Even though I am on the fence on the whole idea of 'planeswalkers as generals/commanders' I do how ever love this planeswalker. this is Daretti control. the whole point of the game is to slow it down to a grinding hault so that I can either combo off, get other players to kill each other or to get the whole table locked up for me to win through some damage. the last idea never happens but has the potential to work.
Deck History:
So, I bought this at a walmart on my way to a study group for a final in December '14. That night I gutted the thing to make it a control deck, I had already seen it working beautifully as aggro, beat down, and even a weaker control deck. So, I knew it would be really good. After that first night was a Saturday EDH tournament in which it did amazing, crushing the first round and getting two people to kill each other and mindslaver locking them the whole time. Now I'm altering it very minor, trying to get the curve lower.
and the reason I use none of them is what darreti does, that they can't. Be a planeswalker and die as one. Daretti's Plus ability helps me thin out my hand, though I do not necessarily discard artifacts like most people would think. In reality its usually land that I get to discard and then draw more land. this ability helps thin out my deck so that I can get to other cards. Daretti's first Minus ability is a dozy, since its worded the way it is I can sacrifice Solemn Simulacrum to draw a card and then bring it right back to tutor for a land. whats better than that you ask? WURMCOIL ENGINE!!!!!!!! Yup, I can sacrifice wurmcoil and get him right back. Daretti's ultimate... gods be damned, his ultimate. Though it's not like Venser's or Elspeth's ultimate, Daretti's ultimate is an engine no one can destroy. With Krark-Clan Ironworks on the field I can sacrifice my whole field and get it right back. Oh, you cast Final judgment? well I sacrifice my field and get it back at EOT.
Strategy:
Using Darreti
Deck's Strategy
combo options
weakness
Card Choice:
Control- urabrask the hidden: Urabrask's first ability helps me go off faster by giving all my creatures haste. his second ability slows the game down to a grinding halt making life harder for aggro decks, which of course helps make my life easier. static orb: this card automatically makes you a threat, just by letting people know you have it makes you the target the whole game. Now once you cast it, then the fun begins because you should never have to be affected by it, because you will have played Clock of Omens and use it as a tap-able artifact. portcullis: So one Sunday afternoon a fellow artifice player had told me about this card and how good it was. A half hour later he drops it on the field and lock's up the game, because no one had the removal for it until he was good and ready to get rid of it. Now, you mush understand ETB abilities will trigger when you cast creatures, then they get exiled, once portcullis is gone then the ETB will happen again, so you can stack your casts and wait for some one to blow it, better yet, you can cast something they don't want on the field and get it exiled as a deterrent so that they will want portcullis out. nevinyrral's disk: from he one we shall call this Cthulhu coin... for two reason, I can't spell nevinyrral and tentacles. the coin with Darksteel forge makes everyone rage quit. other than that it's a great board wipe for all decks. silent arbiter: this card has also slowed the game to a grinding halt, making only one guy attack it annoying, then you chump, making people hate you even more. ward of bones: you point to enchantment decks and laugh, then you point to aggro decks and say, "I don't have creatures that live often.
Utility- ruby medallion: Ok, so here I don't have much use for the medallion except as a sac-able. It will probably be cut for a piece of a infinite turn combo. sculpting steel: The ultimate utility, especially in a MUD deck. I can have all sorts of targets and each one more evil than the last. witchbane orb: SO, recently I have noticed a lot of newer players and a lot of bad players actually using curses. So for once this universal Privileged position gets all around work. I still usually only use it as a privileged Position but it's nice as a multitasker. unwinding clock: This card does a lot of work, this lets me Trading post more often and have chump blockers. vedalken orrery: lets me flash in anything I could ever dream on other players turns, makes untapped mana look terrifying. urza's armor: this was at one point only for the Nekusar and NIv-mizzet match ups, now it's awesome against 1/1 token decks. caged sun: makes X+1 mana, this formula is important!!! You do not get 2x the mana, that's mana reflection. Past that this gives me more bang for my buck when it comes to my mana.
Counterspell-
Counterspells? in Red? do they even exist? well no, not really. I have redirection and a big screw you to blue. Pyroblast: This is really to stop hinder, spell crumple, spin into myth and other blue answers to daretti, or if I have to a blue permanent threatening to crush the table, this would also include blue generals. red elemental blast: Same as pyroblast. effectively this is a second copy. reverberate: Counter a counterspell, with that counterspell. because that's not funny at all. wild ricochet: Another "counter a counterspell, with that counterspell" effect, or even better use one kill spell to kill two creatures.
