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I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.
Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.
Found across all colors, Shrines are Legendary enchantments with effects based on the number of shrines you control, so the more you have, the bigger your advantage is. The Hondens activate during your upkeep, while two of the new Sanctums have activated abilities and the other three trigger during the precombat main phase. The Shrine mechanics encourages to widen the strategy to a 5 color deck, first because of the limitations on the number of legendary permanents allowed on the battlefield, second because their effects have a profound sinergy that really brings the mechanics to a whole new level. Even if the first issue can be addressed with the Mirror Gallery, allowing a 1 or 2 color deck with Shrines, however this solution doesn't unleash the full potential of the format.
In this deck, the 5 Shrines are the leading actors and they're responsible of the majority of the ramp, defense and offense of the deck. Even if the deck is pentacolor, the actual deck base is White and Green, as it exploits the mana fixing ability of the amazing Sanctum Weaver and Sanctum of Fruitful Harvest to cast the whole Shrine crew with ease. With the help of tutoring cards like Sterling Grove and Moon-Blessed Cleric, is quite common to have all 6 Shrines on the battlefield during turn 6, and the Sterling Grove's ability protects the Shrines when they're on the battlefield.
The big boy, Sanctum of All, really steps up the strategy: it's amazing. With a full Shrine party we can deal 12 damages to any target, gain 12 life, each opponent loses 12 life and so on, each turn.
The deck proved to be surprisingly consistent even against aggro decks. Honden of Infinite Rage is a good removal, but Wrath of God is an extra defense card and provides additional board control.
So far it has been an enjoyable experience and it will surely improve over time to a better level of enjoyment and winning solutions.
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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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