Start from Scratch - Strixhaven - Mid Power Upgrades

(Due to a patch in our power levels for Mid and High Power on Sept 10 2021, some of these lists may no longer be Mid power as is and should upscale to High Power instead. This article was written several months before that patch came out. Do not run these lists as is in Mid Power)

We hope you enjoy reading the writeup about the changes made in the 4 decks for our ‘Start from ScratchTwitch stream series - where we take 4 precon decks and play them as is, then upgrade them for Battlecruiser followed by Low and Mid power.

These games are streamed live:
Sunday the 2nd, 9th, 16th and 23rd of May
14:00 UTC / 10:00 ET
at https://twitch.tv/playedh.

With spoiler season starting, I thought it’d be cool to include the freshly spoiled Modern Horizons 2 reprints in the image gallery here where available.
~Exxaxl


Necronami - Lorehold


0000-Osgir.png

As expected, we’re switching gears this week by switching back to Osgir, the Reconstructur. The past three weeks have been a blast playing Alibou and I think she has legs to go the distance for anyone looking for an interesting way to play an artifact centered deck.
The amount of cards we were able to see in a game was a whopping 32 in the last two, although we didn’t run into any of our card draw engines, it’s still nice to see so much of your deck in any game, let alone when playing Lorehold colors.
The main reasoning behind the switch to Osgir is that I want to play a different game plan this week to mix things up for my opponents and hopefully eke out a win. This Commander swap comes with a whopping 36 card changes so bare with me as we dive into it.


Out with the Old


Artifacts:
I’m taking out Thran Dynamo and Commander's Sphere which we’ll replace with faster ramp. Retrofitter Foundry and Strionic Resonator were a nice fit for Alibou, but we won’t need it in Osgir. I liked the design of Cursed Mirror but in the last two or three games I just haven’t wanted to cast it. Let’s also take out Trading Post which is too slow for our overal game plan.


Creatures: 
Feldon of the Third Path
feels too slow and we’re on much less creatures in the finished deck. Palladium Myr is not necessary anymore since we’re adding much better ramp. The same can be said for Gold Myr and Iron Myr.

Bronze Guardian, Losheel, Clockwork Scholar, Loyal Apprentice, Myrsmith, Pia Nalaar and Thopter Engineer won’t work with our new game plan as we switch from Alibou to Osgir. Sanctum Gargoyle is somewhat slow and we’re not really wanting to bring cards back from the graveyard without activating Osgir. Duplicant is slow for removal - despite it’s synergy with Osgir, we’re adding better options.
I really really wanted to play with Audacious Reshapers but never drew it in the previous games and now I’m afraid it's just a bit too slow for Mid Power. I’m also cutting Leonin Abunas - removing this card might end up being a mistake, but I’m having to make sacrifices somewhere to fit in all the new tech. And finally Alibou, Ancient Witness, our old Commander, will no longer serve a purpose in our general game plan.


Enchantments:

Ghirapur Aether Grid will lack synergy with Osgir and Monologue Tax feels like a vastly overhyped card and I don’t think we need it much anymore.


Instants:

Semester’s End - essentially budget Teferi’s Protection - will only protect our creatures and one planeswalker, we’re not running enough of these to make this card worth it anymore.


Sorceries:

Giving our opponents the optional wheel is less good than regular Wheel of Fortune, plus I don’t really want to wheel as much now that we’re playing Mid Power to not give my opponents too many cards, so let’s take out Wheel of Misfortune. Rout seems like a lackluster board wipe, Saheeli’s Directive is a sweet card but a bit too slow, as is Reconstruct History.


Planeswalkers:

Daretti, Scrap Savant … I could have found a place for Daretti maybe, but ultimately the cuts were so tight he had to go.

Lands:

Let’s take out Sunhome, Fortress of the Legion, Forgotten Cave, Secluded Steppe, Slayer’s Stronghold, Myriad Landscape, Rogue’s Passage, Temple of Triumph and 1 Plains.


In with the New:


Ramp: 

Let’s add some faster rampy mana rocks via Mox Opal, Mana Vault, Chrome Mox and Mox Amber. We’ll find some basic lands with Land Tax, and fall back on Dockside Extortionist for big mana, and a potential three card combo in the finished deck. Rings of Brighthearth and Basalt Monolith will make us infinite colorless mana to sink into Osgir.


Interaction:

Let’s increase our removal somewhat by including  Lightning Bolt, Wear//Tear, Ethersworn Canonist and a Soul-guide Lantern. Knowing we want to execute combos ourselves, a Silence and Grand Abolisher will give us some board control so we can try and combo off unhindered.


Utility/Synergy/Game plan enhancers/Combos:

Let’s slot a Karn, the Great creator to turn off our opponents mana rocks and altars/equipment. We’ll slot a Karn combo further down the line too. Zirda, the Dawnwaker will make Osgir cheaper to activate. Battlemage’s Bracers from the precon and Lithoform Engine will both give us an additional Osgir trigger. Scroll Rack allows us to sculpt our hand some more.
Chromatic Star provides some card draw, and is cheap to reanimate with Osgir and Goblin Welder will allow us to put artifacts in our graveyard at will, which will be important for our Commander’s ability. Scrap Trawler in combination with Goblin Welder will allow us to recast important artifacts that may have been destroyed before we got a chance to use them.

Mycosynth Lattice, Nim Deathmantle, Ashnod’s Altar, Nevinyrral’s Disk, Vandalblast, Darksteel Forge and Krark-clan Ironworks will be added to provide us with some combo lines in tandem with some of the synergy upgrades made above.

Let's go over the actual combos I’m including in the deck - not all of them lead to a game ending state, but we can lock out our opponents from untapping or having resources entirely.

Mycosynth Lattice + Vandalblast (overloaded)
Turn all permanents into artifacts, then destroy all artifacts I don’t control - this destroys all of our opponents' permanents, including lands.

Mycosynth Lattice + Darksteel Forge + Nev’s Disk (+ Unwinding Clock)
Turn all permanents into artifacts, darksteel forge makes our artifacts indestructible. Activate Nevinyrral’s Disk to destroy all artifacts except ours because they’re indestructible due to Darksteel forge. Unwinding Clock is an additional include here which allows us to repeat this loop every untap step.

Mycosynth Lattice + Karn, the Great Creator
Turn all permanents into artifacts, deny our opponents to activate abilities of artifacts they control, which with Mycosynth Lattice on board includes their lands.

Nim Deathmantle + Krark Clan Ironworks +  Wurmcoil Engine/Myr Battlesphere
Nim Deathmantle + Ashnod’s Altar + Wurmcoil Engine/Myr Battlesphere
Both of these allow for infinite colorless mana and infinite creature tokens on board via sacrificing creatures to make 2 generic mana, which we can use to pay for Nim Deathmantle’s trigger to return the sacrificed creature back to the battlefield.

Dockside Extortionist + Lithoform Engine + Clock of Omens
This one is a bit more convoluted - our opponents will need a combination of 7 artifacts or enchantments for this combo to work. Have Clock of Omens and Lithoform Engine on the battlefield - cast Dockside Extortionist - copy Dockside Extortionist on the stack with Lithoform Engine - resolve the copy, which enters and creates at least 7 treasures - do not resolve the original Dockside cast yet - activate Clock of Omens tapping two of those treasures to untap Lithoform Engine - copy the original Dockside Extorionist on the stack which hasn’t resolved yet - repeat. This combo will give us infinite colored mana, infinite artifacts, infinite treasures, infinite enter the battlefield triggers and infinite Dockside Extortionists … situationally and occasionally.


Lands:
We’re further increasing our colorfixing and speed by including Needleverge Pathway, Plateau, Clifftop Retreat, Rugged Prairie, Arid Mesa, Ancient Tomb and Sunbaked Canyon.

