It looks really consistent, I played against rgc on MTGO today and yeah, he lost every games against my affinity and Kiln Fiend decks but I think he's playing a list a little bit different, he needs Gorilla Shaman and Pyroblast in his sideboard (not sure if he actually had any).
That's really just a look at what it could be, I know there are way too much rituals, that's just a list of cards available for such a deck.
I think it needs more win conditions. Casting Crucher on turn 2 should be enough to win, producing ~20 mana should be enough too, but in the meantime, there isn't much to do, especially against Electrickery and such.
The other way to go would be walls instead of rituals. This has the advantage of being more resilient against creature-based strategies.
I don't think Urza's Tron lands fit in here, since it would take too many slots in the deck (Expedition Map, Ancient Stirrings and probably some more filtering). Also, nothing can beat Lumberjack on the speed, you play it turn one with Simian, play Quirion Ranger with a forest and pass, and then turn 2 you play another forest and can tap for 9. That's a lot of cards, but I don't know of many ways to cast a turn 2 Crusher, I know there is the Careful Study + Dragon Breath + Exhume combo but that's way less resilient and consistent (at least I think since you don't have any alternate win conditions like there).
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
If the whole tournament is a tournament whose main goal is fun for everyone involved, then no, bringing a deck that crushes everyone and ruins the players' games is not socially acceptable by my standards.
Well, playing Magic should ALWAYS be for fun. Playing a competitive deck against a competitive deck is fun. I can't blame myself if my opponents aren't bringing good decks to tournaments. Actually, since this is a tournament, it would be fun if every list was fine tuned. Players bringing back decks should be blamed.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I mainly play competitive Pauper and casual EDH, still debating if I invest some money for more competitive EDH decks on MTGO. I don't really see the point right now.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I play this deck in real life, it's casual, but add Workshop, Crypt, Ring, Vault, a stax package and I'm ready to beat some more blue mages! Pyroclasm isn't flavorful for this deck but if going for a more competitive list, I just put flavor aside and play cards that will actually help me win.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I really feel like you are the antisocial player here.
Are you calling me the antisocial player? If so I don't understand why. I see a problematic situation at my LGS and I'm asking others for their opinion.
Sorry, didn't want to offend you. Please note that English isn't my native language, I know I can write properly but there are times when it sounds more harsh that it should. Sorry about that.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Instead, we've been told that this individual has, over a long period of time, brought a deck specifically to win. That alone isn't a problem either. What is, and where it crossed the line, is when he told other people that he didn't care what they thought or that he was making the tournaments unfun for everyone else. To quote Greendale, "He's pretty content with everyone else being aggravated" <-- this is toxic behavior. The moment someone decides to foul an environment just because it suits them is the moment they become a problem.
The bold part is probably the most important part here.
When I'm playing at my LGS for money, I'm building/bringing decks to win (if that's what I want, because yeah, I may just want to lose by purposely playing something else to get some other benefit). If my opponents don't like me playing Raven's Crime 4 times in the first 2 turns in my Modern matchup, well... that's their problem, I mean, it's the format we play. I don't care if they don't have fun playing it, it's not like they are forced to play it. It's a Modern tournament and the player winning 2 games out of 3 gets the most points out of this.
The same can be said about commander. He doesn't have to care, it's a tournament, not a home match with casual decks.
That being said, I was not talking about the part where he says that he's content with everyone scooping instead of playing. But you know what? You would probably end up with the same reaction if after a few weeks, everybody scoops to your Raven's Crime Modern deck because they don't like to discard cards and they want to play actual spells and (bad) Standard home brews. You would probably try to mitigate the fact that you are winning without playing, which is not fun at all. But when people are making this just to make you feel bad... that makes you saying bad things too to try to feel better or to show this doesn't affect you (it probably does).
I don't want to enter the whole Commander vs competitive formats thing since this is a complete discussion but I think you get my point.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Dr zoidburg in now on mtgo had some awesome 1v1's need to get him on mtgo thread
I actually beat his Nin's deck a few times with my casual Norin deck. I'm wondering if I should start to add the competitive package with Mana Crypt and stax cards just for MTGO. I probably should!
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Toxic player? wow, that's rude. Are you guys actually calling this guy antisocial because he's bringing a deck to win a tournament where the best deck wins? If you are fine bringing your home brew that's perfectly okay, no problem with that. People even do it in Modern and Legacy tournaments, and that's why we see decks completely out of the format making places in big tournaments. And that's fine.
If you want everybody to bring bad non-competitive casual decks (call it what you want) to a Commander tournament where the player winning the game in a specific foramt (i.e. duel French rules/banlist) gets the most points, please don't call players actually trying to win antisocial.
I really feel like you are the antisocial player here.