Combo- clock of omens: The clock combos with effectively everything, its really funny like that. I can tap Static orb and the clock to untap something, or and can untap trading post and use it again and again (current record is 5 times in one turn). All around this is a power house of use. pyrohemia: with Urza's Armor I can wipe the field of non-indestructable creatures and kill players, without losing a single life. flayer husk: Combo piece with Purphuros, god of the forge , salvaging station, and a sacrifice outlet like krark-clan ironworks for an infinite kill. purphuros, god of the forge:Combo piece with flayer husk , salvaging station, and a sacrifice outlet like krark-clan ironworks for an infinite kill. salvaging station:Combo piece with Purphuros, god of the forge , flayer husk, and a sacrifice outlet like krark-clan ironworks for an infinite kill. mycosynth lattice: Combos with Darksteel forge to make my field indestructible or just lets everything be an artifact that I can detroy through other ways. darksteel forge:Combos with mycosynth lattice to make my field indestructible or just lets everything be an artifact that I can detroy through other ways. the Chain veil: If you use it right, the first time you cast it, you can ultimate daretti, if you have the mana and clock of omens then it can get closer and closer to when you cast daretti. Currently no ruling exists that says that you can't chain veil on other players turn, so this can be very OP at times. contagion engine: This is effectively the same as the chain veil, but I can also wipe the field.Its' more of a multitasker than chain veil
Sac-Engines- trading post: Trading post does so much work in this MUD deck, just for sacrificing s creature that's also an artifact or just an artifact and at anytime (when you have other cards like clock of omens), I normally use this to draw more cards or return stuff from my graveyard. Krark-clan ironworks: This card is THE powerhouse card!! with Mycosynth Lattice whenever there is a board wipe and I have daretti's ultimate, I can sacrifice my whole board and get it ALL back. This can be especially useful against exile board effects. I can use it to get my LTB effects to go off as well.
Tutors- planar portal:With effects like Clock of omens and the mana I can tutor constantly exactly what I want or need, this is a card that isn't well known or used, If you find a copy get it and try it out it's really a good secret power house. kuldotha forgemaster:This is a sacrifice MUD deck, and a tutor that sends the card directly to the battlefield at the cost of three artifacts is a essential card. I can turn everyone's turns into my extra turns, and tutor to keep this all up even wihtout darettis' ultimate.
EVIL!: Spine of Ish sah: With darreti's ultimate and a sacrifice outlet, I can keep using this often to remove threats on the board. Duplicant: Removes threats permantantly. Mindslaver: Locks the board with daretti's ultimate. Wurmcoil Engine: I can chump block and make more chump blobckers.
As always with my lists please check out my Tappedout page for this deck to get the most up to date version of this list. Please like and comment here: http://tappedout.net/mtg-decks/red-earth-control/
Considering Daretti has a good deal of graveyard recursion, Gamble is as good as a tutor. If you slow the game down so much, what might happen is that people start gunning for YOU And, would you consider maybe less flimsy win conditions, like Hellkite Igniter, Hellkite Tyrant, or since you already have Incite Rebellion, in place of it Insurrection?
Uh, small rules comment, but because of the fact that Daretti's second ability requires you to target an artifact in your graveyard you need to have a target selected before putting the ability onto the stack. Because of that he can't actually return whatever card he just sacrificed.
Private Mod Note
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Rollback Post to RevisionRollBack
Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Oh contrare, itdoes work. The way they wrote the middle ability you sac a artifact *period* then you pick one from your yard. The semantics of the words makes it possible, and l2s have agreed that it does work.
It is worth noting as well that sacrificing the artifact is not part of the cost and the target does need to be chosen when the ability goes on the stack. Sacrificing an artifact and returning the target artifact are both completed at the same time.
Private Mod Note
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Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Chain Veil, at gatherer: After the last ability resolves, you’ll essentially be able to activate a loyalty ability of each planeswalker you control a total of twice during your turn. The timing rules for when you can activate loyalty abilities apply each time; it must be your main phase and the stack must be empty.
One of my main issues might be only running 35 lands. I figure with the number of mana accelerators, I could pull it off. I was also thinking about adding the sac outlet and mana accelerator of Krak-Clan Ironworks. Gilded Lotus is also high on my list or cards to consider.
I was also considering some really strong win condition like Blightsteel Colossus. I'm not sure if it's necessary, but it is pretty risky if someone plays Bribery. Plus it would probably be a lot better if it wasn't shuffled back into the library for our decks.