After all that - I ran out of space for cards in the deck. I know I said Triplicate Titan was coming back for Mid Power last week - I simply didn’t have the space for it. Goodbye Triplicate Titan, I’ll find a deck for you one day.

Deck with sideboard for cuts and considering for includes:
https://www.moxfield.com/decks/NYzpfIKFrUWRuwU-j4c0xQ
Deck as a 100 card list:
https://www.moxfield.com/decks/DBqhjZcymEWD3IJvZXIR1g


Smerz - Silverquill


The final week for this series is here! This week is both our biggest yet smallest upgrade for the Silverquill deck. We’re closing some open loops and adding some more consistency boosters while cutting some of the last few political cards and the last of the high mana value cards that come in the precon.


Out with the old:


Creatures:
Many of our cuts are going to help bring our curve down so we can go quite a bit faster and be more consistent. Some of these cards are great engines if we were trying to play a little slower, more grindy game with some dedicated stax to help lock down the table, which is not the playstyle we’re going for.
Author of Shadows, Elite Scaleguard, Magister of Worth, Necropolis Regent, Sunscorch Regent, and (sadly) Thalisse, Reverent Medium all fall into this part of our cuts. You’ll notice that we had actually added Thalisse in an earlier upgrade. She just doesn’t fit with what we plan to do here in Mid power but is an absolutely amazing value engine for the other power levels - she’s just a little too slow for my Mid power game plan.

Bold Plagiarist, Combat Calligrapher, Keen Duelist, Nils, Discipline Enforcer, Stalking Leonin and Windborn Muse are all coming out because they are highly dependent on our opponents which we don’t want to do in Mid Power. Windborn Muse also is far less impactful in our Mid build than the BC and Low build. Knight of the White Orchid is being trimmed purely because we have much better ramp available to us at this point and doesn’t provide much value outside of that.


Enchantments:
Citadel Siege
, while being a card that eventually let us leverage out the win last week, is yet another card that’s just too slow for what we’re planning on doing. Ghostly Prison is getting trimmed because it doesn’t do nearly as much in Mid power as it does in Low power or Battlecruiser. Together Forever is a great value engine but with our Mid build we don’t plan on trying to put creatures back into our hand so the card seemed less effective.


Sorceries:
Promise of Loyalty
and Tragic Arrogance are both getting replaced with better, more efficient board wipes.


Lands:
Out go 6 Plains, 4 Swamps, Tainted Field and Temple of Silence. We’re squeezing the most value out of each land we have so we’re making a few upgrades to the land base as well as going down in total land count with the boost to how quickly we’re planning to be online.


In with the new:


Ramp:
Dark Ritual
, Lotus Petal, and Lion’s Eye Diamond are all coming in to help us be a bit more explosive with our mana as well as to help us deploy some of our threats through specific chains of tutors.


Interaction:
Damnation
and Toxic Deluge are our new board wipe upgrades. Less conditional and less mana! It’s a win/win there. Tormod’s Crypt is a great way for us to shut off players' access to their graveyards when we want to while also being free to cast, so we can get that out at the same time we’re developing our board. The final piece of interaction that we’re adding here is Silence. We are running several combos and Silence protects us from interaction the rest of the table can have or it can let us shut down someone else mid combo.


Utility/Synergy/Gameplan Enhancers/Combos:
The only real value upgrade we’re including is Dark Confidant to help us get things going by drawing cards and being a body we can easily sacrifice later in the game.

Let’s get into the meat of most of our upgrades. Those of you who are familiar with what you can do with plenty of sac outlets and creatures that make tokens when they die will very likely recognize what we’re doing here.

We’re adding Pitiless Plunderer and Nim Deathmantle to close the loops that we had set up last week. These are our primary combo pieces along with our Commander and Cathars’ Crusade.

