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Viendo una revisión 229. There is a more recent version of this deck.
Overview
Everybody Wins is a Jeskai good vibes deck. It is meant to lay low in a game of 3 or more players, build up an enormous hand, and then win the game by giving a surprise series of gifts - ideally within a single turn. If you like playing decks where people eye you suspiciously and don't quite know what to do with you, and you get to say "everybody wins" every time you take your turn -- then this deck is for you.
Win-Con Routes
Sorcery Tutors - Personal Tutor, Mystical Tutor into Enchantment Tutors Enlightened Tutor, Idyllic Tutor into Tutor Enchantments and Instants - Wild Research into Enchantment - Illusions of Grandeur, Nine Lives into Gifting - Role Reversal, Shifting Grift, Zedruu the Greathearted into Enchantment Removal - Tragic Arrogance; Wash Out into Recursion - Hall of Heliod's Generosity, Mistveil Plains
Alternate Win-Con
Triskaidekaphile (1 Turn win with Sphinx of the Second Sun)
Control
Control (Spells) An Offer You Can't Refuse
Control (Creatures) Fateful Showdown; Grasp of Fate; Role Reversal; Transmogrifying Wand, Turbulent Dreams, Wash Out
Control (Artifacts) Grasp of Fate; Role Reversal, Turbulent Dreams, Wash Out
Control (Enchantments) Dawn to Dusk; Grasp of Fate; Oblivion Ring, Role Reversal; Tempest of Light; Turbulent Dreams; Wash Out
Control (Lands) Political Trickery, Vedalken Plotter
Tutor Targets
Artifacts - Arcane Signet; Esper Sentinel; Yes Man, Personal Securitron; Sol Ring
Instants - An Offer You Can't Refuse; Fateful Showdown; Mystical Tutor; Tempest of Light
Sorceries - Idyllic Tutor, Political Trickery, Role Reversal; Savor the Moment; Shifting Grift, Solve the Equation, Turbulent Dreams, Wash Out
Enchantments - Alexi's Cloak; Clout of the Dominus; Curator's Ward; Curse of Opulence; Curse of Verbosity; Descent into Avernus; Diplomatic Immunity, Ghostly Prison, Illusions of Grandeur; Nine Lives, Oblivion Ring, Paradox Haze, Propaganda, Robe of Mirrors; Shielded by Faith; Spectral Cloak; Statecraft, Teferi's Ageless Insight; Wild Research
Updates
Update (1/12/23) - I removed cards that dealt damage via hand size, like Master the Way, Psychosis Crawler, and Niv Mizzet, Parun. I found that this strategy was inconsistent and detracted from the spirit of the deck. Added Loran of the Third Path, Crown of Doom, and Flumph.
Update (2/8/23) - I removed Bitter Feud and Venser's Journal for being too expensive. I took out Coveted Jewel because it was actually too powerful for my opponents to have. Replaced them with more pillowforting options like Sphere of Safety and Ghostly Prison, and Gift of Estates, which I hope will add cards when I need it for a Triskaidekaphile win or just fix my mana.
Update (4/14/23) - After a few games in which I had a hand of 20+ cards and had successfully killed a few opponents, but stalled out when I got to my last opponent - ouch! - I made some revisions to make sure that never happened again. Recursion adds: Hall of Heliod's Generosity, Replenish, Mistveil Plains, Otawara, Soaring City, Argivian Find and Dawn to Dusk. Discard for removal: Turbulent Dreams. I removed Goblin Cadets, Bazaar Trader - as I found that Zedruu did a fine job of getting the cards out and doesn't need much help.
Update (5/5/23) - I swapped out Replenish for Dance of the Manse. Replenish is objectively better, of course, but way too costly a card. Dance will cost 6 mana to get back most of the enchantments we need.
Update (1/30/24) - I added Hithlain Rope and removed Body of Knowledge. Hithlain is too much value in a deck like this, while Body of Knowledge was frequently too little, too late.
Update (4/14/24) - After reading a lot about Zedruu being “outdated” and “too slow”, I took a look at my own version of her and saw what could be done to speed her up and make her competitive. For starters, I removed Transcendence and Delusions of Mediocrity, even though it breaks my heart, because this deck can pretty much fish for the two other (better) wincons and I wanted to make room for new cards. Mana-wise, I removed all the signets (Azorius Signet, Boros Signet and Izzet Signet) because it is much better to gift an aura like Descent into Avernus, Curse of Opulence or Curse of Verbosity - as they will still help us, even when gifted to our opponents. Counterspell was removed for the far more likely An Offer You Can’t Refuse. Esper Sentinel and Kami of the Crescent Moon were added not as gifts, but to increase draw. Gift of Estates was swapped out for Generous Plunderer, as treasure is more versatile and I suspect that the artifact trigger could swing some games. Savor the Moment was added because we rarely tap anything of note, so there is rarely a downside to it. Curator’s Ward will protect our enchantments, and can be gifted, in a way that Lightning Greaves and Swiftfoot Boots can’t. Shielded by Faith can protect Zedruu right as she enters, and can be gifted to others, as well. Cleanfall was removed because I had one too many mass enchantment removals. Saving Grasp was tossed in because I suspect that having it in the graveyard will protect Zedruu in a game or two. Finally, Keeper of the Accord was removed because it was simply too slow, and provided no meaningful gifting opportunities.
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