This is my 5 Colour Planeswalker Control deck with a pillowfort and token subtheme. Sliver Queen is my commander as she produces tokens as well, and they protect my walkers. Also, 3 hits from her kills someone.
Pillowfort stops me from getting attacked and Planeswalkers act as pillowfort too. Using multiple wraths to keep the board clear allows me to ultimate Planeswalkers for the win!
The "Conclusion" section has a list of things you can help me with
Notes: Avacyn was only really in there for Obliterate, but that's too narrow. I have Elspeth for that anyway.
Disk worked with Avacyn too, but destroying my enchantments hurt too much.
Finally found a spot for Torpor Orb.
Keen to test out New Gideon, not sure how great he'll be, but yeah, will see.
Refuge will mainly be used for instant speed wraths, but, instant speed anything is good
Notes: Theros Update! Elspeth, Sun’s Champion seems pretty good in here; she creates blockers (3!), wraths, and her emblem can easily lead to a win. Looking for something to cut, the best thing I could find was Mana Reflection, which was just part of the "Goodstuffs". I already have Mirari's Wake for "double" mana, although it doesn't work with my artifacts, it does pump my tokens, so yeah.
Notes: CMDR13 Update! Illusionist's Gambit & Mystic Barrier are two more pillowfort cards that I think will be pretty good in here. Although tokens are a big thing in this deck, I think I'll move Parallel Lives to the Maybeboard for now, and put it back in when I find a spot for it. Mainly I wanna win with walkers anyway, and Doubling Season is more than enough to win. Exiling all permanents with Gideon, Champion of Justice is cool and all, but will also move it to the Maybeboard for now, there are faster win cons in here and Gideon doesn't do much else. I really like Tempt with Discovery as a card and will try it out in place of Skyshroud Claim for now, can always switch if it doesn't work out. Another card that I really liked for this deck is Crawlspace which I'll put on the Maybeboard for now, it might find a spot at some point. Other considerations: Unexpectedly Absent, Spoils of Victory, All Suns' Dawn, Regrowth.
Notes: Born of the Gods Update! Cutting a mana rock is not my best of cuts, but the decklist is so tight every time I want to put in a card I really don't know what to cut. Have wanted to put in Humility for a while, I think it should be good in the deck, will test it out and see how it goes. Other considerations included Astral Cornucopia (probably not good enough for the deck, and I did just cut a mana rock), Dawn to Dusk, Plea for Guidance (I do run 15 Enchantments after all, but Diabolic Revelation is probably better and that's not in here), Savor the Moment (have been trying to find a spot for this for a while now, would typically read "Draw a card, play an additional land and then proliferate", which seems pretty good) and finally Kiora, the Crashing Wave, which I might test out if I get my hands on her/open her, but I'm not going to go out of my way to trade for one.
Notes: Journey into Nyx Update! New City of Brass should strictly be better than Coliseum. Gambit has just been a temporary solution, don't think it's needed, and Cyclonic Rift is probably going to be better than Rout. I'll try out the new Ajani, hopefully he's good - 21 other planeswalkers, should hit more often, although will never hit a creature or an aura (wish it said Enchantment!). The other +1 ability is going to be useless most of the time too, but the gaining 100 life doesn't seem too bad - will see how he performs.
Notes: Conspiracy Update! Even though harder to cast, I think Bant Charm will do a better job than Putrefy - being able to do the same thing, plus put a creature on the bottom of it's controller's library, also being able to deal with indestructible creatures, plus it tucks a commander, and who knows, from time to time, it may even counter something relevant! Although Dack Fayden's ultimate won't ever do anything for me, neither was Jace Beleren's, at least Dack's -2 can be relevant and he although he doesn't provide straight card advantage, he does dig deeper. (Also, he doesn't let each opponent draw a card every 3 turns). Will test him out and see how he performs. And then there's Norn's Annex, which I think I can do without, it's not too hard to pay for decks that can and 2 life for other decks that plan on going for the win. If I end up missing it, I might find a spot for it again, but right now, I believe the deck needs more land, so I'm putting a Forest in it's place. I did want to go up 2 lands, and well, I guess I'm half way there! Other considerations included Council's Judgment (not sure if good), Plea for Power, and Pernicious Deed (which should probably be in here, but do I run too many artifacts/enchantments without having greats ways to recur them? Or maybe that's just a bad excuse).
Notes: M15 Update!
Some solid cards for this deck from the latest set. Ajani Steadfast and The Chain Veil are made for this deck. Steadfast ticks up other walkers (and tokens), and its ultimate provides pillowfort for both myself and my walkers. The Chain Veil not only ticks up walkers, but also lets their abilities be used twice in a single turn. Quite awesome!
As for Garruk, Apex Predator - he not only removes other planeswalkers and creatures, but also makes tokens and his ultimate paints a giant bullseye on an opponent.
Cutting cards is never easy in this deck, having access to all the cards in Magic's history and only being limited to 100 cards makes for some tough and sometimes unwanted cuts. Ajani, Caller of the Pride has been used to speed up an opponents death by the hands of Sliver Queen before, I've also won with ultimating him (usually with Doubling Season) quite a few times (especially with Sarkhan Vol) - but other than winning the game he doesn't do anything, so I've decided to move him to the Maybeboard for now - if a spot opens up, he can find his way back in.
I'm not too sad to see Gilded Lotus or Exotic Orchard go, same with Reliquary Tower as I rarely have over 7 cards in hand in this deck.
I've been testing Tempt with Discovery over Skyshroud Claim and although opponents were initially tempted to grab the lands, they soon realized it wasn't the best idea - hence Claim makes its way back into the deck, taking back its original spot.
I am moving Enlightened Tutor to the Maybeboard too, but I'm sure it will need to find its way back in...Unfortunate that Theros being an enchantment block we didn't get an awesome enchantment walker like Tezzeret the Seeker is for artifacts. Stranglehold has been one of those cards that has either been great or done nothing, so I'm not too upset to cut it.
Other additions include Wargate which can tutor any permanent directly into play (seems good), Maelstrom Nexus - which I've always wanted to find a spot for (am going to test it out and see how it performs), and Murmuring Bosk which has also been on the Maybeboard for quite some time, and now along with Skyshroud Claim it can be a part of the deck.
Other considerations from M15 included Jace, the Living Guildpact (which might have found a spot in the deck if there weren't so many great inclusions from the set already. Although the +1 isn't great, the -3 can temporarily deal with problem permanents, and the ultimate should generally win you the game), In Garruk's Wake (which is probably better against this deck than in it) and Hushwing Gryff (glad to see a second Torpor Orb, unfortunately being a creature is a liability in this deck). I was also looking at Faith's Reward and Ajani Vengeant but neither have found a spot as of now.
Notes: Khans of Tarkir Update!
Fetches should really help this deck, even if the only dual lands I have are shocks. Cut a few tap lands for them. Just need the other 4 now!
Have wanted to find a spot for Sensei's Divining Top for a while now, and I'm going to try it out over Rhystic Study, which should be fine since I already have Sylvan Library and Phyrexian Arena, both of which I personally feel are better than Study.
Recently cut Enlightened Tutor to make space, however I soon realised that this was a mistake, considering The Chain Veil is a part of the deck now...
Cut Final Judgment for Merciless Eviction, which just does more for the same CMC. Originally I hesitated to add the card cause I didn't want my opponents casting Merciless Eviction from my library/graveyard, exiling all my walkers, but I'm going to test it out and see how often (if at all) that actually happens.
Also going to test out Decree of Annihilation in place of Obliterate, as suggested to me in this thread not too long ago. Both have their advantages and disadvantages (Annihilation costs more when hard casted, Obliterate can't be countered, etc.) and I'm going to see which card performs better.
End Hostilities - which I think is a pretty good removal spell, dealing with voltron decks and what not, but I think the wraths currently in the deck are superior. Clever Impersonator: Pretty awesome effect, being able to copy a Rings of Brighthearth, Doubling Season or The Chain Veil; or a walker to use an ability twice, etc., but it's probably win more. The card is going to be quite good against this deck though... Sarkhan, the Dragonspeaker: One of the two planeswalkers of this set, probably going to be great in Standard, but I don't think its good enough for EDH. Sorin, Solemn Visitor: The other walker of the set, while it's not bad, I don't think there's a spot for him in the deck right now. The +1 gives our tokens a small buff that lasts until the start of our next turn, but Sorin, Lord of Innistrad's permanent buff is just better. -2 creates a pretty awesome token, but the cost for it is just too much imo. As for the Ultimate, a mini-Sheoldred, Whispering Oneish emblem is pretty sweet, but the other abilities aren't good enough for him to be added to the deck, unfortunately. Abzan Charm: Good removal as well as card draw, the last ability is pretty irrelevant in the deck. Utter End: A good card, but there are others I would run before considering this (such as Chaos Warp, Oblation, etc.) Crucible of Worlds: With the addition of fetches, considered adding this, but probably doesn't add too much to the deck. Pernicious Deed: Really wanted to find a spot for this but couldn't, do want to eventually add it into the deck. Catastrophe: I do want to add this to the deck, being able to either wipe creatures to live, or lands in order to win, but I just don't know what wrath to cut for it. I'm sure I'll figure it out eventually... Constant Mists: Keen to try this out too, I think it should be good in here. Another reason why I considered Crucible of Worlds for the deck.
And finally, Sultai Charm, which I think is one of the best cards from the set, creature, artifact and enchantment removal, along with card draw/filtering, seems pretty good. I wouldn't be surprised if it makes its way into the deck in the future.
Notes: C14 Update!
Thought the deck needed some GY hate so added Bojuka Bog, removed a Plains to shift one white source to a black one. No Mercy can be good at times, but it doesn't protect walkers, plus creatures get to hit you before they die, so I can let it go. Replaced it with Teferi, Temporal Archmage which seems amazing - is card draw/library manipulation, ramp, and that ultimate is just...perfect. Knew he was going to be an include from the day he was spoiled.
