I honestly had no idea where to begin with this deck So I stuck in a few cards that can mimic some of the better cards available...but any and all suggestions are MORE than welcome! I still have no idea what the best way to win is
Dude... on the front page of this forum I count 11 threads made by you, with 11 separate deck lists for 11 separate generals. Just a suggestion but maybe you should pick one to three generals you really like and focus on them rather then posting a billion different EDH decks. That's just me though.
Do you actually have all the cards needed to make all of these decks? When will you play with any given deck enough to actually get a decent handle on how to play it? It just seems like you should really focus your attempts on making and collecting the cards you need for a few fine tuned winning deck lists that you enjoy playing.
Dude... on the front page of this forum I count 11 threads made by you, with 11 separate deck lists for 11 separate generals. Just a suggestion but maybe you should pick one to three generals you really like and focus on them rather then posting a billion different EDH decks. That's just me though.
Do you actually have all the cards needed to make all of these decks? When will you play with any given deck enough to actually get a decent handle on how to play it? It just seems like you should really focus your attempts on making and collecting the cards you need for a few fine tuned winning deck lists that you enjoy playing.
Just saying.
I am in the process of building a deck for each General that hasn't been used in the EDH Deck Database So yeah, sometimes there are a few threads that might clutter the forum, but they'll sink soon enough if nobody comments on them.
Why Zephyr Sprite? I'd rather run Dispel, which is a card you'd occasionally want to cast, as opposed to the sprite which you will ALWAYS want to cast as another card. Same with Dizzy Spell. Why would you ever need to transmute in this deck? lol
Ps, what you should do is build this deck with as many cards that cost :symu::symu: and 2 as humanly possible, so you can power artifact a grim monolith and get infinite mana, then put several cards that have an X cost that can win games, like Braingeyser.
Why Zephyr Sprite? I'd rather run Dispel, which is a card you'd occasionally want to cast, as opposed to the sprite which you will ALWAYS want to cast as another card. Same with Dizzy Spell. Why would you ever need to transmute in this deck? lol
Ps, what you should do is build this deck with as many cards that cost :symu::symu: and 2 as humanly possible, so you can power artifact a grim monolith and get infinite mana, then put several cards that have an X cost that can win games, like Braingeyser.
Thanks, I changed the Sprite into a Dispel. Transmuting is VERY usefull, because you can search for another mana cost. You can't change a Dizzy Spell into a Pithing Needle, but you can transmute the DS to the Needle or any other card that costs 1 :).
And I think the deck is way more fun if you have several ways to win, instead of repeating the same joke over and over. But I'm absolutely not sure what the right angle of this deck should be, so thanks for the input!
Yes, lands have a CMC of 0. But richard does not care about CmC. You cannot cast an island as if it was mana crypt. You can play island as if it was Tolerian Academy though.
I'm working on the major list of the best spells at each cost. 3U, 3UU and 4UU are full of awesome spells. This has the potential to be the greatest toolbox deck of all time. dream halls is an absolute must and the best 3UU to play once you get richard out.
The best thing about this deck is you can really just play the cheapest junk with the right mana cost Why ever bother to trade for a Force of Will when you can toss in a Tramatic Visions, which is a FoW that cycles for a land AND costs 1 cent
Now that I think of it, I think cards with cycling are very important! They can be any card with that mana cost AND you can toss them for another card! I might have to rethink the deck...
I think with a general with such a crazy-powerful ability, you want to win through the sheer versatility of your deck. Every card in it can be whatever you need it to be. But you seem focused on just a few specific mana costs that correspond to certain powerful spells. I think there are a couple of important slots you're missing entirely. This is a deck that can get absolutely crazy, to build, play, or even try to think about, so I'm just gonna throw some of the best ideas I can think of out there. Personally, I'd love to build this deck myself now, more to test my knowledge of magic than anything.
