As the game is coming to the end of its shelf life I'd love to post my favourite deck.... But as an iPad user I'm finding it difficult to use the deck manager so I figured I'd just list my choices and reasons why.... The deck does quite well but I'm sure some expert could tweak it, but it is my most successful deck. Apologises if it looks the same as anyone else's.
Card draw
2 quicken ( 1 mana instant speed card draw, can also turn one of the 4 sorcerys into instants
3 think twice
2 inspiration
1 Kozi
Counters
3 dissolve
2 counter lash (love this card)
Recursion
4 archeomancers
2 rescue from the underworld (to fetch the archeomancers)
Life gain
2 tributes
1 suffer the past
Burn
1 banefire
3 shock
2 anger of the gods
1 inferno Titan
Removal
2 auger spree
1 flesh to dust
Misc
2 rune scar daemons
1 time warp
Typical control deck, burn remove what gets through, counter what you can't, use the Wizards to get back instants, use the daemons to fetch get out of jail cards or finishers.
Finishers tend to be counter lashed titan or Kozi or banefire. Daemons usual fetch counter lash, Titan, Kozi, suffer (for lifegain or to disrupt graveyard play) or rescue.
Fun things.
Counter lashing a sorcery then casting time warp
Counter lashing a creature into a deamon to fetch time warp to free the daemon from summoning sickness to attack with an auger spree.
Saving an archeomancer with rescue and returning another and grabbing 2 spells
Hope anyone who tries this has fun
Altashheth
Edit: lands
6 islands
4 mountains
3 swamps
3 crumbling necropolis
3 of each guild gate
Been trying this one out for the last day or so. It's very fun and pretty good. I went 6-0 online and 3-3 against the AI playing what I consider to be strong decks. Feels slightly slow (at least, for the ipad meta, which is pretty aggro heavy).
Here's my comments:
1. Against tokens, of any variety (Boros, Izzet, or spider spawning), anger of the gods will win you the game. Especially strong with Quicken, which lets you cast it in response to your opponent tapping out to cast their own instant. That said, only 2 angers and only 3 card draw spells that you are likely to cast before it's too late (ie you cant count on casting an inspiration to draw into an anger, to cast on your fifth turn). Shock and auger spree help delay, but those aren't usually great trades against a token army.
2. Counterlash + Kozi is a tough win condition to find. I never came across it as my first win con. I certainly could have tutored it through rune scarred at various points, but by then the game was largely stabilized in my favor and any 5 power creature would win the game for me. Counterlash is also a dead card against aggro. If you make it to turn 6 against most token decks (spider spawning aside), you've probably won already.
3. I love decks with archeao + time warp. I try to make it work in all sorts of lists. Here, it was more often than not just a zero mana cantrip.
4. Multiple times I had a dead rescue from the underworld in my hand, as there was either no creature on the board or no creature in my graveyard. When I could cast it, it was a game winner. It might be in the same boat as counterlash for me - if you can cast it to full effect, a different and faster card would probably also win you the game.
After a few games I switched the following:
- 1 inferno titan, + 1 Charmbreaker devil (easy to hard cast, great synergy with the deck in general. he was my most frequent win con. auger spree or elder mastery is usually a win. You can also suffer the past your own graveyard to charmbreaker a specific spell back.)
- 1 counterlash, + 1 traumatic visions (lowering the curve, and makes the mana a bit more consistent as you can cycle the visions early against aggro)
- 1 kozi, +1 elder mastery (dunno about this one, but turn 4 archeaomancer followed by turn 5 elder mastery won me a game. People do not expect you to make them discard cards in this format. also lowers the curve a bit).
- 1 rescue, + 1 shock (more removal to deal with aggro)
Basically taking out a few of the combo pieces, which is painful, to try and handle early aggro more consistently. You've still got all the major pieces, but now you can hard cast your major win conditions instead of trying to piece together a counterlashed kozi. I'm not sure if this makes the deck better in an absolute sense, but just gives it a bit more edge in the toughest matchup (the strongest token decks). I've never seen anybody (else) resolve a kozi on ipad, so the bombs i have left should be plenty to finish the job.