Explain to me why Mana Bloom isn't fantastic in an enchantress deck. I used to run it all day long in my Krond the Dawn-Clad deck with great results. Sure you can't use it with Gaddock Teeg out, but it's still pretty handy for draws.
Well, if that's meant as a question regarding my above post: yes, it's fine card, however the overall amount of ramp spells seems low, and I'm thus struggling to keep the pace iwth other decks, as it's pretty hard to start with enough ramp spells.
Oh no, I was talking tot he post starter and/or community. It's perfectly doable in green. I made pretty good use out of Gaea's Touch when I had Krond.
I've started to like Exploration/Burgeoning a lot less, and prefer stuff like Wild Growth / Utopia Sprawl in Sigarda. I do still use Exploration only in my Jenara deck - considering switching it to Burgeoning for the synergy with Crucible.
I think Sigarda is a deck best played with some careful ramp and land management, not designed to run away with tons of mana. Play high impact cards and pick and choose what you play.
Generally if you play a card like Exploration/Burgeoning, you're aiming to explode out of the gate. It's similar to Chrome Mox/Mox Diamond functionally, or Sol Ring (but worse, ofc).
The problem I find with Burgeoning/Exploration is that you need a pretty specific opening hand and series of draws to make them great. You need a way to refill your hand after you empty it of lands, or you need enough lands to fuel it. So a good opening burgeoning/exploration hand requires usually 3+ lands and a source of card advantage. Pretty specific.
That said, there are a lot of ways to generate CA in Sigarda, so they are often very good.
The common trap hand + series of plays with Expl/burgeoning is:
-Play burgeoning/exploration
-Dump all your lands
-Fail to hit your land drops
-Everyone catches up to you by turn 3 or so
The keys to making the cards work:
1) Look carefully at opening hand and mulligan them away if appropriate
2) Pay very close attention to your curve to make sure you're likely to draw fuel for an explosive start
3) Include enough sources of card advantage in the deck in general
Land Tax takes basics out of your deck, making it less likely to draw into land when you don't need it. It's phenomenal with extra land effects and better than Exploration, which fizzles when you've dumped your hand and don't draw into more lands. Exploration loses it's luster almost immediately, as you're not likely drawing two lands in a turn until you have a draw engine set up.
exploration and burgeoning arent there for mid game where you will be drawing fewer lands. they are there for the early game to land a turn 2-3 sigarda or for the endgame when you are drawing alot of cards with a draw engine.
i have considered land tax but after play testing it I find that i always have the most lands unless someone is playing something like an azusa or heavy green ramp. and i always use exploration in conjunction with land tax not one or the other.
as for mana bloom its a nice card and can be considered as a mana stockpile but i don't like like the fact that it only gives one mana per turn. the core of the deck is to power out sigarda as soon as possible and then start landing enchantments to suit her up. if i have to repetitively cast a card every couple of turns then it slows down my plan.
as for mana rocks, i have mentioned them in the primer as to why i dont use them.
Have you tried Hunter's Insight in this deck? Maybe the guys in my group are low on flying dudes to block Sigarda, but I consistently get to draw at least five cards at instant speed for 2G.
I recently added Sage's Reverie and I've been very happy with it even without any other enchantress elements in play. I'd say on average I draw 3 cards.
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EDH playing competitive Magic cast away
Current Decks GTitania midrange RGThromok tokens/goodstuff | UB Grimgrin zombie tribal GW Sigarda enchantress | R Godo voltron U Braids aggro | WR Kalemne punisher RU Mizzix storm | BUG Mimeoplasm competitive reanimator | UG Ezuri infect
Have you tried Hunter's Insight in this deck? Maybe the guys in my group are low on flying dudes to block Sigarda, but I consistently get to draw at least five cards at instant speed for 2G.
I've tried hunter's insight before and i haven't really liked it. i don't really like one shot drawing effects that much and insight isn't recurrable. your draw spells are your choice as different play groups allow more or less leeway for certain cards.
I recently added Sage's Reverie and I've been very happy with it even without any other enchantress elements in play. I'd say on average I draw 3 cards.
sages reverie is a card that i like in theory but in practice i feel that it trips up slightly. the problem that i have with it is the power for each aura part. the draw is nice and is very abusable with flicker form. its a card you can consider but im not sure what you would cut out of the deck.
And I'm pretty much dead turn 4 - due to 1-2 aggro decks (that see this boardstate as a threat even though non of it affects them).
if you are facing aggro decks focus more on the creature lock down rather than locking the other decks. linvala, teeg, and silence all stop people from playing wraths and acceleration into answers for these aggro decks. instead of fetching these cards, consider fetching cards like dueling grounds and moat to stop the attacks and then build up your board position from there.
Greetings. First I would like to say that I just registered for an account specifically to post on this thread. When I got back into MTG about a year ago, I used this thread to help build my Sigarda deck. I check back here every time when a new set is being released to see how the thread progresses. Thanks for starting this Primer and keeping it up.
With that out of the way. I'm somewhat intrigued by the new card Dragonlord Dromoka. I could see using this card as an alternative commander for this deck. If you were given the challenge to re engineer this deck with the new Dromoka as the commander, what changes would you make? I understand that Sigarda is probably a better commander, but I think using Dragonlord Dromoka could be fun. I'm assuming adding a bit more ramp and protection based Auras would be a good idea.
How would you all change things up with Dragonlord Dromoka at the helm?
sages reverie is a card that i like in theory but in practice i feel that it trips up slightly. the problem that i have with it is the power for each aura part. the draw is nice and is very abusable with flicker form.
Not just each aura, but each aura attached to a creature, and a creature you control at that. So that means at least in my deck it's not getting me anything for Darksteel Mutation, Dawn's Reflection, Fertile Ground, Market Festival, Overgrowth, Utopia Sprawl, or Wild Growth. As designed it's just too limiting, at least for me.
With that out of the way. I'm somewhat intrigued by the new card Dragonlord Dromoka. I could see using this card as an alternative commander for this deck. If you were given the challenge to re engineer this deck with the new Dromoka as the commander, what changes would you make? I understand that Sigarda is probably a better commander, but I think using Dragonlord Dromoka could be fun. I'm assuming adding a bit more ramp and protection based Auras would be a good idea.
How would you all change things up with Dragonlord Dromoka at the helm?
Dromoka lends himself/herself (never bothered to look at the genders) to a more control oriented build similar to what gadock teeg would do. replacing cards like armadillo cloak and its counter parts for more silver bullets and possibly more ramp.
Overall i feel like dromoka would be better as part of the 99 with someone like teeg at the helm.
There's new cmc3 Wild Growth effect in Dragones of Tarkir that I completely forgot the name of. Seems legit.
Sheltered Aerie- Enchanted Land has T: Add two mana of any one color to your mana pool.
The problem is it's a replacement effect, not an "in addition to effect" so as far as I can tell from reading it you have to choose between getting the mana from the land or the enchantment. I guess it's one less to cast than Market Festival or Dawn's Reflection, but it gets you one less total, too. Plus for just one more mana you could run Frontier Siege and get the same mana in both phases plus not tie up a land.
ATM I'm not sure I see a slot for it unless you really need a slightly lower curve.
Sheltered aerie isnt bad per se. It can get you the turn 4 sigarda but compared to the other ramp spells like kodama's reach and cultivate it isnt as efficient.
The set has many cards which will be interesting to see in commander. Formidable, megamorph, bolster are interesting mechanics with formidable probably being the only mechanic which may impact EDH the most in the form of Shaman of Forgotten Ways
Legendaries in the set:
Humans: Anafenza, Kin-Tree Spirit - really interesting card i would love to see a deck which is able to properly use her ability but the fact that it is bolster 1 rather than 1 counter on target creature makes me a little sad (bolster 2 would have made it so much stronger). Sidisi, Undead Vizier - a great commander and has the potential to become very strong due to the fact that black can generate lots of bodies for sidisi to explot and ways to kill her off and bring her back. aven mindcensor, torpor orb, hushwing gryph, and leonin arbiter are your friends in this match up. Surrak the Hunt Caller - compared to the other version, this surrak seems underwhelming as xenegod can do his job better. Zurgo Bellstriker - oh how low you have fallen zurgo the card fits the character but thats about it not really viable for much.
Dragons: Dragonlord Atarka - great way for clearing the way for your commander 7 mana for 8/8 trample flying with the ability to shoot things on attack is a formidable creature. since hes green, conventional prison cards like vows and such are almost pointless to play since they are quickly removed. your hope is to out race him. Dragonlord Dromoka - Dromoka lends himself/herself to a more control oriented build similar to what gadock teeg would do. replacing cards like armadillo cloak and its counter parts for more silver bullets and possibly more ramp. Overall I feel like dromoka would be better as part of the 99 with someone like teeg at the helm. Dragonlord Kolaghan - a half decent RB commander 6 for a 6/5 haste is nothing to sneeze at and granting your other creatures haste is great as well. the second ability shuts down relentless rats decks and shadowborn apostle decks. Dragonlord Ojutai - great card advantage although the hexproof clause is a little upsetting. fortunately blue and white has many ways to keep it untapped Dragonlord Silumgar - lowest power of the dragonlords but a very strong
Are you still working on this deck ? And is is viable in multiplayer ?
