Journal

MTG Deck: Venser, The Solonger


Venser, the Solonger

Land (25)
Bant Panorama
Celestial Colonnade
Drowned Catacomb
Forest
Glacial Fortress
Island
Mystifying Maze
Plains

Enchantment (2)
Decree of Silence
Detention Sphere

Creature (14)
Azor’s Elocutors
Phyrexian Metamorph
Solemn Simulacrum
Stonehorn Dignitary
Thragtusk
Wall of Omens

Sorcery (5)
Preordain
Supreme Verdict

Artifact (1)
Elixir of Immortality

Instant (8)
Foil
Sphinx’s Revelation
Surgical Extraction
Wheel and Deal
White Sun’s Zenith

Planeswalker (5)
Karn Liberated
Tamiyo, the Moon Sage
Venser, the Sojourner

Unfortunately I need to temporarily scuttle this deck for my new Political Puppetry deck. Which, hopefully, will be pure evil. This deck is not much different in that respect. The theme of this deck is to remove options, to basically silence your opponent in every way possible. The Wall of Omens provides incredible defense alongside card draw, this alongside with Preordain provides you with very very fast movement through your deck. The perfect curve would have Stonehorn Dignitary on turn 4, with a Venser, the Sojourner on turn 5. You’ll be targeting the Dignitary on each of your turns to cause them to skip their turn.

If you pull that off you will likely have the game in hand for most decks. However, perhaps you won’t? Throughout the match it is critical that you find their threats. These will be targeted by your Surgical Extraction. While it might seem out of place, the entire point of Wheel and Deal is to put copies of their threats into the graveyard so that you can instantly (and for a mere 2 life, most of the time) remove all copies of that threat from the game!

The Stonehorn Dignitary also acts as a slow cantrip. The lost aggro turn of your opponent is effectively another draw for you, gaining you a 1/4 body along with it. Your other creature targets are all Venser bait as well. The Solemn Simulacrum will net you insane amounts of land and the Thragtusk is effectively game ending once it starts getting blinked.

Worst case scenario we’ve got Supreme Verdict to clean up the field. If you follow this up with a Decree of Silence, especially if Venser, the Sojourner is in play, will basically guarantee a concession by your opponent. As they’ll need to cast 4 spells in a turn just to be able to destroy it. The point of White Sun’s Zenith and Azor’s Elocutors is to end long games. The former provides you, generally, with insane amounts of damage, and the latter will just straight up end the game in 5-6 turns. The ever present Tamiyo, the Moon Sage can create a game winning state if she ultimates because of Foil, you would discard an island, discard a card, and cast foil, returning all those items to your hand immediately. This, again, is generally a win condition.

And when worst comes to worst, if your opponent has cooler shit than you, there is always Phyrexian Metamorph to clone it, or Karn Liberated to remove it from play (and likely have it yourself when he ultimates). Unfortunately I’ve never gotten Karn’s ultimate off without the other person just conceding, it is kinda lame but whatever.

The mana base seems a little wonky but I can’t recall ever not having the colors I need. You could spend a few bucks to get a better base but it isn’t necessary. Also, lest yee forget, the wonders of Mystifying Maze, guaranteed to infuriate people who use equipment or enchantments…or +1/+1 counters. Basically everyone.

Down the road I’ll likely buy duplicates of the cards I’m removing from this (Venser and Tamiyo) in order to keep it complete and sexy. It deserves to keep existing.