My name is Donald, I am 25 years old, I live in South Dakota as a Computer Engineer. I started playing Magic when I was 15, but was addicted to World of Warcraft and didn't really start until College in 2011. I never got into Standard due to money and didn't get into Modern due to proximity to a store. When I found a group in college playing Commander however, it clicked. My current play group is roughly 8 players, who get together once a week and play for 4+ hours.
Disclaimer
My meta allows split color cards to be played in any deck where all aspects of the card can be paid for with basic lands.
Example:
Opening Hands:
You want to find your first three lands (minimum of two white symbols), some form of draw, and some form of evasion (Pump, evasion, or tricks).
Early Game
Play Brimaz, as soon as possible. Afterwards, try and set up some value generation if you have it and start swinging around the board.
Mid Game
Start pumping your tokens, or Brimaz. This is where you need to make a judgement call, either try to continue generating value or push for the win. I would generate value if I think I can win in the early late game, otherwise push as hard as you can because you won't likely win in the super late game. Ideally try to do this after a wrath to avoid getting blown out.
Late Game
Push for that win. This is where we become sad, because we will lose to big, fat fatties or degenerate value.
Oketra the True might be kind of cool as well given that its a mana sink and attacking with it should be somewhat reasonable. I normally like Heliod, God of the Sun somewhat too but given the natural vigilance of the commander and the tokens he makes I actually like Oketra a little more here.
Captain of the Watch could possibly be swapped out for Marshal's Anthem which could still give you the anthem but I just don't think I would value the burst of dudes as much from the captain as much as the anthem.
Odric, Master Tactician might also be an interesting thought for evasion / value trading. I guess the worry is that he lacks haste and needs to attack. Given your commander also cares about attacking though its possible that Lightning Greaves is also something to consider.
EDIT: I could also see dropping the land count down to 36 or 37 just given that your curve doesn't seem super high that you need to hit every land drop as your curve out.
Oketra the True might be kind of cool as well given that its a mana sink and attacking with it should be somewhat reasonable. I normally like Heliod, God of the Sun somewhat too but given the natural vigilance of the commander and the tokens he makes I actually like Oketra a little more here.
Captain of the Watch could possibly be swapped out for Marshal's Anthem which could still give you the anthem but I just don't think I would value the burst of dudes as much from the captain as much as the anthem.
Odric, Master Tactician might also be an interesting thought for evasion / value trading. I guess the worry is that he lacks haste and needs to attack. Given your commander also cares about attacking though its possible that Lightning Greaves is also something to consider.
EDIT: I could also see dropping the land count down to 36 or 37 just given that your curve doesn't seem super high that you need to hit every land drop as your curve out.
Ohh jeeze, these are all really good suggestions. First off, I want to mention that these changes have all been added to the list. The reason these were excluded is due to the list initially being a soldier tribal that shifted to a token deck. When I didn't feel that these two strategies were good enough, I shifted to using the tokens to generate value while pumping with equipment/auras.
As such, the listed cards were more tenuous includes that I avoided. I removed some remnant cards that were remnants of the previous two strategies to include these. Overall, I expect these additions to make the deck a lot stronger.
In Kjeldoran Outpost: Spits out chump blockers, helps rebuild. Solid addition Oketra the True: Her negative is countered by my commander, she curves well, and she carries buffs like a champ Legion's Landing: I should be able to flip this fairly easily at any point of the game, and it will spit out blockers for me fairly well. Marshal's Anthem: 4 mana anthem with the option of returning creatures for 2 mana a pop. Sounds great. Odric, Master Tactician: He is like a better anthem, because I can use him as removal or as a kill condition Lightning Greaves: Attacking is important and since my commander generates tokens, I can move the greaves fairly easily if I need to buff him.
Out Plains: Low enough mana curve to deal with removing some lands Temple of the False God: Colored mana is more important, plus I run a low curve. Dowsing Dagger: This seems like a short sighted attempt for value. As blockers will bother me in the future Captain of the Watch: Not as good as I would hope as it is vulnerable to creature removal, which is fairly prevalent. Mistveil Plains: I didn't see that this enters tapped Wall of Omens: I am not really abusing it, nor do I need the extra defense.
Out Court Street Denizen: Is just cute, it doesn't really do much on it's own. Martyr's Cause: This is less impressive the more I thought about it, as I am not a dedicated token deck. Reconnaissance: This was a cute add, but I realized it basically does nothing. Fanatical Devotion: Same as Recon Anointed Procession: Doesn't push the right part of the strategy. Tokens are just okay, I'd rather use them as value or chump blockers as I run at people Rune-Tail, Kitsune Ascendant: Same as Recon Hero of Bladehold: The deck has become less about tokens and more about running at people with Brimaz, while using the tokens to generate value.
In Azor's Gateway: Mono white, needs as much positive value as possible. Filtering will help the deck to continue to progress. This card should be good at all stages of the game by making our hand better cheaply early, or filtering dead cards out of hand late game. If somehow, the card flips it should result in as much mana as I would ever need. Konda's Banner: I was more scared to add this initially, but I think it is very strong, and pretty cool. Expedition Map: Card advantage is nice High Market: With the removal of some of our sac outlets, killing tokens with skullclamp might be hard. So adding a land sac to help. Eldrazi Conscription: Brimaz needs a evasion and stats, this gives both. Stonehewer Giant: I run a lot of equipment. True Conviction: This card, is always amazing
Out Nahiri, the Lithomancer: Too reactive sadly. I need to be able to run at people and this tries to recover after we have been dealt with. Instead of pushing forward. Knight-Captain of Eos: Same as Nahiri.
In Dictate of Heliod: This makes Brimaz a 5/6 and his tokens 3/3's. By the time we would be able to flash it out, it would give a minimum of 6/6 power on board. Angel of Invention: If we have enough bodies it gives me a decent creature with an anthem. If we are setting back up, if gives me a bunch of bodies with an anthem. Overall solid.
Introduction
About the Author
My name is Donald, I am 25 years old, I live in South Dakota as a Computer Engineer. I started playing Magic when I was 15, but was addicted to World of Warcraft and didn't really start until College in 2011. I never got into Standard due to money and didn't get into Modern due to proximity to a store. When I found a group in college playing Commander however, it clicked. My current play group is roughly 8 players, who get together once a week and play for 4+ hours.
Disclaimer
My meta allows split color cards to be played in any deck where all aspects of the card can be paid for with basic lands.
Example:
Why play Brimaz, King of Oreskos
Pros:
Cons:
Deck List
1x Brimaz, King of Oreskos
Creature (18)
1x Weathered Wayfarer
1x Stoneforge Mystic
1x Bastion Protector
1x Heliod's Pilgrim
1x Mentor of the Meek
1x Recruiter of the Guard
1x Emeria Angel
1x Solemn Simulacrum
1x Jazal Goldmane
1x Odric, Master Tactician
1x Oketra the True
1x Angel of Invention
1x Stonehewer Giant
1x Thalia's Lancers
1x Crovax, Ascendant Hero
1x Sun Titan
1x Emeria Shepherd
1x Avacyn, Angel of Hope
Artifact (18)
1x Expedition Map
1x O-Naginata
1x Relic of Progenitus
1x Skullclamp
1x Sol Ring
1x Azor's Gateway
1x Konda's Banner
1x Lightning Greaves
1x Sword of the Animist
1x Umezawa's Jitte
1x Sword of Fire and Ice
1x Hammer of Nazahn
1x Slate of Ancestry
1x Batterskull
1x Eldrazi Monument
1x Mind's Eye
1x The Immortal Sun
1x Akroma's Memorial
1x Land Tax
1x Legion's Landing
1x Angelic Gift
1x Aura of Silence
1x Pentarch Ward
1x Unquestioned Authority
1x Armored Ascension
1x Citadel Siege
1x Faith's Fetters
1x Marshal's Anthem
1x Cathars' Crusade
1x Dictate of Heliod
1x Spectra Ward
1x True Conviction
1x Eldrazi Conscription
Instant (4)
1x Enlightened Tutor
1x Tithe
1x Forsake the Worldly
1x Return to Dust
Sorcery (5)
1x Steelshaper's Gift
1x Open the Armory
1x Survival Cache
1x Tragic Arrogance
1x Austere Command
Planeswalker (2)
1x Gideon, Ally of Zendikar
1x Elspeth, Sun's Champion
1x Arch of Orazca
1x Buried Ruin
1x Daru Encampment
1x Eiganjo Castle
1x Emeria, the Sky Ruin
1x High Market
1x Homeward Path
1x Karoo
1x Kjeldoran Outpost
1x Kor Haven
1x Myriad Landscape
1x Nykthos, Shrine to Nyx
1x Opal Palace
1x Strip Mine
1x Wasteland
1x Windbrisk Heights
21x Plains
Strategy
Opening Hands:
You want to find your first three lands (minimum of two white symbols), some form of draw, and some form of evasion (Pump, evasion, or tricks).
Piloting
Game Reports
TODO
Changelog
2//6/2018
Plains -> Kjeldoran Outpost
Temple of the False God -> Oketra the True
Dowsing Dagger -> Legion's Landing
Captain of the Watch -> Marshal's Anthem
Mistveil Plains -> Odric, Master Tactician
Wall of Omens -> Lightning Greaves
2/8/2018
Court Street Denizen -> Azor's Gateway
Martyr's Cause -> Konda's Banner
Reconnaissance -> Expedition Map
Fanatical Devotion -> Eldrazi Conscription
Anointed Procession -> High Market
Rune-Tail, Kitsune Ascendant -> Stonehewer Giant
Hero of Bladehold -> True Conviction
2/9/2018
Nahiri, the Lithomancer - > Angel of Invention
Knight-Captain of Eos -> Dictate of Heliod
Card Explanations
TODO
Thanks!
