discarding memories

by Kaylin on 11 August 2013

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (6)


Instants (4)

Artifacts (4)


Land (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This is for a casual version of magic known as star, pentagram, or five points. WotC has this to say about the format:



Ever wonder what would happen if the five colors of Magic sat down to do battle with one another? The Star format is your chance to find out! In Star, five players each represent one of the five colors of Magic (white, blue, black, red, and green) by playing a deck featuring only cards of that color. Decks may not include any cards that reference a different color or a basic land that produces a different color of mana.

Players sit in a star pattern identical to the one on the back of every Magic: The Gathering card. The player with the white deck takes the first turn and then play continues clockwise around the table.

A color, and the player representing it, wins when its two enemy colors have been eliminated regardless of who eliminated them. This means a player may be able to win even after being eliminated from play! Each player can attack any other player (even their allies), and each player can target any player, permanent, spell, or anything else in the game. Decks are usually built following Standard deck-construction rules, but players can determine for themselves if they'd rather use Extended, Legacy, Vintage, or any other format.

Star is the perfect variant for any group of players who has ever argued over which color in Magic is the best. Get your friends together and battle to find out. Then when the game is over, reset and find out if the winner can hold up a second time!



Our rules are based more on the version of Star outlined in the 4th edition rulebook so in addition to the above we have the following restrictions/house rules:

Excepting lands, at least 60% of your deck must be composed of cards from your color. You cannot pick green and just play an artifact deck.

Your deck must be vintage legal, in addition due to them costing like 500$+ each, the power 9 are also banned. These cards are Black Lotus, Mox Jet, Mox Pearl, Mox Ruby, Mox Sapphire, Mox Emerald, Timewalk, Ancestral Recall, and Timetwister.

Mana generated by you that is not your color is colorless mana. For example if you generate 10 red mana while playing blue, that mana is colorless.

You may not include cards that mass target only the colors or color affinities of your opponents. For example, Black may include Ascendant Evincar because it harms all other players equally, and white may include white knight because it's not mass targeting black in a harmful way. White may not include Karma because it's geared to only harm Black, just as Black may not include Gloom. Single target effects are fine, such as Blue Elemental Blast.

Creatures are alive, with your allies permission you may move a creature into an ally's territory. For example black could move a Black Knight into blue's territory granting the blue player control over that creature permanently. Play this ability as a sorcery and treat that creature as though it were just summoned. (note, it wasn't, comes into play effects do not trigger, comes under your control effects do). In addition creatures that were just summoned cannot be moved to another player's territory unless they have haste.

Creatures have a range of two; direction matters. For example, black may attack white via blue's territory but not through red and green's territory unless one of those players has been defeated. Note: your allies may choose to block your creatures if they would harm another of their allies, but only if those creatures would pass through their territory.

Any player may counter your spells or prevent their effects if they would harm themselves or their allies. This rule gets weird. For example blue may counter a drain life targeted at white or unsummon a creature attacking white but may not just counter a creature that black casts or unsummon black's permanents without permission. The harm needs to be direct and imminent e.g. a creature actively attacking or a spell that would deal damage to an ally. Remember, this rule does not get broken by players playing spells that indirectly harm allies because cards like gloom are banned. You may not however blow up a card like Feroz's Ban that your ally controls without their permission, this card harms all players/other players equally (depending on the card). Cards that harm all opponents may be targeted presuming one of those opponents is your ally. For example if white is no-longer in the game, blue may not counter black's Cower in Fear nor blow up Liliana's Caress.

You may cast spells that only target/affect you or permanents you control at/as your ally, provided they will not resolve into permanents and your ally allows it. For example you could cast Akroma's Blessing as if your ally had cast it. You may not cast planeswalkers, creatures, etc as if an ally cast them. Only instant and sorcery spells.

Planeswalkers are NOT creatures (unless they are) and may use abilities as soon as they come into play. Because of this, they can also be moved with the same rules as creatures, but may do so any time the controlling player could play a sorcery even if the planeswalker came under their control that turn.

How to Play

This deck works off emptying your opponents hands, forcing them to draw so they can discard more cards, and causing them life loss via liliana's caress when doing so. The combo it's built around is liliana's caress + memory jar but it includes both weenie and planeswalker/large creature removal and sacrifice, other discard spells/cards like smallpox, hymn to tourach, and anvil of bogardin which also allows you to draw cards quicker. Tutoring gets you what you need quicker while cards like yawgmoth's will and ill gotten gains allow you to reuse spells. Ill gotten gains also acts as a card both to stock the opponent's hand for discard spells and to force them to discard their hand.

NOTE: loss of life is not considered damage.
NOTE: I did not include liliana of the veil nor pox because I don't want to piss off my allies, not because they're not good. if this were FFA I'd totally do it.

Deck Tags

  • Star
  • Pentagram
  • Vintage
  • five points

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

004800

Card Legality

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

Deck discussion for discarding memories

Perhaps dash hopes could help here. Have you thought about phyrexian totems?(or a similar transformer I case an attack is needed)
Tendrils of corruption and damnation would be a good sideboard. Oh and death mark mark and ebony charm

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Posted 15 August 2013 at 18:47

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I did think about dash hopes, and I do have some. They're effectively 5 damage for 2 since nobody will let you counter a game winning card and while that's not bad 1. hymn to tauroch is better for me here and 2. I just found myself discarding them any time I was playing anvil of bogardin for card acceleration (vs myself of course), I kept feeling like I'd rather have a swamp. Transformer cards are awesome and were I running pox they'd for sure be in there, but I'm not sure it'll be useful here. I agree damnation and tendrils would be excellent SB choices, especially damnation since I am obviously a little light on creatures (Sarcasm). Neither blue nor red are traditionally creature heavy so they might not hate me too much.

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Posted 15 August 2013 at 20:35

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True, dash hopes might be SB worthy depending. Other than that it looks solid, I simply say transformers incase hymn isnt drawn or you may have extra mana to spend. Which is still iffy considering the amount of tutors you have, I was originally gonna say add some draw but once again tutors kind of solve that.

Maybe fetchlands???

I would also add something to sideboard for general permanent removal. Chalice of the Void, Ratchet Bomb,
Pithing Needle.

The only other thing i can say is add some more discard cards. Duress, Ostracize, Thoughtseize, Cabal Therapy, etc.

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Posted 15 August 2013 at 21:40

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I was being sneaky, anvil of bogardin is both draw acceleration AND discard :P Besides that the reason I went all swamp is because of the retrace on raven's crime. I had a strip mine in there but it slowed me down more than both my opponents and half the time I was like gosh I wish this were a swamp.

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Posted 16 August 2013 at 04:06

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Crap I forgot it do that :S lol

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Posted 16 August 2013 at 13:59

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