The following deck tries to take advantage of these synergies and this power.
In the Technion League last night, the deck gave good results paired against good players with good decks. By no means was that representative of the metagame, and the small number of games hardly gives strong indications, but the potential of the deck was surely apparent.
Here is the current list I’m running:
// Lands
4 Emeria, the Sky Ruin
20 Plains
// Creatures
4 Kor Cartographer
3 Wall of Reverence
4 Baneslayer Angel
2 Iona, Shield of Emeria
3 Devout Lightcaster
4 Knight of the White Orchid
2 World Queller
// Spells
4 Expedition Map
4 Path to Exile
4 Day of Judgment
2 Martial Coup
// Sideboard
SB: 1 Wall of Reverence
SB: 1 Devout Lightcaster
SB: 1 Martial Coup
SB: 4 Oblivion Ring
SB: 2 Harm's Way
SB: 4 Celestial Purge
SB: 2 World Queller
This is a control deck with a very simple gameplan.
Get Emeria, the Sky Ruin into play with 7 plains.
(dah)
The tools to get there are acceleration (Knight of the White Orchid, Kor Cartographer & Path to Exile), search (Expedition Map), blockers, and reset buttons (Day of Judgment & Martial Coup).
Emeria, the Sky Ruin generates card advantage only if there are creatures in the yard, the reset helps there too, especially with the “Enter the Battlefield” creatures.
Devout Lightcaster is MD hate for Jund, but in this metagame, and as a creature with a strong Enter the Battlefield ability, I think it is justifiable.
Wall of Reverence is an amazing card here – gives you the time to get to the late game with the life gain and his big body. It can even hold off opposing Baneslayers – the opponent still gains life, but this is a control deck – you don’t care about the opponent gaining life.
I find Expedition Map better than Armillary Sphere for several reasons: Gives you virtually 8 Emerias main, while still possible to bring plains when Emeria is already in play. Goblin Ruinblaster is less of a problem if you have 8 potential Emeria to his 4 Blasters. Lastly, it lets you curve out better: turn 1 map, turn 2 activate map to get the needed land, turn 3 Knight of the White Orchid bringing a land, play land (Emeria usually-thanks to Map) and be open to Path the Knight for a potential of 5 lands in play before turn 4! It is very important to get to 4 mana with this deck and this curve. You will not believe how often turn 1 Map turn 3 Knight occurred last night
World Queller is the latest addition to the deck – I did not run it last night, but it seems to have a lot of synergies in this deck: sends creatures to the yard – to keep Emeria useful, takes care of awkward Planeswalkers and ascensions (actually the only answer to them main deck), is itself a creature Emeria can bring back. Seems like a good package so I took a Lightcaster and a Wall out from the MD to put a couple of World Quellers in.
The sideboard at the moment is just more of what you need: more mass removal, more ways to deal with black and red permanents, and against the odd build that does not run Black – good old Oblivion Ring… If milling strategy, or some other hate that affects this deck shoes up, the necessary changes will come instead of “more of the same” that the sideboard is now.
I don’t think there are any other card choices that require explanation; I would just mention that it is very possible to hard cast Iona in this deck. About half the games last night that she showed up – she was hard cast.
Matchup analysis:
Not much I can say, except that this deck was built with the creature heavy decks in this format and especially with Jund in mind.
Blightning is not so bad if you discard creatures (they fuel Emeria later on).
Devout Lightcaster trumps Putrid Leech. Mass removal takes care of the creature swarms, and the life gain (Wall of Reverence & Baneslayer Angel) buys you the time to get your engine going.
Any suggestions/comments?
Cheers,
Gaby.