Thank you
Yes, the deck is worked on and was updated recently when the last set came out.
It is viable in multiplayer. I have a similar deck; however, it will take some what to tutor for, when to play your engines, should you go with sigarda or an alternate route to do damage.
the thing with sigarda is how easy it is to get her onto the field within turns 3-4 narset doest give you that luxury as there isnt much ramp in those colours. Once sigarda hits the field, she gets really hard to remove. although her abilities are more defensive based, it is different from uril decks which need its enchantments to be defensive while the general powers itself up. each aura is a threat that needs to be dealt with where as with uril you can remove certain enchantments and he isnt as resiliant anymore. in dealing with other aggro match ups you should have a higher edge as you have built in evasion and higher power. sure you get sigarda down 1-2 turns later, but when you hit several times harder than they do who cares what they have. also in the case of equip voltron generals, artifact hate is your best response to sword of x and y or other annoying equipments. making a voltron general stare at their artifacts sit and collect dust is a thing that i enjoy doing.
I've been checking everyday since the release of origins to see if you have posted a review of the set. I'm especially interested for your review as there seems to be a few cards that would at least call for testing in this deck. You are a phenomenal writer and strategist especially in regards to this deck. I have been waiting on pins and needles for your much anticipated review and I thought I would go ahead and ask for it. Thanks again for being such an inspiring MTG writer!!!!!!!!
Oh man for the last core set Wizards pulled all the stops for Origins. It makes me sad that this set felt more Theros than the entire theros block. Otherwise it is a great set with many powerful cards and interesting mechanics (Renown and Spell Mastery).
Legendaries in the set:
Alhammarret, High Arbiter - Nevermore on a stick ... it has its uses but I personally dont really like it that much.
Hixus, Prison Warden - An interesting ability on paper, but when you remember that most attacks in this game are lethal and the ones that aren't generally arent even worth removing, Hixus becomes alot less effective.
Kothophed, Soul Hoarder - A great flavorful ability. Destroying others to gain knowledge at the price of your soul. Just be wary when you boardwipe that the enemy doesnt randomly spawn an army out of nowhere with cards like Ant Queen.
Pia and Kiran Nalaar - Siege-gang commander for artifacts. Blink shinanegans will be hilarious with them.
Chandra, Fire of Kaladesh/Chandra, Roaring Flame - one of the weaker walkers in a format of 40 life, however do not underestimate the 2 damage as it is great for removing utility creatures. Easy to flip by attack then cast a spell and then tap.
Kytheon, Hero of Akros/Gideon, Battle-Forged - Great for mono white aggro as the commander or as part of the 99. No large mana investment needed and both his creature and walker abilities are beautiful.
Jace, Vryn's Prodigy/Jace, Telepath Unbound - looting on the creature side and utility on the walker side. The only gripe I have with this card is the -2/0 for one creature only. Its not much to gripe about but its still something
Liliana, Heretical Healer/Liliana, Defiant Necromancer - The strongest walker of the 5 in this format. All abilities are relevant and useful throughout the game. She is playable as part of the 99 or as the commander (personally prefer her as commander in order to load her up fast)
Nissa, Vastwood Seer/Nissa, Sage Animist - Great card advantage and ramp. The 4/4 Legendary is iffy since it doesnt have any tagged on abilities. Her third ability is great for setting up boardwipes.
Other interesting cards:
Archangel of Tithes - Ghostly prison which works on the offensive side as well. Useful against swarm strategies and against people who like to tap out.
Relic Seeker - Nicknamed "stone-forge lite", this card will be interesting to see in both commander as well as modern as a budget replacement of SfM
Starfield of Nyx - OH BABY ENCHANTMENT RECURSION!!! ... oh wait it makes all my non auras weak to removal ... well dam ... (its a great card but I feel that the opalescence portion of the card is just too overbearing)
Tragic Arrogance - A great replacement for Cataclysm if your playgroup doesnt like the LD portion. It is in someways better than cataclysm as you get to choose what they keep.
