This is my Doran, the Siege Tower EDH that focuses on midrange-control, but emphasizes on suicide-tempo. Too often life is a resource that is untouched by players, but especially newer and players. For those player who don't utilize life as an alternate resource, I feel bad for those players because life is the greatest untouched resource in commander.
This deck was built to utilize all my favorite archetypes of Reanimator, Control, Suicide-Tempo, and Land destruction as a finisher.
Very new list lol. I'm looking to make a reanimator packaged Doran deck also. What other win conditions have you looked at? Have you considered using swords on Doran to win? Or just comboing out?
Very new list lol. I'm looking to make a reanimator packaged Doran deck also. What other win conditions have you looked at? Have you considered using swords on Doran to win? Or just comboing out?
I'm not sure what you are implying by my list? I don't intend on combo'n off, usually I attempt to attrition my opponents in various ways.
I have plenty of win conditions if you look at my list, I am actually in the progress of cleaning it up to organized in their appropriate categories.
My meta is filled with artifact removal, so swords would just Time Walk myself. I tap out on turn 3 to cast my sword and equip it...just to get my creature die to spot removal or my sword get blown up in response to the attack step.
I totally forgot to add Treefolk Harbinger to my list, I will make space for it soon. Right now, I just need to test if my curve is too low or high. I need to count to see if I have too much clutter in the 2-4 cmc slot. I've learned from playing Elder Dragon Highlander for 4 years now, having 22 three cmc spells makes it awkward to cast your spells in time and setting up your turns without messing up your spell order.
The last thing I want to do is lose the game due to simple play mistakes and improper deck building.
I am currently revamping the entire list. I need to make space for Treefolk Harbinger, Gaddock Teeg, Hypnotic Specter and I need to figure out if I have too much spot removal.
I want to make this deck competitve and not fold to any archetypes especially Blue/Black Control or Reaniamtor or Combo.
I dislike proxies, so I need to see of I find/buy Teeg for cheap. Proxing is okay to me if you intend of testing for standard, Modern, legacy or need to test out new cards. Pther.tham that, nope not allowed.
Alright, so I've revamped the list and it works a lot better than Sharuum does. Playing 6 consecutive games with my friends, and Doran performed much better than Sharuum.
I haven't piloted your deck, so I wouldn't know how it plays out in various situations but is there any reason Elesh Norn isn't in the deck? She's a 7 drop but synergizes with everything your deck wants to do.
I have no revised lands at this time nor fetches, so my manabase is fixed through filter lands, shocks and various others. I need time to test the mana, it's a little heavy in favor of green right now when it should be in black.
Notable omissions:
Bane of Progress - Gets the immediate ax in this deck for me. Killing off all of our manarocks and utility pieces to bust out one bomb that can be removed for one white is just bad magic. It completely goes against the land removal win condition. It should not be in this deck, there are better options for board wipes (Austere Command).
Obzedat, Ghost Council - I get that you're trying to use him as a wrath-proof creature but I feel as though there are better bombs. Also, he detaches from Batterskull and it would just be really super awkward to have only him attached to Batterskull on the board when you're about to Armageddon/Desolation Angel. Also, wouldn't you rather just tutor up Wurmcoil Engine, Sun Titan or Grave Titan instead of this dude for your game finisher? He just feels awkward and misplaced.
Abrupt Decay - Not sold on this card in multiplayer but it isn't 'bad'. I just don't know if it makes the main list for me.
Nature's Claim, Return to Dust - You must face an incredibly enchantment/artifact heavy field of decks. I think you devote at least 6 cards to removing them. At that point I might consider dropping a couple for Austere Command.
Austere Command - I might like it better than Terminus, but with Sylvan Library and Sensei's Divining Top it is so easy to manipulate a 1 mana Terminus. I'll probably have Command in a maybeboard pile of cards that I can bring in for games to playtest.
Newly updated list with cheap targeted discard like many of you have mentioned. Thanks for the help.
I actually just removed Mortify and Return to Dust from my list because I had 11 ways to destroy enchantments, so I felt that 11 is excessive. I only dropped two artifact/enchantment removal for card draw in the form of Garruk, Primal Hunter and hand disruption, Thoughtseize.
@Vault of the Archangel; it was win more like many of you have said before. I just learned how bad it screws up my draws when I get hands of 4 colourless lands. I only run 32 lands in the first place, so I increased my chances of drawing lands that produces colours by adding by slightly shifting my land base for new additions.
I am will make space for Batterskull since I added in Necropotence. Adding Necropotence makes the games really hard; I already suicide really hard. So having the ability to pay 20 life on turn 3 is really tempting. I never thought how much I missed life gain, but I need some seriously life gain.
