovely girlfriend). I managed to get some decent pulls throughout, and wanted to take a short look at some small changes I made to some of my old favorites:

My “money pulls” so to speak (cards that I pulled from packs that are worth more than the packs themselves) were Flusterstorm, and the above Grove of the Burnwillows. The former was going for $30 when I pulled it, and the land about $15. I traded Flusterstorm to my roommate for the Avacyn, Angel of Hope that he pulled, and though it is worth less at $15, I instantly added it to my Kaalia of the Vast deck. I also removed Conqueror’s Flail from that deck in favor of Elbrus, The Binding Blade. I did not realize that the flip side of that card is black by color-identity (the small black sphere next to the Legendary Creature type-line), and had this card in Temmet, so I removed it in favor of a Daring Saboteur, a card I happened to own that would fit in with the established themes of that deck nicely. Besides, Withengar Unbound is a big ass demon that belongs in Kaalia. Conqueror’s Flail was moved over to Sram, as the bonus effect gives redundancy to my Grand Abolisher. The land card ended up in my project Werewolf deck that I mentioned here previously (but have yet to complete). I picked up Herald of Secret Streams for Marchesa, as it fits perfectly with the counters matter theme. Finally, I removed the janky infinite turn win condition from Goblins and put in Herald’s Horn and Vanquisher’s Banner (plus an extra mountain) as that combo would fit better in Kess anyway. Speaking of Kess, there are a bunch of EDH decks I have sitting around in various states of completion, but the nice part is that I keep procuring cards that I need either from random orders, packs, gifts, or via trades, so they are all coming closer to completion. I’d like to share those now and go over my goals.

Generally speaking, my decks are all built with a similar formula:

  • ~38 lands – unless I can justify less due to things like Kaalia’s cheat creatures into play ability, or I include a shitload of mana rocks.
  • ~3-5 mana rocks minimum – prefer around 8.
  • ~10 removal – destruction, exile, or counterspells
  • ~5 board wipes/mass bounces
  • ~3-5 ramp spells if possible, or additional ramp via artifacts
  • ~5+ card draw effects
  • win-cons

A win con can be something like going wide with a lot of creatures, in which case I will usually run 25+ creatures. If I’m spell slinging, I’ll try for 40 spells and less than 10 creatures. Each deck is different but the sweet spot is usually around 25 creatures and 25 spells, including enchantments. 10ish artifacts and the rest is land, which all of these numbers varying to some degree. With this in mind, you can expect that I’m building each of the following decks in different styles but they will mostly adhere to the above averages.

Projects:

Hailing from the plane of Ixalan, Gishath is a hulking dinosaur tribal commander that I intend to use as such. His ability to pull dinosaurs from your library onto the battlefield is amazing, and they did include a number of very fun, very playable dinos with the first set of the block, but I feel like despite having a working build drawn up that there are going to be some fun additions made during the second part of the block which comes out in January. I’m going to wait on this one to see what else it can do, but I look forward to getting it done.

Kess is one of the alternate commanders that came packed with the Wizard tribal deck from Commander 2017. I knew immediately that I wanted to build her, but at first I really didn’t know how to go about doing so. I ended up focusing my energies on Marchesa instead. I have since figured out what I want to do with her, and as her abilities allow her to essentially cast every spell twice, I’m going the spellslinging route, meaning very few creatures (but instants and sorceries matter!) and tons of spells. Should be fun to play in a completely different playstyle than I’m used to.

This creature has seen absolutely zero play despite the fact that I’ve owned it for quite a while. I originally picked it up for use in Temmet, but as I explained a while back, that deck was partially rebuilt with a different focus and this was just a “good stuff” card that happened to share colors with that commander. Back during Hour of Devastation, there was a Sphinx lord added to the game and initially I thought about building him but then decided that I didn’t want to build a mono-blue Sphinx deck. Having this creature on hand and enjoying the thought of regular extra turns meant this should be my commander, opening up white to help support my Sphinxes with powerful Azourious spells. I’m looking to control the game and then start taking more turns regularly to close out games with this one.