Other considerations for this update included: Nahiri, the Lithomancer: +1 makes a token, alright, will never be equiped. -2 does nothing either (unless I add Skullclamp to the deck...). And the -10! (starts at 3, doesn't even get there with Doubling Season)...Basically, it's bad for this deck. Probably good in a voltron strategy, but doesn't belong here. Ob Nixilis of the Black Oath: +2 is okay, gains 2-3 life. -2 is the reason to add it to the deck, as it starts with 3, can potentially give you a 5/5 flyer every alternate turn, not bad. -8 is good with tokens, but you'll likely never get there, again starting with only 3 loyalty is a big downside. Overall not a bad card, but I don't think it does enough to deserve an add. Daretti, Scrap Savant: +2 is the reason to consider this, but the other abilities are too build around me. It's probably the best Planeswalker from the set, just not for this deck. Pass. Freyalise, Llanowar's Fury: +2 makes a relevant token that ramps you, -2 is artifact/enchantment removal which seems great, and -6 isn't too relevant but can draw you a couple of cards. This is one of the better cards for this deck, and it almost went in, but I don't think I have a spot for it. I have other walkers that remove permanents for me. I honestly think they could have printed this at like 1GG, but then it couldn't be a commander. Anyway, I'll add it to my Mayebboard for now, could go in for testing at some point if a spot opens up. Comeuppance: Is a cool effect, and there are others like it (Illusionist's Gambit) that I don't run either, prefer more long-lasting pillowfort. Containment Priest: I don't often consider creatures for this deck, but this is pretty good, stops blink, reanimator, and many more strategies. Fell the Mighty: A good wrath effect that can kill everything but tokens, but is not really needed. Arcane Lighthouse: I don't think I can afford any more colourless nonbasics, plus I think I have enough wraths to deal with hexproof/shroud permanents.
Notes: Fate Reforged Update!
Considerations from this set included Citadel Siege (good pillowfort), and Monastery Siege (card filtering, as well as protection for permanents), however the only card that made it into the deck is Ugin, the Spirit Dragon. Ugin's +2 can deal with utility creatures and some commanders, his -X acts as a wrath (kinda like Karn Liberated on steroids), and his -10 "opposite Nicol Bolas, Planeswalker" ability can put you in a good position to win. The downside is that he does cost 8 mana, but I think he'll be worth it. Will see how he does in testing.
Other additions included Pernicious Deed, which I have been wanting to put in for quite a while now, and a Plains, going up to 37 lands (would be at 38 ideally).
To make room for these, ended up cutting: Prismatic Omen - with the recent improvements in the mana base, I don't think I need this anymore; Dack Fayden - although the steal artifact ability can be good from time to time, he was generally only used for his card filtering ability, plus there's only so many walkers I can run in this deck, so will try the deck without him for some time; and Terminus - I already have Hallowed Burial, so to make room for Pernicious Deed, this is the wrath I decided to cut.
Notes: Dragons of Tarkir Update!
The number of enchantments in this deck has been slowly dropping, so much that Serra's Sanctum is no longer on the wishboard for this deck. Following this trend, I've decided to try the deck out without a few of the pillowfort cards (Collective Restraint/Mystic Barrier/Sphere of Safety). Although I really like Sphere of Safety, I probably don't run enough enchantments for it anymore. Even though Sterling Grove can still tutor for Doubling Season, I'm willing to let it go with this group of cards to test a few others. These cards may end up going back in at some point, depending on how the deck performs without them.
Replacing these cards are: Naya Charm (which was originally going to be Regrowth, but someone in one of the other Superfriends threads mentioned how the charm is probably better due to its versatility), Chaos Warp (been on my Maybeboard for quite some time, just a great removal spell), Sphinx's Revelation (with the lack of pillowfort, helps draw into wraths and other answers), & Time Warp (have wanted to find a spot for a Time Walk in this deck for a long time, and today's the day!).
The only card from DTK to make the cut was Narset Transcendent, which replaces Ajani, Mentor of Heroes - who I was only using for its 2nd ability, and Narset looks like it would do that job better, while providing other useful utility.
Other considerations for this update included: Regrowth, Catastrophe, Profound Journey (I'd probably run Obzedat's Aid first), Silumgar's Command (great multipurpose removal), Haven of the Spirit Dragon (simply to recur Ugin, the Spirit Dragon, but producing only colourless mana is too much of a downside), and of course Sarkhan Unbroken. I really like Sarkhan Unbroken - although the Ultimate will never do anything, the first two abilities are great. It may end up in the deck at some point, but as of now, it doesn't make the cut.
+1 Ajani Vengeant: Another Tamiyo tap effect. Is removal too. Can remove one player (or two with Rings of Brighthearth) from the game.
+1 Ajani, Caller of the Pride: Recently cut, but I may want to re-add him at some point.
+1 All Suns' Dawn: Another great recursion spell.
+1 Catastrophe: An Armageddon when I need it to be, a wrath most other times.
+1 Constant Mists: A repeatable Fog effect, I do want to test it out at some point. It's addition may warrant a Crucible of Worlds.
+1 Dack Fayden: Recently cut to make room, but his filtering ability is good, and he can occasionally steal a good artifact.
+1 Ensnaring Bridge: This deck can empty its hand fairly easily, and doesn't really want creatures attacking.
+1 Freyalise, Llanowar's Fury: Makes a relevant token that ramps you, mainly would be added for the artifact/enchantment removal ability. 5 cmc is probably too much for her though.
+1 Obzedat's Aid: Recurring any permanent straight into play seems pretty good...
+1 Rhystic Study: Recently cut, I wonder if I need it?
+1 Sarkhan Unbroken: Ultimate is irrelevant, but the first two abilities are great. A plus ability that both ramps you and draws you a card, and he produces a decent sized token.
+1 Sphere of Safety (and otherpillowfort): As the number of enchantments in the deck have been dropping, it got cut to try out a handful of other cards. Might make its way back in at some point though.
+1 Static Orb: More disruption to help end the game when you have a couple of walkers out.
+1 Sultai Charm: Creature, artifact and enchantment removal in one, that comes with an option for card draw/filtering, seems good. Want to test it out sometime.
+1 Vindicate/Utter End: Deals with most problem permanents.
Other Considerations
Akroma's Vengeance: A great wrath effects that deals with multiple permanent types. I think I might run too many enchantments for it to be great though. Ashiok, Nightmare Weaver: The +2 doesn't do anything immediately, the -X might be good from time to time, but if it would go in here, it would be for that Ultimate...Identity Crisis each opponent? Seems good. The problem is that even with Doubling Season, you can't insta-ulti it. Probably not good enough to be in here. Blazing Archon: Ultimate pillowfort on a stick. Blind Obedience: Disruption that can occasionally drain life. Citadel Siege: Would only be used for the tapping ability, which seems like good pillowfort. Cloudstone Curio: If Omniscience ever makes it in...Infinite PW activations O_o Comeuppance: Is a cool effect, and there are others like it (Illusionist's Gambit) that I don't run either, prefer more long-lasting pillowfort. Conflux: A card that tutors for 5 different cards, but it does cost 8 mana... Containment Priest: I don't often consider creatures for this deck, but this is pretty good, stops blink, reanimator, and many more strategies. Crawlspace: More Pillowfort. Darksteel Ingot: Used to run it in the deck before. Survives several wrath effects. Death Cloud: With just a few Planeswalkers in play, it can screw everyone but me. It also doesn't effect my enchantments. Elesh Norn, Grand Cenobite: Pumps our tokens, kills everyone else's small critters. Elspeth Tirel: Some life gain which is meh. Token producing ability is good. The -5 can be activated a turn after, unfortunately it does hit walkers too. Eternal Witness: Great recursion, but All Suns' Dawn is probably bigger and better. Exotic Orchard: Used to run but, but now my mana base is much better and I probably don't need this. Faith's Reward: A way to return all walkers (and other permanents) back to play after they get destroyed. Fell the Mighty: A good wrath effect that can kill everything but tokens, but is not really needed. Final Judgment: Recently got cut to try out Merciless Eviction, if that doesn't work out, it can go back in. Fist of Suns: Being able to have the option to cast each spell for WUBRG is pretty sweet, but I don't think the deck needs it. Forbidden Orchard: Another rainbow land with a very minor drawback. Gaze of Granite: Pernicious Deed on a spell. Ghostly Prison: Doesn't protect walkers. Gideon, Champion of Justice: Was in there before, not sure if I need it. Can be a win-con, but that's about it. Gilded Lotus: Awkward starting point for ramp, but there are occasions where its quite helpful. Gilder Bairn: Can tap it with Tamiyo and Ral. Obviously great with walkers...Downside is that it is a creature, and it will die, most likely by a wrath that I cast. But could still be worth it, casting it the turn, or the turn before going for the win. Grand Coliseum: A worser City of Brass Guided Passage: Interesting card advantage. Hour of Reckoning: Cool wrath that lets your tokens survive. Illusionist’s Gambit: One-off pillowfort effect that prevents alpha strikes. Jace Beleren: A sort of Phyrexian Arena that lets your opponents draw a card every 2 turns. I used to run it before but it got cut. Never really -10 it, ever. Kiora, the Crashing Wave: The +1 ability doesn't seem too great, especially in multiplayer. The -1 Explore ability is what I would want her in here for and is the reason to even consider her. Her -5 doesn't insta-ulti with Doubling Season either. The token should have really had either Islandwalk or Trample. Kirtar's Wrath: A wrath that leaves something behind. Legacy Weapon: Pretty boss. Probably don't need it though. Leyline of Anticipation: Instant speed stuff is great. Luminarch Ascension: I have enough pillowfort to make this work. Another win con, fits with token theme. Mana Reflection: Used to run it, a goodstuff card that the deck probably doesn't need. Medomai the Ageless: Extra turn is great with walkers...Downside, its a creature. Monastery Siege: Not only is it card filtering/draw, but also protects walkers and other permanents. Mortify: Excellent removal spell. Mystifying Maze: A budget Maze of Ith that produces mana, bad with ETB effects though. Nature’s Lore: Additional ramp that searches for shocks if I need it. Nevinyrral’s Disk: Excellent board wipe effect. Do I run too many enchantments for it? Night of Souls' Betrayal: Great with Humility which is in there... Norn’s Annex: Pillowfort that is not too hard to get around. No Mercy: Recently cut, can be good at times, but doesn't protect walkers and creatures actually get to hit you. Ob Nixilis of the Black Oath: +2 is okay, gains 2-3 life. -2 is the reason to add it to the deck, as it starts with 3, can potentially give you a 5/5 flyer every alternate turn, not bad. -8 is good with tokens, but you'll likely never get there, again starting with only 3 loyalty is a big downside. Overall not a bad card, but I don't think it does enough to deserve an add. Obliterate: Just trying out Decree of Annihilation over it right now. Omniscience: Can Academy Rector it into play... Parallel Lives: Got cut, but could make its way back in at some point. Path to Exile: More great removal Prahv, Spires of Order: Another pillowfort land. Privileged Position: Recently got cut to make space, but is a great card. Propaganda: Doesn't protect walkers. Putrefy: Good removal is good. Regrowth: Recursion if I need it. Reliquary Tower: I don't think the deck draws enough cards for this, also, colourless mana... Replenish: Great way to get all destroyed enchantments back. Rout: Used to run it, got upgraded. Still, an instant speed wrath effect is pretty sweet. Savor the Moment: A cheap Time Walk where I can draw another card, plan another land AND activate all my walkers again. Shard Convergence: Makes sure you hit your land drops. Spoils of Victory: Another Farseek effect that costs 1 more mana. Stranglehold: A great hate card that got cut to make space. Sun Titan: Great with fetches, recurs other things too, but, creatureless deck has to be creatureless. Swords to Plowshares: More great removal. Probably better to have multipurpose cards like Maelstrom Pulse over it though. Tempt with Discovery: I tested it out over Skyshroud Claim and it was awesome initially, over the long run your opponents learn that they were wrong though lol Time Stretch: Two more activations of all your walkers...Before any other Time Walk effects, should put Savor the Moment in. Time Warp: Another turn to activate walkers. If I can't find a spot for Savor the Moment, or the bigger Time Stretch, then can't see this going in either... Unexpectedly Absent: Great removal that only got better with fetches being reprinted. Violent Ultimatum: 8 mana for 3 Vindicates isn't too shabby. Viral Drake: A great Proliferate outlet. Yawgmoth's Will: Playing walkers from the grave seems good.
