I've recently started getting interested in the Highlander format: being able to play every card ever printed, like in T1, but with the less broken decks due to the restriction of all cards (apart from basic lands) seems quite attractive. Despite I have no experience with the metagame, I thought that it should not present too much mana denial: with cards like wasteland, null rod, b2b, blood moon and similar others being restricted, it should be possible to play very colorful deck, even if the restriction of rainbow lands makes this a bit harder. On the other hand, even aggro decks should somehow be slowed down, being unable to play x4 of 2/1 creatures for one mana and such, thus leaving enough space for a control deck.
I had an interested deck I used to play in Vintage, but which failed to be competitive, particularly for the shacky mana base. I've tried to convert it to this format, and here it is the result, a deck very similar in its structure to a classic Keeper/4cc, but without the mana denial plan (it is still 61 cards, can't decide what to cut.. and the sideboard is still 17 cards: I'm just testing it to see what's more useful to keep):
// Lands 15
1 Library of Alexandria
1 Strip Mine
1 Reflecting Pool
1 Forbidden Orchard
1 Gemstone Mine
1 Mirrodin's Core
1 City of Brass
1 Glimmervoid
1 Tropical Island
1 Tundra
1 Underground Sea
1 Adarkar Wastes
1 Underground River
1 Yavimaya Coast
1 Tolarian Academy
// Other Mana 9
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
1 Mox Diamond
1 Sol Ring
1 Black Lotus
1 Fellwar Stone
// Creatures 2
1 Exalted Angel
1 Darksteel Colossus
// Draw + Manipulation 4+5=9
1 Thirst for Knowledge
1 Fact or Fiction
1 Skeletal Scrying
1 Ancestral Recall
1 Sylvan Library
1 Impulse
1 Frantic Search
1 Brainstorm
1 Gaea's Blessing
// Tutors 5+3=8
1 Burning Wish
1 Cunning Wish
1 Demonic Tutor
1 Regrowth
1 Merchant Scroll
1 Mystical Tutor
1 Vampiric Tutor
1 Reclaim
// Removals 4
1 Swords to Plowshares
1 Balance
1 Pernicious Deed
1 Engineered Explosives
// Broken 6
1 Holistic Wisdom
1 Tinker
1 Future Sight
1 Time Walk
1 Oath of Druids
1 Yawgmoth's Will
// Protection 8
1 Mana Drain
1 Force of Will
1 Misdirection
1 Counterspell
1 Prohibit
1 Dissipate
1 Forbid
1 Duress
// Sideboard 17
// Burning 6
SB: 1 Chainer's Edict
SB: 1 Pyroclasm
SB: 1 Decree of Justice
SB: 1 Vindicate
SB: 1 All Suns' Dawn
SB: 1 Mind Twist
// Cunning 8
SB: 1 Rushing River
SB: 1 Orim's Thunder
SB: 1 Blue Elemental Blast
SB: 1 Red Elemental Blast
SB: 1 Simoon
SB: 1 Gifts Ungiven
SB: 1 Twincast
SB: 1 Fire/Ice
// Others 3
SB: 1 The Abyss
SB: 1 Powder Keg
SB: 1 Sphere of Law
MANABASE: I've tried running fetchlands to improve the usefulness of sylvan library, and have a smoother mana base, however being forced to use only 1 dual of each kind, and one fetch of each kind too, I've experienced the possibility to not have the right dual for the fetch in play, and that's not good at all! The actual mana base has proved itself quite good in a field without mana denial; sometimes it could be hard to get GG, but since that is needed only later in the game, to cast Holistic Wisdom, it's acceptable.
PROTECTIONS: This is one of the point that puzzles me more.. I've tested Disrupting Shoal, but get dissatisfied: it's quite hard to have the right costed blue spell at the right time, particularly in a format where your opponent can cast an incredible variety of spells. Mana leak seemd to be a really good counter too, particularly in the early stage, but without any sort of mana denial it proves itself almost useless later. I've tested rewind too, but it seems a bit too slow; so, in the end, I'm wondering if this amount of protections is enough or not.. maybe I should add a couple of counter, but there are so few slots available!
DRAW ENGINE: This part seems to be quite good. In the first versions I've kept in also Lat-Nam's Legacy (useful to reshuffle bad cards like Darksteel Colossus), but it was eventually axed to make space.
TUTORS: Since everything is restricted, tutors guarantee I can get what I need, and fast. The only "unusual" tutor is reclaim, but I'll explain later how it reveals to be a fundamental card. A tutor that wasn't included is the enlightened one, which would be great to get oath fast against aggro, but apart from that it seems to be quite limited, and I did not what to have another card-disadvantage tutor. Maybe it could be a good card for the sideboard.
REMOVALS: I really tried to put fire/ice in, but really could not find the space! I do not want to put out pernicious or the explosives, which are simply so good to clean the board from many critters (and sometimes even enchantments or artifacts). Balance, as StP, is a no-brainer, and I really could not found space for the fire/ice.. I even removed powder keg, siding it.
WIN CONDITIONS: Tinker for Colossus is a often used in T1, and in Highlander should be even a stronger move. The Angel is excellent to raise your life, in order to survive the race with aggro and to get fuel for drawing cards with skeletal or sylvan library; with only one drain and without an easy way to get WW quickly, you won't play it too fast usually, but since your opponent should be a bit slower than a T1 aggro deck too, it serves its purpouse well anyway. Oath is also a great card to bring the two guys above into play, and fast.
Another win condition is the Decree you can get with Burning (did not maindeck it since without drain it's not easy to get so much mana), and another one is the Ancestral Recall. Yes, that. The mechanic is revealed by what it's the most powerful card in the deck: HOLISTIC WISDOM. Once you get enough mana, this wonderful enchantment let you play your more broken spells again and again, which means multiple ancestralls or time walks, or always having a mana drain or FoW active: something that no Highlander deck can hope to dream. Usually when I cast Holistic Wisdom (with enough mana available) my opponent gets to play at worst one more turn, and no more: I start casting ancestral after ancestral, drawing handfuls of cards, then cycling a sorcery for walk, untap, and start again; sometimes it could be hard to find a sorcery, so here it comes Reclaim:
---------------
G, Instant
Put target card from your graveyard on top of your library.
--------------
..it allows to switch an instant (and most cards in the deck are instant) for any card type: you can then draw it with an ancestral or any other card draw, to get the card you wanted, being it a walk to deny your opponent any turn, or a answer against a painful permanent, a good mana producer (like tolarian academy), or just the win condition you need to seal the deal.
It's quite easy drawing your entire deck in a matter of few turns (YOUR turns, the opponent does not play ]:> ). At this point you can start an infinite turn combo:
- cast time walk with an empty library
- cast gaea's blessing targeting walk and regrowth, and draw a card
- pass, draw the other card, cast walk, cast regrowth on gaea's blessing
- repeat
If you start the loop without win condition, you can win anyway, just using gaea's blessing to shuffle a third card. If you have 7 cards in hand and library of alexandria you can continue the loop getting one card in the grave each turn. You can put into play all permanents, then get all counters, then cast ancestral turn after turn on your opponent, decking him.
So, in the end, that's the deck breakdown. If anyone can give me feedback, I'd appreciate it a lot, particularly if it gives me insight of the Highlander metagame and how I can adapt the deck to it. Thanks in advance.
