Introduction
I've long been truly awful at setting up the power base for any deck with more than 3 colors. This largely hasn't mattered because I've learned that any deck that wants to be in 4 or 5 colors is simply a bad idea. Well my resolve on that matter only lasted so long because when we got
Beacon of the Reach I knew that I had to build around it, meaning I would have to figure out a way to build a full 5 color power base. I failed many times before I declared myself unworthy to play Beacon. That was, until I remembered
Nightmare Prism.
This Deck
Instead of spending the first small eternity of every game trying to smooth out your influence situation, this deck forgoes that prospect entirely. The idea is that you use
Condemn and/or the Grafters to pull
Nightmare Prism from the market and after that point you can go grab the
Beacon of the Reach with all of its influence requirements removed. This Influence removal also transfers to every card created by beacon regardless of whether or not the
Nightmare Prism stays in play.
The rest of the deck is focused around keeping you stable until you can get the Beacon online. In addition to just being solid cards,
Syl, Cabal Strongarm and
Exploit exist to plunder to power any cards you draw from beacon that you are unable to play due to their situational requirements.