There's so much stuff I wanna fit in this deck but don't have enough space! Would really appreciate it if y'all can help me out by suggesting cuts for: 1 more land, so I can go up to 38, as well as other cards from my Maybeboard such as Ajani Vengeant, Sarkhan Unbroken, etc.
Any other feedback or suggestions are welcome too
Thanks for having a look, do make sure to do the same with my other decklists (sigged)!
Notes: Theros Update! New Elspeth seems pretty good in here; she creates blockers (3!), wraths, and her emblem can easily lead to a win. Looking for something to cut, the best thing I could find was Mana Reflection, which was just part of the "Goodstuffs". I already have Mirari's Wake for "double" mana, although it doesn't work with my artifacts, it does pump my tokens, so yeah.
Other considerations from the set:
Ashiok, Nightmare Weaver: The +3 is pretty useless and -X might be good from time to time, but if it would go in here, it would be for that Ultimate...Identity Crisis each opponent? Seems good. The only problem is that even with Doubling Season, you can't insta-ulti it, so probably not good enough to be in here, unfortunately.
Medomai the Ageless: Extra turn is great with walkers...Downside, its a creature.
As always, any suggestions and comments are welcome
This isn't a tribal Sliver deck, it's a Planeswalker Control deck with a token subtheme. Sliver Queen is a 5 CMC 7/7 beater that kills someone with commander damage in 3 hits, but the main reason she's my commander is because she can make tokens, which I can use to protect my walkers. I could throw in a few Slivers, that are good anyway, like Necrotic Sliver, and that get better with Sliver Queen, however, being a wrath heavy control deck, I wanna limit the amount of creatures I run. The only other creature I run in the deck, aside from my commander, is Academy Rector; because it searches for a lot of enchantments, most importantly Doubling Season, which is the best card in the deck
Notes: CMDR13 Update! Illusionist's Gambit & Mystic Barrier are two more pillowfort cards that I think will be pretty good in here. Although tokens are a big thing in this deck, I think I'll move Parallel Lives to the Maybeboard for now, and put it back in when I find a spot for it. Mainly I wanna win with walkers anyway, and Doubling Season is more than enough to win. Exiling all permanents with Gideon, Champion of Justice is cool and all, but will also move it to the Maybeboard for now, there are faster win cons in here and Gideon doesn't do much else. I really like Tempt with Discovery as a card and will try it out in place of Skyshroud Claim for now, can always switch if it doesn't work out.
Another card that I really liked for this deck is Crawlspace which I'll put on the Maybeboard for now, it might find a spot at some point.
Notes: A slight update to the manabase, although 2 lands are guaranteed to enter tapped now, I think it should be better overall for the deck.
In other news, had a look at Kiora, the Crashing Wave and I don't think she'll find a spot in here. The +1 ability doesn't seem too great, especially in multiplayer. The -1 Explore ability is what I would want her in here for and is the reason to even consider her. Her -5 doesn't insta-ulti with Doubling Season either. The token should have really had either Islandwalk or Trample. But yeah, she goes in the "other considerations" section. Hopefully the GW Ajani is better!
Notes: Born of the Gods Update! Cutting a mana rock is not my best of cuts, but the decklist is so tight every time I want to put in a card I really don't know what to cut. Have wanted to put in Humility for a while, I think it should be good in the deck, will test it out and see how it goes. Other considerations included Astral Cornucopia (probably not good enough for the deck, and I did just cut a mana rock), Dawn to Dusk, Plea for Guidance (I do run 15 Enchantments after all, but Diabolic Revelation is probably better and that's not in here), Savor the Moment (have been trying to find a spot for this for a while now, would typically read "Draw a card, play an additional land and then proliferate", which seems pretty good in here) and finally Kiora, the Crashing Wave, which I might test out if I get my hands on her/open her, but I'm not going to go out of my way to trade for one. Discussed her in the post above anyway.
Notes: Journey into Nyx Update! New City of Brass should be strictly better than Coliseum. Gambit has just been a temporary solution, don't think it's needed, and Cyclonic Rift is probably going to be better than Rout. I'll try out the new Ajani, hopefully he's good - 21 other planeswalkers, should hit often enough, although will "never" hit a creature or an aura (wish it said Enchantment!). The other +1 ability is going to be useless most of the time too, but the gaining 100 life doesn't seem too bad - will see how he performs.
Thanks for the suggestions! The way I use Jace is to -1, -1, and then +2, and keep going that way, people are generally ok letting it live knowing they will draw a card every 3 turns, but Library and Arena are probably more consistent. I don't not like Beleren, but I could see him getting cut for one of the cards I'm trying to find spots for. I could also see Mortify being replaced by Chaos Warp - which is probably the best of the 3 you stated, being able to deal with any permanent instead of just creatures and enactments, I'll probably make the switch along with the CNS Update. The Tempt spell does get me a few cards now and then, when someone may be short on mana, but most of the time I get 1-2 lands, I like being able to search up for any land, that too untapped if able. It's good to be able to search up a manland such as Celestial Colonnade, or a utility land such as Maze of Ith, Reliquary Tower, and Alchemist's Refuge. Depending on how the card keeps performing, I might go back to Skyshroud Claim or something though - will see. As for more Armageddons, I only really want one, Obliterate I really like cause it kills everything but enchantments and walkers, which is what this deck essentially is - and it can't be countered, it generally wins me the game with 2-3 walkers on the board. I haven't felt that more of the effects are needed, especially ones that can just be countered or ones that leave everyone with an okay board position too. But yeah I'll probably replace Mortify in the next update, and think about Beleren too
Notes: Conspiracy Update! Even though harder to cast, I think Bant Charm will do a better job than Putrefy - being able to do the same thing, plus put a creature on the bottom of it's controller's library, also being able to deal with indestructible creatures, plus it tucks a commander, and who knows, from time to time, it may even counter something relevant!
Although Dack Fayden's ultimate won't ever do anything for me, neither was Jace Beleren's, at least Dack's -2 can be relevant and he although he doesn't provide straight card advantage, he does dig deeper. (Also, he doesn't let each opponent draw a card every 3 turns). Will test him out and see how he performs.
And then there's Norn's Annex, which I think I can do without, it's not too hard to pay for decks that can and 2 life for other decks that plan on going for the win. If I end up missing it, I might find a spot for it again, but right now, I believe the deck needs more land, so I'm putting a Forest in it's place. I did want to go up 2 lands, and well, I guess I'm half way there!
Other considerations included Council's Judgment (not sure if good), Plea for Power, and Pernicious Deed (which should probably be in here, but do I run too many artifacts/enchantments without having greats ways to recur them? Or maybe that's just a bad excuse).
Some solid cards for this deck from the latest set. Ajani Steadfast and The Chain Veil are made for this deck. Steadfast ticks up other walkers (and tokens), and its ultimate provides pillowfort for both myself and my walkers. The Chain Veil not only ticks up walkers, but also lets their abilities be used twice in a single turn. Quite awesome!
As for Garruk, Apex Predator - he not only removes other planeswalkers and creatures, but also makes tokens and his ultimate paints a giant bullseye on an opponent.
Cutting cards is never easy in this deck, having access to all the cards in Magic's history and only being limited to 100 cards makes for some tough and sometimes unwanted cuts. Ajani, Caller of the Pride has been used to speed up an opponents death by the hands of Sliver Queen before, I've also won with ultimating him (usually with Doubling Season) quite a few times (especially with Sarkhan Vol) - but other than winning the game he doesn't do anything, so I've decided to move him to the Maybeboard for now - if a spot opens up, he can find his way back in.
I've been testing Tempt with Discovery over Skyshroud Claim and although opponents were initially tempted to grab the lands, they soon realized it wasn't the best idea - hence Claim makes its way back into the deck, taking back its original spot.
I am moving Enlightened Tutor to the Maybeboard too, but I'm sure it will need to find its way back in...Unfortunate that Theros being an enchantment block we didn't get an awesome enchantment walker like Tezzeret the Seeker is for artifacts.
Stranglehold has been one of those cards that has either been great or done nothing, so I'm not too upset to cut it.
Other additions include Wargate which can tutor any permanent directly into play (seems good), Maelstrom Nexus - which I've always wanted to find a spot for (am going to test it out and see how it performs), and Murmuring Bosk which has also been on the Maybeboard for quite some time, and now along with Skyshroud Claim it can be a part of the deck.
Other considerations from M15 included Jace, the Living Guildpact (which might have found a spot in the deck if there weren't so many great inclusions from the set already. Although the +1 isn't great, the -3 can temporarily deal with problem permanents, and the ultimate should generally win you the game), In Garruk's Wake (which is probably better against this deck than in it) and Hushwing Gryff (glad to see a second Torpor Orb, unfortunately being a creature is a liability in this deck). I was also looking at Faith's Reward and Ajani Vengeant but neither have found a spot as of now.
Wow, how did I never see your deck for reference when I built mine? Maybe I just didn't research and put my together slowly. I can't remember. You seem to have a lot more practice with yours, at least from the changelog. I'll have to look through and see if I can pick up some ideas since they look similarly built. I need Ajani, Garruk and the Chain Veil for sure out of M15 though.
How has Inexorable Tide run for you? It always came to late for me, usually absorbed a counter or a destroy spell though.
Wow, how did I never see your deck for reference when I built mine? Maybe I just didn't research and put my together slowly. I can't remember. You seem to have a lot more practice with yours, at least from the changelog. I'll have to look through and see if I can pick up some ideas since they look similarly built. I need Ajani, Garruk and the Chain Veil for sure out of M15 though.
