A little history and info about me:
This is my first post here at mtgsalvation though I have been enjoying the site a resource recently.
I played magic as a kid from about 1999-2005 and recently have started again. I have been amazed at what has changed in the game. Specifically I have been introduced to commander as a style of play.
Anyway... I have been building a white/blue deck. It started as an enchantment/draw based deck, and has gone through many phases. I used to use Hanna, ship's navigator as my commander, but recently started using Daxos of Meletis. I want advice and suggestions on how to improve my deck, what is important in it, what might be less important. I am on a budget, so I unfortunately can't add any really expensive cards to it. I also will include a list of cards I am planning on shifting in, so I guess I'm also wondering what I could shift out to replace for those cards. Thanks in advance to anyone who takes the time to help me out. Feel free to ask questions about how the games have gone, and what strategies have worked for me so far.
if you are willing to drop a bit of money on itsword of feast and famine is a fantastic card for daxos as it allows you to get mana to cast the spells that daxos reveals.
I have a Daxos Deck myself, but it's not super fine tuned and I am still testing some things. Also I don't know how much you want to rely on Daxos and what your playgroup looks like, so some of my suggestions could be less useful to you.
I like the cards in my deck to have synergy with Daxos so I play Portent, Time Ebb, Oust, Unexpectedly Absent, Memory Lapse, Hinder and Lapse of Certainty to be able to not counter or remove but steal cards from my opponents. (Of those only Unexpectedly Absent should cost a few $) Darksteel Mutation doesn't have the synergy but is another good removal spell. Gilded Drake also is a good card to steal something, and the Drake can't block Daxos. (But costs a lot of money.)
Pacifism, Meddle, Disenchant, Boomerang and Exile could be cut for some of those, maybe even Counterspell if you want more synergy over efficiency.
What definitly should be in here imho are a Moonring Island and a Lantern of Insight, because if you swing with Daxos you don't want to hit lands, as you can't play them and they don't give you any life.
Besides Daxos lifegain I have few cards that gain me life, and I think that is enough. So I would cut [card]Spiritlink
[/card] and Ivory Tower. Steel of the Godhead and Blind Obedience besides lifegain they are useful to get Daxos through blockers. Batterskull is also great, but costs money.
Medomai the Ageless and Thada Adel are guys that also like some equipments and aura's especially those that grant double strike.
You should also add Cathedral of War and Rogue's Passage and other lands! I just saw you play only 29 lands (28 really because Maze of Ith doesn't produce mana), wich is way too few for any Commander Deck. You should really be somewhere around 38 to 40 lands or else you will never be able to play any spells above 4 mana ever and even the 4 mana spells will be tricky with so few lands.
Other cards to cut could be:
Order of Sacred Torch
Archivist
Attunement
Moonring Mirror, it's a pseudo draw spell that costs a lot of mana and can easily backlash if an opponent destroys it.
Mirari because your aren't running many spells that are worth copying.
I hope this helps you a bit to find at least some inspiration.
Hmm... thanks for the suggestions. They are really helpful. Some responses based on my play experience so far...
I havn't actually been using Daxos of Meletis as fully as I could. Somehow my mana hasn't been a huge issue, i think this is because I have kept my mana costs fairly low? Or maybe i've gotten lucky so far.
Spirit Link: I actually usually use this not as a way to gain life, but as a way to basically pacify a large enemy. I just plop in on a big creature and suddenly there is no point in that creature attacking me. Though you're suggestion of trading it out for Steel of the Godhead is a good one, that's an awesome card!
I am not super interested in making this an equipment heavy deck. The main way i have been winning thus far has been to draw like crazy and stall my opponent until I get some of the more powerful cards. The ones that seem to let me win with some sort of consistency are: Serra Avatar, Soul Foundry, Orochi Hatchery, Phyrexian Processor, and Wash Out. I understand why you say Moonring Mirror should come out, but it has been really helpful for me in some games. Although I understand how risky it is if it's destroyed, something I should think about I guess. It has specifically been helpful mid-late game when I need that extra push to finish things.
