SD "The Magnificent Seven" SuperFriendsRequires [ORI] [B4Z] [OGW] [SOI]2
Oath of Nissa2
Oath of Gideon2
Call the GatewatchThere are various options for tutoring the Planeswalkers or using the Oath abilities. I chose the Nissa and Gideon because Nissa provides tutoring for 3 types, Planeswalker, Creature and Land. Pretty near indispensable.
Call of course I think has to be an auto include.
Because we have 7 Planeswalkers who are immediate targets the Gideon oath helps them when they land as the extra loyalty can count and it can help get certain ultimately quicker or allow the reduce ability with lower risk. In addition with the lo creature count the tokens can be valuable blockers.
3
Sylvan Ranger3
Lifespring Druid3
Natural Connection2
Nissa's RenewalThe ramp suite has so many options now with the various new cards.
Loam Larva provides reasonable early defence and a colour fixing. I am not sure why I didn't even consider Sylvan Ranger initially but yep, better. Lifespring Druid just makes colour fixing easier especially with a lot of double cost cards. Natural Connection just seems the simplest choice. Nissa's renewal is a great ramp but it's probably as important if not more so for the life gain.
2
Displacement Wave2
Languish2
Planar Outburst3
FogThis is the trickiest area with the colours selected. I did have languish but the idea of tainted remedy was partly if you get to the point of having stabilised and able to control the board, the last thing you want is life gain in particular for ramp decks and there are other life gain cards. It is probably unexpected if played and as a 2 of does not necessarily hurt the deck. Yeah the hunt for a decent tainted remedy option continues. Languish back in.
Because decks with mill or hand destruction may hurt and running blue the 3 colour counterspell could be substituted. If I consider a side board version this would be an obvious include e.g.
Scatter to the winds and
broken concentration Displacement Wave is particularly important as it allows you to establish your mana base and also recur both Oaths and the Skaabs for the key control sorceries.
Fog should be fairly obvious and is key to both protecting life total and keeping combat damage from Planeswalkers. Another good target for Skaab depending on the current stage of the game. With a fog in hand keeping g open is important.
1
Liliana, Heretical Healer1
Ob Nixilis reignited1
Nissa, Vastwood Seer1
Nissa, Voice of Zendikar1
Jace, Vryn's Prodigy1
Jace, Unraveler of Secrets1
Sorin, Grim NemesisThis is probably one the one hand easy once you have the colours agreed however in white I decided against any White Planeswalkers. White is primarily for
Planar Outburst as the main removal mechanism alongside
Languish despite being a 2 of the inclusion of the Skaabs allows you to return over so can be cast early to keep life loss in check. While not including white Planeswalkers I therefore wanted to include all the other mono coloured Planeswalkers, besides with Nissa, Jace and Ob Nixilis card draw is decent in particular when 2 or more are out.
If you were a purist re the oath at least I play the white version of the oath so Gideon is represented.
1
Ulvenwald Hydra3
possessed SkaabUlveneald is of course a win con but another source for mana fixing. The Skaabs as stated elsewhere are pretty key in this deck and being able to replicate over the main sorceries.
2 x
Plains2 x
Island3 x
Swamp5 x
Forest2 x
Hissing Quagmire2 x
Sunken Hollow2 x
Isolated Chapel2 x
Westvale Abbey3 x
Evolving WildsThe mana base is constructed to try and rely on untapped sources in particular as the game runs on. Westvale Abbey may seem out of place but it's another wincon. In particular with
Nissa, Voice of Zendikar the token generation can provide fodder for the transformation. See example board state in one of my AI practices during tweaking and testing the build.
Attachment:
File comment: SD Superfriends
image.png [ 3.84 MiB | Viewed 16117 times ]
Green is key for mana so hence its heavily represented. At least with green you can usually fetch the others. It only runs 23 land but with the mana dorks and ramp I think it runs well enough. As it doesn't rely on a fast start a mulligan or two to get a decent starting hand with green in particular should mainly work out okay.