Altar of Dementia/Ashnod’s Altar/Phyrexian Altar + Nim Deathmantle + Cathars’ Crusade + Felisa
Sacrifice any non token creature with a +1/+1 counter on it into one of the altars - trigger Felisa and trigger Nim Deathmantle - resolve Felisa’s trigger, make tokens, resolve Cathars’ Crusade’s trigger which puts an amount of +1/+1 counters equal to the tokens that entered on each creature we control - sacrifice some of the Inkling tokens to an Altar until we have enough mana to pay for Nim Deathmantle - return the originally sacrificed non token creature to the board. Loop for infinite mana, infinite ETB/LTB triggers and infinite Inkling tokens which will all grow infinitely large due to Cathars’ Crusade. Combine with The Ozolith for infinite +1/+1 counters, or with Pitiless Plunderer so we have to sacrifice less creatures to get the mana to loop more quickly.

To support this we have quite the tutor package. First we have our more generic tutors in Demonic Tutor, Vampiric Tutor, and Enlightened Tutor. These can all find almost any of our combo pieces.

Next we get into some more specified tutors in Razaketh, the Foulblooded and Stoneforge Mystic. These both let us find combo pieces or just get generic value. Stoneforge Mystic will find us Nim Deathmantle for the combo or it can get us Skullclamp to try and get value card draw.

Razaketh however is both a sac outlet as well as a tutor. This is a bit harder to get out by hardcasting it so we’ve got a few ways to cheat him out. We have Entomb and Buried Alive to help us dump Razaketh or other creature combo pieces into the graveyard.

After we get them there we need to get them out though! To do this we have Reanimate, Animate Dead, and Necromancy to help us get a combo piece out of the graveyard or Razaketh into play. We can even use them to grab a cool card from our opponent's graveyard to deny them from having access to it or so we can get our own value off of it.


Lands:

We’re squeezing some of the last value we can out of our mana base by adding the remaining fetch lands in Arid Mesa, Bloodstained Mire, Flooded Strand, Polluted Delta, Verdant Catacombs, and Windswept Heath. We’re missing a great target for them in Scrubland so we’re adding that in. Finally we add in a Cabal Coffers, a Mana Confluence and a Tarnished Citadel to let us generate a pile of mana if the game goes long in the form of Coffers or to provide some great fixing with rainbow lands.

Deck with sideboard for cuts and considering for includes:
https://www.moxfield.com/decks/BSD_Ga3cVkaoG7rka9uJdg
Deck as a 100 card list:
https://www.moxfield.com/decks/cQY-4njM9UWKoZ0MlMaAvw


Alchmyst - Prismari


My Mid upgrades actually had the least amount of changes for any of my upgrades made sofar, with only 18 cards moving around. Unlike my previous upgrades I actually swapped out quite a few cards that I had previously added in. This is because as I moved from Low Power to Mid Power I wanted to take focus away from the token strategy which, while fun, is incredibly fragile and prone to fall apart to a few board wipes.

I’m moving the focus to more of a storm strategy. Essentially, we are shifting away from playing our magic on the battlefield and focusing on playing it on the stack. Therefore, most of our token generators and combat damage draw effects have been cut out, as have some of our expensive and clunky copy effects. In their place we have finally added the spells we avoided for the past three weeks - the final combo pieces to the core that the Prismari Performance precon provided.

Dualcaster Mage will get his Twinflame, Rootha now gets copy spells to target, the list goes on! While some of these combos are a bit fast, we balanced this out by not adding a ton of extra tutors or fast mana. This limits the speed at which we can fire these various lines off at. In addition to combo finishers, we have also added various stax pieces to capitalize on our advantage over our opponents. With a grand total of 24 basic lands in the latest version of this deck, we are in an excellent spot to slap Blood Moon or Back to Basics on the table in order to grind everyone else to a halt.


Out with the Old:


Artifacts:
Primal Amulet
and Pyromancer’s Goggles are a bit too top heavy here. We do not want to wait to cast them before we start spellslinging. Bident of Thassa also gets the axe here as we are no longer looking to generate tokens that we would draw off of.

