Sefenvold the whole premise of the deck is to actually know big threats that will have one player dominate the game. I normally play in 4 player games no larger. Remember commander is a political format. You don't need to blow up every permanent/ counter every spell, pick and choose your battles. There is a reason this deck runs around 15 ramp cards. If this deck can make it to mid game you are pretty much set. The greatest weakness of my build is its hard to deal with aggro decks that come out fast such as krenko. Once you make it to late game which is around 15+ mana you can respond to almost every major threat.
Also, remember, this deck is very permanent light so your opponents will be aiming their destruction spells at other players because they are dead against you. You will want to protect your lands with this deck. Save counterspells for people you know are playing combos/LD unless its in late game and you are in full control. You are aiming at getting winding canyons or alchemist's refuge out then playing at the end of the player before your turn's end phase to essentially give your fat monsters haste.
I have updated my decklist adding 7 new cards from the previous decklist.
Lys Alana Huntmaster and Prowess of the Fair seem cute and all but there might be better options. i see fauna shaman but no survival. Grave pact effects might also be good in this deck.
any shuffle eldrazi will do. I prefer koz because he can draw cards, I can see using ulamog as he can be cast and blow up stuff like humility which can be problematic.
Yea, I realized that I have too many equipment. I removed eater of the dead, sewer nemesis, overtaker, and bonehoard in favor of extra draw and utility creatures. I will be adding the King card and the u/b transmute guy on untap as they seem solid choices for repeated removal and getting the right cards at the right time.
As for lands the comes into play tapped fetches are fine. I mainly use the fetches as added land drops with rings of brighthearth. Also, I prefer the Kederekt Leviathan because of previous use in other decks. It is amazing with Necromancy turning it into a 3 mana cyclonic rift.
As for the sacrifice outlets. I believe nearly all of my decks need them in my meta where a simple chaos warp or tuck spell could put my general in my deck. They are just plain good, plus gaining life can be good.
I tried the grimgrin and gravecrawler its cool but easily disrupted, and in blue black its hard to get both pieces out. I also had the primordial in the early version along with grave titan. The main problem I found this to be was that I had no early game. I would get hands that seemed to curve out well and then after 5 draw steps my hand was full of 6-8 drops and I had 4 mana. I chose to cut some of those for card draw that way I can build to the 7 and 8 drops properly.
On a latter note I will try and find an intruder alarm it seems to be good with this kind of deck.
Diabolic intent may be a good tutor worth investing in. maximizing tutors to get pieces of your combo out would be helpful. I personally prefer tutors which go to your hand or in play.
33 land seems very low I would never play a deck with less than 37 mana producing lands. Also technically only 22 of your lands produce colored mana the others are dependent on having colored mana or some other requirement.
As for cuts I would remove sorin markov, remembrance, cover of darkness, conspiracy, Kokusho just doesn't belong in this theme, academy rector since we cut the majority of the enchantments, akroma's memorial since it is really expensive and not in your gameplan, mimic vat is alright but it can be cut, and finally you may need to cut down on the shadowborn apostles. I all that is 8 cuts + some shadowborn apostles.
Depending if this is a 1v1 or multiplayer deck you can cut strip mine, wasteland, and kor haven for extra colored sources. I would think about adding sol ring, w/b signet, and coalition relic to the deck which helps get to your game plan faster but doesn't hinder too much from destruction.
maybe go up to 36 lands with 3 artifact mana which would mean 6 extra cuts.
It sounds like you are playing vs control and aggro and you are playing into the control players hand. They have a lot of cheap spot removal. The best idea would be to blank your opponent on their removal spells(i.e. play control). If your opponent has a ton of removal in their hand they will not point it at your tiny 1/1 or 2/2 but at an opponents Roon. The way to beat control is with better control. I prefer my Child of Alara deck it can handle anything. It is particularly weak to weenie swarm such as edric but handles most other decks with ease. As for the Obliterate play a simple Time stop prevents the card from seeing play.
If playing a control deck is not your cup of tea. I would say play a voltron Thrun the last troll deck.
Considering I am removing most of their graveyards I prefer living death as more of a board wipe in case I get behind. As for enchantments I prefer equipment which stay in play if a creature dies as opposed to an enchantment which will basically get 2 for 1 with any type of removal. In my meta committing too much to the board can cost you the game, so it is a tug of war between permanents and spells.
One of my main combos I look for are Thousand year elixir, phenax, and undead alchemist. The other night I was able to mill someone for 14 with phenax and thousand year elixir hit 5 creatures. Then used alchemist and the 5 zombies to mill another 12 and hit 4 more but missed after that, which totaled to 32 cards off three permanents.
I am venturing into new territory of control and winning by not damage but by milling my opponent out. I like the new God cards because of their versatility in being hard to deal with. Without further ado:
You don't actually need politics. I don't make any deals or alliances and still win more than a fair share of the games.
Politics isn't about making deals or alliances. Politics is about arguing your viewpoint and making an opponent see that your board state is less dangerous than another opponents. That takes skill to properly relay the type of information that will save you from using your own removal spells and allow others to use theirs.
Well, since we are doing Sneak Attack, in my Zirilan of the Claw deck, I have had a field full of mountains and a Valakut with a copy of it (courtesy Vesuva and again, a chunk of mountains. My opponent goes to wrath, I use Sneak Attack to put Worldgorger Dragon into play, exiling my stuff, then it kills the Gorger, and brings it all back in, have somewhere around 60 damage to throw. Also, this works well with Surge and other effects. However, nothing is more hilarious than doing that in response to Obliterate. And I am left with everything, mono red FTW.
You do realize that vesuva cannot copy valakut as they are both entering play at the same time. So you will only get triggers off your 1 valakut. Now if an opponent had a valakut as well the double valakut would work.
Also, remember, this deck is very permanent light so your opponents will be aiming their destruction spells at other players because they are dead against you. You will want to protect your lands with this deck. Save counterspells for people you know are playing combos/LD unless its in late game and you are in full control. You are aiming at getting winding canyons or alchemist's refuge out then playing at the end of the player before your turn's end phase to essentially give your fat monsters haste.
I have updated my decklist adding 7 new cards from the previous decklist.
EDH
EDH
EDH
EDH
As for lands the comes into play tapped fetches are fine. I mainly use the fetches as added land drops with rings of brighthearth. Also, I prefer the Kederekt Leviathan because of previous use in other decks. It is amazing with Necromancy turning it into a 3 mana cyclonic rift.
As for the sacrifice outlets. I believe nearly all of my decks need them in my meta where a simple chaos warp or tuck spell could put my general in my deck. They are just plain good, plus gaining life can be good.
I tried the grimgrin and gravecrawler its cool but easily disrupted, and in blue black its hard to get both pieces out. I also had the primordial in the early version along with grave titan. The main problem I found this to be was that I had no early game. I would get hands that seemed to curve out well and then after 5 draw steps my hand was full of 6-8 drops and I had 4 mana. I chose to cut some of those for card draw that way I can build to the 7 and 8 drops properly.
On a latter note I will try and find an intruder alarm it seems to be good with this kind of deck.
EDH
EDH
EDH
EDH
As for cuts I would remove sorin markov, remembrance, cover of darkness, conspiracy, Kokusho just doesn't belong in this theme, academy rector since we cut the majority of the enchantments, akroma's memorial since it is really expensive and not in your gameplan, mimic vat is alright but it can be cut, and finally you may need to cut down on the shadowborn apostles. I all that is 8 cuts + some shadowborn apostles.
Depending if this is a 1v1 or multiplayer deck you can cut strip mine, wasteland, and kor haven for extra colored sources. I would think about adding sol ring, w/b signet, and coalition relic to the deck which helps get to your game plan faster but doesn't hinder too much from destruction.
maybe go up to 36 lands with 3 artifact mana which would mean 6 extra cuts.
EDH
EDH
If playing a control deck is not your cup of tea. I would say play a voltron Thrun the last troll deck.
EDH
One of my main combos I look for are Thousand year elixir, phenax, and undead alchemist. The other night I was able to mill someone for 14 with phenax and thousand year elixir hit 5 creatures. Then used alchemist and the 5 zombies to mill another 12 and hit 4 more but missed after that, which totaled to 32 cards off three permanents.
EDH
1x Phenax, god of deception
Planeswalker:
1x Tezzeret the Seeker
Enchantment:
1x leyline of the void
1x phyrexian arena
1x necromancy
Sorcery:
1x beacon of unrest
1x windfall
1x demonic tutor
1x compulsive research
1x rush of knowledge
1x damnation
1x living death
1x decree of pain
Instants:
1x Fact or fiction
1x Vampiric tutor
1x thirst for knowledge
1x corpse dance
1x cyclonic rift
Artifact:
1x dimir signet
1x mana crypt
1x talisman of dominance
1x sol ring
1x coalition relic
1x thousand-year elixir
1x rings of brighthearth
1x nihil spellbomb
1x relic of progenitus
1x slagwurm armor
1x bonehoard
1x lashwrithe
1x ensouled scimitar
1x haunted plate mail
1x consecrated Sphinx
1x duplicant
1x sewer nemesis
1x puppeteer clique
1x undead alchemist
1x necrotic ooze
1x massacre wurm
1x kederekt leviathan
1x kagemaro, first to suffer
1x reiver demon
1x rune-scarred demon
1x overtaker
1x burnished hart
1x mnemonic wall
1x havengul lich
1x Trinket mage
1x graveborn muse
1x avatar of woe
1x apprentice necromancer
1x eater of the dead
1x withered wretch
1x sphinx of uthuun
1x sheoldred, whispering one
1x sakashima the impostor
1x ink-eyes, servant of oni
1x coffin queen
1x solemn simulacrum
1x phyrexian ingester
1x guiltfeeder
1x consuming aberration
7x Fetch Lands U/B combination
9x swamp
7x island
1x miren, the moaning well
1x phyrexian tower
1x diamond valley
1x high market
1x urborg, tomb of yawgmoth
1x cabal coffers
1x underground sea
1x command tower
1x volrath's stronghold
1x dimir aqueduct
1x drowned catacomb
1x ancient tomb
1x bojuka bog
1x watery grave
1x reflecting pool
EDH
Politics isn't about making deals or alliances. Politics is about arguing your viewpoint and making an opponent see that your board state is less dangerous than another opponents. That takes skill to properly relay the type of information that will save you from using your own removal spells and allow others to use theirs.
EDH
You do realize that vesuva cannot copy valakut as they are both entering play at the same time. So you will only get triggers off your 1 valakut. Now if an opponent had a valakut as well the double valakut would work.
EDH