| Undying Possibility |

| (2) Island |
| (2) Swamp |
| (4) Forest |
I designed this deck last year, after having gone to Mythic rank in Magic Arena with a unique and very powerful Vampire deck (Sorin' High), and failing to qualify for the Qualifier Tournament. Although I didn't give it a full effort (the prevalence of the Field of the Dead decks was making it impossible), I was disappointed with my design, and went back to the drawing board to attempt something revolutionary. After much trial and error, I came up with Undying Possibility, and I found it to be a more universally applicable design (matching well against more decks). It didn't take me as far as Sorin' High, probably because the Vampire deck was more straight-forward and powerful. Winning with Undying Possibility is more a matter of careful setup, and I was still developing my playing ability and knowledge of the game. The decklist I've made here is a simplified version of what I actually played with, incorporating Cultivate for increased playability. I'm currently using it (these last couple months before rotation) for practice and investigation into future possibilities. The goal of this deck is to set yourself up properly for a single-swing victory, in many or most cases. This can be achieved in a number of ways, but the uncompromised setup is to have Yarok, the Desecrated on the field, double-activating God-Eternal Rhonas whenever you might drop him. The trouble with the deck is usually the need for trample ability, for which 2 Aggressive Mammoths are included. You'll see that keeping those elements in play very long will be difficult, so usually you'll need to make swings whenever possible, and finish with a partial setup. The deck includes a lot of land-grabbing abilities, and if you can manage to get 12 or more lands on the field, Finale of Devastation will almost always finish the job, when used to play the Aggressive Mammoth. 4 Risen Reef are included to help that eventual outcome, so winning with this deck is merely a matter of surviving long enough to make to right play. Even the Glowspore Shamans, when Rhonas has multiplied their power twice, pack 12 damage each, potentially. The Healers of the Glade will aide you in surviving that long, when set up with Yarok and Risen Reef, providing life and cards. Cavalier of Thorns provides flier protection, and can be sacrificed in the right situation for the retrieval of any card in your graveyard. Any creatures necessary to the setup that have died can be retrieved with Pulse of Murasa, and in some cases with the Cavalier of Thorns. The rest of the deck is designed to adapt to your needs, providing destructive abilities, a low-cost counter-spell (Negate) for those end-all sorceries, and all the while, milling you cards for your retrieval in a variety of situations. The whole deck interacts with itself at a high level, and you'll find a great variety of outcomes, hence the name Undying Possibility. I went for maximum synergy and versatility with this design, and although it doesn't necessarily win in the current game, practicing with things like this will no doubt benefit you in the future, if and when the proper changes come. |