Thoughts on Tainted Æther? I'm thinking of running it in my Sultai list, seems like a decent Lethal Vapors double since I don't have The Abyss.
It seems great! I've considered it for this deck many of times, heck I would say I still am. Currently I'm unsure of it in this specific list, but I think as a replacement for The Abyss it would be perfect. Especially considering your list is Sultai, you won't be running Elspeth, Sun's Champion (our biggest token generator) or Sliver Queen for that mater.
Alright guys, here is what my current list is looking like post-Kaladesh. If any of you want to comment on it, feel free. I appreciate any suggestions and discussion. Many times my deck may play differently than yours, so it may be built a little different.
It was a little bit of a tough call, to be honest. I compared him to some of the other planeswalkers and he just didn't appeal to me as much, at least in the moment. I only played a few games with him, but he did play fairly decent. His problem is that his plus sort of makes you the archenemy. While drawing and pinging your opponents is nice, this deck probably isn't going to win off incremental damage like that and if there's no one else at the table who is attracting hate, it quickly becomes you. Also 6 mana is a little higher than ideal.
That being said, if one or another planeswalker starts to look 'meh', he's definitely one of the ones I would reconsider.
I dont know why, but im not really liking the new Nissa as much in here. Her + is nice, and regrowth effects on a body are cool, but by the time we can ult her, wouldnt it be closer to where we arent playing as many lands.
Im also soft on Daretti, but he makes blockers that you can turn into removal which you can turn into getting something nasty of an opponents, so thats seemingly fine.
@trav I really think you should give Mana Vault a try. Its been amazing for me.
@Macius it does not take much to make it worthwhile. She's castable on turn two off of Mana Vault. It triggers twice on a fetchland so Crucible is pretty much a free ancestral recall.
I dont know why, but im not really liking the new Nissa as much in here. Her + is nice, and regrowth effects on a body are cool, but by the time we can ult her, wouldnt it be closer to where we arent playing as many lands.
Im also soft on Daretti, but he makes blockers that you can turn into removal which you can turn into getting something nasty of an opponents, so thats seemingly fine.
Yeah, I mean you sort of have a point there, but at the same time not really. So in a decently reasonable sequence of events:
Turn 1 - 3: You're dropping lands, maybe playing this or that. Whatever. You have a Nissa or Oath of Gideon and a tutor (to grab the other) in hand.
Turn 4: Play Oath of Gideon.
Turn 5: Play Nissa, ult.
I would say I typically play an additional 10 lands in the game after turn 5, and that's not considering fetchlands or ramp. So hitting a Crucible of Worlds and a fetchland will generate you a TON of value throughout the rest of the game. That's an additional 2 draws a turn. Granted, you lose a bit of value in her ultimate without fetchlands in your deck.
Daretti, I sort of agree. I think as a three drop, though, he seems pretty good. Generate blockers, removal and then his ultimate is 'OK', but still could be game winning with something like a Wurmcoil Engine on the battlefield. Overall he seems pretty good, mainly because he's cheap and provides decent value. I have yet to play with him, so I'm not sure if my opinion may change.
@trav I really think you should give Mana Vault a try. Its been amazing for me.
@Macius it does not take much to make it worthwhile. She's castable on turn two off of Mana Vault. It triggers twice on a fetchland so Crucible is pretty much a free ancestral recall.
You're probably right. I've toyed around with the idea, and I always considered it as something I dislike seeing in every deck in the format, but it is very good. Especially while running Ral Zarek and Teferi, Temporal Archmage. I'll be adding it. I can already imagine some of the explosive plays, such as the Nissa one you pointed out.
True. I guess I glossed over that she was that close to her ult to start. Also does turn even your fetchlands into something like a Phyrexian Arena.
Not simply Phyrexian Arena, but draw two and lose one life. Since Nissa's wording is "whenever a land enters the battlefield under your control" you get a draw trigger off having the fetchland enter and also the land it grabs.
I had originally written it as "dead" fetchland, but realized if you get her ult out that fast, you are extremely unlikely to have a dead fetch (of course im presuming there is an active crucible)
I had originally written it as "dead" fetchland, but realized if you get her ult out that fast, you are extremely unlikely to have a dead fetch (of course im presuming there is an active crucible)
What do you mean by dead fetch? A fetch without a target? Considering that they each have 9 targets its unlikely
Yes, thats exactly what I meant and I've seen it happen more than I care to admit as games do tend to go long in my meta.
Yeah, that seems pretty plausible, especially if you don't run all 10 of both shocklands and ABUR dual lands. Still though, I think overall you won't have that happen that often.
I dont have a list as I end up having EDHd and building and tearing apart lists. I have the duals and such from entering Legacy before the giant spikes ($40 for my Underground Sea kind of prices when I got in.)
When messing around, I take a list (like yours) and play it for a bit, tweaking things until I feel like I've reached a happy point, and then I tear it down and move on to the next idea.
WHITE: Authority of the Consuls - Could possibly be good in a fairly aggressive meta that relies on hastey, large amount of attackers. Gaining an additional life is obviously good to fight off aggressive token decks, such as Krenko, Mob Boss. Overall it's pretty meh for this deck, but maybe if you're in a very aggressive meta.
