InevitabilityThis deck is designed to keep the field clear of creatures, and win through Milling or Burn. It would seem like having two different win conditions would be counterproductive, but they mesh well with each other. Most Tutelage decks run plenty of removal anyway, all I have done is convert some of it to more burn to give you an alternate win condition. As far as going the Burn Route, only 5 cards do not help the goal at all, 3 Tutelage and 2 Talent of the Telepath. Talent CAN help in some matchups, but it is very rare that it helps with a Burn victory, besides sometimes reducing threats. Fevered Visions, Chandra and Geistblast do double duty for both objectives. Be prepared to switch tactics as things develop.
This is a creatureless deck for a few reasons. I originally has cut the creatures to Thing in the Ice and Baby Jace, but I found they tended to die to removal too often, especially Jace. By running so few creatures, they attracted any and all removal.
A secondary effect was by not having creatures, you have created dead draws for your opponent. Barring having Gideon out w/ Tokens, you have just made your opponents Languish, Radiant Flames and Declaration in Stone dead cards. Instant speed removal is still a live card IF you activate a manland.
The Third reason is related to the dead card. Dead cards in hand makes Fevered Visions more effective. Although rare, I have had opponents kill their own creatures just to get below 4 cards by EOT.
One advantage that this deck has over many others is that we often do not care about our opponent’s card advantage if we are going the mill route. Depending on your position, you may want to encourage your opponent to make clues and draw cards. Visions will punish them for keeping a large hand size, and Tutelage will make every card drawn ½ a mill.
Deckist – Instant(11)
2x
Celestial Flare 3x
Geistblast 4x
Fiery Temper2x
Brutal Expulsion Sorcery(10)
2x
Declaration in Stone 2x
Exquisite Firecraft 2x
Radiant Flames 2x
Talent of the Telepath 2x
Planar Outburst Enchantment(9)
2x
Oath of Chandra3x
Sphinx's Tutelage2x
Oath of Jace 2x
Fevered Visions Planeswalker(4)
1x
Gideon, Ally of Zendikar 1x
Nahiri, the Harbinger1x
Jace, Unraveler of Secrets 1x
Chandra, Flamecaller Land(26)
2x
Sulfur Falls 4x
Plains 2x
Wandering Fumarole 3x
Island 5x
Mountain 2x
Needle Spires 2x
Canopy Vista 2x
Glacial Fortress2x
Clifftop Retreat 2x
Evolving Wilds Here is a Breakdown on why the cards are included:
RemovalCelestial Flare - This card is mainly in for Indestructible and untargetable creatures. It is also useful for manlands that are you can not hit with instant burn. This plus the two Declaration in Stones are your main Ulamog defense, so make sure you have 4 sources of white before Ulamog is cast if at all possible. Many Ramp players will target your white mana. Also, Celestial will prevent Ulamogs mill effect from triggering. This is a bug that may be addressed at some point.
Declaration in Stone - Your main removal for large creatures. Only use this if you have to, as it is your best defense vs many large creatures. The Clue is often irrelevant due to Fevered Visions and/or Tutor. At times you will hope they crack the clue.
Brutal Expulsion - This is a soft answer to large creatures. It is a bit of a utility card. It can place cards in hand to trigger Fevered Visions, and it helps kill pesky Planeswalkers. Vs Aggro it shines. It may only kill one creature unless you target a token, but it can remove two threats and slow down the game.
Oath of Chandra – The first burn that you will be able to cast. Although not a true burn spell, it can get you a few extra points of damage through the match as you play Planeswalkers. Also be aware that the 2 damage from playing a Planeswalker can target other Planeswalkers. Be careful playing Oaths if you suspect your opponent is running Tragic Arrogance.
Geistblast - Over costed 2 damage instant spell, but when cast still good for most Humans, some man lands and finishing off Walkers. The main use of this card is in the graveyard though. My 4 most commonly used targets are Talent of the Telepath for milling purposes, Exquisite Firecraft to finish off an opponent, and Declaration in Stone or Celestial Flare to kill 2 large creatures. When discarding, this is my second most wanted target to discard.