There are also strong utility creatures like Karn, Silver Golem or Arcbound Reclaimer that might be worth looking into. Karn in particular would add quite a lot of power to the deck.
What do you guys think? Thank you in advance for your opinions.
Even though I am on the fence on the whole idea of 'planeswalkers as generals/commanders' I do how ever love this planeswalker. this is Daretti control. the whole point of the game is to slow it down to a grinding hault so that I can either combo off, get other players to kill each other or to get the whole table locked up for me to win through some damage. the last idea never happens but has the potential to work.
1x Caged Sun
1x Clock of Omens
1x Commander's Sphere
1x Contagion Engine
1x Darksteel Forge
1x Dreamstone Hedron
1x Everflowing Chalice
1x Fire Diamond
1x Flayer Husk
1x Gilded Lotus
1x Ichor Wellspring
1x Krark-Clan Ironworks
1x Mind Stone
1x Mindslaver
1x Mycosynth Lattice
1x Mycosynth Wellspring
1x Nevinyrral's Disk
1x Planar Portal
1x Portcullis
1x Pristine Talisman
1x Ruby Medallion
1x Salvaging Station
1x Sculpting Steel
1x Sol Ring
1x Spine of Ish Sah
1x Static Orb
1x The Chain Veil
1x Trading Post
1x Unstable Obelisk
1x Unwinding Clock
1x Urza's Armor
1x Vedalken Orrery
1x Ward of Bones
1x Wayfarer's Bauble
1x Witchbane Orb
1x Burnished Hart
1x Duplicant
1x Hoard-Smelter Dragon
1x Iron Myr
1x Junk Diver
1x Kuldotha Forgemaster
1x Myr Retriever
1x Palladium Myr
1x Pilgrim's Eye
1x Purphoros, God of the Forge
1x Silent Arbiter
1x Solemn Simulacrum
1x Urabrask the Hidden
1x Wurmcoil Engine
1x Chaos Warp
1x Impact Resonance
1x Into the Core
1x Magmaquake
1x Pyroblast
1x Red Elemental Blast
1x Reverberate
1x Wild Ricochet
1x Arcane Lighthouse
1x Buried Ruin
1x Darksteel Citadel
1x Great Furnace
28x Mountain
1x Phyrexia's Core
1x Reliquary Tower
1x Temple of the False God
1x Thespian's Stage
1x Urza's Factory
1x Valakut, the Molten Pinnacle
1x Pyrohemia
So, I bought this at a walmart on my way to a study group for a final in December '14. That night I gutted the thing to make it a control deck, I had already seen it working beautifully as aggro, beat down, and even a weaker control deck. So, I knew it would be really good. After that first night was a Saturday EDH tournament in which it did amazing, crushing the first round and getting two people to kill each other and mindslaver locking them the whole time. Now I'm altering it very minor, trying to get the curve lower.
Why Darreti?:
here is a list of all the
Strategy:
Using Darreti
Card Choice:
Control-
urabrask the hidden: Urabrask's first ability helps me go off faster by giving all my creatures haste. his second ability slows the game down to a grinding halt making life harder for aggro decks, which of course helps make my life easier.
static orb: this card automatically makes you a threat, just by letting people know you have it makes you the target the whole game. Now once you cast it, then the fun begins because you should never have to be affected by it, because you will have played Clock of Omens and use it as a tap-able artifact.
portcullis: So one Sunday afternoon a fellow artifice player had told me about this card and how good it was. A half hour later he drops it on the field and lock's up the game, because no one had the removal for it until he was good and ready to get rid of it. Now, you mush understand ETB abilities will trigger when you cast creatures, then they get exiled, once portcullis is gone then the ETB will happen again, so you can stack your casts and wait for some one to blow it, better yet, you can cast something they don't want on the field and get it exiled as a deterrent so that they will want portcullis out.
nevinyrral's disk: from he one we shall call this Cthulhu coin... for two reason, I can't spell nevinyrral and tentacles. the coin with Darksteel forge makes everyone rage quit. other than that it's a great board wipe for all decks.
silent arbiter: this card has also slowed the game to a grinding halt, making only one guy attack it annoying, then you chump, making people hate you even more.
ward of bones: you point to enchantment decks and laugh, then you point to aggro decks and say, "I don't have creatures that live often.