Day's Undoing - Interesting card ... give it flash and do some hilarious things to stop your opponents from doing EOT Shinanigans
Disciple of the Ring - great for decks which don't have a way of recycling graveyard otherwise its really iffy as the graveyard is basically a second hand.
Jace's Sanctum - great for control decks and a special favorite for my Talrand deck to smooth out my draws.
Soul Blade Djinn - Spell heavy decks may be able to use this as a win condition. Otherwise just it might just show up in Talrand decks.
Talent of the Telepath - Whats better than using your oppenent's Tooth and Nail? How about using 2 Tooth and Nails? (unfortunately the spells arent entwined so it basically is 4 mana for an TaN Entwined)
Thopter Spy Network - A 4 mana Bitterblossom with tagged on abilities and no downsides ... I know that its 4 cmc but in a game which can drag on for many turns this card is hilariously strong at clogging up the board. (fun fact: the longest game i have ever played was 3 hours long and only ended because the janitor needed to clean the room)
Dark Dabbling - Great for cards like Day of Judgement or cards which you can regen through (also nets you a card as well).
Dark Petition - pseudo demonic tutor isnt that bad in a format which 5 mana in black is easily achievable.
Demonic pact - hilarious card to Donate to your enemy once you are done using it.
Erebos's Titan - If only it said an opponent instead of your opponents this card would be so much crazier. But as it stands, the titan can be used as a discard outlet/fodder.
Graveblade Marauder - Self mill has another wincon? This card is great ... now if only it had some somber or witty flavour text.
Infinite Obliteration - great if you know what your opponent has, otherwise its a crap shoot and a way to look at what they are running in their deck.
Tainted Remedy - oh look at all the life that you are gaining, it would be a shame if someone were to make you lose that much instead (also the card art is beautiful and very story driven)
Chandra's Ignition - note that the card doesn't kill the creature it targets ... works great with deathtouch or lifelink
Flameshadow Conjouring - great for those Riku decks if they didnt have enough copy abilities
Shivan Dragon - 10/10 hands down the best card ever, I even traded my bayou, and volcanic island for it ... T.T I still regret making that decision to this very day ...
Animist's Awakening - HI HO LANDFALL!!! great if you have spare mana to dump.
Evolutionary Leap - Great for creature light decks which run token generators and have impactful big creatures (use in a 5cc deck with one copy of progenitus)
Herald of the Pantheon - I feel like this set was more Theros than the entire Theros block combined ... makes me sad that this creature isn't an enchantment as well
Managorger Hydra - gets real big, real quick. Fortunately it lacks protection.
Nissa's Revelation - Great for decks like Mayael or the Green good stuff.
Starfield of Nyx - OH BABY ENCHANTMENT RECURSION!!! ... oh wait it makes all my non auras weak to removal ... well dam ... (its a great card but I feel that the opalescence portion of the card is just too overbearing)
Has been very situational. Depends on what you have played and is currently in the GY. Has aided me vs mill decks, board wipes, and late game board positioning
Tragic Arrogance - A great replacement for Cataclysm if your playgroup doesnt like the LD portion. It is in someways better than cataclysm as you get to choose what they keep.
I agree in both ways - lots of groups dislike MLD and this gets around that. YOU YOU YOU get to choose. I don't like giving options.
Animist's Awakening - HI HO LANDFALL!!! great if you have spare mana to dump.
In theory it looks good. But early on in the game, we have Cultivate and Kodama's Reach. I guess it sounds great late game WHEN our hand is full of stuff to do.
Evolutionary Leap - Great for creature light decks which run token generators and have impactful big creatures (use in a 5cc deck with one copy of progenitus)
We only have value creatures and most we want to keep around (Except for 'Wrecked her? I barely know her. Errrr Academy Rector'). We could use this as an answer to board wipes (sac a creature and get another to our hand to replace...)
Herald of the Pantheon - I feel like this set was more Theros than the entire Theros block combined ... makes me sad that this creature isn't an enchantment as well
I love it...I need someway to gain health...plus gets our card draw engine early on. You are right...it needed to be an enchantment.
Helm of the Gods - great ... wizards is taunting my anti artifact stance ...
I saw this and pounded my fist while I looked up shouting WHYYYYYYYY (does it have to be an artifact with an activated ability)
Im contemplating throwing this together. I have a meta that is a little spikier. Do you think this would hold up against marath with kiki combo and narset?
