Sunday, June 26, 2011

Felidar Sovereign Deck (BWu)

It's been a while since I posted one of these decklists and I've decided to update the blog.  Starting with this decklist, I'm going to be dividing all my decklists into 'Old Decklists' and 'New Decklists'.  Other than re-designing the blog, I'm also going to provide more structure to each of my posts... well, you'll see:

Felidar Sovereign Deck (BWu)

16 Creatures
4 Serra Ascendant
4 Dark Confidant
2 Stoneforge Mystic
4 Wall of Omens
2 Felidar Sovereign

12 Control
4 Swords to Plowshares
4 Duress
2 Gerrard's Verdict
2 Vindicate

11 Other
2 Illusions of Grandeur
4 Tithe
3 Righteousness
1 Umezawa's Jitte
1 Batterskull

21 Mana
4 Mox Diamond
2 Diamond Valley
1 Urborg, Tomb of Yawgmoth
4 Scrubland
2 Tundra
8 Plains

How does the deck work?

Stay alive with control cards while gaining small amounts of life with Serra Ascendant, Gerrard's Verdict, and Felidar Sovereign. Then gain huge amounts of life with Diamond Valley and Illusions of Grandeur (hopefully ending up with 30+ life). Finally, attack with pumped up Serra Ascendants to either win the game outright or sneak in a win with Felidar Sovereign.

How does this deck differ from similar decks out there?

From the few "Felidar Sovereign Decks" I've found through Google, I think almost everyone is taking the wrong approach. By nature, I think it should be a defensive deck. And the moment you add creatures like Baneslayer Angel, the win through Felidar Sovereign becomes a secondary win condition. (You might as well make a deck with 4 Baneslayers and oodles of counter spells or maybe an agro deck that tops off with the Baneslayers.) This deck is completely defensive until you hit 30+ life where you can then finally go on the offensive. And hopefully by that time, Felidar Sovereign will be on the battlefield and your offensive will be short lived.

I also think most people don't even consider using 'life' as a resource. Instead of holding on to every single point of life gain, this deck is designed to use small amounts of life gain to fuel the card drawing necessary to get huge amounts of life gain.

What is your favorite thing about the deck?

Righteousness! Righteousness has always been one of those funny cards to me that I remember fondly from playing with my Revised Magic Cards way back in the 7th Grade. And today, my search for a practical use for the card finally ends.

If you have a Serra Ascendant out, a single Righteousness turns into a creature kill card and 8 points of life gain. You suddenly find yourself at 22 life? Sacrifice that same creature with Diamond Valley and jump to 30 life. Also, if you use your imagination for multiple copies, you could literally drop a Serra Ascendant turn 1 and then block and double Righteousness on turn 2. With this you could potentially jump all the way to 35 life and you could attack with a 6/6 creature with flying and lifelink on turn 3. And then consider the Mox Diamonds and you could either speed this process up or simple drop a Duress for a little control.

Eventually, your opponent may get wise to your plan and stop attacking. Well, great. Just wait until you draw an Illusions of Grandeur and swing in with some Ascendants. And the beauty of Illusions of Grandeur is that despite the cumulative upkeep, even if you don't win the game by the time it's put into the graveyard, you still may have a turn or two of 6/6 flyers with lifelink.

What makes this deck casual?
  • Features rarely used cards? Check.
  • Has multiple win conditions? Check.
  • Includes a goofy gimmick? Check.
  • Has the potential to screw you over? Check.

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