Now that we have sandworm cards in the new expansion I was wondering if anyone had an idea of decks based off of the Dune series. I've been reading the books and I think it would be nifty.
Now that we have sandworm cards in the new expansion I was wondering if anyone had an idea of decks based off of the Dune series. I've been reading the books and I think it would be nifty.
I made an edh deck Dune themed when I saw the Kaladesh vehicles solve a lot of tech issues. It's wonky but pretty closely themed. I have a link in my signature "Defenders of Dune". You might see a few things you like to work into your list. I borrowed a few ideas myself from another guy. Have fun.
A fun riff on Dune might be the Harkonnens, or moving into blue to model Paul using the witch's voice to control people and a lot of cards for his psychic visions. I couldn't do it because the commander constrained my colors, but that doesn't stop you in a 60 card formatted deck. If you come up with a cardlist, post it. I'd love to see it.
Edit: Just looked at the two sandwurm cards. I'll have to add those into my deck. Nice catch.
I read through the list and I like the rugged survivalist/combatant flavor for your Fremen, and the sandwurms are icing on the flavor cake. I also like a lot of your undercosted creatures lending to an aggro strategy.
However, I have some concerns on mechanics. Eight of your creatures nerf your other creatures with -1/-1 counters to do things that are minimal at best. I realize that is why they are undercosted. What's going to happen a lot, though, is someone letting you drop such a creature, then kill it, and leaving the other creature permanently weakened, effectively creating a 2 for 1 even if the creature isn't actually dead. Also, I'm not seeing much ramp to get to your wurms, so you may never actually get them in place before one of you is dead. It may better to remove the sandwurm cards, focus on aggro, and add some cards to fix the last problem I see.
The final issue I see for dueling is you don't have removal. Path to Exile is very flavorful for Arrakis, but the card is pretty expensive. I haven't looked extensively at this new set, but it should have some removal options to put in for both creatures and artifacts/enchantments, allowing your creatures to better place pressure on opponents while you disrupt them setting up their own game strategy.
This is if you're going 1v1. If you want to use it for multi-player, then your list is extremely vulnerable to sweepers. With no graveyard shenanigans or extreme card draw, you'll have a severe problem recovering from even one sweeper. Also, staples like Propaganda will just wreck you.
It might help for you to explain what you'd like to do with this, general strategy, and then the group can make some more targeted card choices to help make the deck more balanced. I will say, however, removing the sandwurm cards, one playset of the -1/-1 nerf creatures to leave you with 24 creatures, adding 8 forms of spot removal, and finally four Army of Allahs would give you a creature base that can lay down a huge aggro face beating and fits the Fremen theme really well. Army of Allah is an affordable option running $3-5 per copy online. I use it in a fast kithkin deck and it's devastatingly effective adding two extra damage per creature as an instant. Since the Fremen are desert dwelling religious fanatics, Army of Allah is on theme.
Anyway, looking forward to hearing what you would like to do with the deck. I like the theme.
Hey, I like the changes. Best thing is there is still enough slots available if you need to add some more targeted or mass removal of various card types after testing it out live. The creature buffing via a creature isn't as much as +2/+0, but it keeps creature density up, which is no bad thing. Good luck.
I made an edh deck Dune themed when I saw the Kaladesh vehicles solve a lot of tech issues. It's wonky but pretty closely themed. I have a link in my signature "Defenders of Dune". You might see a few things you like to work into your list. I borrowed a few ideas myself from another guy. Have fun.
A fun riff on Dune might be the Harkonnens, or moving into blue to model Paul using the witch's voice to control people and a lot of cards for his psychic visions. I couldn't do it because the commander constrained my colors, but that doesn't stop you in a 60 card formatted deck. If you come up with a cardlist, post it. I'd love to see it.
Edit: Just looked at the two sandwurm cards. I'll have to add those into my deck. Nice catch.
http://tappedout.net/mtg-decks/dune-deck/
I read through the list and I like the rugged survivalist/combatant flavor for your Fremen, and the sandwurms are icing on the flavor cake. I also like a lot of your undercosted creatures lending to an aggro strategy.
However, I have some concerns on mechanics. Eight of your creatures nerf your other creatures with -1/-1 counters to do things that are minimal at best. I realize that is why they are undercosted. What's going to happen a lot, though, is someone letting you drop such a creature, then kill it, and leaving the other creature permanently weakened, effectively creating a 2 for 1 even if the creature isn't actually dead. Also, I'm not seeing much ramp to get to your wurms, so you may never actually get them in place before one of you is dead. It may better to remove the sandwurm cards, focus on aggro, and add some cards to fix the last problem I see.
The final issue I see for dueling is you don't have removal. Path to Exile is very flavorful for Arrakis, but the card is pretty expensive. I haven't looked extensively at this new set, but it should have some removal options to put in for both creatures and artifacts/enchantments, allowing your creatures to better place pressure on opponents while you disrupt them setting up their own game strategy.
This is if you're going 1v1. If you want to use it for multi-player, then your list is extremely vulnerable to sweepers. With no graveyard shenanigans or extreme card draw, you'll have a severe problem recovering from even one sweeper. Also, staples like Propaganda will just wreck you.
It might help for you to explain what you'd like to do with this, general strategy, and then the group can make some more targeted card choices to help make the deck more balanced. I will say, however, removing the sandwurm cards, one playset of the -1/-1 nerf creatures to leave you with 24 creatures, adding 8 forms of spot removal, and finally four Army of Allahs would give you a creature base that can lay down a huge aggro face beating and fits the Fremen theme really well. Army of Allah is an affordable option running $3-5 per copy online. I use it in a fast kithkin deck and it's devastatingly effective adding two extra damage per creature as an instant. Since the Fremen are desert dwelling religious fanatics, Army of Allah is on theme.
Anyway, looking forward to hearing what you would like to do with the deck. I like the theme.