Emergent Ultimatum
There are some cards you play no matter where you go—cards you shoehorn into decks even if they don't fit, or the metagame has passed them by. Cards you just can't let go. I have a few of those, but the one I will never abandon if I'm playing Grixis colors is, well, the ultimate thing to do with seven mana.
Two red. Three black. Two blue. Good game.
The original Ultimatum cycle had some powerful effects, but it was
Of the five original Ultimatums,
But this one takes just a bit of extra work. (And, full disclosure, is only my second favorite of the new Ultimatums.)
Part
The goal will be to give your opponents no good choices. For example, if you're playing a game of Commander, what in the world would they do about this pile?
Nothing fancy. No combos or attempts at messing with their head, just a simple choice of two Primordials and a busted nine-mana spell.
Or how about the "doing big things" Commander starter pack?
But what if we get a little tricky?
The key with a lot of these piles is going to be picking a one-card "win the game" card versus two cards that combo together. In this case,
Commander is going to be the first place a lot of people look with this card, but it even has applications in Standard. For example, there's a Sultai-based elemental/
Or, if we want to get fancy, we play some cards that are just outside what the Sultai deck normally plays but could adopt.
That's without even leaving blue. The result, basically no matter what they pick, is that you get to steal some of their stuff.
And that's what I thought of after thumbing through a Commander deck and doing a quick search for the most expensive spells in Standard. Given this ultimate challenge—what piles would you make?