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Viewing revision 24. There is a more recent version of this deck.
This deck is super fun and works well. It has a light stax theme, playing soft stax pieces such as Torpor Orb and Ethersworn Canonist. I'd debated going full on Stax, and decided against it.
Edit 1: This deck is very fun to play, and even in my relatively anti-stax meta it's not considered "crossing the line." I do play with a higher average power level playgroup, which is why I put a few more infinite mana lines in, namely Pili-Pala and Grand Architect. Grand Architect is just really good in this deck, as you always have 1/1 flyers to tap for extra mana. Other than that, I added Memnarch, Mycosynth Lattice, and Walking Ballista to give the deck a few more outs that win with infinite mana. All in all, this is one of my favorite decks, up there with Meren of Clan Nel Toth, and Teysa Karlov. Of all of my deck lists, they are the three that I actually own and play irl, not just virtually.
Edit 2: With the banning of Hullbreacher (forever mad) in the format, I found myself needing to update this list. I've swapped out Sword of Feast and Famine in favor of Sword of Hearth and home, mostly due to cost. While not as explosive as F&F, H&H has put in consistent work in the games I have seen it, smoothing out my early game ramp or allowing me to flicker some value ETB creatures such as Baleful Strix or Myr Battlesphere later on. Obviously I removed Hullbreacher, and replaced him with Fierce Guardianship as the deck was lacking a little in the counter department. Truth be told, I'm thinking about making some cuts to fit in one or two more counterspells, just to make sure I have one in hand when I need it. I also removed Sharuum, the Hedgemon in favor of Dakkon, Shadow Slayer, as Dakkon does the same thing as Sharuum by the time I could cast her, but for half the mana. Having the ability to surveil AND exile removal is just gravy in my eyes, and is super useful if you hit a turn 3 Dakkon. Losing the artifact creature does hurt, but saving 3 mana and scaling better into the late game is more valuable imo. Yeah, now that I've written it out, I think I'm going to test removing Reconnaissance Mission in favor of another counterspell. With the addition of Esper Sentinel as amazing draw, I think it should be safe.
Sub-edit 2.5: Put Reconnaissance Mission back in because it's just too good a source of draw in this deck. Took out a single island because I think I have the ramp to sustain through it.
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