I’ve had this guy in my sights for a very long time. I’ve built and tweaked his deck on MTG Goldfish over and over as new sets have added new options to the build. I finally picked him up in a recent order and have a handful of cards for the deck. It’s another “different style” than my usual sort of deck, with the win conditions revolving around having a certain life total and flat out winning the game, while building a pillowfort until that win condition can come to fruition. I can’t wait to try him out.

When I start thinking about a new brew, I’ll oftentimes look at things other players have done, and there are some common themes in the community. Things like Voltron and Tribal are build types and slang all the same, but these builds have formed the meta. “Super Friends” is one such style and is called such because it focuses on planeswalkers and the ability to quickly get to their ultimate abilities by abusing certain mechanics that allow you to add or double the counters on them. Many people play Atraxa as their Super Friends commander due to her proliferate ability, but because she is only four colors I didn’t use her. Instead I opted for Ramos, Dragon Engine as the commander, mainly because he is 5 colors but also because he will benefit from additional counters and can get me big mana here and there. Seems legit. I look forward to building this, as I have several planeswalkers that aren’t currently being used but they are a pretty big investment so I’ll likely put this one off for a while.

Back when we were waiting for teasers for the Commander 2017 decks I was sort of hoping for Cleric tribal, as there are so many interesting Clerics throughout Magic’s history. Unfortunately, we got Wizards instead, but I ended up benefiting greatly from that precon so perhaps I shouldn’t be ungrateful. Regardless, I decided to build my own Cleric tribal deck and it looks to be pretty fun. There are Clerics in every color but the best ones tended to be Orzhov so I went with that. It was difficult to pick a commander at first, but Ravos, Soultender seemed to be the most on point with what I was trying to do. Having partner is a nice bonus though, so I put him together with Tymna the Weaver as they keep me in Orzhov but I have the added benefit of two commanders. Thankfully I owned both, one from Daxos and the other from Saskia, so I threw them and the other good Clerics I had on hand into a pile and this one is a fairly budget build so I’ll be putting it together soon enough.

Yet another commander option built from the Wizard precon. I didn’t give Taigam much thought at first, but I have some experience with Dimir and what it can do. I was intrigued by his ability to scry but also self mill, with the added bonus of spot removal if needed. Initially I wanted to exploit this further by using other cards that also want you to skip your draw step (like Necropotence) and I did to some degree, but where I found real value was by cheating in big fuck you Eldrazis by dumping them into my graveyard and using shenanigans to cheat them into play. Honestly think this deck will be a lot of fun with the cards I’ve included, but I’m not sure that it will be tier 1 like Kess could be.

I have a card called Assemble the Legion which basically makes a shit ton of soldier tokens if left unchecked. I wanted to build around this, and prove that Boros isn’t as shit as some people make it out to be. Turns out that Tajic, Blade of the Legion is from the same set and built for the aforementioned card so I decided to build a soldier deck. This revolves heavily around going wide as most tribal decks do, and also seems to be one of my favorite things to build. Lots of tokens, effects, and the ability to overwhelm with cheap creatures should be fun if nothing else.

After writing my article about brewing my Simic Merfolk, I put in that miscellaneous order that I have partially talked about, and the remainder of that order contained this commander herself, along with some of the cheap cards I needed for the deck. Shouldn’t have to invest too much more to be able to complete it. I had no real theme or wincon here as I discussed, but I think it might go off on its own accord. We’ll see.

And finally, my Werewolf tribal deck. This one is actually close to being done as I did some trading to get some cards of importance, and had much of it already from the standard deck I had built last year. I don’t need too much more and this deck will probably be one of the most complex to pilot but I still think it should be fun!

Overall I have far too many decks built and not enough money to get them all built, but they each keep taking shape and they keep getting finished off sooner or later. I just wanted to jot down some notes on what I have been working on, and I hope to go into more detail on these as time progresses. That’s all for this time!

The War Report: Brewing Simic Merfolk

As I mentioned in my last report, I picked up the Merfolk vs. Goblins Duel Deck and used this as a base to build my newest EDH deck. I tried out said deck, and was impressed with how well Krenko and his mono-red Goblins did during our weekly game night. The first game I didn’t get to do much, and never did get my third land drop before I was eliminated. The next two games I played he came out fast and wasn’t stopped, and I feel it’s one of my more competent creations competitively speaking. I did find that the Isochron Scepter + Final Fortune + Sundial of the Infinite combo isn’t viable in the deck, so that’s been pulled and worked into my Kess deck that is still under construction. With that said, I was sitting on a 60 card Merfolk deck that wasn’t going to see play anytime soon. I started to think about things I’d want to do with them and finally broke open the deck to see what I could build.