Utility-
ruby medallion: Ok, so here I don't have much use for the medallion except as a sac-able. It will probably be cut for a piece of a infinite turn combo.
sculpting steel: The ultimate utility, especially in a MUD deck. I can have all sorts of targets and each one more evil than the last.
witchbane orb: SO, recently I have noticed a lot of newer players and a lot of bad players actually using curses. So for once this universal Privileged position gets all around work. I still usually only use it as a privileged Position but it's nice as a multitasker.
unwinding clock: This card does a lot of work, this lets me Trading post more often and have chump blockers.
vedalken orrery: lets me flash in anything I could ever dream on other players turns, makes untapped mana look terrifying.
urza's armor: this was at one point only for the Nekusar and NIv-mizzet match ups, now it's awesome against 1/1 token decks.
caged sun: makes X+1 mana, this formula is important!!! You do not get 2x the mana, that's mana reflection. Past that this gives me more bang for my buck when it comes to my mana.
Mana Rocks-
Ok, so really the mana rocks shouldn't need to be explained that much. Therefore, I shall just list them here. the mana rocks of import are in the Sac-ables section.
fire diamond
sol ring
everflowing chalice
pristine talisman
iron myr
palladium myr
gilded lotus
Counterspell-
Counterspells? in Red? do they even exist? well no, not really. I have redirection and a big screw you to blue.
Pyroblast: This is really to stop hinder, spell crumple, spin into myth and other blue answers to daretti, or if I have to a blue permanent threatening to crush the table, this would also include blue generals.
red elemental blast: Same as pyroblast. effectively this is a second copy.
reverberate: Counter a counterspell, with that counterspell. because that's not funny at all.
wild ricochet: Another "counter a counterspell, with that counterspell" effect, or even better use one kill spell to kill two creatures.
Combo-
clock of omens: The clock combos with effectively everything, its really funny like that. I can tap Static orb and the clock to untap something, or and can untap trading post and use it again and again (current record is 5 times in one turn). All around this is a power house of use.
pyrohemia: with Urza's Armor I can wipe the field of non-indestructable creatures and kill players, without losing a single life.
flayer husk: Combo piece with Purphuros, god of the forge , salvaging station, and a sacrifice outlet like krark-clan ironworks for an infinite kill.
purphuros, god of the forge:Combo piece with flayer husk , salvaging station, and a sacrifice outlet like krark-clan ironworks for an infinite kill.
salvaging station:Combo piece with Purphuros, god of the forge , flayer husk, and a sacrifice outlet like krark-clan ironworks for an infinite kill.
mycosynth lattice: Combos with Darksteel forge to make my field indestructible or just lets everything be an artifact that I can detroy through other ways.
darksteel forge:Combos with mycosynth lattice to make my field indestructible or just lets everything be an artifact that I can detroy through other ways.
the Chain veil: If you use it right, the first time you cast it, you can ultimate daretti, if you have the mana and clock of omens then it can get closer and closer to when you cast daretti. Currently no ruling exists that says that you can't chain veil on other players turn, so this can be very OP at times.
contagion engine: This is effectively the same as the chain veil, but I can also wipe the field.Its' more of a multitasker than chain veil
Sac-Engines-
trading post: Trading post does so much work in this MUD deck, just for sacrificing s creature that's also an artifact or just an artifact and at anytime (when you have other cards like clock of omens), I normally use this to draw more cards or return stuff from my graveyard.
Krark-clan ironworks: This card is THE powerhouse card!! with Mycosynth Lattice whenever there is a board wipe and I have daretti's ultimate, I can sacrifice my whole board and get it ALL back. This can be especially useful against exile board effects. I can use it to get my LTB effects to go off as well.
Tutors-
planar portal:With effects like Clock of omens and the mana I can tutor constantly exactly what I want or need, this is a card that isn't well known or used, If you find a copy get it and try it out it's really a good secret power house.
kuldotha forgemaster:This is a sacrifice MUD deck, and a tutor that sends the card directly to the battlefield at the cost of three artifacts is a essential card. I can turn everyone's turns into my extra turns, and tutor to keep this all up even wihtout darettis' ultimate.
Removal-
into the core: If I have mycosynth lattice I can remove everything even hard to remove cards like Avacyn, angel of hope or Ulamog, the infinite gyres.
chaos warp: A tuck effect, that could get them something better or just a land, always a fun site.
incite rebellion:Kill the swarm players with their own swarm, whats funnier than that.
impact resonance: I have used this to kill generals and planeswalkers, even daretti.
magmaquake: same as impact resonace.
hoard-smelter dragon: Kills any artifact that i have or other players are annoying me with.
Sac-ables-
SO,for this section the cards are sorted into what they are used for, and explained as a section. With the exception of the EVIL! section.
