Wednesday 8 May 2013

Ten Guild of Commander: Simic - Vorel In Slow Motion

Welcome to part 2 of the Ten Guilds of Commander, this week we are looking at Simic! This is part two of ten of the Ten Guilds of Commander, where I will be making a new deck list for each guild using the Commanders from Return to Ravnica block!

Vorel in Slow Motion is a journey through patience and time. We aim to see just how slow we can go, while still always moving towards the goal of winning. This deck takes those fast pace, heart pounding games and slows them down until you can hear the rage building in your opponents.


Disclaimer: This deck sits in that horrible place where its not quite fast or consistent enough, and a little too fragile to play against the most competitive decks, but its too ‘unfun’ for many people in more casual playgroups to want to play against. The deck is pretty powerful, but not absurdly so, and you are unlikely to make many new friends playing it, but I hope you enjoy it anyway.




The Commander
Vorel of the Hull Clade doubles the counters on a creature, land or artifact. Now your first thought might be to double the +1/+1 counters on a creature to make it huge, double the counters on your Jitte or find a way to double the counters on a planewalker. We’re going for a much more obnoxious interaction though.




This deck is built around slowing the game down with the interaction between Vorel and Tangle Wire. In your upkeep, in response to the Tangle Wire trigger, you can use Vorel to double the number of counters on Tangle Wire, with the aim of making every player tap every one of their permanents each upkeep, stopping people doing much of anything except in their upkeep. Most of the deck is built around using this to your advantage, being able to fight through it yourself while it slows your opponents down, or to stopping your opponents casting things even in their upkeep.


Sometimes we need to slow the game down even more. For this, we have Stasis.


That’s right, no untap steps for anyone. This is helpful early game to slow the game down until you can draw into one of the many win conditions, or late game when you will hopefully either have Capsize and 6 mana  or Vedalken Mastermind so you can return it to your hand in your opponent's end step, or Staff of Domination, so you can untap Vorel and play around with counter. Plus, it gives us an excuse to play Mana Bloom.


The deck is built around slowing down or stopping your opponents with Stasis and Tangle Wire. We have things we can cast and play in our upkeep, and things that let us generate mana without tapping as our lands will be tapped, or cast things in response to the Tangle Wire trigger in our upkeep. An early Tangle Wire can slow the game down until you find a way to win through it, or find Stasis and a way to return it to hand each turn, or an early Stasis can slow the game down until you find Tangle Wire and way to win through that.






The Decklist


Deck  

Artifact (20)


Instant (11)


Sorcery (5)

Creature (16)


Land (37)


Planeswalker (3)


Enchantment (5)