A mono-blue merfolk deck isn’t in the cards. My roommate plays a deck that is basically mono-blue merfolk with a splash of black so he can run Sygg as his commander. My though was that since Ixalan brought about some new Green and Simic (Green/Blue) merfolk, I should build a Simic deck and keep it mostly tribal. I’ve been looking to build different color combinations here and there, and I have yet to do anything in blue/green so here we are. Apparently there were a few Simic merfolk already in existence, or those that use hybrid mana (one came with the pre-con), so it wasn’t difficult to find some great cards to play with. It did take me a while to decide what commander to use, but in the end I chose this one:

Some of the other options I have also included in the deck, as I felt that her abilities were the most fitting to my playstyle. Alone she isn’t fantastic, but having built-in “no max hand size” along with a card draw ETB effect isn’t bad. Plus she’s a variable power/toughness that will be huge if you have enough creatures on the battlefield and then utilize some X cost draw spells to help keep that going. Truth be told, there aren’t too many good green Merfolk. They’re mostly from Ixalan and none are great, but the mixed colored ones are nice and I get the added ramp and control from green as well. Plenty of blue and green card draw to boot. I’m feeling like the main goal will be to go wide but also to keep drawing cards and maintaining board control with counterspells and the like. I added a few cards that can function as win-cons, but I didn’t have a clear one in mind when I was building. I will want to play test this a bit to see what sort of theme forms or see if it works out as is. A rough draft of sorts. Let’s look at some of the creatures I included:

Lords:

There are several more lords for merfolk than there were for goblins. Some are a little more janky than others, but for the most part they each give +1/+1 to merfolk, oftentimes with an added benefit. The horror is one of the only off-theme creature in the deck, but gives +1/+1 to all blue AND all green creatures so my Simic merfolk get double bonus, plus all creatures untap each opponent’s untap step so I can utilize tap effects more often.

Utility:

The rest of the merfolk do something nifty, and I have redundancy so I’m only showing a few of the cards here. Some provide extra card draw, there is a merfolk tutor, one that provides an extra turn, makes my blue creatures unblockable, and the other off-theme creature is a shapeshifter that creates tokens each turn. I feel like ramp and card advantage are going to make a big difference in the deck, but I’ve provided similar spell support as well:

As I said, I tried to stay on theme to support the creatures I have included in the deck. I have added plenty of counterspells along with bits of removal to get rid of pesky spells or creatures that my opponents are casting. There is various card draw, and board removal if things get out of hand or I need to fight from behind. As far as win-conditions go, I’ve added Rite of Replication, Triumph of the Hordes, and Overwhelming Stampede. The first will allow me to make copies of a lord on the battlefield which can turn the tide of battle quickly.  The second two add power and trample to a going-wide swing, but Triumph of the Hordes also gives my creatures infect until end of turn, and that’s usually going to end the game for one player. I’m hoping that the synergy between all of the cards goes off the way I expect. I think I should be able to out ramp and out draw most decks, thereby always having open mana to cast spells and always having cards in hand. I will adjust as needed if this doesn’t work out as I expect it to.

I’ll report back later once I’ve built and tested this one.

The War Report: Gobbs!

There are five colors in Magic: The Gathering, and of those my least favorite has to be Red. Sure, there are some of the mechanics and certain cards that can be pretty good, but overall without a splash of some other color, Red tends to do everything the other colors can do to a worse degree. A while back I was thinking about the composition of my EDH decks. I have one 5-color, one 4-color, a couple of 3-color, several 2-color and only two mono-colored decks. The 5 and 4 colors were made as sort of an experiment and ended up working out okay. 3 color was dictated by the commanders I wanted to build (Markov and Kaalia). Two color seems to be the sweet spot for me, and Orzhov (white/black) tends to be my favorite though I do enjoy Dimir (blue/black) and Izzet (blue/red). My mono decks were built with certain strategies in mind (mono white voltron and mono green ramp/beatdown). Overall, I’ve enjoyed the creation of these decks, but I was feeling like perhaps I should explore my least favorite color a bit more, just to see if I could make it work all by its lonesome.