Land Tutoring:
All this section does is get me a land either to my hand or directly to the field.Solemn Simulacrum has the added benefit or drawing a card.
solemn simulacrum
burninshed hart
pilgrim's eye
armillary sphere
mycosynth wellspring
wayfarer's bauble
Recursion:
Just dies and gets me something else back.
myr retriever
junk diver
Draw-A-Card:
This section also holds mana rocks, that go " tap;sacrifice: draw a card. So I can always use it for extra mana or just for the extra thining out.
dreamstone hedron
commander's sphere
mind stone
ichor wellspring
EVIL!:
Spine of Ish sah: With darreti's ultimate and a sacrifice outlet, I can keep using this often to remove threats on the board.
Duplicant: Removes threats permantantly.
Mindslaver: Locks the board with daretti's ultimate.
Wurmcoil Engine: I can chump block and make more chump blobckers.
MISC:
Just random stuff really.
Bottle gnomes
Unstable obelisk
Changelog:
As always with my lists please check out my Tappedout page for this deck to get the most up to date version of this list. Please like and comment here: http://tappedout.net/mtg-decks/red-earth-control/
Flayer Husk seems sort of minor enough I dont see much benefit in running it. I dont think that Salvaging Station is a good enough reason to run it.
Palladium Myr Thran Dynamo or worn powerstone can probably replace it.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I think there are better combos to be honest. Its combining a few somewhat so so cards together in my mind.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Retired: WUEphara, God of the PolisWU blink | WGerrard CapashenW lifegain | WUB Ertai, the CorruptedWUB combo | WAvacyn, Angel of HopeW
mono-white controlangel tribalPauper: UBDimirKittyUB | RBG Deathcycle RBG
Modern: GWUEnchantressGWU | GWUTurbofogGWU
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
1x Clock of Omens
1x Contagion Engine
1x Crucible of Worlds
1x Darksteel Forge
1x Defense Grid
1x Everflowing Chalice
1x Expedition Map
1x Fire Diamond
1x Helm of Possession
1x Ichor Wellspring
1x Mana Crypt
1x Mana Web
1x Memory Jar
1x Mind Stone
1x Mindslaver
1x Mishra's Helix
1x Mox Diamond
1x Mox Opal
1x Mycosynth Wellspring
1x Nevinyrral's Disk
1x Pithing Needle
1x Smokestack
1x Sol Ring
1x Spine of Ish Sah
1x Staff of Domination
1x Static Orb
1x Tangle Wire
1x Thran Dynamo
1x Tormod's Crypt
1x Trinisphere
1x Ugin's Nexus
1x Unstable Obelisk
1x Voltaic Key
1x Worn Powerstone
1x Feldon of the Third Path
1x Goblin Welder
1x Junk Diver
1x Kuldotha Forgemaster
1x Lodestone Golem
1x Magus of the Moon
1x Metalworker
1x Myr Battlesphere
1x Myr Retriever
1x Phyrexian Revoker
1x Silent Arbiter
1x Slobad, Goblin Tinkerer
1x Solemn Simulacrum
1x Steel Hellkite
1x Wurmcoil Engine
Sorcery (11)
1x All Is Dust
1x Bonfire of the Damned
1x Faithless Looting
1x Gamble
1x Obliterate
1x Ruination
1x Scrap Mastery
1x Shattering Spree
1x Trash for Treasure
1x Wheel of Fortune
1x Wildfire
1x Ancient Tomb
1x Arcane Lighthouse
1x Buried Ruin
1x Darksteel Citadel
1x Eye of Ugin
1x Great Furnace
1x Inkmoth Nexus
1x Maze of Ith
1x Mishra's Factory
23x Mountain
1x Strip Mine
1x Temple of the False God
1x Wasteland
Planeswalker (2)
1x Daretti, Scrap Savant
1x Karn Liberated
Instant (1)
1x Chaos Warp
Enchantment (1)
1x Blood Moon
One of my main issues might be only running 35 lands. I figure with the number of mana accelerators, I could pull it off. I was also thinking about adding the sac outlet and mana accelerator of Krak-Clan Ironworks. Gilded Lotus is also high on my list or cards to consider.
I was also considering some really strong win condition like Blightsteel Colossus. I'm not sure if it's necessary, but it is pretty risky if someone plays Bribery. Plus it would probably be a lot better if it wasn't shuffled back into the library for our decks.
There are also strong utility creatures like Karn, Silver Golem or Arcbound Reclaimer that might be worth looking into. Karn in particular would add quite a lot of power to the deck.
What do you guys think? Thank you in advance for your opinions.