Vorel’s Toys

Gemstone Array (4, 4) \nArtifact\n{2}: Put a charge counter on Gemstone Array.<br />\nRemove a charge counter from Gemstone Array: Add one mana of any color to your mana pool.\nFifth Dawn: Uncommon\n\nWe normally want to tutor for Tangle Wire, then get Tangle Wire and Vorel on the battlefield. With Tangle Wire out, we are likely only going to be doing things in our upkeep for a while, so we have lots of things for Vorel to play with in our upkeep.
Pentad Prism and Gemstone Array can both come in with a few counters while we double them with Vorel to get us lots of mana. This lets us cast things even through the Statis/Tangle Wire lock down.
Spike Weaver (4, 2GG) 0/0\nCreature  — Spike\nSpike Weaver enters the battlefield with three +1/+1 counters on it.<br />\n{2}, Remove a +1/+1 counter from Spike Weaver: Put a +1/+1 counter on target creature.<br />\n{1}, Remove a +1/+1 counter from Spike Weaver: Prevent all combat damage that would be dealt this turn.\nBattle Royale: Rare, Exodus: Rare\n\nMagistrate Scepter will eventually let us take infinite turns. We can put a counter on it and double it a couple times until there are 6 counters on it. Then we can take 3 counters off it to take an extra turn. Next turn we double the counters back up to 6 and do it again! If you can’t win with infinite turns you are either doing something very wrong, or your opponents are doing something very right.
Triskelion can be used for removal, or given enough time, a win condition. By doubling the number of counters on Triskelion, you can eventually get the counters high enough to outright kill an opponent. Early game its usually used to kill any creatures your opponents manage to play.
If you opponents get some creatures out and for some reason you don’t have Stasis or Tangle Wire out or you foolishly let them get blown up or countered, then we have the magnificent Spike Weaver to help combat combat damage! In testing, Spike Weaver has stopped some aggro decks dead in their tracks momentarily until they find a way to deal with him. Repeatable fog that can double as a massive creature if you keep doubling his counters, what’s not to like!
Simic Manipulator can be a pain for certain decks if you use it to steal their important creatures again and again. Evolve him once, double ‘dem counters, and keep stealing things.
Fathom Mage (4, 2GU) 1/1\nCreature  — Human Wizard\nEvolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)<br />\nWhenever a +1/+1 counter is placed on Fathom Mage, you may draw a card.\nGatecrash: Rare\n\nGilder Bairn is a funny little thing. It works incredibly well with Tangle Wire, as Tangle Wire gives you a way to tap him! Untap him and get more counters on whichever horrible toy you please.
Fertilid is awesome ramp in any deck that uses +1/+1 counters, and this deck is no different. 2 mana to get a basic land each turn is a good deal even when you are limited to doing it twice, let alone when Vorel can keep you doing it every turn.
And then there is Fathom Mage. Fathom Mage can draw you a metric ton of cards throughout the game, drawing more and more each turn. But what if we deck ourselves, you ask? Well we have Laboratory Maniac, I reply.I know its not the most exciting win condition, and may even be a little predictable, but it works, and it works well.
Darksteel Reactor (4, 4) \nArtifact\nDarksteel Reactor is indestructible. ("Destroy" effects and lethal damage don't destroy it.)<br />\nAt the beginning of your upkeep, you may put a charge counter on Darksteel Reactor.<br />\nWhen Darksteel Reactor has twenty or more charge counters on it, you win the game.\nDarksteel: Rare\n\n
Lux Cannon is reapable removal, and while its expensive and slow to use most of the time, after a few turns its just T: Destroy Target Permanent. You’ll have to use Vorel to top it up every once in a while of course, but its totally worth it.
The last of the toys for Vorel to play with each upkeep is one of our main win conditions: Darksteel Reactor. This is probably going to be a very common win condition for Vorel decks, as you can win after 5 turns instead of 20 with nothing other than Vorel, by doubling counters on the Reactor. When you add in things like Illusionists Bracers or Thousand Year Elixir, it can be even faster. In this deck, you can pretty much cast the Reactor and keep the game locked down until you win, even without Vorel, though using Vorel to speed it up is often more of a courtesy than necessity.





Fighting Through Tangle Wire!

Leyline of Anticipation (4, 2UU) \nEnchantment\nIf Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield.<br />\nYou may cast nonland cards as though they had flash. (You may cast them any time you could cast an instant.)\nMagic 2011: Rare\n\nThe main way we have of fighting through Tangle Wire is by utilising our upkeep. Most decks won't be built to utilise their upkeep, so Tangle Wire can be a major problem for them. Decks that can utilise their upkeep are often a major problem for us though.
The most obvious way of abusing our upkeep is by giving things flash. We have Leyline of Anticipation to give everything flash. Shimmer Myr will give artifacts flash, while Tefferi will give creatures flash. We also have Alchemist Refuge, which is a bit mana intensive, but if we’re slowing the game down with Tangle Wire then it shouldn’t be an issue.
Tezzeret the Seeker (5, 3UU) \nPlaneswalker  — Tezzeret\n+1: Untap up to two target artifacts.<br />\n-X: Search your library for an artifact card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.<br />\n-5: Artifacts you control become 5/5 artifact creatures until end of turn.\nDuel Decks: Elspeth vs. Tezzeret: Mythic Rare, Shards of Alara: Mythic Rare\n\nThe other way to fight through Tangle Wire ourselves is by utilising our Planeswalkers. Garruk can untap our lands to let us cast things in our main phase if we want to. Tezzeret helps use tutor for whatever artifacts we need, and to untap artifacts so we can use them in our main phase. Stasis with either Tezzeret or Garruk out can lock the game down until someone finds a way to destroy it. Tamayo is great to tap problem permanents before you have Tangle Wire out. Once you have Tangle Wire out, you can either use it to draw lots of cards if your opponents have lots of creatures, or just keep ticking her loyalty up until you can use her last ability.
Staff of Domination (3, 3) \nArtifact\n{1}: Untap Staff of Domination.<br />\n{2}, {T}: You gain 1 life.<br />\n{3}, {T}: Untap target creature.<br />\n{4}, {T}: Tap target creature.<br />\n{5}, {T}: Draw a card.\nFifth Dawn: Rare\n\nWe also have ways of producing mana without needed to tap anything, so they work fine when we have to tap all our permanents in our upkeep, or if we can’t untap because of Stasis. Mana Bloom is an otherwise terrible card, but in this deck, it allows us to produce mana even when we have to tap all our permanents. It’s also one of the best ways to keep Stasis going. We also have Pentad Prism and Gemstone Array. These both work amazingly with Vorel to produce massive amounts of mana, and even go infinite with Staff of Domination or Umbra Mantle and Vorel. Grim Monolith and Basalt Monolith can also be untapped in our upkeep after floating mana, so we can use them again in our main phase.


