Now the first thought that most people have is
turn 1 - play Braids
turn 2 - play stupidly over costed fatty
turn 3 - profit
unfortunatly knowing my group. she get nuked just before my first upkeep after everybody has had a go with her.
My inital thought was to play braids, followed by clone, control magic, sower of temptation etc and just steal all the good stuff that comes out. (the 4 slot is already looking heavy).
Also, a cheap way to protect her is clout of the dominus. Slightly fatter than weenies and has shroud, so you don't have to care about her squishiness.
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Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
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This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
Also, a cheap way to protect her is clout of the dominus. Slightly fatter than weenies and has shroud, so you don't have to care about her squishiness.
another 4cc spell
to be honest i don' think its worth using deck slots to try to protect her. i would imagine that her life expectancy is less than 1 turn.
Insurrection is the spell a really want to ramp into.
In my mind, your goal should be to build a really bad version of the Hive Mind Legacy deck (that features Show and Tell obviously). So, if you wanted some serious advice, I would start the deck off with:
Basically my core would include Braids, great draw spells to dig for (or get rid of) your creatures, really good creatures, and some way to Flash Braids into play at the last possible second. I like Noxious Revival because it's almost like a Regrowth for every color, which is pretty sexy in combo decks.
You might want to consider Lightning Greaves. It's by no means a surefire way to keep Braids alive, but it's better than nothing and you can also use it to swing with Emrakuls instantly. You could even use cheap counters to back this deck up, because if you're going for a combo win then you don't exactly care about card disadvantage if it lets you "go off."
I'm just sad that this version of Braids can't even put Hive Mind into play. That woulda really made this deck viable. Oh well :(.
A combo I find to be pretty damned useful is Web of Inertia and Relic of Progenitus. Do not be fooled into thinking that this is about saccing it. All you're doing is steadily RFGing graveyards. Not only does this hose graveyards strategies overall, but gives you some pretty solid defense. I didn't think that this would work out very well in multiplayer, but it honestly seems to hold its own. You could even consider adding Trinket Mage to grab a bunch of them, the more the merrier after all. I just think that if you're giving people creature, you might want some defense to protect yourself. This is "global protection" (for a while, it obviously isn't perfect) for long enough that you should be able to take games.
Another thing to consider is using say Blightsteel Colossus as your main beater. He's arguable harder to remove (but dies to StP et al. unlike Emmy) but has the added benefit of being a Tinker target. It would give your deck multiple ways to cheat out very big threats. I mean if you do run Trinket Mage then you should always have a good sac target.
What does Red bring to this deck? The obvious pairing with Blue is Black in my mind. With Black you gain access to the best revival in the game, including cards like Goryo's Vengeance and Shallow Grave. Obviously if you use them at EOT of the opponent preceding you then you'll have her up and running on your upkeep. She'll then be long gone before anyone else can benefit from her. Black also has access to great tutors and draw spells, and great ways to defend yourself from creatures (including removal, effects such as No Mercy, and even pairing Leyline of the Void with Web of Inertia).
tich i'm pretty sure that Braids won't see an upkeep so guys like Emrakul will be dead in my hand.
I've already got a heap of decks that cheap fatties into play (oath of druids, sneak attack, hyper genesis) and braids feels like a worse version of these.
I'm trying to play up to her strength which is every one gets to play their cards. Red brings a heap of creature stealing to the table.
Winding canyon and friends is a great way to get first use out of her.
I also like to imagine that he has a rotating torso (like a metallic graft that fuses his upper and lower body together), so he can spin all around, leveling everything within 20ft of him to rubble.
Different points of view I suppose. I see her as a creature who can drop Eldrazis/BSCs into play, for free, every turn. No, she's no Oath of Druids, but her real strength (in my mind) comes from actually abusing her effect yourself. If the goal is going to be to steal/threaten creatures, then the deck is virtually drawing dead against control and combo decks. Also, since players can play artifacts, lands, or nothing at all, there's no guarantee that they'll even fuel your fires. I guess I don't see the value in relying on your opponents to provide you with a win condition.
Now the first thought that most people have is
turn 1 - play Braids
turn 2 - play stupidly over costed fatty
turn 3 - profit
unfortunatly knowing my group. she get nuked just before my first upkeep after everybody has had a go with her.
My inital thought was to play braids, followed by clone, control magic, sower of temptation etc and just steal all the good stuff that comes out. (the 4 slot is already looking heavy).
U/R seems the best way to go ATM.
any ideas out there for this blue beauty?
Also, a cheap way to protect her is clout of the dominus. Slightly fatter than weenies and has shroud, so you don't have to care about her squishiness.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
another 4cc spell
to be honest i don' think its worth using deck slots to try to protect her. i would imagine that her life expectancy is less than 1 turn.
Insurrection is the spell a really want to ramp into.
4x Braids, Conjurer Adept
4x Intuition (well, if you can proxy them that is)
4x Brainstorm
4x Rhystic Study/Mystic Remora
3x Emrakul, the Aeons Torn (Yes, 3 for Intuition.)
2-3x Winding Canyons/Vedalken Orrery/Teferi, Mage of Zhalfir
4x Noxious Revival
Basically my core would include Braids, great draw spells to dig for (or get rid of) your creatures, really good creatures, and some way to Flash Braids into play at the last possible second. I like Noxious Revival because it's almost like a Regrowth for every color, which is pretty sexy in combo decks.
You might want to consider Lightning Greaves. It's by no means a surefire way to keep Braids alive, but it's better than nothing and you can also use it to swing with Emrakuls instantly. You could even use cheap counters to back this deck up, because if you're going for a combo win then you don't exactly care about card disadvantage if it lets you "go off."
I'm just sad that this version of Braids can't even put Hive Mind into play. That woulda really made this deck viable. Oh well :(.
A combo I find to be pretty damned useful is Web of Inertia and Relic of Progenitus. Do not be fooled into thinking that this is about saccing it. All you're doing is steadily RFGing graveyards. Not only does this hose graveyards strategies overall, but gives you some pretty solid defense. I didn't think that this would work out very well in multiplayer, but it honestly seems to hold its own. You could even consider adding Trinket Mage to grab a bunch of them, the more the merrier after all. I just think that if you're giving people creature, you might want some defense to protect yourself. This is "global protection" (for a while, it obviously isn't perfect) for long enough that you should be able to take games.
Another thing to consider is using say Blightsteel Colossus as your main beater. He's arguable harder to remove (but dies to StP et al. unlike Emmy) but has the added benefit of being a Tinker target. It would give your deck multiple ways to cheat out very big threats. I mean if you do run Trinket Mage then you should always have a good sac target.
What does Red bring to this deck? The obvious pairing with Blue is Black in my mind. With Black you gain access to the best revival in the game, including cards like Goryo's Vengeance and Shallow Grave. Obviously if you use them at EOT of the opponent preceding you then you'll have her up and running on your upkeep. She'll then be long gone before anyone else can benefit from her. Black also has access to great tutors and draw spells, and great ways to defend yourself from creatures (including removal, effects such as No Mercy, and even pairing Leyline of the Void with Web of Inertia).
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I've already got a heap of decks that cheap fatties into play (oath of druids, sneak attack, hyper genesis) and braids feels like a worse version of these.
I'm trying to play up to her strength which is every one gets to play their cards. Red brings a heap of creature stealing to the table.
Winding canyon and friends is a great way to get first use out of her.
Lightning Greaves or Swiftfoot Boots may be appropriate depending how much the deck is built around her.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold