So after some testing Elspeth, Sun's Champion has been amazing, Deglamer has helped shut down two combos and a god and Nykthos, Shrine to Nyx has decided to only show up once, netted me one mana so it still needs more testing
Seems like he would be very strong in the command zone but I don't think I have enough ways to use him in the 99. Goes crazy with Doubling Season and Carther's Crusade and many other cards. Lots of combo potential actually, reminds me of Ghave, Guru of Spores.
Eh he hasn't been too impressive but I put him in over verdeloth just to lower my curve so it's like a better Jade mage for now.
Verdeloth the Ancient is one of the slower token makers, if I have Earthcraft or Gaea's Cradle out before I get him he is great but the rest of the time he is a little on the expensive side. Might be time to look for a different token maker now that I'm thinking about it.
Deglamer has helped shut down two combos and a god
Cool. It's worth mentioning that Chaos Warp and Oblation do the same trick, but are more versatile in the sense that they can take care of creatures as well but additionally are the ABSOLUTE NUTS (it's capslock day, so that was warranted) if you use it on one of your own tokens.
My current quest is to convince people that Dragon Breath et al. are worth running in EDH, but I'm also teaching thatSun Titan is awesome with Fists of Ironwood. I'm torn between the Fists and Dragon Fangs: sure, it's a token deck, but I'm trying to make dragon tokens... if everything fails, at least my creature could pretend it's a dragon. Difficult choices if you're a slave to the theme. But seriously, Fists of Ironwood is a lot better than people think it is. And that's a good feature in multiplayer
Hi guys. I'm new to Commander and this is my first deck. It's basically an amalgam of a number of casual decks I have had but was fun the one game I got to take it out (finished the game at 120 life, thank you Soul Sisters
Anyone got any suggestions for improvements? It's probably a little enchantment heavy, but I really like them. If anything I'd like to push it harder w/ more things like Academy Rector and Enlightened Tutor. Are there any other spells I can use to further that agenda?
Any suggested cuts for either Whispersilk Cloak or Swiftfoot Boots? Which is better? I'm leaning towards Cloak because of Rith's trigger.
Is there a particular reason you're playing Jokulhaups? It's not something to make friends with at a casual table.
Some thoughts:
-you're running a lot of ramp. That's not a bad thing, but you need to draw more cards to actually DO something with all that mana. I'd cut the subpar artifact ramp (you're in green, there's no reason to run these... you're not running Yavimaya Elder, the best green creature there is (YMMV)) and play Regal Force and Sylvan library.
-speaking of draw, my preference is draw over tutoring: it makes games more random, and random is one of the reasons to play a 99 card deck.
-instead of boots or cloak I'd add Akroma's Memorial or In the web of war (because it's an enchantment), Fists of Ironwood because it's on theme and great with Sun Titan, and something like Legion Loyalist and Kamahl, fist of Krosa or Craterhoof Behemoth. You can find these last two with GSZ. You could expand the GSZ toolbox with something like Natural Order
-I like Asceticism, and as an enchantment it fits your theme. However, it's a bit of a trap: it doesn't protect your creatures as good as you think it does. I think you added this card because of The Fear. I give in to The Fear sometimes: I add cards to keep me from losing, instead of adding more cards that let me DO stuff. With Asceticism, you're not interacting with other players. That's boring, and while this card does solve some foreseeable problems, it's doubtful this card would let you win. It's also doubtful this card will help you solve the very big problems your opponents come up with.
All in all it looks like a decent deck for a first brew. Remember that in EDH you should consider if your deck lets your opponents have fun (Cathars' Crusade usually doesn't, as it requires tedious bookkeeping), and try to stick to a theme (unless your playgroup is cutthroat competitive, but then you're screwed with this deck anyway). As a final note, with Rith there's a trap that could make playing unfun. It's a bit hard to describe and you'll find out yourself eventually, but barfing out a lot of tokens with a non-broken commander could relegate you to a non-interactive player. This article describes it nicely: http://www.starcitygames.com/article/26688_Dear-Azami-How-I-Met-Your-Mayael.html
Although that article is about Mayael, Rith is even worse (although truth be told, some decks have a lot of problems with hardcore token decks). Find some ways to interact with other decks beyond the combat step (the Boros Charm you have is a good start). My semi-rant on Asceticism fits nicely here. Consider if it'd be so bad if that Asceticism was a Chaos Warp or Oblation: besides Rith, any card in your deck that is saved with Asceticism could be your target with Oblation, giving you cards and fizzling your opponent's spell. Or you tuck their annoying stuff into oblivion. What is the play that'd be more enjoyable for you?
