As you can see I didn't go overboard with the enchantments, but it seems like there are enough to get the job done. In addition I added a bunch of guys that tap to do things, so that I can get additional use out of Thousand-Year Elixir and Rings of Brighthearth. It's worked pretty well so far, and I enjoy using a goofy Commander.
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I approve of blank slate commanders like Ramses, hence my Daakon Blackblade deck. +5 style points for using an OG from Legends. lots of nice tech for Ramses too, which are great even without him!
I'm a fan of the Vows if you can get your hands on them. They make friends, but I suppose they aren't particularly synergistic with your general. (Why destroy a creature that can only hurt your opponents?)
I briefly thought about the Vows, but like you said, they don't work great with Ramses. They don't have any built in recursion which is what Ramses really likes. However I did have a game where Ramses got enchanted with Vow of Lightning I think, and had the rare Commander damage knock out of a player. So they aren't horrible.
Someone pointed out that I'm missing Illusionist's Bracers. That should definitely be in the deck. I gotta figure out what to take out though. Hmmm...
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1 Ramses Overdark
Creatures (26)
1 Arcanis the Omnipotent
1 Avatar of Woe
1 Azure Mage
1 Bloodgift Demon
1 Coffin Queen
1 Consecrated Sphinx
1 Dark Impostor
1 Dimir Doppelganger
1 Dread
1 Evil Twin
1 Gilded Drake
1 Graveborn Muse
1 Harvester of Souls
1 Havengul Lich
1 Jushi Apprentice
1 Kozilek, Butcher of Truth
1 Necrotic Ooze
1 Rayne, Academy Chancellor
1 Rootwater Matriarch
1 Slithermuse
1 Solemn Simulacrum
1 Steel Hellkite
1 Sygg, River Cutthroat
1 Thada Adel, Acquisitor
1 Visara the Dreadful
1 Wurmcoil Engine
1 Crystal Chimes
1 Darksteel Ingot
1 Expedition Map
1 Journeyer's Kite
1 Oblivion Stone
1 Puppet Strings
1 Rings of Brighthearth
1 Sol Ring
1 Thornbite Staff
1 Thousand-Year Elixir
Enchantments (12)
1 False Demise
1 Fool's Demise
1 Glistening Oil
1 Launch
1 No Mercy
1 Pemmin's Aura
1 Phyrexian Arena
1 Screams from Within
1 Shade's Form
1 Sleeper's Guile
1 Treachery
1 Unhallowed Pact
Instants (7)
1 Capsize
1 Hinder
1 Mana Drain
1 Mindbreak Trap
1 Mystical Tutor
1 Spell Crumple
1 Vampiric Tutor
1 Damnation
1 Demonic Tutor
1 Grim Tutor
1 Promise of Power
1 Time Spiral
1 Yawgmoth's Will
Lands (38)
1 Academy Ruins
1 Bojuka Bog
1 Dimir Aqueduct
1 Drowned Catacomb
1 High Market
1 Maze of Ith
1 Minamo, School at Water's Edge
1 Phyrexian Tower
1 Polluted Delta
1 Reliquary Tower
1 Scrying Sheets
1 Shizo, Death's Storehouse
11 Snow-Covered Island
9 Snow-Covered Swamp
1 Strip Mine
1 Thawing Glaciers
1 Underground Sea
1 Vesuva
1 Volrath's Stronghold
1 Watery Grave
As you can see I didn't go overboard with the enchantments, but it seems like there are enough to get the job done. In addition I added a bunch of guys that tap to do things, so that I can get additional use out of Thousand-Year Elixir and Rings of Brighthearth. It's worked pretty well so far, and I enjoy using a goofy Commander.
Most recently looking at Morinfen!
I'm a fan of the Vows if you can get your hands on them. They make friends, but I suppose they aren't particularly synergistic with your general. (Why destroy a creature that can only hurt your opponents?)
UBRSedris, the Necromancer KingUBR
Someone pointed out that I'm missing Illusionist's Bracers. That should definitely be in the deck. I gotta figure out what to take out though. Hmmm...
Most recently looking at Morinfen!