As I was writing this all up, I was thinking to myself what the best win condition would be. You could try combo, since you get the pieces without really tutoring, but there aren't terribly many combos you can work with, besides infinite mana/draw out an opponent. You could try a monoblue beatdown option, but I didn't like that one much either. Then it hit me.
Equipment-themed Garfield beatdown. Protect yourself until you drop R.G. and a sword or two, equip, and beat face. Use the ever-popular 3UU slot to abuse extra-turn effects. I have no idea if it will work, but it seems half-decent at least, and it's absolutely hilarious.
0: You're not gonna use this slot much. By the time you get to playing R.G., you won't need the accelerants much. If you don't feel like investing in a Mana Crypt and the legal Moxes for real, this is basically reserved for Pact of Negation and Tormod's Crypt, if them.
1: Again, you'll actually want Mana Vault and Sol Ring so that you can get Garfield online as soon as possible, but at least they're not as expensive as the 0-cost ones. Post-Garfield, you'll use this slot for Pithing Needle and not much else, as you can't activate Top without losing it from the inability to play it as a top again. Or you could use it for Grindstone and use it with a 2-cost for Painter's Servant for the win. And then there's Voltaic Key for use with other accelerants, and Bonesplitter for more general damage... this slot's starting to look pretty good, actually. If you have the accelerants at 1 mana, load this slot up.
1U: Another strong slot. Far too many situational counterspells to list. The trickiest thing about this deck seems to be knowing what to pick at any given time. Also, remember that you can use this slot for Trapmaker's Snare and that there are Traps you can search out at 3UU (Archive Trap, Whiplash Trap) and at 2UU (Mindbreak Trap, Permafrost Trap). Tolarian Winds is nice if you need a new mana cost to work with at instant speed and digs pretty deep, Hurkyl's Recall is there to deal with artifacts, and of course, you get Time Walk.
UU: Oddly enough, there's not terribly much to fit in here. Basically the things you already have listed or in the deck and a couple more counterspells. If you want to go for a general damage win, Invisibility is also in this slot. Also, remember that you can get Steal Enchantment for this cost.
2U: A couple mediocre counterspells, a few half-decent draw effects, and Timetwister. You could do fine just avoiding this slot altogether, or throw a couple cards in just in case. Depending on how much you want to use extra-turn cards, you could also go with Call to MindDeja Vu and Sage's Knowledge as recursion for that critical 3UU slot.
1UU: This is a somewhat more useful slot. You get some more good counterspells, including Hinder, Forbid (even if you can't use it twice, buying it back doesn't hurt), and Dissipate. Domineer is also here if you need it. Relearn gets you recursion.
4: Umm... Thran Dynamo? Disk? Turn it into some huge sword or other once you hit Garfield mana.
3U: Pretend this slot doesn't exist. You likely won't ever need it. There are a few good cards in here, but they are mostly outclassed by everything else.
3UU: Here we are. The most important slot in the deck. At 3uu you get the ever-powerful Force of Will and Misdirection, THREE extra-turn effects, Treachery, Desertion, Sunder, Bribery (if you suspect an Emrakul play), Evacuation (for emergencies only, as it kills your ability to use R.G.), Time Reversal, and Dream Halls. You should run enough here to always have at least two cards at this slot in your hand post-Garfield.
2UUU: You could use this slot to Future Sight/Magus/Teferi, Mage of Zhalfir if you want, but it might be overkill, and there's nothing else you can really do with it.
3UUU: This is almost a dead slot, but there are three reasons to look into it: Spelljack, Arcanis, the Omnipotent and Guile. Spelljack is just plain powerful, and Guile is a beast in a deck in which almost every single card can be turned into a counterspell.
Also, when a card comes out of suspend, with Garfield on the field, you can put it on the stack as anything with that mana cost for free. Take advantage of Reality Strobe and Riftwing Cloudskate.
Well, that's the direction I'd take it in, anyway. There are always going to be options no one thinks of for some of these spells, and playing the deck well involves getting used to all those cards. Good luck!
BRG Xira Arien BRG UR Melek, Izzet Paragon UR WUG Jenara, Asura of War WUG WRG Mayael the Anima WRG WB Triad of Fates WB BG Mazirek, Kraul Death Priest BG BR Rakdos, Lord of Riots BR WR Aurelia the Warleader WR WBG Ghave, Guru of Spores WBG WUBRG Horde of Notions WUBRG
Im not sure what the wincon should be for a deck like this but it seems like it would be an easy candidate to run a TEPS style (high tide and brain freeze) deck and become the most hated person at the table. You'd almost always have the combo pieces in your hand to combo out as soon as you get your general out
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From MaRo
Every rarity gets good cards. That means that some mythic rares will be tournament quality as will some commons, some uncommons and some rares. My promise wasn't that mythic rares wouldn't get good cards but that we wouldn't limit the good cards to only being mythic rare.
Bear this in mind the next time a powerful mythic rare is spoiled
Thanks to chaostheory90 for finding this quiz for me
that poses a question, since anything that leaves the battlefield is considered a new object. Say if you Pognify your own Rich, Can you then reuse Force of Will after using it once already?
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Ravarshi Kashaku, Ancient Dragon of the Darkened Realms;
The Merciless Lord of Torture, Permanently Bound To: ">[THE PACK] 11/5/63 - 11/25/09 Goodbye mom, i'll always love you...
that poses a question, since anything that leaves the battlefield is considered a new object. Say if you Pognify your own Rich, Can you then reuse Force of Will after using it once already?
The judge in me says yes. Just like Meddling Mage forgets what he named before if you Momentary Blink him, Richard would too.
But the nerd in me says that you don't mess with General Garfield. No cheating! Once you name it, you can't use it again!
Dude... on the front page of this forum I count 11 threads made by you, with 11 separate deck lists for 11 separate generals. Just a suggestion but maybe you should pick one to three generals you really like and focus on them rather then posting a billion different EDH decks. That's just me though.
Do you actually have all the cards needed to make all of these decks? When will you play with any given deck enough to actually get a decent handle on how to play it? It just seems like you should really focus your attempts on making and collecting the cards you need for a few fine tuned winning deck lists that you enjoy playing.
Just saying.
EDH is a social format intended to have fun, there is no deck limit. I have made over 30 decks (un-posted). Play groups (such as mine) may allow proxy cards if you cannot find/afford the good fetch lands etc. You can get a handle on any deck just using it once or twice, sometimes half the fun is just deck building in my opinion. Just don't think that your post had anything relevant to his deck list. thx
And my 2 cents for the deck list. Awesome to see an Unglued/Unhinged General for some good "Lulz". I would love to see this deck played.
Something worth noting about the 3U slot is that it gets you Fact or Fiction and/or Gifts Ungiven, which are both cards that may cause your opponent's heads to explode when they consider what you could possibly cast.
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1 Richard Garfield, Ph.D.