BTW, if you're afraid of Rith getting tucked, there's your GSZ suite to get her back.
Thanks for the input. The Jokulhaups is there because it seemed good with the enchantments. Those bits came out of a casual deck loaded with Wrath, Jokulhaups, and Armageddons to go along with Collective Blessing & Assemble the Legion (plus Academy Rector to get them). But if that sort of thing is frowned upon in EDH then I can scrap it. Are Wrath and 'geddon also bad?
How much ramp is enough? The only Magic I have played outside of casual in the last few years is Legacy, and I play it a lot more than I play casual. It has probably skewed my thoughts on a curve, so what's a good curve in this format look like? I figured with so many 4-6 drops, being sure to have lands is very important.
The Asceticism is born of another casual deck. I had a deck where I only allowed myself to have Ranger of Eos as non-1-drop creature. Since the deck leaned so heavily on Scute Mob and Dragonmaster Outcast they had giant bullseyes for everyone else at the table to shoot at. Accordingly, I found a card to protect them
Those bits came out of a casual deck loaded with Wrath, Jokulhaups, and Armageddons to go along with Collective Blessing & Assemble the Legion (plus Academy Rector to get them).
If you find that fun, at least then there's one guy who's having fun. Don't let others (like me) tell you how to have fun. But generally speaking, anything that keeps others from doing their thing is frowned upon, and everything that prolongs the game unnecessarily (like destroying all the lands) is a no-no. But it depends on the playgroup. On the other hands, sweepers like *** are okay (which seems a bit strange, since killing all the creatures certainly keeps people from doing their thing).
Good question. The baseline is 40 lands, you can subtract from that if you're running cheap ramp spells and mana rocks. Depending on your curve you choose which ramp spells or rocks you run. For instance, if you have a high curve, then Skyshroud claim makes more sense than Rampant Growth.
Been a while since I've gotten the chance to post so might as well make it a review of cards from Born of the Gods.
WWhiteW Archetype of Courage - not a bad effect, having a monopoly on first strike can be pretty strong but it's more of a defensive play IMO. I like how cheap he is but I don't think he has enough impact on the swarm strategy. Dawn to Dusk - two for ones are always nice and some of the enchantments we have can do tons of damage. The destroy effect is a little narrow but I think it needs testing. Brimaz, King of Oreskos - cheap creature that makes good tokens but I think for EDH he is to slow with out more of a focus to make him survive. Might make an interesting general for mono W. Fated Retribution - Instant speed wrath is awesome but 4WWW is a ton of mana. The scry is nice but 7 for a normal speed wrath on your turn isn't worth it. God-Favored General - Cheap to play but having to both get him tapped and pay for him to make a token on untap is pretty slow and expensive. Plea for Guidance - High cost but the payoff is pretty insane since we can't use black to replicate the effect. Slow but powerful and seems worth testing. Silent Sentinel - 5WW is alot and his effect is amazing but not having haste gives to much time to stop his effect. To expensive and slow overall.
GGreenG Archetype of Endurance - Hexproof is great but not for 6GG Courser of Kruphix - Oracle of Mul Daya's baby brother, but without the extra land drop it just dosen't seem super immpressive. Hunter's Prowess - Hunter's Insight that buffs and gives trample which is great but it also has a bit more risk since it gives more warning as a sorcery. Noble Quarry - Nice since it can make one token take all blockers away from one person and then since the token got killed can do it again the following round. Might be a bit expensive but worth testing. Unravel the Æther - Might swap Deglamer for this, it is clearly better Pheres-Band Raiders - same problem as God-Favored General
RRedR Felhide Spiritbinder - Not sure how well I can use him here but he seems really strong, getting a copy of any creature for a turn could be a huge boon. Getting him tapped to use his ability might be hard to do often. I'll have to see if I can find a spot for him to test out, but he might be my favorite from the set. Lightning Volley - A nice effect but Furystoke Giant does it better and I've already taken him out. Satyr Nyx-Smith - same probelm as God-Favored General Archetype of Aggression - cheap trample engine that gives us a aggro advantage in a few situations and also give a decent debuff since it takes trample away from them. Seems worth testing.
