Mana Curve

0 0 9 14 11 2 6 8

Cards Attributes

Card Distribution & Keywords

Guard 11
Ward 9
Slay 3
Last Gasp 3
Drain 3
Prophecy 3
Breakthrough 1
Rally 0
Regenerate 0
Treasure Hunt 0
Lethal 0
Charge 0
Betray 0
Exalt 0
Assemble 0
Pilfer 0
Plot 0

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Divayth Elephants

By: Lyra
View other Decks by Lyra
Posted: 2 months ago
Outdated (FrostSpark patch)
Crafting Cost: 18050crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+2
Ramp control deck playing around Supreme Atromancer.

The point of this deck is to stall for a little bit while you ramp up and waste the opponent's time until you can effectively use Supreme Atromancer and Divayth Fyr to end the game. It's not a remove-everything attrition deck. As soon as you have the space you should try to whittle the opponent's health down to 21 to make the final attack easier.

The deck is intended to be fairly active, as opposed to reactive. Cards like Wardcrafter, Cunning Ally, and Daggerfall Mage are often found in midrange decks, but can also help defend and contest the board.

Hist Grove creates a secondary win condition. The double ramp between it and Tree Minder shouldn't be superfluous here. The more mana you have the stronger Supreme Atromancer you have-- either it comes earlier or you have more more to summon creatures after it for more face-damage. Hopefully either scenario is enough to prevent the enemy from holding once you've begun your attack.

I'm considering swapping Lightning Bolt for Preserver of the Root. The question is whether or not the deck has a harder time defending or closing out the game on average.

I like Elusive Schemer here, but it's possible it might need to be swapped out, potentially for Fire Storm or Preserver of the Root. Having the card draw is nice, and the possibility of finding 0-cost copies to combo with Supreme Atromancer is wonderful, but ultimately it's a pretty weak card to play on curve while you're under attack.

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