Protecting Tangle Wire

Teferi, Mage of Zhalfir (5, 2UUU) 3/4\nLegendary Creature  — Human Wizard\nFlash (You may cast this spell any time you could cast an instant.)<br />\nCreature cards you own that aren't on the battlefield have flash.<br />\nEach opponent can cast spells only any time he or she could cast a sorcery.\nFrom the Vault: Legends: Mythic Rare, Time Spiral: Rare\n\nSo you get the idea of the deck. The plan is to get out Tangle Wire, Vorel, and ideally a couple or toys for Vorel to play with, then find a combo or win condition while people are trying to fight through Tangle Wire. The biggest problem with Tangle Wire is it will still die to any removal cast in response to its upkeep trigger. We have a couple ways to deal with this.
Our main man Teferi, Mage of Zhalfir. Teferi is an all-star in this deck.. Not only does he let you cast all your creatures with flash as discussed before, but he also, more importantly, stops your opponents casting anything except when they can cast a sorcery. With Tangle Wire out, for the most part, this will limit the to casting 1 cmc spells.
Pact of Negation (0, 0) \nInstant\nCounter target spell.<br />\nAt the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.\nFuture Sight: Rare\n\n
We have Force of Will and Pact of Negation as ‘free’ counterspells so we can counter just about anything (pesky Abrupt Decay and Krosan Grip) we need even when we are tapped out from our own Tangle Wire. Save these for things that are important to counter. We also have Misdirection to change the target of something.
Seedborn Muse will let us untap in our opponents untap in our opponents untap steps, letting use protect Tangle Wire with Hinder, or even hardcasting *gasp* Force of Will. We can also use Vedalken Mastermind or Capsizee to return it to hand so we can recast it again. Don’t try and abuse Seedborn Muse with Stasis though, as Stasis will make your opponents skip their untap step, so you don’t get to untap either.


Reshape (3, XUU) \nSorcery\nAs an additional cost to cast Reshape, sacrifice an artifact.<br />\nSearch your library for an artifact card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.\nDarksteel: Rare\n\nFinding Tangle Wire

To find Tangle Wire was have multiple tutors. Once we have Tangle Wire, we can use these to find whichever other artifacts we need to help us win faster. Tezzeret, the Seeker is a reusable tutor and can also be used to untap your artifacts one Tangle Wire or Stasis are out.
Fabricate is a straightforward artifact tutor, to get us whatever we need. Reshape and Transmute Artifact both require us to already have an artifact out, but that normally isn't a problem. We can sac an artifact to get Tangle Wire directly into play.




