I hadn’t realized Kaladesh was so close to release until my timeline got flooded with spoilers. Kaladesh looks pretty cool to me, with a vibrancy that’s been missing from the last several sets. But it’s a distraction from Conspiracy 2, which is still a relatively new set, and which I’ve only had one opportunity to draft. This is somewhat in line with my experience playing the original Conspiracy; it turns out it’s hard to get a set number of casuals together to draft a “fun” set.

 

But, being the incorrigible lucksack that I can be at times, despite a low number of experiences drafting Conspiracy sets, in both the original and New Coke versions I’ve managed to live the dream: I have drafted both [casthaven]Worldknit[/casthaven] and [casthaven]Sovereign’s Realm[/casthaven] decks. And they’re experiences I think more people should have.

 

I didn’t go into the draft intending to draft a [casthaven]Sovereign’s Realm[/casthaven] deck, and it wasn’t until the draft was over that I realized how close I had cut it. The thing about [casthaven]Sovereign’s Realm[/casthaven] decks are that you have only four slots for other conspiracies and miscellany, since you can’t pad out your deck with basic lands. If you only have 39 non-conspiracy cards in your pool, you can’t live the dream. My four cut cards ended up being [casthaven]Evolving Wilds[/casthaven], [casthaven]Traumatic Visions[/casthaven], [casthaven]Sylvan Bounty[/casthaven], and some other card that may have been [casthaven]Reviving Dose[/casthaven] or [casthaven]Lay of the Land[/casthaven]. Had I gone in on other conspiracies, I would have been stuck running that chaff or I would have had to skip out on an amazing draft experience.

 

My deck was tighter for getting [casthaven]Sovereign’s Realm[/casthaven] in pack two; since I hadn’t started on that path to begin with, my pack one picks started from [casthaven]Horn of Greed[/casthaven] and then tried (unsuccessfully) to keep me open. I was only really committed to white at the end of pack one, with red or blue looking to be my secondary color. And I kept to that plan even after I had pulled the uber-conspiracy, both because I wasn’t sure how it would turn out and because I had luck with [casthaven]Worldknit[/casthaven] by drafting a tight deck that happened to also be a Worldknit deck. With [casthaven]Sovereign’s Realm[/casthaven] minimizing my opening hand size, it seemed like prioritizing a decent curve and reasonable interaction would let me end up where I wanted to be.

 

I ended up with a pretty sweet deck, all in all:

 

Sovereign's Realm

Creatures (26)
1 Doomed Traveler
1 Bronze Sable
1 Runed Servitor
1 Wings of the Guard
1 Jeering Homunculus
1 Merfolk Looter
2 Omenspeaker
2 Skittering Crustacean
1 Vaporkin
2 Akroan Hoplite
1 Opaline Unicorn
1 Goblin Racketeer
1 Ascended Lawmage
1 Stormchaser Chimera
1 Noble Banneret
1 Merfolk Skyscout
1 Spire Phantasm
1 Guardian of the Gateless
1 Lieutenants of the Guard
2 Messenger Jays
1 Entourage of Trest
1 Canal Courier

Spells (15)
1 Gods Willing
2 Fleeting Distraction
1 Flame Slash
1 Ghostly Prison
2 Divination
1 Repulse
1 Besmirch
1 Into the Void
1 Horn of Greed
1 Windborne Charge
1 Dismiss
1 Desertion
1 Throne of the High City

 

Look at that curve! Four one-drops, ten two-drops, nine three-drops, nine four-drops, six five-drops, and a six-drop [casthaven]Canal Courier[/casthaven] to round out the deck. Oh, and I also had a [casthaven]Throne of the High City[/casthaven], which made it through at least three other people before making it to me. 26 creatures also helped, ensuring that I would have plenty of action to gum up the ground.

 

In multiplayer situations, mere endurance is often the key.

 

Seeing [casthaven]Horn of Greed[/casthaven] in my opening hand sure helped me to snap keep. It turns out [casthaven]Horn of Greed[/casthaven] is perfect for [casthaven]Sovereign’s Realm[/casthaven], letting you basically play a land for free every turn. I assumed the power of the card would keep me alive, since it was providing a benefit to the table, but things got dicey at a couple of points. I was super glad for my [casthaven]Divination[/casthaven]s, though, since they helped me build up my hand size again… something further assisted by the monarchy, a mechanic that is a lot of fun in multiplayer.

 

In the end, I came in second, killing myself via decking to avoid giving my opponent the satisfaction of killing me with all his three-butts and [casthaven]Weight Advantage[/casthaven]. That also seemed like a pretty cool deck to build and play. But with [casthaven]Sovereign’s Realm[/casthaven] being a mythic conspiracy that you can find yourself unable to play after even a single pack’s worth of conspiracy gobbling, I fear most will miss out on this great experience. That’s a shame, it’s a memory I’ll enjoy.

 

I’ve been idly musing about whether or not there’s a way to adapt the conspiracies for Commander, with some sort of point system governing how many you could play. If I crack that nut, I’ll let you know; the conspiracies are a lot of fun, and it’s a shame that once opened the only chance they have at seeing play again is in someone’s cube.

 

Jess Stirba is a wistful wanderer.

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