How has Inexorable Tide run for you? It always came to late for me, usually absorbed a counter or a destroy spell though.
Can't comment on your list since I don't think you've posted it on here =P
Inexorable Tide is one of those cards that is either good when you have a lot of mana, or if it survives an entire turn cycle. If you cast it and then can untap with it and a couple of walkers in play, well, then it's pretty good. Like Doubling Season and Contagion Engine, it helps pop your walker's ultimate much quicker. (Note that Contagion Engine falls in the same category of having a lot of mana, or surviving an entire turn cycle). One thing to consider is the fact that we now have two more of these effects, with The Chain Veil and Ajani Steadfast, which I am yet to properly test. Over time it should become apparent whether there are too many ways to level up walkers in the deck now, if it's just right, or if it's "the more the merrier". I'll keep you updated
I'll try to get my P'Walker deck written down at some point to share pointers between one another. Especially with the new Teferi and all coming.. my eyes got big when I saw his Ultimate. A lucky Doubling Season turn cycle followed by him dropping.. epic turns to follow.
I'll try to get my P'Walker deck written down at some point to share pointers between one another. Especially with the new Teferi and all coming.. my eyes got big when I saw his Ultimate. A lucky Doubling Season turn cycle followed by him dropping.. epic turns to follow.
Sweet. Yeah, Teferi, Temporal Archmage is going to be amazing in this deck, all three abilities are great! This deck has been getting a lot of love lately
My list though on mtg vault as edits are easier to do.
I'm all for Planeswalker commanders, have wanted them for so long, didn't think it would actually happen though!
I don't know if Decree of Annihilation is better than Obliterate really. They both have their pros and cons. Decree of Annihilation costs more, unless cycled, and when cycled it can't be countered. But if I just wanted to destroy lands I would run Armageddon. Obliterate costs two less than a hardcasted Decree, and it cannot be countered, often winning the game on the spot. Decree however does deal with indestructible permanents and exile them, along with graveyards and hands. I may test it out in its place though, and see how it performs - if it does a better job, I'm all for it. Thanks for the suggestion
koth allows more mana as i untap a mountain usually being whatever dual I need, liliana of the dark realms tutors any dual as well as works for removal. So great even if you don't ult. Nissa is amazing as she tez ral and chain go inf whenever. Red sun's is exiling removal and recuring removal and these days you can't have too much of that as well as target a player to redirect to a pw if needed. I find them all to be strong yes and i usually wait a little bit to cast walkers until im ready to cast a few and they hit the board hard.
koth allows more mana as i untap a mountain usually being whatever dual I need, liliana of the dark realms tutors any dual as well as works for removal. So great even if you don't ult. Nissa is amazing as she tez ral and chain go inf whenever. Red sun's is exiling removal and recuring removal and these days you can't have too much of that as well as target a player to redirect to a pw if needed. I find them all to be strong yes and i usually wait a little bit to cast walkers until im ready to cast a few and they hit the board hard.
I'd probably still prefer cards like Oblation, Vindicate or Maelstrom Pulse over the Red Sun's Zenith, but yeah. We do have different builds though, you run instant speed removal/counterspells & disruption, whereas I run pillowfort to protect myself and my walkers instead.
Mana fixing is rarely an issue in 5c decks with both duals and fetches. I used to run both omen and lantern but as your running a 5 color deck people tend to turn them off on you as soon as they can.
I love vindicate and pulse I just find exiling/tuckin is the easiest way to deal with creature considering the popularity of creature recursion these days in edh. Ovulation is good but I'd rather not have them draw 2 and I like how the zeniths shuffle back in.
As I said I love tucking stuff so I love Ætherspouts although I haven't played with it yet.
Ravine is just simply 1cmc less to make a creature keeping more mana open for instant speed things. Same reason I don't run rings as 1 it will get blown up ASAP and 2 it takes a bit of mana and I often found myself just not using it. Really the only deck I ever consistently used it was mayael.
Constant mist is just an emergency card. I used to run crucible and actually have thought about cutting Chandra to put it back in but with sdt/jtms/fetch lands Chandra's 0 has use and probably even more so once teferi is released. And she just straight wins once you go inf with the chain veil.
My goal is to worry about as few permanents of mine as possible so I cut quite a few artifacts and enchantments from my list to strictly use what I deemed I couldn't cut. Creatures being the easiest thing to kill I cut them all. I tend to play slow to start and try to take some damage and show as less of a threat so my opponents get going on each other until I over run them when I'm ready to make a move. Usually once they see I'm not playing slivers they relax a bit. However I run enough control to hold my own if needed right off the bat too.
Description
Sliver Queen is my commander as she produces tokens as well, and they protect my walkers. Also, 3 hits from her kills someone.
Pillowfort stops me from getting attacked and Planeswalkers act as pillowfort too. Using multiple wraths to keep the board clear allows me to ultimate Planeswalkers for the win!
The "Conclusion" section has a list of things you can help me with
Decklist
4 Elspeth, Knight-Errant (Also Protection)
4 Sorin, Lord of Innistrad (Also Pump, Removal)
5 Sliver Queen (Also Win Condition)
Win Conditions (15)
4 Jace, Architect of Thought (Also Card Draw)
4 Jace, the Mind Sculptor (Also Disruption, Card Draw, Library Manipulation)
4 Sarkhan Vol (Also Token Producer, Pump)
4 Ral Zarek (Also Ramp, Removal)
5 Liliana Vess (Also Disruption, Tutor)
5 Gideon Jura (Also Pillowfort, Removal)
5 Tamiyo, the Moon Sage (Also Pillowfort, Card Draw)
5 Venser, the Sojourner
5 Vraska the Unseen (Also Removal)
6 Elspeth, Sun's Champion (Also Token Producer, Removal)
6 Sorin Markov (Also Removal)
6 Garruk, Primal Hunter (Also Token Producer, Card Draw)
7 Garruk, Apex Predator (Also Removal, Token Producer)
7 Karn Liberated (Also Disruption, Removal)
8 Nicol Bolas, Planeswalker (Also Removal)
Tutors (5)
1 Vampiric Tutor
1 Enlightened Tutor
2 Demonic Tutor
4 Academy Rector
7 Wargate
Card Draw/Card Advantage (6)
1 Sensei's Divining Top (Also Library Manipulation)
2 Sylvan Library (Also Library Manipulation)
3 Phyrexian Arena
4 Narset Transcendent (Also Disruption)
5 Maelstrom Nexus
7 Sphinx's Revelation
Ramp/Mana (8)
1 Sol Ring
2 Farseek
3 Chromatic Lantern
3 Coalition Relic
4 Skyshroud Claim
4 Garruk Wildspeaker (Also Token Producer, Win Condition)
5 Mirari's Wake
5 Tezzeret the Seeker (Also Tutor)
3 Liliana of the Veil (Also Disruption)
3 Pernicious Deed
3 Chaos Warp
3 Maelstrom Pulse
4 Utter End
4 Wrath of God
4 Supreme Verdict
5 Hallowed Burial
6 Austere Command
6 Merciless Eviction
7 Cyclonic Rift
8 Ugin, the Spirit Dragon (Also Card Draw, Win Condition)
8 Decree of Pain (Also Card Draw)
10 Decree of Annihilation (Also Win Condition)
Disruption (3)
0 Maze of Ith
2 Torpor Orb
4 Humility
Walker's Best Friends (8)
3 Rings of Brighthearth
4 The Chain Veil
4 Ajani Steadfast (Also Pillowfort)
5 Inexorable Tide
5 Doubling Season
5 Time Warp
6 Contagion Engine
6 Teferi, Temporal Archmage (Also Card Draw, Ramp)
Recursion (2)
3 Naya Charm (Also Removal, Protection)
5 Creeping Renaissance
Other Non-Basic Lands (28)
0 Command Tower
0 City of Brass
0 Mana Confluence
0 Reflecting Pool
0 Murmuring Bosk
0 Badlands
0 Hallowed Fountain
0 Sacred Foundry
0 Watery Grave
0 Overgrown Tomb
0 Stomping Ground
0 Steam Vents
0 Godless Shrine
0 Blood Crypt
0 Temple Garden
0 Breeding Pool
0 Celestial Colonnade (Also Win Condition)
0 Creeping Tar Pit (Also Win Condition)
0 Sunpetal Grove
0 Flooded Strand
0 Arid Mesa
0 Polluted Delta
0 Wooded Foothills
0 Bloodstained Mire
0 Windswept Heath
0 Urborg, Tomb of Yawgmoth
0 Bojuka Bog (Also GY Hate)
0 Alchemist's Refuge
0 Plains (x3)
0 Forest (x2)
0 Swamp (x1)
0 Island (x1)
0 Mountain (x1)
1 Sliver Queen
1 Academy Rector
Planeswalkers (24)
1 Ajani Steadfast
1 Elspeth, Knight-Errant (DUEL DECKS FOIL)
1 Elspeth, Sun's Champion
1 Gideon Jura
1 Garruk Wildspeaker (DUEL DECKS FOIL)
1 Garruk, Primal Hunter
1 Garruk, Apex Predator
1 Jace, Architect of Thought
1 Jace, the Mind Sculptor
1 Karn Liberated
1 Liliana of the Veil
1 Liliana Vess
1 Narset Transcendent
1 Nicol Bolas, Planeswalker
1 Ral Zarek
1 Sorin, Lord of Innistrad (DUEL DECKS FOIL)
1 Sorin Markov
1 Sarkhan Vol
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker (DUEL DECKS FOIL)
1 Teferi, Temporal Archmage
1 Ugin, the Spirit Dragon
1 Venser, the Sojourner
1 Vraska the Unseen
Instants (7)
1 Vampiric Tutor
1 Enlightened Tutor
1 Sphinx's Revelation
1 Cyclonic Rift
1 Chaos Warp
1 Naya Charm
1 Utter End (FOIL)
1 Demonic Tutor
1 Wargate
1 Farseek
1 Skyshroud Claim
1 Creeping Renaissance
1 Time Warp
1 Maelstrom Pulse
1 Wrath of God
1 Supreme Verdict (BUY-A-BOX FOIL)
1 Hallowed Burial
1 Austere Command
1 Merciless Eviction
1 Decree of Pain
1 Decree of Annihilation (FTV FOIL)
Artifacts (8)
1 Sensei's Divining Top
1 Sol Ring
1 Chromatic Lantern
1 Coalition Relic
1 Torpor Orb
1 Rings of Brighthearth
1 The Chain Veil
1 Contagion Engine
Enchantments (8)
1 Sylvan Library
1 Phyrexian Arena
1 Mirari's Wake (COMMANDER'S ARSENAL FOIL)
1 Pernicious Deed
1 Humility
1 Doubling Season (JUDGE FOIL)
1 Inexorable Tide
1 Maelstrom Nexus
Lands (37)
1 Command Tower
1 City of Brass
1 Mana Confluence
1 Reflecting Pool
1 Murmuring Bosk
1 Badlands
1 Hallowed Fountain
1 Sacred Foundry
1 Watery Grave
1 Overgrown Tomb
1 Stomping Ground
1 Steam Vents
1 Godless Shrine
1 Blood Crypt
1 Temple Garden
1 Breeding Pool
1 Celestial Colonnade
1 Creeping Tar Pit
1 Sunpetal Grove
1 Flooded Strand
1 Arid Mesa
1 Polluted Delta
1 Wooded Foothills
1 Bloodstained Mire
1 Windswept Heath
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 Alchemist's Refuge
1 Maze of Ith
3 Plains (ZENDIKAR FULL ART)
2 Forest (ZENDIKAR FULL ART)
1 Swamp (ZENDIKAR FULL ART)
1 Island (ZENDIKAR FULL ART)
1 Mountain (ZENDIKAR FULL ART)
Change Log
28/11/2012
-1 Island
-1 Forbidden Orchard
+1 Exotic Orchard
+1 Grand Coliseum
Notes: Tweaked mana base a little.
30/01/2013
-1 Dragonskull Summit
+1 Badlands
Notes: Now that Olivia Voldaren has been retired, I can use this in here instead.
2/03/2013
-1 Avacyn, Angel of Hope
-1 Nevinyrral's Disk
-1 Forest
+1 Torpor Orb
+1 Gideon, Champion of Justice
+1 Alchemist's Refuge
Notes: Avacyn was only really in there for Obliterate, but that's too narrow. I have Elspeth for that anyway.
Disk worked with Avacyn too, but destroying my enchantments hurt too much.
Finally found a spot for Torpor Orb.
Keen to test out New Gideon, not sure how great he'll be, but yeah, will see.
Refuge will mainly be used for instant speed wraths, but, instant speed anything is good
7/05/2013
-1 Nature's Lore
+1 Ral Zarek
Notes: Dragon's Maze Update! I can't wait to have this out with Doubling Season and Venser
22/06/2013
-1 Mystifying Maze
+1 Maze of Ith
Notes: Traded for a MoI, so, can finally use it. Can be tapped for mana with Chromatic Lantern and Prismatic Omen, so hopefully won't be too bad. Maybe I should replace a Swamp with Urborg, Tomb of Yawgmoth? Will see...
17/09/2013
-1 Mana Reflection
+1 Elspeth, Sun's Champion
Notes: Theros Update! Elspeth, Sun’s Champion seems pretty good in here; she creates blockers (3!), wraths, and her emblem can easily lead to a win. Looking for something to cut, the best thing I could find was Mana Reflection, which was just part of the "Goodstuffs". I already have Mirari's Wake for "double" mana, although it doesn't work with my artifacts, it does pump my tokens, so yeah.
21/10/2013
-1 Clifftop Retreat
+1 Arid Mesa
Notes: Got a chance to trade for an Arid Mesa, so I'll throw it in here for now
14/11/2013
-1 Parallel Lives
-1 Gideon, Champion of Justice
-1 Skyshroud Claim
+1 Mystic Barrier
+1 Illusionist's Gambit
+1 Tempt with Discovery
Notes: CMDR13 Update! Illusionist's Gambit & Mystic Barrier are two more pillowfort cards that I think will be pretty good in here. Although tokens are a big thing in this deck, I think I'll move Parallel Lives to the Maybeboard for now, and put it back in when I find a spot for it. Mainly I wanna win with walkers anyway, and Doubling Season is more than enough to win. Exiling all permanents with Gideon, Champion of Justice is cool and all, but will also move it to the Maybeboard for now, there are faster win cons in here and Gideon doesn't do much else. I really like Tempt with Discovery as a card and will try it out in place of Skyshroud Claim for now, can always switch if it doesn't work out. Another card that I really liked for this deck is Crawlspace which I'll put on the Maybeboard for now, it might find a spot at some point. Other considerations: Unexpectedly Absent, Spoils of Victory, All Suns' Dawn, Regrowth.
30/12/2013
-1 Glacial Fortress
-1 Drowned Catacomb
-1 Swamp
+1 Celestial Colonnade
+1 Creeping Tar Pit
+1 Urborg, Tomb of Yawgmoth
Notes: A slight update to the manabase, although 2 lands are guaranteed to enter tapped now, I think it should be better overall for the deck.
26/01/2014
-1 Darksteel Ingot
+1 Humility
Notes: Born of the Gods Update! Cutting a mana rock is not my best of cuts, but the decklist is so tight every time I want to put in a card I really don't know what to cut. Have wanted to put in Humility for a while, I think it should be good in the deck, will test it out and see how it goes. Other considerations included Astral Cornucopia (probably not good enough for the deck, and I did just cut a mana rock), Dawn to Dusk, Plea for Guidance (I do run 15 Enchantments after all, but Diabolic Revelation is probably better and that's not in here), Savor the Moment (have been trying to find a spot for this for a while now, would typically read "Draw a card, play an additional land and then proliferate", which seems pretty good) and finally Kiora, the Crashing Wave, which I might test out if I get my hands on her/open her, but I'm not going to go out of my way to trade for one.
1/05/2014
-1 Grand Coliseum
-1 Illusionist's Gambit
-1 Rout
+1 Mana Confluence
+1 Ajani, Mentor of Heroes
+1 Cyclonic Rift
Notes: Journey into Nyx Update! New City of Brass should strictly be better than Coliseum. Gambit has just been a temporary solution, don't think it's needed, and Cyclonic Rift is probably going to be better than Rout. I'll try out the new Ajani, hopefully he's good - 21 other planeswalkers, should hit more often, although will never hit a creature or an aura (wish it said Enchantment!). The other +1 ability is going to be useless most of the time too, but the gaining 100 life doesn't seem too bad - will see how he performs.
12/05/2014
-1 Mortify
+1 Maelstrom Pulse
Notes: Has been on my maybeboard for a while. If I had enough space, I'd run both.
10/06/2014
-1 Putrefy
-1 Jace Beleren
-1 Norn's Annex
+1 Bant Charm
+1 Dack Fayden
+1 Forest
Notes: Conspiracy Update! Even though harder to cast, I think Bant Charm will do a better job than Putrefy - being able to do the same thing, plus put a creature on the bottom of it's controller's library, also being able to deal with indestructible creatures, plus it tucks a commander, and who knows, from time to time, it may even counter something relevant! Although Dack Fayden's ultimate won't ever do anything for me, neither was Jace Beleren's, at least Dack's -2 can be relevant and he although he doesn't provide straight card advantage, he does dig deeper. (Also, he doesn't let each opponent draw a card every 3 turns). Will test him out and see how he performs. And then there's Norn's Annex, which I think I can do without, it's not too hard to pay for decks that can and 2 life for other decks that plan on going for the win. If I end up missing it, I might find a spot for it again, but right now, I believe the deck needs more land, so I'm putting a Forest in it's place. I did want to go up 2 lands, and well, I guess I'm half way there! Other considerations included Council's Judgment (not sure if good), Plea for Power, and Pernicious Deed (which should probably be in here, but do I run too many artifacts/enchantments without having greats ways to recur them? Or maybe that's just a bad excuse).
10/07/2014
-1 Ajani, Caller of the Pride
-1 Stranglehold
-1 Gilded Lotus
-1 Enlightened Tutor
-1 Tempt with Discovery
-1 Reliquary Tower
-1 Exotic Orchard
+1 Ajani Steadfast
+1 Garruk, Apex Predator
+1 The Chain Veil
+1 Wargate
+1 Maelstrom Nexus
+1 Skyshroud Claim
+1 Murmuring Bosk
Notes: M15 Update!
Some solid cards for this deck from the latest set. Ajani Steadfast and The Chain Veil are made for this deck. Steadfast ticks up other walkers (and tokens), and its ultimate provides pillowfort for both myself and my walkers. The Chain Veil not only ticks up walkers, but also lets their abilities be used twice in a single turn. Quite awesome!
As for Garruk, Apex Predator - he not only removes other planeswalkers and creatures, but also makes tokens and his ultimate paints a giant bullseye on an opponent.
Cutting cards is never easy in this deck, having access to all the cards in Magic's history and only being limited to 100 cards makes for some tough and sometimes unwanted cuts. Ajani, Caller of the Pride has been used to speed up an opponents death by the hands of Sliver Queen before, I've also won with ultimating him (usually with Doubling Season) quite a few times (especially with Sarkhan Vol) - but other than winning the game he doesn't do anything, so I've decided to move him to the Maybeboard for now - if a spot opens up, he can find his way back in.
I'm not too sad to see Gilded Lotus or Exotic Orchard go, same with Reliquary Tower as I rarely have over 7 cards in hand in this deck.
I've been testing Tempt with Discovery over Skyshroud Claim and although opponents were initially tempted to grab the lands, they soon realized it wasn't the best idea - hence Claim makes its way back into the deck, taking back its original spot.
I am moving Enlightened Tutor to the Maybeboard too, but I'm sure it will need to find its way back in...Unfortunate that Theros being an enchantment block we didn't get an awesome enchantment walker like Tezzeret the Seeker is for artifacts.
Stranglehold has been one of those cards that has either been great or done nothing, so I'm not too upset to cut it.
Other additions include Wargate which can tutor any permanent directly into play (seems good), Maelstrom Nexus - which I've always wanted to find a spot for (am going to test it out and see how it performs), and Murmuring Bosk which has also been on the Maybeboard for quite some time, and now along with Skyshroud Claim it can be a part of the deck.
Other considerations from M15 included Jace, the Living Guildpact (which might have found a spot in the deck if there weren't so many great inclusions from the set already. Although the +1 isn't great, the -3 can temporarily deal with problem permanents, and the ultimate should generally win you the game), In Garruk's Wake (which is probably better against this deck than in it) and Hushwing Gryff (glad to see a second Torpor Orb, unfortunately being a creature is a liability in this deck). I was also looking at Faith's Reward and Ajani Vengeant but neither have found a spot as of now.
19/09/2014
-1 Rhystic Study
-1 Privileged Position
-1 Final Judgment
-1 Obliterate
-1 Isolated Chapel*
-1 Woodland Cemetery
-1 Hinterland Harbor
-1 Sulfur Falls*
-1 Rootbound Crag
+1 Sensei's Divining Top
+1 Enlightened Tutor
+1 Merciless Eviction
+1 Decree of Annihilation
+1 Bloodstained Mire*
+1 Flooded Strand
+1 Polluted Delta
+1 Windswept Heath*
+1 Wooded Foothills
Notes: Khans of Tarkir Update!