RGWMultiRGW Akroan Phalanx - Can be a nice field buffer but a little to expensive overall. Karametra, God of Harvests - love her effect but I don't have enough creatures to make her worth it Xenagos, God of Revels - seems good for voltron but outside of that I think he is a good card just not one for a swarm strategy.
Purphoros, God of the Forge does a ton of work in this deck. Closing out games with him is pretty easy since he burns when the tokens hit play and can pump them all for extra damage. Only problem I have with him has been finding a card to drop, I currently have him in for Rampaging Baloths spot but I'm still not sure that is the right call, still testing it some.
Hunter's Prowess is OK, but I'd rather play Snake Umbra (which is great in a Sun Titan package). Hunter's Prowess reward is great, but since it's a sorcery it's a liability. Besides that, I like the card; while 5 mana is a lot for a combat trick (or a draw spell), by the time you have 5 mana it's about time to draw some cards. Other than that, there's not much in this set that tickles my fancy. I'm happy with Satyr Wayfinder for Glissa though.
Speaking of Sun Titan packages, if you do something with ETB triggered token producers, Gift of Immortality is really nice.
Hey it's been a while! I'm going to a convention soon and they have 4-6 man pods. I was wondering how well this deck could handle it if it's more in the 5-6 man pod. What do you think Vash?
5-6 is still doable but things can get a bit more complex since this deck finishes with beat down. My advice would be to try and take people out but also try and leave a little up for defense. Might be worth using dragonlair spider and akroma's memorial. The spider likes more people playing spells and the memorial is nice for vigilance and protection from 2 colors.
So about time to go over cards from the Born of the Gods.
Aegis of the Gods - Hexproof for a player is hard to come by, in the right meta I could see him being really strong, also nice that Sun Titan can pull him back. Dictate of Heliod - A nice anthem effect, the flash is a really nice boost but I still don't think anthems are the right fit for this build. Launch the Fleet - Seems like a strong token maker, I feel like it is a little win more in a lot of cases but worth trying out. Dictate of the Twin Gods - a damage doubler with flash seems pretty strong, lots of fun possibilities for blowing someone out. Hydra Broodmaster - a bit expensive but I like the ability to make tokens whenever you want to sink the mana, even if you can only do it once. Seems like a good budget option. Reviving Melody - Getting two cards back for three seems strong but since they are restricted in type I'm not sure it's better than regrowth. Ajani, Mentor of Heroes - Cool planeswalker but I don't run enough creatures or aura's to make use of one of his abilities and the 3 +1/+1 are nice but not enough for this deck. Iroas, God of Victory - Might be worth a test. His stats are nice but I don't see him being a creature very often. His other two abilities aren't bad. Normally I attack with some many creatures that the blocking restriction doesn't help that much but add in that tokens will survive an attack might help make the deck more aggressive overall. Mana Confluence - A pretty nice rainbow land, if you're hurting for mana fixing could be worth running but since I'm not really having a problem with mana I don't think it's needed.
Let me know if there is anything else in the set you think I should consider.
If you do end up testing Iroas, we shod compare notes (maybe by then I'll have actually drawn the card once or twice >.<). His utility seems.... Interesting.
I've had a couple situations where I could have won with him, but didn't have the tutor, and a couple situations where I had the tutor, but needed something else.
I do agree with most of what you've said though. Especially Launch the Fleets. It can get super expensive with a lot of tokens on field for a one-shot win more sorcery.
Been awhile since my last update but not much has changed. Iroas, God of Victory ended up being kind of a let down, his block by two or more was normally win more and when it wasn't was just ok for 4 mana and his preventing damage from my creatures on the attack was ok but never really helped me finish the game up.