However, with that said, what you could really do if it actually pisses everybody off is to chat with the TO about the format. There are plenty of ways to do Commander tournaments that exist and whether it's based off a point chart or two-headed giant games, let me say that you could really get a more casual/fun meta by making some changes to the way the tournaments are done. If points are not only given for winning games, maybe the players that actually want to win will build something else that will also help them getting more points. And they might still probably win but whatever, if all you want is more casual/fun cards (or silly interactions/synergies), that's probably what you will get.
Anyway, if I'm going to a tournament, I will either bring my competitive deck and try to win or bring a casual deck just to have some fun and social. If I got casual, I'm not expecting to win and I know I won't have a really fun time against the highly tuned competitive deck, but there's nothing more unsportmanship than conceding without even playing and not letting the best player actually plays out the deck he put money on and worked hard on.
I've seen tennis players playing out their match even if they were injured, just to show some respect to their opponent and because there are also other people in here that paid to see tennis, not a concession. It's a little bit different in Magic but when you're at a tournament, you're probably not paying for sitting down 1 hour doing nothing.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Boundless Realms highly considered right now instead of Mana Reflection. Even with 38 lands (or I should say especially with 38 lands).
I found out while playtesting that 3 color isn't that easy to assemble without fetch lands, that's a shame. Spells with triple mana symbols are actually hard to cast. I guess I will end up replacing the 3 filter lands and the 3 painlands with 9 fetch lands (removing 3 basic lands too). 9 basic lands should be enough for Land Tax or even Boundless Realms.
Not sure Serra's Sanctum will stay in here. It's probably more trouble having it than not.
Playing Stony Silence and Null Rod is obviously really good but not playing the 3 signets, Coalition Relic, Chromatic Lantern, Darksteel Ingot, Thran Dynamo and such does hurt me too. I have to think a little bit more about it, I would appreciate your thoughts on this. Cutting Serra's Sanctum makes me feel better about going down to let's say 18 enchantments (still more than enough to make Sphere of Safety worth). Just realized Ghostly Prison does mostly nothing since they can attack Planeswalkers... it's going out too.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Big Garruk and Nissa are the only PW left out for obvious reasons. There is also a big Wrath subtheme with a lot of board sweepers that don't hurt my PW but also protect them. That's why there isn't many creatures in the deck, Academy Rector wants to die and the 2 other dudes are just too good with counters manipulation to pass on. Sun Titan didn't even make the cut...
About enchantments, I think 24 is a sweet number with Serra's Sanctum. Gaea's Cradle wouldn't be that bad with Ghave but I'm trying to be careful with dead lands. Sanctum has a lot of enchantments to make it worth even early game but not sure about Cradle despite its obvious synergy with Ghave.
Mostly no artifacts since I play Stony Silence (Null Rod should probably be there too, just couldn't find a spot). Trying to play mostly enchantments to ramp with Mirari's Wake and Mana Reflection, while Fertilid, Cultivat and Kodama's Reach can get the job done earlier.
The game plan is to set up a few enchantments early game until we are able to produce 10-12 mana and start playing 2 Walkers a turn.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I wanted to make a deck that works a little bit differently from most EDH decks and I always like playing weird decks (I'm playing Norin after all). I wouldn't say this deck is completely weird, but I always dreamed of an enchantment Planeswalker deck. The interaction with Douling Season is just too fun. All I needed was to find a suited general. 5-color looked like the way to go but I hate having to play so many fetch lands (searching is so boring) and I didn't really want a 3k$ mana base, especially these days with the pricing of most fetch lands. Also, none of the 5 color generals fit Planeswalkers' or enchantments' abilities. That's when I thought about Ghave.
What do Planeswalkers do great? Manipulate +1/+1 counters and create tokens. So I needed a general that would also get some kind of benefit from cards like Doubling Season, Parallel Lives or Cathars' Crusade. Ghave is good with any of those enchantments and can provide a good defence for the Planeswalkers too.
So here's the actual list, I haven't ordered the cards yet, I would like to hear what you guys think first:
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
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It looks really consistent, I played against rgc on MTGO today and yeah, he lost every games against my affinity and Kiln Fiend decks but I think he's playing a list a little bit different, he needs Gorilla Shaman and Pyroblast in his sideboard (not sure if he actually had any).
What you guys think of something like that?
4 Orcish Lumberjack
4 Quirion Ranger
0 Soulbright Flamekin
4 Simian Spirit Guide
Rituals:8
4 Rite of Flame
0 Pyretic Ritual
0 Desperate Ritual
4 Seething Song
0 Wildheart Invoker
4 Flamewave Invoker
4 Ulamog's Crusher
Other mana sinks:8
2 Sprouting Vines
2 Rolling Thunder
4 Kaeverk's Torch
Lands:24
12 Forest
12 Mountain
3 Gorilla Shaman
3 Ancient Grudge
3 Pyroblast
3 Lightning Bolt
3 Moment's Peace
That's really just a look at what it could be, I know there are way too much rituals, that's just a list of cards available for such a deck.
I think it needs more win conditions. Casting Crucher on turn 2 should be enough to win, producing ~20 mana should be enough too, but in the meantime, there isn't much to do, especially against Electrickery and such.
The other way to go would be walls instead of rituals. This has the advantage of being more resilient against creature-based strategies.
I don't think Urza's Tron lands fit in here, since it would take too many slots in the deck (Expedition Map, Ancient Stirrings and probably some more filtering). Also, nothing can beat Lumberjack on the speed, you play it turn one with Simian, play Quirion Ranger with a forest and pass, and then turn 2 you play another forest and can tap for 9. That's a lot of cards, but I don't know of many ways to cast a turn 2 Crusher, I know there is the Careful Study + Dragon Breath + Exhume combo but that's way less resilient and consistent (at least I think since you don't have any alternate win conditions like there).
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Awaken the Ancient
Berserk
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Well, playing Magic should ALWAYS be for fun. Playing a competitive deck against a competitive deck is fun. I can't blame myself if my opponents aren't bringing good decks to tournaments. Actually, since this is a tournament, it would be fun if every list was fine tuned. Players bringing back decks should be blamed.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I mainly play competitive Pauper and casual EDH, still debating if I invest some money for more competitive EDH decks on MTGO. I don't really see the point right now.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I play this deck in real life, it's casual, but add Workshop, Crypt, Ring, Vault, a stax package and I'm ready to beat some more blue mages!
Pyroclasm isn't flavorful for this deck but if going for a more competitive list, I just put flavor aside and play cards that will actually help me win.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Sorry, didn't want to offend you. Please note that English isn't my native language, I know I can write properly but there are times when it sounds more harsh that it should. Sorry about that.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
The bold part is probably the most important part here.
When I'm playing at my LGS for money, I'm building/bringing decks to win (if that's what I want, because yeah, I may just want to lose by purposely playing something else to get some other benefit). If my opponents don't like me playing Raven's Crime 4 times in the first 2 turns in my Modern matchup, well... that's their problem, I mean, it's the format we play. I don't care if they don't have fun playing it, it's not like they are forced to play it. It's a Modern tournament and the player winning 2 games out of 3 gets the most points out of this.
The same can be said about commander. He doesn't have to care, it's a tournament, not a home match with casual decks.
That being said, I was not talking about the part where he says that he's content with everyone scooping instead of playing. But you know what? You would probably end up with the same reaction if after a few weeks, everybody scoops to your Raven's Crime Modern deck because they don't like to discard cards and they want to play actual spells and (bad) Standard home brews. You would probably try to mitigate the fact that you are winning without playing, which is not fun at all. But when people are making this just to make you feel bad... that makes you saying bad things too to try to feel better or to show this doesn't affect you (it probably does).
I don't want to enter the whole Commander vs competitive formats thing since this is a complete discussion but I think you get my point.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I actually beat his Nin's deck a few times with my casual Norin deck. I'm wondering if I should start to add the competitive package with Mana Crypt and stax cards just for MTGO. I probably should!
What's better than Tangle Wire? Norin + Tangle Wire.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
If you want everybody to bring bad non-competitive casual decks (call it what you want) to a Commander tournament where the player winning the game in a specific foramt (i.e. duel French rules/banlist) gets the most points, please don't call players actually trying to win antisocial.
I really feel like you are the antisocial player here.
However, with that said, what you could really do if it actually pisses everybody off is to chat with the TO about the format. There are plenty of ways to do Commander tournaments that exist and whether it's based off a point chart or two-headed giant games, let me say that you could really get a more casual/fun meta by making some changes to the way the tournaments are done. If points are not only given for winning games, maybe the players that actually want to win will build something else that will also help them getting more points. And they might still probably win but whatever, if all you want is more casual/fun cards (or silly interactions/synergies), that's probably what you will get.
Anyway, if I'm going to a tournament, I will either bring my competitive deck and try to win or bring a casual deck just to have some fun and social. If I got casual, I'm not expecting to win and I know I won't have a really fun time against the highly tuned competitive deck, but there's nothing more unsportmanship than conceding without even playing and not letting the best player actually plays out the deck he put money on and worked hard on.
I've seen tennis players playing out their match even if they were injured, just to show some respect to their opponent and because there are also other people in here that paid to see tennis, not a concession. It's a little bit different in Magic but when you're at a tournament, you're probably not paying for sitting down 1 hour doing nothing.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Thank you very much.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I found out while playtesting that 3 color isn't that easy to assemble without fetch lands, that's a shame. Spells with triple mana symbols are actually hard to cast. I guess I will end up replacing the 3 filter lands and the 3 painlands with 9 fetch lands (removing 3 basic lands too). 9 basic lands should be enough for Land Tax or even Boundless Realms.