Creatures:

Murmuring Mystic and Talrand, Sky Summoner no longer have a place in our deck as we move away from our BC and Low strategies. Guttersnipe and Electrostatic Field can pressure life totals a bit, but we are more worried about getting to our combo than we are dealing incremental damage.
Uvilda, Dean of Perfection//Nassari, Dean of Expression also got cut as this card was originally more of a flavor add, and it’s a bit too clunky in our new list.


Enchantments:
As we are no longer focused on making tokens, Metallurgic Summonings is way overcosted here. For similar reasons Reconnaissance Mission and Storm the Vaults have to go.


Instants:
Aetherize
is a bit too limited and unnecessary in our deck once we hit Mid Power, as we have much greater concerns than one of our opponents swinging out. Reinterpret is also much too expensive for us to want to cast here.


Sorceries:
Surge to Victory
supported the token creature strategy we moved away from, and doesn’t really have a use outside of that. Mind’s Desire is a bit too pricey for our low-to-the-ground gameplan.


Lands:
Frostboil Snarl
, Rogue’s Passage, and Study Hall were cut to reduce our chances of being hurt by our own stax effects we’re adding in the upgraded version.


In with the New:


Ramp/Removal/:
These categories only had two changes so we’ve grouped them together here.
Overall our ramp was in a pretty good spot already. Lotus Petal was added, in part for a combo, but more on that later. Let’s improve our responses with a Fierce Guardianship.


Utility/Synergy/Gameplan Enhancers/Combos:
Hullbreacher
was added to devastate our opponents on the turns we decide to wheel. Mystic Remora and Rhystic Study will help slow our opponents down or draw us a ton of cards if they decide not to pay their taxes. Blood Moon and Back to Basics will capitalize on our basic-heavy mana base and punish our opponents for getting greedy with their mana bases if they overtuned. A Mystical tutor was also added to help us find the spells we want to cast a little bit faster.

Twinflame, Expansion//Explosion, Reiterate, Ral, Storm Conduit and Dualcaster Mage (which was originally in the precon) find their way into the deck for some game ending combos.
Lotus Petal, Underworld Breach, and Brain Freeze will serve as a bit of a manual storm back-up wincon.

Let’s walk you through the combo lines:

Dualcaster Mage + Twinflame + 2RRR available + any other creature under our control
Cast Twinflame targeting any creature we control - with Twinflame on the stack, cast Dualcaster Mage, targeting Twinflame - resolve Dualcaster Mage’s trigger, copying Twinflame and creating a copy of Dualcaster Mage - the new token copy of Dualcaster Mage triggers, targeting the original Twinflame - resolve that trigger to create another copy of Dualcaster Mage - repeat, loop. This provides us with infinite hasted creature tokens and infinite ETB triggers.

Ral, Storm Conduit + any Instant/Sorcery + Expansion//Explosion / Reiterate / Teach by Example / Rootha, Mercurial Artist
Cast any Instant or Sorcery spell - cast any of the above mentioned copy spells, targeting the Instant or Sorcery spell originally cast - cast a second copy spell (or activate Rootha), targeting the first copy spell we cast - resolve this copy, placing another ‘copy target spell’ on the stack - target the original copy - this will make infinite copy target spells’ on the stack - for each of these copies, Ral deals 1 damage to target opponent or planeswalker - repeat for infinite damage to our opponents.

Underworld Breach + Lotus Petal + Brain Freeze + enough cards in our graveyard to start the loop
Cast Lotus Petal - cast Underworld Breach - cast Brain Freeze, triggering Storm, adding 2 copies to the stack - Mill yourself for 9 - sacrifice Lotus Petal for U - Escape Lotus Petal and sacrifice it for U - Escape Lotus Petal and sacrifice it for U - Escape Brain Freeze, triggering Storm, adding 5 copies to the stack. Repeat these loops until we reach a high enough Storm count, then start targeting our opponents with Brain Freeze instead and mill them out.


Lands: 2 Islands and 1 Mountain were added to replace the lands we cut and to safeguard ourselves from our own Land stax effects.

Deck with sideboard for cuts and considering for includes:
https://www.moxfield.com/decks/tbYrxITrHkaNHb6K-aVizA
Deck as a 100 card list:
https://www.moxfield.com/decks/BCNiz_9hMUevBSut6xWbRQ


Exxaxl - Witherbloom


For Mid Power we’re significantly speeding up our deck. The mana curve is going down a lot, while adding some more interaction will be necessary to stop others from executing their game plan. We’re adding some tutors to find our key pieces, and in this specific deck we’re stepping away almost entirely from the idea of dealing combat damage all together.

I’m also finally allowing myself some combos which I chose not to add in the Low Power version. It’s not that we don’t allow combos in Low Power, it’s more that I personally think they’re somewhat boring - and with Dina’s playstyle, the combos themselves are quite obvious too.

We have to be careful with which combos we can allow here. Dina with the obvious combo piece - Exquisite Blood - makes for a low mana two card combo (granted, I need an additional instance of life gain to make the loop work) straight from the command zone.

This means no instant speed tutors and not including fast mana which other Mid Power decks are allowed to run like Rituals (excluding the new Culling Ritual at sorcery speed with a conditionally good resolution) or fast mana rocks that would put this combo on board too early should I have it in my opening hand.
Commander + 1 extra piece at just 7 mana is quite volatile for Mid power, and should be neutered severly if we’re to allow it in a deck. Our ways of rebuilding the combo should be telegraphed, so we’re going for sorcery speed ‘return a card to hand’ spells to slow down how efficiently we can rebuild this low mana combo.
I’m also stripping some redundancy pieces like Epicure of Blood and Sanguine Bond to increase the difficulty in pulling off the combo should my Commander become too expensive to recast. We’re not only on the Exquisite Blood combo line, but I just thought this specific one needed a bit of an explanation as to why/why not, and hope to provide some insight as to why certain combos can fly in certain decks, while they are not allowed in others.


Out with the old:


Artifacts:
Just two cuts here. Cosmos Elixir will get replaced by some actual staple draw, and Swiftfoot Boots will get replaced by its faster version.


Creatures:
Avenger of Zendikar, Beledros Witherbloom, Noxious Gearhulk and Verdant Sun’s Avatar were some of the highest mana value cards in the deck, and while I don’t like seeing some of these go, lowering your curve cannot be achieved without actually cutting high mana value cards. Adding to that, Verdant Sun’s Avatar would have close to no meaningful high toughness creatures left to give us big lifegain chunks.

Since we’re stepping away from combat damage, Bloodthirsty Aerialist no longer felt useful enough to keep around. Doubling down on land gain life triggers with Kazandu Nectarpot (and both Retreat to Hagra and Jaddi Offshoot already being in the deck) felt unnecessary. Seeing how the end goal is to lower the curve significantly, Sakura-Tribe ElderMarshland Bloodcaster and Leyline Prowler won’t serve a large purpose anymore.
I’m unsure if cutting Veinwitch Coven is the right choice here - it feels like I’ll need to keep mana open to interact with the other players which is why it got taken out. It’s definitely a nice card to consider for a future aristocrat type deck that wants to keep recycling it’s own graveyard. Lastly, Epicure of Blood got taken out for combo redundancy reasons, as stated above.


Enchantments:
Greed
is somewhat slow and mana consuming, and Moldervine Reclamation suits an aristocrat type playstyle more. Having several ‘land enters the battlefield gain life’ effects likely fits a deck with way more land ramp better than mine, so just like Kazandu Nectarpot, Retreat to Kazandu didn’t make it. We’re keeping the Hagra version as that drains the table in addition to giving us a lifegain trigger. Sanguine Bond has to go to further strip a comboline (Exquisite Blood + Sanguine Bond) which I explained in the deck’s opening section.


Instants:
We no longer have super beefy creatures in the deck or care about +1/+1 counters, so Inscription of Abundance is too insignificant to keep around. Reckless Spite felt too conditional and Return of the Wildspeaker being 5 mana is another ‘lower that curve’ cut.

Lands:
I intend to switch to a Field of the Dead manabase (because I think it’s funny, more so than practical) which means cutting 6 Forests and 6 Swamps. Snow lands will get added instead to increase our chances for Field to trigger. Rogue's Passage serves a combat purpose, Temple of Malady is one of the final tapped land cuts, and Tainted Wood has screwed me over in every game so far. This land found its way into my opening hand 3 times now, and I never had a Swamp in hand to accompany it, so good riddance. Go join Temple of the False Gods in my ‘likely never ever’ part of my land box.


In with the new:


Ramp:
Let’s add a some dorks by means of Elves of Deep Shadow, Fyndhorn Elves and Llanowar Elves. I’ve added a Carpet of Flowers too - and yes, I know we’ll only have one blue player at the table, but I’m building a deck with ‘general use’ in mind. You don’t always have the luxury of knowing exactly what decks will be at the table.


Utility/Synergy/Game plan enhancers:
Deathrite Shaman
is a nice 1 mana flexible card with heaps of utility stapled into it, which will stop our opponents from recasting their tutors from the graveyard, or prevent them from returning their key pieces from their graveyard to their hand. I originally cut Honor Troll for Low Power but this card finds its way back now - the +1 life gain trigger will prove more significant now that we have way more singular occurrences of life gain, and he’s essentially a 4/4 vigilance for 3 mana while we’re very low on beefy blockers. One of the few targets to consider equipping Shadowspear on for actual combat damage lifelink, over its hexproof/indestructible purpose.

Viscera Seer adds another ‘in response’ to a board wipe if we can’t stop the wipe from happening - on top of the Witherbloom Apprentice/Plumb the Forbidden interaction I highlighted last week. Sedgemoor Witch is my hesitation card for this week. Everything in my brain is telling me this card will work better with a dedicated aristocrat/token build, but 25% of the deck will be instants and sorceries, so it’s not like we’re lacking functionality with it - also, Sedgemoor Witch and Witherbloom Apprentice being on the table at the same time feels like it will do a lot of work. Sedgemoor Witch actually triggers with spell copies too so this card again synergises well with Plumb the Forbidden. I hope all three of these will see the battlefield at the same point just once to see it all unfold.

Let’s include a draw engine by means Sylvan Library. Remember that Alhammarat’s Archive is in the deck too, which means if both are on the field at the same time, we draw 5 cards lose 8 life, draw 4 cards lose 4 life, or draw 3 cards lose 0 life. Sylvan Library requires you to pick two cards you have drawn this turn, regardless of the total number of cards you have drawn this turn, which makes for this neat interaction between both of these cards.
I’m also including Phyrexian Arena - and staying away from Necropotence in this specific deck for it’s possibility to draw me into my combo pieces too early.
I’ve included a Weather the Storm to use in combination with one of the Aetherflux Reservoir combos which you can read up on a little further down - it’s also a nice card to have after having to rebuild your board after a board wipe - having several one drops in hand, getting Vito or Dina on the battlefield and then topping it off with a Weather the Storm seemed like a fun thing to be able to do.


Interaction:
I’m including another board wipe by means of Toxic Deluge because one wipe feels like it won’t be enough for Mid Power, and I’m adding in Abrupt Decay for some extra removal.


Combos and Recursion:
Let's go over the actual combo pieces I’m including in the deck - Exquisite Blood, Aetherflux Reservoir and Sensei’s Divining Top, which allow for the following combo lines with other cards already present in the deck:


Dina, Soul Steeper + Exquisite Blood + A lifegain trigger
Vito, Thorn of the Dusk Rose + Exquisite Blood + A lifegain trigger
Marauding Blight-Priest + Exquisite Blood + A lifegain trigger
All three of these make for infinite life loss and infinite lifegain triggers. Gain life - trigger Exquisite Blood, make an opponent lose life - which in turn gains me life again - repeat until the table is dead. Stating again: Sanguine Bond and Epicure of Blood on top of all of this was too redundant for Mid Power in our deck which is why it got taken out.

Bolas’s Citadel + Aetherflux Reservoir + Sensei’s Divining Top
Tap Sensei’s
to draw a card and put in top of your library - cast it for 1 life with Bolas’s Citadel - Aetherflux gains you 1 life - tap Sensei’s to draw a card and to put it back on top of your library - cast it for 1 life with Bolas’s Citadel - Aetherflux gains you 2 life - repeat. This combo also allows you to draw your entire library and cast spells for free - simply look what’s on top and cast it at will, using our life total as a resource which at one point will grow larger than the actual life we have to spend to keep casting spells thanks to Aetherflux Reservoir life gain trigger.

Exquisite Blood + Aetherflux Reservoir if we’re above 51 life.
Activate Aetherflux by paying 50 life - deal 50 damage, which counts as lifeloss - trigger Exquisite Blood which gains us 50 life again - loop and shoot down all opponents.
I should at all times be aware there are two red players at the table, so 51 life is likely too risky to activate Aetherflux - I’m expecting both players to have Lightning Bolt or similar type spells, and paying 50 life to then die to a bolt would make for fun Twitch content but should be avoided.

A Demonic Tutor and a Diabolic Intent for some tutors at sorcery speed which will help us find our key synergy pieces and combo pieces, again, at not ‘best in slot’ instant speed to slow down our game plan in this specific deck for Mid Power.

Bala Ged Recovery, Eternal Witness and Regrowth serve as ‘back to hand’ pieces should one of the combo pieces be taken out early, and Lightning Greaves can serve as a protection piece for any of our creatures that are part of the combo lines we’re going for.


Lands:
Let’s change the landbase around to increase our Field of the Dead trigger odds. In go Field of the Dead, Mana Confluence, Overgrown Tomb, Prismatic Vista, 3 Snow-Covered Forests, 4 Snow-Covered Swamps, Twilight Mire and Verdant Catacombs. While I could be running off-color fetches to further increase the Field  triggers from happening.
I included it more ‘because I have a Field back from when I played Standard’ over ‘I will need many tokens for an aristocrat strategy deck’. This change was completely optional and was an ‘I could do that just because’ decision - though the synergy with Plumb the Forbidden and having extra bodies on the battlefield to block with and draw cards from won’t be terrible.

The end result is a deck with a mana value of 1.6 without lands and 2.36 with lands, which is significantly faster than the previous iteration. We have 18 one drops and 24 two drops which hopefully makes close to every opening hand good enough to keep. We’ve included some combos, tutors and graveyard recursion with a decent enough interaction package to hopefully survive long enough in Mid Power.

I realise Battlecruiser and Low Power speak more to me than Mid Power does, so expect Gyome, Master Chef Food / Throne of Eldraine themed deck for Battlecruiser, and a ‘not upgraded from the precon’ Dina, Soul Steeper homebrew token/aristocrat article for Low Power to appear on our website in the future, as I intend to add both to my permanent EDH deck collection.

Deck with sideboard for cuts and considering for includes:
https://www.moxfield.com/decks/XM7w3WH8yUu-EaAgC5-66Q
Deck as a 100 card list:
https://www.moxfield.com/decks/v5e9jn4Zhk-3MXzxZVuSXg


We’ve made a bookmark on our Moxfield account where you can see all the decks in the Start from Scratch series - https://www.moxfield.com/bookmarks/EZNJm-start-from-scratch .

We hope this provides you with some insight into how we approach changing/upgrading a deck while still staying within the right power level on PlayEDH.

This was our final article for the Strixhaven mini series ‘Start from Scratch’! We may do this for future sets, pending EDH deck availability and interest within the team.

“This article is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”

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Explosive Engineering - Codie, Vociferous Codex - Mid Power

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Start from Scratch - Strixhaven - Low Power Upgrades