I'm trying to create a very casual Kefnet the Mindful aggro deck that allows me to bash people in the face with a giant bird god.
Obviously, maintaining a full grip will be difficult while trying to push damage through, so I'm trying to find cards that help remove potential blockers while also replacing themselves. Twitch is good by this guideline, as are counterspells like Dream Fracture, Remand, and even Deprive. Anything to help punch damage through while keeping 7+ cards in hand, but, as with any good aggro deck, I do want to keep the curve relatively low.
So, what are some good cards I should consider?
(Note: "Good" and "aggro" are used very loosely in this post.)
I don't think the list will have enough creatures to use Peel from Reality without having to bounce Kefnet. However, I do find Aether Tradewinds playable.
I had considered Distortion Strike and Taigam's Strike, but if they are one of the 7 cards in hand then Kefnet won't be able to attack that turn. The same unfortunate problem also applies to Key to the City where the payoff is delayed.
Not really. The number 1 priority is keeping 7+ cards in hand to enable Kefnet, so any kind of creature interaction must replace itself if used before combat. Post-combat spells are fine since they will be replaced during the next turns's draw step.
Although, Treachery-like effects could be useful post-combat.
Not really. The number 1 priority is keeping 7+ cards in hand to enable Kefnet, so any kind of creature interaction must replace itself if used before combat. Post-combat spells are fine since they will be replaced during the next turns's draw step.
Although, Treachery-like effects could be useful post-combat.
Your general is tough to kill. Seems great with equipment. SoFaI, Infiltration Lens, Avarice Amulet, and Mask of Memory put you at least a card ahead, and two of those bump you to seven power.
Not exactly what you asked for, but I've been brewing Kefnet myself and identified some lands that help you maintain a large hand size. These are aside from the well-known and widely played Mikokoro.
Not really. The number 1 priority is keeping 7+ cards in hand to enable Kefnet, so any kind of creature interaction must replace itself if used before combat. Post-combat spells are fine since they will be replaced during the next turns's draw step.
Although, Treachery-like effects could be useful post-combat.
Your general is tough to kill. Seems great with equipment. SoFaI, Infiltration Lens, Avarice Amulet, and Mask of Memory put you at least a card ahead, and two of those bump you to seven power.
Not exactly what you asked for, but I've been brewing Kefnet myself and identified some lands that help you maintain a large hand size. These are aside from the well-known and widely played Mikokoro.
I'm not sure I like Undiscovered Paradise because it will always put you a land behind. The others would be good additions, I think, though Oboro is a bit pricey for a "fun" deck.
I don't think the list will have enough creatures to use Peel from Reality without having to bounce Kefnet. However, I do find Aether Tradewinds playable.
I had considered Distortion Strike and Taigam's Strike, but if they are one of the 7 cards in hand then Kefnet won't be able to attack that turn. The same unfortunate problem also applies to Key to the City where the payoff is delayed.
I think you can activate Key to the City after attacks but before blocks. Though I don't think you really need to spend many card slots on making sure Kefnet goes unblocked, since he has flying and all. Also keep in mind that in multiplayer EDH, you'll always be on the draw and Kefnet won't cost you a card in hand, so you don't actually need to work too hard to keep 7 cards in hand.
I just checked the ruling, and you are correct. Kefnet would remain in combat so long as I activate Key to the City after his attack is declared.
I had forgotten about the "Future" cards! Those will definitely need to go in.
Memory Jar might be iffy since it only keeps the 7 cards for a single turn, though I could add Buried Ruin and Academy Ruins to help recur it. Including Ruins would also make Mindslaver a possible inclusion.
It's not strictly a control card, but I think Whispers of the Muse would be an excellent card in Kefnet. I also second the recommendation of Future Sight/Magus of the Future. FS does a lot of heavy lifting in my Shu Yun deck.
Whispers of the Muse's buyback is just too expensive. I don't plan to include much ramp because I'm trying to keep the curve low and playing more than 1 card a turn is out of the question in the early game. I like Oona's Grace, though, as a way to pitch lands that have been bounced.
Not really. The number 1 priority is keeping 7+ cards in hand to enable Kefnet, so any kind of creature interaction must replace itself if used before combat. Post-combat spells are fine since they will be replaced during the next turns's draw step.
Although, Treachery-like effects could be useful post-combat.
Your general is tough to kill. Seems great with equipment. SoFaI, Infiltration Lens, Avarice Amulet, and Mask of Memory put you at least a card ahead, and two of those bump you to seven power.
Not exactly what you asked for, but I've been brewing Kefnet myself and identified some lands that help you maintain a large hand size. These are aside from the well-known and widely played Mikokoro.
I'm not sure I like Undiscovered Paradise because it will always put you a land behind. The others would be good additions, I think, though Oboro is a bit pricey for a "fun" deck.
Perhaps, but it does allow you to bounce a card back from play to add to the hand count. Especially if you're already flush with lands in play. Seems more like a late game thing though. Not saying it's a great card, just saying not to dismiss it so quickly. I tried running it with cards like Armageddon and Empyrial Armor a long time ago and it was an OK card for that purpose.
Journal may be a bit expensive, but I'll keep it in mind. I'm trying to stay away from auras a bit because indestructible is fairly easy to circumvent in EDH.
Speaking of journals, Tamiyo's Journal seems really good. An extra card per turn and they can be stored for future use. And find a specific card to give you the win once you have three or more.
Also, Thassa, God of the Sea is Kefnet's BFF. Even if she never is activated, the scry every turn makes sure that what you draw is relevant, and the unblockable ability guarantees that Kefnet hits.
For every deck that wants to win by commander damage, if feel obligated to recommend Hero's Blade (Excellent curve, pun not intended) and Grafted Wargear as they reduce the amount of turns needed to win severely. Haunted Cloak and Avarice Amulet can be good due to vigilance, allowing you to also keep up a defense with Kefnet.
Grafted Wargear seems like a liability. Kefnet's indestructible makes him a little difficult to remove, but all somebody would have to do is remove the Wargear and I'd be forced to sacrifice him.
Obviously, maintaining a full grip will be difficult while trying to push damage through, so I'm trying to find cards that help remove potential blockers while also replacing themselves. Twitch is good by this guideline, as are counterspells like Dream Fracture, Remand, and even Deprive. Anything to help punch damage through while keeping 7+ cards in hand, but, as with any good aggro deck, I do want to keep the curve relatively low.
So, what are some good cards I should consider?
(Note: "Good" and "aggro" are used very loosely in this post.)
I had considered Distortion Strike and Taigam's Strike, but if they are one of the 7 cards in hand then Kefnet won't be able to attack that turn. The same unfortunate problem also applies to Key to the City where the payoff is delayed.
Could also load up on investigate cards, then just pop the clues when you need to get to seven!
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
- Arcane Denial
- Bone to Ash (creatures only)
- Complicate (soft counter)
- Confirm Suspicions (expensive)
- Confound (only protects creatures)
- Contradict (expensive)
- Cryptic Command
- Decree of Silence (expensive)
- Dismiss
- Disrupt (soft counter)
- Dream Fracture
- Exclude (creatures only)
- Force Void (soft counter, slowtrip)
- Grip of Amnesia (soft counter)
- Halt Order (artifacts only)
- Interdict (Stifle-ish effect)
- Laquatus's Disdain (cast from graveyard only)
- Mystic Confluence (soft counter, expensive)
- Remand
- Runeboggle (soft counter)
- Sage's Dousing (soft counter, only cantrips if you control a Wizard)
- Scatter Arc (noncreature only)
- Spell Contortion (soft counter, expensive to cantrip)
- Squelch (Stifle-ish effect)
Bouncing Counterspells:- Daze (soft counter)
- Deprive
- Disappearing Act
- Familiar's Ruse
- Lost in the Mist (expensive)
- Soratami Savant (soft counter, expensive)
- Thwart
Cantripping bounce spells:- Cryptic Command
- Drag Under
- Galestrike (tapped creature only)
- Into the Roil
- Leave in the Dust
- Mystic Confluence (expensive)
- Repeal (can get expensive)
- Repulse
- Symbol of Unsummoning
Another card probably worth consideration is Trade Routes.Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Although, Treachery-like effects could be useful post-combat.
In that case, Time Spiral, Torrential Gearhulk + Commit // Memory would be good candidates? Any thing that let you cast sorcery at instant speed, such as Leyline of Anticipation, allow you to use cards like Time Reversal and Day's Undoing would allow you to use them at end of opponens's turn and start with seven cards in hand.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Gearhulk seems a bit expensive, though Commit // Memory does seem usable. Time Reversal also seems good.
You forgot to mention Worldslayer
I'm not sure I like Undiscovered Paradise because it will always put you a land behind. The others would be good additions, I think, though Oboro is a bit pricey for a "fun" deck.
I think you can activate Key to the City after attacks but before blocks. Though I don't think you really need to spend many card slots on making sure Kefnet goes unblocked, since he has flying and all. Also keep in mind that in multiplayer EDH, you'll always be on the draw and Kefnet won't cost you a card in hand, so you don't actually need to work too hard to keep 7 cards in hand.
You could also lean on just regular old card draw effects, especially ones that refill your hand to 7 like Day's Undoing, Diminishing Returns, Magus of the Jar, Memory Jar, Time Reversal, Time Spiral, and if your budget can handle it, Timetwister.
Time Warp effects also replace themselves during the draw step of your extra turns, too.
Casting cards from the top of your library is an option too.
I had forgotten about the "Future" cards! Those will definitely need to go in.
Memory Jar might be iffy since it only keeps the 7 cards for a single turn, though I could add Buried Ruin and Academy Ruins to help recur it. Including Ruins would also make Mindslaver a possible inclusion.
Thassa &
Shu Yun &
Jarad &
Animar
Don't forget about cycling. Complicate and Mage's Guile are booth good utility.
The best way to maintain a high # of cards in hand would be adding crucible of worlds[/c} + fetch lands, so you don't have to play the lands out of your hand. Opens up doors for strip mine/wasteland/etc.
Links to my most current deck lists;
Primary EDH; Rakka Mar Token Perfection, Crosis Mnemonic Betrayal, Cromat Villainous, Judith Gravestorm, Rakdos Empty Storm, Exava Artifacts, Bant Trash, & Fumiko Voltron!
EDH kept at home; Ruzzian Isset & Rakdos LoR!
EDH (nostalgic/pimp/retired) in storage;
Latulla Burns, Akroma Smash, Jeska Voltron, Rakdos Storm, Bladewing Darghans, Lyzolda Worldgorger, Xantcha Steals your Heart, Jori Storm, Wydwen Permission, Gwendlyn Paradox, Jeleva Warps, & Sigarda Brick!
Legacy Showanimator and High Tide!
Perhaps, but it does allow you to bounce a card back from play to add to the hand count. Especially if you're already flush with lands in play. Seems more like a late game thing though. Not saying it's a great card, just saying not to dismiss it so quickly. I tried running it with cards like Armageddon and Empyrial Armor a long time ago and it was an OK card for that purpose.
I missed your post and was going to suggest Capsize. Still one of my favorite control cards...
- Matt
Also, Thassa, God of the Sea is Kefnet's BFF. Even if she never is activated, the scry every turn makes sure that what you draw is relevant, and the unblockable ability guarantees that Kefnet hits.
For every deck that wants to win by commander damage, if feel obligated to recommend Hero's Blade (Excellent curve, pun not intended) and Grafted Wargear as they reduce the amount of turns needed to win severely. Haunted Cloak and Avarice Amulet can be good due to vigilance, allowing you to also keep up a defense with Kefnet.
Last but not least, Aeon Chronicler likes to party with Kefnet as well. Lands to add would be Homeward Path, Hall of the Bandit Lord, Tower of the Magistrate and Tolaria West to find them.
If my post has no tags, then i posted from my phone.
Hero's Blade is definitely on the list. I also plan to run Empyrial Plate, Sword of Fire and Ice, and Loxodon Warhammer. There's also a non-equipment called Sword of the Chosen I came across that also seems good to get Kefnet up to 7 power.
Some equipment I'm debating on are
Also if you have the money Consecrated Sphinx
UBRJeleva, Nephalias Scourge: ...and the storm arrivedRBU
BGHapatra, Vizier of PoisonsGB
WAvacyn, Angel of Hope: Avy, Baby!W