In fact, that reminds me of another question: I feel that if I start with an advantage I do pretty well with this deck, but I have a really hard time turning a game around if I'm not already in the lead. I added a evacuation for this reason. What are some other cards that could help me turn a game around that's not going well?
I am interested in why you suggest removing Archivist and Attunement? They both seem really powerful to me if I can get them into play fairly early especially. Also, no Mirari? Really? You wouldn't want to copy Counterspell, Mystical Tutor, Wash Out, or Breath of Life?? Maybe I'm missing something, but Mirari just seems amazing to me. Also, I like the land suggestions you had: Cathedral of War and Rogue's Passage- definitely adding those.
Hmm, any other ideas on where to take this assuming I'm not making it an equipment based deck. I still really like the original idea of lots of enchantments. Thanks again for the responses.
Ok, time to get into theory!
Statistics are against you. You are playing 28 Lands, so about 28% of your deck. Burn Decks in Modern or Legacy play 19 or 20 lands on 60 cards, wich is about 31-33% and those decks play only spells wich cost 1 or 2 mana, maybe 3 to 4 3-mana spells. Those decks don't want to hit 4 land and want to end the game early.
You have got a few draw spells and tutors, but if you don't get a Land Tax early it will probably be really really hard to hit 6 or 7 land, even 4 or 5 lands will take some time to assemble. Even with 40% lands, not factoring in draw spells, chances to have 4 lands on turn 4 are only at 75%.
So draw your conclusions from that, but in my opinion the deck will probably not really work out the way it is atm.
I am interested in why you suggest removing Archivist and Attunement? They both seem really powerful to me if I can get them into play fairly early especially.
Attunement is a good card, but it doesn't quite fit this deck imho. It can draw you a bunch of cards, but it doesn't create card advantage. If this was a graveyard deck Attunement would be a fine choice, because filling the graveyard is what it is best at. If Hanna would be the Commander, Attunement could do a lot more work.
Archivist on the other hand is weak imho. It costs 4 mana and draws you one card per turn, if it survives a turn. For me it is just to fragile and to slow to be useful.
Yes, that's the problem. The number of Instants and Sorceries in your deck isn't super high and copying Counterspell or Mystical Tutor doesn't do anything most of the time.
I guess you don't understand what Mirari really does. If you create a copy with it's ability that copy is created directly on the stack, so if you copy a Mystical Tutor you have two Mystical Tutors on the stack. Then the copy resolves you search a card, shuffle your deck, put that card on top and then the other tutor resolves and makes you shuffle your deck again and put a card on top. You have gained nothing, because you shuffled the first card away.
Can't answer your whole post right now, maybe I write something more later.
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This is my first post here at mtgsalvation though I have been enjoying the site a resource recently.
I played magic as a kid from about 1999-2005 and recently have started again. I have been amazed at what has changed in the game. Specifically I have been introduced to commander as a style of play.
Anyway... I have been building a white/blue deck. It started as an enchantment/draw based deck, and has gone through many phases. I used to use Hanna, ship's navigator as my commander, but recently started using Daxos of Meletis. I want advice and suggestions on how to improve my deck, what is important in it, what might be less important. I am on a budget, so I unfortunately can't add any really expensive cards to it. I also will include a list of cards I am planning on shifting in, so I guess I'm also wondering what I could shift out to replace for those cards. Thanks in advance to anyone who takes the time to help me out. Feel free to ask questions about how the games have gone, and what strategies have worked for me so far.
1 Daxos of Meletis
1 Archaeomancer
1 Windborn Muse
1 Serra Avatar
1 Intrepid Hero
1 Clone
1 Eight-and-a-Half-Tails
1 Whipcorder
1 Konda, Lord of Eiganjo
1 Order of the Sacred Torch
1 Somnophore
1 Phantom Warrior
1 Weathered Wayfarer
1 Hanna, Ship's Navigator
1 Rayne, Academy Chancellor
1 Nomad Mythmaker
1 Ascended Lawmage
1 Archivist
1 Angelic Skirmisher
1 Apprentice Wizard
1 Jareth, Leonine Titan
1 Cephalid Constable
Enchatments
1 Propaganda
1 Land Tax
1 Sphere of Safety
1 Confiscate
1 Zephid's Embrace
1 Hero's Resolve
1 Sigil of Sleep
1 Diplomatic Immunity
1 Mystic Remora
1 Control Magic
1 Reparations
1 Sigil of the New Dawn
1 Spirit Link
1 Shimmer
1 Attunement
1 Island Sanctuary
1 Pacifism
1 Unquestioned Authority
1 Meddle
1 Boomerang
1 Cackling Counterpart
1 Evacuation
1 Force of Will
1 Brainstorm
1 Hinder
1 Exile
1 Enlightened Tutor
1 Swords to Plowshares
1 Sphinx's Revelation
1 Mystical Tutor
1 Disenchant
1 Counterspell
Sorceries
1 Wash Out
1 Merchant Scroll
1 Resurrection
1 Acquire
1 Breath of Life
1 Recall
Artifacts
1 Ivory Tower
1 Phyrexian Processor
1 Orochi Hatchery
1 Darksteel Ingot
1 Mirror Universe
1 Neurok Stealthsuit
1 Moonring Mirror
1 Mirari
1 Soul Foundry
1 Mana Matrix
1 Whispersilk Cloak
1 Azorius Guildgate
1 Evolving Wilds
1 Maze of Ith
1 Coastal Tower
1 Flooded Strand
1 Coral Atoll
1 Kabira Crossroads
1 Thawing Glaciers
1 Flood Plain
10 Plains
10 Islands
Here is a list f cards I am likely going to put in, but want advice on the list and what I might remove if I do add them:
...and some other cards I am considering:
I like the cards in my deck to have synergy with Daxos so I play Portent, Time Ebb, Oust, Unexpectedly Absent, Memory Lapse, Hinder and Lapse of Certainty to be able to not counter or remove but steal cards from my opponents. (Of those only Unexpectedly Absent should cost a few $) Darksteel Mutation doesn't have the synergy but is another good removal spell.
Gilded Drake also is a good card to steal something, and the Drake can't block Daxos. (But costs a lot of money.)
Pacifism, Meddle, Disenchant, Boomerang and Exile could be cut for some of those, maybe even Counterspell if you want more synergy over efficiency.
What definitly should be in here imho are a Moonring Island and a Lantern of Insight, because if you swing with Daxos you don't want to hit lands, as you can't play them and they don't give you any life.
Besides Daxos lifegain I have few cards that gain me life, and I think that is enough. So I would cut [card]Spiritlink
[/card] and Ivory Tower. Steel of the Godhead and Blind Obedience besides lifegain they are useful to get Daxos through blockers. Batterskull is also great, but costs money.
Don't play Traveler's Charm, it's not good. But some mana ramp is good in Daxos, as it helps you play spells you got with Daxos and helps you replay Daxos. At least Sol Ring should be in here, but other good ones are Knight of the White Orchid, Jeweled Amulet, Mana Vault, Azorius Signet, Talisman of Progress, Worn Powerstone, Azorius Keyrune or Everflowing Chalice. There are lots of other options of course, but these are good for a start.
More equipment and enchantments could be good to protect Daxos and make him stronger or more difficult to block. Sword of Feast and Famine was already mentioned and it is really great. Other cheaper cards are Fireshrieker, Battle Mastery and Silverblade Paladin (because double strike is good with Daxos), Vanishing, Gift of Immortality, Darksteel Plate, Swiftfoot Boots, Champion's Helm and Nim Deathmantle.
Cuts for this could be Hero's Resolve, Sigil of the new Dawn, Diplomatic Immunity, Neurok Stealth Suit and Whispersil Cloak (because Hexproof is much better than Shroud in this deck.)
Cards to help you find those Auras and Equipments are Steelshaper's Gift, Stoneforge Mystic (expensive!), Stonehewer Giant and Heliod's Pilgrim.
Medomai the Ageless and Thada Adel are guys that also like some equipments and aura's especially those that grant double strike.
You should also add Cathedral of War and Rogue's Passage and other lands! I just saw you play only 29 lands (28 really because Maze of Ith doesn't produce mana), wich is way too few for any Commander Deck. You should really be somewhere around 38 to 40 lands or else you will never be able to play any spells above 4 mana ever and even the 4 mana spells will be tricky with so few lands.
Other cards to cut could be:
Order of Sacred Torch
Archivist
Attunement
Moonring Mirror, it's a pseudo draw spell that costs a lot of mana and can easily backlash if an opponent destroys it.
Mirari because your aren't running many spells that are worth copying.
I hope this helps you a bit to find at least some inspiration.
I havn't actually been using Daxos of Meletis as fully as I could. Somehow my mana hasn't been a huge issue, i think this is because I have kept my mana costs fairly low? Or maybe i've gotten lucky so far.
Spirit Link: I actually usually use this not as a way to gain life, but as a way to basically pacify a large enemy. I just plop in on a big creature and suddenly there is no point in that creature attacking me. Though you're suggestion of trading it out for Steel of the Godhead is a good one, that's an awesome card!
I am not super interested in making this an equipment heavy deck. The main way i have been winning thus far has been to draw like crazy and stall my opponent until I get some of the more powerful cards. The ones that seem to let me win with some sort of consistency are: Serra Avatar, Soul Foundry, Orochi Hatchery, Phyrexian Processor, and Wash Out. I understand why you say Moonring Mirror should come out, but it has been really helpful for me in some games. Although I understand how risky it is if it's destroyed, something I should think about I guess. It has specifically been helpful mid-late game when I need that extra push to finish things.
In fact, that reminds me of another question: I feel that if I start with an advantage I do pretty well with this deck, but I have a really hard time turning a game around if I'm not already in the lead. I added a evacuation for this reason. What are some other cards that could help me turn a game around that's not going well?
I am interested in why you suggest removing Archivist and Attunement? They both seem really powerful to me if I can get them into play fairly early especially. Also, no Mirari? Really? You wouldn't want to copy Counterspell, Mystical Tutor, Wash Out, or Breath of Life?? Maybe I'm missing something, but Mirari just seems amazing to me. Also, I like the land suggestions you had: Cathedral of War and Rogue's Passage- definitely adding those.
Hmm, any other ideas on where to take this assuming I'm not making it an equipment based deck. I still really like the original idea of lots of enchantments. Thanks again for the responses.
Statistics are against you. You are playing 28 Lands, so about 28% of your deck. Burn Decks in Modern or Legacy play 19 or 20 lands on 60 cards, wich is about 31-33% and those decks play only spells wich cost 1 or 2 mana, maybe 3 to 4 3-mana spells. Those decks don't want to hit 4 land and want to end the game early.
You have got a few draw spells and tutors, but if you don't get a Land Tax early it will probably be really really hard to hit 6 or 7 land, even 4 or 5 lands will take some time to assemble. Even with 40% lands, not factoring in draw spells, chances to have 4 lands on turn 4 are only at 75%.
So draw your conclusions from that, but in my opinion the deck will probably not really work out the way it is atm.
Attunement is a good card, but it doesn't quite fit this deck imho. It can draw you a bunch of cards, but it doesn't create card advantage. If this was a graveyard deck Attunement would be a fine choice, because filling the graveyard is what it is best at. If Hanna would be the Commander, Attunement could do a lot more work.
Archivist on the other hand is weak imho. It costs 4 mana and draws you one card per turn, if it survives a turn. For me it is just to fragile and to slow to be useful.
Yes, that's the problem. The number of Instants and Sorceries in your deck isn't super high and copying Counterspell or Mystical Tutor doesn't do anything most of the time.
I guess you don't understand what Mirari really does. If you create a copy with it's ability that copy is created directly on the stack, so if you copy a Mystical Tutor you have two Mystical Tutors on the stack. Then the copy resolves you search a card, shuffle your deck, put that card on top and then the other tutor resolves and makes you shuffle your deck again and put a card on top. You have gained nothing, because you shuffled the first card away.
Can't answer your whole post right now, maybe I write something more later.