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Premise
Going Epic is like ascending to godhood, but why be a demigod when you can be Zeus? [[Eternal Dominion]] and [[Undying Flames]] reward you by copying themselves every turn after you cast them just once, but you have to pay the Epic cost: no more other spells. Once you commit, there's no going back.

However, if you copy an Epic spell, the Epic ability will take effect multiple times. Two instances of an Epic spell that resolve one after another will cause you to copy the first one on each of your upkeeps minus its Epic ability, and also copy the second one on each of your upkeeps minus its Epic ability. Both prevent you from casting spells, but that was already going to happen anyway.

So if you put N copies of an Epic spell on the stack and they all manage to resolve, you'll be getting N copies of that spell on every following upkeep!

Commander Choice
The other 3 Epic spells don't really win you the game so easily, so the deck had to be blue and red. There are a few other commanders that seem good, the best one being [[Zevlor, Elturel Exile]]. However, my friend already has a [[Zevlor, Elturel Exile]] deck and I wanted something new. [[Narset, Enlightened Master]] is great because she allows the high-cost Epic spells to be cast more easily. In addition, [[Undying Flames]] requires the deck to be filled with high mana value cards, which work well with [[Narset, Enlightened Master]].

Play Pattern
The deck relies on the commander pretty heavily. [[Narset, Enlightened Master]] can come down pretty early with all the ramp in the deck. Ideally, she can be played on turn 3. Then she has to survive long enough to attack. This should be doable since she has hexproof, but in case of emergency the deck has [[Force of Will]] and [[Fierce Guardianship]] to protect [[Narset, Enlightened Master]] and to protect against the combo being countered. Once [[Narset, Enlightened Master]] attacks, hopefully that leads to a win. I would consider this deck to win if you can create more than 3 instances of an Epic spell. With just 1 or 2 [[Eternal Dominion]]s, you mat not be able to put yourself into a winning position fast enough, especially since this deck does not play defense very well.

Notable Cards

Extra Turn Spells
The traditional builds of [[Narset, Enlightened Master]] decks include a lot of extra turn spells because they are great hits off [[Narset, Enlightened Master]] when you can cast them for free and then get another attack trigger on the following turn. I wanted to shy away from this a little bit and see if the deck can function without these extra turns. Plus, if an Epic spell gets exiled along with an extra turn spell, it's not so good since the Epic spell will be lost forever and the extra turn will not help in that case. There are 2 Epic spells in case of this occurrence, but still it may not be so great to just take all the turns. They do provide lots of high mana values for [[Undying Flames]] though. Perhaps more of these will come in later.

Note on [[Undying Flames]]
I worry with this card that it will exile the entire deck without killing everyone...

A more focused build of the deck probably involves going more all-in on a few copy spells, like mainly the disgusting ones like [[Thousand-Year Storm]], [[Storm King's Thunder]], [[Twinning Staff]], etc. and dropping [[Undying Flames]]. [[Eternal Dominion]] should already be enough to win with, and I think the deck could be more streamlined. This would also allow the average mana value to come down, since it has been kept kind of high right now on purpose to support [[Undying Flames]]. Other cards like [[Aminatou's Augury]] and [[Dance with Calamity]] that cast multiple spells would probably be suited for the [[Thousand-Year Storm]]-style build.

Mana Notes
There are more islands than necessary in an attempt to support [[Mystic Sanctuary]].

Sideboard/Maybeboard Notes

Sideboard

Maybeboard

Dieses Deck scheint nicht in EDH / Commander legal zu sein!

Probleme: Du darfst nicht mehr als 15 Karten in deinem Sideboard haben.

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