Fetches should really help this deck, even if the only dual lands I have are shocks. Cut a few tap lands for them. Just need the other 4 now!
Have wanted to find a spot for Sensei's Divining Top for a while now, and I'm going to try it out over Rhystic Study, which should be fine since I already have Sylvan Library and Phyrexian Arena, both of which I personally feel are better than Study.
Recently cut Enlightened Tutor to make space, however I soon realised that this was a mistake, considering The Chain Veil is a part of the deck now...
Cut Final Judgment for Merciless Eviction, which just does more for the same CMC. Originally I hesitated to add the card cause I didn't want my opponents casting Merciless Eviction from my library/graveyard, exiling all my walkers, but I'm going to test it out and see how often (if at all) that actually happens.
Also going to test out Decree of Annihilation in place of Obliterate, as suggested to me in this thread not too long ago. Both have their advantages and disadvantages (Annihilation costs more when hard casted, Obliterate can't be countered, etc.) and I'm going to see which card performs better.
End Hostilities - which I think is a pretty good removal spell, dealing with voltron decks and what not, but I think the wraths currently in the deck are superior.
Clever Impersonator: Pretty awesome effect, being able to copy a Rings of Brighthearth, Doubling Season or The Chain Veil; or a walker to use an ability twice, etc., but it's probably win more. The card is going to be quite good against this deck though...
Sarkhan, the Dragonspeaker: One of the two planeswalkers of this set, probably going to be great in Standard, but I don't think its good enough for EDH.
Sorin, Solemn Visitor: The other walker of the set, while it's not bad, I don't think there's a spot for him in the deck right now. The +1 gives our tokens a small buff that lasts until the start of our next turn, but Sorin, Lord of Innistrad's permanent buff is just better. -2 creates a pretty awesome token, but the cost for it is just too much imo. As for the Ultimate, a mini-Sheoldred, Whispering Oneish emblem is pretty sweet, but the other abilities aren't good enough for him to be added to the deck, unfortunately.
Abzan Charm: Good removal as well as card draw, the last ability is pretty irrelevant in the deck.
Utter End: A good card, but there are others I would run before considering this (such as Chaos Warp, Oblation, etc.)
Crucible of Worlds: With the addition of fetches, considered adding this, but probably doesn't add too much to the deck.
Pernicious Deed: Really wanted to find a spot for this but couldn't, do want to eventually add it into the deck.
Catastrophe: I do want to add this to the deck, being able to either wipe creatures to live, or lands in order to win, but I just don't know what wrath to cut for it. I'm sure I'll figure it out eventually...
Constant Mists: Keen to try this out too, I think it should be good in here. Another reason why I considered Crucible of Worlds for the deck.
And finally, Sultai Charm, which I think is one of the best cards from the set, creature, artifact and enchantment removal, along with card draw/filtering, seems pretty good. I wouldn't be surprised if it makes its way into the deck in the future.
12/11/2014
-1 Plains
-1 No Mercy
+1 Bojuka Bog
+1 Teferi, Temporal Archmage
Notes: C14 Update!
Thought the deck needed some GY hate so added Bojuka Bog, removed a Plains to shift one white source to a black one.
No Mercy can be good at times, but it doesn't protect walkers, plus creatures get to hit you before they die, so I can let it go. Replaced it with Teferi, Temporal Archmage which seems amazing - is card draw/library manipulation, ramp, and that ultimate is just...perfect. Knew he was going to be an include from the day he was spoiled.
Other considerations for this update included:
Nahiri, the Lithomancer: +1 makes a token, alright, will never be equiped. -2 does nothing either (unless I add Skullclamp to the deck...). And the -10! (starts at 3, doesn't even get there with Doubling Season)...Basically, it's bad for this deck. Probably good in a voltron strategy, but doesn't belong here.
Ob Nixilis of the Black Oath: +2 is okay, gains 2-3 life. -2 is the reason to add it to the deck, as it starts with 3, can potentially give you a 5/5 flyer every alternate turn, not bad. -8 is good with tokens, but you'll likely never get there, again starting with only 3 loyalty is a big downside. Overall not a bad card, but I don't think it does enough to deserve an add.
Daretti, Scrap Savant: +2 is the reason to consider this, but the other abilities are too build around me. It's probably the best Planeswalker from the set, just not for this deck. Pass.
Freyalise, Llanowar's Fury: +2 makes a relevant token that ramps you, -2 is artifact/enchantment removal which seems great, and -6 isn't too relevant but can draw you a couple of cards. This is one of the better cards for this deck, and it almost went in, but I don't think I have a spot for it. I have other walkers that remove permanents for me. I honestly think they could have printed this at like 1GG, but then it couldn't be a commander. Anyway, I'll add it to my Mayebboard for now, could go in for testing at some point if a spot opens up.
Comeuppance: Is a cool effect, and there are others like it (Illusionist's Gambit) that I don't run either, prefer more long-lasting pillowfort.
Containment Priest: I don't often consider creatures for this deck, but this is pretty good, stops blink, reanimator, and many more strategies.
Fell the Mighty: A good wrath effect that can kill everything but tokens, but is not really needed.
Arcane Lighthouse: I don't think I can afford any more colourless nonbasics, plus I think I have enough wraths to deal with hexproof/shroud permanents.
18/01/2015
-1 Prismatic Omen
-1 Dack Fayden
-1 Terminus*
+1 Plains
+1 Pernicious Deed
+1 Ugin, the Spirit Dragon*
Notes: Fate Reforged Update!
Considerations from this set included Citadel Siege (good pillowfort), and Monastery Siege (card filtering, as well as protection for permanents), however the only card that made it into the deck is Ugin, the Spirit Dragon. Ugin's +2 can deal with utility creatures and some commanders, his -X acts as a wrath (kinda like Karn Liberated on steroids), and his -10 "opposite Nicol Bolas, Planeswalker" ability can put you in a good position to win. The downside is that he does cost 8 mana, but I think he'll be worth it. Will see how he does in testing.
Other additions included Pernicious Deed, which I have been wanting to put in for quite a while now, and a Plains, going up to 37 lands (would be at 38 ideally).
To make room for these, ended up cutting: Prismatic Omen - with the recent improvements in the mana base, I don't think I need this anymore; Dack Fayden - although the steal artifact ability can be good from time to time, he was generally only used for his card filtering ability, plus there's only so many walkers I can run in this deck, so will try the deck without him for some time; and Terminus - I already have Hallowed Burial, so to make room for Pernicious Deed, this is the wrath I decided to cut.
20/03/2015
-1 Sterling Grove
-1 Collective Restraint*
-1 Sphere of Safety*
-1 Mystic Barrier
-1 Ajani, Mentor of Heroes*
+1 Naya Charm
+1 Chaos Warp*
+1 Sphinx's Revelation
+1 Time Warp*
+1 Narset Transcendent*
Notes: Dragons of Tarkir Update!
The number of enchantments in this deck has been slowly dropping, so much that Serra's Sanctum is no longer on the wishboard for this deck. Following this trend, I've decided to try the deck out without a few of the pillowfort cards (Collective Restraint/Mystic Barrier/Sphere of Safety). Although I really like Sphere of Safety, I probably don't run enough enchantments for it anymore. Even though Sterling Grove can still tutor for Doubling Season, I'm willing to let it go with this group of cards to test a few others. These cards may end up going back in at some point, depending on how the deck performs without them.
Replacing these cards are: Naya Charm (which was originally going to be Regrowth, but someone in one of the other Superfriends threads mentioned how the charm is probably better due to its versatility), Chaos Warp (been on my Maybeboard for quite some time, just a great removal spell), Sphinx's Revelation (with the lack of pillowfort, helps draw into wraths and other answers), & Time Warp (have wanted to find a spot for a Time Walk in this deck for a long time, and today's the day!).
The only card from DTK to make the cut was Narset Transcendent, which replaces Ajani, Mentor of Heroes - who I was only using for its 2nd ability, and Narset looks like it would do that job better, while providing other useful utility.
Other considerations for this update included: Regrowth, Catastrophe, Profound Journey (I'd probably run Obzedat's Aid first), Silumgar's Command (great multipurpose removal), Haven of the Spirit Dragon (simply to recur Ugin, the Spirit Dragon, but producing only colourless mana is too much of a downside), and of course Sarkhan Unbroken. I really like Sarkhan Unbroken - although the Ultimate will never do anything, the first two abilities are great. It may end up in the deck at some point, but as of now, it doesn't make the cut.
31/08/2015
-1 Bant Charm
+1 Utter End
Notes: Origins Update. Nothing from the new set made the cut, but with the new tuck rule and what not, I think Utter End will do a better job than Bant Charm.
Considerations from ORI included Animist's Awakening, Day's Undoing, & Nissa, Sage Animist.
Maybeboard
+1 Ajani, Caller of the Pride: Recently cut, but I may want to re-add him at some point.
+1 All Suns' Dawn: Another great recursion spell.
+1 Catastrophe: An Armageddon when I need it to be, a wrath most other times.
+1 Constant Mists: A repeatable Fog effect, I do want to test it out at some point. It's addition may warrant a Crucible of Worlds.
+1 Dack Fayden: Recently cut to make room, but his filtering ability is good, and he can occasionally steal a good artifact.
+1 Ensnaring Bridge: This deck can empty its hand fairly easily, and doesn't really want creatures attacking.
+1 Freyalise, Llanowar's Fury: Makes a relevant token that ramps you, mainly would be added for the artifact/enchantment removal ability. 5 cmc is probably too much for her though.
+1 Obzedat's Aid: Recurring any permanent straight into play seems pretty good...
+1 Rhystic Study: Recently cut, I wonder if I need it?
+1 Sarkhan Unbroken: Ultimate is irrelevant, but the first two abilities are great. A plus ability that both ramps you and draws you a card, and he produces a decent sized token.
+1 Sphere of Safety (and other pillowfort): As the number of enchantments in the deck have been dropping, it got cut to try out a handful of other cards. Might make its way back in at some point though.
+1 Static Orb: More disruption to help end the game when you have a couple of walkers out.
+1 Sultai Charm: Creature, artifact and enchantment removal in one, that comes with an option for card draw/filtering, seems good. Want to test it out sometime.
+1 Vindicate/Utter End: Deals with most problem permanents.
Other Considerations
Ashiok, Nightmare Weaver: The +2 doesn't do anything immediately, the -X might be good from time to time, but if it would go in here, it would be for that Ultimate...Identity Crisis each opponent? Seems good. The problem is that even with Doubling Season, you can't insta-ulti it. Probably not good enough to be in here.
Blazing Archon: Ultimate pillowfort on a stick.
Blind Obedience: Disruption that can occasionally drain life.
Citadel Siege: Would only be used for the tapping ability, which seems like good pillowfort.
Cloudstone Curio: If Omniscience ever makes it in...Infinite PW activations O_o
Comeuppance: Is a cool effect, and there are others like it (Illusionist's Gambit) that I don't run either, prefer more long-lasting pillowfort.
Conflux: A card that tutors for 5 different cards, but it does cost 8 mana...
Containment Priest: I don't often consider creatures for this deck, but this is pretty good, stops blink, reanimator, and many more strategies.
Crawlspace: More Pillowfort.
Darksteel Ingot: Used to run it in the deck before. Survives several wrath effects.
Death Cloud: With just a few Planeswalkers in play, it can screw everyone but me. It also doesn't effect my enchantments.
Elesh Norn, Grand Cenobite: Pumps our tokens, kills everyone else's small critters.
Elspeth Tirel: Some life gain which is meh. Token producing ability is good. The -5 can be activated a turn after, unfortunately it does hit walkers too.
Eternal Witness: Great recursion, but All Suns' Dawn is probably bigger and better.
Exotic Orchard: Used to run but, but now my mana base is much better and I probably don't need this.
Faith's Reward: A way to return all walkers (and other permanents) back to play after they get destroyed.
Fell the Mighty: A good wrath effect that can kill everything but tokens, but is not really needed.
Final Judgment: Recently got cut to try out Merciless Eviction, if that doesn't work out, it can go back in.
Fist of Suns: Being able to have the option to cast each spell for WUBRG is pretty sweet, but I don't think the deck needs it.
Forbidden Orchard: Another rainbow land with a very minor drawback.
Gaze of Granite: Pernicious Deed on a spell.
Ghostly Prison: Doesn't protect walkers.
Gideon, Champion of Justice: Was in there before, not sure if I need it. Can be a win-con, but that's about it.
Gilded Lotus: Awkward starting point for ramp, but there are occasions where its quite helpful.
Gilder Bairn: Can tap it with Tamiyo and Ral. Obviously great with walkers...Downside is that it is a creature, and it will die, most likely by a wrath that I cast. But could still be worth it, casting it the turn, or the turn before going for the win.
Grand Coliseum: A worser City of Brass
Guided Passage: Interesting card advantage.
Hour of Reckoning: Cool wrath that lets your tokens survive.
Illusionist’s Gambit: One-off pillowfort effect that prevents alpha strikes.
Jace Beleren: A sort of Phyrexian Arena that lets your opponents draw a card every 2 turns. I used to run it before but it got cut. Never really -10 it, ever.
Kiora, the Crashing Wave: The +1 ability doesn't seem too great, especially in multiplayer. The -1 Explore ability is what I would want her in here for and is the reason to even consider her. Her -5 doesn't insta-ulti with Doubling Season either. The token should have really had either Islandwalk or Trample.
Kirtar's Wrath: A wrath that leaves something behind.
Legacy Weapon: Pretty boss. Probably don't need it though.
Leyline of Anticipation: Instant speed stuff is great.
Luminarch Ascension: I have enough pillowfort to make this work. Another win con, fits with token theme.
Mana Reflection: Used to run it, a goodstuff card that the deck probably doesn't need.
Medomai the Ageless: Extra turn is great with walkers...Downside, its a creature.
Monastery Siege: Not only is it card filtering/draw, but also protects walkers and other permanents.
Mortify: Excellent removal spell.
Mystifying Maze: A budget Maze of Ith that produces mana, bad with ETB effects though.
Nature’s Lore: Additional ramp that searches for shocks if I need it.
Nevinyrral’s Disk: Excellent board wipe effect. Do I run too many enchantments for it?
Night of Souls' Betrayal: Great with Humility which is in there...
Norn’s Annex: Pillowfort that is not too hard to get around.
No Mercy: Recently cut, can be good at times, but doesn't protect walkers and creatures actually get to hit you.
Ob Nixilis of the Black Oath: +2 is okay, gains 2-3 life. -2 is the reason to add it to the deck, as it starts with 3, can potentially give you a 5/5 flyer every alternate turn, not bad. -8 is good with tokens, but you'll likely never get there, again starting with only 3 loyalty is a big downside. Overall not a bad card, but I don't think it does enough to deserve an add.
Obliterate: Just trying out Decree of Annihilation over it right now.
Omniscience: Can Academy Rector it into play...
Parallel Lives: Got cut, but could make its way back in at some point.
Path to Exile: More great removal
Prahv, Spires of Order: Another pillowfort land.
Privileged Position: Recently got cut to make space, but is a great card.
Propaganda: Doesn't protect walkers.
Putrefy: Good removal is good.
Regrowth: Recursion if I need it.
Reliquary Tower: I don't think the deck draws enough cards for this, also, colourless mana...
Replenish: Great way to get all destroyed enchantments back.
Rout: Used to run it, got upgraded. Still, an instant speed wrath effect is pretty sweet.
Savor the Moment: A cheap Time Walk where I can draw another card, plan another land AND activate all my walkers again.
Shard Convergence: Makes sure you hit your land drops.
Spoils of Victory: Another Farseek effect that costs 1 more mana.
Stranglehold: A great hate card that got cut to make space.
Sun Titan: Great with fetches, recurs other things too, but, creatureless deck has to be creatureless.
Swords to Plowshares: More great removal. Probably better to have multipurpose cards like Maelstrom Pulse over it though.
Tempt with Discovery: I tested it out over Skyshroud Claim and it was awesome initially, over the long run your opponents learn that they were wrong though lol
Time Stretch: Two more activations of all your walkers...Before any other Time Walk effects, should put Savor the Moment in.
Time Warp: Another turn to activate walkers. If I can't find a spot for Savor the Moment, or the bigger Time Stretch, then can't see this going in either...
Unexpectedly Absent: Great removal that only got better with fetches being reprinted.
Violent Ultimatum: 8 mana for 3 Vindicates isn't too shabby.
Viral Drake: A great Proliferate outlet.
Yawgmoth's Will: Playing walkers from the grave seems good.
Wishlist ($)
Other Original Duels
Other Fetches
Moat
Conclusion
Any other feedback or suggestions are welcome too
Thanks for having a look, do make sure to do the same with my other decklists (sigged)!
-1 Mana Reflection
+1 Elspeth, Sun's Champion
Notes: Theros Update! New Elspeth seems pretty good in here; she creates blockers (3!), wraths, and her emblem can easily lead to a win. Looking for something to cut, the best thing I could find was Mana Reflection, which was just part of the "Goodstuffs". I already have Mirari's Wake for "double" mana, although it doesn't work with my artifacts, it does pump my tokens, so yeah.
Other considerations from the set:
As always, any suggestions and comments are welcome
-1 Clifftop Retreat
+1 Arid Mesa
Notes: Got a chance to trade for an Arid Mesa, so I'll throw it in here for now
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
This isn't a tribal Sliver deck, it's a Planeswalker Control deck with a token subtheme. Sliver Queen is a 5 CMC 7/7 beater that kills someone with commander damage in 3 hits, but the main reason she's my commander is because she can make tokens, which I can use to protect my walkers. I could throw in a few Slivers, that are good anyway, like Necrotic Sliver, and that get better with Sliver Queen, however, being a wrath heavy control deck, I wanna limit the amount of creatures I run. The only other creature I run in the deck, aside from my commander, is Academy Rector; because it searches for a lot of enchantments, most importantly Doubling Season, which is the best card in the deck
-1 Parallel Lives
-1 Gideon, Champion of Justice
-1 Skyshroud Claim
+1 Mystic Barrier
+1 Illusionist's Gambit
+1 Tempt with Discovery
Notes: CMDR13 Update! Illusionist's Gambit & Mystic Barrier are two more pillowfort cards that I think will be pretty good in here. Although tokens are a big thing in this deck, I think I'll move Parallel Lives to the Maybeboard for now, and put it back in when I find a spot for it. Mainly I wanna win with walkers anyway, and Doubling Season is more than enough to win. Exiling all permanents with Gideon, Champion of Justice is cool and all, but will also move it to the Maybeboard for now, there are faster win cons in here and Gideon doesn't do much else. I really like Tempt with Discovery as a card and will try it out in place of Skyshroud Claim for now, can always switch if it doesn't work out.
Another card that I really liked for this deck is Crawlspace which I'll put on the Maybeboard for now, it might find a spot at some point.
Other considerations: Unexpectedly Absent, Spoils of Victory, All Suns' Dawn, Regrowth.
-1 Glacial Fortress
-1 Drowned Catacomb
-1 Swamp
+1 Celestial Colonnade
+1 Creeping Tar Pit
+1 Urborg, Tomb of Yawgmoth
Notes: A slight update to the manabase, although 2 lands are guaranteed to enter tapped now, I think it should be better overall for the deck.
In other news, had a look at Kiora, the Crashing Wave and I don't think she'll find a spot in here. The +1 ability doesn't seem too great, especially in multiplayer. The -1 Explore ability is what I would want her in here for and is the reason to even consider her. Her -5 doesn't insta-ulti with Doubling Season either. The token should have really had either Islandwalk or Trample. But yeah, she goes in the "other considerations" section. Hopefully the GW Ajani is better!
-1 Darksteel Ingot
+1 Humility
Notes: Born of the Gods Update! Cutting a mana rock is not my best of cuts, but the decklist is so tight every time I want to put in a card I really don't know what to cut. Have wanted to put in Humility for a while, I think it should be good in the deck, will test it out and see how it goes. Other considerations included Astral Cornucopia (probably not good enough for the deck, and I did just cut a mana rock), Dawn to Dusk, Plea for Guidance (I do run 15 Enchantments after all, but Diabolic Revelation is probably better and that's not in here), Savor the Moment (have been trying to find a spot for this for a while now, would typically read "Draw a card, play an additional land and then proliferate", which seems pretty good in here) and finally Kiora, the Crashing Wave, which I might test out if I get my hands on her/open her, but I'm not going to go out of my way to trade for one. Discussed her in the post above anyway.
-1 Grand Coliseum
-1 Illusionist's Gambit
-1 Rout
+1 Mana Confluence
+1 Ajani, Mentor of Heroes
+1 Cyclonic Rift
Notes: Journey into Nyx Update! New City of Brass should be strictly better than Coliseum. Gambit has just been a temporary solution, don't think it's needed, and Cyclonic Rift is probably going to be better than Rout. I'll try out the new Ajani, hopefully he's good - 21 other planeswalkers, should hit often enough, although will "never" hit a creature or an aura (wish it said Enchantment!). The other +1 ability is going to be useless most of the time too, but the gaining 100 life doesn't seem too bad - will see how he performs.
