4 Sage of Epityr
3 Thoughtpicker Witch
4 Voidmage Prodigy
1 Willbender
4 Shadowmage Infiltrator
3 Voidmage Husher
4 Endrek Sahr, Master Breeder
1 Vedalken Dismisser
4 Rise // Fall
3 Conspiracy
2 Sarpadian Empires, Vol. VII
2 Brainspoil
1 Controvert
9 Island
6 Swamp
4 Underground River
4 Watery Grave
1 Molten Slagheap |
 Enthrulled.
Description of deck by it's author
(quoted):
I was shocked because my inbox was full of
Endrek Sahr combos. By far the most common combo was Endrek Sahr and
Conspiracy, and it was sent to me by Ryan d'Eon, Phil (aka Eiphel),
Legend, Craig Tubb, and several members of the elusive Blah Fraternity
currently residing at Blah.com (they really like February, apparently).
The combo has two key advantages. One, if you set Conspiracy to anything
but Thrulls, Endrek Sahr's self-sacrifice ability will never trigger.
This will allow you to keep breeding once you've reached the lethal
seven. Two, Thrull is not a very exciting type of creature to pump out
en masse, since very few cards actually interact with Thrulls (and those
cards are in Fallen Empires). Conspiracy will allow you to produce
creatures with a more relevant creature type, like, say, Saproling or
Elf.
There are many, many things you can do once you combine
these two cards. This is Wizard Week. Endrek Sahr, Master Breeder just so
happens to be a Wizard. There's a card in the new Standard that is
positively ridiculous when you add it to the mix. It's the third wheel on
the tricycle that is the incredibly fragile soft-lock. The card in
question is none other than Kai Budde himself, or at least, his cardboard
avatar: Voidmage Prodigy.
With a Conspiratorial Endrek Sahr providing Wizard
tokens, your Prodigies can start countering spells every turn. To ensure
that the Master Breeder maintains his strict breeding regimen, I recommend
Voidmage Husher. Since you can return it to your hand when you play a
spell, it can be played and replayed, netting you four “Thrulls” each
time.
If that seems a little too complicated, why not pair
Endrek Sahr with another recent addition to the Wizard tribe,
Thoughtpicker Witch? As long as you can keep playing creature spells, you
can sacrifice the resultant tokens to the Witch and ensure that your
opponent will draw nothing but land for the rest of the game! If even that
seems too convoluted, you could always combine Thoughtpicker Witch with
Sarpadian Empires, Vol. VII. You won't even need any other cards to set up
your opponent's future draws. Throw in the recover-able Controvert, and
you have a twelve-mana combo that allows you to counter one spell every
single turn!
Shadowmage Infiltrator, Brainspoil (both of the
important combo-pieces cost five), and Sage of Epityr will help you set
things up. The latter is a card that makes me smile. It's a Fugitive
Wizard and it's an Index (well, 80% of an Index). If that's not a recipe
for success, then I don't know what is. It's such a simple card, it's
surprising that it took this long to make. (I feel the same way about
Grayscaled Gharial). There are very few one-mana creatures that have
comes-into-play abilities and most of those “abilities” are really
drawbacks (see: Rogue Elephant, Accursed Centaur, Icatian Moneychanger).
Sage of Epityr's ability has appeared on blue creatures before. Sage Owl,
Spire Owl, Sage Aven, and Aven Fateshaper all have it. The fact that it
showed up on a Human Wizard proves that this ability isn't (just) for the
Birds.
With a Wizard count of twenty-four, this deck is also
legal in Standard Tribal Wars. Obviously, if you prefer the larger
formats, feel free to add Patron Wizard and Azami, Lady of Scrolls to the
deck. At that point, you might as well add Opposition to make the deck
even more fun! |
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