I'm trying to find a new interesting commander to build in the loss of my tomorrow deck suggestions?
Edit: Fair point wiz, well I am mainly looking for a commander that does something unconventional, maybe something group hug style, a different colour combo would be nice, the budget would have to be low, and the meta is pretty casual.
Other commanders I've looked at are Yisan the Wanderer Bard and Mageta the Lion so something in that kind of quirky vein. As for the Tomorrow deck it is currently missing and every time I play I think about playing Tomorrow so I'm looking for a new quirky thing to take my mind off it.
There are currently 800+ cards you can use as your commander. Your post is very light on actual information for people to help narrow down any suggestions. Is there a reason your Tomorrow, Azami's Familiar deck is done? Do you want a different color combination? What is your meta like? What playstyles do you prefer? What is your budget?
This is good information to provide in order for people to really suggest anything to you. Otherwise, this thread is likely just going to be "what commander do you like best" and there is already a "most fun commander" thread here (which I see you have already posted in).
I will not suggest any group hug decks. There are few viable options. If you want group hug, check out the decks that exist.
Yisan is a bad choice, in my opinion, since he tutors and either drives you towards comboing out or towards tutoring hate cards over and over again.
To be budget friendly, I think max 2 colours.
Glissa, the Traitor: BG artifacts is an atypical build. Glissa is pretty controlling, but I think she allows for a lot of interesting politics (ex: I suicide my token into Glissa so you can get your Executioner's Capsule and kill the other player's threat). I also think that outside of a few staples she is a very customizable commander.
Wort, the Raidmother - RG spells is really far off from what these colours usually do. I think this is an interesting general with many possible directions, and I think you can personalize the deck a lot.
'Something unconventional'... as compared to what? Most commanders can be built in a way that defies expectations one way or another, it's just a matter of research and thinking outside of the EDHRec box.
Doing different things that the color/s usually do? Well, it depends, what do you want to actually DO in a game? (I have a monowhite graveyard/blink deck, an Izzet tribal aggro deck and a 'big mana' monoblue deck, for examples.)
Doing different things with a particular commander? Well again, while a lot of commanders have an 'expected' playstyle, there's no rule saying you have to do that too. (My Damia is a landfall deck, my Karador is largely a token deck and my Yennett is voltron-ish with no topdeck manipulation, for examples.)
"Quirky" is also very much a perspective thing.
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X Hope of Ghirapur Swordpile W Ghosty Blinky Anafenza U Nezahal- Big, Blue and HERE! B Gonti Can Afford It R Etali, Primal 'Whatjusthappened?' G Polukranos Wants More Mana WU The Exalted Vizier Temmet WB Home, Athreos WR Basandra, Recursive Aggression WG Karametra, Momma of Lands UB Wrexial Eats Your Brains UR Arjun, the Mad Flame UG The Fable of Prime Speaker BR Hellbent, Malfegor Style BG Jarad, Death is Served RG Running Thromok WUB Varina and ALL the Zombies WUBYennett, the Odd Pain-Train WUR Zedruu the Furyhearted WUG Arcades' Strategy, Shmategy, Sausage and Spam WBR A Case of Mathas' Persistent F*ckery WBRLicia's League of Legendary Lifegain Layabouts WBG The Karador Advantage PackageWRG Gahiji Rattlesnake Collection UBR Jeleva... does... things UBG Damia's Just Deserts URG Yasova's Has More Power Than Sense BRG Wasitora, Bad Kitty WUBRBreya, Eggs, Breya'd Eggs WUBG Tymna and Kydele, Extended Borrowing WURG Kynaios and Tiro, Landfall Impersonations WBRG Saskia Pet Card EnchantressUBRG Yidris of the Chi-Ting Corporation WUBRG Tazri's Amazing Allies
something unconventional, i can suggest one of a few decks i've built (and at leat i can attest to them being hilariously fun, and only 1 of them being not so fun to play against):
1. zedruu the greathearted as an aura-voltron with some level of control deck. The idea is to put 1-2 cmc auras on zedruu (think blue scarab, bravado, spirit mantle), and then donate them to your opponents. Suddenly, bravado gives zedruu +10/+10 because of that token player, blue scarab looks at you (since you're now the opponent of the scarab's controller), and spirit mantle makes zedruu unblockable. also, this lets you draw like 4-5 cards every turn too, letting you spiral out of control.
2. rakdos the defiler as a suicide BR quasi-demon tribal, a lot of reanimation effects. Have you ever thought of shooting off a pain's reward, paying 20 life? or how about hellcarver demon bash, just because, well, why not? the idea is to build up a sort of a board, then musket-shot the table. If the table survives, spend a few turns building up, then go off again. this is actually the favourite of my playgroup to play against, because it's never boring, it never wins the same way twice, and it's really hard to play (for me, the pilot), which means misplays are spectacular, but clever lines are also immensely satisfying (and spectacular).
3. blind seer colour/creature type control. Moving past all the PC jokes, it's the only control deck i have that my mates also like playing against (the other being a 5c lands control). An opponent's massive voltron beat-stick getting you down? turn it green and tuck it. an opponent's sword of feast and famine got you down? turn the sword black (a creature with protection from black can't equip a black object, as far as i know). ever stuck an artificial evolution on an isochron scepter? it's good fun; i can make didgeridoo flash in my own leviathans instead, opposing elspeth, sun's champion churn out frogs instead.. the possibilities are endless!
4. selenia, dark angel life-control, semi-combo. So this is the deck that my friends aren't super keen on seeing, though it's very budget, and relies on some seriously janky cards to work. The idea is that everything int he deck either sets a life total, or allows you to pay any amount of life, swap life totals with opponents, gain life equal to life lost this turn, and so on. it requires a bit of knowing your deck, so it rewards experience; being able to see the line of for example, pay 39 life into wall of blood, repay in kind, then sac a children of korlis is kinda cool and can come out of nowhere. it can get a bit oppressive, since you generally win out of nowhere, and when you do win, your opponents must have instant-speed answers for them, basically. Not everything, but with many things. It's also kinda funny being able to lock players out of changing life totals by dropping sanguine bond and exquisite blood. Just fill the deck with things like tainted remedy, soul warden, and anything that changes your life total via a trigger.
If you want something truly oppressive, try child of alara, 5c lands control. you're attacking from the somewhat unconventional aspect of using lands as your wincon, and using child as a board wipe. The way i built mine, i can basically wipe the board once per player turn, leaving all my lands untouched. the few indestructible things i can just exile-kill, and i usually win via dark depths+thespian's stage. If it somehow dies, i just life from the loam them back and go again. Its the slowest, most grindy and painful deck to play against. I have 1 friend who enjoys it, but he likes the idea of trying to crawl out from a hole in all formats of magic.
Dunharrow thank you for the idea. I will definitely look into glissa and see where that takes me.
Fox you are absolutly right I need to clarify what I mean and what I'm looking for better. I am pretty bad at expressing myself through words, particularly written words.
schweinefett wow thank you for all the ideas just wow. Particularly the blind seer just sounds like so much fun I never thought of that style of deck before. You have given me much to think on.
Although after making this thread I came upon Dosan, the Falling Leaf and I thought it looked cool but how do I make the deck and not just let the combo player at the table win? Any suggestions?
I always gotta recommend Horobi targeted abilities control. It's pretty cheap, and uses a lot of weakish cards that are good in the decks because they repeatedly target creatures, which causes them to be destroyed by Horobi. You need a few ways to get Horobi back from the yard repeatedly because the deck relies on him and commander tax otherwise gets too expensive otherwise. Volrarhs stronghold is one of the more expensive cards that is highly recommended, Phyrexian Reclamation is a must, anything like that that will repeatedly get your creatures back and help break the synergy. It's a very political deck that also just happens to shut down a lot of creature based combos (like Kiki jiki) and voltron.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I'm currently completing a Ghave, Guru of Spores with nothing that goes infinite. It still is quite powerful but you just don't go play this card I win. And it is not necessarily cheap.
I have one deck that I really wanted to play its Captain Sisay however you use it to search out Helm of Kaldra and friends with Mirror Gallery in play. That way I have tons of Kaldra in play and it would be awesome.
Phenax is also nice. You could play Eater of the Dead and see people reading it.
If you wanna run dosan the falling leaf, i'd almost recommend you try to go either a stax/prison style build or maybe you can really catch people off-guard with an aggro build.
aggro: the idea would be that you can actually use effects like overrun, triumph of the hordes, and so on, and your opponents can't mess with your combat math. hall of gemstone would also be good, to hose multicolour-intense decks.
i can't think of any other sideways-look at dosan though. If i come up with anything i'd let you know. Personally, i'd go with the stat-control build, just because i think it'd be stronger, and easier (possibly) to build. significantly harder to play though i imagine.
Edit: Fair point wiz, well I am mainly looking for a commander that does something unconventional, maybe something group hug style, a different colour combo would be nice, the budget would have to be low, and the meta is pretty casual.
Other commanders I've looked at are Yisan the Wanderer Bard and Mageta the Lion so something in that kind of quirky vein. As for the Tomorrow deck it is currently missing and every time I play I think about playing Tomorrow so I'm looking for a new quirky thing to take my mind off it.
This is good information to provide in order for people to really suggest anything to you. Otherwise, this thread is likely just going to be "what commander do you like best" and there is already a "most fun commander" thread here (which I see you have already posted in).
Yisan is a bad choice, in my opinion, since he tutors and either drives you towards comboing out or towards tutoring hate cards over and over again.
To be budget friendly, I think max 2 colours.
Glissa, the Traitor: BG artifacts is an atypical build. Glissa is pretty controlling, but I think she allows for a lot of interesting politics (ex: I suicide my token into Glissa so you can get your Executioner's Capsule and kill the other player's threat). I also think that outside of a few staples she is a very customizable commander.
Wort, the Raidmother - RG spells is really far off from what these colours usually do. I think this is an interesting general with many possible directions, and I think you can personalize the deck a lot.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Doing different things that the color/s usually do? Well, it depends, what do you want to actually DO in a game? (I have a monowhite graveyard/blink deck, an Izzet tribal aggro deck and a 'big mana' monoblue deck, for examples.)
Doing different things with a particular commander? Well again, while a lot of commanders have an 'expected' playstyle, there's no rule saying you have to do that too. (My Damia is a landfall deck, my Karador is largely a token deck and my Yennett is voltron-ish with no topdeck manipulation, for examples.)
"Quirky" is also very much a perspective thing.
1. zedruu the greathearted as an aura-voltron with some level of control deck. The idea is to put 1-2 cmc auras on zedruu (think blue scarab, bravado, spirit mantle), and then donate them to your opponents. Suddenly, bravado gives zedruu +10/+10 because of that token player, blue scarab looks at you (since you're now the opponent of the scarab's controller), and spirit mantle makes zedruu unblockable. also, this lets you draw like 4-5 cards every turn too, letting you spiral out of control.
2. rakdos the defiler as a suicide BR quasi-demon tribal, a lot of reanimation effects. Have you ever thought of shooting off a pain's reward, paying 20 life? or how about hellcarver demon bash, just because, well, why not? the idea is to build up a sort of a board, then musket-shot the table. If the table survives, spend a few turns building up, then go off again. this is actually the favourite of my playgroup to play against, because it's never boring, it never wins the same way twice, and it's really hard to play (for me, the pilot), which means misplays are spectacular, but clever lines are also immensely satisfying (and spectacular).
3. blind seer colour/creature type control. Moving past all the PC jokes, it's the only control deck i have that my mates also like playing against (the other being a 5c lands control). An opponent's massive voltron beat-stick getting you down? turn it green and tuck it. an opponent's sword of feast and famine got you down? turn the sword black (a creature with protection from black can't equip a black object, as far as i know). ever stuck an artificial evolution on an isochron scepter? it's good fun; i can make didgeridoo flash in my own leviathans instead, opposing elspeth, sun's champion churn out frogs instead.. the possibilities are endless!
4. selenia, dark angel life-control, semi-combo. So this is the deck that my friends aren't super keen on seeing, though it's very budget, and relies on some seriously janky cards to work. The idea is that everything int he deck either sets a life total, or allows you to pay any amount of life, swap life totals with opponents, gain life equal to life lost this turn, and so on. it requires a bit of knowing your deck, so it rewards experience; being able to see the line of for example, pay 39 life into wall of blood, repay in kind, then sac a children of korlis is kinda cool and can come out of nowhere. it can get a bit oppressive, since you generally win out of nowhere, and when you do win, your opponents must have instant-speed answers for them, basically. Not everything, but with many things. It's also kinda funny being able to lock players out of changing life totals by dropping sanguine bond and exquisite blood. Just fill the deck with things like tainted remedy, soul warden, and anything that changes your life total via a trigger.
If you want something truly oppressive, try child of alara, 5c lands control. you're attacking from the somewhat unconventional aspect of using lands as your wincon, and using child as a board wipe. The way i built mine, i can basically wipe the board once per player turn, leaving all my lands untouched. the few indestructible things i can just exile-kill, and i usually win via dark depths+thespian's stage. If it somehow dies, i just life from the loam them back and go again. Its the slowest, most grindy and painful deck to play against. I have 1 friend who enjoys it, but he likes the idea of trying to crawl out from a hole in all formats of magic.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
Fox you are absolutly right I need to clarify what I mean and what I'm looking for better. I am pretty bad at expressing myself through words, particularly written words.
schweinefett wow thank you for all the ideas just wow. Particularly the blind seer just sounds like so much fun I never thought of that style of deck before. You have given me much to think on.
Although after making this thread I came upon Dosan, the Falling Leaf and I thought it looked cool but how do I make the deck and not just let the combo player at the table win? Any suggestions?
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I have one deck that I really wanted to play its Captain Sisay however you use it to search out Helm of Kaldra and friends with Mirror Gallery in play. That way I have tons of Kaldra in play and it would be awesome.
Phenax is also nice. You could play Eater of the Dead and see people reading it.
stax: portcullis, smokestack, city of solitude, trinisphere, thorn of amethyst, sphere of resistance, null rod and so on. It might be worth running some fighting cards that allows you to control the board yourself.
aggro: the idea would be that you can actually use effects like overrun, triumph of the hordes, and so on, and your opponents can't mess with your combat math. hall of gemstone would also be good, to hose multicolour-intense decks.
i can't think of any other sideways-look at dosan though. If i come up with anything i'd let you know. Personally, i'd go with the stat-control build, just because i think it'd be stronger, and easier (possibly) to build. significantly harder to play though i imagine.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom