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Viewing revision 21. There is a more recent version of this deck.
I've been trying to build a good counterspell deck for a while now. This is the result. The goal of Edric is to counter your opponents' threats, and remove anything that you can't counter. In order to accomplish this, you need to have lots of card draw. Your first three turns are very important. Spend the first 2 turns playing evasive creatures (at least 1, preferably 2 or 3) and stax/support effects (Null Rod, Carpet of Flowers, Phyrexian Revoker). Turn 3 you play Edric, and attack with your evasive creatures to start drawing cards. If you can survive past turn 3, then you'll be set. The card draw will become massive over time, and you'll (almost) always have answers to what your opponents do.
To win, you cast extra turn spells (Either Notorious Throng, Time Warp, or Walk the Aeons) and then bring them back from your graveyard to cast again. Every sorcery in the deck is part of this strategy. Notorious Throng is the best one, because it also gives you tokens.
Other cards worth noting (some of them I swap in and out with shifting metas):
Druids' Repository: Really good mana ramp in this deck.
Extract: Eliminate someone's combo early on. Really sucks for Godo, Bandit Warlord.
Meekstone: Every creature in this deck has less than 3 power, so you're in the clear. Currently not in the deck, but it has it's uses in certain metas.
Seeds of Innocence: Very useful against artifact decks, and barely does anything to Edric (there are only 3 artifacts in this deck).
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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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