Staff of Domination

Gyre Sage (2, 1G) 1/2\nCreature  — Elf Druid\nEvolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)<br />\n{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.\nGatecrash: Rare\n\nStaff of Domination is one of the most busted cards in the deck. In response to the Tangle Wire trigger we can float mana and then tap all our permanents. We can then use the floating mana to untap Staff of Domination and use it however we need. Staff of Domination can also creature infinite mana with a creature that can produce 6 or more mana. In this deck, that’s Gyre Sage with 3+ counters on it, or Vorel and either Gemstone Array or Pentad Prism with 5 counters on them. (Use Vorel to double counters, then use Gyre Sage to produce mana, use that to untap Gyre Sage and the Staff and repeat, or use Vorel to double counters on Prism/Array, remove counters to untap Vorel and Staff, repeat) It can also be used to tap Gilder Bairn and produce infinite mana with Gemstone Array or Pentad Prism. With infinite card draw, we also have infinite mana, so you should be able to find a win condition somewhere, even if its just Laboratory Maniac and drawing your deck out.
Its also not uncommon to have a massive amount of counters on Everflowing Chalice, so while it’s not infinite, you can get a lot of uses out of Staff of Domination.


Power Artifact (2, UU) \nEnchantment  — Aura\nEnchant artifact<br />\nEnchanted artifact's activated abilities cost {2} less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.\nMasters Edition IV: Rare, Antiquities: Uncommon\n\nPower Artifact

Power Artifact is a nice combo piece to get infinite mana and sometimes just steal the game. When enchanting Basalt Monolith or Grim Monolith, it makes infinite mana, as it produces more mana than it costs to untap it. These two also combo with Rings of Brighthearth to make infinite colourless mana. Power Artifact can also be put on Gemstone Array to make it only cost 1 to add a counter. While not ideal, this can help us generate more mana quickly. It can also enchant Staff of Domination to make it cost much less to activate it abilities, and make it means you only need 2 counters on Gyre Sage, Pentad Prism to make infinite mana. We want to use it on one of the Monoliths, but you can use it to enchant the Array of Staff if you need to. Vedalken Mastermind or Capsize can always return it to your hand to let you enchant it on something else.

Ramp, Tutors, and Everything Else

Doubling Season (5, 4G) \nEnchantment\nIf an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead.<br />\nIf an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead.\nRavnica: City of Guilds: Rare\n\n
We have a standard ramp package in this deck of Cultivate and Kodama’s Reach to get us some lands out earlier, Oracle of Mul Daya to play extra lands off the top and hopefully help our draws, and a bunch of artifact ramp.
Worldly and Sylvan Tutor are basic creature tutors to help us find whichever creatures we need. Tefferi and Seedborn Muse are normally the go to creatures, but you can get any creature you need the minute. Chord of Calling is the most powerful tutor, as we can use it in our upkeep to get a creature straight onto the battlefield.
Illusionist's Bracers (2, 2) \nArtifact  — Equipment\nWhenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.<br />\nEquip {3}\nGatecrash: Rare\n\n
Doubling Season can help speed up how quickly we can add counters to everything and really speed up how quickly we can win. It also means our Planeswalkers enter with double counters, making them even more deadly.
Illusionist’s Bracers can make Vorel twice as effective, quadrupling the counters on something, or doubling the counters on two permanents instead. Magistrate’s Scepter lets us untap a creature to use their abilities twice, but more importantly, it lets us use them the turn they enter the battlefield.
Laboratory Maniac (3, 2U) 2/2\nCreature  — Human Wizard\nIf you would draw a card while your library has no cards in it, you win the game instead.\nInnistrad: Rare\n\nBlue Sun’s Zenith can be a win condition, let us draw our decks, or just give us some instant speed card draw. Its possible to draw cards equal to the number of cards in your deck, Blue Sun’s Zenith shuffles in  so it will be the only card in your deck, then draw a card next turn, target an opponent to make them draw one more card than cards in their deck, then do the same next turn to the next opponent! Or just play a Lab Maniac and draw a few too many cards, but the former is a much more hilarious way to win.
Beast Within and Krosan Grip are both useful to blow up any problem permanents you need to get rid of. Finally, Darksteel Forge is there to stop people blowing up your artifacts. Its quite a high mana cost but the effect is powerful enough that it is worth it.
Academy Ruins and Buried Ruins can help you recur any artifacts you lose along the way too.