-1 Mortify
+1 Maelstrom Pulse
Notes: Has been on my maybeboard for a while. If I had enough space, I'd run both.
You could cut Jace Beleren - you other draw such as Sylvan Library, Rhystic Study & Phyrexian Arena that don't benefit your opponents. Also the -10 ability is never going to do anything relevant either.
You could also replace Mortify with either Chaos Warp, Beast Within or Oblation, all of which are better.
I'm sure you can find a better ramp spell than Tempt with Discovery, do your opponents ever let you grab more than 1 land?
You already run Obliterate, what about more Armageddon effects?
I'm not sure what else you can cut to make space for the cards you want to add though, (Sensei's Divining Top/Savor the Moment/Maelstrom Nexus/All Suns' Dawn/2 more lands), Beleren, is one, maybe someone else can help with the rest.
Thanks for the suggestions! The way I use Jace is to -1, -1, and then +2, and keep going that way, people are generally ok letting it live knowing they will draw a card every 3 turns, but Library and Arena are probably more consistent. I don't not like Beleren, but I could see him getting cut for one of the cards I'm trying to find spots for. I could also see Mortify being replaced by Chaos Warp - which is probably the best of the 3 you stated, being able to deal with any permanent instead of just creatures and enactments, I'll probably make the switch along with the CNS Update. The Tempt spell does get me a few cards now and then, when someone may be short on mana, but most of the time I get 1-2 lands, I like being able to search up for any land, that too untapped if able. It's good to be able to search up a manland such as Celestial Colonnade, or a utility land such as Maze of Ith, Reliquary Tower, and Alchemist's Refuge. Depending on how the card keeps performing, I might go back to Skyshroud Claim or something though - will see. As for more Armageddons, I only really want one, Obliterate I really like cause it kills everything but enchantments and walkers, which is what this deck essentially is - and it can't be countered, it generally wins me the game with 2-3 walkers on the board. I haven't felt that more of the effects are needed, especially ones that can just be countered or ones that leave everyone with an okay board position too. But yeah I'll probably replace Mortify in the next update, and think about Beleren too
-1 Putrefy
-1 Jace Beleren
-1 Norn's Annex
+1 Bant Charm
+1 Dack Fayden
+1 Forest
Notes: Conspiracy Update! Even though harder to cast, I think Bant Charm will do a better job than Putrefy - being able to do the same thing, plus put a creature on the bottom of it's controller's library, also being able to deal with indestructible creatures, plus it tucks a commander, and who knows, from time to time, it may even counter something relevant!
Although Dack Fayden's ultimate won't ever do anything for me, neither was Jace Beleren's, at least Dack's -2 can be relevant and he although he doesn't provide straight card advantage, he does dig deeper. (Also, he doesn't let each opponent draw a card every 3 turns). Will test him out and see how he performs.
And then there's Norn's Annex, which I think I can do without, it's not too hard to pay for decks that can and 2 life for other decks that plan on going for the win. If I end up missing it, I might find a spot for it again, but right now, I believe the deck needs more land, so I'm putting a Forest in it's place. I did want to go up 2 lands, and well, I guess I'm half way there!
Other considerations included Council's Judgment (not sure if good), Plea for Power, and Pernicious Deed (which should probably be in here, but do I run too many artifacts/enchantments without having greats ways to recur them? Or maybe that's just a bad excuse).
-1 Ajani, Caller of the Pride
-1 Stranglehold
-1 Gilded Lotus
-1 Enlightened Tutor
-1 Tempt with Discovery
-1 Reliquary Tower
-1 Exotic Orchard
+1 Ajani Steadfast
+1 Garruk, Apex Predator
+1 The Chain Veil
+1 Wargate
+1 Maelstrom Nexus
+1 Skyshroud Claim
+1 Murmuring Bosk
Notes: M15 Update!
Some solid cards for this deck from the latest set. Ajani Steadfast and The Chain Veil are made for this deck. Steadfast ticks up other walkers (and tokens), and its ultimate provides pillowfort for both myself and my walkers. The Chain Veil not only ticks up walkers, but also lets their abilities be used twice in a single turn. Quite awesome!
As for Garruk, Apex Predator - he not only removes other planeswalkers and creatures, but also makes tokens and his ultimate paints a giant bullseye on an opponent.
Cutting cards is never easy in this deck, having access to all the cards in Magic's history and only being limited to 100 cards makes for some tough and sometimes unwanted cuts. Ajani, Caller of the Pride has been used to speed up an opponents death by the hands of Sliver Queen before, I've also won with ultimating him (usually with Doubling Season) quite a few times (especially with Sarkhan Vol) - but other than winning the game he doesn't do anything, so I've decided to move him to the Maybeboard for now - if a spot opens up, he can find his way back in.
I'm not too sad to see Gilded Lotus or Exotic Orchard go, same with Reliquary Tower as I rarely have over 7 cards in hand in this deck.
I've been testing Tempt with Discovery over Skyshroud Claim and although opponents were initially tempted to grab the lands, they soon realized it wasn't the best idea - hence Claim makes its way back into the deck, taking back its original spot.
I am moving Enlightened Tutor to the Maybeboard too, but I'm sure it will need to find its way back in...Unfortunate that Theros being an enchantment block we didn't get an awesome enchantment walker like Tezzeret the Seeker is for artifacts.
Stranglehold has been one of those cards that has either been great or done nothing, so I'm not too upset to cut it.
Other additions include Wargate which can tutor any permanent directly into play (seems good), Maelstrom Nexus - which I've always wanted to find a spot for (am going to test it out and see how it performs), and Murmuring Bosk which has also been on the Maybeboard for quite some time, and now along with Skyshroud Claim it can be a part of the deck.
Other considerations from M15 included Jace, the Living Guildpact (which might have found a spot in the deck if there weren't so many great inclusions from the set already. Although the +1 isn't great, the -3 can temporarily deal with problem permanents, and the ultimate should generally win you the game), In Garruk's Wake (which is probably better against this deck than in it) and Hushwing Gryff (glad to see a second Torpor Orb, unfortunately being a creature is a liability in this deck). I was also looking at Faith's Reward and Ajani Vengeant but neither have found a spot as of now.
How has Inexorable Tide run for you? It always came to late for me, usually absorbed a counter or a destroy spell though.
Sig by Self
Can't comment on your list since I don't think you've posted it on here =P
Inexorable Tide is one of those cards that is either good when you have a lot of mana, or if it survives an entire turn cycle. If you cast it and then can untap with it and a couple of walkers in play, well, then it's pretty good. Like Doubling Season and Contagion Engine, it helps pop your walker's ultimate much quicker. (Note that Contagion Engine falls in the same category of having a lot of mana, or surviving an entire turn cycle). One thing to consider is the fact that we now have two more of these effects, with The Chain Veil and Ajani Steadfast, which I am yet to properly test. Over time it should become apparent whether there are too many ways to level up walkers in the deck now, if it's just right, or if it's "the more the merrier". I'll keep you updated
Sig by Self
Sweet. Yeah, Teferi, Temporal Archmage is going to be amazing in this deck, all three abilities are great! This deck has been getting a lot of love lately
EDIT
Also decree of annihilation > obliterate
My list though on mtg vault as edits are easier to do.
I'm all for Planeswalker commanders, have wanted them for so long, didn't think it would actually happen though!
I don't know if Decree of Annihilation is better than Obliterate really. They both have their pros and cons. Decree of Annihilation costs more, unless cycled, and when cycled it can't be countered. But if I just wanted to destroy lands I would run Armageddon. Obliterate costs two less than a hardcasted Decree, and it cannot be countered, often winning the game on the spot. Decree however does deal with indestructible permanents and exile them, along with graveyards and hands. I may test it out in its place though, and see how it performs - if it does a better job, I'm all for it. Thanks for the suggestion
Are Koth of the Hammer/Liliana of the Dark Realms/Nissa, Worldwaker really worth it in your list? I know you have the Original Duals and lands can sometimes be all basic land types, but still. Also, why Red Sun's Zenith?
P.S. Let's hope we get a 5 Colour Planeswalker that we can use as a Commander one day
Alright, fair enough. I guess they do get better with two sets of duals, as well as fetches. Are Prismatic Omen/Chromatic Lantern just not needed then? Even for cards such as Necropotence & Cryptic Command?
I'd probably still prefer cards like Oblation, Vindicate or Maelstrom Pulse over the Red Sun's Zenith, but yeah. We do have different builds though, you run instant speed removal/counterspells & disruption, whereas I run pillowfort to protect myself and my walkers instead.
Do you find Ætherspouts to be better than Sudden Spoiling/Reins of Power/Illusionist's Gambit?
I understand Stirring Wildwood. But why Raging Ravine? Instead of like Celestial Colonnade?
Is Chandra, Pyromaster good enough just for her 0 ability? Especially when you do run so many counterspells etc?
What's the reason for not running Rings of Brighthearth? It's like one of the best cards in the deck!
I do like Constant Mists from your list though, I'm keen to try it out sometime.
I love vindicate and pulse I just find exiling/tuckin is the easiest way to deal with creature considering the popularity of creature recursion these days in edh. Ovulation is good but I'd rather not have them draw 2 and I like how the zeniths shuffle back in.
As I said I love tucking stuff so I love Ætherspouts although I haven't played with it yet.
Ravine is just simply 1cmc less to make a creature keeping more mana open for instant speed things. Same reason I don't run rings as 1 it will get blown up ASAP and 2 it takes a bit of mana and I often found myself just not using it. Really the only deck I ever consistently used it was mayael.
Constant mist is just an emergency card. I used to run crucible and actually have thought about cutting Chandra to put it back in but with sdt/jtms/fetch lands Chandra's 0 has use and probably even more so once teferi is released. And she just straight wins once you go inf with the chain veil.
My goal is to worry about as few permanents of mine as possible so I cut quite a few artifacts and enchantments from my list to strictly use what I deemed I couldn't cut. Creatures being the easiest thing to kill I cut them all. I tend to play slow to start and try to take some damage and show as less of a threat so my opponents get going on each other until I over run them when I'm ready to make a move. Usually once they see I'm not playing slivers they relax a bit. However I run enough control to hold my own if needed right off the bat too.
I don't think I have any infinite combos with The Chain Veil in my deck.
I'd suggest throwing in a Alchemist's Refuge so have to tap out even less often, letting you play Walkers and more at instant speed?