This is my Numot, the Devastator Good Stuff/Pillow Fort multiplayer deck. It combines three strengths of RWU: big flying creatures, efficient control spells, and good defensive permanents. With this deck I like to play defensively, work the politics of the table, and then secure victory with powerful late game cards. Currently, it runs 23 creatures (including the commander), 37 noncreature spells, and 40 lands.
General Strategy: The strategy of this deck is pretty straightforward. Early game, I play my mana acceleration artifacts and pillow fort spells. Mid-game, I play my utility creatures and equipment and use my removal, theft, and draw spells to defend myself. It's important to note that nearly all my removal, theft, and draw spells are instant-speed, to compliment my defensive and political strategy. Late game, I play my big creatures, like Akroma, Angel of Wrath or Stormtide Leviathan, and spells, like Insurrection or Blatant Thievery, and try to win.
Deck Tech: Compulsion: This gives all the other cards in my deck cycling for 1U. That's a great way to dump land and mana artifacts I no longer need. Crystal Ball: Poor man's Sensei's Divining Top. I think it's actually better than the Top, because scrying allows me to dump useless cards and dig deeper into my deck. Tower of Calamities: Repeatable, colorless, 12 damage is pretty nasty. Run it; people will learn to fear the Tower. Chimeric Mass: A lot of players rely on manlands to survive mass removal. This guy may cost mana to play, but his activation is cheaper and his body is bigger.
This deck is a work-in-progress, so suggestions are welcome! I will update the list as I make changes.
I haven't settled on anything yet, but am thinking about additionally cutting Disenchant and Radiant's Judgment, and maybe Tower of Calamities, to make room for either more creatures, counter spells, or graveyard hate. After that, I may reduce the basic land count.
Are you having issues with colored mana? If you are, it's understandable, as my Zedruu deck does on occasion. That being said, I'm really not too keen on Prophetic Prism. It doesn't really do that much aside from color fixing and cantripping. I feel like there's a better card for that slot. If you like the Aven Mindcensor, have you considered Stranglehold? It's red, costs one more, but it's an enchantment and more difficult to remove, with a stronger effect.
If you want draw, you could give Mind's Eye a shot. It's a bit slow with a high cmc, but it seems efficient enough. If you want another straight-up blue draw spell, maybe look at Concentrate or Tidings?
Thanks for the suggestions! I added Prophetic Prism because it color-fixes without losing card advantage. Some games it's handy, others it's not. I'll probably cut it. As for the Aven Mindcensor, there are no combo decks in my gaming group (and not even a lot of tutors, other than land-searching), so the 2/1 flying body is usually more useful than the ability! I'll probably cut this as well.
Here are the most recent changes:
OUT: Sphinx of Magosi
IN: Sphinx of Uthuun (Magosi is pretty mana/color intensive. I'll give Uthuun a shot, since it was recommended.)
OUT: Ponder
IN: Crystal Ball (Nice repeatable scry. A "poor man's Divining Top" and maybe even better.)
As for future additions, what do you guys think about Rhystic Study? I'd want to use it for the draw more than the tax. Also, are there any strong cards that synergize with Numot, the Devastator (other than mass land destruction, which I don't think is fun)?
I recommend Kazuul highly, as well as Collective Restraint as that will cost 3 instead of 2 like all the other enchantments. Soul Snare is pretty limited as a one-off, where these other enchantments last.
Soul Snare is pretty limited as a one-off, where these other enchantments last.
What I personally like about Soul Snare is that your opponent fully know it's coming. A player may be willing to pay a few mana to attack you, but how willing will they be knowing that their biggest creature is going to get exiled?
Too often Chain Reaction wasn't getting the job done. Now I'm running Dissipation Field, because it fits the pillow fort theme (psychological deterrence and tempo disruption).
I've always loved damage deflection spells. This one is the best, being able to protect multiple targets (including planeswalkers). Mimic Vat sometimes made me too much of a threat, hurting my pillow fort strategy, so it's out.
Take out Bogardon and put in Scourge of the Throne? 2 combat phases is better than a 5 damage etb effect. or perhaps Aurelia, the Warleader or if you have loads of mana late game try out Hellkite Charger. i'm working on a dragon deck using this general that uses 3-4 combat phases in a row as a wincon. Also how do i make the cards appear?
1 Numot, the Devastator
Big Creatures (9)
1 Bogardan Hellkite
1 Balefire Dragon
1 Flameblast Dragon
1 Akroma, Angel of Wrath
1 Iona, Shield of Emeria
1 Baneslayer Angel
1 Stormtide Leviathan
1 Tidespout Tyrant
1 Sphinx of Uthuun
Utility Creatures (5)
1 Sunblast Angel
1 Dominus of Fealty
1 Azorius Guildmage
1 Grand Abolisher
1 Clone
Pillow Fort Creatures (8)
1 Kazuul, Tyrant of the Cliffs
1 Windborn Muse
1 Wall of Reverence
1 Wall of Denial
1 Drift of Phantasms
1 Gomazoa
1 Guard Gomazoa
1 Fog Bank
Pillow Fort Enchantments (5)
1 Martyr's Bond
1 Ghostly Prison
1 Propaganda
1 Soul Snare
1 Dissipation Field
1 Pithing Needle
1 Tower of Calamities
1 Austere Command
1 Day of Judgment
1 Path to Exile
1 Spin into Myth
1 Oblation
1 Chaos Warp
1 Return to Dust
1 Wildfire
1 Destructive Force
Theft (6)
1 Blatant Thievery
1 Insurrection
1 Flash Conscription
1 Word of Seizing
1 Grab the Reins
1 Ray of Command
Card Advantage (6)
1 Blue Sun's Zenith
1 Opportunity
1 Jace's Ingenuity
1 Brainstorm
1 Compulsion
1 Crystal Ball
Anti-Removal (3)
1 Lightning Greaves
1 Darksteel Plate
1 Chimeric Mass
1 Darksteel Ingot
1 Armillary Sphere
1 Boros Signet
1 Azorius Signet
1 Izzet Signet
1 Sol Ring
Utility Land (4)
1 Ghost Quarter
1 Tectonic Edge
1 Mystifying Maze
1 Celestial Colonnade
Mana Land (36)
1 Command Tower
1 Temple of the False God
1 Glacial Fortress
1 Sulfur Falls
1 Clifftop Retreat
1 Boros Garrison
1 Azorius Chancery
1 Izzet Boilerworks
1 Forgotten Cave
1 Secluded Steppe
1 Lonely Sandbar
1 Terramorphic Expanse
1 Evolving Wilds
8 Mountain
7 Plains
8 Island
General Strategy: The strategy of this deck is pretty straightforward. Early game, I play my mana acceleration artifacts and pillow fort spells. Mid-game, I play my utility creatures and equipment and use my removal, theft, and draw spells to defend myself. It's important to note that nearly all my removal, theft, and draw spells are instant-speed, to compliment my defensive and political strategy. Late game, I play my big creatures, like Akroma, Angel of Wrath or Stormtide Leviathan, and spells, like Insurrection or Blatant Thievery, and try to win.
Deck Tech:
Compulsion: This gives all the other cards in my deck cycling for 1U. That's a great way to dump land and mana artifacts I no longer need.
Crystal Ball: Poor man's Sensei's Divining Top. I think it's actually better than the Top, because scrying allows me to dump useless cards and dig deeper into my deck.
Tower of Calamities: Repeatable, colorless, 12 damage is pretty nasty. Run it; people will learn to fear the Tower.
Chimeric Mass: A lot of players rely on manlands to survive mass removal. This guy may cost mana to play, but his activation is cheaper and his body is bigger.
This deck is a work-in-progress, so suggestions are welcome! I will update the list as I make changes.
Commander: Gwafa Hazid, Profiteer WU
I like to see Hinder in blue decks and Condemn in white decks. Tucking can be pretty savage. I'd consider them over Spectral Searchlight and Radiant's Judgement.
Cheers,
rant
My Cube
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OUT:
Mental Discipline
Mystic Remora
Air Servant
AEther Membrane
Steam Vents (don't want to take the pain; I hope to replace with Sulfur Falls)
IN:
Compulsion
Blue Sun's Zenith (chosen over Mind Spring because it's an instant)
Chain Reaction
Mimic Vat
Reliquary Tower
I haven't settled on anything yet, but am thinking about additionally cutting Disenchant and Radiant's Judgment, and maybe Tower of Calamities, to make room for either more creatures, counter spells, or graveyard hate. After that, I may reduce the basic land count.
Commander: Gwafa Hazid, Profiteer WU
OUT:
Spectral Searchlight
Manalith
Radiant's Judgment
Disenchant
Telepathy
IN:
Armillary Sphere
Prophetic Prism
Aven Mindcensor
Brainstorm
Ponder
I'm still not sure if I have enough draw spells. Maybe I should add some enchantments or artifacts with activated/triggered draw effects?
Commander: Gwafa Hazid, Profiteer WU
If you want draw, you could give Mind's Eye a shot. It's a bit slow with a high cmc, but it seems efficient enough. If you want another straight-up blue draw spell, maybe look at Concentrate or Tidings?
Here are the most recent changes:
OUT: Sphinx of Magosi
IN: Sphinx of Uthuun
(Magosi is pretty mana/color intensive. I'll give Uthuun a shot, since it was recommended.)
OUT: Ponder
IN: Crystal Ball
(Nice repeatable scry. A "poor man's Divining Top" and maybe even better.)
OUT: Reliquary Tower and Rupture Spire
IN: Sulfur Falls and Clifftop Retreat
(Finally picked up these dual lands. Dumped nonbasics I don't need.)
As for future additions, what do you guys think about Rhystic Study? I'd want to use it for the draw more than the tax. Also, are there any strong cards that synergize with Numot, the Devastator (other than mass land destruction, which I don't think is fun)?
Commander: Gwafa Hazid, Profiteer WU
I recommend Kazuul highly, as well as Collective Restraint as that will cost 3 instead of 2 like all the other enchantments. Soul Snare is pretty limited as a one-off, where these other enchantments last.
GW BenedictioWG
New Additions: Baneslayer Angel, Balefire Dragon, Wall of Reverence, Mystic Retrieval, and Relic of Progenitus.
I'm considering replacing Relic of Progenitus with Thraben Heretic for repeatable graveyard removal (or just playing with both).
Commander: Gwafa Hazid, Profiteer WU
What does Thraben Hereteic have that Relic doesn't? Costs more, takes longer to activate, can't do an "ultimate". I'm not seeing this as a good idea.
The Commandments of EDH
What I personally like about Soul Snare is that your opponent fully know it's coming. A player may be willing to pay a few mana to attack you, but how willing will they be knowing that their biggest creature is going to get exiled?
The ability to directly and repeatedly target creatures in graveyards (rather than let the opponent choose).
I'll stick with the Relic for now. But I'm considering adding Thraben Heretic, Tormod's Crypt, or Mnemonic Nexus if I need more graveyard removal.
Commander: Gwafa Hazid, Profiteer WU
IN: Grand Abolisher
OUT: Aven Mindcensor
Grand Abolisher is awesome. You don't really get a sense of how good he is until he's used against you. No more funny business on my turn!
IN: Dissipation Field
OUT: Chain Reaction
Too often Chain Reaction wasn't getting the job done. Now I'm running Dissipation Field, because it fits the pillow fort theme (psychological deterrence and tempo disruption).
IN: Divine Deflection
OUT: Mimic Vat
I've always loved damage deflection spells. This one is the best, being able to protect multiple targets (including planeswalkers). Mimic Vat sometimes made me too much of a threat, hurting my pillow fort strategy, so it's out.
Commander: Gwafa Hazid, Profiteer WU
- Viashino Heretic
- Relic of Progenitus
- Mystic Retrieval
- Divine Deflection
+ Clone
+ Kazuul, Tyrant of the Cliffs
+ Wildfire
+ Destructive Force
Clone is a poor man's Phyrexian Metamorph. It's a versatile card and a great way to remove hard-to-kill commanders (via the legendary rule). Kazuul, Tyrant of the Cliffs adds to the pillow fort strategy (as recommended). Wildfire and Destructive Force synergize with Numot, the Devastator: Numot survives the burn, and the mass land destruction helps him control opponents' mana bases.
Commander: Gwafa Hazid, Profiteer WU