Current EDH
Akroma W | Tymna and Bruse RBW
Oketra the True might be kind of cool as well given that its a mana sink and attacking with it should be somewhat reasonable. I normally like Heliod, God of the Sun somewhat too but given the natural vigilance of the commander and the tokens he makes I actually like Oketra a little more here.
Captain of the Watch could possibly be swapped out for Marshal's Anthem which could still give you the anthem but I just don't think I would value the burst of dudes as much from the captain as much as the anthem.
Odric, Master Tactician might also be an interesting thought for evasion / value trading. I guess the worry is that he lacks haste and needs to attack. Given your commander also cares about attacking though its possible that Lightning Greaves is also something to consider.
EDIT: I could also see dropping the land count down to 36 or 37 just given that your curve doesn't seem super high that you need to hit every land drop as your curve out.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Ohh jeeze, these are all really good suggestions. First off, I want to mention that these changes have all been added to the list. The reason these were excluded is due to the list initially being a soldier tribal that shifted to a token deck. When I didn't feel that these two strategies were good enough, I shifted to using the tokens to generate value while pumping with equipment/auras.
As such, the listed cards were more tenuous includes that I avoided. I removed some remnant cards that were remnants of the previous two strategies to include these. Overall, I expect these additions to make the deck a lot stronger.
In
Kjeldoran Outpost: Spits out chump blockers, helps rebuild. Solid addition
Oketra the True: Her negative is countered by my commander, she curves well, and she carries buffs like a champ
Legion's Landing: I should be able to flip this fairly easily at any point of the game, and it will spit out blockers for me fairly well.
Marshal's Anthem: 4 mana anthem with the option of returning creatures for 2 mana a pop. Sounds great.
Odric, Master Tactician: He is like a better anthem, because I can use him as removal or as a kill condition
Lightning Greaves: Attacking is important and since my commander generates tokens, I can move the greaves fairly easily if I need to buff him.
Out
Plains: Low enough mana curve to deal with removing some lands
Temple of the False God: Colored mana is more important, plus I run a low curve.
Dowsing Dagger: This seems like a short sighted attempt for value. As blockers will bother me in the future
Captain of the Watch: Not as good as I would hope as it is vulnerable to creature removal, which is fairly prevalent.
Mistveil Plains: I didn't see that this enters tapped
Wall of Omens: I am not really abusing it, nor do I need the extra defense.
Current EDH
Akroma W | Tymna and Bruse RBW
Court Street Denizen: Is just cute, it doesn't really do much on it's own.
Martyr's Cause: This is less impressive the more I thought about it, as I am not a dedicated token deck.
Reconnaissance: This was a cute add, but I realized it basically does nothing.
Fanatical Devotion: Same as Recon
Anointed Procession: Doesn't push the right part of the strategy. Tokens are just okay, I'd rather use them as value or chump blockers as I run at people
Rune-Tail, Kitsune Ascendant: Same as Recon
Hero of Bladehold: The deck has become less about tokens and more about running at people with Brimaz, while using the tokens to generate value.
In
Azor's Gateway: Mono white, needs as much positive value as possible. Filtering will help the deck to continue to progress. This card should be good at all stages of the game by making our hand better cheaply early, or filtering dead cards out of hand late game. If somehow, the card flips it should result in as much mana as I would ever need.
Konda's Banner: I was more scared to add this initially, but I think it is very strong, and pretty cool.
Expedition Map: Card advantage is nice
High Market: With the removal of some of our sac outlets, killing tokens with skullclamp might be hard. So adding a land sac to help.
Eldrazi Conscription: Brimaz needs a evasion and stats, this gives both.
Stonehewer Giant: I run a lot of equipment.
True Conviction: This card, is always amazing
Current EDH
Akroma W | Tymna and Bruse RBW
Nahiri, the Lithomancer: Too reactive sadly. I need to be able to run at people and this tries to recover after we have been dealt with. Instead of pushing forward.
Knight-Captain of Eos: Same as Nahiri.
In
Dictate of Heliod: This makes Brimaz a 5/6 and his tokens 3/3's. By the time we would be able to flash it out, it would give a minimum of 6/6 power on board.
Angel of Invention: If we have enough bodies it gives me a decent creature with an anthem. If we are setting back up, if gives me a bunch of bodies with an anthem. Overall solid.
Current EDH
Akroma W | Tymna and Bruse RBW