I will be adding Baneslayer Angel and/or Batterskull soon. If I decide to add in Umezawa's Jitte, I will add in Stoneforge Mystic since she's pretty darn good against a control meta.
My bombs are big enough. I honestly only run out my bombs really early so you can't deal with it. Like turn 3 Grave Titan/Sun Titan and turn 4 Armageddon.
I run out my bombs when it's required, whether it be to stabilize or takeover the game.
I thought about running Skullclamp, you think it would be an auto include, but it's not in my decks.
Why do you feel that Bitterblossom is bad by itself? Please tell me your reasoning.
It upkeeps Braids/Smokestack lock.
It chumps Skittles all day
It makes flying generals without trample look like paperweight
It trades with V. Clique and Goblin Assault Tokens
You can use them for Trading Post
They are Thraximundar fodder
I barely see enchantment removal
How do you deal with 5 1/1 Flying Faeries after a Jokulhaups has resolved?
Those reasons are enough to never from Bitterblossom from any of my list.
This deck was built to utilize all my favorite archetypes of Reanimator, Control, Suicide-Tempo, and Land destruction as a finisher.
Doran EDH ave cmc = ~2.60
Bob ave cmc (Lands included) = ~1.74
General
1x Doran, the Siege Tower (FTV Legends)
[Finishers]
1x Bane of Progress
1x Grave Titan
1x Sun Titan (M11 Foil)
1x Wurmcoil Engine
[Tempo/Utility]
1x Aven Mindcensor (Korean)
1x Batterskull
1x Bitterblossom (Judge Promo)
1x Braids, Cabal Minion
1x Deathrite Shaman
1x Duress (FMN Foil)
1x Hymn to Tourach (FTV 20)
1x Gaddock Teeg
1x Knight of the Reliquary
1x Mind Twist
1x Restoration Angel (Foil)
1x Smokestack
1x Thalia, Guardian of Thraben
1x Trading Post
- Land Destruction
1x Armageddon (French BB)
1x Desolation Angel
- Graveyard Hate
1x Nihil Spellbomb (Scars Foil)
1x Tormod's Crypt (FMN Foil)
[Ramp]
1x Golgari Signet
1x Grim Monolith
1x Mana Crypt
1x Mana Vault
1x Oracle of Mul Daya
1x Orzhov Signet
1x Sol Ring
1x Solemn Simulacrum
[Card Draw/Tutors]
1x Dark Confidant (Judge Promo)
1x Demonic Tutor (French BB)
1x Enlightened Tutor
1x Garruk, Primal Hunter
1x Liliana Vess
1x Necropotence
1x Phyrexian Arena
1x Praetor's Grasp
1x Sensei's Divining Top
1x Skeletal Scrying
1x Sylvan Library
1x Treefolk Harbinger
1x Vampiric Tutor
1x Abrupt Decay
1x Beast Within
1x Damnation (Planar Chaos Foil)
1x Deglamer
1x Diabolic Edict
1x Dismember (FMN Foil)
1x Krosan Grip
1x Liliana of the Veil
1x Maelstrom Pulse (Signed Alara Foil)
1x Nature's Claim
1x Path to Exile (Shards Foil)
1x Pernicious Deed
1x Quasali Pridemage (FMN Foil)
1x Swords to Plowshares (FTV 20)
1x Terminus
1x Toxic Deluge
1x Vindicate
[Recursion]
1x Animate Dead
1x Crucible of Worlds (Judge Promo)
1x Eternal Witness
1x Life from the Loam
1x Makeshift Mannequin
1x Necromancy
1x Reanimate (FMN Foil)
1x Restore
Lands
- Utility
1x Bojuka Bog
1x Cabal Pit (Odyssey Foil)
1x Cavern of Souls
1x Mishra's Factory (Antiquities's Autumn)
1x Phyrexian Tower
1x Stirring Wildwood
1x Strip Mine (FTV: Exiled)
1x Treetop Village (10th Foil)
1x Wasteland (Judge Promo)
1x Marsh Flats
1x Polluted Delta
1x Verdant Catacombs
1x Windswept Heath
- Basics
1x Forest (Beta)
1x Plains (Beta)
2x Swamp (Beta)
- Non-Basics
1x Ancient Tomb
1x Bayou
1x Cave of Koilos
1x Command Tower
1x Fetid Heath
1x Flagstones of Trokair
1x Godless Shrine (Guildpact Foil)
1x Isolated Chapel
1x Murmuring Bosk (FTV Lands)
1x Overgrown Tomb
1x Savannah
1x Scrubland
1x Temple Garden
1x Temple of Plenty
1x Temple of Silence
Cards in testing.