Moving on to M15 the list is short for what I might try testing but here it goes
Soul of Theros - Could make a nice finisher but it's ability is a tab bit on the expensive side but given Kamahl, Fist of Krosa has been my strongest finisher a repeatable pump might be worth it. Generator Servant - Might be an interesting way to give Rith haste and get her out a bit sooner, not sure if it's worth it or not yet though. Reclamation Sage - Seems really strong may try swapping Sundering Growth for this.
Hull Breach is a nice two for one but at the moment Deglamer has been more helpful since it can deal with gods and my meta has quite a few. Druids' Repository is a pretty nice way to ramp late game and using to store mana and go crazy with Kamahl, Fist of Krosa. I tested some when it first came out and it tended to get blown up if I tried to store to much into it, lately I've been using Xenagos, the Reveler for crazy ramp and it's nice because he can also make tokens. Reconnaissance is something I'm going to have to test it does seem like a nice way to give my creatures vigilance for a really low cost and it does get kinda nasty with glare of subdual. Psychotrope Thallid is not a bad sac outlet and the cheap draw is nice but I need to see how many things I have that produce saproling tokens might be worth a shot though. Soul Sculptor seems like a fun card but overall feels slow and it's fairly easy for them to get there creatures back but does go nice with aura shards.
New set review, not to many cards this time around and not a big surprise since this was a wedge set and this is a shard deck
End Hostilities - A decent board wipe board wipe and worth running if you see a lot of voltron decks in your meta. Nice that it gets rid of problems like totem armor and equipment. Hordeling Outburst - Another good token spell, not quite as flexible as Rith's Charm but easier to cast. Hooded Hydra - Pretty nice card overall, can be dropped early for defense and filipped into a decent sized creature or pumped really high later in the game for a massive beater. If hit by a board wipe he sets you back up some but given how many tuck and exile wraths I see I'm going to pass on him. Dragon Throne of Tarkir - Another overrun engine that is a little expensive to get a use out of the turn you drop it 9 total. However after that if you have a few big creatures and a swarm it can turn into a real beating. I will test it out some but Kamahl, Fist of Krosa still seems stronger overall. It does seem nice to be able to throw it on Rith and buff everything for 6 but it takes a ton of setup.
Let me know if I missed out on anything in the set that you guys think would be worth trying out.
Deploy to the Front - Makes a ton of tokens but is a bit to expensive for my tastes. Jazal Goldmane - Worth testing but a bit expensive for his effect but he seems like a powerful finisher. Freyalise, Llanowar's Fury - Removal, token generation and card draw. Can't wait to test her out. Thunderfoot Baloth - A huge beater with Rith out that buffs the whole field. Going to test it out and see how it runs.
So after playing testing Freyalise, Llanowar's Fury she is going to take Sundering Growth's slot. It ups the curve a bit put her tokens are useful, the removal is nice and the card draw has thrown the game my way at least twice.
Thunderfoot Baloth after testing I'm torn but I don't think I will be keeping him at least for now. I don't like that at 6 he competes with Rith and while the trample is nice for one more Elesh Norn, Grand Cenobite can just wipe blockers away.
As for FRF cards, not many look that interesting but since none of the clans have a token theme I'm not super surprised. The following look interesting
Monastery Mentor - most of the cards in the deck are non creature so having him out makes each one add another token into play and they get a buff with each spell I play. Looks good on paper but he may be a little slow rolling for the deck. Dragonrage - Seems pretty powerful if used to end someone since you can swing all your creatures and then pump the ones who don't get blocked. Will have to test it out to see if it plays as well as it reads. The mana could also go to pump something like White Sun's Zenith. Outpost Siege - This seems strong in that early game I can use it almost like Phyrexian Arena or late game I can have it help me finish people off or remove threats. Both modes seem good but I have to find something decent to cut for it. Shamanic Revelation - It's strong card draw when we are ahead but not so great if we are behind. Maybe I'm stuck on everything I dislike about the card but I will try and give it a test.
Also got my Purphoros, God of the Forge just need to find a spot for him.
In other news a new WGR general was spoiled:
Seems like he would be very strong in the command zone but I don't think I have enough ways to use him in the 99. Goes crazy with Doubling Season and Carther's Crusade and many other cards. Lots of combo potential actually, reminds me of Ghave, Guru of Spores.
@Legion564 Hows Heliod, God of the Sun been working for you?
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
Verdeloth the Ancient is one of the slower token makers, if I have Earthcraft or Gaea's Cradle out before I get him he is great but the rest of the time he is a little on the expensive side. Might be time to look for a different token maker now that I'm thinking about it.
Has the vigilance on Heliod been helpful?
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
Cool. It's worth mentioning that Chaos Warp and Oblation do the same trick, but are more versatile in the sense that they can take care of creatures as well but additionally are the ABSOLUTE NUTS (it's capslock day, so that was warranted) if you use it on one of your own tokens.
My current quest is to convince people that Dragon Breath et al. are worth running in EDH, but I'm also teaching thatSun Titan is awesome with Fists of Ironwood. I'm torn between the Fists and Dragon Fangs: sure, it's a token deck, but I'm trying to make dragon tokens... if everything fails, at least my creature could pretend it's a dragon. Difficult choices if you're a slave to the theme. But seriously, Fists of Ironwood is a lot better than people think it is. And that's a good feature in multiplayer
Anyone got any suggestions for improvements? It's probably a little enchantment heavy, but I really like them. If anything I'd like to push it harder w/ more things like Academy Rector and Enlightened Tutor. Are there any other spells I can use to further that agenda?
Any suggested cuts for either Whispersilk Cloak or Swiftfoot Boots? Which is better? I'm leaning towards Cloak because of Rith's trigger.
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Devoted Caretaker
1 Dragonmaster Outcast
1 Essence Warden
1 Llanowar Elves
1 Scute Mob
1 Soul Warden
1 Soul's Attendant
1 Sylvan Safekeeper
1 Veteran Explorer
1 Quirion Elves
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Suture Priest
1 Eternal Witness
1 Harmonic Sliver
1 Academy Rector
1 Emeria Angel
1 Hero of Bladehold
1 Ranger of Eos
1 Sublime Archangel
1 Thrun, the Last Troll
1 Deranged Hermit
1 Rith, the Awakener
1 Sun Titan
1 Hornet Queen
1 Sigarda, Host of Herons
1 Thragtusk
1 Wayfarer's Bauble
1 Armillary Sphere
1 Evolution Charm
1 Rampant Growth
1 Sylvan Scrying
1 Cultivate
1 Harrow
1 Kodama's Reach
1 Search for Tomorrow
Token Generators (5)
1 Gather the Townsfolk
1 Midnight Haunting
1 Rith's Charm
1 Spectral Procession
1 White Sun's Zenith
Enchantment Suite (12)
1 Land Tax
1 Intangible Virtue
1 Sterling Grove
1 Parallel Lives
1 Purphoros, God of the Forge
1 Asceticism
1 Assemble the Legion
1 Cathars' Crusade
1 Doubling Season
1 Primal Vigor
1 Collective Blessing
1 Primeval Bounty
Random Stuff (9)
1 Enlightened Tutor
1 Green Sun's Zenith
1 Skullclamp
1 Sol Ring
1 Boros Charm
1 Eladamri's Call
1 Elspeth, Knight-Errant
1 Relentless Assault
1 Jokulhaups
1 City of Brass
1 Command Tower
1 Evolving Wilds
9 Forest
1 Gaea's Cradle
1 Jungle Shrine
1 Kjeldoran Outpost
5 Mountain
1 Opal Palace
5 Plains
1 Plateau
1 Rith's Grove
1 Rupture Spire
1 Sacred Foundry
1 Savannah
1 Stomping Ground
1 Taiga
1 Temple Garden
1 Terramorphic Expanse
1 Windswept Heath
Some thoughts:
-you're running a lot of ramp. That's not a bad thing, but you need to draw more cards to actually DO something with all that mana. I'd cut the subpar artifact ramp (you're in green, there's no reason to run these... you're not running Yavimaya Elder, the best green creature there is (YMMV)) and play Regal Force and Sylvan library.
-speaking of draw, my preference is draw over tutoring: it makes games more random, and random is one of the reasons to play a 99 card deck.
-instead of boots or cloak I'd add Akroma's Memorial or In the web of war (because it's an enchantment), Fists of Ironwood because it's on theme and great with Sun Titan, and something like Legion Loyalist and Kamahl, fist of Krosa or Craterhoof Behemoth. You can find these last two with GSZ. You could expand the GSZ toolbox with something like Natural Order
-I like Asceticism, and as an enchantment it fits your theme. However, it's a bit of a trap: it doesn't protect your creatures as good as you think it does. I think you added this card because of The Fear. I give in to The Fear sometimes: I add cards to keep me from losing, instead of adding more cards that let me DO stuff. With Asceticism, you're not interacting with other players. That's boring, and while this card does solve some foreseeable problems, it's doubtful this card would let you win. It's also doubtful this card will help you solve the very big problems your opponents come up with.
All in all it looks like a decent deck for a first brew. Remember that in EDH you should consider if your deck lets your opponents have fun (Cathars' Crusade usually doesn't, as it requires tedious bookkeeping), and try to stick to a theme (unless your playgroup is cutthroat competitive, but then you're screwed with this deck anyway). As a final note, with Rith there's a trap that could make playing unfun. It's a bit hard to describe and you'll find out yourself eventually, but barfing out a lot of tokens with a non-broken commander could relegate you to a non-interactive player. This article describes it nicely: http://www.starcitygames.com/article/26688_Dear-Azami-How-I-Met-Your-Mayael.html
Although that article is about Mayael, Rith is even worse (although truth be told, some decks have a lot of problems with hardcore token decks). Find some ways to interact with other decks beyond the combat step (the Boros Charm you have is a good start). My semi-rant on Asceticism fits nicely here. Consider if it'd be so bad if that Asceticism was a Chaos Warp or Oblation: besides Rith, any card in your deck that is saved with Asceticism could be your target with Oblation, giving you cards and fizzling your opponent's spell. Or you tuck their annoying stuff into oblivion. What is the play that'd be more enjoyable for you?
BTW, if you're afraid of Rith getting tucked, there's your GSZ suite to get her back.
How much ramp is enough? The only Magic I have played outside of casual in the last few years is Legacy, and I play it a lot more than I play casual. It has probably skewed my thoughts on a curve, so what's a good curve in this format look like? I figured with so many 4-6 drops, being sure to have lands is very important.
The Asceticism is born of another casual deck. I had a deck where I only allowed myself to have Ranger of Eos as non-1-drop creature. Since the deck leaned so heavily on Scute Mob and Dragonmaster Outcast they had giant bullseyes for everyone else at the table to shoot at. Accordingly, I found a card to protect them
There are so many cards to play in this format!
If you find that fun, at least then there's one guy who's having fun. Don't let others (like me) tell you how to have fun. But generally speaking, anything that keeps others from doing their thing is frowned upon, and everything that prolongs the game unnecessarily (like destroying all the lands) is a no-no. But it depends on the playgroup. On the other hands, sweepers like *** are okay (which seems a bit strange, since killing all the creatures certainly keeps people from doing their thing).
Good question. The baseline is 40 lands, you can subtract from that if you're running cheap ramp spells and mana rocks. Depending on your curve you choose which ramp spells or rocks you run. For instance, if you have a high curve, then Skyshroud claim makes more sense than Rampant Growth.
Yes, that's a problem.
W White W
Archetype of Courage - not a bad effect, having a monopoly on first strike can be pretty strong but it's more of a defensive play IMO. I like how cheap he is but I don't think he has enough impact on the swarm strategy.
Dawn to Dusk - two for ones are always nice and some of the enchantments we have can do tons of damage. The destroy effect is a little narrow but I think it needs testing.
Brimaz, King of Oreskos - cheap creature that makes good tokens but I think for EDH he is to slow with out more of a focus to make him survive. Might make an interesting general for mono W.
Fated Retribution - Instant speed wrath is awesome but 4WWW is a ton of mana. The scry is nice but 7 for a normal speed wrath on your turn isn't worth it.
God-Favored General - Cheap to play but having to both get him tapped and pay for him to make a token on untap is pretty slow and expensive.
Plea for Guidance - High cost but the payoff is pretty insane since we can't use black to replicate the effect. Slow but powerful and seems worth testing.
Silent Sentinel - 5WW is alot and his effect is amazing but not having haste gives to much time to stop his effect. To expensive and slow overall.
G Green G
Archetype of Endurance - Hexproof is great but not for 6GG
Courser of Kruphix - Oracle of Mul Daya's baby brother, but without the extra land drop it just dosen't seem super immpressive.
Hunter's Prowess - Hunter's Insight that buffs and gives trample which is great but it also has a bit more risk since it gives more warning as a sorcery.
Noble Quarry - Nice since it can make one token take all blockers away from one person and then since the token got killed can do it again the following round. Might be a bit expensive but worth testing.
Unravel the Æther - Might swap Deglamer for this, it is clearly better
Pheres-Band Raiders - same problem as God-Favored General
R Red R
Felhide Spiritbinder - Not sure how well I can use him here but he seems really strong, getting a copy of any creature for a turn could be a huge boon. Getting him tapped to use his ability might be hard to do often. I'll have to see if I can find a spot for him to test out, but he might be my favorite from the set.
Lightning Volley - A nice effect but Furystoke Giant does it better and I've already taken him out.
Satyr Nyx-Smith - same probelm as God-Favored General
Archetype of Aggression - cheap trample engine that gives us a aggro advantage in a few situations and also give a decent debuff since it takes trample away from them. Seems worth testing.
RGW Multi RGW
Akroan Phalanx - Can be a nice field buffer but a little to expensive overall.
Karametra, God of Harvests - love her effect but I don't have enough creatures to make her worth it
Xenagos, God of Revels - seems good for voltron but outside of that I think he is a good card just not one for a swarm strategy.
So overall I'm going to do some testing with Archetype of Aggression, Felhide Spiritbinder, Noble Quarry, Plea for Guidance, and Dawn to Dusk. Any other cards from this set worth looking at? I think I covered all the relavent ones but never hurts to double check.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
Speaking of Sun Titan packages, if you do something with ETB triggered token producers, Gift of Immortality is really nice.
I have updated the decklists, changes are
Oblivion Ring -> Deglamer
Elspeth Tirel -> Elspeth, Sun's Champion
Verdeloth the Ancient -> Purphoros, God of the Forge
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
Aegis of the Gods - Hexproof for a player is hard to come by, in the right meta I could see him being really strong, also nice that Sun Titan can pull him back.
Dictate of Heliod - A nice anthem effect, the flash is a really nice boost but I still don't think anthems are the right fit for this build.
Launch the Fleet - Seems like a strong token maker, I feel like it is a little win more in a lot of cases but worth trying out.
Dictate of the Twin Gods - a damage doubler with flash seems pretty strong, lots of fun possibilities for blowing someone out.
Hydra Broodmaster - a bit expensive but I like the ability to make tokens whenever you want to sink the mana, even if you can only do it once. Seems like a good budget option.
Reviving Melody - Getting two cards back for three seems strong but since they are restricted in type I'm not sure it's better than regrowth.
Ajani, Mentor of Heroes - Cool planeswalker but I don't run enough creatures or aura's to make use of one of his abilities and the 3 +1/+1 are nice but not enough for this deck.
Iroas, God of Victory - Might be worth a test. His stats are nice but I don't see him being a creature very often. His other two abilities aren't bad. Normally I attack with some many creatures that the blocking restriction doesn't help that much but add in that tokens will survive an attack might help make the deck more aggressive overall.
Mana Confluence - A pretty nice rainbow land, if you're hurting for mana fixing could be worth running but since I'm not really having a problem with mana I don't think it's needed.
Let me know if there is anything else in the set you think I should consider.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
I've had a couple situations where I could have won with him, but didn't have the tutor, and a couple situations where I had the tutor, but needed something else.
I do agree with most of what you've said though. Especially Launch the Fleets. It can get super expensive with a lot of tokens on field for a one-shot win more sorcery.
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Moving on to M15 the list is short for what I might try testing but here it goes
Soul of Theros - Could make a nice finisher but it's ability is a tab bit on the expensive side but given Kamahl, Fist of Krosa has been my strongest finisher a repeatable pump might be worth it.
Generator Servant - Might be an interesting way to give Rith haste and get her out a bit sooner, not sure if it's worth it or not yet though.
Reclamation Sage - Seems really strong may try swapping Sundering Growth for this.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
Cards:
Hull Breach
Druids' Repository
Reconnaissance - amazing with Glare
Psychotrope Thallid
Soul Sculptor - has honestly been one of the best cards in each EDH deck I've used her in
Glad you enjoyed it
Hull Breach is a nice two for one but at the moment Deglamer has been more helpful since it can deal with gods and my meta has quite a few.
Druids' Repository is a pretty nice way to ramp late game and using to store mana and go crazy with Kamahl, Fist of Krosa. I tested some when it first came out and it tended to get blown up if I tried to store to much into it, lately I've been using Xenagos, the Reveler for crazy ramp and it's nice because he can also make tokens.
Reconnaissance is something I'm going to have to test it does seem like a nice way to give my creatures vigilance for a really low cost and it does get kinda nasty with glare of subdual.
Psychotrope Thallid is not a bad sac outlet and the cheap draw is nice but I need to see how many things I have that produce saproling tokens might be worth a shot though.
Soul Sculptor seems like a fun card but overall feels slow and it's fairly easy for them to get there creatures back but does go nice with aura shards.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
End Hostilities - A decent board wipe board wipe and worth running if you see a lot of voltron decks in your meta. Nice that it gets rid of problems like totem armor and equipment.
Hordeling Outburst - Another good token spell, not quite as flexible as Rith's Charm but easier to cast.
Hooded Hydra - Pretty nice card overall, can be dropped early for defense and filipped into a decent sized creature or pumped really high later in the game for a massive beater. If hit by a board wipe he sets you back up some but given how many tuck and exile wraths I see I'm going to pass on him.
Dragon Throne of Tarkir - Another overrun engine that is a little expensive to get a use out of the turn you drop it 9 total. However after that if you have a few big creatures and a swarm it can turn into a real beating. I will test it out some but Kamahl, Fist of Krosa still seems stronger overall. It does seem nice to be able to throw it on Rith and buff everything for 6 but it takes a ton of setup.
Let me know if I missed out on anything in the set that you guys think would be worth trying out.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
Jazal Goldmane - Worth testing but a bit expensive for his effect but he seems like a powerful finisher.
Freyalise, Llanowar's Fury - Removal, token generation and card draw. Can't wait to test her out.
Thunderfoot Baloth - A huge beater with Rith out that buffs the whole field. Going to test it out and see how it runs.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
540 Peasant cube- Gold EditionSomething SpicyJazal Goldmane is alright but his ability costs to much to make it worth compared to Kamahl, Fist of Krosa.
Thunderfoot Baloth after testing I'm torn but I don't think I will be keeping him at least for now. I don't like that at 6 he competes with Rith and while the trample is nice for one more Elesh Norn, Grand Cenobite can just wipe blockers away.
As for FRF cards, not many look that interesting but since none of the clans have a token theme I'm not super surprised. The following look interesting
Monastery Mentor - most of the cards in the deck are non creature so having him out makes each one add another token into play and they get a buff with each spell I play. Looks good on paper but he may be a little slow rolling for the deck.
Dragonrage - Seems pretty powerful if used to end someone since you can swing all your creatures and then pump the ones who don't get blocked. Will have to test it out to see if it plays as well as it reads. The mana could also go to pump something like White Sun's Zenith.
Outpost Siege - This seems strong in that early game I can use it almost like Phyrexian Arena or late game I can have it help me finish people off or remove threats. Both modes seem good but I have to find something decent to cut for it.
Shamanic Revelation - It's strong card draw when we are ahead but not so great if we are behind. Maybe I'm stuck on everything I dislike about the card but I will try and give it a test.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator