So, my basic idea here is that if I'm being nice enough to give away my stuff, I should get some stuff back. After all, it is a trading card game. That in mind, if you see any effects that could be useful to this please let me know. I want this deck to have a reasonable chance of winning, so wincons are important, but trading and chaos really take priority.
I'm not a big fan of signets personally, and would probably drop 1 for Bribery, and one for a Pact of Negation. Love the theme though, and the list seems pretty solid. I would maybe look into a card like Mass Polymorph to both be a board wipe and fit your sub theme of absolute chaos.
Also, I would look for room in the mana base for the ABU duals (really anything can go for them) and a Homeward Path, just incase things go to ****.
on a similar note to Homeward Path, Brand is a one sided version that gets you all your permanents back, and can cycle if you don't need it.... also your list has It That Betrays in it twice, might want to cut one of those for room
Dropped accidental duplicate It That Betrays for Brand.
All other cards suggested have been considered already, and I don't like them for one reason or another (in the case of ABU duals: price). I'm not saying any of these cards are bad, in fact most of them are either really good or just standby cards for Zedruu, but they are not to my personal taste.
Or in the case of Bribery, I am a big fan of signets, and need early mana acceleration/fixing, and constant color fixing for my commander and her heavily color restrictive activated ability.(This is also why the only mana source I run that doesn't produce colored mana is Sol Ring, which is just too good not to run.)
I have yet to see Homeward Path in a single EDH deck in my area, and I really need 98% of my mana sources to produce colored, and fix as much as possible. If I anticipated it as a problem, I'd pick up Wasteland and Tectonic Edge, and if it becomes a problem I'll drop an Island and a Plains for both of those.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I would recommend running cards like Pentad Prism and Sphere of the Suns rather than the signets, as they make better donation material after the counters are gone.
1 Gilded Drake
1 Vedalken Plotter
1 Chromeshell Crab
1 Vesuvan Shapeshifter
1 Bazaar Trader
1 Djinn of Infinite Deceits
1 Sun Titan
1 Molten Primordial
1 Steel Golem
1 Bronze Bombshell
1 Walking Atlas
1 Walking Archive
1 Magmatic Force
1 Medomai, the Ageless
1 Aurelia, the Warleader
1 Phyrexian Metamorph
1 Consecrated Sphinx
1 Akroan Horse
1 Arcanis, the Omnipotent
1 Azorious Guildmage
1 Mindclaw Shaman
1 Wild Research
1 Puca's Michief
1 Goblin Bombardment
1 Archmage Ascension
1 Oblivion Ring
1 Journey To Nowhere
1 True Conviction
1 Illusions of Granduer
1 Confusion in the Ranks
1 Celestial Dawn
1 Rest in Peace
1 Pyromancer's Swath
1 Venser, the Sojourner
1 Tamiryo, the Moonsage
1 Tezzeret the Seeker
1 Sol Ring
1 Talisman of Progress
1 Chromatic Lantern
1 Azorious Signet
1 Boros Signet
1 Izzet Signet
1 Darksteel Ingot
1 Gilded Lotus
1 Library of Leng
1 Jinxed Idol
1 Lux Cannon
1 Helm of Possesion
1 Word of Seizing
1 Insurrecion
1 Thieves Auction
1 Mass Mutiny
1 Austere Command
1 Wrath of God
1 Gamble
1 Fabricate
1 Bribery
1 Cultural Exchange
1 Cyclonic Rift
1 Traitorous Blood
1 Enlightened Tutor
1 Brand
1 Path to Exile
1 Great Furnace
1 Seat of the Synod
1 Ancient Den
1 Hallowed Fountain
1 Steam Vents
1 Sacred Foundry
1 Temple of Triumph
1 Reserved for Azorious Scryland
1 Reserved for Izzet Scryland
1 Glacial Fortress
1 Clifftop Retreat
1 Sulfur Falls
1 Reflecting Pool
1 Forbidden Orchard
1 City of Brass
1 Cascade Bluffs
1 Rugged Prairie
1 Mystic Gate
6 Island
5 Mountain
5 Plains
Deliberate Exclusions from Chaos sub-theme:
0 Scrambleverse
0 Knowledge Pool
0 Hive Mind
0 Eye of the Storm
Cards I would like to include, but had trouble making room for (Please suggest drops for these):
1 Oblation)
1 Acquire
1 Treachery
1 Sower of Temptaion
1 Martyr's Bond
Some cards are included only due to synergy with other cards:
Library of Leng: Severely reduces the drawback of Wild Research and Gamble, If I wasn't running those, this would probably be a Reliquary Tower
If I drop any of the cards these synergize with, these will probably have to go too.
Maybe it's just funnier with Mass Polymorph.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Also, I would look for room in the mana base for the ABU duals (really anything can go for them) and a Homeward Path, just incase things go to ****.
Kind of surprised i don't see the old standbys for this deck of Pyromancer's Swath and Thought lash
i assume Pathrazer of Ulamog is only in there as a budget card to go along with a sac theme with It That Betrays? otherwise i'd cut it
BW Haakon, Stromgald Scourge: Tribal Knights BW
UWG Roon Astral Slide: Cycling and Sliding Based Deck UWG
All other cards suggested have been considered already, and I don't like them for one reason or another (in the case of ABU duals: price). I'm not saying any of these cards are bad, in fact most of them are either really good or just standby cards for Zedruu, but they are not to my personal taste.
Or in the case of Bribery, I am a big fan of signets, and need early mana acceleration/fixing, and constant color fixing for my commander and her heavily color restrictive activated ability.(This is also why the only mana source I run that doesn't produce colored mana is Sol Ring, which is just too good not to run.)
also might want to find room in your landbase for Tectonic Edge or ghost quarter since Homeward Path will really mess up your plans
BW Haakon, Stromgald Scourge: Tribal Knights BW
UWG Roon Astral Slide: Cycling and Sliding Based Deck UWG
I have yet to see Homeward Path in a single EDH deck in my area, and I really need 98% of my mana sources to produce colored, and fix as much as possible. If I anticipated it as a problem, I'd pick up Wasteland and Tectonic Edge, and if it becomes a problem I'll drop an Island and a Plains for both of those.
Strip Mine costs less than 10% the price of Wasteland by the way.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I was not aware of that.
BW Haakon, Stromgald Scourge: Tribal Knights BW
UWG Roon Astral Slide: Cycling and Sliding Based Deck UWG
Interesting. What would you drop for it?
I like it. Doing this.