The name says it all! Want to draw lots of cards? Annoying creature? More annoying Permanent? Don't wanna be attacked next turn? Need more tokens? Don't worry, there's a planeswalker for that. But seriously, who doesn't want to play with 20 different planeswalkers in their deck?
The original idea of the deck was to play as many planeswalkers as possible, along with 5 color good stuff including creatures like magistrate sphinx, eldrazi, and the like, however as time went on I found the creatures weren't needed and even proved to be a major hindrance when I got bribery-ed. More planeswalkers get released, and more of the "good stuff" gets removed, but in truth that just made the deck more enjoyable, as I had to find more creative ways to use the planeswalkers and not just my spells. My removal package got simplified where other than Hallowed burial, every removal spell could hit any non-land permanent, and some could deal with lands when needed. The mana base looks horrid, but ends up working better than one that costs 5 times as much, once you get past its awkward color filtering (and so much more powerful when mana reflections is in play).
If you've done a gatherer/card search, you'll know there's currently 24 planeswalkers in existence, and I've chosen to exclude 4 of them from the deck: Ajani Goldmane: While I do create tokens, the vigilance is negligible, and life gain near worthless. Koth of the Hammer: I'd love to use him... if I had mountains... Nissa Revane: Show some love to all those elf creatures I run... Chandra Ablaze: Isn't horrible, and the mini wheel of fortune is kinda nice, however not worth 6 mana, and every red card I play I would rather cast than use it as a flame javelin.
Casting Conflux, copying it with Chandra, the Firebrand, grabbing All suns' dawn with one of the copies, casting all suns' for conflux, and casting conflux again... in the same turn with other spells. +17 cards is good right?
With mana reflection in play, realizing that signets and filter lands produce 4 mana.
Awesome, I've been playing about with a Child of Alara/Progenitus 5 colour good stuff deck and haven't been getting very far due to it just seeming kinda bland. This deck seems totally ridiculous but very fun. I already have most of the walkers and am only missing the M12 Chandra and Jace.
Few questions though, has Tezzeret, Agent of Bolas been good for you? You run 18 artifacts by my count which isn't a great hit rate but should be sufficient to hit more than miss.
Also, how's the child been as a general? It seems sensible to run as repeated wraths are likely helpful for this deck but it'll take all your walkers with it each time you wrath.
Thanks, looks a laugh and I might build a similar deck as something different.
Awesome, I've been playing about with a Child of Alara/Progenitus 5 colour good stuff deck and haven't been getting very far due to it just seeming kinda bland. This deck seems totally ridiculous but very fun. I already have most of the walkers and am only missing the M12 Chandra and Jace.
Few questions though, has Tezzeret, Agent of Bolas been good for you? You run 18 artifacts by my count which isn't a great hit rate but should be sufficient to hit more than miss.
Also, how's the child been as a general? It seems sensible to run as repeated wraths are likely helpful for this deck but it'll take all your walkers with it each time you wrath.
Thanks, looks a laugh and I might build a similar deck as something different.
Tezzy 2.0 has worked out pretty well as a win condition, but I've honestly only had to use his +1 once, and it got me a signet, which is about what you'd expect. his -1 is useful for putting up a nice defender, and his ultimate wins games when I usually have 7-15 artifacts in play. With doubling season & rings of brighthearth, dropping him and ultimating twice is an insane life swing if it doesn't just end the game.
Child as a general is useful as a backup plan, but I find myself only casting him about once every 3 games. I do love the fact that you get to choose if you want to wrath the board or not, and both of the recursion spells get him back if you do (plus I'm trying to fit in preator's counsel as well). Basically, it's nice just knowing that he's there if needed, and when you do need him, blowing up your own artifacts & walkers is an acceptable sacrifice (not to mention, there's always more in the deck or ways to recur them).
The deck has been the funnest EDH deck I've built/played. And it's really amusing to see the look on people's faces the first couple times they play against you, especially when they cast bribery, or you drop your 5th+ walker onto the battlefield.
Seems like your deck would get clogged with all those signets, how does it play?
.
I've loved the signets every time. Once you figure out how to properly filter through them they work perfectly, combo well with both tezzerets & mana reflections, and if really needed, give me a scapegoat target for decimate, all while ramping out your 4+ mana walkers and 8 cost tutors. It's a little disheartening when you're in top deck mode and you hit them, but that really doesn't happen very often.
Good points regarding Tezzy 2.0 (love that name), his ultimate is easy enough to hit and his -1 gives a nice sized body for defence so his +1 isn't so important.
Ok, so child is just kinda an added benny for when you really need the wrath. Fair enough I guess.
I've played a deck like this (but he had a different General, some thing that was like a walking Obelisk of Alara) but he had Ablaze in it and Gilder Bairn
It's wrong. So wrong. It is undefeated at our shop, and no one will every play it more than once.
Isn't Child the WORST general for this deck? If you have any walkers out you are never going to cast it, why not go with something like Progenetis? where you are going to get a self blowout if they slaver you
I've played a deck like this (but he had a different General, some thing that was like a walking Obelisk of Alara) but he had Ablaze in it and Gilder Bairn
It's wrong. So wrong. It is undefeated at our shop, and no one will every play it more than once.
So wrong.
It's definitely powerful, but my Azusa deck (non-combo) is actually stronger/more consistent. This is just alot more fun to play. There's also alot of cards that end up just wrecking it. Back to basics, Price of Progress, Terastadon (personal vendetta against this card), glen elandra archmage, black vice/iron maiden (kills a walker every turn), and that's just a handful of them. The nice thing is, those cards are great EDH cards in general, and not just silver bullets against this deck.
Isn't Child the WORST general for this deck? If you have any walkers out you are never going to cast it, why not go with something like Progenetis? where you are going to get a self blowout if they slaver you
You can cast child without fear of blowing up your own walkers. Remember, Moving your commander to the Command Zone is a replacement effect in place of putting it into the graveyard or exiled zones. So when Child dies, you have the choice of putting it into the grave and wrathing the board, or putting it into the command zone and nothing else happening. I've cast it before just because I wanted a 6/6 trampler.
When looking at the number of planeswalkers, I can't help but think about the end result of casting Obliterate or Decree of Annihilation with a few out. Sure, you'd lose everything else (and with decree, your hand as well), but with an otherwise empty field, a few planeswalkers out can quickly end the game (esp. with Nicol or Karn out, you can keep one person denied from doing anything for likely the rest of the game after blowing up everything.
Then again, such a tactic can cause people to never want to play against the deck again, so be careful if you add it.
When looking at the number of planeswalkers, I can't help but think about the end result of casting Obliterate or Decree of Annihilation with a few out. Sure, you'd lose everything else (and with decree, your hand as well), but with an otherwise empty field, a few planeswalkers out can quickly end the game (esp. with Nicol or Karn out, you can keep one person denied from doing anything for likely the rest of the game after blowing up everything.
Then again, such a tactic can cause people to never want to play against the deck again, so be careful if you add it.
lols, I took both of them out 2 weeks ago for that, and a couple other reasons. It's a really cheap tactic, and makes games feel horrible if you don't win that turn or the following turn.
I borrowed the deck to a friend once and he casts Obliterate when his only planeswalker was garruk. it took another 10 minutes for that game to finish, which is not what I want to see happening.
I have been running a 5c planeswalker control list that looks somewhat similar to what you have going on. I have had it built for about 2 years and it has gone through quite a few changes. Sliver Queen is my commander of choice.
I have been running a 5c planeswalker control list that looks somewhat similar to what you have going on. I have had it built for about 2 years and it has gone through quite a few changes. Sliver Queen is my commander of choice.
yeah, you play the heavy wrath variant on it that will basically secure wins every time, but it's kinda overly jerky, which is what I was trying to avoid with mine. I like trying to figure out how to use each planeswalker to get out of situations.
how has forcefield worked for you? Since it can't prevent damage to your walkers.
Forcefield was kind of a response to one of my friends constantly sneak attacking me with blightsteel. I have been thinking of replacing it with something along the lines of a propaganda effect.
This deck is for sure a "jerky" deck that plays really long grindy games. I wouldn't recommend it unless your group doesn't mind every once in a while. Normally I run my tribal angel deck for fun with Radiant, Archangel at the helm.
How has mana reflection worked for you? I was thinking about running Mirrari's wake and some how totally skipped over reflection.
Forcefield was kind of a response to one of my friends constantly sneak attacking me with blightsteel. I have been thinking of replacing it with something along the lines of a propaganda effect.
This deck is for sure a "jerky" deck that plays really long grindy games. I wouldn't recommend it unless your group doesn't mind every once in a while. Normally I run my tribal angel deck for fun with Radiant, Archangel at the helm.
How has mana reflection worked for you? I was thinking about running Mirrari's wake and some how totally skipped over reflection.
reflections is insane in my deck, but that's the difference in mana bases. instead of adding a +1 to all the lands mana, it gives me a +3 to the vast majority of my mana sources (signets, filter lands, etc...). I love going from 6-8 mana, to 30+
is it worth it to mention that Child of Alara has oracle text reading 'when __ dies" as opposed to "when __ is put into a graveyard from play". Doesnt that prevent you from having the option to sweep or not?
is it worth it to mention that Child of Alara has oracle text reading 'when __ dies" as opposed to "when __ is put into a graveyard from play". Doesnt that prevent you from having the option to sweep or not?
nope, exact same thing. 'Dies' literally translates to "when this creature is put into a graveyard from the battlefield"
So I need some help trying to find room for 2 cards:
Beast Within
Preator's counsel
Also from the looks of it, the innistrad block will add 3-5 more planeswalkers, if they're decent, I have no clue what to cut, and if I start cutting usable planeswalkers (such as jace 3.0).
Things I would consider opting out are: Sarkhan Vol Your lacking creatures and are relying on getting Bribery or one of 4 walkers that make tokens. Venser, the Sojourner Lacking Enter the battlefield effects and creatures. Good if you can get ultimate (obviously like almost all walkers). Sarkhan the Mad Okay for card draw but, theres better options. Gamble Already mentioned above. Tainted Pact If I understand it correctly then its lacking in Commander and theres better options; some listed above. Chaos Warp Lacking as removal since you playing all 5 colors and you lack creatures to make it into a "trick" thing. Theres other target removal options for shuffling creatures/commanders into decks such as Condemn or Oust. Rhystic Study This one is kind of an iffy. I've never played it in commander so I can't say how good or bad it is. I would say you could replace it with one of the sry/forsee ability cards mentioned above. Fact or Fiction Already mentioned above. Recurring Insight Another iffy one. From my experience on MTGO theres usually an average of 4 cards in hand by the time this gets enough mana to cast it. Brilliant Ultimatum Already mentioned above. City Of Brass Try Rupture Spire instead.
Sorry to pick at it like that but, I thought you would like some helpful ideas and some reasoning behind it.
tainted pact actually does the reverse. It says reveal cards until I find a card I wish to keep, exile the rest, at 2 cost instant speed. as for gamble, it's more of a personal preference, but I've never actually whiffed with it, and it only costs 1 mana. Which is actually why I choose these tutors, to shore up my early game, and if needed, tutor one of the 3 cost removal spells.
as for creatures, I originally had some, but ended up cutting them for thematic reasons, and it was really annoying when I would always get briberied for my 1-3 bomb creatures. Now I just laugh when my opponents target me with bribery.
brilliant ultimatum will be coming out, little too pricey, for not quite enough, as much fun as it is. but fact or fiction & recurring insight are definitely staying in though, they provide too much card advantage not too, especially recurring, since in 4 player games, there's always someone hording cards.
Things I would consider opting out are: Sarkhan Vol Your lacking creatures and are relying on getting Bribery or one of 4 walkers that make tokens. Venser, the Sojourner Lacking Enter the battlefield effects and creatures. Good if you can get ultimate (obviously like almost all walkers). Sarkhan the Mad Okay for card draw but, theres better options. Gamble Already mentioned above. Tainted Pact If I understand it correctly then its lacking in Commander and theres better options; some listed above. Chaos Warp Lacking as removal since you playing all 5 colors and you lack creatures to make it into a "trick" thing. Theres other target removal options for shuffling creatures/commanders into decks such as Condemn or Oust. Rhystic Study This one is kind of an iffy. I've never played it in commander so I can't say how good or bad it is. I would say you could replace it with one of the sry/forsee ability cards mentioned above. Fact or Fiction Already mentioned above. Recurring Insight Another iffy one. From my experience on MTGO theres usually an average of 4 cards in hand by the time this gets enough mana to cast it. Brilliant Ultimatum Already mentioned above. City Of Brass Try Rupture Spire instead.
Sorry to pick at it like that but, I thought you would like some helpful ideas and some reasoning behind it.
sarkhan vol: it's not so much about the +1 ability (although is nice with other token hordes that some walkers can make), but the threaten ability, and being able to instant ult with doubling season out for 40 power of dragons.
venser: not the greatest, but is kinda nice for resetting some walkers. likely will be dropped out in the future for other walkers.
sarkhan the mad: also not that great, but I have won off his ult multiple times, and his -2 ability is nice for turning soldier tokens into dragons, or getting rid of the opponent's really annoying creatures. likely will be cut in the future, but it's still another removal source, and creates fliers.
Chaos warp: my removal package is actually specifically tweaked to be able to hit any non-land permanent (and sometimes land), and honestly chaos warp is one of the better ones because it also has the shuffle like oblation.
rhystic study: I've seen it do very well in multiplayer games with other players, but I've never had good experiences with it, so it's getting cut for the new liliana.
thanks for the suggestions and reasonings. some changes will be made in the short future.
I think adding proliferate cards wound be awesome and hilarious. Try adding Contagion Clasp and Contagion Engine. If you play lots of spells, you can also try adding Inexorable Tide as well. If you don't mind sacing artifacts, you can try Throne of Geth, but I am not sure if I like it that much.
I think adding proliferate cards wound be awesome and hilarious. Try adding Contagion Clasp and Contagion Engine. If you play lots of spells, you can also try adding Inexorable Tide as well. If you don't mind sacing artifacts, you can try Throne of Geth, but I am not sure if I like it that much.
contagion engine is in the list, and it does a ton of work. Acts as a possible 1 sided wrath, and gives me a lot of first activation ultimate's. The other proliferators just seem to fall short though, and room in the deck is so tight.
5 Child of Alara
Planeswalkers: 20
4 Ajani Vengeant
5 Chandra Nalaar
4 Chandra, the Firebrand
4 Elspeth, Knight-Errant
6 Elspeth, Sun's Champion
4 Garruk Wildspeaker
5 Gideon Jura
4 Jace, Architect of Thought
4 Jace, the Mind Sculptor
7 Karn Liberated
3 Liliana of the Veil
5 Liliana Vess
8 Nicol Bolas, Planeswalker
4 Ral Zarek
4 Sarkhan Vol
6 Sorin Markov
4 Sorin, Lord of Innistrad
5 Tamiyo, the Moon Sage
5 Tezzeret the Seeker
5 Vraska the Unseen
Miracles: 6
5 Reforge the Soul
6 Banishing Stroke
6 Terminus
7 Temporal Mastery
1 Bonfire of the Damned
3 Entreat the Angels
Tutors: 6
1 Enlightened Tutor
1 Mystical Tutor
1 Vampiric Tutor
2 Demonic Tutor
2 Lim-Dûl's Vault
3 Wargate
2 Torpor Orb
2 Rakdos Charm
4 Humility
4 Reins of Power
Removal: 9
2 Cyclonic Rift
3 Beast Within
3 Chaos Warp
3 Vindicate
3 Maelstrom Pulse
4 Decimate
5 Hallowed Burial
6 Merciless Eviction
7 Decree of Pain
Good Stuff: 4
3 Rings of Brighthearth
3 Savor the Moment
5 Doubling Season
5 Bribery
Draw: 3
2 Scroll Rack
2 Sylvan Library
6 Recurring Insight
Recursion: 2
5 All Suns' Dawn
8 Praetor's Counsel
Mana Ramp: 9
0 Mana Crypt
1 Sol Ring
2 Fellwar Stone
2 Farseek
3 Chromatic Lantern
3 Darksteel Ingot
4 Skyshroud Claim
5 Gilded Lotus
5 Mirari's Wake
Lands: 36
1 Arid Mesa
1 Bloodstained Mire
1 Flooded Strand
1 Marsh Flats
1 Polluted Delta
1 Scalding Tarn
1 Verdant Catacombs
1 Windswept Heath
1 Blood Crypt
1 Breeding Pool
1 Godless Shrine
1 Hallowed Fountain
1 Overgrown Tomb
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Watery Grave
1 Bayou
1 Taiga
1 Cascade Bluffs
1 Fetid Heath
1 Fire-Lit Thicket
1 Flooded Grove
1 Graven Cairns
1 Mystic Gate
1 Rugged Prairie
1 Sunken Ruins
1 Twilight Mire
1 Wooded Bastion
1 Ancient Tomb
1 City of Brass
1 Command Tower
1 Exotic Orchard
1 Reflecting Pool
1 Reliquary Tower
The name says it all! Want to draw lots of cards? Annoying creature? More annoying Permanent? Don't wanna be attacked next turn? Need more tokens? Don't worry, there's a planeswalker for that. But seriously, who doesn't want to play with 20 different planeswalkers in their deck?
The original idea of the deck was to play as many planeswalkers as possible, along with 5 color good stuff including creatures like magistrate sphinx, eldrazi, and the like, however as time went on I found the creatures weren't needed and even proved to be a major hindrance when I got bribery-ed. More planeswalkers get released, and more of the "good stuff" gets removed, but in truth that just made the deck more enjoyable, as I had to find more creative ways to use the planeswalkers and not just my spells. My removal package got simplified where other than Hallowed burial, every removal spell could hit any non-land permanent, and some could deal with lands when needed. The mana base looks horrid, but ends up working better than one that costs 5 times as much, once you get past its awkward color filtering (and so much more powerful when mana reflections is in play).
If you've done a gatherer/card search, you'll know there's currently 24 planeswalkers in existence, and I've chosen to exclude 4 of them from the deck:
Ajani Goldmane: While I do create tokens, the vigilance is negligible, and life gain near worthless.
Koth of the Hammer: I'd love to use him... if I had mountains...
Nissa Revane: Show some love to all those elf creatures I run...
Chandra Ablaze: Isn't horrible, and the mini wheel of fortune is kinda nice, however not worth 6 mana, and every red card I play I would rather cast than use it as a flame javelin.
Epic moments:
Edit 9/2/2013:
Updated list
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
Few questions though, has Tezzeret, Agent of Bolas been good for you? You run 18 artifacts by my count which isn't a great hit rate but should be sufficient to hit more than miss.
Also, how's the child been as a general? It seems sensible to run as repeated wraths are likely helpful for this deck but it'll take all your walkers with it each time you wrath.
Thanks, looks a laugh and I might build a similar deck as something different.
Thread Cubetutor
My Other Cubes
Pauper Cube
One-Drop Cube
.
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Tezzy 2.0 has worked out pretty well as a win condition, but I've honestly only had to use his +1 once, and it got me a signet, which is about what you'd expect. his -1 is useful for putting up a nice defender, and his ultimate wins games when I usually have 7-15 artifacts in play. With doubling season & rings of brighthearth, dropping him and ultimating twice is an insane life swing if it doesn't just end the game.
Child as a general is useful as a backup plan, but I find myself only casting him about once every 3 games. I do love the fact that you get to choose if you want to wrath the board or not, and both of the recursion spells get him back if you do (plus I'm trying to fit in preator's counsel as well). Basically, it's nice just knowing that he's there if needed, and when you do need him, blowing up your own artifacts & walkers is an acceptable sacrifice (not to mention, there's always more in the deck or ways to recur them).
The deck has been the funnest EDH deck I've built/played. And it's really amusing to see the look on people's faces the first couple times they play against you, especially when they cast bribery, or you drop your 5th+ walker onto the battlefield.
I've loved the signets every time. Once you figure out how to properly filter through them they work perfectly, combo well with both tezzerets & mana reflections, and if really needed, give me a scapegoat target for decimate, all while ramping out your 4+ mana walkers and 8 cost tutors. It's a little disheartening when you're in top deck mode and you hit them, but that really doesn't happen very often.
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
Ok, so child is just kinda an added benny for when you really need the wrath. Fair enough I guess.
Thanks for feedback.
Thread Cubetutor
My Other Cubes
Pauper Cube
One-Drop Cube
It's wrong. So wrong. It is undefeated at our shop, and no one will every play it more than once.
So wrong.
It's definitely powerful, but my Azusa deck (non-combo) is actually stronger/more consistent. This is just alot more fun to play. There's also alot of cards that end up just wrecking it. Back to basics, Price of Progress, Terastadon (personal vendetta against this card), glen elandra archmage, black vice/iron maiden (kills a walker every turn), and that's just a handful of them. The nice thing is, those cards are great EDH cards in general, and not just silver bullets against this deck.
You can cast child without fear of blowing up your own walkers. Remember, Moving your commander to the Command Zone is a replacement effect in place of putting it into the graveyard or exiled zones. So when Child dies, you have the choice of putting it into the grave and wrathing the board, or putting it into the command zone and nothing else happening. I've cast it before just because I wanted a 6/6 trampler.
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
Then again, such a tactic can cause people to never want to play against the deck again, so be careful if you add it.
lols, I took both of them out 2 weeks ago for that, and a couple other reasons. It's a really cheap tactic, and makes games feel horrible if you don't win that turn or the following turn.
I borrowed the deck to a friend once and he casts Obliterate when his only planeswalker was garruk. it took another 10 minutes for that game to finish, which is not what I want to see happening.
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Here is my current list:
1 Sliver Queen
Planeswalkers:
1 Garruk, Primal Hunter
1 Ajani Vengeant
1 Chandra, the Firebrand
1 Elspeth, Knight-Errant
1 Jace, the Mind Sculptor
1 Karn Liberated
1 Liliana Vess
1 Nicol Bolas, Planeswalker
1 Sarkhan Vol
1 Sorin Markov
1 Tezzeret the Seeker
1 Venser, the Sojourner
Removal:
1 Obliterate
1 Decree of Pain
1 Decree of Annihilation
1 Devastation
1 Hallowed Burial
1 Black Sun's Zenith
1 Oblation
1 Final Judgment
1 Nevinyrral's Disk
1 Contagion Engine
1 Death Cloud
1 Akroma's Vengeance
1 Jokulhaups
1 Krosan Grip
1 Pernicious Deed
Counter Magic:
1 Hinder
1 Spell Crumple
1 Dissipate
1 Mana Drain
1 Voidslime
1 Sensei's Divining Top
1 Timetwister
1 Phyrexian Arena
1 Beacon of Unrest
1 Regrowth
1 Sylvan Library
1 Demonic Tutor
1 Enlightened Tutor
1 Mystical Tutor
1 Vampiric Tutor
1 Yawgmoth's Will
1 Crucible of Worlds
1 Life from the Loam
1 Rhystic Study
Accel:
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Grim Monolith
1 Coalition Relic
1 Darksteel Ingot
1 Exploration
Other Random Utility:
1 Tormod's Crypt
1 Rings of Brighthearth
1 Doubling Season
1 Capsize
1 Forcefield
1 Squandered Resources
Land:
1 Arid Mesa
1 Badlands
1 Bayou
1 Blood Crypt
1 Bloodstained Mire
1 Boseiju, Who Shelters All
1 Breeding Pool
1 Command Tower
1 Flooded Strand
1 Godless Shrine
1 Marsh Flats
1 Maze of Ith
1 Misty Rainforest
1 Overgrown Tomb
1 Plateau
1 Polluted Delta
1 Reflecting Pool
1 Sacred Foundry
1 Savannah
1 Scalding Tarn
1 Scrubland
1 Steam Vents
1 Stomping Ground
1 Strip Mine
1 Taiga
1 Temple Garden
1 The Tabernacle at Pendrell Vale
1 Tolaria West
1 Tropical Island
1 Tundra
1 Underground Sea
1 Verdant Catacombs
1 Volcanic Island
1 Wasteland
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Darksteel Citadel
1 Academy Ruins
1 Hallowed Fountain
oh god, the mana base @.@
yeah, you play the heavy wrath variant on it that will basically secure wins every time, but it's kinda overly jerky, which is what I was trying to avoid with mine. I like trying to figure out how to use each planeswalker to get out of situations.
how has forcefield worked for you? Since it can't prevent damage to your walkers.
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
This deck is for sure a "jerky" deck that plays really long grindy games. I wouldn't recommend it unless your group doesn't mind every once in a while. Normally I run my tribal angel deck for fun with Radiant, Archangel at the helm.
How has mana reflection worked for you? I was thinking about running Mirrari's wake and some how totally skipped over reflection.
reflections is insane in my deck, but that's the difference in mana bases. instead of adding a +1 to all the lands mana, it gives me a +3 to the vast majority of my mana sources (signets, filter lands, etc...). I love going from 6-8 mana, to 30+
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
nope, exact same thing. 'Dies' literally translates to "when this creature is put into a graveyard from the battlefield"
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
Beast Within
Preator's counsel
Also from the looks of it, the innistrad block will add 3-5 more planeswalkers, if they're decent, I have no clue what to cut, and if I start cutting usable planeswalkers (such as jace 3.0).
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
Really need help cutting cards for new additions.
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
I would imagine Fellwar Stone would be good in here. Sylvan Library, Scroll Rack, Mirri's Guile could help with deck draws. Rupture Spire might help with the mana base instead of taking damage from City Of Brass or Grand Coliseum.
Things I would consider opting out are:
Sarkhan Vol Your lacking creatures and are relying on getting Bribery or one of 4 walkers that make tokens.
Venser, the Sojourner Lacking Enter the battlefield effects and creatures. Good if you can get ultimate (obviously like almost all walkers).
Sarkhan the Mad Okay for card draw but, theres better options.
Gamble Already mentioned above.
Tainted Pact If I understand it correctly then its lacking in Commander and theres better options; some listed above.
Chaos Warp Lacking as removal since you playing all 5 colors and you lack creatures to make it into a "trick" thing. Theres other target removal options for shuffling creatures/commanders into decks such as Condemn or Oust.
Rhystic Study This one is kind of an iffy. I've never played it in commander so I can't say how good or bad it is. I would say you could replace it with one of the sry/forsee ability cards mentioned above.
Fact or Fiction Already mentioned above.
Recurring Insight Another iffy one. From my experience on MTGO theres usually an average of 4 cards in hand by the time this gets enough mana to cast it.
Brilliant Ultimatum Already mentioned above.
City Of Brass Try Rupture Spire instead.
Sorry to pick at it like that but, I thought you would like some helpful ideas and some reasoning behind it.
tainted pact actually does the reverse. It says reveal cards until I find a card I wish to keep, exile the rest, at 2 cost instant speed. as for gamble, it's more of a personal preference, but I've never actually whiffed with it, and it only costs 1 mana. Which is actually why I choose these tutors, to shore up my early game, and if needed, tutor one of the 3 cost removal spells.
as for creatures, I originally had some, but ended up cutting them for thematic reasons, and it was really annoying when I would always get briberied for my 1-3 bomb creatures. Now I just laugh when my opponents target me with bribery.
brilliant ultimatum will be coming out, little too pricey, for not quite enough, as much fun as it is. but fact or fiction & recurring insight are definitely staying in though, they provide too much card advantage not too, especially recurring, since in 4 player games, there's always someone hording cards.
I keep meaning to put fellwar in, I even have a foil... but I keep forgetting >.< thanks for the reminder.
Rupture spire comes into play tapped, and costs an extra mana, where city of brass is untapped and the pain doesn't matter with 40 life.
sarkhan vol: it's not so much about the +1 ability (although is nice with other token hordes that some walkers can make), but the threaten ability, and being able to instant ult with doubling season out for 40 power of dragons.
venser: not the greatest, but is kinda nice for resetting some walkers. likely will be dropped out in the future for other walkers.
sarkhan the mad: also not that great, but I have won off his ult multiple times, and his -2 ability is nice for turning soldier tokens into dragons, or getting rid of the opponent's really annoying creatures. likely will be cut in the future, but it's still another removal source, and creates fliers.
Chaos warp: my removal package is actually specifically tweaked to be able to hit any non-land permanent (and sometimes land), and honestly chaos warp is one of the better ones because it also has the shuffle like oblation.
rhystic study: I've seen it do very well in multiplayer games with other players, but I've never had good experiences with it, so it's getting cut for the new liliana.
thanks for the suggestions and reasonings. some changes will be made in the short future.
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
Added:
Liliana of the veil
Sorin, Lord of Innistrad
Beast Within
Praetor's Council
Fellwar Stone
Ancient Tomb
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH
EDH: WBG Karador, Ghost Chiefton
contagion engine is in the list, and it does a ton of work. Acts as a possible 1 sided wrath, and gives me a lot of first activation ultimate's. The other proliferators just seem to fall short though, and room in the deck is so tight.
My Common/Uncommon Cube - I need to update the online list badly...
There's a Planeswalker for that! - Child of Alara, Mono-Planeswalker EDH
Savra Sack Off - Savra, Queen of the Golgari, Grave Pact Control EDH
Anthems of Heliod - Heliod, God of the Sun, Token & Anthem EDH