I'll play with Steel Hellkite on my next tournament and see what happens... maybe it will be good to play Dead/Gone on it if my opponent plays Bribery hehe.
Hedron Archive
So, what's your opinion on the card? I really want to love it, but I'm not sure to want a rock that only produces 2 mana.
I've been wanting to test it but I have no idea what to cut (it would probably fight for a slot with Thran Dynamo or Pyromancer's Goggles). Could be good to have a big Mind Stone... and it's not as expensive as Dreamstone Hedron. I don't know, though... I love playing Dynamo and Tangle Wire or whatever in the same turn. And I almost never sacrifice Mind Stone for the draw... I'll test it anyway, though.
About the lands, Blinkmoth Nexus (...) just bad, aren't they?
nope !
having an instant artifact with an active goblin welder or daretti on the board is really fine.
About Blinkmoth Nexus, my problem is with a high colorless land count. I want to play the least possible colorless lands, since that has been an issue for me before. I don't feel manlands add enough to the deck since they're mana intensive for me and I figured I hardly ever activated them. As least my version is very mana hungry in the sense that I need to maximize my mana usage in order to keep pressure. The fact that they get better with an active Welder or Daretti is hardly a benefit for me since, as I said many times, I don't evaluate a card for it's ability to work well with a resolved Daretti.
I don't like it. It could be good if it's big enough that a Wildfire will kill it and leave fodder behind, but it's too slow and not recurrable. I think something like Myr Turbine is probably better.
Hangerback-Dad with Contagion Engine!! Yum! I personally dont play the blinkmoth/inkmoth, I run enough rocks to not truly make a terribly large difference if welder is out or not, and i'm only running ~22 mountains atm, and I'd rather not drop any lower. I absolutely despite Koth of the Hammer, he doesn't fit in my own list, and wouldn't recommend him. Excellent point Gao Qiu, definitely not worth testing anymore. Regarding Hedron Archive. I'm in the same boat as Fsecco, I do hardly crack it to draw, however, it would be a tough cut to put it in. Regardless, I'll try it out to see how it rolls.
I don't know why all the hate towards Koth of the Hammer. I play only 20 mountains (+4 fetches) and he's a beast in my deck. He's a pretty good win condition and pw killer (since he can make a 4/4 creature with haste when he comes in) and his -2 adds a LOT of mana. He has won me several games under Static Orb/Winter Orb or the likes.
Yeah, arguments like "koth = poop" won't ever help your point...
Hedron Network seems fine, but we should assess how many relevant creatures does it solve. Primeval Titan comes to mind, as does reanimator targets in general, so that's a plus. I think it may serve a purpose of getting rid of what Wildfire can't, and that's really nice. BUT, would I play this over, say, Duplicant or Tawnos's Coffin? Maybe Coffin, since has no activation cost. I'll test it for sure.
I've been having great success with this list and winning several small local tournaments. Recently my only loss was to a Kaalia of the Vast deck, but I had just re-assembled my deck and it was incredibly poorly shuffled - I wouldn't blame my losses on poor shuffling, Kaalia is a hard matchup, but I've won that matchup before and it feels at least 60/40 for me in a good day hehe. I should remember that every time I separate the deck to review deckbuilding I should shuffle more carefully before taking it out to play.
I have only 3 slots in test right now, the rest is pretty much consolidated for me. Magmatic Insight, Icy Manipulator and Arcane Lighthouse. Lighthouse could become a number of lands, even the 21st mountain, but it could be Inkmoth Nexus, Mishra's Factory or Kher Keep also. I've been using Lighthouse because of the increase in Geist and Narset in my meta. Magmatic Insight is a test-in-progress and I have mixed feelings about it. Sometimes it's good, but most times it's as good as a Forgotten Cave would be. Maybe this could become a Static Orb or Volcanic Fallout/Pyroclasm? Maybe I could even bring Tsabo's Web back since now I have only a few lands that are affects by it.
The other two cards I still like but have been meaning to test the deck without are Kuldotha Forgemaster and Spine of Ish-Sah. I'd probably trade them for Obliterate and Steel Hellkite. For now I like Spine's hability to take out enchantments and I like Forgemaster because it only needs one activation to win the game, most times.
