I wouldn't say it's the most fun to build, but Mayael decks are really fun to play. Think about what he said. Now, I've done this last night, and it made my day.
Mid-game, have an awakening, dropped a gate to the aether. People's like really?
Few turns later, gates topdecked a omen machine. Omen then activates, etb a lair land. Bounces the hideaway land. Play said hideaway land. Next player's turn, untap all my lands, taps to hideaway, reveals Blazing Archon.
This deck i built to include as many pathways to win as possible, while staying synergistic with the deck's goals. I tend to like decks that give you a plethora of options to win, especially if the options themself become a core mechanic of the deck.
For example, birthing pod in animar can be a route to victory in itself, but playing with it require you to juggle comeinto play/leave play triggers, the sequence of creatures you grab also determines your success. On the other hand, glimpse of nature/primordial sage allows you to play animar like an elf ball deck that speaks to the combo players. The swords/jitte/edric package allows animar to be played like an aggro-tempo deck that solidifies advantage early on while accrueing counters on animar and win the game through combat damage.
I've given the deck to my friends and they've all had a blast playing the deck. Most of their remarks mirror the deck's goals 'i can't believe i have so many options' or 'all my decisions are so important'.
Though I think fun is a subjective term, building a fun deck can be very successful as long as you're clear in setting and achieving that specific goal of fun, be it 'my deck will be really fun because there are many combat interactions', 'my deck will be really fun because it fuels crazy plays', or 'my deck will be fun for others to play against'. Setting a clear goal of fun will require you to think about that specific aspect of fun your deck will promote. The more well thought out you are before constructing your deck, the more your end product will follow suit.
Yeah, after Scars came out I designed an infect/proliferate EDH deck with Vorosh simply because infect was totally GB and proliferate was totally U, and Vorosh was the only choice. I updated the deck with MBS and NPH... and then Commander came out, and Vorosh was excised. Damia and Mimeoplasm are so much better as generals.
Mineoplasm is cool and all, but play gy hate and he's done.
Never seen a Damia deck in action, so I can't comment.
Here's my list and you'll see how I mostly win with Vorosh. http://forums.mtgsalvation.com/showthread.php?t=345017
Back in the day rofellos was the most fun. He was only a harmless 2/1 so he never really entered the red zone. So what if he could add tons of mana, green isn't the best color in EDH anyway. In all seriousness, animar is really fun. You can build him aggro, combo, control, or a hybrid. He's what I call a snowball general, inevitably, you must deal with him or watch funny shenanigans.
Recently discovered the fun creature that Selenia, Dark Angel is ( I dismissed her at first sight, but there's so much one can do in these colours). So many ways to abuse the activated ability and life as a resource. Just delighted that it's in my favourite colour combo
Brion Stoutarm and Bosh, Iron Golem are super fun! Not to mention they are the manliest generals. Throwing anything they theaten back at them! Showing who is number one! Flinging dem Spine of Ish Sahs! Love it!
Right now I'm really enjoying Ghave, Guru of Spores. He's got synergy with so many cards, you're guaranteed some sort of shenanigans with him every game. Zedruu is also a lot of fun, especially when you manage to kill someone with a Thought Lash or Transcendence.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH
:symu:Sun Quan, Lord of Wu:symu:
:symbg::symwb::symwg:Ghave, Guru of Spores:symwg::symwb::symbg:
:symur::symwr::symwu:Zedruu The Greathearted:symwu::symwr::symur: Casual
:symbw:Token Punisher:symbw:
:symb:Enter Karn's Dungeon:symb:
:symbw:Cleric Cult:symbw:
My decks currently in play are Zedruu, The Mimeoplasm, Wort Raidmother (previously Rosheen Meanderer) and Merieke Ri Berit.
The most FUN to play is easily The Mimeoplasm. The most powerful is probably a toss up between The Mimeoplasm and Merieke.
Wort is fun, but I haven't tuned it properly. When it was Rosheen it was fun and casual, but by far the least interactive. I'm going to swap Wort out for Riku, I think, and see if that ups the "fun" level some more. Zedruu is a laugh. She draws card and rewards correct play and correct politics, but it plays kind of like a combo deck currently. You sit back and try to be ignored until the last moment when you draw powerful game-ending spell.
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I wouldn't say it's the most fun to build, but Mayael decks are really fun to play. Think about what he said. Now, I've done this last night, and it made my day.
Mid-game, have an awakening, dropped a gate to the aether. People's like really?
Few turns later, gates topdecked a omen machine. Omen then activates, etb a lair land. Bounces the hideaway land. Play said hideaway land. Next player's turn, untap all my lands, taps to hideaway, reveals Blazing Archon.
AWWWWWWWWWWW YEAAAAAAAAAA.
:symr::symb: I hate your deck(Kaervek the Merciless)
Wait, how do I even hide it as a name title?
Kemba, Kostume
Ka...Oh god that's not a good alliteration.Wait, how do I even hide it as a name title?
This deck i built to include as many pathways to win as possible, while staying synergistic with the deck's goals. I tend to like decks that give you a plethora of options to win, especially if the options themself become a core mechanic of the deck.
For example, birthing pod in animar can be a route to victory in itself, but playing with it require you to juggle comeinto play/leave play triggers, the sequence of creatures you grab also determines your success. On the other hand, glimpse of nature/primordial sage allows you to play animar like an elf ball deck that speaks to the combo players. The swords/jitte/edric package allows animar to be played like an aggro-tempo deck that solidifies advantage early on while accrueing counters on animar and win the game through combat damage.
I've given the deck to my friends and they've all had a blast playing the deck. Most of their remarks mirror the deck's goals 'i can't believe i have so many options' or 'all my decisions are so important'.
Though I think fun is a subjective term, building a fun deck can be very successful as long as you're clear in setting and achieving that specific goal of fun, be it 'my deck will be really fun because there are many combat interactions', 'my deck will be really fun because it fuels crazy plays', or 'my deck will be fun for others to play against'. Setting a clear goal of fun will require you to think about that specific aspect of fun your deck will promote. The more well thought out you are before constructing your deck, the more your end product will follow suit.
Woodfall Primus/Aerie Ouphes + Altar of Dementia/Blasting Station = GG
Or run Savra as general and tutor Melira and the other pieces and gain infinite life while you're at it.
Mineoplasm is cool and all, but play gy hate and he's done.
Never seen a Damia deck in action, so I can't comment.
Here's my list and you'll see how I mostly win with Vorosh.
http://forums.mtgsalvation.com/showthread.php?t=345017
From Soul Conduit/Mirror Universe type cards, to Near-Death Experience, with Phyrexian Unlife and Platinum Angel
Of course, much disruption and board wiping is necessary to pull any of the above off.
EDH:
Xira Arien
Ruhan is super enjoyable, mostly because you can just blame him. Nothing's ever your fault, Ruhan goes where he pleases.
I also thoroughly enjoy Scion of the Ur-Dragon, but that's mostly because I pretend he's dragonite.
Signature by | Scion of Zendikar
EDH
:symu:Sun Quan, Lord of Wu:symu:
:symbg::symwb::symwg:Ghave, Guru of Spores:symwg::symwb::symbg:
:symur::symwr::symwu:Zedruu The Greathearted:symwu::symwr::symur:
Casual
:symbw:Token Punisher:symbw:
:symb:Enter Karn's Dungeon:symb:
:symbw:Cleric Cult:symbw:
Now I need to get a Ruhan altered to make him Mundo. Thanks.
Modern:
Bant Eldrazi
Merfolk
Abzan Company
EDH:
Mono-Green Omnath
Mono-White Odric Soup
Mono-Blue Muzzio
Mono-Red Feldon
My playgroup call her the used car salesman. Everything must go go go
The most FUN to play is easily The Mimeoplasm. The most powerful is probably a toss up between The Mimeoplasm and Merieke.
Wort is fun, but I haven't tuned it properly. When it was Rosheen it was fun and casual, but by far the least interactive. I'm going to swap Wort out for Riku, I think, and see if that ups the "fun" level some more. Zedruu is a laugh. She draws card and rewards correct play and correct politics, but it plays kind of like a combo deck currently. You sit back and try to be ignored until the last moment when you draw powerful game-ending spell.