EDH Deck Time: Naban

My favorite tribe: Wizards. Not very supported one in general, but here’s one:

Naban, Dean of Iteration
1U
Legendary Creature — Human Wizard
2/1
If a Wizard entering the battlefield under your control causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

The problem here is that the whole thing pretty much writes itself. I mean, there’s pretty much the right number of useful blue wizards with ETB-abilities available, so not much to do here.

[draft]Aether Adept
Archaeomancer
Augur of Bolas
Captain of the Mists
Champion of Wits
Galvanic Alchemist
Merchant of Secrets
Omenspeaker
Portal Mage
Scrivener
Sea Gate Oracle
Simic Fluxmage
Simic Manipulator
Snapcaster Mage
Sower of Temptation
Vedalken Aethermage
Vendilion Clique
Venser, Shaper Savant[/draft]

Hmm… Not really enough… (and I’m using a couple of cards I wouldn’t normally use, because they are quite expensive).

Well, Dominaria has the following:

Academy Journeymage
4U
Creature — Human Wizard
3/2
This spell costs 1 less to cast if you control a Wizard.
When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner’s hand.

Merfolk Trickster
UU
Creature — Merfolk Wizard
2/2
Flash
When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn.

Naru Meha, Master Wizard
2UU
Legendary Creature — Human Wizard
3/3
Flash
When Naru Meha, Master Wizard enters the battlefield, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Other Wizards you control get +1/+1.

That gives us 21 Wizards. I guess that means we should have Azami as well.

[draft]Azami, Lady of Scrolls[/draft]

Well, we do want to get more of those triggers as well, if we don’t have that many creatures.

[draft]Strionic Resonator
Conjurer’s Closet
Deadeye Navigator
Displace
Essence Flux
Familiar’s Ruse
Ghostly Flicker
Identity Thief
Illusionist’s Stratagem
Riptide Laboratory
Equilibrium
Crystal Shard
Quickling[/draft]

After that, I guess I have to fill the deck with spells. We do have some synergies with instants and sorceries, so let’s move on from there. First, we need some basic card draw. I like to start with ones that cost three to cast, because you want ones that can smooth out your land drops. You can expect to hit three mana fairly consistently.

[draft]Mulldrifter
Jace Beleren
Chart a Course
Secrets of the Golden City[/draft]

That should help a little. Also, these are good if you draw them later on as well, so that’s a plus. I’ll put in a few other draw spells as well.

[draft]Recurring Insight
Flow of Ideas
Treasure Cruise
Paradoxical Outcome[/draft]

Some more would be nice, but we have plenty of value from out wizards, so we won’t need too many of these big draw effects.

Also, counters and some mass bounce, as blue often does:

[draft]Aetherize
Aetherspouts
Cyclonic Rift
Inundate
Counterspell
Disdainful Stroke
Hinder
Spell Crumple
Dissipate
Cryptic Command
Dissolve
Exclude
Mystic Confluence
Essence Scatter
Remove Soul
Scatter to the Winds
Supreme Will
Swan Song[/draft]

… and that makes 61 cards, meaning we have room for 38 lands. Is that enough? Not sure. I feel like there’s enough small creatures to be enough, so I’d go with that.

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