Fiery Temper - The card you will most likely cast by discarding. You have three main ways to force the discard. The cheapest is Nahiri. This gets you a free card, but the downside is that you are casting at sorcery speed. There are times that you will want to hard cast Temper instead for the instant speed. Oath of Jace is another way to force discard. The last way is
Sphinx’s Tutor. It costs 7 mana, but you get a new card, 3 damage at instant speed and mill your opponent 2. This along with Exquisite Firecraft can finish a match quickly. Do not burn these lightly, you may wish later you could have these to finish an opponent.
Exquisite Firecraft - Good removal for hard to kill creatures, but the main use is to finish opponents, preferably with Geistblast. 8 points of uncounterable damage can swing a duel.
Radiant Flames – The first sweeper to come on board. Not much to say, but try and get some value out of it.
Planar Outburst - Keep these for larger creatures if possible. I also do not recommend use the Awaken Ability unless you are okay with losing a land. With no real creatures in the deck, by the time you cast this it is very likely that your opponent will have a hand full of creature removal. If you do have the spare land, Needle Spires is the best choice in most cases.
Mill Options & MiscSphinx's Tutelage– Although a main win condition, do not play this until you have the board in order and are sure you can safely play it. Only play vs agro when you have no other viable spells or the board is clean and they have no haste creatures.
Fevered Visions - This is the best card in the deck. It destroys Planeswalkers, helps Tutleage mill faster, and finds you answers. In most games I can keep this out, I will win by burn as Visions will often do 8-12 damage on it’s own. This card should be played when the board is clear, but there are more exceptions then Tutelage when you may want to play it. If you are mana light, it will probably take priority. If there is an annoying walker out, it can help quite a bit. I even play it against the agro decks. Although they draw threats, I generally draw more answers then they can produce threats. The only decks I would hesitate playing it against are vs another mill deck that has Tutelage out already, or perhaps a burn deck if I had other avenues to win.
Talent of the Telepath – The main target for Geistblast. This takes out almost 25% of your opponent’s library. It can be used to search for good instants from your opponent, but that is in a deck by deck case. The mill effect is the major ability. It will win you game that your opponent thought they had some time left, and some games where you can’t get or keep a Tutelage on the board. Be aware that it does cost UUU to cast w/ Geistblast.
Oath of Jace – Used to search your deck and mill your opponent.
Planeswalkers – A note on planeswalkers. They can be a win condition, but often I use them as a distraction to buy time. Jace will not win a game often, but he can buy you 2-3 turn to set up the win. This deck has no life gain, but the hate that Walkers draw can act as pseudo life gain. Chandra and Nahiri in some matchups are the only ones will take some damage to keep alive.
Gideon, Ally of Zendikar – This Walker doesn’t really fit the rest of the deck, but the power level is high enough to include it. It can win on its own, provide blockers (although often killed by removal) and provide a distraction while you set up the kill.
Nahiri, the Harbinger – This card gives you removal and card draw in one. Very good in the mirror match if you can keep her out. She will draw lot of fire from your opponent, and since she has a +2 instead of +1 abilities, you can keep her alive for a while. Her ultimate is of no use besides a bluff.
Jace, Unraveler of Secrets - This adds creature protection, Draw and can add damage with a bounce if Visions is out. Although it is rare, if you can ultimate him, do so. You may lose the card draw, but you have severely hampered your opponent.
Chandra, Flamecaller - The kill card. This card will work as a Radiant Flames, massive mill with Tutelage out or damage to the face. If you suspect your opponent has a Chandra, you may want to wait to play her. The second Chandra played will survive.
Play guidelinesMulliganThis deck mulligans a fair amount. What you generally want in your opening hand is 3 Mana and 2+ removal options. I will sometimes play 2 Mana if I have UR and Fevered Visions or Oath of Jace and U mana if I am on the Draw, or have already used a Mulligan. A hand of 5 land can be playable, but your other two cards better be removal or draw and low cost. Your game generally is reactive, and if you do not have any way to react to an agro deck early, it is usually game over. Tutelage is okay in your starting hand, but not necessary. Actually, if you have more than of Tutelage or Talent of the Telepath, you may want to mulligan. You can win with that type of hand, but you better hope that your opponent is not playing a fast agro deck or you can top deck like a pro.
