Hey guys; I've been playing the following Deck rather successfully: 9-2 (starting from rank 29).
It's a land destruction deck with a ramp subtheme. Its style is comparable to the deck posted earlier by Auunj.
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Creatures (16):
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1 x
Jace, Vryn's Prodigy1 x
Nissa, Vastwood Seer3 x
Perilous Myr2 x
Sigiled Starfish3 x
Gatecreeper Vine3 x
Zendikar Incarnate2 x
Alhammarret, High Arbiter1 x
Conclave Naturalists------------------------------------
Other (21):
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4 x
Mwonvuli Acid-Moss3 x
Into the Maw of Hell3 x
Anchor to the AEther3 x
Ravaging Blaze2 x
Displacement Wave2 x
Chandra's Ignition2 x
Nissa's Revelation2 x
Animist's Awakening------------------------------------
Lands (23):
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1 x
Rogue's Passage4 x
Forest4 x
Island4 x
Mountain2 x
Rootbound Crag2 x
Hinterland Harbor2 x
Sulfur Falls1 x
Gruul Guildgate1 x
Izzet Guildgate1 x
Simic Guildgate1 x
Evolving Wilds------------------------------------
The only real problem I had so far was a BU Mill deck that milled all of my threats.
A remark on the card choices:
**
Anchor to the AEther **
The main reason for playing blue in this deck. The other being
Displacement Wave.
Depending on the game this may take a crucial spot in the mana curve: In turn 3 you can prevent the opponent from drawing another land. Having one or two of these in a starting hand will save you enough time to get to the mana needed to cast a LD spell.
The scry is a nice bonus, helping you with bad hands or to get to 6 mana for
Into the Maw of Hell.
**
Chandra's Ignition **
This card can serve as both a finisher when cast on
Zendikar Incarnate or as mass removal. Wins roughly 30% of the games.
**
Alhammarret, High Arbiter **
Debatable choice: I choose this one because
Gaea's Revenge does not work with
Chandra's Ignition and the other fatties like
Outland Colossus provide less card advantage.
**
Nissa's Revelation **
Debatable choice: Due to the low number of fatties this might fail but It helps to get out of the range of red burn spells. It also let's you re-ignite the engines after ramping out.
**
Jace, Vryn's Prodigy **
I find him to be hard to flip midgame but should he resolve, he let's you recycle your LD.
He also helped me win two games where I had to mulligan down to 5 cards by providing some mana sculpting.
**
Animist's Awakening **
I find it most useful in two situations: Turn 3 to prevent mana screw and to lift you into the ramp provided by
Mwonvuli Acid-Moss or midgame after you established some control over the board. Lategame I only play this if there is nothing else to do and I'm waiting for a finisher. Also helps to get
Rogue's Passage.
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**
Disciple of the Ring **
Currently not part of the deck but I think it should be. Either remove
Jace, Vryn's Prodigy or one of the
Sigiled Starfishs. This would also make
Nissa's Revelation work better in the deck.
What do you think?