The typical strategy with this deck is to attack the weakest player, kill them, while drawing enough cards to completely overwhelm the rest of the table. This deck also has exceptional wrath recovery, as you *attempt* to speed through to later turns and generate card advantage while dealing damage to your opponents. This is a rare example of an EDH deck that occupies the seldom used "aggro" archetype. Any advice for improvements would be greatly appreciated. The difficulty I typically run into is that it can be difficult to recover from more than one board sweeper, and running specific hate cards seems to take away from the core of playing multiple creatures to commit to the board and turn guys sideways to draw more cards. Though I've done a lot of testing and streamlining on this deck, I'm still trying to figure out how to make it more resilient or productive in the multiplayer format without losing too much. Any advice would be appreciated. Thanks!
Private Mod Note
():
Rollback Post to RevisionRollBack
When nothing remains, everything is equally possible.
Well I'm not set entirely on all snakes, its just having them be snakes helps when I turn them all into damage-dealing Ophidians. I've gone back and forth on Eternal Witness and am torn because I rarely have cards that I want to fetch back from my graveyard, since there are very few cards I find myself wanting to get back from the graveyard. I've also leaned away from Genesis simply because I usually never end up making it to the late game to take advantage of the card advantage. I will typically end up being the first person dead if I don't kill one or more people. That's the only thing I'm worried about with him.
Private Mod Note
():
Rollback Post to RevisionRollBack
When nothing remains, everything is equally possible.
Hm... I can definately try out Genesis, that's for sure, though I will probably try cutting something else that isn't a mana fixer. I have tried Harmonize in the past, and it's really not needed. Playing guys and swinging is usually good enough for drawing cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
When nothing remains, everything is equally possible.
To post a comment, please login or register a new account.
1 Marsh Boa
1 Mold Adder
1 Naf's Asp
1 Orochi Leafcaller
1 Sakura-Tribe Scout
1 Lotus Cobra
1 Matsu-Tribe Sniper
1 Marsh Boa
1 Orochi Ranger
1 Orochi Sustainer
1 River Boa
1 Sakura-Tribe Elder
1 Tangle Asp
1 Woodland Changeling
1 Coiled Tinviper
1 Glass Asp
1 Hornet Cobra
1 Kashi-Tribe Elite
1 Ohran Viper
1 Orochi Eggwatcher
1 Matsu-Tribe Decoy
1 Sabretooth Cobra
1 Sasaya, Orochi Ascendant
1 Anaconda
1 Chameleon Colossus
1 Kashi-Tribe Reaver
1 Sachi, Daughter of Seshiro
1 Sakura-Tribe Springcaller
1 Sosuke, Son of Seshiro
1 Game-Trail Changeling
1 Sakiko, Mother of Summer
1 Gaea's Herald
1 Tribal Forcemage
1 Caller of the Claw
1 Dosan the Falling Leaf
Artifacts
1 Chrome Mox
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Emerald Medallion
1 Lightning Greaves
1 Coat of Arms
1 Eldrazi Monument
Enchantments
1 Concordant Crossroads
1 Exploration
1 Steely Resolve
1 City of Solitude
1 Hall of Gemstone
Sorceries
1 Sylvan Scrying
1 Kodama's Reach
1 Seeds of Innocence
1 Sosuke's Summons
1 Search for Tomorrow
1 Tranquility
1 Overrun
1 Primal Command
1 Crop Rotation
1 Squall Line
1 Chord of Calling
1 Harrow
1 Krosan Grip
1 Cobra Trap
Planeswalkers
1 Garruk Wildspeaker
Lands
1 Ancient Tomb
1 Gaea's Cradle
1 Misty Rainforest
1 Mosswort Bridge
1 Oran-Rief, the Vastwood
1 Strip Mine
1 Verdant Catacombs
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
1 Yavimaya Hollow
25 Forest
The typical strategy with this deck is to attack the weakest player, kill them, while drawing enough cards to completely overwhelm the rest of the table. This deck also has exceptional wrath recovery, as you *attempt* to speed through to later turns and generate card advantage while dealing damage to your opponents. This is a rare example of an EDH deck that occupies the seldom used "aggro" archetype. Any advice for improvements would be greatly appreciated. The difficulty I typically run into is that it can be difficult to recover from more than one board sweeper, and running specific hate cards seems to take away from the core of playing multiple creatures to commit to the board and turn guys sideways to draw more cards. Though I've done a lot of testing and streamlining on this deck, I'm still trying to figure out how to make it more resilient or productive in the multiplayer format without losing too much. Any advice would be appreciated. Thanks!
Commander BLOG: The Crazy 99
Gonti ; Sissay