Hi, I'm new to MTG Salvation and I'd like to ask for some help finishing off Ertai, the Corrupted for EDH - I need to make a few final cuts and I would appreciate some feedback. What would you take out and why? Is there anything important missing?
My play group observes a few house rules. Infinite combos, cards like sol ring or mana crypt, and the legendary eldrazi are all frowned upon.
Seriously? Run basics. Someone down the road is going to blow you out with Ruination.
Alot of your enchantments make tokens, but what you want to be doing is sacrificing enchantments to get effects. Not generating tokens. Unless you want to go control/aggro. Which doesnt make sense.
The point of running your general is saying that you want to run counterspell on a stick. Because of this, you can skimp out on alot of the counterspells.
Alot of your creatures should have LTB effects to gain more value so you can land one of your game- crushing creatures or instants late -game (which you don't have any).
My play group observes a few house rules. Infinite combos, cards like sol ring or mana crypt, and the legendary eldrazi are all frowned upon.
1 Ertai, the Corrupted
Artifacts (9):
1 Mimic Vat
1 Thran Dynamo
1 Crystal Ball
1 Expedition Map
1 Gilded Lotus
1 Thousand-Year Elixir
1 Sensei's Divining Top
1 Sword of Light and Shadow
1 Thornbite Staff
Creatures (16):
1 Magister Sphinx
1 Angel of Despair
1 Karmic Guide
1 Academy Rector
1 Weathered Wayfarer
1 Trinket Mage
1 Archivist
1 Glory
1 Lullmage Mentor
1 Reassembling Skeleton
1 Sovereigns of Lost Alara
1 Mnemonic Wall
1 Bruna, Light of Alabaster
1 Hanna, Ship's Navigator
1 Rayne, Academy Chancellor
1 Zur the Enchanter
Enchantments (18):
1 Leyline of Anticipation
1 Ghostly Prison
1 Phyrexian Arena
1 Mobilization
1 Sacred Mesa
1 Phyrexian Reclamation
1 Aura of Silence
1 Rhystic Study
1 Oblivion Ring
1 Brilliant Halo
1 Vanishing
1 Celestial Mantle
1 Faith's Fetters
1 Spreading Seas
1 Prison Term
1 Fallen Ideal
1 Eldrazi Conscription
1 Bitterblossom
1 Time Stop
1 Absorb
1 Tithe
1 Counterspell
1 Undermine
1 Jace's Ingenuity
1 Mystical Tutor
1 Memory Plunder
1 Force of Will
1 Blue Sun's Zenith
1 Stroke of Genius
1 Cryptic Command
1 Swords to Plowshares
1 Path to Exile
1 Mystical Teachings
1 Vampiric Tutor
1 Forbidden Alchemy
1 Mortify
1 Spite // Malice
Lands (39):
1 Arcane Sanctum
1 Rupture Spire
1 Tolaria West
1 Thawing Glaciers
1 Azorius Chancery
1 Polluted Delta
1 Reliquary Tower
1 Fetid Heath
1 Dimir Aqueduct
1 Sunken Ruins
1 Glacial Fortress
1 Winding Canyons
1 Dust Bowl
1 Mystic Gate
1 Maze of Ith
1 Mystifying Maze
1 Riptide Laboratory
1 River of Tears
1 Exotic Orchard
1 Reflecting Pool
1 Marsh Flats
1 Flooded Strand
1 Drowned Catacomb
1 Isolated Chapel
1 Prahv, Spires of Order
1 Command Tower
1 Tectonic Edge
1 Watery Grave
1 Underground Sea
1 Dromar's Cavern
1 Tundra
1 Hallowed Fountain
1 Godless Shrine
1 Scrubland
1 Hall of the Bandit Lord
1 Academy Ruins
1 Kor Haven
1 Minamo, School at Water's Edge
1 Eiganjo Castle
1 Increasing Ambition
1 Diabolic Tutor
1 Tidings
1 Three Dreams
1 Demonic Tutor
1 Profane Command
1 Vindicate
1 Winds of Rath
1 Replenish
1 Diabolic Intent
1 Wrath of God
Thanks for your help!
Seriously? Run basics. Someone down the road is going to blow you out with Ruination.
Alot of your enchantments make tokens, but what you want to be doing is sacrificing enchantments to get effects. Not generating tokens. Unless you want to go control/aggro. Which doesnt make sense.
Austere Command is good.
The point of running your general is saying that you want to run counterspell on a stick. Because of this, you can skimp out on alot of the counterspells.
Alot of your creatures should have LTB effects to gain more value so you can land one of your game- crushing creatures or instants late -game (which you don't have any).
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en