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Edric, Spymaster of Trest Time walking my way to victory Momir Vig, Simic Visionary
Damping matrix is good for the marath. You could also consider using cards like darksteel mutation or prison term to prevent activated abilities. As for narset the important thing is to try and limijt his resources as much as possible. If he's running artifact ramp then stony and its ilk have that covered. City of solitude prevents counter spells so you can get sigarda put without worry. Ruile of law stops polymorph staff combo with narset. If you are looking for more control side of the enchantress consider running more prison effects. Teeg is also great against narset since most narset spells are cmc 4+ even if they are cast for free.
Enchantress my fave deck of all time. Running this tomorrow night in tourney. Changes i made are just because I wanted to play with certain cards for fun. Minus teeg, gryff,pridemage, creep ren, winds, shards. Add Krond, eld cons, silent sentinel, courser, karmic justice, song of dryads. Using island sanctuary coz I don't have a moat. Thoughts on BFZ and quarantine field?
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Oh no, I was talking tot he post starter and/or community. It's perfectly doable in green. I made pretty good use out of Gaea's Touch when I had Krond.
I think Sigarda is a deck best played with some careful ramp and land management, not designed to run away with tons of mana. Play high impact cards and pick and choose what you play.
Generally if you play a card like Exploration/Burgeoning, you're aiming to explode out of the gate. It's similar to Chrome Mox/Mox Diamond functionally, or Sol Ring (but worse, ofc).
The problem I find with Burgeoning/Exploration is that you need a pretty specific opening hand and series of draws to make them great. You need a way to refill your hand after you empty it of lands, or you need enough lands to fuel it. So a good opening burgeoning/exploration hand requires usually 3+ lands and a source of card advantage. Pretty specific.
That said, there are a lot of ways to generate CA in Sigarda, so they are often very good.
The common trap hand + series of plays with Expl/burgeoning is:
-Play burgeoning/exploration
-Dump all your lands
-Fail to hit your land drops
-Everyone catches up to you by turn 3 or so
The keys to making the cards work:
1) Look carefully at opening hand and mulligan them away if appropriate
2) Pay very close attention to your curve to make sure you're likely to draw fuel for an explosive start
3) Include enough sources of card advantage in the deck in general
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Land Tax takes basics out of your deck, making it less likely to draw into land when you don't need it. It's phenomenal with extra land effects and better than Exploration, which fizzles when you've dumped your hand and don't draw into more lands. Exploration loses it's luster almost immediately, as you're not likely drawing two lands in a turn until you have a draw engine set up.
IMO solve all problems with a combination of Sylvan Library, Sensei's Divining Top, and Scroll Rack (especially if you're running Terminus).
i have considered land tax but after play testing it I find that i always have the most lands unless someone is playing something like an azusa or heavy green ramp. and i always use exploration in conjunction with land tax not one or the other.
as for mana bloom its a nice card and can be considered as a mana stockpile but i don't like like the fact that it only gives one mana per turn. the core of the deck is to power out sigarda as soon as possible and then start landing enchantments to suit her up. if i have to repetitively cast a card every couple of turns then it slows down my plan.
as for mana rocks, i have mentioned them in the primer as to why i dont use them.
EDH
GWSigarda, Host of EnchantressGW[Primer]
Current Decks
GTitania midrange
RGThromok tokens/goodstuff | UB Grimgrin zombie tribal
GW Sigarda enchantress | R Godo voltron
U Braids aggro | WR Kalemne punisher
RU Mizzix storm | BUG Mimeoplasm competitive reanimator | UG Ezuri infect
Turn 2 Stony Silence
Turn 3 Gaddock Teeg
Turn 4 Linvala, Keeper of Silence
And I'm pretty much dead turn 4 - due to 1-2 aggro decks (that see this boardstate as a threat even though non of it affects them).
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
I've tried hunter's insight before and i haven't really liked it. i don't really like one shot drawing effects that much and insight isn't recurrable. your draw spells are your choice as different play groups allow more or less leeway for certain cards.
sages reverie is a card that i like in theory but in practice i feel that it trips up slightly. the problem that i have with it is the power for each aura part. the draw is nice and is very abusable with flicker form. its a card you can consider but im not sure what you would cut out of the deck.
if you are facing aggro decks focus more on the creature lock down rather than locking the other decks. linvala, teeg, and silence all stop people from playing wraths and acceleration into answers for these aggro decks. instead of fetching these cards, consider fetching cards like dueling grounds and moat to stop the attacks and then build up your board position from there.