Summary

This is a fairly complex and very rewarding deck to play. You have to know the deck and interpret your opponents plays to decide when it is best to play out your combo’s or lock pieces, and keep the lock pieces in place long enough to find a win condition. You also need to know how to best utilise your upkeep and stop your opponents using theirs. The deck does have a lot of problems, primarily opposing decks using cards with flash, such as Yeva, or any deck with Leyline of Anticipation. Decks with high numbers of Planeswalkers can be a problem too as once Planeswalkers are down, it can be pretty hard to deal with them if you plan on keeping the board locked down. If someone gets a Planeswalker down early, it may be best to assess whether or not playing Stasis or Tangle Wire is worth playing until you get rid of the ‘walker.

Beast Within (3, 2G) \nInstant\nDestroy target permanent. Its controller puts a 3/3 green Beast creature token onto the battlefield.\nPlanechase 2012 Edition: Uncommon, New Phyrexia: Uncommon\n\nBlue Sun's Zenith (4, XUUU) \nInstant\nTarget player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.\nMirrodin Besieged: Rare\n\nCapsize (3, 1UU) \nInstant\nBuyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.)<br />\nReturn target permanent to its owner's hand.\nTempest: Common\n\nChord of Calling (4, XGGG) \nInstant\nConvoke (Each creature you tap while casting this spell reduces its cost by {1} or by one mana of that creature's color.)<br />\nSearch your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.\nRavnica: City of Guilds: Rare\n\nCyclonic Rift (2, 1U) \nInstant\nReturn target nonland permanent you don't control to its owner's hand.<br />\nOverload {6}{U} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")\nReturn to Ravnica: Rare\n\nForce of Will (5, 3UU) \nInstant\nYou may pay 1 life and exile a blue card from your hand rather than pay Force of Will's mana cost.<br />\nCounter target spell.\nMasters Edition: Rare, Alliances: Uncommon\n\nHinder (3, 1UU) \nInstant\nCounter target spell. If that spell is countered this way, put that card on the top or bottom of its owner's library instead of into that player's graveyard.\nChampions of Kamigawa: Uncommon\n\nKrosan Grip (3, 2G) \nInstant\nSplit second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)<br />\nDestroy target artifact or enchantment.\nTime Spiral: Uncommon\n\nMisdirection (4, 3U) \nInstant\nYou may exile a blue card from your hand rather than pay Misdirection's mana cost.<br />\nChange the target of target spell with a single target.\nMercadian Masques: Rare\n\nPact of Negation (0, 0) \nInstant\nCounter target spell.<br />\nAt the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.\nFuture Sight: Rare\n\nWorldly Tutor (1, G) \nInstant\nSearch your library for a creature card and reveal that card. Shuffle your library, then put the card on top of it.\nClassic (Sixth Edition): Uncommon, Mirage: Uncommon\n\nCultivate (3, 2G) \nSorcery\nSearch your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.\nPlanechase 2012 Edition: Common, Commander: Common, Magic 2011: Common\n\nFabricate (3, 2U) \nSorcery\nSearch your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library.\nPlanechase: Uncommon, Magic 2010: Uncommon, Mirrodin: Uncommon\n\nKodama's Reach (3, 2G) \nSorcery  — Arcane\nSearch your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.\nCommander: Common, Champions of Kamigawa: Common\n\nRegrowth (2, 1G) \nSorcery\nReturn target card from your graveyard to your hand.\nMasters Edition IV: Rare, Revised Edition: Uncommon, Unlimited Edition: Uncommon, Limited Edition Beta: Uncommon, Limited Edition Alpha: Uncommon\n\nReshape (3, XUU) \nSorcery\nAs an additional cost to cast Reshape, sacrifice an artifact.<br />\nSearch your library for an artifact card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.\nDarksteel: Rare\n\nSylvan Tutor (1, G) \nSorcery\nSearch your library for a creature card and reveal that card. Shuffle your library, then put the card on top of it.\nMasters Edition IV: Uncommon, Portal: Rare\n\nTransmute Artifact (2, UU) \nSorcery\nSacrifice an artifact. If you do, search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it onto the battlefield. If it's greater, you may pay {X}, where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle your library.\nMasters Edition IV: Rare, Antiquities: Uncommon\n\nGarruk Wildspeaker (4, 2GG) \nPlaneswalker  — Garruk\n+1: Untap two target lands.<br />\n-1: Put a 3/3 green Beast creature token onto the battlefield.<br />\n-4: Creatures you control get +3/+3 and gain trample until end of turn.\nCommander: Mythic Rare, Magic 2011: Mythic Rare, Duel Decks: Garruk vs. Liliana: Mythic Rare, Magic 2010: Mythic Rare, Lorwyn: Rare\n\nTamiyo, the Moon Sage (5, 3UU) \nPlaneswalker  — Tamiyo\n+1: Tap target permanent. It doesn't untap during its controller's next untap step.<br />\n-2: Draw a card for each tapped creature target player controls.<br />\n-8: You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand."\nAvacyn Restored: Mythic Rare\n\nTezzeret the Seeker (5, 3UU) \nPlaneswalker  — Tezzeret\n+1: Untap up to two target artifacts.<br />\n-X: Search your library for an artifact card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.<br />\n-5: Artifacts you control become 5/5 artifact creatures until end of turn.\nDuel Decks: Elspeth vs. Tezzeret: Mythic Rare, Shards of Alara: Mythic Rare\n\nBasalt Monolith (3, 3) \nArtifact\nBasalt Monolith doesn't untap during your untap step.<br />\n{T}: Add {3} to your mana pool.<br />\n{3}: Untap Basalt Monolith.\nMasters Edition IV: Uncommon, Revised Edition: Uncommon, Unlimited Edition: Uncommon, Limited Edition Beta: Uncommon, Limited Edition Alpha: Uncommon\n\nCoalition Relic (3, 3) \nArtifact\n{T}: Add one mana of any color to your mana pool.<br />\n{T}: Put a charge counter on Coalition Relic.<br />\nAt the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color to your mana pool for each charge counter removed this way.\nDuel Decks: Phyrexia vs. the Coalition: Rare, Future Sight: Rare\n\nDarksteel Forge (9, 9) \nArtifact\nArtifacts you control are indestructible. ("Destroy" effects and lethal damage don't destroy them.)\nPlanechase: Rare, Darksteel: Rare\n\nDarksteel Reactor (4, 4) \nArtifact\nDarksteel Reactor is indestructible. ("Destroy" effects and lethal damage don't destroy it.)<br />\nAt the beginning of your upkeep, you may put a charge counter on Darksteel Reactor.<br />\nWhen Darksteel Reactor has twenty or more charge counters on it, you win the game.\nDarksteel: Rare\n\nEverflowing Chalice (0, 0) \nArtifact\nMultikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)<br />\nEverflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.<br />\n{T}: Add {1} to your mana pool for each charge counter on Everflowing Chalice.\nArchenemy: Uncommon, Duel Decks: Elspeth vs. Tezzeret: Uncommon, Worldwake: Uncommon\n\nGemstone Array (4, 4) \nArtifact\n{2}: Put a charge counter on Gemstone Array.<br />\nRemove a charge counter from Gemstone Array: Add one mana of any color to your mana pool.\nFifth Dawn: Uncommon\n\nGilded Lotus (5, 5) \nArtifact\n{T}: Add three mana of any one color to your mana pool.\nMagic 2013: Rare, Mirrodin: Rare\n\nGrim Monolith (2, 2) \nArtifact\nGrim Monolith doesn't untap during your untap step.<br />\n<br />\n{T}: Add {3} to your mana pool.<br />\n<br />\n{4}: Untap Grim Monolith.\nUrza's Legacy: Rare\n\nIllusionist's Bracers (2, 2) \nArtifact  — Equipment\nWhenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.<br />\nEquip {3}\nGatecrash: Rare\n\nLux Cannon (4, 4) \nArtifact\n{T}: Put a charge counter on Lux Cannon.<br />\n{T}, Remove three charge counters from Lux Cannon: Destroy target permanent.\nScars of Mirrodin: Mythic Rare\n\nMagistrate's Scepter (3, 3) \nArtifact\n{4}, {T}: Put a charge counter on Magistrate's Scepter.<br />\n{T}, Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one.\nMercadian Masques: Rare\n\nMana Vault (1, 1) \nArtifact\nMana Vault doesn't untap during your untap step.<br />\nAt the beginning of your upkeep, you may pay {4}. If you do, untap Mana Vault.<br />\nAt the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you.<br />\n{T}: Add {3} to your mana pool.\nMasters Edition IV: Rare, Fifth Edition: Rare, Fourth Edition: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\nPentad Prism (2, 2) \nArtifact\nSunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.)<br />\nRemove a charge counter from Pentad Prism: Add one mana of any color to your mana pool.\nPlanechase: Common, Fifth Dawn: Common\n\nRings of Brighthearth (3, 3) \nArtifact\nWhenever you activate an ability, if it isn't a mana ability, you may pay {2}. If you do, copy that ability. You may choose new targets for the copy.\nLorwyn: Rare\n\nSol Ring (1, 1) \nArtifact\n{T}: Add {2} to your mana pool.\nCommander: Uncommon, Masters Edition IV: Rare, From the Vault: Relics: Mythic Rare, Revised Edition: Uncommon, Unlimited Edition: Uncommon, Limited Edition Beta: Uncommon, Limited Edition Alpha: Uncommon\n\nStaff of Domination (3, 3) \nArtifact\n{1}: Untap Staff of Domination.<br />\n{2}, {T}: You gain 1 life.<br />\n{3}, {T}: Untap target creature.<br />\n{4}, {T}: Tap target creature.<br />\n{5}, {T}: Draw a card.\nFifth Dawn: Rare\n\nSwiftfoot Boots (2, 2) \nArtifact  — Equipment\nEquipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control, and it can attack and {T} as soon as it comes under your control.)<br />\nEquip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)\nMagic 2012: Uncommon\n\nTangle Wire (3, 3) \nArtifact\nFading 4 (This artifact enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)<br />\nAt the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land he or she controls for each fade counter on Tangle Wire.\nNemesis: Rare\n\nThousand-Year Elixir (3, 3) \nArtifact\nYou may activate abilities of creatures you control as though those creatures had haste.<br />\n{1}, {T}: Untap target creature.\nLorwyn: Rare\n\nUmbral Mantle (3, 3) \nArtifact  — Equipment\nEquipped creature has "{3}, {Q}: This creature gets +2/+2 until end of turn." ({Q} is the untap symbol.)<br />\nEquip {0}\nShadowmoor: Uncommon\n\nEternal Witness (3, 1GG) 2/1\nCreature  — Human Shaman\nWhen Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.\nDuel Decks: Izzet vs. Golgari: Uncommon, Commander: Uncommon, Fifth Dawn: Uncommon\n\nFathom Mage (4, 2GU) 1/1\nCreature  — Human Wizard\nEvolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)<br />\nWhenever a +1/+1 counter is placed on Fathom Mage, you may draw a card.\nGatecrash: Rare\n\nFertilid (3, 2G) 0/0\nCreature  — Elemental\nFertilid enters the battlefield with two +1/+1 counters on it.<br />\n{1}{G}, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it onto the battlefield tapped. Then that player shuffles his or her library.\nCommander: Common, Archenemy: Common, Planechase: Common, Morningtide: Common\n\nGilder Bairn (3, 1(G/U)(G/U)) 1/3\nCreature  — Ouphe\n{2}{(g/u)}, {Q}: For each counter on target permanent, put another of those counters on that permanent. ({Q} is the untap symbol.)\nEventide: Uncommon\n\nGlen Elendra Archmage (4, 3U) 2/2\nCreature  — Faerie Wizard\nFlying<br />\n{U}, Sacrifice Glen Elendra Archmage: Counter target noncreature spell.<br />\nPersist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)\nEventide: Rare\n\nGyre Sage (2, 1G) 1/2\nCreature  — Elf Druid\nEvolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)<br />\n{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.\nGatecrash: Rare\n\nLaboratory Maniac (3, 2U) 2/2\nCreature  — Human Wizard\nIf you would draw a card while your library has no cards in it, you win the game instead.\nInnistrad: Rare\n\nOracle of Mul Daya (4, 3G) 2/2\nCreature  — Elf Shaman\nYou may play an additional land on each of your turns.<br />\nPlay with the top card of your library revealed.<br />\nYou may play the top card of your library if it's a land card.\nZendikar: Rare\n\nPlaxcaster Frogling (3, 1GU) 0/0\nCreature  — Frog Mutant\nGraft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)<br />\n{2}: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)\nDissension: Uncommon\n\nSeedborn Muse (5, 3GG) 2/4\nCreature  — Spirit\nUntap all permanents you control during each other player's untap step.\nTenth Edition: Rare, Ninth Edition: Rare, Legions: Rare\n\nShimmer Myr (3, 3) 2/2\nArtifact Creature  — Myr\nFlash<br />\nYou may cast artifact cards as though they had flash.\nMirrodin Besieged: Rare\n\nSimic Manipulator (3, 1UU) 0/1\nCreature  — Mutant Wizard\nEvolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)<br />\n{T}, Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.\nGatecrash: Rare\n\nSpike Weaver (4, 2GG) 0/0\nCreature  — Spike\nSpike Weaver enters the battlefield with three +1/+1 counters on it.<br />\n{2}, Remove a +1/+1 counter from Spike Weaver: Put a +1/+1 counter on target creature.<br />\n{1}, Remove a +1/+1 counter from Spike Weaver: Prevent all combat damage that would be dealt this turn.\nBattle Royale: Rare, Exodus: Rare\n\nTeferi, Mage of Zhalfir (5, 2UUU) 3/4\nLegendary Creature  — Human Wizard\nFlash (You may cast this spell any time you could cast an instant.)<br />\nCreature cards you own that aren't on the battlefield have flash.<br />\nEach opponent can cast spells only any time he or she could cast a sorcery.\nFrom the Vault: Legends: Mythic Rare, Time Spiral: Rare\n\nTriskelion (6, 6) 1/1\nArtifact Creature  — Construct\nTriskelion enters the battlefield with three +1/+1 counters on it.<br />\nRemove a +1/+1 counter from Triskelion: Triskelion deals 1 damage to target creature or player.\nMagic 2011: Rare, Duel Decks: Elspeth vs. Tezzeret: Rare, Mirrodin: Rare, Fourth Edition: Rare, Antiquities: Rare\n\nVedalken Mastermind (2, UU) 1/2\nCreature  — Vedalken Wizard\n{U}, {T}: Return target permanent you control to its owner's hand.\nTenth Edition: Uncommon, Fifth Dawn: Uncommon\n\nDoubling Season (5, 4G) \nEnchantment\nIf an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead.<br />\nIf an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead.\nRavnica: City of Guilds: Rare\n\nLeyline of Anticipation (4, 2UU) \nEnchantment\nIf Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield.<br />\nYou may cast nonland cards as though they had flash. (You may cast them any time you could cast an instant.)\nMagic 2011: Rare\n\nMana Bloom (2, XG) \nEnchantment\nMana Bloom enters the battlefield with X charge counters on it.<br />\nRemove a charge counter from Mana Bloom: Add one mana of any color to your mana pool. Activate this ability only once each turn.<br />\nAt the beginning of your upkeep, if Mana Bloom has no charge counters on it, return it to its owner's hand.\nReturn to Ravnica: Rare\n\nPower Artifact (2, UU) \nEnchantment  — Aura\nEnchant artifact<br />\nEnchanted artifact's activated abilities cost {2} less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.\nMasters Edition IV: Rare, Antiquities: Uncommon\n\nStasis (2, 1U) \nEnchantment\nPlayers skip their untap steps.<br />\n<br />\nAt the beginning of your upkeep, sacrifice Stasis unless you pay {U}.\nMasters Edition IV: Rare, Fifth Edition: Rare, Fourth Edition: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\n

2 comments:

  1. You cannot use Mana Bloom because Vorel does not target enchantments.

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    Replies
    1. I think he isn't trying use it with Vorel, is just for get mana with Stasis in board.

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