If your here looking for a cool, competitive Rashmi-deck, I’d suggest you go elsewhere. This time I’m trying to go for the fun factor. Well, there’s always an element of fun (for someone) in my decks, but what’s different here is that I’m going deeper with it, the idea being that I’ll let fate decide as much as possible.
Well, that, ramp and trying to stay alive.
Our hero today is…
Here’s the gist of what I’m thinking:
Arbiter of the Ideal
Djinn of Wishes
Heed the Mists
Now, I’m not stupid, so I’ll try to work the system somewhat… Then again, fun for me is trying to work the system and find ways to abuse he aforementioned cards as hard as possible.
[draft]Courser of Kruphix
Thassa, God of the Sea
Oracle of Mul Daya
Magus of the Future
Sensei’s Divining Top
Jace, the Mind Sculptor
Momir Vig, Simic Visionary
Sphinx of Jwar Isle[/draft]
Well, the thing is I’m actually making a deck here that looks much worse than it is. Not knowing is a big deal to many people, so this deck will seem very dangerous to many people, just because it seems to be doing something very broken, but at the same time, it has so many pieces dedicated to just doing weird stuff, the actual heavy hitters are not going to be that plentiful.
Then we need some ramp, although I’m not going to go as deep here as I would with most of my green decks. I do want two things here: First, I want to use more creatures as usual, since I want to hit them with certain cards in the deck, such as [card]Lurking Predators[/card]. Second, with all the ways I can see the top of my deck, I want to shuffle it often.
Nissa, Vastwood Seer
What next? I know! I already have three sphinxes in there and they tend to do weird things. It will actually make the mana pretty awkward, because I want a lot of green sources to get that early ramp, but I also want double blue early, but green always helps with these things.
[draft]Chancellor of the Spires
Master of Predicaments
Sphinx of Magosi
Sphinx of Uthuun
Its not that big of a theme, with 10 cards altogether, but with all their abilities, I think they’ll work here, some of them having quite weird abilities.
What else? Well, at this point, the average CMC of the deck is well over 4, so what we need is early plays. Things to keep us alive until we get to do cool stuff. The best way to do this is use some cheap creatures that make attacking you awkward. Say, creatures with deathtouch, for example.
Heir of the Wilds
… and let’s put in a couple of blue ways to survive through whatever is going on…
One more thing. Just because we have [card]Mind’s Dilation[/card], I want to play this pretty forgotten card (since it doesn’t tuck commanders any more):
I’m not saying this is going to happen very often, but what I want to do with it is let the [card]Mind’s Dilation[/card] trigger go to stack then use [card]Hinder[/card] to counter the [card]Blightsteel Colossus[/card] being cast by the opponent. Than put it on the top of their library and cast it from there. Seems good.
This leaves us with room for 44 lands. First, I want [card]Alchemist’s Refuge[/card], because we don’t have many instants. Instants would be great here, because Rashmi triggers during each turn, not only your own (which makes [card]Mind’s Dilation[/card] very good). After that, I think roughly 50-50 split between the colors. Sure, blue has quite few more symbols in there, but most of the early plays are green, so we should go with that.
Also, I’d like as many fetches as possible, just to be able to shuffle the deck when needed.
Temple of Mystery
Simic Growth Chamber
Temple of the False God
… and 15 Forests and 14 Islands should do it.