EDH
GWSigarda, Host of EnchantressGW[Primer]
With that out of the way. I'm somewhat intrigued by the new card Dragonlord Dromoka. I could see using this card as an alternative commander for this deck. If you were given the challenge to re engineer this deck with the new Dromoka as the commander, what changes would you make? I understand that Sigarda is probably a better commander, but I think using Dragonlord Dromoka could be fun. I'm assuming adding a bit more ramp and protection based Auras would be a good idea.
How would you all change things up with Dragonlord Dromoka at the helm?
Not just each aura, but each aura attached to a creature, and a creature you control at that. So that means at least in my deck it's not getting me anything for Darksteel Mutation, Dawn's Reflection, Fertile Ground, Market Festival, Overgrowth, Utopia Sprawl, or Wild Growth. As designed it's just too limiting, at least for me.
GReki, the History of Kamigawa Legendfall
UGEdric, Spymaster of Trest Drawmaster of Trest | GBGlissa the Traitor A Touch of Death | WBTeysa, Orzhov Scion Spinning in Graves
UWIsperia, Supreme Judge A Riddles of Sphinxes | RG Mena and Denn, Wildborn Beware Falling Rocks | GWSigarda, Host of Hurons The Enchantress
WRGRith the Awakener Superfriendly Tokens
Dromoka lends himself/herself (never bothered to look at the genders) to a more control oriented build similar to what gadock teeg would do. replacing cards like armadillo cloak and its counter parts for more silver bullets and possibly more ramp.
Overall i feel like dromoka would be better as part of the 99 with someone like teeg at the helm.
EDH
GWSigarda, Host of EnchantressGW[Primer]
Sheltered Aerie- Enchanted Land has T: Add two mana of any one color to your mana pool.
The problem is it's a replacement effect, not an "in addition to effect" so as far as I can tell from reading it you have to choose between getting the mana from the land or the enchantment. I guess it's one less to cast than Market Festival or Dawn's Reflection, but it gets you one less total, too. Plus for just one more mana you could run Frontier Siege and get the same mana in both phases plus not tie up a land.
ATM I'm not sure I see a slot for it unless you really need a slightly lower curve.
GReki, the History of Kamigawa Legendfall
UGEdric, Spymaster of Trest Drawmaster of Trest | GBGlissa the Traitor A Touch of Death | WBTeysa, Orzhov Scion Spinning in Graves
UWIsperia, Supreme Judge A Riddles of Sphinxes | RG Mena and Denn, Wildborn Beware Falling Rocks | GWSigarda, Host of Hurons The Enchantress
WRGRith the Awakener Superfriendly Tokens
EDH
GWSigarda, Host of EnchantressGW[Primer]
http://mtgcommander.net/Forum/viewtopic.php?f=1&t=17560
I've been looking out for a GW list for EDH that I can put together, and I'm happy to see that yours is updated semi-frequently. Keep it up!
EDH - Obzedat, Ghost Council of VALUETOWN BW
Modern - Rack Disruption BR
My Trading Post
The set has many cards which will be interesting to see in commander. Formidable, megamorph, bolster are interesting mechanics with formidable probably being the only mechanic which may impact EDH the most in the form of Shaman of Forgotten Ways
Legendaries in the set:
Humans:
Anafenza, Kin-Tree Spirit - really interesting card i would love to see a deck which is able to properly use her ability but the fact that it is bolster 1 rather than 1 counter on target creature makes me a little sad (bolster 2 would have made it so much stronger).
Sidisi, Undead Vizier - a great commander and has the potential to become very strong due to the fact that black can generate lots of bodies for sidisi to explot and ways to kill her off and bring her back. aven mindcensor, torpor orb, hushwing gryph, and leonin arbiter are your friends in this match up.
Surrak the Hunt Caller - compared to the other version, this surrak seems underwhelming as xenegod can do his job better.
Zurgo Bellstriker - oh how low you have fallen zurgo the card fits the character but thats about it not really viable for much.
Dragons:
Dragonlord Atarka - great way for clearing the way for your commander 7 mana for 8/8 trample flying with the ability to shoot things on attack is a formidable creature. since hes green, conventional prison cards like vows and such are almost pointless to play since they are quickly removed. your hope is to out race him.
Dragonlord Dromoka - Dromoka lends himself/herself to a more control oriented build similar to what gadock teeg would do. replacing cards like armadillo cloak and its counter parts for more silver bullets and possibly more ramp. Overall I feel like dromoka would be better as part of the 99 with someone like teeg at the helm.
Dragonlord Kolaghan - a half decent RB commander 6 for a 6/5 haste is nothing to sneeze at and granting your other creatures haste is great as well. the second ability shuts down relentless rats decks and shadowborn apostle decks.
Dragonlord Ojutai - great card advantage although the hexproof clause is a little upsetting. fortunately blue and white has many ways to keep it untapped
Dragonlord Silumgar - lowest power of the dragonlords but a very strong
will cover other cards later
EDH
GWSigarda, Host of EnchantressGW[Primer]
Yes, the deck is worked on and was updated recently when the last set came out.
It is viable in multiplayer. I have a similar deck; however, it will take some what to tutor for, when to play your engines, should you go with sigarda or an alternate route to do damage.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
Failing that, the deck has lots of control elements that hold down your opponents without making you public enemy #1.
Current Decks
GTitania midrange
RGThromok tokens/goodstuff | UB Grimgrin zombie tribal
GW Sigarda enchantress | R Godo voltron
U Braids aggro | WR Kalemne punisher
RU Mizzix storm | BUG Mimeoplasm competitive reanimator | UG Ezuri infect
It might just be my group but narset is gonna get fleshbag maraudered the moment she drops pretty much.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
EDH
GWSigarda, Host of EnchantressGW[Primer]
Oh man for the last core set Wizards pulled all the stops for Origins. It makes me sad that this set felt more Theros than the entire theros block. Otherwise it is a great set with many powerful cards and interesting mechanics (Renown and Spell Mastery).
Legendaries in the set:
Alhammarret, High Arbiter - Nevermore on a stick ... it has its uses but I personally dont really like it that much.
Dwynen, Gilt-Leaf Daen - Legendary elf lord with a weaker verson of Rhys the Exiled ability. Good as part of the 99
Hixus, Prison Warden - An interesting ability on paper, but when you remember that most attacks in this game are lethal and the ones that aren't generally arent even worth removing, Hixus becomes alot less effective.
Kothophed, Soul Hoarder - A great flavorful ability. Destroying others to gain knowledge at the price of your soul. Just be wary when you boardwipe that the enemy doesnt randomly spawn an army out of nowhere with cards like Ant Queen.
Pia and Kiran Nalaar - Siege-gang commander for artifacts. Blink shinanegans will be hilarious with them.
Chandra, Fire of Kaladesh/Chandra, Roaring Flame - one of the weaker walkers in a format of 40 life, however do not underestimate the 2 damage as it is great for removing utility creatures. Easy to flip by attack then cast a spell and then tap.
Kytheon, Hero of Akros/Gideon, Battle-Forged - Great for mono white aggro as the commander or as part of the 99. No large mana investment needed and both his creature and walker abilities are beautiful.
Jace, Vryn's Prodigy/Jace, Telepath Unbound - looting on the creature side and utility on the walker side. The only gripe I have with this card is the -2/0 for one creature only. Its not much to gripe about but its still something
Liliana, Heretical Healer/Liliana, Defiant Necromancer - The strongest walker of the 5 in this format. All abilities are relevant and useful throughout the game. She is playable as part of the 99 or as the commander (personally prefer her as commander in order to load her up fast)
Nissa, Vastwood Seer/Nissa, Sage Animist - Great card advantage and ramp. The 4/4 Legendary is iffy since it doesnt have any tagged on abilities. Her third ability is great for setting up boardwipes.
Other interesting cards:
Archangel of Tithes - Ghostly prison which works on the offensive side as well. Useful against swarm strategies and against people who like to tap out.
Relic Seeker - Nicknamed "stone-forge lite", this card will be interesting to see in both commander as well as modern as a budget replacement of SfM
Starfield of Nyx - OH BABY ENCHANTMENT RECURSION!!! ... oh wait it makes all my non auras weak to removal ... well dam ... (its a great card but I feel that the opalescence portion of the card is just too overbearing)
Tragic Arrogance - A great replacement for Cataclysm if your playgroup doesnt like the LD portion. It is in someways better than cataclysm as you get to choose what they keep.
Day's Undoing - Interesting card ... give it flash and do some hilarious things to stop your opponents from doing EOT Shinanigans
Disciple of the Ring - great for decks which don't have a way of recycling graveyard otherwise its really iffy as the graveyard is basically a second hand.
Jace's Sanctum - great for control decks and a special favorite for my Talrand deck to smooth out my draws.
Soul Blade Djinn - Spell heavy decks may be able to use this as a win condition. Otherwise just it might just show up in Talrand decks.
Talent of the Telepath - Whats better than using your oppenent's Tooth and Nail? How about using 2 Tooth and Nails? (unfortunately the spells arent entwined so it basically is 4 mana for an TaN Entwined)
Thopter Spy Network - A 4 mana Bitterblossom with tagged on abilities and no downsides ... I know that its 4 cmc but in a game which can drag on for many turns this card is hilariously strong at clogging up the board. (fun fact: the longest game i have ever played was 3 hours long and only ended because the janitor needed to clean the room)
Whirler Rogue - grixis artifacts with a random Master of Cruelties to make your enemies cry
Willbreaker - use with Prodigal Sorcerer for hilarious times
Dark Dabbling - Great for cards like Day of Judgement or cards which you can regen through (also nets you a card as well).
Dark Petition - pseudo demonic tutor isnt that bad in a format which 5 mana in black is easily achievable.
Demonic pact - hilarious card to Donate to your enemy once you are done using it.
Erebos's Titan - If only it said an opponent instead of your opponents this card would be so much crazier. But as it stands, the titan can be used as a discard outlet/fodder.
Graveblade Marauder - Self mill has another wincon? This card is great ... now if only it had some somber or witty flavour text.
Infinite Obliteration - great if you know what your opponent has, otherwise its a crap shoot and a way to look at what they are running in their deck.
Languish - Anti-indestructible pseudo-wrath
Tainted Remedy - oh look at all the life that you are gaining, it would be a shame if someone were to make you lose that much instead (also the card art is beautiful and very story driven)
Abbot of Keral Keep - oh look more CA for red
Chandra's Ignition - note that the card doesn't kill the creature it targets ... works great with deathtouch or lifelink
Flameshadow Conjouring - great for those Riku decks if they didnt have enough copy abilities
Shivan Dragon - 10/10 hands down the best card ever, I even traded my bayou, and volcanic island for it ... T.T I still regret making that decision to this very day ...
Animist's Awakening - HI HO LANDFALL!!! great if you have spare mana to dump.
Evolutionary Leap - Great for creature light decks which run token generators and have impactful big creatures (use in a 5cc deck with one copy of progenitus)
Herald of the Pantheon - I feel like this set was more Theros than the entire Theros block combined ... makes me sad that this creature isn't an enchantment as well
Managorger Hydra - gets real big, real quick. Fortunately it lacks protection.
Nissa's Revelation - Great for decks like Mayael or the Green good stuff.
The Greater Aurora - A watered down and more forgiving version of Warp World ... crazy fun in token decks.
Woodland bellower - tutor for utility creatures you say ... searches for and is searched by Fierce Empath you say ...
Shaman of the Pack - G/B elves have another wincon
Alhammarret's Archive - oh boy I can't wait to abuse it with Sensei's Divining Top
Hangarback Walker - suprisingly fun and effective in non cutthroat environments
Helm of the Gods - great ... wizards is taunting my anti artifact stance ...
Orbs of Warding - Use with Ajani Steadfast or Forcefield
Pyromancer's Goggles - If you thought that one Warp World was annoying, wait till you have to resolve two.
Sword of the Animist - Mana ramp, pretty simple and straight forward
EDH
GWSigarda, Host of EnchantressGW[Primer]
Has been very situational. Depends on what you have played and is currently in the GY. Has aided me vs mill decks, board wipes, and late game board positioning
I agree in both ways - lots of groups dislike MLD and this gets around that. YOU YOU YOU get to choose. I don't like giving options.
In theory it looks good. But early on in the game, we have Cultivate and Kodama's Reach. I guess it sounds great late game WHEN our hand is full of stuff to do.
We only have value creatures and most we want to keep around (Except for 'Wrecked her? I barely know her. Errrr Academy Rector'). We could use this as an answer to board wipes (sac a creature and get another to our hand to replace...)
I love it...I need someway to gain health...plus gets our card draw engine early on. You are right...it needed to be an enchantment.
I saw this and pounded my fist while I looked up shouting WHYYYYYYYY (does it have to be an artifact with an activated ability)
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
Im contemplating throwing this together. I have a meta that is a little spikier. Do you think this would hold up against marath with kiki combo and narset?
Time walking my way to victory
Momir Vig, Simic Visionary
EDH
GWSigarda, Host of EnchantressGW[Primer]