I built a
Trial/Cartouche deck as I felt those colours had the two strongest Cartouches - And I wanted to add
Sigil of the Empty Throne to abuse all the bouncing Trial enchantments (and
Anointed Procession to double the Angel tokens, as well as trigger Sigil.
It's hardly tier 1 as it doesn't always come off, but it's heaps of fun and just absurd when it does.
aggro is probably the strongest Trial/Cartouche deck, even though the red cartouche is a bit sucky imo.
Creatures (14):2x
Sram, Senior Edificer1x
Jace, Vryn's Prodigy (Digs cards, discard triggers Haven, delay attackers if he flips)
2x
Glory-Bound Initiate (Ignores the drawback of exert if we play white Trial - Becomes quite strong with either of the Cartouches on him)
2x
Auramancer (Enchantment recursion- can cycle
Cast Out and retrieve it)
2x
Spell Queller (Stall tactic)
3x
Reflector Mage (Stall tactic - and a body for enchantments to buff)
2x
Curator of Mysteries (Cycle to trigger Haven or just a good creature - Plenty of ways to trigger the Scry)
Artefacts (2):2x
Smuggler's Copter (Looting triggers Haven, triggers Sram on ETB)
Instant/Sorcery (2):2x
Hieroglyphic Illumination (Optional card draw or Cycle to trigger Haven)
Enchantments (20): (all fairly self-explanatory)
3x
Cartouche of Solidarity3x
Cartouche of Knowledge2x
Drake Haven2x
Trial of Solidarity2x
Trial of Knowledge2x
Anointed Procession2x
Cast Out 2x
Sigil of the Empty ThroneLands (24):10 Plains
9 Islands
2 Glacial Fortress
2 Prairie Stream
1 Westvale Abbey
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It could probably be made less gimmicky and more competitive (but also less fun) by taking out Sigil and Procession. I think currently its trying to do 3 different gimmicks and would be stronger focusing on two.. i.e. more trials/cartouches and more Drakes/cycling.