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This Zaxara deck is my attempt at a cEDH build (though admittedly probably more of a 9 out of 10 because the absolute earliest it can win is turn 3). The main idea is to get Zaxara in play as quickly as possible, enchant it with either Freed from the Real or Pemmin's Aura, and make Infinite Mana which is a win if you have 1 of 9 possible cards in hand. Two notes:
1) There are some cards that I did not include because I do not own them, and they are too expensive on MTGO for me to find it reasonable to justify acquiring them. These cards include, but are not limited to, Force of Will, Force of Negation, and Mox Diamond.
2) I have next to no experience building or playing cEDH, so I am certainly up for recommendations (that are not too expensive) for improving the deck.
With all that out of the way, I will briefly justify each section.
Ramp: I am running 18 ramp spells that all cost 0-2 mana. The 4 signets are in the deck to enable a turn 2 Zaxara off Mana Crypt/Sol Ring into Signet. Ideally, I have one of the combinations that allows a turn 2 Zaxara, but if Zaxara isn't coming down on turn 3, then I feel like the deck is failing in its purpose.
Draw: The deck is running 12 draw spells. Preordain, Ponder, Brainstorm, and Gitaxian Probe are cheap cantrip effects. Mystic Remora, Rhystic Study, and Sylvan Library can provide considerable card advantage, and Blue Sun's Zenith, Braingeyser, Finale of Revelation, Pull from Tomorrow, and Stroke of Genius all allow me to draw my deck with infinite mana to cast Thassa's Oracle for the win.
Tutors: Demonic Tutor, Diabolic Intent, Imperial Seal, Lim-Dul's Vault, Tainted Pact, and Vampiric Tutor are all essentially extra copies of Freed from the Real/Pemmin's Aura, since, unless I have one of them in my hand, that is what I will always be tutoring to find. Mystical Tutor finds 8 of the 9 X spells that win with infinite mana and Spellseeker finds 7 of the 9. They can also both go for counter magic or removal if necessary as well.
Removal: The deck has 5 removal pieces. Abrupt Decay, Assassin's Trophy, and Chain of Vapor to answer most permanent threats and Nature's Claim and Krosan Grip to answer artifacts and enchantments.
Counters: As stated above, 2 of the best counters are just too expensive, but I do have a diverse counter spell package that can answer most threats. Arcane Denial, Mana Drain, and Mana Leak are hard counters to answer anything (okay I know Mana Leak isn't technically a "hard counter" but I believe it will be the majority of the time in cEDH). Delay, Memory Lapse, Remand, and Unsubstantiate all are cheap temporary answers, and Unsubstantiate has the added advantage of "countering" uncounterable spells. Dispel, Flusterstorm, Spell Pierce, and Swan Song are mainly there for counter wars, but can answer other threats as well, and Pact of Negation and Fierce Guardianship are almost exclusively there to help protect the combo/win con as the deck goes off.
Recursion: Noxious Revival and Regrowth are cheap ways to get Freed from the Real/Pemmin's Aura back in the event they are successfully countered/destroyed.
Combo: Already explained above.
Win Cons: Thassa's Oracle is the main win con as it is enabled by the 5 X draw spells, but Exsanguinate, Torment of Hailfire, and Walking Ballista all kill the table with loss of life/damage with infinite mana and Mind Grind will mill all your opponents out with infinite mana (unless they have an Eldrazi or another creature that shuffles in in their deck, but I haven't seen any cEDH list that have this inclusion). Note: I know Mind Grind is the worse win con in the deck by far, but how cool would if be to say that you won a cEDH match by milling your opponents out.
Miscellaneous: All 4 of these cards are there to help protect the combo, or in the case of Destiny Spinner, to help get the combo pieces on the table without them getting countered.
Lands: I feel like this is a pretty standard cEDH manabase. I did include Boseiju as 8 of my 9 X spells are instant or sorcery spells, included Zagoth Triome because I wanted to try it out, and only included one of each basic to ensure that Tainted Pact would always be able to hit Freed from the Real/Pemmin's Aura.
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