Yes, I know there are deckbuilding subforums for various colors and such, but what I have here is the result of months of effort, careful belaboring, and tiny tweaks. I have a deck which, given the diverse, unpredictable, and un-sideboard-able metagame we possess, might be among the top contenders. Now that the game is in update purgatory, I'd like to submit it as being among those to "solve" the game (quite a statement, I know). It can have bad beats, rough mana draws, or the very rare bad matchup (green-blue tempo is a bugbear), but no deck is perfect; this is just the closest I could get. It has answers for everything, early game threats, late game threats, and very strong synergy. It is full of powerhouse cards, and might even surprise you by some that are in the colors but left out of the list. With no further ado, I present...
IncidentallyCreatures2 x
Glory-Bound Initiate3 x
Lone Rider3 x
Gifted Aetherborn1 x
Ayli, Eternal Pilgrim1 x
Liliana, Heretical Healer1 x
Kambal, Consul of Allocation1 x
Gisela, the Broken Blade1 x
Kalitas, Traitor of Ghet3 x
Bloodbond Vampire1 x
Angel of Invention2 x
Regal Caracal1 x
Angel of Renewal1 x
Noxious Gearhulk1 x
Bruna, the Fading LightNon-Creature Spells1 x
Battle at the Bridge2 x
Declaration in Stone2 x
Aethersphere Harvester3 x
Essence Extraction2 x
Anguished Unmaking1 x
Solemn Offering2 x
Never|ReturnLands7 x
Plains9 x
Swamp2 x
Shambling Vent1 x
Westvale Abbey2 x
Isolated Chapel4 x
Forsaken SanctuaryThe deck grew out of a simple idea: use cards that have
incidental lifegain attached to an otherwise useful and serviceable spell. Sure, there's stronger removal than
Essence Extraction (and I'm running just about all of it), but instant speed 3 damage to a critter for 3 mana is a fair deal. Tack on 3 life and you're helping yourself in the race/tempo area a bit as well. The whole deck was first conceived around cards like that, a few even made it through the whole process (hey there,
Solemn Offering).
A whole lot of iterations, tweaks, and
Filigree Familiars later I had finally honed this list to not just an AI-bashing tool, but something to make me proud against players as well. I am very pleased with the results, able to deal with troublesome permanents like planeswalkers and gods as well as all the riffraff like red Sligh decks that seem so common on the lower ladder (my post, my old-school terminology).
If you like what you see, a few notes: always try to lead with a black mana source. Playing a dual-color tapland or a swamp on the first turn or two is usually correct; the chance of being able to cast a
Gifted Aetherborn is too great to pass up most of the time. There is the occasional
Glory-Bound Initiate into
Lone Rider + tapland 3rd turn play that might just be a better gamble, but usually
Gifted Aetherborn is the correct choice if available.
Speaking of
Lone Rider, hold on to your energy! Don't give
Aethersphere Harvester lifelink for no reason; if you desperately need the life for racing/stabilizing that's fine, but otherwise hold on to it to transform a topdecked Rider into
It That Rides as One. Some plays that might not otherwise make sense are worth it to transform these into killing machines.
Bloodbond Vampire may look like junk to a pro; trust me, it isn't. With all the synergy in this deck, these quickly turn into "must chump block every turn or die" creatures, or fat blockers. While it is annoying to lose them or get them bounced, they are not "king cards" and you do not depend on them to win, they're just yet another threat that can't be ignored. If you carefully time when to play them, you can get them up to 5/5 pretty easily when they first come down, with more growth to follow.
I guess the other inclusions I feel I need to defend are
Kambal, Consul of Allocation,
Angel of Renewal, and
Battle at the Bridge. Everything else speaks for itself, yes? Kalitas, Aethersphere, Angel of Invention, Declaration, Never, I don't need to explain these, right? Right. Kambal is not amazing in every matchup, but is punishing to control and disruption decks. In a game against a beatdown deck, he is a serviceable blocker, a warm body to pilot
Aethersphere Harvester, and the occasional 4-point life swing in your favor. Either that, or he eats a removal spell and you get the 4-point life swing immediately. In any case, he's pulling his weight, and I know I've done 12 "damage" in a match against a planeswalker deck before (shame he can't hit the 'walkers, but he did cause me to win). The lone
Angel of Renewal looks pretty weak against this lineup, but in real gameplay she has made a huge board impact when she comes down, triggering your deck synergies, ticking you up on tempo/racing through lifegain, and adding a quite relevant 4/4 flying body to the battlefield. She also makes a great reanimation target for
Bruna, the Fading Light, along with the other angels and humans. Finally,
Battle at the Bridge got the nod from me not because of player games, but AI games. I wanted just
one more answer to gods in my deck, and this qualified while also synergizing. I'm not completely attached to it, but the one copy has been an adequate-to-great inclusion (two copies was... wait for it... A BRIDGE TOO FAR!).
So, comments? Suggestions? Keep in mind that this is my toolbox "ready for anything" deck that fights any random person on the ladder as well as the AI. Specific matchups might be tough (I'm looking at you, green-blue tempo), and specific metagames might lead me to make some changes (more
Solemn Offering for a field full of auras, vehicles, and
Sphinx's Tutelage, for instance). Shift too far towards speed and you lose some power and inevitability, that sort of thing. Anyway, this is my entry for "best deck in Duels" now that we are never getting new cards.