Hahahahaha... maybe you should've Chaos Warped the Titan instead
But yeah, those things happen. I was once on the receiving end of a Bribery and he took Wurmcoil Engine, which is no big deal at all. If I had a Hellkite in my 99, I'd have lost that game. I'd be more confortable with Hellkite if I played stuff like Tawnos's Coffin or Helm of Possession or Homeward Path. Path is a nice card to be in the deck instead of Arcane Lighthouse if your meta has a lot of creature stealing decks. You can fetch it with Expedition Map if you need.
I mean, Maze of Ith is also an out to Hellkite, as are Ensnaring Bridge, Dead // Gone, Goblin Welder, etc. You have ways to deal with it. But if it connects once, and just once, you're probably dead. This is a control deck that needs permanent superiority and deals with things with cards on the table. Hellkite is way worse than Inferno Titan in that situation.
I'm trying to remember most interesting cards to the deck but I can not.
The deck is good, I have obtained good results with it. My greatest difficulty are against control (Keranos is a nightmare) and fast aggros (Zurgo , etc).
Has anyone tested with Serum Powder? I've been having good results with it in aggressively finding more consistent / favorable hands. Worst case scenario it's a mana rock for 3 that can be welded out by Daretti or Goblin Welder later on.
G1 I locked the game with Winter Orb and Goblin Welder. I got Daretti's ultimate and then cast Karn.
G2 he came very fast. I mull for 5 cards and could not find answer to the elves that multiplied quickly.
G3 I kept a good hand with Anger of the Gods, Lightning Bolt, S. Demise, two mountains, one rock and a Pithing Needle. He filled the table of elves, I've killed everyone, he filled again, killed all over again. After I killed Ezuri with Bolt and Pithing Needle. He recovered, put more elves and I did not buy any WinCon. The round's time is up and we ended up tying. I gave the ultimate Daretti and Ugin last turn ...
Round 2 - vs. Skullbriar
G1 - This game was fantastic! He went down the Skull very fast and started beating. I could kill him once, but he soon recast him , beating again. When I was 10 life and 19 commander damage, could resolve a Jokulhaups with two mountains in hand. I went down mountain, then rocks, Daretti and he could not go back to the game.
G2 was impossible. He went down the Skull, killed with bolt. I could not buy the third land for a few turns and he used a Acidic Slime to destroy more land and win the match.
G3 I killed Skull three times in a row with bolt, demise and anger. I got Ensnaring Bridge which prevented him from attacking Daretti. I used the Ultimate and managed to enter the Mindslaver looping.
Round 3 - vs Narset
G1 started with land Welder. He with tap land, go. I walked fast with Winter Orb. He filed another tap land and gave brainstorm. I went to City of Traitors and Tangle Wire. This virtually ended his game. I waited for the right time pro Daretti but he had FOW ..... So what ??? I replied with a Pyroblast! hahaha
G2 start with land, I came down a rock, in his turn came a Dack Fayden but used a Red Elemental Blast, he did go on tilt. I used a blood moon (only 1 plains and 2 mountains on the deck ) and he was keen to take the match to the end, even when I had already done the Mindslaver loop. It was fun.
Round 4 - vs Marath
G1 I started with land, then after rock Daretti while he had a Lotus Cobra. I used the +2, in his turn attacked the Daretti leaving it to 3 and on my turn I cleaned his board with a Demise. He has tapped out so make a pod and sylvan library and I came back with Winter Orb. He could not time to prevent the ultimate Daretti.
G2 he used Nevermore in Daretti =( and when I got to use the 7 mana artifact to destroy the enchantment, it was too late.
G3 I got a fast turn 2 Blood Moon that destroyed his plans. He turned my Daretti in forest (song or the dryads) but I found a Wildfire to sacrifice my forest and have Daretti back. He gave the game then.
My deck is not yet complete. Still missing Duplicant, Gamble, Magus of the Moon, Kuldotha, Trinisphere) but he behaved well, holding the best decks tonight. I'm glad that I don't face Vendillon because it is a very difficult match for me. And I was lucky not to have any Gaddock today.
At last I use Wheel of Fortune and Reforge the Soul, and don't know what to think about this two, they made me win so many games, and lose so many games that I don´t know if its good or not.
Please guys, I need some opinions here to improve my deck, what do you think I need to change or to keep to improve it?
thank you guys!
I made some modifications to the deck to play this FNM . My field ( Brazil in general) is packed with control decks ( Narset , Tasigur , Vendillon and GAA ) , so the choice to keep Pyroblast and REB on the deck.
The new mulligan rule really makes the deck worst. In the game against Elves I had a bit of luck , buying several sweepers .
