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Historic Narset

Historic Narset
by moyer137
Buy on TCGplayer $268.42
Historic
Combo
best of 3
9 mythic
36 rare
12 uncommon
3 common
0
1
2
3
4
5
6+
Instants (13)
4
Reprieve
$7.16
2
Lightning Helix
$0.70
1
Supreme Will
$0.35
Sorceries (6)
1
Supreme Verdict
$2.99
1
Day of Judgment
$1.99
Artifacts (2)
1
The Celestus
$1.99
Enchantments (5)
60 Cards
$384.05
Sideboard
1
Dream Trawler
$0.49
2
Test of Talents
$0.70
2
Molten Impact
$0.00
1
Sunfall
$7.99
1
Farewell
$8.99
2
Rest in Peace
$1.58
15 Cards
$27.19

Visual view

Description

This is modeled from Jeskai control leading into infinite turns. None of the Narset cards are necessary for the deck, but they sure do make it fun. Ideally I would have Hallowed Fountain and more Steam Vents and Sacred Foundry to fill out the lands, also here I have Mystic Monastery (uncommon) to fill in for the missing Raugrin Triome. If you are short some cards you could easily pad the deck with another land or two. Provided are basic ideas and card alternatives.

Planeswalkers: You want to learn control, get yourself a Teferi. Any one will do but Hero of Dominaria is best. Wandering Emperor is pretty clutch here as well for removal; you could even sub another for a Narset if you have it. In the spirit of the deck though, you could add another Narset, Parter of Veils (uncommon). She is a great distraction against attackers, digs for cards, and if she is on the battlefield while you cast a Timetwister you can enjoy drawing seven cards while your opponent draws one. Again, Narset of the Ancient way is not necessary but her ultimate is a fun way to close out the infinite turns combo.

Creatures: Oracle of the Alpha is a key piece to our turns combo as it provides all our fuel. I have found that two copies is best; you want to make sure you find one in your game but you also don\’t want too many out too early, as you will flood your library and make it hard to find the other pieces of the puzzle and control the board. The Narset creatures are strictly for flavor. Monastery Mentor in the sideboard is also just for fun, while Dreamtrawler is better suited for the main deck. Hullbreaker Horror would be a good sub for Mentor or even in the main deck.

Enchantments: The enchantments are some of the key pieces to the deck. First is Fable of the Mirror Breaker, where there is no alternative. Personally I think 4 copies fit well in any deck that runs red. First off it creates a treasure-making creature that assists us in getting away with running 24 lands. Second it fills the graveyard with cards for Narset, Enlightened Exile and to pay Delve costs (Dig Through Time/Treasure Cruise) while also digging for cards. Lastly Kiki-Jiki can create clones of the treasure goblin or more importantly of Oracle of the Alpha; again don\’t flood your library too early this way with Oracle. When exactly is too early you ask? Before you have our other enchantment, Whirlwind of Thought. Whirlwind draws a card whenever you cast a noncreature spell, so the 0 cost Mox artifacts and Black Lotus all draw a card for free. In conjunction with our other instants/sorceries, specifically Dig Through Time and Timetwister, you are now very likely to go infinite via Time Walk.

Artifacts: Key to the Archive is another favorite of mine and is not necessary  for the deck. If you don\’t run it, I recommend running more lands to make up for its mana ability and maybe adding another board wipe to your deck. Celestus is similarly unnecessary and again I would suggest running more lands. I like Celestus because it offers card draw, gets cards into your graveyard and provides life gain when it flips.

Instants/Sorceries: March of Otherworldly light is great for removing artifacts and enchantments and also for 1 mana token creature removal. Reprieve (uncommon) in my opinion is the best new control card. A counter spell that doesn\’t counter (especially important since the introduction of Cavern of Souls) while also drawing a card; try it and you\’ll believe it. Narset\’s Reversal is just for flavor and could be subbed out for another copy of the other spells. Expressive Iteration (uncommon) is another staple of the deck that you could happily run 4 copies of. Sacred Fire (uncommon) could be subbed for Lightning Helix and you may prefer running 3 or 4 copies of either. Supreme Will (uncommon) is a good sub for Archmage\’s Charm, but ultimately I would prefer another Charm to the Will in my deck. Day of Judgement and Supreme Verdict can be subbed out for any board wipe, but I like the cheapness of these two. Sunfall and Farewell may be preferable to exile indestructibles so they are placed in the sideboard. Inspired Ultimatum is partly for flavor but also very strong if you can afford paying it, which shouldn\’t be too hard later in the game (or off of Narset, Enlightened Master\’s ability). Finally Dig Through Time will help you find any card you need provided you can Delve, coupled with Narset\’s Reversal you can potentially cast it twice for a total of 6 blue mana. Treasure Cruise (common) would be a good sub with similar ideas. Sideboard should be self explanatory; Negate and Disdainful Stroke may be preferred to Test of Talents.

In summary, control the early game with Reprieve and board wipes until you can build up a good mana base. Find your Oracles and Whirlwind of Thought with Fables and instants/sorceries. Dig for Time Walk, copy Oracle, Timetwister, repeat. Always remember, champions win with their favorites.

 

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