Holistic Wisdom/Chant

G

Griffith_se

Guest
Has anyone thought of this yet?
Just a rough idea.


Turbo Chant part
4 Holistic Wisdom
4 Orims Chant

Counters
4 Counterspells
4 Absorb
4 Syncopate

Milling
2 Traumatize
4 Howling Mines
4 Millstones

Other stuff
4 Wrath of God
2 Gerrards Wisdom

Insert some lands here


Meddling Mage's, Lobotomy, etc... could be a problem.
 
G

Griffith_se

Guest
Anybody have a different idea for this card?

Anyone.

It seems to be abusable.

Holistic Wisdom
1GG
Enchantment

2,remove a card in your hand from the
game: Return target card from your graveyard to your
hand if it shares a type with the card removed this
way.(the card types are artifact, creature, encantment,
instant, land, and sorcery.)
 
A

artifact

Guest
A good sideboard card for that deck idea would be extract.

Extract U
Sorcery
Look through target player's library and remove a card from the game.

That would help get rid of meddling mages and lobotomies that are waiting to happen.

And I also agree that is a very abusable card especially in type 1.
 
R

rkoelsch

Guest
I think the Mana for this deck will be impossible
Holistic gg
counters uu
wrath ww

too many double cc spells
 
G

Griffith_se

Guest
Hehehe, why do you think I left it blank. ;)

just trying to get some ideas flowing. :)
 
P

PTQ

Guest
I may be a fool, but...

Land...

White = 39% of mana, min. of 9 land
Blue = 50% of mana, min. of 12 land
Green = 11% of mana, min of 3 land.

Double casting costs = at least 75% increase...

4 Llanowar Coast
4 Adarkar Waste
4 Elfhame Palace
4 City of Brass
6 Islands
2 Plains

...that should do it.
 
A

artifact

Guest
to help out with mana maybe star compass also?
just a thought
 
D

Duel

Guest
I think PTQ hit it pretty well with the mana. What concerns me is.... anyone?

the fact that you're dumping counterspells for chants,

and that you have NO SEARCHERS..... Besides the mine, you don't even have card-drawing.....

I'd dump the wisdoms and wraths, and play SOMETHING to help you find them better.
 
G

Gizmo

Guest
Well PTQ`s mana looks like a really good way of taking an awesome amount of damage casting your spells.
 
P

PTQ

Guest
Ya gotta cast them somehow.

How about switching out the Wastes for Coastal Towers, or dropping the Cities of Brass and adding Treva's Ruins? That may be a better idea.
 
D

Duel

Guest
Dear me, Gizmo, you ARE negative.....
Well, Gerrard's Wisdom should have fixed that. The original deck had it.....
 
G

Gizmo

Guest
Im not negative, I just think that mana bases are one of the defining skills to be learnt for the new T2, and they arent going to look like this

4
4
4
4
2
6

Or anything similar, but like this

1
1
2
3
4
4
1
3
5

Its going to get messy, because there are so many options available to you, and no one option is necessarily better than the others, they are all conditional on how your deck is constructed and how you plan on playing it:
Islands
Plains
Forests
Adarkar Wastes
Brushlands
Yavimaya Coast
Coastal Tower
Elfhame Palace
Skycloud Expanse
Sungrass Praire
Trevas Ruins
And those are just the obvious options.
 
M

Mikeymike

Guest
Hmm, this is a tough card to milk in Standard.

The first card I see that MUST go in the deck is Fact or Fiction. The reason being is all 5 cards flipped become potential resources, you draw some extra cards and have access to the ones that end up in the graveyard.

I can also see Wild Research having good synergy w/ the wisdom, as the random discard wouldn't nearly be as dangerous due to your ability to grab the discard fodder w/ the Wisdom. Similar to a Survival engine. However, the mana gets ugly.

In terms of the beefcake workhorse cards in the deck, I don't know if counter is the total way to go. Due to your slow graveyard stripping, card advantage spells are a little more critical that normal as you'll slowly deplete all of your available resources. Card drawing, wrath effects, dismantling blows, etc.

I'll give you more ideas when they pop into my head.

-Mike
 
G

Griffith_se

Guest
Ok, this my be really dumb.

Do you think it could work in a domain deck?

BTW, Wild Research is a good idea (I think).
 
M

Mikeymike

Guest
I do, I was thinking about the same thing. Especially since Allied Strategies becomes a monster in this deck. Collective Restraint would be a beast also. Getting very interesting...

One thing you should keep in mind, you have to make sure that whatever deck you do build you have to make sure that Hollistic Wisdom ends up being superior to Yawgmoth's Agenda being in the deck instead. They are similar cards with slightly different deck interactions, but they definitely tread the same water.

EDIT: New Frontiers is very cool but dangerous. If you do run it, make sure you have Restraint backup. Orim's Chant would be nice w/ the Frontiers too.
 
G

Griffith_se

Guest
What do you think of...

New Frontiers

as a color fixer?
 
M

Mikeymike

Guest
Whoops, check my last posts edit. New Frontiers is a very good color fixer.
 
G

Griffith_se

Guest
Here's something to look at, didn't say its good - just something.
Its just a concept really, not a large amount of thought as far as card selection.



3 Creatures
3 Questing Pheldagriff

10 Sorceries
2 Tribal Flames
4 Allied Strategies
4 New Fronteer

12 Enchantments
4 Wild Research
4 Collective Restraint
4 Holistic Wisdom

12 Instants
4 Evasive Action
2 Orim's Chant
4 Harrow
2 Dromars Charm


Lands
4 Yavamya Coast
to start with
 
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