4 Eternal Dominion
4 Twincast
4 Krark-Clan Ironworks
4 Pentad Prism
4 Chromatic Sphere
4 Talisman of Dominance
4 Talisman of Progress
4 Complicate
3 Orochi Hatchery
3 Aether Spellbomb
4 Seat of the Synod
18 Island
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TwinDominion.
Description of deck by its author (quoted):
Do you know what’s more fun than having your
deck beat your opponent in a cool, interesting way? Having your
opponent’s deck beat them in a cool, interesting way. And that’s where
Eternal Dominion comes in.
The goal of the deck is simple: cast Eternal Dominion
with Twincast to start stealing two of your opponent’s cards a turn. You
can reach that goal with the aid of Krark-Clan Ironworks and the
mana-producers.
An explanation of the cards:
Eternal Dominion-The core of the deck. Getting an Eternal Dominion usually
means game over, especially in multiplayer matches. When using Eternal
Dominion, it’s best to first search for something that will act as a good
defender against a possible surprise attack, then get win conditions.
Twincast-Here solely for the purpose of Eternal Dominion. If you can use
two of these on the Dominion, it becomes very powerful, if unlikely to
happen.
Krark-Clan Ironworks-The main mana accelerator. The only disadvantage is
that it can only produce colorless mana, so you’ll have to also rely on
the Talismans and Pentad Prisms for extra Blue.
Pentad Prism-Useful because you can get a charge counter for a blue, then
sac it to the Ironworks for more mana. You can give it two counters if you
use Chromatic Sphere.
Talismans-Provides blue mana for Dominion and Twincast and is also
Ironworks fodder.
Chromatic Sphere-Cheap, and digs into your deck. You can save it for later
so you can sac it to Ironworks, or use it second turn if you want a better
Pentad Prism.
Complicate-An early counter, and also has a significant advantage over
other counters. You can still cycle it after Eternal Dominion has
resolved, stopping other potential threats.
Orochi Hatchery-The Hatchery is one of the most useful cards in the deck.
You can play it before a Dominion so you can activate the ability
afterwards, since you’ll have nothing to do with your lands later. Or, you
could use it as a backup win condition by sacrificing everything to
Ironworks for tons of mana to pay for it. If you’re really desperate, you
could play it for 0 and sac it for mana.
Aether Spellbomb-The deck is really fast, but if you need some early tempo
advantage Aether Spellbomb helps. Or it can just become Ironworks mana.
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