I tend to play 4=5 player FFA most frequently when I'm not being the boogieman in Legacy or Cubing.
I am looking to Divergent Transformations into Blightsteel Colossus. However, the deck is clunky at best. After about 10 games I have crushed three times but five times I have had my pants hanging down with zero defense. I am not struggling for mana, I am struggling for action. I feel like the tokens just don't seem to arrive on time or they are super weak. I like that this deck has a couple of different ways to win, but it feels like it's missing something.
How are you hoping for the deck to play out then? Because trying to cast Divergent Transformations off of some tokens to bring out Colossi still feels pretty combo-y to me. In that vein, you might be able to add more fast mana rituals instead of going the 10-post route and protect yourself with something like Glacial Chasm. Or if you'd prefer that the game go longer maybe you could eschew an all-in combo strategy for more of a combo-control approach. Keep the board clear with sweepers and wait for your moment to cast Divergent Transformations. If you want to reliably generate creatures at instant speed and have them avoid your own sweepers, maybe you could use man lands or Artifacts instead of just the goblin token spells.
Selvala's Stampede seems very suspect to me. Isn't it nigh worthless unless you happen to draw one of your Colossi at a reasonable clip? Sure, you'll always get at least flip for a BSC because you get to choose a mode but won't everyone else pick "put a creature from your hand into play"?
I'm still not sold on Faithless Looting and suspect that my ideal turn 1 play every game is just Sandstone Needle. It's possible that the deck doesn't need any rummage effects whatsoever.
You can also play it with 4x Madcap Experiment and 4x Platinum Emperion as your creature base but it's kinda "meh" so I wouldn't recommend it. They die to and/or get chumped by everything which sucks.
If you want a build that's more all-in play with 4x Vessel of Volatility and 4x Mogg Alarm. It's slightly faster but significantly riskier.
Molten Birth vs Hordeling Outburst is close and mostly boils down to "safety" vs "explosive power." You can also play neither and opt for a card like Devastating Summons or whatever. Devastating Summons is great because it's a Mogg Alarm that still costs 1 mana but you only lose 1 land instead of 2 which can matter for your grindy games.
I sometimes add 1x Kher Keep as a 23rd land. Card is great for your grindy MUs. Mishra's Factory is also solid since it's another "free" creature when needed.
How are you hoping for the deck to play out then? Because trying to cast Divergent Transformations off of some tokens to bring out Colossi still feels pretty combo-y to me. In that vein, you might be able to add more fast mana rituals instead of going the 10-post route and protect yourself with something like Glacial Chasm. Or if you'd prefer that the game go longer maybe you could eschew an all-in combo strategy for more of a combo-control approach. Keep the board clear with sweepers and wait for your moment to cast Divergent Transformations. If you want to reliably generate creatures at instant speed and have them avoid your own sweepers, maybe you could use man lands or Artifacts instead of just the goblin token spells.
I'm not sold entirely on one direction, but I used to play against a blue deck with artifacts and One shot kill and it was fun but only played out one way. I was hoping to mimic that but in a different color, make it more consistent and give it multiple angles.
Selvala's Stampede seems very suspect to me. Isn't it nigh worthless unless you happen to draw one of your Colossi at a reasonable clip? Sure, you'll always get at least flip for a BSC because you get to choose a mode but won't everyone else pick "put a creature from your hand into play"?
I'm still not sold on Faithless Looting and suspect that my ideal turn 1 play every game is just Sandstone Needle. It's possible that the deck doesn't need any rummage effects whatsoever.
You can also play it with 4x Madcap Experiment and 4x Platinum Emperion as your creature base but it's kinda "meh" so I wouldn't recommend it. They die to and/or get chumped by everything which sucks.
If you want a build that's more all-in play with 4x Vessel of Volatility and 4x Mogg Alarm. It's slightly faster but significantly riskier.
Molten Birth vs Hordeling Outburst is close and mostly boils down to "safety" vs "explosive power." You can also play neither and opt for a card like Devastating Summons or whatever. Devastating Summons is great because it's a Mogg Alarm that still costs 1 mana but you only lose 1 land instead of 2 which can matter for your grindy games.
I sometimes add 1x Kher Keep as a 23rd land. Card is great for your grindy MUs. Mishra's Factory is also solid since it's another "free" creature when needed.
Thanks for the decklist, it's something for me to study and goldfish with. seems to provide a very different look. Do you find yourself running into defensive issues? Still seems weak to early hits or am I missing something?
Still seems weak to early hits or am I missing something?
Meaning what exactly? If you think that the deck that I posted is slow then I recommend goldfishing it. It can routinely combo-off by turn 3 while jamming a "2/2 for 2 on turn 2." If that's weak to early-game pressure then everyone in your meta must be on the turn 1 Dark Ritual + Lotus Petal into 2x Hunted Horror plan or something XD. Obviously the deck can run Pyroclasm and Anger of the Gods if it really wants to clear the board early on (and just go for a slower kill) but is that really necessary? What are you facing that will kill you through turn 1 Sandstone Needle/Faithless Looting, turn 2 Krenko's Command, turn 3 Divergent Transformations?
Nope, a 2/2 is pretty standard fare when looking at early creatures. I goldfished it numerous times and it can go off pretty darn quickly. I like this list better than the one I was tinkering with. You are correct on faithless looting. It's not needed for the deck to function, but as of yet, I am undecided how good it is. More often than not, when I needed it, it didn't find my pieces, yet when I didn't need it, it provided redundant options.
I think I need to give this a while next weekend when we game and give you a better report.
I've tried a few different shells with Divergent Transformations. I would suggest a haste enabler to swing with Blighty immediately, as sacrifice effects like Fleshbag Marauder suck balls - unless you have a lot more token enablers for *safety*.
Warstorm & Ignition are fine, but I wouldn't be running so many of them, my primary goal would be to land Blighty & swing.
The build I had the most luck with is R/G & ran eight 2-cmc token producers, plus a number of token producing lands. I feel like you've got too few enablers for DT in your list in post#1, that said I realise you're also looking at Posts.
I'd consider Crop Rotation if you're going to keep posts in there. It can fetch up a post or a token producer like Khalni Garden.
What size games are you playing?
I typically play larger 4-8 player games, so DT will often come alive very early, with or without acceleration, so my deck is focussed on getting tokens into play asap. I don't run posts either.
I think that it's a tad bit better than "decent" from a pure investment:return perspective. The deck itself is ~52-54 cards that will run you about $20.00 and the last few slots are fatties of your choice (that you probably already own) or a 2 card combo kill such as Kiki-Jiki, Mirror Breaker + Zealous Conscripts/Mikaeus, the Unhallowed + Triskelion. Like the deck itself is basically free outside of the finishers which means that for most seasoned players it can be built as a lark and worst-case scenario you're down a couple of dimes. For something that can legitimately win on turn 3 that's no small feat.
Had a chance to run Prid3's version of the deck against some real opponents. Nut draws aside, the deck is pretty filthy if people aren't expecting it. I took out the Mogg Alarm as it felt a little clunky to me and instead added in Chandra's ignition which although costing more gives the deck the ability to one hit the entire table. I also dropped two Rite of Flame for two Warstorm Surge, again for more late game action. faithless looting worked out quite well in this version allowing me to filter into better cards as needed.
Sacrificing a little speed for more late game one power allows the deck to fly under the radar a bit better. One could argue that speed is what this deck is all about, but honestly, as long as you take out the players who can interact with One Hit Kill first, the rest of the table will roll over. It's still combo, but it's the type of combo that isn't infinite and this is the key defining point of my playgroup.
Had a chance to run Prid3's version of the deck against some real opponents. Nut draws aside, the deck is pretty filthy if people aren't expecting it. I took out the Mogg Alarm as it felt a little clunky to me and instead added in Chandra's ignition which although costing more gives the deck the ability to one hit the entire table. I also dropped two Rite of Flame for two Warstorm Surge, again for more late game action. faithless looting worked out quite well in this version allowing me to filter into better cards as needed.
