Just because you can, you should add in the infinite combo with humility and capsize. Then again, you could also make the same combo cheaper with Darksteel mutation and capsize for buyback. I don't necessarily enjoy infinite combos, but they definitely help when you are getting hated out or you know someone is about to combo out as well.
Just because you can, you should add in the infinite combo with humility and capsize. Then again, you could also make the same combo cheaper with Darksteel mutation and capsize for buyback. I don't necessarily enjoy infinite combos, but they definitely help when you are getting hated out or you know someone is about to combo out as well.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
I nab an extra turn with Medomai. Putting the Darksteel Mutation on Medomai means that, as a bug without abilities, he can now attack, as his "can't attack" clause doesn't exist. Then I bounce the Mutation before he connects, I guess before blockers are declared so he gets his flying back.
You know what? I like this a lot, as Muddle the Mixture and Sovereigns of Lost Alara can grab the Mutation if I have the other piece. I believe my choice here is Capsize; while more expensive at 6 mana for buyback, Capsize is most useful on its own (this deck is not Aura-heavy enough to condone Mythmaker; aside from possibly rescuing my dudes Mastermind isn't stupendous in an agressive deck; the Adept's UUU can be tough in two colours), and being able to kill the enabler adds ways to cut off the combo.
I'll think of things to cut. Righteous Authority has been mediocre as I've noticed I've never had trouble with card advantage here, and if I want beats off Sovereigns I can always grab Angelic Destiny. I've also found I can probably cut a body. Perhaps Kor Sanctifiers.
Alright, let's do this. There was a bit of fat to cut anyway.
Sturmgeist -> Dismiss. Body count has been fine. I feel I can trim it a bit. Sturmgeist is a nice magpie but more cost for a bigger body isn't terribly important in a voltron deck. Having a counterspell in hand against Austere Commands is important here. Was debating Dismiss vs. good old Counterspell, but after equipping a midrange creature in the early game I find I have free mana in the later game once the Rifts and Evictions start hitting.
Kor Sanctifiers -> Capsize. Art-ench hate has been fine. Let's try the Capsize-DM thing. Besides, Capsize keeps that Debtor's Knell at bay anyway.
Righteous Authority -> Darksteel Mutation. RA has been a bit win-more. Card advantage has been good, power has been good. I like the looks of this. In a pinch, Darksteel Mutation alone is a nice bit of control. Same with Capsize.
Hello Hallucigenia, here's hoping you still have things going on with this deck. I've recently made an Ephara, God of the Polis deck that is loosely based off of this Medomai list. First off, thank you for posting your deck here as its me inspiration for some of my card choices. I would like you to look at my list when you have a moment, maybe to further push me off in the right direction. It's not an exact copy of your deck, but there's enough similarities to where I feel it would be beneficial to ask for your help.
Some questions I have for your deck:
You have 24 creatures (including the general) and 17 equipment/enchantments to pump up your creatures. Do you feel like this is a good body-to-pump spell ratio for the deck?
How have Battle Mastery and Steel of the Godhead worked for you as creature pump spells? Both are recurrable via Sun Titan and help further the game plan along by giving you a potential two extra turns with Medomai and making it unblockable.
Steel of the Godhead -> Thassa, God of the Sea. Unblockable really was the most important part of the Steel, and there's much better utility that goes along with unblockability nowadays. I really like Thassa and want to give her a try.
Sky Diamond -> Guardian Idol. Cards like Idol are really good in voltron decks as they dodge wraths masterfully.
There really wasn't anything worthwhile in either JOU or Conspiracy, except for maybe Hypnotic Siren, who leaves behind a nice tronnable flying body after the stolen creature is dealt with.
Hi there tooWhite, thanks for your interest. I'll absolutely comment on your Ephara deck. She's a very interesting general. I've got the odd game in with this deck and it's been running very smoothly, so long as I get a little creature engine set up in good time. This is the main thing I'll discuss here.
Some questions I have for your deck: You have 24 creatures (including the general) and 17 equipment/enchantments to pump up your creatures. Do you feel like this is a good body-to-pump spell ratio for the deck?
I feel like I could even trim it by another creature or two in favour of control, if not for one main thing: reliably getting an early "engine" going quickly (a utility creature or a creature with a utility equipment swinging safely). I'd like to reliably drop a 3CC or 4CC creature by turn 3 and swing equipped/enchanted by turn 4. With an engine going, you can have backup creatures ready to go in your hand, or protections like Counterspell, in case or removal or wrath.
How have Battle Mastery and Steel of the Godhead worked for you as creature pump spells? Both are recurrable via Sun Titan and help further the game plan along by giving you a potential two extra turns with Medomai and making it unblockable.
Steel of the Godhead is one of the weakest cards in the list right now; I haven't been having too much trouble getting unblockable in this deck and the shroud/requippability of Protective Bubble and Whispersilk Cloak make them superior in my opinion. It will probably be cut for a bit more control. Battle Mastery is a brilliant card in any deck that likes double strike and is tutorable with Sovereigns.
I feel like it's redundancy (I already draw plenty of cards, as would you with Ephara) that would, as discussed earlier, start to put me at risk of drawing cards that want creatures instead of drawing creatures. I really like the Bident, though, as it also helps me get through. It's absolutely in the consideration list.
I think I prefer Darksteel Mutation + Vedalken Mastermind / Temporal Adept. Granted, as creatures, they are more vulnerable, but the mana cost is a lot lower too.
There are a lot of ways to pull off this trick now that Darksteel Mutation is available.
Medomai the Ageless + Darksteel Mutation + Auratog + Nomad Mythmaker
Medomai the Ageless + Darksteel Mutation / Humility + Claws of Gix + Nomad Mythmaker
Medomai the Ageless + Darksteel Mutation + Temporal Adept / Vedalken Mastermind / Capsize / (Tradewind Rider + 2 other untapped creatures)
There are more ways for sure, but I think it a bit verbose to exhaustively list them all.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Okay, so let me get this straight.
I nab an extra turn with Medomai. Putting the Darksteel Mutation on Medomai means that, as a bug without abilities, he can now attack, as his "can't attack" clause doesn't exist. Then I bounce the Mutation before he connects, I guess before blockers are declared so he gets his flying back.
You know what? I like this a lot, as Muddle the Mixture and Sovereigns of Lost Alara can grab the Mutation if I have the other piece. I believe my choice here is Capsize; while more expensive at 6 mana for buyback, Capsize is most useful on its own (this deck is not Aura-heavy enough to condone Mythmaker; aside from possibly rescuing my dudes Mastermind isn't stupendous in an agressive deck; the Adept's UUU can be tough in two colours), and being able to kill the enabler adds ways to cut off the combo.
I'll think of things to cut. Righteous Authority has been mediocre as I've noticed I've never had trouble with card advantage here, and if I want beats off Sovereigns I can always grab Angelic Destiny. I've also found I can probably cut a body. Perhaps Kor Sanctifiers.
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
Sturmgeist -> Dismiss. Body count has been fine. I feel I can trim it a bit. Sturmgeist is a nice magpie but more cost for a bigger body isn't terribly important in a voltron deck. Having a counterspell in hand against Austere Commands is important here. Was debating Dismiss vs. good old Counterspell, but after equipping a midrange creature in the early game I find I have free mana in the later game once the Rifts and Evictions start hitting.
Kor Sanctifiers -> Capsize. Art-ench hate has been fine. Let's try the Capsize-DM thing. Besides, Capsize keeps that Debtor's Knell at bay anyway.
Righteous Authority -> Darksteel Mutation. RA has been a bit win-more. Card advantage has been good, power has been good. I like the looks of this. In a pinch, Darksteel Mutation alone is a nice bit of control. Same with Capsize.
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
Some questions I have for your deck:
You have 24 creatures (including the general) and 17 equipment/enchantments to pump up your creatures. Do you feel like this is a good body-to-pump spell ratio for the deck?
How have Battle Mastery and Steel of the Godhead worked for you as creature pump spells? Both are recurrable via Sun Titan and help further the game plan along by giving you a potential two extra turns with Medomai and making it unblockable.
What do you think of Bident of Thassa or Coastal Piracy in a deck like this? With double strike enablers and cards like Lu Xun, Scholar General, you could be nabbing 4 cards a creature per combat phase.
Steel of the Godhead -> Thassa, God of the Sea. Unblockable really was the most important part of the Steel, and there's much better utility that goes along with unblockability nowadays. I really like Thassa and want to give her a try.
Sky Diamond -> Guardian Idol. Cards like Idol are really good in voltron decks as they dodge wraths masterfully.
Marble Diamond -> Thunder Totem. See above.
There really wasn't anything worthwhile in either JOU or Conspiracy, except for maybe Hypnotic Siren, who leaves behind a nice tronnable flying body after the stolen creature is dealt with.
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
I feel like I could even trim it by another creature or two in favour of control, if not for one main thing: reliably getting an early "engine" going quickly (a utility creature or a creature with a utility equipment swinging safely). I'd like to reliably drop a 3CC or 4CC creature by turn 3 and swing equipped/enchanted by turn 4. With an engine going, you can have backup creatures ready to go in your hand, or protections like Counterspell, in case or removal or wrath.
Don't forget all the other non-creature creatures, though, like Batterskull, Haunted Plate Mail, Azorius Keyrune, Thunder Totem, Guardian Idol and Celestial Colonnade. So if you wanted to go even lighter on creatures than me, I think you'd be safe, especially in multiplayer. I just really hate not having a full curve of plays from the early game onward.
Steel of the Godhead is one of the weakest cards in the list right now; I haven't been having too much trouble getting unblockable in this deck and the shroud/requippability of Protective Bubble and Whispersilk Cloak make them superior in my opinion. It will probably be cut for a bit more control. Battle Mastery is a brilliant card in any deck that likes double strike and is tutorable with Sovereigns.
I feel like it's redundancy (I already draw plenty of cards, as would you with Ephara) that would, as discussed earlier, start to put me at risk of drawing cards that want creatures instead of drawing creatures. I really like the Bident, though, as it also helps me get through. It's absolutely in the consideration list.
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty