Basics
I intend on expanding this post in the near future, but I figured the first step for a "I'll get around to it" type like me is to just post the deck as I have it now.
What this deck should be doing
My goal in playing this deck is finding Arena, dropping Sekki, and making Sekki "fight" every other creature in play. Most of the spells are mean to contribute to this end by:
adding +1/+1 counters to Sekki
increasing the amount of tokens produced by Sekki
making Sekki a total beast in the "Arena"
being creatures that are also good at "fighting"
finding Arena
Everything else is pretty basic draw or control-oriented. I'll add more information about the paths to victory later, I suppose. Though making other generals fight Sekki feels like winning already.
Concerns
Firstly, this is not an optimized or very well tested list at this point. And by optimized I don't necessarily mean objectively powerful, but just cohesive and relatively effective at doing what it wants to do.
Some of the mana ramp and draw engines are boring. I don't have Skullclamp in the list, but I'll probably add it when I do some revisions.
I'm looking for suggestions on cleaning up the deck a bit while maintaining flavor and fun; I realize how abstract and subjective those terms are, but yeah, please make suggestions. Even if I elect not to follow them, they're really valued and will get me thinking.
Killing Gods' Eye, Gate the the Reikai with your own Ghost Quarter is enjoyable if you can loam them back to your hand. Even if you can't, I still think it's funny. Using it with Dust Bowl is probably a better idea.
The Tower and Aladdin's Ring are meant to shoot your own Sekki with when you can create more tokens than needed to resurrect him. They double as removal. Aladdin's ring is hilariously overcosted, but one of my favorite cards from back in the day. I need to get a BB version.
Honestly, the reason that I built this deck is because I wanted to use Mighty Emergence in a deck and not have it be completely ridiculous...I think it's only somewhat ridiculous with Sekki.
Increasing Sekki's toughness with a card like Gaea's Anthem allows Sekki to prevent damage and make tokens even it if has no +1/+1 counters to be removed. It makes a pseudo-indestructible token generator.
I don't know if you want to go in that direction, but it is an interesting quirk of her abilities.
These are all cards to help Sekki gain counters, the main one to note is Vigor since it works particularly well with the arena shenanigans you have going.
Increasing Sekki's toughness with a card like Gaea's Anthem allows Sekki to prevent damage and make tokens even it if has no +1/+1 counters to be removed. It makes a pseudo-indestructible token generator.
I don't know if you want to go in that direction, but it is an interesting quirk of her abilities.
I originally was going to run Kaysa, but she doesn't give the tokens any bonus because they're colorless and I misremembered the Anthem as having the same restriction. I do also like that Anthem helps me somewhat deal with Elesh Norn, Grand Cenobite, which I've discovered can be a huge pain. I'll see if I can fit this in or, at least, put it into a pile for consideration. Thank you!
These are all cards to help Sekki gain counters, the main one to note is Vigor since it works particularly well with the arena shenanigans you have going.
I'm really excited about Fungal Behemoth and Predatory Hunger and will enjoy adding them in. They're both really on point with the flavor and power level that I'd like to have going. Soul's Might seems fun and I have a million of them lying around, so I need to see if I can work it in. I wasn't sure about Vigor because of the competing replacement effects, but he does make everybody better in the Arena, which I can get behind. I'll add him in as well.
I really appreciate the awesome suggestions. I'll try to update on how the changes are working.
Giving Sekki additional +1/+1 counters is actually really inefficient. It's a lot better to just give him static bonuses with equips or enchantments, because he will still prevent damage and spit out tokens, but he won't lose counters.
Playing Sekki is inefficient. I prefer counters because they're more thematic and because cards like Mighty Emergence don't get used very often, by my estimation. Thanks for the input!
Private Mod Note
():
Rollback Post to RevisionRollBack
Peace and Love
To post a comment, please login or register a new account.
1 Sekki, Seasons' Guide
Creatures (20)
1 Azusa, Lost but Seeking
1 Eternal Witness
1 Fierce Empath
1 Tilling Treefolk
1 Brawn
1 Forgotten Ancient
1 Oracle of Mul Daya
1 Stampeding Wildebeests
1 Acidic Slime
1 Garruk's Packleader
1 Genesis
1 Plaguemaw Beast
1 Skullmulcher
1 Jugan, the Rising Star
1 Regal Force
1 Woodfall Primus
1 Myojin of Life's Web
1 Vigor
1 Fungal Behemoth
1 Essence Warden
Other Spells (29)
1 Crop Rotation
1 Green Sun's Zenith
1 Mirri's Guile
1 Reclaim
1 Worldly Tutor
1 Deglamer
1 Life from the Loam
1 Lignify
1 Regrowth
1 Survival of the Fittest
1 Sylvan Library
1 Beast Within
1 Kodama's Reach
1 Mighty Emergence
1 Recross the Paths
1 Greater Good
1 Harmonize
1 Parallel Lives
1 Predatory Urge
1 Reap and Sow
1 Tower of Calamities
1 Doubling Season
1 Honden of Life's Web
1 Perilous Forays
1 Primal Command
1 Relic Crush
1 Praetor's Counsel
1 Decree of Savagery
1 All is Dust
1 Skullclamp
1 Grappling Hook
1 Expedition Map
1 Contagion Engine
1 Aladdin's Ring
1 Relic of Progenitus
1 Crystal Ball
1 Diviner's Wand
1 Nim Deathmantle
1 Inquisitor's Flail
Lands (40)
1 Arena
1 Blasted Landscape
1 Buried Ruin
1 Dust Bowl
1 Gaea's Cradle
1 Ghost Quarter
1 Gods' Eye, Gate to the Reikai
1 High Market
1 Hollow Trees
1 Llanowar Reborn
1 Mosswort Bridge
1 Sapseep Forest
1 Slippery Karst
22 Forest
1 Strip Mine
1 Temple of the False God
1 Tranquil Thicket
1 Treetop Village
1 Dryad Arbor
Basics
I intend on expanding this post in the near future, but I figured the first step for a "I'll get around to it" type like me is to just post the deck as I have it now.
What this deck should be doing
My goal in playing this deck is finding Arena, dropping Sekki, and making Sekki "fight" every other creature in play. Most of the spells are mean to contribute to this end by:
Everything else is pretty basic draw or control-oriented. I'll add more information about the paths to victory later, I suppose. Though making other generals fight Sekki feels like winning already.
Concerns
Firstly, this is not an optimized or very well tested list at this point. And by optimized I don't necessarily mean objectively powerful, but just cohesive and relatively effective at doing what it wants to do.
Some of the mana ramp and draw engines are boring. I don't have Skullclamp in the list, but I'll probably add it when I do some revisions.
I'm looking for suggestions on cleaning up the deck a bit while maintaining flavor and fun; I realize how abstract and subjective those terms are, but yeah, please make suggestions. Even if I elect not to follow them, they're really valued and will get me thinking.
Thanks everybody; take care!
The Tower and Aladdin's Ring are meant to shoot your own Sekki with when you can create more tokens than needed to resurrect him. They double as removal. Aladdin's ring is hilariously overcosted, but one of my favorite cards from back in the day. I need to get a BB version.
Honestly, the reason that I built this deck is because I wanted to use Mighty Emergence in a deck and not have it be completely ridiculous...I think it's only somewhat ridiculous with Sekki.
-Forest
+ High Market
- Soul's Majesty
+ All is Dust
11/23/2011
-Forest
-Explosive Vegetation
-Mold Shambler
+Fungal Behemoth
+Essence Warden
+Vigor
Increasing Sekki's toughness with a card like Gaea's Anthem allows Sekki to prevent damage and make tokens even it if has no +1/+1 counters to be removed. It makes a pseudo-indestructible token generator.
I don't know if you want to go in that direction, but it is an interesting quirk of her abilities.
Here are my suggestions:
- Cytoplast Root-Kin
- Fangren Firstborn
- Forgotten Harvest
- Fungal Behemoth
- Predatory Hunger
- Soul's Might
- Vigor
These are all cards to help Sekki gain counters, the main one to note is Vigor since it works particularly well with the arena shenanigans you have going.
You cannot outrun the beast within.
I originally was going to run Kaysa, but she doesn't give the tokens any bonus because they're colorless and I misremembered the Anthem as having the same restriction. I do also like that Anthem helps me somewhat deal with Elesh Norn, Grand Cenobite, which I've discovered can be a huge pain. I'll see if I can fit this in or, at least, put it into a pile for consideration. Thank you!
I'm really excited about Fungal Behemoth and Predatory Hunger and will enjoy adding them in. They're both really on point with the flavor and power level that I'd like to have going. Soul's Might seems fun and I have a million of them lying around, so I need to see if I can work it in. I wasn't sure about Vigor because of the competing replacement effects, but he does make everybody better in the Arena, which I can get behind. I'll add him in as well.
I really appreciate the awesome suggestions. I'll try to update on how the changes are working.
Thanks!
Playing Sekki is inefficient. I prefer counters because they're more thematic and because cards like Mighty Emergence don't get used very often, by my estimation. Thanks for the input!