I also used some spot removal like Lightning Bolt and thought I'd put some more (I was waiting games against Jenara too). Gaddock Tegg is almost a self win , it completely locks the deck.
I also had problems with Song of the Dryads and Nevermore . Against the first , could cast Wildfire and Nevermore was exiled with Karn .
I believe that I also won due the surprise factor . Nobody expected a MonoRed Control. I think I will have more difficulties in the next FNM .
Yeah, Thought Vessel is an obvious inclusion, but only because it's ability could be more relevant than things like Fractured Powerstone. I can't remember any time I played with the deck and had more than 7 cards in hand at the end of the turn. Not ever.
Sandstone Oracle seems good, but having too many high-cost spells is a hindrance, specially now with the new mulligan. I can't think of anything to cut for it right now. Drawing cards seems nice, but I wonder how useful this would be against aggro decks or elfball style decks, since normally Daretti already draws more cards than them...
Fiery Confluence seems nice, but I would probably be wary of taking Aftershock out for it. Aftershock kills X/4 or plus creatures, and kills lands, which is relevant. I also prefer Shattering Spree over Confluence bor it's virtual uncounterability, but that could change.
EDIT: but Confluence kills PWs... hum... interesting.
So right now I'm playing Coercitive Portal and Staff of Nin as CA engines, but I'm looking for a third one. After testing Mind's Eye for a while, I'm not convinced because 1) it costs mana and 2) it only draws on the opponent's turn.
Does someone know a better card (ideally an artifact)?
Yeah, I wish we stuck to the topic, which is Duel Commander. I like Memory Jar a lot and I don't think it gives you just a big turn. It gives you card to play and feeds the graveyard with the rest, for Daretti. Alhammarret's Archive seems bad because it only works with a resolved Daretti, which in Duel Commander is not that simple.
Yeah, I wish we stuck to the topic, which is Duel Commander. I like Memory Jar a lot and I don't think it gives you just a big turn. It gives you card to play and feeds the graveyard with the rest, for Daretti. Alhammarret's Archive seems bad because it only works with a resolved Daretti, which in Duel Commander is not that simple.
I'm also running rituals in my Multiplayer list and I think they definitely have promise in 1v1. Also, LED is insane and should easily be in this deck.
If you get Daretti out aggressively on turn 1 or 2, he has a much higher chance of living and making those cards that are 'too dependent' on Daretti more viable.
Also, Archive isn't Daretti dependent; you still have Looting, Wild Guess, Tormenting Voice, Staffic, Coercive Portal, etc.
I'm also running rituals in my Multiplayer list and I think they definitely have promise in 1v1. Also, LED is insane and should easily be in this deck.
If you get Daretti out aggressively on turn 1 or 2, he has a much higher chance of living and making those cards that are 'too dependent' on Daretti more viable.
This is interesting.
I think we need to ask ourselves in which matchups we want to play Daretti on turn 2-3 using rituals / LED.
Aggro = yes on turn 2 ; it makes Daretti more survivable. However you'll only be able to use the +2 (no artifact) and a Council Judgement / Vindicate / Maelstrom Pulse will still stop your plan. LED is still bad because your general doesn't win the game, unlike Griselbrand, Wanderer or Mimeoplasm. no on turn 3 ; we can accomplish that with a mana rock, and at that point, they can generally destroy Daretti with 1 attack.
Midrange = same.
Control = no on turns 2 and 3 ; while it's cool to dig your deck, card disadvantage will lose you the game. I don't want to discard my hand with LED and see a Force Spike pointed at Daretti. However a t2 Blood Moon could have some potential.
Combo = yes on turns 2 and 3 ; it allows to dig faster for an answer and they have generally few ways to interact. If we used LED, it's generally because we had no way to stop them in hand, so who cares?
My conclusion:
LED is only playable against combo. Our general is basically a way to create small, incremental Card Advantage, so generating massive Card Disadvantage to put him in play doesn't seem very good.
Rituals are playable in every matchup, but are dead draws late game (worse than lands). They also can't replace lands during deckbuilding, which means that they replace answers.
I agree with some of these points, but I'd like to clarify a few points.
First off, LED is there to enable broken early game plays. You're not obligated to crack it for mana, and it offers you, at worst, an artifact to weld out for something else for 0, or something to reveal to Metalworker, etc. I had a game where I played turn one City of Traitors, mana rock, LED, Daretti, weld the mana rock out for Ward of Bones, go. This was in a multiplayer game, but all the cards could apply to DC. Needless to say, I had that game locked up. You could also do a similar play with LED or rituals and Sandstone Oracle, refilling your entire hand, or playing a first turn Trinisphere, the list goes on. LED is also good when you need Daretti for welding, but you don't have another discard outlet available. LED lets you do both in the same turn, in some cases. You can also crack LED in response to Memory Jar and have a higher amount of mana for playing the cards in that hand.
Second, the rituals aren't as dead late game as you think they would be. They have a surprise factor where your opponent may never know how much mana you have access to in a given turn, and thus influence their plays. I've played a game breaking Wildfire or sweeper 1-2 turns earlier against aggro because of rituals, and that's not uncommon at all. Yes, investing multiple rituals into a spell only for it to be countered sucks, but that's what playing vs. control is all about. Combo has been fighting that battle for years, and it's no different here; our bombs are just in the form of lock pieces or sweepers. Most of the time, they won't counter the ritual, so if you have a REB or Pyro in hand, it could give you the extra mana you need to push a bomb through. The rituals really just offer more lines of play for you. I was skeptical at first, thinking they were too gutsy, but they're not.
Third, the rituals are supported by more aggressive mana rocks like Chrome Mox, Mox Diamond, Lotus Petal, and Jeweled Amulet (yes, this is actually necessary). The first three makes turn one Trinisphere or Blood Moon more consistent, and all of them make turn 2 Daretti more likely. Even playing turn one Cursed Totem or Defense Grid, or turn 2 Trinisphere or Blood Moon can be game breaking, and the rituals and cheap mana rocks help that. Simian Spirit Guide can power out Daretti turn 1, turn REB / Pyro into a red Force of Will, etc.
I'm slowly transitioning this list over to DC and trying to find the right balance of everything. I'll keep you guys updated with my playtesting results, but I suggest you give these a try and tell me what you think. It's a very different direction for Daretti than what's been established as conventional, here, and that's exciting to me, personally.
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They are also quite useful to ping walkers which are huge threats for the deck.
How about hangarback walker ?
I've been wanting to test it but I have no idea what to cut (it would probably fight for a slot with Thran Dynamo or Pyromancer's Goggles). Could be good to have a big Mind Stone... and it's not as expensive as Dreamstone Hedron. I don't know, though... I love playing Dynamo and Tangle Wire or whatever in the same turn. And I almost never sacrifice Mind Stone for the draw... I'll test it anyway, though.
I'd rather play Tectonic Break (which I did and it's ok, but taking out creatures is important too)
About Blinkmoth Nexus, my problem is with a high colorless land count. I want to play the least possible colorless lands, since that has been an issue for me before. I don't feel manlands add enough to the deck since they're mana intensive for me and I figured I hardly ever activated them. As least my version is very mana hungry in the sense that I need to maximize my mana usage in order to keep pressure. The fact that they get better with an active Welder or Daretti is hardly a benefit for me since, as I said many times, I don't evaluate a card for it's ability to work well with a resolved Daretti.
I don't like it. It could be good if it's big enough that a Wildfire will kill it and leave fodder behind, but it's too slow and not recurrable. I think something like Myr Turbine is probably better.
Thoughts?
koth = poop.
Hedron Network seems fine, but we should assess how many relevant creatures does it solve. Primeval Titan comes to mind, as does reanimator targets in general, so that's a plus. I think it may serve a purpose of getting rid of what Wildfire can't, and that's really nice. BUT, would I play this over, say, Duplicant or Tawnos's Coffin? Maybe Coffin, since has no activation cost. I'll test it for sure.
I changed a few things since that list and right now I'm playing this:
20 Mountain
1 Wooded Foothills
1 Bloodstained Mire
1 Scalding Tarn
1 Arid Mesa
1 Darksteel Citadel
1 Great Furnace
1 City of Traitors
1 Crystal Vein
1 Sandstone Needle
1 Dwarven Ruins
1 Arcane Lighthouse
1 Boseiju, Who Shelters All
1 Rishadan Port
1 Tectonic Edge
1 Wasteland
1 Maze of Ith
1 Goblin Welder
1 Phyrexian Revoker
1 Magus of the Moon
1 Kuldotha Forgemaster
1 Duplicant
1 Wurmcoil Engine
1 Myr Battlesphere
1 Sundering Titan
1 Koth of the Hammer
1 Karn Liberated
1 Ugin, the Spirit Dragon
1 Everflowing Chalice
1 Mind Stone
1 Prismatic Lens
1 Fractured Powerstone
1 Fire Diamond
1 Coldsteel Heart
1 Mycosynth Wellspring
1 Worn Powerstone
1 Thran Dynamo
1 Gilded Lotus
1 Pyromancer's Goggles
1 Sensei's Divining Top
1 Expedition Map
1 Pithing Needle
1 Cursed Totem
1 Defense Grid
1 Winter Orb
1 Ensnaring Bridge
1 Crystal Ball
1 Crucible of Worlds
1 Tangle Wire
1 Trinisphere
1 Smokestack
1 Coercive Portal
1 Nevinyrral's Disk
1 Icy Manipulator
1 Memory Jar
1 Staff of Nin
1 Mindslaver
1 Spine of Ish Sah
1 Pyroblast
1 Dead // Gone
1 Chaos Warp
1 Anger of the Gods
1 Slagstorm
1 Sudden Demise
1 Rolling Earthquake
1 Ruination
1 Wildfire
1 Burning of Xinye
1 Jokulhaups
1 Devastation
1 Shattering Spree
1 Aftershock
1 Magmatic Insight
1 Faithless Looting
1 Tormenting Voice
1 Wild Guess
1 Gamble
1 Scrap Mastery
I've been having great success with this list and winning several small local tournaments. Recently my only loss was to a Kaalia of the Vast deck, but I had just re-assembled my deck and it was incredibly poorly shuffled - I wouldn't blame my losses on poor shuffling, Kaalia is a hard matchup, but I've won that matchup before and it feels at least 60/40 for me in a good day hehe. I should remember that every time I separate the deck to review deckbuilding I should shuffle more carefully before taking it out to play.
I have only 3 slots in test right now, the rest is pretty much consolidated for me. Magmatic Insight, Icy Manipulator and Arcane Lighthouse. Lighthouse could become a number of lands, even the 21st mountain, but it could be Inkmoth Nexus, Mishra's Factory or Kher Keep also. I've been using Lighthouse because of the increase in Geist and Narset in my meta. Magmatic Insight is a test-in-progress and I have mixed feelings about it. Sometimes it's good, but most times it's as good as a Forgotten Cave would be. Maybe this could become a Static Orb or Volcanic Fallout/Pyroclasm? Maybe I could even bring Tsabo's Web back since now I have only a few lands that are affects by it.
Icy Manipulator is good to hold back things like Kaalia of the Vast or to act as a 2nd Rishadan Port. But it's not a consolidated slot for me. It could become Karn, Silver Golem, Obliterate, Contagion Engine, Triskelion, Jester's Mask, Tawnos's Coffin, Steel Hellkite or Aligned Hedron Network. It's the "trump slot" and I've been testing several cards there, not settling on any.
The other two cards I still like but have been meaning to test the deck without are Kuldotha Forgemaster and Spine of Ish-Sah. I'd probably trade them for Obliterate and Steel Hellkite. For now I like Spine's hability to take out enchantments and I like Forgemaster because it only needs one activation to win the game, most times.
But yeah, those things happen. I was once on the receiving end of a Bribery and he took Wurmcoil Engine, which is no big deal at all. If I had a Hellkite in my 99, I'd have lost that game. I'd be more confortable with Hellkite if I played stuff like Tawnos's Coffin or Helm of Possession or Homeward Path. Path is a nice card to be in the deck instead of Arcane Lighthouse if your meta has a lot of creature stealing decks. You can fetch it with Expedition Map if you need.
I mean, Maze of Ith is also an out to Hellkite, as are Ensnaring Bridge, Dead // Gone, Goblin Welder, etc. You have ways to deal with it. But if it connects once, and just once, you're probably dead. This is a control deck that needs permanent superiority and deals with things with cards on the table. Hellkite is way worse than Inferno Titan in that situation.
I'm in doubt about some cards and want help:
Memory Jar: What is the best situation that this card can be used? I do not know why, but not like it.
Sensei's Divining Top: The card is banned. We have a free slot, suggestions ?
I'm trying to remember most interesting cards to the deck but I can not.
The deck is good, I have obtained good results with it. My greatest difficulty are against control (Keranos is a nightmare) and fast aggros (Zurgo , etc).
Someone has played with the deck?
Hello Gao Qiu! =)
I do not think we should reconsider Pyro and REB ...
