Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Artifacts (6)
- 2x Aether Vial (usually leave at 2 counters, not that important, may be changed for two more creatures)
- 1x Coat of Arms (will get sided out often)
- 3x Chromatic Lantern (vital, you really want all your mana to be potentially white against aggro)
- Creatures (22)
- 4x Azorius Guildmage (main combo piece, but you still need to finish the job after enemy can't attack/use walker abilites)
- 4x Dimir Guildmage (main tempo tool)
- 2x Azure Mage (because you can't have 6x Dimir. Instant speed though!)
- 2x Orzhov Guildmage (mostly alter wincon, often gets sided out)
- 4x Skywatcher Adept (keep in mind level up is an activated ability, hence training grounds make it cost 1. Baits removal before Azorius in game2, when enemy realizes how fast a clock this is)
- 1x Inkfathom Witch (not consistent enough for more, but very surprising to the opponent)
- 2x Zur, the Enchanter (awesome in general, tutoring in detention spheres and sideboard stuff is great)
- 2x Rhys, the Redeemed (not a wizard, doesn't matter, great in this)
- 1x Azami, Lady of Scrolls (for prolonged games, may be just in the sideboard)
- Enchantment (8)
- 4x Training Grounds
- 4x Detention Sphere (side out against storm, you might have o-rings/banishing light in sideboard too)
- Sorcery (2)
- 2x Idyllic Turor
- Lands (22 WUB)
- Arrange as needed, don't remember my own specifics.
- You will draw more cards, and most of your stuff is cheap. Lanterns also double as lands. I think I had a few lands in sideboard too.
- Notes:
- Training Grounds is really important for the deck to do anything, hence the tutors and Zur.
- Often just plays as aggro.
- Sideboard mostly consists of counterspells and meta removal. I know for a fact it had 2x Nevermore in it.
- This is just the approximate decklist, tweak as needed.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement