4 Orzhov Guildmage
4 Pit Keeper
2 Mangara of Corondor
4 Magus of the Disk
2 Dimir House Guard
1 Sengir Autocrat
4 Auratouched Mage
2 Skeletal Vampire
1 Angel of Despair
4 Flickerform
4 Griffin Guide
1 Strands of Undeath
1 Pentarch Ward
1 Fallen Ideal
1 Spirit Loop
6 Plains
5 Swamp
4 Caves of Koilos
4 Godless Shrine
4 Orzhov Basilica
1 Urza's Factory |
 Disk-o-tech.
Description of deck by it's author
(quoted):
When you think of Wizards, what colour do you
think of? White, right? I know I do. Historically, many of my favourite
cards have been white Wizards, like Auramancer, and, uh, Dega Disciple.
Okay, admittedly white is a little lacking in the Wizards department.
That's blue's area of expertise. Still, it doesn't mean that we can't
build a white Wizard deck. We'll just have to get creative.
Auratouched Mage is one of the few white Build-Around-Me
cards that have appeared in recent sets. Several industrious Johnny-types
have sent me Auratouched Mage combos. There are so many! Auratouched Mage
and Mythic Proportions. Auratouched Mage and Followed Footsteps.
Auratouched Mage and Holy Strength. The list goes on and on. Perhaps the
niftiest is the one sent to me a few times since Ravnica's release and
most recently by Marvin Lepp:
I don't usually deal with such unwieldy, Rube Goldberg-ian
combinations, so I'll slow things down and explain this one. The trick
here is to search out Flickerform with the Mage's comes-into-play ability.
Then, at some point in the future, you can use Flickerform to remove the
Mage from play. When it comes back into play, you'll be able to fetch
another Aura!
Now, you might be saying – “Boring! I've seen that combo
a million times!” Well, my heckling friend, I've seen it infinity-plus-one
times, but it's going into the deck nonetheless. But don't worry, ennui-nistas.
I have a good reason for treading down this beaten path. You see, Time
Spiral brings Auratouched Mage some wizardly comrades in white: Mangara of
Corondor and Magus of the Disk. Luckily for me, they also have insane
interactions with Flickerform.
Due to the unorthodox location of Mangara's colon
(wedged between the tap symbol and the text instructing you to remove
Mangara of Corondor from the game), you only have to remove Mangara when
the ability resolves. This allows you to tap Mangara and respond with a
number of effects. You can untap the RFG specialist with Freed from the
Real (as Mark Gottlieb suggested on Monday) in order to squeeze in some
extra activations. You can also remove Mangara from the game with
something like Momentary Blink, Astral Slide, or Flickerform. When it's
time to resolve, Mangara will be gone and all that will be left for you to
do is remove an opponent's permanent from the game.
Magus of the Disk works similarly. You can activate its
ability, then remove it from the game with Flickerform. Even though the
Magus won't be around, you will still get to destroy every creature,
artifact, and enchantment in play. I believe this is in the Rules
somewhere.
With Magus of the Disk able to sweep the board clean on
a regular basis, I thought it might be nice to play with some resilient
permanents. A number of creatures in the deck can regenerate, including
Dimir House Guard (which can also be used to fetch Magus of the Disk),
Skeletal Vampire, and whichever creature is enchanted by Strands of
Undeath. Fallen Ideal and Spirit Loop will return to your hand if they are
destroyed by Magus of the Disk, and Griffin Guide will still produce a
Griffin token. Almost all of the rest of the cards in the deck either
replace themselves (like Pentarch Ward and late-game Pit Keepers), or take
out an opposing permanent (Mangara of Corondor and Angel of Despair).
You'll get some value out of your cards even if you have to blow them up
at some point.
Orzhov Guildmage is the only oddball card that fits into
none of these categories. It doesn't regenerate and it will never be a
two-for-one, but it has a few things going for it. First of all, it fits
the colour scheme and is a Wizard (though my Edgewalkers wish it was a
Cleric). Second of all, it's another two-drop you can follow up with a
turn-three Griffin Guide. Thirdly, it can provide you with some late-game
(okay, really late-game) “reach.” Plus, the art is incredibly cool.
Of course, if you want to move into the Extended card
pool, you get Auramancer and not a whole lot else. You might try to
squeeze Zur the Enchanter in there, too, but I don't think it's necessary. |
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