Ok after reading this topic you'll notice my deck's name doesn't makes much sense but ahhh... who cares?
The thing is I kinda... suck at deckbuilding. I have VERY GOOD cards in my collection but getting them together is the problem... the only decent deck I've build in my life was based on only one "Kor Spiritdancer" card and some useless creatures (except Mindshrieker).
The thing is, just yesterday my Transcendent Master arrived, my favorita card of the RoE block. Sadly I could only get one since to get most of my good cards, I have to either be very lucky with my booster packs, or buying them via e-bay or mercadolibre. The magic community in my country is very reduced compared to the North American one, but still, they organize small casual torunaments every saturday and friday so the winner goes home with a handful of boosters. There are strong rivals but nothing compared to the "munchkin" decks that are built by fans and proffesionals.
So, I am planning to compete and build a deck arround two of my favorite cards: Transcendent Master and Mindshrieker.
The key cards to use are: Transcendent Master, Mindshrieker, Aura Finnese, Indestructibility, Decimator Web and Jace's Erasure.
Why? Well, the plan is to devastate the oponen by using Transcendent Master's "Lifelink + Indestructibility" abbilities at level 12 while depleting its deck by using the rest of the cards above. Since Transcendent Master is a leveler, it enters the battlefiend weak but grows stong, and it's level up cost is only 1 Colorless Mana. The problem is to make him survive long enough to get him to LVL 12... that's when Indestructibility cmoes at play...
They key is attaching him with said card and then, when he gets to his maximmum level, play Mindshrieker and then Aura Finnese to swap Indestructibility to it. I then would use Mindshrieker's ability to pay 2 colorless mana each turn to make the oponent send the top card if his library to the cemetery, and make an aerial attack with him. Wle his deck starts depleting, I woulduse Jace's Erasure to make him send his top library card to the cemetry each of my draw steps, and lastly, Decimator web would make him send evem more cards while I hurt him badly... while of course, infecting him in the process.
The problem is I only have one copy of each card stated above, and Decimator Web is the one I should care about most since I don't have any blue/white cards that can really protect it (It's gonna be only Blue/White deck). Plus I only own as much as 12 Plains and 20 Islands, and I still have to think which other cards to take with me (Pacifism x4 and Narcolepsy x2 are a good option)
Here's the cardlist... not the actual deck but a cardlist so you can see my arsenal:
I have multiple copies of most of the cards stated above (specially instants and enchantments, creatures... that's pretty much it), but I am still getting hold of this forums so...
Another thing: I CANNOT GET ANY MORE CARDS FOR NOW, I WILL HAVE TO DO WITH THAT, so please, any advice is good but don't tell me about cards I don't own... yet ;/ I have many other white or blue cards but it would take forever to list them all, pus I don't see ow they fit this deck.
Thanks for taing your time to read this, I appreciate your advice, tips and help
I'd honestly drop the milling part of the plan. If your Master ever reaches level 12, he'll probably kill your opponent much faster than you'll ever mill him (mill is a pretty slow victory condition). Mill is a very restrictive strategy; ether you go all the way (and by that I mean dedicate 15 slots of your deck to milling), either you don't do it.
That said, I'd still keep the Mindshrieker. He looks cool.
Now, in order for Transcendent Master to reach level 12, you'll need lots and lots of mana. For that, you have either two choices: either you run a ramp deck that quickly generate a lot of mana, either you run a deck that slows the opponent so much that eventually you'll get your uber-Master. Since you want to deck to be U/W, we'll go with the slow deck since most good acceleration is Green.
First, we have to find a way to deal with the opponent's creatures. Ghost Prison will be very important, since it pretty much prevents the opponent from attacking you en masse. An absolute 4-of. Narcolepsy and Pacifism are also in just in case the opponent has the mana to attack through the Prisons (note: if your opponents play very few Humans, Bonds of Faith should replace the Pacifisms since it can also help your Master in a pinch). Wall of Frost is also a good card for early defense.
On the creature side, Student of Warfare, Caravan Escort and Knight of Cliffhaven all seem to be decent creatures, so they're in. Since we now have a lot of level-up creatures, we might as well add Venerated Teacher into the mix. Keeper of Secrets is a pretty good card, but you don't have enough good instants/sorceries to justify its inclusion.
Spell-wise, Negates are always nice to have (mostly to protect your leveled-up creatures), and See Beyond looks like decent card filtering, so we'll toss those in too.
I'm guessing that you only have one copy of each rare, so I took that in account. If not, feel free to add them in. Clone is there so that if plan A (Level 12 Master) doesn't work, just copy the opponent's best creature and go to town. Land-wise, I think you'll be fine with just Plains and Islands. Just make sure to put more Plains than Islands (about 14 Plains to 10 Islands) to maximize the chances to get to play Student/Escort on turn 1.
Cards you could add are stuff like Unsummon to bounce back a big threat or to re-use your Teachers, Path to Exile to just blow threats up, Tidings to help you draw your Master and proliferate cards like Contagion Clasp to speed the level-upping.
P.S. Note that I'm far from a deck-building prodigy. I'm sure some other more knowledgeable people will build something better, but here's at least a head start.
I'd honestly drop the milling part of the plan. If your Master ever reaches level 12, he'll probably kill your opponent much faster than you'll ever mill him (mill is a pretty slow victory condition). Mill is a very restrictive strategy; ether you go all the way (and by that I mean dedicate 15 slots of your deck to milling), either you don't do it.
That said, I'd still keep the Mindshrieker. He looks cool.
Now, in order for Transcendent Master to reach level 12, you'll need lots and lots of mana. For that, you have either two choices: either you run a ramp deck that quickly generate a lot of mana, either you run a deck that slows the opponent so much that eventually you'll get your uber-Master. Since you want to deck to be U/W, we'll go with the slow deck since most good acceleration is Green.
First, we have to find a way to deal with the opponent's creatures. Ghost Prison will be very important, since it pretty much prevents the opponent from attacking you en masse. An absolute 4-of. Narcolepsy and Pacifism are also in just in case the opponent has the mana to attack through the Prisons (note: if your opponents play very few Humans, Bonds of Faith should replace the Pacifisms since it can also help your Master in a pinch). Wall of Frost is also a good card for early defense.
On the creature side, Student of Warfare, Caravan Escort and Knight of Cliffhaven all seem to be decent creatures, so they're in. Since we now have a lot of level-up creatures, we might as well add Venerated Teacher into the mix. Keeper of Secrets is a pretty good card, but you don't have enough good instants/sorceries to justify its inclusion.
Spell-wise, Negates are always nice to have (mostly to protect your leveled-up creatures), and See Beyond looks like decent card filtering, so we'll toss those in too.
I'm guessing that you only have one copy of each rare, so I took that in account. If not, feel free to add them in. Clone is there so that if plan A (Level 12 Master) doesn't work, just copy the opponent's best creature and go to town. Land-wise, I think you'll be fine with just Plains and Islands. Just make sure to put more Plains than Islands (about 14 Plains to 10 Islands) to maximize the chances to get to play Student/Escort on turn 1.
Cards you could add are stuff like Unsummon to bounce back a big threat or to re-use your Teachers, Path to Exile to just blow threats up, Tidings to help you draw your Master and proliferate cards like Contagion Clasp to speed the level-upping.
P.S. Note that I'm far from a deck-building prodigy. I'm sure some other more knowledgeable people will build something better, but here's at least a head start.
Ok... I like that deckbuild and heck yeah, I have a handful of "Unsummon" here
Well, to tell you the truth I have plenty of Green cards, my green game stars being: Plated Slagwurm, Living Hive and Gigantomancer. Forests... haha, I have like 70 Timbermaw Larva can be a biggy in a monogreen deck.
The reason why I insist to make it U/W is because I lack enchantments, sorceries and whatnot of said color (most of them from the Wicked Big deck). I know, green is the color of huge beasts, not of enchantments or sorceries but I'd rather have a small but strong army than a large team that will fall in three turns.
I like your idea of adding World Queller in the deck since it can easily erradicate monotype decks. There's a very good challenger who uses mostly huge Eldrazi creatures and artifacts. Mindshrieker is very important to me since it has saved my butt many times... I remember the satisfaction of watching a Nicol Bolas card go into a graveyard because of it
However I'm starting to consider the g/w deck idea... I'll run trough my cards and post them in a while (not all tough, many of the greens ai have are from kamigawa boosters and won't work well without spirits... as most of kamigawa cards -.-)
I don't mind the deck proposed by Catastrophe_2 other than the fact that I dislike the Negates, Narcolepsys and Pacifisms. Trying to 1-for-1 your opponents to death is just so weak in multiplayer, and I really can't see those kinds of cards taking you very far. The enchantments also pair horribly with World Queller since people can just sac the creatures that you've already "handled." The fact that they stay around to eat WQ sacs is just hemorrhaging value.
What I would to the deck is Survival Cache. The lifegain if fairly trivial, but it's the draw that you're looking for. Gaining 4 life and drawing 2 cards for 3 mana is fairly reasonable, and is probably a worthwhile addition to the deck. I'm also not horribly opposed to Mammoth Umbra. Vigilance is a very powerful effect and the +3/+3 and extra life aren't trivial. If your goal is to build a deck around TM, then this is probably a decent card to include. It allows you to be both offensive and defensive, while taking advantage of your creature's other abilities such as Lifelink, Flying, and First Strike. It's a not great card if people play a lot of instant-speed spot removal, but otherwise it should be fairly solid. I pretty much agree with his list otherwise.
The thing is I kinda... suck at deckbuilding. I have VERY GOOD cards in my collection but getting them together is the problem... the only decent deck I've build in my life was based on only one "Kor Spiritdancer" card and some useless creatures (except Mindshrieker).
The thing is, just yesterday my Transcendent Master arrived, my favorita card of the RoE block. Sadly I could only get one since to get most of my good cards, I have to either be very lucky with my booster packs, or buying them via e-bay or mercadolibre. The magic community in my country is very reduced compared to the North American one, but still, they organize small casual torunaments every saturday and friday so the winner goes home with a handful of boosters. There are strong rivals but nothing compared to the "munchkin" decks that are built by fans and proffesionals.
So, I am planning to compete and build a deck arround two of my favorite cards: Transcendent Master and Mindshrieker.
The key cards to use are: Transcendent Master, Mindshrieker, Aura Finnese, Indestructibility, Decimator Web and Jace's Erasure.
Why? Well, the plan is to devastate the oponen by using Transcendent Master's "Lifelink + Indestructibility" abbilities at level 12 while depleting its deck by using the rest of the cards above. Since Transcendent Master is a leveler, it enters the battlefiend weak but grows stong, and it's level up cost is only 1 Colorless Mana. The problem is to make him survive long enough to get him to LVL 12... that's when Indestructibility cmoes at play...
They key is attaching him with said card and then, when he gets to his maximmum level, play Mindshrieker and then Aura Finnese to swap Indestructibility to it. I then would use Mindshrieker's ability to pay 2 colorless mana each turn to make the oponent send the top card if his library to the cemetery, and make an aerial attack with him. Wle his deck starts depleting, I woulduse Jace's Erasure to make him send his top library card to the cemetry each of my draw steps, and lastly, Decimator web would make him send evem more cards while I hurt him badly... while of course, infecting him in the process.
The problem is I only have one copy of each card stated above, and Decimator Web is the one I should care about most since I don't have any blue/white cards that can really protect it (It's gonna be only Blue/White deck). Plus I only own as much as 12 Plains and 20 Islands, and I still have to think which other cards to take with me (Pacifism x4 and Narcolepsy x2 are a good option)
Here's the cardlist... not the actual deck but a cardlist so you can see my arsenal:
I have multiple copies of most of the cards stated above (specially instants and enchantments, creatures... that's pretty much it), but I am still getting hold of this forums so...
Another thing: I CANNOT GET ANY MORE CARDS FOR NOW, I WILL HAVE TO DO WITH THAT, so please, any advice is good but don't tell me about cards I don't own... yet ;/ I have many other white or blue cards but it would take forever to list them all, pus I don't see ow they fit this deck.
Thanks for taing your time to read this, I appreciate your advice, tips and help
That said, I'd still keep the Mindshrieker. He looks cool.
Now, in order for Transcendent Master to reach level 12, you'll need lots and lots of mana. For that, you have either two choices: either you run a ramp deck that quickly generate a lot of mana, either you run a deck that slows the opponent so much that eventually you'll get your uber-Master. Since you want to deck to be U/W, we'll go with the slow deck since most good acceleration is Green.
First, we have to find a way to deal with the opponent's creatures. Ghost Prison will be very important, since it pretty much prevents the opponent from attacking you en masse. An absolute 4-of. Narcolepsy and Pacifism are also in just in case the opponent has the mana to attack through the Prisons (note: if your opponents play very few Humans, Bonds of Faith should replace the Pacifisms since it can also help your Master in a pinch). Wall of Frost is also a good card for early defense.
On the creature side, Student of Warfare, Caravan Escort and Knight of Cliffhaven all seem to be decent creatures, so they're in. Since we now have a lot of level-up creatures, we might as well add Venerated Teacher into the mix. Keeper of Secrets is a pretty good card, but you don't have enough good instants/sorceries to justify its inclusion.
Spell-wise, Negates are always nice to have (mostly to protect your leveled-up creatures), and See Beyond looks like decent card filtering, so we'll toss those in too.
That gives us:
4 Caravan Escort
4 Knight of Cliffhaven
1 Mindshrieker
4 Venerated Teacher
3 Wall of Frost
1 Hedron-Field Purist
1 Transcendent Master
1 Clone
1 World Queller
4 Pacifism/4 Bonds of Faith
1 Narcolepsy
3 Negate
3 See Beyond
I'm guessing that you only have one copy of each rare, so I took that in account. If not, feel free to add them in. Clone is there so that if plan A (Level 12 Master) doesn't work, just copy the opponent's best creature and go to town. Land-wise, I think you'll be fine with just Plains and Islands. Just make sure to put more Plains than Islands (about 14 Plains to 10 Islands) to maximize the chances to get to play Student/Escort on turn 1.
Cards you could add are stuff like Unsummon to bounce back a big threat or to re-use your Teachers, Path to Exile to just blow threats up, Tidings to help you draw your Master and proliferate cards like Contagion Clasp to speed the level-upping.
P.S. Note that I'm far from a deck-building prodigy. I'm sure some other more knowledgeable people will build something better, but here's at least a head start.
Ok... I like that deckbuild and heck yeah, I have a handful of "Unsummon" here
Well, to tell you the truth I have plenty of Green cards, my green game stars being: Plated Slagwurm, Living Hive and Gigantomancer. Forests... haha, I have like 70 Timbermaw Larva can be a biggy in a monogreen deck.
The reason why I insist to make it U/W is because I lack enchantments, sorceries and whatnot of said color (most of them from the Wicked Big deck). I know, green is the color of huge beasts, not of enchantments or sorceries but I'd rather have a small but strong army than a large team that will fall in three turns.
I like your idea of adding World Queller in the deck since it can easily erradicate monotype decks. There's a very good challenger who uses mostly huge Eldrazi creatures and artifacts. Mindshrieker is very important to me since it has saved my butt many times... I remember the satisfaction of watching a Nicol Bolas card go into a graveyard because of it
However I'm starting to consider the g/w deck idea... I'll run trough my cards and post them in a while (not all tough, many of the greens ai have are from kamigawa boosters and won't work well without spirits... as most of kamigawa cards -.-)
What I would to the deck is Survival Cache. The lifegain if fairly trivial, but it's the draw that you're looking for. Gaining 4 life and drawing 2 cards for 3 mana is fairly reasonable, and is probably a worthwhile addition to the deck. I'm also not horribly opposed to Mammoth Umbra. Vigilance is a very powerful effect and the +3/+3 and extra life aren't trivial. If your goal is to build a deck around TM, then this is probably a decent card to include. It allows you to be both offensive and defensive, while taking advantage of your creature's other abilities such as Lifelink, Flying, and First Strike. It's a not great card if people play a lot of instant-speed spot removal, but otherwise it should be fairly solid. I pretty much agree with his list otherwise.
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