Combos, baby! I personally love 'em. I thought that it would be cool to do a "storm" commander deck (which actually kinda devolved, since I didn't feel right running Pyretic Ritual and its ilk as part of my 99), for a couple reasons:
- It's a ridiculous mechanic (ridiculously AWESOME!!11!one)
- I may be wrong, but the format seems HEAVILY creature-based. Probably for a reason, but let's rebel
- It works! From the playtesting I've done, very limited as it has been, this deck can manage a VERY quick victory
- It's fun! If you enjoy combo decks, you'll likely get a kick out of piloting this bad boy.
The deck is loosely based on the "Show and Tell" archetype that has seen so much success in legacy. The gameplan is rather Omniscience-centric, but still can function without - it's just more difficult. I want to change that. I want the person intimately familiar enough with the decklist to Memoricide my main wincon and LAUGH.
Anyways, without further ado, here's the current build:
The deck is FULL of tutors to try and blow your opponent out of the water with one of these:
Arcanis the Omnipotent + Mind Over Matter = Draw your deck.
Niv-Mizzet, the Firemind + Swans of Bryn Argoll = Draw your deck.
Niv-Mizzet, the Firemind + Mind Over Matter = Deal damage equal to the number of cards in your deck.
Show and Tell/Eureka = Cheat out Omniscience.
Academy Rector + Diabolic Intent = Cheat out Omniscience.
Omniscience + Conflux = Megatutor, find Regrowth/Revive if you want to keep the fun going.
Omniscience + Regrowth + Revive = Infinite storm count.
I picked Child of Alara as a commander because it can act as a mega-boardwipe if you need to buy some time. A big red button, if you will.
This isn't really EDH, it's a modified rules Legacy deck that you want to play against EDH decks.
Get the following:
-A deck that's thematically or mechanically tied to its General
-A deck with varied win conditions
-A deck that doesn't need or want to tutor for the same cards each game. Bonus points if you cut down on tutors heavily! Variance is fun.
It doesn't look like you actually want to play EDH. EDH is about theme decks and a different game every time due to the highlander nature of the format. The hope is to play a hand like you would in Limited - the best you can play it, with no ability to know what's coming next. Tutors make it so you're playing something like an 80 card deck instead of 100 cards.
Why don't you just run more fun cards instead?
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A voice for Timmy.
Commander R Ashling, the Pilgrim Mono Red Wildfire Control GBW Karador, Ghost Chieftain Abzan Dredge Rock WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
This isn't really EDH, it's a modified rules Legacy deck that you want to play against EDH decks.
Get the following:
-A deck that's thematically or mechanically tied to its General
-A deck with varied win conditions
-A deck that doesn't need or want to tutor for the same cards each game. Bonus points if you cut down on tutors heavily! Variance is fun.
It doesn't look like you actually want to play EDH. EDH is about theme decks and a different game every time due to the highlander nature of the format. The hope is to play a hand like you would in Limited - the best you can play it, with no ability to know what's coming next. Tutors make it so you're playing something like an 80 card deck instead of 100 cards.
it looks pretty much like a 5-color goodstuff deck focused on going infinite with various things.
Though I think every idea of a deck is valid in commander I also this that spekter might be a little bit right, this deck might be able to do some really broken stuff but it would be very rare that it would be fun to play against(which is a huge part of EDH)
If the deck was just something like a UR storm deck that did some really weird stuff to get a huge storm count I would love it but this really seems like a EDH adaptation of previously seen legacy decks
Because this is the type of feedback he asked for...
Moving on, I was wondering if you've ever found yourself wishing that you had just gone U/W/R or something else instead of 5-color. Your mana base is decent, but obviously you're going to lose a lot of tempo with Vivid lands and M10/INN duals that have a good chance of coming into play tapped, as well. Has your fixing been alright, running only Explosive Vegetation for non-artifact ramp/fixing? I'd definitely be temped to run less/no artifact ramp and more sorceries that actually put lands into play, since your general wipes all non-lands if she has to be dropped, which would set you back quite a bit.
I was also wondering if you ever found yourself wishing you had a bit more in the way of counterspells yourself to protect your combos. I'd probably start with the efficient catch-alls like the standard Counterspell, Hinder, and Spell Crumple, and go from there depending on what you feel like you need. Just a thought, you may have found/find that they're unnecessary, but I always like to have a little combo protection whenever possible.
Combos, baby! I personally love 'em. I thought that it would be cool to do a "storm" commander deck (which actually kinda devolved, since I didn't feel right running Pyretic Ritual and its ilk as part of my 99), for a couple reasons:
- It's a ridiculous mechanic (ridiculously AWESOME!!11!one)
- I may be wrong, but the format seems HEAVILY creature-based. Probably for a reason, but let's rebel
- It works! From the playtesting I've done, very limited as it has been, this deck can manage a VERY quick victory
- It's fun! If you enjoy combo decks, you'll likely get a kick out of piloting this bad boy.
But, I need input. To be honest, I'm scared of all you blue mages and your Force of Wills, Counterspells Flusterstormss, and the like.
The deck is loosely based on the "Show and Tell" archetype that has seen so much success in legacy. The gameplan is rather Omniscience-centric, but still can function without - it's just more difficult. I want to change that. I want the person intimately familiar enough with the decklist to Memoricide my main wincon and LAUGH.
Anyways, without further ado, here's the current build:
1 Child of Alara
LANDS
1 Reliquary Tower
1 City of Brass
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Reflecting Pool
1 Tendo Ice Bridge
1 Gemstone Mine
1 Forbidden Orchard
1 Mirrodin's Core
4 Island
4 Swamp
3 Forest
1 Command Tower
1 Urborg, Tomb of Yawgmoth
2 Mountain
2 Plains
1 Sunpetal Grove
1 Dragonskull Summit
1 Sulfur Falls
1 Drowned Catacomb
1 Hinterland Harbor
1 Glacial Fortress
1 Isolated Chapel
1 Evolving Wilds
1 Terramorphic Expanse
1 Boseiju, Who Shelters All
1 Bloodgift Demon
1 Arcanis the Omnipotent
1 Niv-Mizzet, the Firemind
1 Birds of Paradise
1 Joiner Adept
1 Academy Rector
1 Swans of Bryn Argoll
1 Solemn Simulacrum
1 Snapcaster Mage
INSTANTS
1 Mystical Tutor
1 Forbidden Alchemy
1 Enlightened Tutor
1 Arcane Denial
1 Countersquall
SORCERIES
1 Demonic Tutor
1 Diabolic Tutor
1 Beseech the Queen
1 Conflux
1 Diabolic Intent
1 Diabolic Revelation
1 Increasing Ambition
1 Personal Tutor
1 Show and Tell
1 Wheel of Fortune
1 Idyllic Tutor
1 Eureka
1 Cultivate
1 Explosive Vegetation
1 Tendrils of Agony
1 Past in Flames
1 Regrowth
1 Revive
1 Ancestral Vision
1 Yawgmoth's Will
1 Kodama's Reach
1 Preordain
1 Gilded Lotus
1 Sensei's Divining Top
1 Lotus bloom
1 Darksteel Ingot
1 Chromatic Lantern
1 Coalition Relic
1 Pentad Prism
1 Sol Ring
ENCHANTMENTS
1 Parallel Thoughts
1 Sylvan Library
1 Phyrexian Arena
1 Mind Over Matter
1 Land Tax
1 Doubling Season
1 Sterling Grove
PLANESWALKERS
1 Nicol Bolas, Planeswalker
1 Liliana Vess
1 Sarkhan Vol
1 Jace, Memory Adept
1 Garruk Wildspeaker
1 Tamiyo, the Moon Sage
1 Ajani Vengeant
The deck is FULL of tutors to try and blow your opponent out of the water with one of these:
Arcanis the Omnipotent + Mind Over Matter = Draw your deck.
Niv-Mizzet, the Firemind + Swans of Bryn Argoll = Draw your deck.
Niv-Mizzet, the Firemind + Mind Over Matter = Deal damage equal to the number of cards in your deck.
Show and Tell/Eureka = Cheat out Omniscience.
Academy Rector + Diabolic Intent = Cheat out Omniscience.
Omniscience + Conflux = Megatutor, find Regrowth/Revive if you want to keep the fun going.
Omniscience + Regrowth + Revive = Infinite storm count.
I picked Child of Alara as a commander because it can act as a mega-boardwipe if you need to buy some time. A big red button, if you will.
I would love feedback!
DuAl Lands, DuEl Decks, people.
This isn't really EDH, it's a modified rules Legacy deck that you want to play against EDH decks.
Get the following:
-A deck that's thematically or mechanically tied to its General
-A deck with varied win conditions
-A deck that doesn't need or want to tutor for the same cards each game. Bonus points if you cut down on tutors heavily! Variance is fun.
It doesn't look like you actually want to play EDH. EDH is about theme decks and a different game every time due to the highlander nature of the format. The hope is to play a hand like you would in Limited - the best you can play it, with no ability to know what's coming next. Tutors make it so you're playing something like an 80 card deck instead of 100 cards.
Why don't you just run more fun cards instead?
Commander
R Ashling, the Pilgrim Mono Red Wildfire Control
GBW Karador, Ghost Chieftain Abzan Dredge Rock
WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
Because this is the type of feedback he asked for...
Moving on, I was wondering if you've ever found yourself wishing that you had just gone U/W/R or something else instead of 5-color. Your mana base is decent, but obviously you're going to lose a lot of tempo with Vivid lands and M10/INN duals that have a good chance of coming into play tapped, as well. Has your fixing been alright, running only Explosive Vegetation for non-artifact ramp/fixing? I'd definitely be temped to run less/no artifact ramp and more sorceries that actually put lands into play, since your general wipes all non-lands if she has to be dropped, which would set you back quite a bit.
I was also wondering if you ever found yourself wishing you had a bit more in the way of counterspells yourself to protect your combos. I'd probably start with the efficient catch-alls like the standard Counterspell, Hinder, and Spell Crumple, and go from there depending on what you feel like you need. Just a thought, you may have found/find that they're unnecessary, but I always like to have a little combo protection whenever possible.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)