I have been working on a project of my own in which I make a commander deck for each of the five colors of magic. My first two have been completed and seem to be fairly competative. (Darien and Endrek Sahr)
For the first two strategies I went with the colors strength to push what a mono-colored deck can do.
Mirri is now the green version of that cycle. I don't, however, want to go with the colors traditional strengths, since Mirri only exemplifies one of those strengths (forestwalk).
So, with Mirri, I have decided to go with a voltron type of build in mono-green.
I got the deck playable earlier this week and took it to the commander event and played it a few times. For the most part it seemed to do it's job of taking at least one player out, but completely fell appart against Ghave when he got both Aura Shards and Attrition out with his general.
My meta is wrath heavy. For example, in a six player game, there were six board wipes by the end of turn six, and one player was mono-green and another was mono-blue.
Needless to say, this build needs to be fairly resilient, but I also want to be fun to play.
I gotta say, smashing face with a 12 power Mirri is a blast when the defending player has a forest and Mirri is carrying a Sword of Fire and Ice.
You have very little tutors as well, what if someone uses a Hinder, Oblation, Hallowed Burial, Chaos Warp on you? You need a way to tutor up your commander.
Splinter -> Krosan Grip splinter is sooooooo bad in EDH. Use an instant speed varient that can hit more things.
Wing Snare -> Storm Front it is reusable and works a lot better if an opposing commander has flying.
Fog -> out. You have plenty of fog effects. They just stall the game. While they have their place regular fog seems like it could go.
Reclaim -> Regrowth for one more mana you go from it going on top of your library to into hand. That means you arent loosing card advantage on it.
Just scrap all of the creature enchantments. They are waiting to set you up for a 2 for 1 loss of card advantage. You can keep lignify, other than that scrap them.
ADDITIONS Asceticism gives hexproof for your commander stopping spot removal, tuck spells, tapping, and maze effects alike. This seems like an all in one package you would want for your commander.
Yavimaya Dryad allows you to search up a forest and give it away giving your commander land walk to whoever you want.
Wasteland / Tectonic Edge currently it would only take one Maze of Ith to stop you. Maze effects can be a real problem for vultron commanders so pack some hate for them.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Thanks for the tip on the Obsidian Battle-Axe, I knew there was a warrior oriented equipment but I couldn't remember what it did, and yes, haste is very useful.
Creeping Mold and Strip Mine can already take care of problematic Maze lands as well as Kor Haven, which it did in one game already.
I will have to double check to see if I still have my Storm Front but it seems to me that spending mana every turn is less effecient than outright destroying things like Windborn Muse or Platinum Angel.
While I do understand the card disadvantage of the creature enchants the idea is to get at least one use out of them. Hitting someone for 10 unblockable general damage can be pretty devastating, even if it is a one shot. (and i think you missed the Utopia Vow)
Keep in mind that the list is currently at 100 cards, so I'm looking for cards that replace things currently on the list.
The deck isn't looking to "win the game" in multiplayer, just to take a few other people out with me.
One other piece of useful information. My meta generally runs very little enchantment hate, so most of the time the only way that they would get rid of the creature enchantments is to kill the creature.
For the first two strategies I went with the colors strength to push what a mono-colored deck can do.
Mirri is now the green version of that cycle. I don't, however, want to go with the colors traditional strengths, since Mirri only exemplifies one of those strengths (forestwalk).
So, with Mirri, I have decided to go with a voltron type of build in mono-green.
I got the deck playable earlier this week and took it to the commander event and played it a few times. For the most part it seemed to do it's job of taking at least one player out, but completely fell appart against Ghave when he got both Aura Shards and Attrition out with his general.
My meta is wrath heavy. For example, in a six player game, there were six board wipes by the end of turn six, and one player was mono-green and another was mono-blue.
Needless to say, this build needs to be fairly resilient, but I also want to be fun to play.
I gotta say, smashing face with a 12 power Mirri is a blast when the defending player has a forest and Mirri is carrying a Sword of Fire and Ice.
So, without further ado, I present.
Mirri, Rogue Warrior
1 Mirri, Cat Warrior
Creatures
1 Fertilid
1 Hunting Moa
1 Silklash Spider
1 Troll Ascetic
1 Gaea's Liege
1 Yavimaya Dryad
1 Spike Weaver
1 Viridian Zealot
1 Copperhoof Vorrac
1 Keeper of the Beasts
Equipment
1 Vulshok Battlegear
1 Vulshok Morningstar
1 Bonesplitter
1 Scythe of the Wretched
1 Shield of Kaldra
1 Sword of Kaldra
1 Fireshrieker
1 Worldslayer
1 Darksteel Plate
1 Loxodon Warhammer
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Specter's Shroud
1 Banshee's Blade
1 Golem-Skin Gauntlets
1 Veilstone Amulet
1 Mind's Eye
1 Crucible of Worlds
1 Dolmen Gate
Creature Enchantments
1 Epic Proportions
1 Blanchwood Armor
1 Fortitude
1 Treetop Bracers
1 Frog Tongue
1 Mythic Proportions
1 Keen Sense
1 Gaea's Embrace
1 Exoskeletal Armor
1 Lingify
1 Utopia Vow
1 Broken Fall
1 Mirri's Guile
Sorceries
1 Creeping Mold
1 Harmonize
1 Splinter
1 Sylvan Scrying
1 Wing Snare
1 Fog
1 Moment's Peace
1 Constant Mists
1 Tranquil Domain
1 Crash Landing
1 Krosan Grip
1 Emerald Charm
1 Seedling Charm
1 Reclaim
1 Sprouting Vines
1 Stonewood Invocation
1 Might of Oaks
1 Trailblazer
Lands
1 Strip Mine
1 Llanowar Reborn
1 Treetop Village
1 Centaur Garden
1 Hall of the Bandit Lord
5 Snow-Covered Forest
29 Forest
Endrek Sahr, Master Breeder
Momir Vig, Simic Visionary
Darien, King of Kjeldor
Braids, Conjurer Adept
Mirri, Cat Warrior
Korona, False God (slivers)
Skeleton Ship
Mirror Mastery
Splinter -> Krosan Grip splinter is sooooooo bad in EDH. Use an instant speed varient that can hit more things.
Wing Snare -> Storm Front it is reusable and works a lot better if an opposing commander has flying.
Fog -> out. You have plenty of fog effects. They just stall the game. While they have their place regular fog seems like it could go.
Reclaim -> Regrowth for one more mana you go from it going on top of your library to into hand. That means you arent loosing card advantage on it.
Just scrap all of the creature enchantments. They are waiting to set you up for a 2 for 1 loss of card advantage. You can keep lignify, other than that scrap them.
Dolmen Gate it seems like junk to me.
ADDITIONS
Asceticism gives hexproof for your commander stopping spot removal, tuck spells, tapping, and maze effects alike. This seems like an all in one package you would want for your commander.
Yavimaya Dryad allows you to search up a forest and give it away giving your commander land walk to whoever you want.
Obsidian Battle-Axe it auto equips to your commander and gives her haste.
Wasteland / Tectonic Edge currently it would only take one Maze of Ith to stop you. Maze effects can be a real problem for vultron commanders so pack some hate for them.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I think you missed that Krosen Grip was already in the list.
The reason that Spliter is in the deck is for problematic artifacts like Spine of Ish Sah and Blightsteel Collosus.
Yavimaya Dryad is in the list also.
Thanks for the tip on the Obsidian Battle-Axe, I knew there was a warrior oriented equipment but I couldn't remember what it did, and yes, haste is very useful.
Asceticism was already on my "to Acquire" list as well as the new boots from M12 and Trailblazer Boots.
Creeping Mold and Strip Mine can already take care of problematic Maze lands as well as Kor Haven, which it did in one game already.
I will have to double check to see if I still have my Storm Front but it seems to me that spending mana every turn is less effecient than outright destroying things like Windborn Muse or Platinum Angel.
While I do understand the card disadvantage of the creature enchants the idea is to get at least one use out of them. Hitting someone for 10 unblockable general damage can be pretty devastating, even if it is a one shot. (and i think you missed the Utopia Vow)
Keep in mind that the list is currently at 100 cards, so I'm looking for cards that replace things currently on the list.
For instance Bonesplitter --> Darksteel Axe.
A previous incarnation of the deck was running Jester's Cap to deal with Hinder, Spell Crumple, Oblation, and Chaos Warp. If those cards truly become a problem, then it can come back in.
The deck isn't looking to "win the game" in multiplayer, just to take a few other people out with me.
One other piece of useful information. My meta generally runs very little enchantment hate, so most of the time the only way that they would get rid of the creature enchantments is to kill the creature.
Endrek Sahr, Master Breeder
Momir Vig, Simic Visionary
Darien, King of Kjeldor
Braids, Conjurer Adept
Mirri, Cat Warrior
Korona, False God (slivers)
Skeleton Ship
Mirror Mastery
I'd also cut back on non-recurring auras. Rancor is a good one, though.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'