Common matchups:Aggro – This can be Humans, Prowess, Vampires, RDW, UW fliers or any of the others. The key point on this is prevent any damage you can. If you have the option to play Tutor on T3 or kill a 2/2 with Geistblast, kill the creature. There are exceptions of course, like you may not want to kill it if your removal is Brutal Expulsion, since you want a 2 for 1 with that card, but the philosophy is the same. Kill what you can when you can with the most efficient card available. Vs most of these decks, if you survive the first 5 turns w/ 10+ life, you probably have won the game. Be careful with decks that run haste creatures and/or burn, and keep back Instants if possible. I.E. vs Prowess it may be better to use Declaration in stone instead of Fiery Blast to keep the blast for a Stormchaser later on.
You can play Fevered Visions vs all agro decks in most cases except Burn if you are low on life or vs Vampires. You have 17 targeted removal and 4 sweepers not including Planeswalker effects. You can generally draw more answers then they can play threats. Also, it will generally force them to overcommit so your sweepers are more effective. Tutelage is generally very effective vs aggro as they are just 1-2 colors and run less land then most decks. However, do not play Tutelage until you have control of the game, or it is your only play. Talent of the Telepath can be useful vs decks that run removal, but don’t count on it revealing removal. Often, if I have Talent and Removal in hand I can play the same turn, I will use Talent to see if I can hit their removal and save mine for later.
Ramp – This is probably the hardest matchup. The reason being is that they run big creatures that most of our removal can’t kill 1-1, and they also run lifegain. If they run some reanimation (most will run Greenwarden at the least), they can be your most difficult matchup.
This matchup, your most important cards are Declaration in Stone, Celestial Flare, Planar Outburst and Tutelage. You can win by Burn, especially if you get out an Early Visions and/or Gideon, but they have enough life gain to turn things around quickly. Milling is usually your best option, but unlike most matchups, you can never gain full control of the board. It is a true race. You want your milling to deny them key cards, but with many running Pulse and Greenwarden, a card in the graveyard is not out of the game. Plan for that. Keep at least 3-4 W mana on the board when they get close to casting Ulamog for your Declaration in stone or Celestial Flare. Also, you may want to keep Nahiri in hand unless you are on your way to milling them to death and think you can race them.
Basically, you want to keep your key cards in hand for their real threats, and do what you can to play Tutelage ASAP. It is okay to take some early damage vs this deck. Use your burn on their Planeswalkers and keep Tempers for Manlands.
A Geistblasted Talent can be good, but rarely great. You use it to put cards in their graveyard and deny them from drawing them. If you get an Explosive Vegetation or Nissa’s Renewal, that is icing on the cake. Do not expect any removal that will help you.
Walker Decks – These matchups are generally pretty good. With Burn and your own Walkers, you can generally keep theirs off the board. Fevered Visions is Excellent vs Walkers. The only exception is Gideon, as his Invulnerability as a creature prevents the Visions Damage.
I am seeing more and more walker hybrid builds including a Walker/Ramp strategy. Refer to Ramp for these builds.
Midrange – These decks are generally a pretty good matchup. They rely on Value creatures, Card Advantage and Walkers. We can kill their creatures, burn their walkers and if we have Visions or Tutelage out, we may WANT them to draw more cards. Talent really shines vs these decks. You mill for 7 cards and you will probably hit some sort of removal. If you can mill for 14, and it is almost a guarantee.
Blue Control – These can go either way. Vs another Tutelage deck, it is usually a race to see who can get out and keep out Tutelage. You will have a slight advantage in that you have the option of burning them out, where their advantage is generally Counterspells. Play burn on their endstep when you can. Either the damage gets through and gets you closer to the close with a Geistblasted Exquisite Firecraft, or you have one less counter to deal with on your turn. Manlands can be good, but expect that they have the removal available if they have the mana open.
Vs Esper, it is pretty much the same thing, but depending what counters/threats they run, and how patient they are, it can be easy or tough. Vs a smart, patient player, you need to accumulate threats (and you don’t have many) and hope you can get one through. Be careful of playing too timid though, as they can bluff counters as well.
Overall, I think the deck is a fun deck, but it can be streaky, and you have to know your opponent well to make the right plays. The main things to remember are to keep the board clear, and but time until you have control. At that point, the deck transitions from the role of control to the role of aggro, whether it be burning them down or aggressively milling. I won’t say this is a Tier 1 deck, but I would put a solid T2 deck with some great matchups. This is a very niche deck though, and if the meta changes so that there is more enchantment hate, this deck loses alot of it's bite. It can and does win with out the enchantments, but it is much more difficult.
Clips of play:https://secure.twitch.tv/wintervoidx/v/71399232