Sacrificing a little speed for more late game one power allows the deck to fly under the radar a bit better. One could argue that speed is what this deck is all about, but honestly, as long as you take out the players who can interact with One Hit Kill first, the rest of the table will roll over. It's still combo, but it's the type of combo that isn't infinite and this is the key defining point of my playgroup.
Those all seem like reasonable changes assuming that you cut Pyretic Rituals before touching the Rite of Flames (Pyretic is strictly worse after all). The core of the deck speaks for itself and your flex slots are mostly used to determine if you want the deck to be explosive, grindy, middle-of-the-road, etc.
Played 10 more matches with this deck, went 8-2 against the table of 6. I was given the hairy eyeball, the middle finger, told to have relations with my mother and one guy stormed off in a rage. My two losses were due to my combo being countered (bad luck for me) and then having my creatures stolen and used against me (again bad luck) but I deserved it
The other loss was one being Swords to plowshares and one being vapor snag on my blightsteel Colossus who plays this card in MP?
If you have the combo and there is no counterspell effect, it's an instant win. After all, you are shelling out 7-9 mana to go off depending on the size of the table, one should expect big bang for your investment.
We have this idiotic house rule about allowing a max of four infect cards in a deck. So to piss people off I just play this deck with Blightsteel Colossus and a combo elves deck with Triumph of the Hordes as a finisher
Needless to say, my meta will adapt to this deck and pack more ways of handling it, also, I expect it to draw aggro from the entire table pretty much going forward so I am likely to see more and more losses, but there is no denying the power. Thanks Pride, you gave me a shell that is a total keeper.
I don't know which decks my group hates more, this one or all the Panharmonicon variants I am trying....at least in those the decks are fair right
Played 10 more matches with this deck, went 8-2 against the table of 6.
I like those odds .
Counterspells are annoying but, like I said in my OP, you do have access to things like Boseiju, Who Shelters All, Guttural Response, Red Elemental Blast, Pyroblast, Defense Grid, etc. to fight through moderate quantities of permission. I didn't put them in the MD because they're old/expensive and not relevant for every meta but I in a perfect world I would basically always recommend maindecking some number of them. Most of those cards also fight through Vapor Snag, the multiplayer staple, because of the INSANE tempo that it generates. The card is basically Swords to Plowshares assuming that you ignore the fact that the creature doesn't doesn't die and that nothing relevant is accomplished.
Spot removal is way tougher to play around unfortunately. This, again, is why it sometimes helps to have things like Inkwell Leviathan and such on-hand as an alternate fatty package. Obviously your deck becomes weaker against mass removal at that point, this isn't a perfect solution by any means, but it's something to keep in the back of your mind.
If theft becomes a recurring problem consider Homeward Path.
I've been testing the deck out with 4x Worldspine Wurm. 30 damage trampler on turns 2-4 is pretty good. I've added 2x Warstorm Surge for the late game and 2x High Market. Once these cards are all out you can keep recycling your cards out for 15-30 damage a turn with the WS out.
I've been testing the deck out with 4x Worldspine Wurm. 30 damage trampler on turns 2-4 is pretty good. I've added 2x Warstorm Surge for the late game and 2x High Market. Once these cards are all out you can keep recycling your cards out for 15-30 damage a turn with the WS out.
I played another 10 games with the deck. Another 8-2 record! My play group adapted butHomeward Pathwas my secret tech du jour! The look I got from the table was awesome the first time I busted it out to save myself and then to go on and steal the game. Thanks Prid3!!! Nothing like being a step ahead of the table when they think they have you.
Obviously this was just luck to have homeward path out on the table before going to town, with only two copies in the deck, it's not something one can expect to draw into as a lifeline every game.
My loss again came from a counterspell deck. Do I want to dilute further with boseiju, who shelters all ? Feels like I need to drop a Primeval Titan in order to snag my utility lands now? The other loss came from the table simply all hitting me after losing 4 games in a row, this type of punishment is a very real thing in my meta if you streak off wins, whatever, it happens. Not going to cry about it.
So the deck is very real, Blightsteel Colossus laughs in the face of a sweeper meta, and allows for two card combo victory which other fatties DO NOT allow. I expect to see yet another mass scramble by my opponents to alter their decks to be able to more consistently control this deck.
Has anyone thought of using Braid of Fire or is it too slow? In all honesty, I don't really want to combo off turn 3/4 every game, as long as my defense holds, waiting till turn ten actually is more satisfying. I prefer to see my opponent demoralized because they thought they were in the game only to have their life snatched away.
Expedition Map is a very real card if you want to field the utility lands. In virtually enables you to field 5 copies of each which makes the combo significantly more reliable.
Braid of Fire is both slow and marginal. Just so we're all on the same page you do realize that you have to use the mana in your Upkeep correct? That means that your deck needs to be mostly instants and/or activated abilities which doesn't accurately describe the list that I posted.
Expedition Map is a very real card if you want to field the utility lands. In virtually enables you to field 5 copies of each which makes the combo significantly more reliable.
Braid of Fire is both slow and marginal. Just so we're all on the same page you do realize that you have to use the mana in your Upkeep correct? That means that your deck needs to be mostly instants and/or activated abilities which doesn't accurately describe the list that I posted.
I knew there was a reason I wasn't using it. Thanks for reminding me..... I should really learn to read the cards better haha.
Ah, Expedition Map played in every post deck I make but somehow forgotten here....doh....I really need more sleep. Perhaps I drop my haste enabler and a couple token enablers to fit a playset it. Consistency is key after all...
Thanks for the suggestions.....
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I am looking to Divergent Transformations into Blightsteel Colossus. However, the deck is clunky at best. After about 10 games I have crushed three times but five times I have had my pants hanging down with zero defense. I am not struggling for mana, I am struggling for action. I feel like the tokens just don't seem to arrive on time or they are super weak. I like that this deck has a couple of different ways to win, but it feels like it's missing something.
Here is what I have been brewing
4 Cloudpost
4 Glimmerpost
4 Rootbound Crag
4 Stomping Ground
2 Thespian's Stage
2 Vesuva
4 Ancient Stirrings
4 Blightsteel Colossus
4 Chandra's Ignition
4 Chromatic Sphere
2 Chromatic Star
4 Divergent Transformations
4 Dragon Fodder
4 Expedition Map
3 Prophetic Prism
4 Selvala's Stampede
3 Warstorm Surge
I play combo exclusively in Legacy, I dont really want to do it here, I know I could kiki into X for insta win but my group would frown
OOC why not play the standard package of Nx Faithless Looting, Nx Rite of Flame, 4x Krenko's Command, 4x Dragon Fodder, Nx Vessel of Volatility, Nx Mogg Alarm, 4x Seething Song, 4x Indomitable Creativity and 4x Divergent Transformations in order to avoid all of the inconsistencies that you're currently facing? The deck goes turn 2 Fodder/Command into turn 3 Seething Song + Creativity/Transformations a relatively high % of the time and with Mogg Alarm you can play around removal by sandbagging your spell until your combo turn. Turn 3 you can literally take an empty board and go Seething Song -> Mogg Alarm -> Indomitable Creativity/Divergent Transformations -> 2x Blightsteel Colossus. Note that this also works off of a turn 2 Vessel of Volatility and Faithless Looting can help to set this all up while binning Blightsteel Colossuses that you happen to draw. FWIW my deck is:
18x Mountain
2x Crystal Vein
2x Sandstone Needle
Creatures (4)
4x Blightsteel Colossus
4x Rite of Flame
4x Faithless Looting
4x Krenko's Command
4x Dragon Fodder
2x Pyretic Ritual
4x Seething Song
2x Mogg Alarm
2x Molten Birth
4x Indomitable Creativity
4x Divergent Transformations
I'm still not sold on Faithless Looting and suspect that my ideal turn 1 play every game is just Sandstone Needle. It's possible that the deck doesn't need any rummage effects whatsoever.
You can also play it with 4x Madcap Experiment and 4x Platinum Emperion as your creature base but it's kinda "meh" so I wouldn't recommend it. They die to and/or get chumped by everything which sucks.
If you want a build that's more all-in play with 4x Vessel of Volatility and 4x Mogg Alarm. It's slightly faster but significantly riskier.
Molten Birth vs Hordeling Outburst is close and mostly boils down to "safety" vs "explosive power." You can also play neither and opt for a card like Devastating Summons or whatever. Devastating Summons is great because it's a Mogg Alarm that still costs 1 mana but you only lose 1 land instead of 2 which can matter for your grindy games.
I sometimes add 1x Kher Keep as a 23rd land. Card is great for your grindy MUs. Mishra's Factory is also solid since it's another "free" creature when needed.
If permission is a problem you can easily add Boseiju, Who Shelters All, Pyroblast, Red Elemental Blast, Defense Grid, etc. This deck shouldn't struggle to beat modest amounts of Counterspells. Defense Grid also destroys spot removal since you can just wait until your turn to go Devastating Summons/Mogg Alarm + Divergent Transformations or whatever to safely combo off.
The relevant lands for the manabase include Mishra's Factory, Kher Keep, Gemstone Caverns, Ancient Tomb, City of Traitors, Sandstone Needle, Crystal Vein and Boseiju, Who Shelters All if permission is a concern. You can also just sleeve up a ton of basic Mountains and call it a day.
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'm not sold entirely on one direction, but I used to play against a blue deck with artifacts and One shot kill and it was fun but only played out one way. I was hoping to mimic that but in a different color, make it more consistent and give it multiple angles.
Thanks for the decklist, it's something for me to study and goldfish with. seems to provide a very different look. Do you find yourself running into defensive issues? Still seems weak to early hits or am I missing something?
Meaning what exactly? If you think that the deck that I posted is slow then I recommend goldfishing it. It can routinely combo-off by turn 3 while jamming a "2/2 for 2 on turn 2." If that's weak to early-game pressure then everyone in your meta must be on the turn 1 Dark Ritual + Lotus Petal into 2x Hunted Horror plan or something XD. Obviously the deck can run Pyroclasm and Anger of the Gods if it really wants to clear the board early on (and just go for a slower kill) but is that really necessary? What are you facing that will kill you through turn 1 Sandstone Needle/Faithless Looting, turn 2 Krenko's Command, turn 3 Divergent Transformations?
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 think I need to give this a while next weekend when we game and give you a better report.
I've tried a few different shells with Divergent Transformations. I would suggest a haste enabler to swing with Blighty immediately, as sacrifice effects like Fleshbag Marauder suck balls - unless you have a lot more token enablers for *safety*.
Warstorm & Ignition are fine, but I wouldn't be running so many of them, my primary goal would be to land Blighty & swing.
The build I had the most luck with is R/G & ran eight 2-cmc token producers, plus a number of token producing lands. I feel like you've got too few enablers for DT in your list in post#1, that said I realise you're also looking at Posts.
I'd consider Crop Rotation if you're going to keep posts in there. It can fetch up a post or a token producer like Khalni Garden.
What size games are you playing?
I typically play larger 4-8 player games, so DT will often come alive very early, with or without acceleration, so my deck is focussed on getting tokens into play asap. I don't run posts either.
I think that it's a tad bit better than "decent" from a pure investment:return perspective. The deck itself is ~52-54 cards that will run you about $20.00 and the last few slots are fatties of your choice (that you probably already own) or a 2 card combo kill such as Kiki-Jiki, Mirror Breaker + Zealous Conscripts/Mikaeus, the Unhallowed + Triskelion. Like the deck itself is basically free outside of the finishers which means that for most seasoned players it can be built as a lark and worst-case scenario you're down a couple of dimes. For something that can legitimately win on turn 3 that's no small feat.
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
Sacrificing a little speed for more late game one power allows the deck to fly under the radar a bit better. One could argue that speed is what this deck is all about, but honestly, as long as you take out the players who can interact with One Hit Kill first, the rest of the table will roll over. It's still combo, but it's the type of combo that isn't infinite and this is the key defining point of my playgroup.
Those all seem like reasonable changes assuming that you cut Pyretic Rituals before touching the Rite of Flames (Pyretic is strictly worse after all). The core of the deck speaks for itself and your flex slots are mostly used to determine if you want the deck to be explosive, grindy, middle-of-the-road, etc.
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
The other loss was one being Swords to plowshares and one being vapor snag on my blightsteel Colossus who plays this card in MP?
If you have the combo and there is no counterspell effect, it's an instant win. After all, you are shelling out 7-9 mana to go off depending on the size of the table, one should expect big bang for your investment.
We have this idiotic house rule about allowing a max of four infect cards in a deck. So to piss people off I just play this deck with Blightsteel Colossus and a combo elves deck with Triumph of the Hordes as a finisher
Needless to say, my meta will adapt to this deck and pack more ways of handling it, also, I expect it to draw aggro from the entire table pretty much going forward so I am likely to see more and more losses, but there is no denying the power. Thanks Pride, you gave me a shell that is a total keeper.
I don't know which decks my group hates more, this one or all the Panharmonicon variants I am trying....at least in those the decks are fair right
I like those odds .
Counterspells are annoying but, like I said in my OP, you do have access to things like Boseiju, Who Shelters All, Guttural Response, Red Elemental Blast, Pyroblast, Defense Grid, etc. to fight through moderate quantities of permission. I didn't put them in the MD because they're old/expensive and not relevant for every meta but I in a perfect world I would basically always recommend maindecking some number of them. Most of those cards also fight through Vapor Snag, the multiplayer staple, because of the INSANE tempo that it generates. The card is basically Swords to Plowshares assuming that you ignore the fact that the creature doesn't doesn't die and that nothing relevant is accomplished.
Spot removal is way tougher to play around unfortunately. This, again, is why it sometimes helps to have things like Inkwell Leviathan and such on-hand as an alternate fatty package. Obviously your deck becomes weaker against mass removal at that point, this isn't a perfect solution by any means, but it's something to keep in the back of your mind.
If theft becomes a recurring problem consider Homeward Path.
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 thought about Worldspine Wurm and I have Warstorm Surgein there already. Any fatty coming in off Warstorm Surge is a good thing of course even deadlier with Blightsteel Colossus
I played another 10 games with the deck. Another 8-2 record! My play group adapted butHomeward Pathwas my secret tech du jour! The look I got from the table was awesome the first time I busted it out to save myself and then to go on and steal the game. Thanks Prid3!!! Nothing like being a step ahead of the table when they think they have you.
Obviously this was just luck to have homeward path out on the table before going to town, with only two copies in the deck, it's not something one can expect to draw into as a lifeline every game.
My loss again came from a counterspell deck. Do I want to dilute further with boseiju, who shelters all ? Feels like I need to drop a Primeval Titan in order to snag my utility lands now? The other loss came from the table simply all hitting me after losing 4 games in a row, this type of punishment is a very real thing in my meta if you streak off wins, whatever, it happens. Not going to cry about it.
So the deck is very real, Blightsteel Colossus laughs in the face of a sweeper meta, and allows for two card combo victory which other fatties DO NOT allow. I expect to see yet another mass scramble by my opponents to alter their decks to be able to more consistently control this deck.
Has anyone thought of using Braid of Fire or is it too slow? In all honesty, I don't really want to combo off turn 3/4 every game, as long as my defense holds, waiting till turn ten actually is more satisfying. I prefer to see my opponent demoralized because they thought they were in the game only to have their life snatched away.
Braid of Fire is both slow and marginal. Just so we're all on the same page you do realize that you have to use the mana in your Upkeep correct? That means that your deck needs to be mostly instants and/or activated abilities which doesn't accurately describe the list that I posted.
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 knew there was a reason I wasn't using it. Thanks for reminding me..... I should really learn to read the cards better haha.
Ah, Expedition Map played in every post deck I make but somehow forgotten here....doh....I really need more sleep. Perhaps I drop my haste enabler and a couple token enablers to fit a playset it. Consistency is key after all...
Thanks for the suggestions.....