Our deck has a number of ways to recycle those cards and they greatly improved our match against blue based decks.
Thoughts?
13 players and 4 rounds
Round 1 - vs Ezuri (Elves)
G1 I locked the game with Winter Orb and Goblin Welder. I got Daretti's ultimate and then cast Karn.
G2 he came very fast. I mull for 5 cards and could not find answer to the elves that multiplied quickly.
G3 I kept a good hand with Anger of the Gods, Lightning Bolt, S. Demise, two mountains, one rock and a Pithing Needle. He filled the table of elves, I've killed everyone, he filled again, killed all over again. After I killed Ezuri with Bolt and Pithing Needle. He recovered, put more elves and I did not buy any WinCon. The round's time is up and we ended up tying. I gave the ultimate Daretti and Ugin last turn ...
Round 2 - vs. Skullbriar
G1 - This game was fantastic! He went down the Skull very fast and started beating. I could kill him once, but he soon recast him , beating again. When I was 10 life and 19 commander damage, could resolve a Jokulhaups with two mountains in hand. I went down mountain, then rocks, Daretti and he could not go back to the game.
G2 was impossible. He went down the Skull, killed with bolt. I could not buy the third land for a few turns and he used a Acidic Slime to destroy more land and win the match.
G3 I killed Skull three times in a row with bolt, demise and anger. I got Ensnaring Bridge which prevented him from attacking Daretti. I used the Ultimate and managed to enter the Mindslaver looping.
Round 3 - vs Narset
G1 started with land Welder. He with tap land, go. I walked fast with Winter Orb. He filed another tap land and gave brainstorm. I went to City of Traitors and Tangle Wire. This virtually ended his game. I waited for the right time pro Daretti but he had FOW ..... So what ??? I replied with a Pyroblast! hahaha
G2 start with land, I came down a rock, in his turn came a Dack Fayden but used a Red Elemental Blast, he did go on tilt. I used a blood moon (only 1 plains and 2 mountains on the deck ) and he was keen to take the match to the end, even when I had already done the Mindslaver loop. It was fun.
Round 4 - vs Marath
G1 I started with land, then after rock Daretti while he had a Lotus Cobra. I used the +2, in his turn attacked the Daretti leaving it to 3 and on my turn I cleaned his board with a Demise. He has tapped out so make a pod and sylvan library and I came back with Winter Orb. He could not time to prevent the ultimate Daretti.
G2 he used Nevermore in Daretti =( and when I got to use the 7 mana artifact to destroy the enchantment, it was too late.
G3 I got a fast turn 2 Blood Moon that destroyed his plans. He turned my Daretti in forest (song or the dryads) but I found a Wildfire to sacrifice my forest and have Daretti back. He gave the game then.
My deck is not yet complete. Still missing Duplicant, Gamble, Magus of the Moon, Kuldotha, Trinisphere) but he behaved well, holding the best decks tonight. I'm glad that I don't face Vendillon because it is a very difficult match for me. And I was lucky not to have any Gaddock today.
Someone has more played with the deck ???
I saw in fsecco list that he only use Sundering Titan, Myr Battlesphere and Wurmcoil Engine as kill condition, do you guys think that's enough? , besides that I use to run Scuttling Doom Engine, Bosh, Iron Golem and Soul of New Phyrexia.
Soul of New Phyrexia I just put there to replace Darksteel Forge, but Scuttling Doom Engine and Bosh, Iron Golem I think they are amazing, I mean I can sack Scuttling Doom Engine to Daretti and deals damage to my opponent or kill a planeswalker, and I can throw everything I have in my opponent's face with Bosh, Iron Golem, things like Spine of Ish Sah or ever a Myr Battlesphere, just to bring it back with Daretti and make more tokes.
Some of you guys don't like All is Dust because its kill Darreti, I play All is Dust and Oblivion Stone just to deal with enchantments and planeswalkers especially if my opponents have more than one thing in play, cards like Survival of the Fittest, Sneak Attack, Rest in Peace, Jace, the Mind Sculptor, Ashiok, Nightmare Weaver, anyone have any suggestion for a replacement or another way to deal with multiples threats ?
For removal I use Lightning Bolt, I think its good, it can kill Kaalia of the Vast,Rafiq of the Many, Gaddock Teeg, Prophet of Kruphix and some planeswalkers, and I also use Banefire against control decks.
At last I use Wheel of Fortune and Reforge the Soul, and don't know what to think about this two, they made me win so many games, and lose so many games that I don´t know if its good or not.
Please guys, I need some opinions here to improve my deck, what do you think I need to change or to keep to improve it?
thank you guys!
Thanks Man =)
I made some modifications to the deck to play this FNM . My field ( Brazil in general) is packed with control decks ( Narset , Tasigur , Vendillon and GAA ) , so the choice to keep Pyroblast and REB on the deck.
The new mulligan rule really makes the deck worst. In the game against Elves I had a bit of luck , buying several sweepers .
I also used some spot removal like Lightning Bolt and thought I'd put some more (I was waiting games against Jenara too). Gaddock Tegg is almost a self win , it completely locks the deck.
I also had problems with Song of the Dryads and Nevermore . Against the first , could cast Wildfire and Nevermore was exiled with Karn .
I believe that I also won due the surprise factor . Nobody expected a MonoRed Control. I think I will have more difficulties in the next FNM .
Sandstone Oracle seems good, but having too many high-cost spells is a hindrance, specially now with the new mulligan. I can't think of anything to cut for it right now. Drawing cards seems nice, but I wonder how useful this would be against aggro decks or elfball style decks, since normally Daretti already draws more cards than them...
EDIT: but Confluence kills PWs... hum... interesting.
Got a link to your current list? I've been using Alhammarrets Archive and love it.
Why didn't you like Jar? Same reasons as Wheel?
CommanderEDH Decks:CommanderEDH DecksWULavinia of the Blinking TenthUW RGURiku the Epic Experimenter’s StormUGR UBRThrax and his Super FriendsRBU RWUZedruu the Hard HeartedUWR
WBU Zur the UnstoppableUBW
I'm also running rituals in my Multiplayer list and I think they definitely have promise in 1v1. Also, LED is insane and should easily be in this deck.
If you get Daretti out aggressively on turn 1 or 2, he has a much higher chance of living and making those cards that are 'too dependent' on Daretti more viable.
Also, Archive isn't Daretti dependent; you still have Looting, Wild Guess, Tormenting Voice, Staffic, Coercive Portal, etc.
I agree with some of these points, but I'd like to clarify a few points.
First off, LED is there to enable broken early game plays. You're not obligated to crack it for mana, and it offers you, at worst, an artifact to weld out for something else for 0, or something to reveal to Metalworker, etc. I had a game where I played turn one City of Traitors, mana rock, LED, Daretti, weld the mana rock out for Ward of Bones, go. This was in a multiplayer game, but all the cards could apply to DC. Needless to say, I had that game locked up. You could also do a similar play with LED or rituals and Sandstone Oracle, refilling your entire hand, or playing a first turn Trinisphere, the list goes on. LED is also good when you need Daretti for welding, but you don't have another discard outlet available. LED lets you do both in the same turn, in some cases. You can also crack LED in response to Memory Jar and have a higher amount of mana for playing the cards in that hand.
Second, the rituals aren't as dead late game as you think they would be. They have a surprise factor where your opponent may never know how much mana you have access to in a given turn, and thus influence their plays. I've played a game breaking Wildfire or sweeper 1-2 turns earlier against aggro because of rituals, and that's not uncommon at all. Yes, investing multiple rituals into a spell only for it to be countered sucks, but that's what playing vs. control is all about. Combo has been fighting that battle for years, and it's no different here; our bombs are just in the form of lock pieces or sweepers. Most of the time, they won't counter the ritual, so if you have a REB or Pyro in hand, it could give you the extra mana you need to push a bomb through. The rituals really just offer more lines of play for you. I was skeptical at first, thinking they were too gutsy, but they're not.
Third, the rituals are supported by more aggressive mana rocks like Chrome Mox, Mox Diamond, Lotus Petal, and Jeweled Amulet (yes, this is actually necessary). The first three makes turn one Trinisphere or Blood Moon more consistent, and all of them make turn 2 Daretti more likely. Even playing turn one Cursed Totem or Defense Grid, or turn 2 Trinisphere or Blood Moon can be game breaking, and the rituals and cheap mana rocks help that. Simian Spirit Guide can power out Daretti turn 1, turn REB / Pyro into a red Force of Will, etc.
I'm slowly transitioning this list over to DC and trying to find the right balance of everything. I'll keep you guys updated with my playtesting results, but I suggest you give these a try and tell me what you think. It's a very different direction for Daretti than what's been established as conventional, here, and that's exciting to me, personally.