(UU) Mana Drain / Reset / Power Artifact
1 Boomerang
1 Counterbalance
1 Dance of Many
1 Twincast
(3UU) Force of Will / Desertion / Evacuation
1 Acquire
1 Bribery
1 Desertion
1 Djinn of Wishes
1 Dream Halls
1 Evacuation
1 Followed Footsteps
1 Misdirection
1 Morphling
1 Tidings
1 Treachery
(U) Brainstorm / Ponder
1 Brainstorm
1 Ponder
1 Chain of Vapor
1 Dispel
1 Cosi's Trickster
1 Divert
1 Dizzy Spell
1 Dream's Grip
1 Anvil of Bogardan
1 Howling Mine
1 Arcbound Ravager
1 Armillary Sphere
1 Candles of Leng
1 Silver Myr
1 Cursed Totem
1 Sapphire Medallion
1 Helm of Awakening
1 Isochron Scepter
1 Lightning Greaves
1 Powder Keg
(1) Sol Ring / Sensei's Divining Top / Aether Vial
1 Arcbound Worker
1 Aether Vial
1 Sensei's Divining Top
1 Black Vise
1 Expedition Map
1 Mana Vault
1 Pithing Needle
1 Relic of Progenitus
(1U) Erayo, Soratami Ascendant
1 Erayo, Soratami Ascendant
1 Arcane Denial
1 Aquamoeba
1 Brain Freeze
1 Copy Artifact
1 Willbender
1 Tickbind
1 Trade Routes
1 Tolarian Winds
1 Claws of Gix
1 Everflowing Chalice
1 Lotus Petal
1 Ornithopter
1 Pact of Negation
1 Tormod's Crypt
(4) Nevinyrral's Disk
1 Arcbound Reclaimer
1 Tower of Fortunes
1 Teferi's Puzzlebox
Richard's World
38 Island
Casual Commander player.
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Do you actually have all the cards needed to make all of these decks? When will you play with any given deck enough to actually get a decent handle on how to play it? It just seems like you should really focus your attempts on making and collecting the cards you need for a few fine tuned winning deck lists that you enjoy playing.
Just saying.
Casual Commander player.
Check this Magic Shop to buy singles and cards online in Europe!
Ps, what you should do is build this deck with as many cards that cost :symu::symu: and 2 as humanly possible, so you can power artifact a grim monolith and get infinite mana, then put several cards that have an X cost that can win games, like Braingeyser.
And I think the deck is way more fun if you have several ways to win, instead of repeating the same joke over and over. But I'm absolutely not sure what the right angle of this deck should be, so thanks for the input!
Casual Commander player.
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Keep this in mind:
So your lands can become that Chrome Mox / Mana Crypt / Mox Diamond as well.
Also, I think some 2UU mana cost cards are necessary so you can cast things like Jace, the Mind Sculptor, Rewind, Annex, Venser, Shaper Savant, Steal Artifact, and Sower of Temptation.
With all that infinite mana, you should bear in mind that 4 can be rocket launcher or goblin cannon.
Mana cost is not converted mana cost. Your lands can be evermind but thats not very helpful.
You need to have a LOT of available combos. If someone boomerangs your monolith/power artifact you're boned.
Additionally, you want to play all of the awesome spells ie sol ring. It lets you cast the real version then play it again once you hit the big guy.
Right and Wrong. Mana Cost != CMC, but Tolaria West can tutor for a Tormod's Crypt, Ancestral Vision, or Tolarian Academy. Any card without a casting cost is considered 0 for cards that consider its CMC.
RG Wort, the Raidmother GR - 1v1
UGW Rafiq of the Many WGU - Multiplayer
BW Ghost Council of Orzhova WB - Multiplayer
B Lover Since '09 ~
Standard:
meh.
Modern:
Urzatron GR
Vintage:
Contol-Slaver UBR
EDH:
Drana B
Jhoira UR
Savra BG
Turned into:
Adun Oakenshield BGR
Sharuum BUW
Turned into:
Memnarch U
KiKi-Jiki R
Turned into:
Godo R
Turned into:
Aurelia RW
The Mimeoplasm UBG
Rasputin Dreamweaver UW
Turned into:
Geist of Saint Traft -French 1v1 UW
Nekusar UBR
I'm working on the major list of the best spells at each cost. 3U, 3UU and 4UU are full of awesome spells. This has the potential to be the greatest toolbox deck of all time. dream halls is an absolute must and the best 3UU to play once you get richard out.
The best thing about this deck is you can really just play the cheapest junk with the right mana cost Why ever bother to trade for a Force of Will when you can toss in a Tramatic Visions, which is a FoW that cycles for a land AND costs 1 cent
Now that I think of it, I think cards with cycling are very important! They can be any card with that mana cost AND you can toss them for another card! I might have to rethink the deck...
Casual Commander player.
Check this Magic Shop to buy singles and cards online in Europe!
As I was writing this all up, I was thinking to myself what the best win condition would be. You could try combo, since you get the pieces without really tutoring, but there aren't terribly many combos you can work with, besides infinite mana/draw out an opponent. You could try a monoblue beatdown option, but I didn't like that one much either. Then it hit me.
Equipment-themed Garfield beatdown. Protect yourself until you drop R.G. and a sword or two, equip, and beat face. Use the ever-popular 3UU slot to abuse extra-turn effects. I have no idea if it will work, but it seems half-decent at least, and it's absolutely hilarious.
(no cost): Ahh, land. Garfield lets you pull things like Tolarian Academy, Library of Alexandria, Strip Mine, Ancient Tomb and any number of other things out of nowhere. You can also play off-color lands like Bojuka Bog should you need them. And you never have to worry about Boseiju, Who Shelters All ruining your counterspell-fest.
Also, suspend shenanigans. You can suspend either Ancestral Vision or Lotus Bloom and have it resolve as Restore Balance or any other mana-cost-less card.
0: You're not gonna use this slot much. By the time you get to playing R.G., you won't need the accelerants much. If you don't feel like investing in a Mana Crypt and the legal Moxes for real, this is basically reserved for Pact of Negation and Tormod's Crypt, if them.
1: Again, you'll actually want Mana Vault and Sol Ring so that you can get Garfield online as soon as possible, but at least they're not as expensive as the 0-cost ones. Post-Garfield, you'll use this slot for Pithing Needle and not much else, as you can't activate Top without losing it from the inability to play it as a top again. Or you could use it for Grindstone and use it with a 2-cost for Painter's Servant for the win. And then there's Voltaic Key for use with other accelerants, and Bonesplitter for more general damage... this slot's starting to look pretty good, actually. If you have the accelerants at 1 mana, load this slot up.
U: This is an important slot. This gives you access to draw-filtering effects (Ponder, Preordain, etc.) that allow you to seek out the mana cost you need, and cheap, narrow counterspells that you can pick to suit your situation (Disrupt, Annul, Envelop, Spell Snare, Stifle, Dispel notably). You also gain two tutors (Mystical Tutor, Personal Tutor) and of course, Ancestral Recall.
2: More cheap accelerants (and Grim), along with Sapphire Medallion. After getting R.G. out, these become Vulshok Morningstar, Empyrial Plate, maybe Mask of Memory, and the Painter's Servant part of the painter combo.
1U: Another strong slot. Far too many situational counterspells to list. The trickiest thing about this deck seems to be knowing what to pick at any given time. Also, remember that you can use this slot for Trapmaker's Snare and that there are Traps you can search out at 3UU (Archive Trap, Whiplash Trap) and at 2UU (Mindbreak Trap, Permafrost Trap). Tolarian Winds is nice if you need a new mana cost to work with at instant speed and digs pretty deep, Hurkyl's Recall is there to deal with artifacts, and of course, you get Time Walk.
UU: Oddly enough, there's not terribly much to fit in here. Basically the things you already have listed or in the deck and a couple more counterspells. If you want to go for a general damage win, Invisibility is also in this slot. Also, remember that you can get Steal Enchantment for this cost.
3: Here's where it's at. Pre-R.G., you run things like Basalt Monolith, Coalition Relic, Worn Powerstone, Darksteel Ingot, maybe Rings of Brighthearth and Crucible of Worlds. Oblivion Stone is also a good add. Post-Garfield, these are your heavy-hitting equipment: Loxodon Warhammer, the elemental swords, Fireshrieker, that kind of thing.
2U: A couple mediocre counterspells, a few half-decent draw effects, and Timetwister. You could do fine just avoiding this slot altogether, or throw a couple cards in just in case. Depending on how much you want to use extra-turn cards, you could also go with Call to Mind Deja Vu and Sage's Knowledge as recursion for that critical 3UU slot.
1UU: This is a somewhat more useful slot. You get some more good counterspells, including Hinder, Forbid (even if you can't use it twice, buying it back doesn't hurt), and Dissipate. Domineer is also here if you need it. Relearn gets you recursion.
4: Umm... Thran Dynamo? Disk? Turn it into some huge sword or other once you hit Garfield mana.
3U: Pretend this slot doesn't exist. You likely won't ever need it. There are a few good cards in here, but they are mostly outclassed by everything else.
2UU: This is also a good slot. You should run both traps I mentioned earlier for tutoring purposes. You get Turnabout, Rewind, Last Word, Foil, Thwart, Steal Artifact, Control Magic, Annex and Venser, Shaper Savant. Not a necessary slot, but a useful one.
3UU: Here we are. The most important slot in the deck. At 3uu you get the ever-powerful Force of Will and Misdirection, THREE extra-turn effects, Treachery, Desertion, Sunder, Bribery (if you suspect an Emrakul play), Evacuation (for emergencies only, as it kills your ability to use R.G.), Time Reversal, and Dream Halls. You should run enough here to always have at least two cards at this slot in your hand post-Garfield.
2UUU: You could use this slot to Future Sight/Magus/Teferi, Mage of Zhalfir if you want, but it might be overkill, and there's nothing else you can really do with it.
4UU: Time Spiral. Need I say more?
Okay, probably. This slot gets you another extra-turn effect in Walk the Aeons, Confiscate, and Time Stop.
3UUU: This is almost a dead slot, but there are three reasons to look into it: Spelljack, Arcanis, the Omnipotent and Guile. Spelljack is just plain powerful, and Guile is a beast in a deck in which almost every single card can be turned into a counterspell.
Also, when a card comes out of suspend, with Garfield on the field, you can put it on the stack as anything with that mana cost for free. Take advantage of Reality Strobe and Riftwing Cloudskate.
Well, that's the direction I'd take it in, anyway. There are always going to be options no one thinks of for some of these spells, and playing the deck well involves getting used to all those cards. Good luck!
Currently running:
BRG Xira Arien BRG
UR Melek, Izzet Paragon UR
WUG Jenara, Asura of War WUG
WRG Mayael the Anima WRG
WB Triad of Fates WB
BG Mazirek, Kraul Death Priest BG
BR Rakdos, Lord of Riots BR
WR Aurelia the Warleader WR
WBG Ghave, Guru of Spores WBG
WUBRG Horde of Notions WUBRG
Gathering Magic
Goblin Artisans
Channel Fireball
Daily MTG Making Magic
Daily MTG Latest Developments
MTG Color Pie
Bear this in mind the next time a powerful mythic rare is spoiled
Thanks to chaostheory90 for finding this quiz for me
The Merciless Lord of Torture, Permanently Bound To: ">[THE PACK] 11/5/63 - 11/25/09 Goodbye mom, i'll always love you...
Tibalt & His Devils vs. Avacyn's Inquisitors
My EDH decklists
The judge in me says yes. Just like Meddling Mage forgets what he named before if you Momentary Blink him, Richard would too.
But the nerd in me says that you don't mess with General Garfield. No cheating! Once you name it, you can't use it again!
Casual Commander player.
Check this Magic Shop to buy singles and cards online in Europe!
EDH is a social format intended to have fun, there is no deck limit. I have made over 30 decks (un-posted). Play groups (such as mine) may allow proxy cards if you cannot find/afford the good fetch lands etc. You can get a handle on any deck just using it once or twice, sometimes half the fun is just deck building in my opinion. Just don't think that your post had anything relevant to his deck list. thx
And my 2 cents for the deck list. Awesome to see an Unglued/Unhinged General for some good "Lulz". I would love to see this deck played.