Cards I would like to acquire to optimize Doran.
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
I'm not sure what you are implying by my list? I don't intend on combo'n off, usually I attempt to attrition my opponents in various ways.
I have plenty of win conditions if you look at my list, I am actually in the progress of cleaning it up to organized in their appropriate categories.
My meta is filled with artifact removal, so swords would just Time Walk myself. I tap out on turn 3 to cast my sword and equip it...just to get my creature die to spot removal or my sword get blown up in response to the attack step.
I totally forgot to add Treefolk Harbinger to my list, I will make space for it soon. Right now, I just need to test if my curve is too low or high. I need to count to see if I have too much clutter in the 2-4 cmc slot. I've learned from playing Elder Dragon Highlander for 4 years now, having 22 three cmc spells makes it awkward to cast your spells in time and setting up your turns without messing up your spell order.
The last thing I want to do is lose the game due to simple play mistakes and improper deck building.
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
Maybe Gaddock Teeg or Elspeth, Sun's Champion?
WBRG Saskia the Unyielding
WUB Sharuum the Hegemon
RWU Shu Yun, the Silent Tempest
RG Wort, the Raidmother
WU Brago, King Eternal
B Chainer, Dementia Master
I am currently revamping the entire list. I need to make space for Treefolk Harbinger, Gaddock Teeg, Hypnotic Specter and I need to figure out if I have too much spot removal.
I want to make this deck competitve and not fold to any archetypes especially Blue/Black Control or Reaniamtor or Combo.
I dislike proxies, so I need to see of I find/buy Teeg for cheap. Proxing is okay to me if you intend of testing for standard, Modern, legacy or need to test out new cards. Pther.tham that, nope not allowed.
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
Latest changes
+ Gaddock Teeg
+ Treefolk Harbinger
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
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1 Grave Titan
1 Sheoldred, Whispering One
1 Sun Titan
1 Wurmcoil Engine
1 Aven Mindcensor
1 Braids, Cabal Minion
1 Gaddock Teeg
1 Thalia, Guardian of Thraben
1 Desolation Angel
1 Solemn Simulacrum
1 Oracle of Mul Daya
1 Treefolk Harbinger
1 Eternal Witness
1 Elesh Norn, Grand Cenobite
1 Loxodon Gatekeeper
1 Karmic Guide
1 Reveillark
1 Dark Confidant
Artifact
1 Batterskull
1 Trading Post
1 Tormod's Crypt
1 Nihil Spellbomb
1 Golgari Signet
1 Orzhov Signet
1 Grim Monolith
1 Mana Crypt
1 Mana Vault
1 Smokestack
1 Sol Ring
1 Sensei's Divining Top
1 Crucible of Worlds
1 Coalition Relic
1 Chromatic Lantern
1 Aura Shards
1 Bitterblossom
1 Phyrexian Arena
1 Pernicious Deed
1 Sylvan Library
1 Animate Dead
1 Necromancy
1 Blind Obedience
Sorcery
1 Armageddon
1 Demonic Tutor
1 Praetor's Grasp
1 Damnation
1 Maelstrom Pulse
1 Terminus
1 Toxic Deluge
1 Life from the Loam
1 Reanimate
1 Vindicate
1 Diabolic Intent
Instant
1 Enlightened Tutor
1 Vampiric Tutor
1 Beast Within
1 Deglamer
1 Krosan Grip
1 Path to Exile
1 Swords to Plowshares
1 Eladamri's Call
1 Hero's Downfall
Planeswalker
1 Garruk Relentless
1 Vraska the Unseen
Land
1 Bojuka Bog
1 Phyrexian Tower
1 Stirring Wildwood
1 Strip Mine
1 Treetop Village
1 Vault of the Archangel
2 Forest
2 Plains
3 Swamp
1 Ancient Tomb
1 Command Tower
1 Fetid Heath
1 Flagstones of Trokair
1 Godless Shrine
1 Murmuring Bosk
1 Overgrown Tomb
1 Temple Garden
1 Temple of Silence
1 Tectonic Edge
1 Sunpetal Grove
1 Isolated Chapel
1 Woodland Cemetery
1 Razorverge Thicket
1 Volrath's Stronghold
1 Urborg, Tomb of Yawgmoth
1 Reflecting Pool
1 Temple of the False God
1 Kor Haven
1 High Market
1 Wooded Bastion
1 Sungrass Prairie
1 Twilight Mire
1 Doran, the Siege Tower
I have no revised lands at this time nor fetches, so my manabase is fixed through filter lands, shocks and various others. I need time to test the mana, it's a little heavy in favor of green right now when it should be in black.
Notable omissions:
Bane of Progress - Gets the immediate ax in this deck for me. Killing off all of our manarocks and utility pieces to bust out one bomb that can be removed for one white is just bad magic. It completely goes against the land removal win condition. It should not be in this deck, there are better options for board wipes (Austere Command).
Obzedat, Ghost Council - I get that you're trying to use him as a wrath-proof creature but I feel as though there are better bombs. Also, he detaches from Batterskull and it would just be really super awkward to have only him attached to Batterskull on the board when you're about to Armageddon/Desolation Angel. Also, wouldn't you rather just tutor up Wurmcoil Engine, Sun Titan or Grave Titan instead of this dude for your game finisher? He just feels awkward and misplaced.
Liliana of the Veil, Mind Twist, Identity Crisis - Pox, Necrogen Mists, Bottomless Pit seem better. Planeswalkers are susceptible to more removal than enchantments and Pox is an absolute house. Identity Crisis is solid graveyard removal but with Nihil Spellbomb and Tormod's Crypt (which are able to be returned to play with Sun Titan) I think you've got that covered. I don't really touch hand removal in my version of the deck and I'd rather attrition people out of the game by other means. What does their hand size matter if we resolve Desolation Angel or Armageddon?
Mortify vs Vindicate - Vindicate is strictly better.
Abrupt Decay - Not sold on this card in multiplayer but it isn't 'bad'. I just don't know if it makes the main list for me.
Nature's Claim, Return to Dust - You must face an incredibly enchantment/artifact heavy field of decks. I think you devote at least 6 cards to removing them. At that point I might consider dropping a couple for Austere Command.
Notable inclusions:
Reveillark, Karmic Guide - Seems like the perfect deck for these two. So many interactions with Reanimate Dead, Necromancy, Eternal Witness, Sun Titan, etc.
Elesh Norn, Grand Cenobite - Synergy with Doran, beefs up your tokens and others, shuts down token-based decks.
Loxodon Gatekeeper, Blind Obedience - Root Maze and Orb of Dreams that don't affect you!
Cards in consideration:
Doubling Season - Doubles up planeswalkers, Bitterblossom, Grave Titan, Smokestack, Coalition Relic. I don't think there are enough interactions to justify play. Might mess around with it all the same!
Austere Command - I might like it better than Terminus, but with Sylvan Library and Sensei's Divining Top it is so easy to manipulate a 1 mana Terminus. I'll probably have Command in a maybeboard pile of cards that I can bring in for games to playtest.
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I actually just removed Mortify and Return to Dust from my list because I had 11 ways to destroy enchantments, so I felt that 11 is excessive. I only dropped two artifact/enchantment removal for card draw in the form of Garruk, Primal Hunter and hand disruption, Thoughtseize.
@Vault of the Archangel; it was win more like many of you have said before. I just learned how bad it screws up my draws when I get hands of 4 colourless lands. I only run 32 lands in the first place, so I increased my chances of drawing lands that produces colours by adding by slightly shifting my land base for new additions.
Doran ave cmc = ~2.59
Bob ave cmc (Lands included) = ~1.74
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
+ Necropotence
- Batterskull
- Thoughtseize
I am will make space for Batterskull since I added in Necropotence. Adding Necropotence makes the games really hard; I already suicide really hard. So having the ability to pay 20 life on turn 3 is really tempting. I never thought how much I missed life gain, but I need some seriously life gain.
I will be adding Baneslayer Angel and/or Batterskull soon. If I decide to add in Umezawa's Jitte, I will add in Stoneforge Mystic since she's pretty darn good against a control meta.
My bombs are big enough. I honestly only run out my bombs really early so you can't deal with it. Like turn 3 Grave Titan/Sun Titan and turn 4 Armageddon.
I run out my bombs when it's required, whether it be to stabilize or takeover the game.
I thought about running Skullclamp, you think it would be an auto include, but it's not in my decks.
Why do you feel that Bitterblossom is bad by itself? Please tell me your reasoning.
It upkeeps Braids/Smokestack lock.
It chumps Skittles all day
It makes flying generals without trample look like paperweight
It trades with V. Clique and Goblin Assault Tokens
You can use them for Trading Post
They are Thraximundar fodder
I barely see enchantment removal
How do you deal with 5 1/1 Flying Faeries after a Jokulhaups has resolved?
Those reasons are enough to never from Bitterblossom from any of my list.
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW