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To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
This deck aims to either ramp quickly into one of two winning combos, or stax out the other players until you can win.
The main combo is the Teferi, Temporal Archmage and The Chain Veil combo where you repeatedly minus teferi to 0 with the chain veil, recast him (as a new permanent), use chain veil's previous activations to plus teferi as much as possible, minus him back to zero generating a bunch of mana along the way, and repeat until you've drawn every card in your library; finally, you can win by paying off the infinite mana with Blue Sun's Zenith, Braingeyser, and Stroke of Genius to mill your opponents. You can find more detailed descriptions about this combo around the internet. If The Chain Veil is sent to the graveyard, You can get it back with Buried Ruin or Argivian Restoration. Otherwise, you can reset your deck with either Time Spiral or Timetwister.
The secondary combo is Power Artifact + Grim Monolith / Basalt Monolith. If you attach Power Artifact to either of them you can get infinite colorless mana that you can use to cast Stroke of Genius where X is the remaining number of cards in your deck, then cast oracle or jace to win the game. Unfortunately, Power Artifact can be hard to get since the only cards that tutor for it are Muddle the Mixture and Intuition (which will not be able to draw it reliably) so only try to assemble this combo if The Chain Veil is exiled or if you conveniently already have the pieces required for it.
Starting Hand:
While there are turn-one-wins in this deck, they are exceedingly rare, so don't hold out for one. A good hand can do any of the following or do it better:
As you find yourself mulliganing, you can afford to be less picky so long as your opening hand can ramp more than just a land per turn, and draw cards for cheap.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
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