I was a big fan of Wintervoid's
Inevitability in its season, but hadn't played it since Kalidesh released. Have recently been revisiting old decks, and I decided to try my hand at updating it with final card pool.
This what I settled on:
4 x
Galvanic Bombardment3 x
Blessed Alliance2 x
Declaration in Stone4 x
Take Inventory1 x
Kefnet the Mindful3 x
Sphinx's Tutelage2 x
Fevered Visions1 x
Geistblast2 x
Radiant Flames2 x
Collective Defiance1 x
Gideon of the Trials3 x
Cast Out1 x
Nahri, the Harbinger2 x
Planar Outburst1 x
Jace, Unraveler of Secrets1 x
Chandra, Flamecaller1 x
Commit // Memory3 x
Plains3 x
Island4 x
Mountain2 x
Wandering Fumarole2 x
Needle Spires2 x
Prairie Stream2 x
Clifftop Retreat2 x
Sulfer Falls2 x
Glacial Fortress4 x
Evolving WildsDifferences and explanations:Reduced Geistblasts to 1 copy. It's still worth keeping 1 for the occasional geistcast with a big payoff, IMO - but as a 3cc 2 damage burn spell, it's pretty bad. Wanted/needed to be doing better things with that 3 mana.
Removed Brutal Expulsion. Was useful at times, but Cast Out is waaay better use of 4 mana.
Removed Exquisite Firecraft. Wanted to reduce the
requirements at the 3 spot. Defiance is more versatile, plus Firecraft was mostly for Geistcasting (which got reduced) so Firecraft got the boot.
Removed Zendikar Gideon. His ally tokens just die right away, his emblem is effectively useless (can pump man lands, Chandra elementals, and his creature form, sure - but you're hard pressed to spend 4 loyalty on that). Realized he mostly functioned as a diversion, so wanted to do something better with the mana.
Added Kefnet. Indestructible draw engine is good here. Also being able to pick up extra lands late game to loot them with Nahiri and wheel effects is useful. His 5/5 flying body has won games, and is a decent proxy for the 5/5 body I lost when cutting Zendikar Gideon.
Added Trials Gideon. Waaay better than Zendikar Gideon in this build. Nurfing damage is very useful here and forces opp to add more to board, so sweepers can hit more targets. Rarely use emblem, but have to buy a turn, when I never used Zendikar emblem. 4/4 body an acceptable consolation prize from losing Zendikars slightly larger body. Yes, dies to Grasp, but the change has been worth that risk. Does more work here overall.
Added Cast Out. Versatile instant speed removal that can be cycled to mill harder is the best thing this deck got from the later sets. Yes please.
Added 1 Commit//Memory. Card saved my butt a few times. Commit is effectively hard removal with 1 Tutelage in play, and with 2 or more in play Memory mills like a boss while refilling hand. Plays well with Visions out. Might be worth running both copies, but having trouble seeing what to cut with its casting demands. 1 has been good enough in practice.
Added 1 land. This deck needs to hit its land drops, and there are plenty of ways to loot excess lands later game.
Reworked colors in mana base slightly. Reducing the demands from Firecraft allows me to trade mountains for island/plains, and makes it a little easier to cast everything else.
A few things considered but left unchanged:Removing Bombardments for something else. Thought about it, but in the end it was too important to have a 1 mana removal spell. Helps to have removal you can cast for 1 mana when playing 3cc spells T4 or 4cc spells T5, etc. with the looting this deck does, I still like this better than the other 1 mana burn options.
Using Towers. Adding Cast Outs to the already notable number of planeswalker and enchantment spells just didn't feel right to run Towers. T3 I'd rather be casting other things.
Using any creatures that aren't indestructible. One of the better features of the deck is blanking opps removal and making them hold more cards for Visions damage. Every non indestructible creature I tried just helped opp cast otherwise dead cards. This a major reason Zendikar Gideon got cut.
General thoughts on the deck in post update Duels world:This has been an absolute blast to revisit. I run into so many goofy brews on the ladder, enchantment hate hasn't been much of a problem. Think it's hard to dedicate slots to that in a meta with so much strange variety. Mill might not work in a tourney with the full cardpool (especially w/ sideboards), but on ladder it's worthy of running.