Get her out early, and she can both help you exile your deck faster, and get nice and big to win through combat.įinally, for when the only solution is to beat your opponents up, Ormos, Archive Keeper can work. Whenever you exile one or more cards from your library or graveyard, you put a +1/+1 counter on Laelia. If you're unlucky enough to lose all of those cards to the exile, there's always Laelia, the Blade Reforged. We're also going to use Thassa's Oracle, but it's actually the least effect of the three, as there will be times where you're forced to either play it before it's ready to win, or exile it. You only lose when you draw a card from an empty library, not if you exile from it. On the other hand, by replacing the draw with exile, Eruth on her own can stop you from losing if you have an empty library. That means, for cards like Laboratory Maniac and Jace, Wielder of Mysteries, whenever you would draw a card from a library with no cards in it, you can choose to win the game before you would exile those non-existent cards with Eruth. However, if multiple replacement effects are working on the same thing, you can decide which one happens first. While this deck doesn't run any draw prevention like Narset Parter of Veils, having a wheel subtheme is something you'll need to warn your playgroup about in advance. Jin-Gitaxias Core Augur, Windfall, Echo of Aeons, Magus of the Wheel, and Jace's Archivist all do this. Turning off your card draw with Eruth means your hand size is going to be substantially smaller than the rest of the table, making wheels a good way to maintain parity while enabling a ginormous number of exiles at the same time. Wheel effects are cards that force you and your opponents to discard your hands and then draw a certain amount of cards. More controversially, this deck has a 'wheel' subtheme. Getting the table excited to draw lots of cards with Minds Aglow, only for them to realise doing so lets you exile the remainder of your deck and set you up for a win, is a lot of fun. These are cards like Consecrated Sphinx, Cosima God of the Voyage, and the incredibly underrated Minds Aglow. If you really wanted to focus on this you could also include some group-hug elements like Dictate of Kruphix and Howling Mine, but with few ways to stop your opponents from using the cards they draw and actually get to keep, it isn't recommended. With both out, exiling two becomes exiling eight. With only one of those out, drawing one card to exile two cards becomes exiling four. With Eruth replacing all our draw with exiling the top two cards of the library, 'drawing' lots of cards is the only real way we have of winning.įirst, card draw doublers like Alhammarret's Archive and Teferi's Ageless Insight are good. The plan of this deck is to dump your entire deck into exile, and then use a number of well-known cards to secure the win. It also lets you draw three cards if you don't have any in your hand, which, considering we'll likely not have a hand very early on into the game, is an excellent way of speeding Eruth up. While it does let the rest of the table ramp as well, being able to play an additional land will let us snap up more of the lands we exile. In terms of actual ramp, Ghirapur Orrery is going to do a lot of work. Lands like Temple of the False God, Myriad Landscape, Cascade Bluffs, Izzet Boiler Works, and Guildless Commons all work for this. It's not ramp, but what lands you play in this deck is more important than usual – with so many lands probably winding up in exile, anything that can either produce or fetch more than one mana is a great inclusion. If you can't get a decent mana base up and running, the game's over before it's even started – you're likely to exile more lands than you can play, and you only have that turn to cast a card exiled with Eruth. This also includes Planechase and Commander format legal cards that are used in their respective format.Ramp is the single most important part of this deck. These are various special releases that feature selected highlights throughout Magic's history. Adventures in the Forgotten Realms Strixhaven: School of Mages Kaldheim Zendikar Rising Ikoria: Lair of Behemoths Theros Beyond Death Throne of Eldraine War of the Spark Ravnica Allegiance Guilds of Ravnica Dominaria Ixalan.Modern Horizons 2 Modern Horizons Modern Masters 2017 Modern Masters 2015 Modern Masters Core Set 2021 Core Set 2020 Core Set 2019 Magic Origins Magic 2015 Magic 2014 Magic 2013 Magic 2012 Magic 2011 Magic 2010 Tenth Edition Ninth Edition Eighth Edition.Modern allows cards from the 8th Edition core set and all expansions printed afterwards. Modern was created by Wizards of the Coast in the Spring of 2011 as a response to the increasing popularity of the Legacy format, which although popular proved difficult to access due to the high price of staple cards.
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