Five color superfriends

by Jasonpenguin on 30 March 2014

Main Deck (60 cards)

Sideboard (16 cards)

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Deck Description

I'm trying to build a functional, if slow deck using as many planeswalkers as possible

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

151610811

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Five color superfriends

I know it's unfinished, but maybe add in joiner adept to bolster chromatic lantern?

1
Posted 30 March 2014 at 17:08

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1 - Mana Base

I believe that you're trying too hard to make sure you have 5 colors of mana.
First of all, by the current distribution of mana symbols in your deck, you should want more blue than any other color, we can use this to our advantage. This means that Crumbling Necropolis and Seaside Citadel will cover all 5 colors but also ensure that you get blue more often.
Next, I believe that there are much better ways to simultaneously gain access to all colors, and even begin to ramp a little. As far as lands go, I think that skipping the whole tri-land motif and jumping strait to 5 color lands (like Rupture Spire, Transguild Promenade and Vivid Creek) would be many times more reliable (especially since you don't mind a slow start). Remember that in all but 3 cases, you only need 2 mana of any color to play any planeswalker you like.
Besides lands, there are a handfull of cards that will definitely outperform Chromatic lantern and basicland searching. One fun card would be Manamorphose. It would work with either Crumbling Necropolis or Seaside Citadel in play, grant you just the colors you need, and cantrip to boot. Next, I would heavily consider Astral Cornucopia and/or Sphere of the Suns. Astral Cornucopia is the exact same mana ramp as your lantern, however, given the enormous synergy your deck has with proliferate it will quickly and easily become a huge boon to your deck. Sphere of the Suns isn't as great, it does however allow you to ramp into 4-mana walkers on turn 3, and synergizes well with proliferate too.

All in all. I would make your manabase blue, with plans to consistently gain access to 2+ mana of any color through the occasional special land and artifact. (blue because of all the blue support cards you've selected.) My preferred way to do this would be to use the following cards (organized from most to least important/preferred):

Astral Cornucopia
Rupture Spire/Transguild Promenade
Vivid Creek
Crumbling Necropolis/Seaside Citadel

Also Possible (if speed is an issue):

Amulet of Vigor
Sphere of the Suns

0
Posted 04 April 2014 at 03:24

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2 - Support

As powerful as planeswalkers can be, they need some support to give them the strength they need to control the tides of war.
A normal deck would simply run some powerful blockers, or a few board-wipes here and there to keep their walkers safe. This deck, however, seems to me to be the type that would rather rely more heavily on the merits of it's allied planeswalkers. This being the case, I believe that there should be a much greater focus placed on the Power of Proliferate... one may even call the ability prolific...

On this note, there needs to be more proliferate. Reasons: It keeps them alive. It grants them power. It helps your manabase.

The easiest/most repeatable proliferate comes from Contagion Engine, and Contagion Clasp. I prefer the Clasp because it sets up while you're just sitting around building up to your walkers. This does take the surprise out of it however... :( So you can pick what you like in regards to these. However, the next piece of the puzzle is the less repeatable proliferate. I do very much love the Thrummingbird... but there are two things to consider. First, they are very early game, and very repeatable, I would definitely include 4. Second, as the only creature in your deck, they become either your only blocker -or- the only target for removal from your opponents, I would definitely take them out. ;) you figure it out ;) Lastly, there's the issue of one-shot proliferation. Yes... Tezzeret's Gambit is SUPER fun. But I warn you that your life total is one of your greatest assets (if an opponent ever realizes that killing you kills all your walks, you're done for).

This brings us to our next topic - Life.

Consider these three cards carefully. They could very well make you deck invincible.

Elixir of Immortality - Running 3-4 of this card is unbelievably overpowered! I once played against a kid who'd done so. I could
never seem to deal any significant damage to him. They reuse themselves, so you can count on consistent
bumps to your life total, but you can also count on all of the planeswalkers that your opponents keep
killing to be shuffled back into your library.
Sun Droplet - Very very early game solution to all of your problems. Normal damage can basically be ignored. Its very hard to
keep up with the amazing regenerative abilities of this card. (notice that it's every player upkeep) (notice that
proliferate helps this combo as well)
Golden Urn - Just wait until you need a huge boost to your life total. Then presto, you have one. (proliferate again)

0
Posted 04 April 2014 at 03:59

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Changes I am considering:
-2 evolving wilds
-2 terra morphic expanse
+4 vivid creek
-2 wayfarers bauble
+2 thrumming bird
-1 chromatic lantern
+1 astral cornucopia

0
Posted 06 April 2014 at 17:33

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