Not sure Serra's Sanctum will stay in here. It's probably more trouble having it than not.
Playing Stony Silence and Null Rod is obviously really good but not playing the 3 signets, Coalition Relic, Chromatic Lantern, Darksteel Ingot, Thran Dynamo and such does hurt me too. I have to think a little bit more about it, I would appreciate your thoughts on this. Cutting Serra's Sanctum makes me feel better about going down to let's say 18 enchantments (still more than enough to make Sphere of Safety worth). Just realized Ghostly Prison does mostly nothing since they can attack Planeswalkers... it's going out too.
I will update the list later tonight.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
About enchantments, I think 24 is a sweet number with Serra's Sanctum. Gaea's Cradle wouldn't be that bad with Ghave but I'm trying to be careful with dead lands. Sanctum has a lot of enchantments to make it worth even early game but not sure about Cradle despite its obvious synergy with Ghave.
Mostly no artifacts since I play Stony Silence (Null Rod should probably be there too, just couldn't find a spot). Trying to play mostly enchantments to ramp with Mirari's Wake and Mana Reflection, while Fertilid, Cultivat and Kodama's Reach can get the job done earlier.
The game plan is to set up a few enchantments early game until we are able to produce 10-12 mana and start playing 2 Walkers a turn.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I wanted to make a deck that works a little bit differently from most EDH decks and I always like playing weird decks (I'm playing Norin after all). I wouldn't say this deck is completely weird, but I always dreamed of an enchantment Planeswalker deck. The interaction with Douling Season is just too fun. All I needed was to find a suited general. 5-color looked like the way to go but I hate having to play so many fetch lands (searching is so boring) and I didn't really want a 3k$ mana base, especially these days with the pricing of most fetch lands. Also, none of the 5 color generals fit Planeswalkers' or enchantments' abilities. That's when I thought about Ghave.
What do Planeswalkers do great? Manipulate +1/+1 counters and create tokens. So I needed a general that would also get some kind of benefit from cards like Doubling Season, Parallel Lives or Cathars' Crusade. Ghave is good with any of those enchantments and can provide a good defence for the Planeswalkers too.
So here's the actual list, I haven't ordered the cards yet, I would like to hear what you guys think first:
1 Fertilid
1 Academy Rector
1 Spike Weaver
Artifacts:2
1 Contagion Clasp
1 Contagion Engine
Sorceries:15
1 Black Sun's Zenith
1 Demonic Tutor
1 Cultivate
1 Idyllic Tutor
1 Kodama's Reach
1 Toxic Deluge
1 Damnation
1 Replenish
1 Wrath of God
1 Hallowed Burial
1 Rout
1 Austere Command
1 Merciless Eviction
1 Terminus
1 Decree of Pain
Instants:1
1 Enlightened Tutor
Enchantments:24
1 Land Tax
1 Soul Snare
1 Bitterblossom
1 Luminarch Ascension
1 Sterling Grove
1 Stony Silence
1 Aura Shards
1 Aura of Silence
1 Awakening Zone
1 City of Solitude
1 Ghostly Prison
1 Karmic Justice
1 Pernicious Deed
1 Phyrexian Arena
1 Erebos, God of the Dead
1 Grave Pact
1 Leyline of the Void
1 Parallel Lives
1 Cathars' Crusade
1 Doubling Season
1 Mirari's Wake
1 Privileged Position
1 Sphere of Safety
1 Mana Reflection
1 Ajani, Caller of the Pride
1 Ajani Goldmane
1 Elspeth, Knight-Errant
1 Garruk Relentless
1 Garruk Wildspeaker
1 Gideon, Champion of Justice
1 Liliana of the Dark Realms
1 Sorin, Lord of Innistrad
1 Elspeth Tirel
1 Garruk, Primal Hunter
1 Gideon Jura
1 Liliana Vess
1 Vraska the Unseen
1 Elspeth, Sun's Champion
1 Sorin Markov
1 Karn Liberated
Lands:38
1 Bayou
1 Brushland
1 Caves of Koilos
1 City of Brass
1 Command Tower
1 Fetid Heath
4 Forest
1 Gavony Township
1 Godless Shrine
1 Isolated Chapel
1 Kor Haven
1 Krosan Verge
1 Llanowar Wastes
1 Murmuring Bosk
1 Opal Palace
1 Oran-Rief, the Vastwood
1 Overgrown Tomb
4 Plains
1 Savannah
1 Scrubland
1 Serra's Sanctum
1 Sunpetal Grove
4 Swamp
1 Temple Garden
1 Twilight Mire
1 Urborg, Tomb of Yawgmoth
1 Vault of the Archangel
1 Wooded Bastion
1 Woodland Cemetery
1 Ghave, Guru of Spores
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.