My first though was building a mono red Dragon deck, but given the option to run Scion or the Ur-Dragon, it seems like a bad call. Most of the good Dragons are red sure, but it still seems like I’d miss out on some good ones in other colors, plus I wouldn’t have the same amount of ramp, counters, etc. Enter the next product release from Wizards: Duel Decks: Merfolk vs. Goblins.

Goblins are the number one mono red deck variant according to EDHREC. The number one Goblin commander is Krenko, Mob Boss. Guess who’s gonna pick up the duel deck as a starting point to build out a Goblin EDH deck? I’ve already built it out and found a couple of different win-cons to go along with it, and despite being mono-red I think I’ve found ways to make it work effectively. Let’s take a look.

Krenko is a shoo-in for the best Goblin commander, despite being several other mono red options. A 3/3 for four, he starts multiplying the amount of Goblins on the board very quickly, and you can abuse the amount of Goblins (or creatures) in a number of ways. Let’s look at some of the tricks we can pull out while running a Goblin tribal deck:

Goblins can make us mana, can cause tons of damage, can be sacrificed for single target removal, and as an added bonus, enchantments like Impact Tremors can do some serious work as each new creature entering the battlefield does 1 damage to EACH opponent, so just imagine tapping Krenko when you already have ten Goblins on the board, and he makes an additional eleven (counting himself) which in total causes 11 damage to each opponent without much effort at all. Some of the other bits and bobs that I’ve thrown into the deck will work with a similar synergy.

Here’s a sampling of the creatures in the deck, mostly all being Goblins (the lone Dragon is the exception), and providing more towards the themes I’ve already suggested. One allows you to sacrifice a Gob for red mana. Others have power/toughness equal to the number of Goblins or creatures I control. One has a cycling cost that ends up doing a large chunk of damage based on the Goblins on the board. Overall, Goblins want to make tons of copies of each other (which I why I’ve included Kindred Charge), have sac outlets and generally attack non-stop until someone is dead, even if it’s themselves! Aside from the go-wide win condition, I also came up with an alternate win that might just be evil (and amazing) if I can pull it off:

These are the pieces, and though I originally thought it might work with just two of them, my roommate pointed out to me that I needed the third piece. So basically, I wanted to figure out a way to get several extra turns to be able to close out a game. There are several options in red to do so, but they either require combat damage done to a player, exertion, or other mechanics that will complicate things. It seems that there are three variants to Final Fortune, in that red has three different spells that cost RR and will provide you with an extra turn, but then you will lose the game. Clearly, we don’t want the extra turns unless we can win, but that’s a pretty big gamble and I want more than one extra turn. Enter Isochron Scepter. It’s an artifact that can imprint Final Fortune onto it, effectively allowing you to cast that spell each turn for 2 colorless mana. This means on each of those extra turns I can tap it again and again allowing for infinite turns. However, the end step will kill me on the second turn. Enter Sundial of the Infinite. With it, I can spend 1 colorless mana to end the turn, and if done before the end step, I can wipe the losing condition from the stack. So, with this in mind, I need all 3 pieces for infinite turns, but I can use just Final Fortune and the sundial for two turns in succession without losing. As such, I figured I should get some tutors in the deck as well to try and fish out this win-con (not easy to do with Red!)

The main tutors here are Inventor’s Fair which can be sacrificed to tutor up an artifact, and Gamble, which can tutor up any card, but you have to discard one at random. I have several other draw spells and effects in the deck, so hopefully I’ll be able to pull out one or more of the pieces traditionally, and then tutor up the last bits. I also included cards like the Goblin Matron (tutor up one Gob) and Goblin Recruiter (tutor up as many gobs as I want) to help thin out the deck. Hopefully tutoring will be effective as will the card draw engine. At the end of the day I want to go-wide, but having a backup plan is essential.

That’s all for today’s edition. I’ll report back after this deck is built and tested. I can’t wait to swarm the battlefield with Gobbs!!