Fumigate - Again, pretty meh card (five mana wrath) but it gains you a little life.
BLUE: (...)
BLACK: (...)
RED: Chandra, Torch of Defiance - Four mana, four abilities. God damn! Right now she's sitting a few bucks above $40, so it's obviously not budget friendly, but I'm sure it'll settle after the hype. Anyway, taking a look at her abilities, she seems great. Her plus is either going to net you a card draw, which can be used best in combination with things like Sylvan Library or Sensei's Diving Top, or ping EACH opponent for 2 damage. Not much, but it's still good she provides that additional ability to choose. Her other plus generates two mana, which can sort of be compared to Garruk Wildspeaker's plus. Although not quite the same. So this turns your turn five into a turn seven, casting something like Karn Liberated. Her minus is clearly her most lack luster ability, but at the same time, it shouldn't be scoffed at. Kaalia of the Vast, Oracle of Mul Daya, Jenara, Asura of War, etc. all get hit by her minus. Then her ultimate, which takes a few turns to hit, is just awesome. Swinging 5 damage off each cast can quickly end the game.
GREEN: Nissa, Vital Force - Another card I'm excited about, though it is a little less flashy. Her plus sets up a blocker, possibly generates a mana, or sends in a 5/5. Again, versatility. Her minus can grab planeswalkers after ultimating or getting destroyed, or grab something like Torpor Orb or Humility. Her ultimate is most exciting, because it can happen the next turn. That means starting turn six, or earlier with something like Oath of Gideon, you're drawing off lands entering the battlefield. That means fetchlands are netting you two additional cards a turn. With something like Crucible of Worlds, you'll quickly end the game via card advantage.
MULTICOLORED: Dovin Baan - Ultimately just not that exciting for the format. His ultimate is really good, but he doesn't even ultimate immediately with Doubling Season out. His minus is pretty vanilla, and especially since it is a minus. His plus protects, which is good, but not too much.
Saheeli Rai - Ultimately just too artifact based, and her plus is pretty meh.
So I haven't updated the deck in a long time, so this post is serving as recognition in that. Also, I think going forward, I may stop doing the set reviews. Since this deck has such a focused theme, ultimately I won't be reviewing many cards and usually the ones I do review are just going to be talked about earlier. If anyone enjoys these posts, please let me know. Anyway, below is the updated deck as of this post. I'll be placing it in the OP though, too.
Mystic barrier seems absolutely fantastic to me: it only lets you get attacked by the weakest opponent to immediately beside you, and does a pretty good moat impression.
Silent arbiter just seems pretty good in general in protecting walkers from pesky token decks, and can block attackers that would normally kill the walkers with ease.
I am thinking of adding these to the deck because I don't have access to cards like moat, and have been having trouble keeping my planeswalkers alive. (I run around 14, I will post my list soon!)
Also, I have enjoyed your set reviews, and would like to keep seeing them!
Mystic barrier seems absolutely fantastic to me: it only lets you get attacked by the weakest opponent to immediately beside you, and does a pretty good moat impression.
Silent arbiter just seems pretty good in general in protecting walkers from pesky token decks, and can block attackers that would normally kill the walkers with ease.
I am thinking of adding these to the deck because I don't have access to cards like moat, and have been having trouble keeping my planeswalkers alive. (I run around 14, I will post my list soon!)
Both of those seem like pretty good additions! Moat is definitely something that's pretty unreasonable to attain nowadays, unfortunately. Same with tabernacle. I would suggest getting the ABUR duals first if anything.
Anyways, since I run (I don't know about you, but since they are decently cheap I would suggest it) Lethal Vapors and Humility I avoid creatures, plus it adds to the decks theme. Instead of running Silent Arbiter, check out Dueling Grounds. Same card, just an enchantment instead of an artifact creature. As for Mystic Barrier, it seems pretty good, something I have yet to consider! I'll look for a spot, because honestly it could be really, really good. It buys you time to find removal and then chose another player. I'm not quite sure what I would take out, but probably Akroma's Vengeance or Supreme Verdict.
I'm glad to have someone else adding discussion! Let me know if you have any other questions.
Mystic barrier seems absolutely fantastic to me: it only lets you get attacked by the weakest opponent to immediately beside you, and does a pretty good moat impression.
Silent arbiter just seems pretty good in general in protecting walkers from pesky token decks, and can block attackers that would normally kill the walkers with ease.
I am thinking of adding these to the deck because I don't have access to cards like moat, and have been having trouble keeping my planeswalkers alive. (I run around 14, I will post my list soon!)
Also, I have enjoyed your set reviews, and would like to keep seeing them!
Also, do you like me reviewing the whole set, or just the cards I'm adding? Would it be better if I just did in depth reviews on cards that are added to the deck, per update?
Also, do you like me reviewing the whole set, or just the cards I'm adding? Would it be better if I just did in depth reviews on cards that are added to the deck, per update?
Hey Trav, my opinion is that you should review the cards that are eligible for the deck not only your version but any card that could work in this commander deck "theme".
Seems like a fun political tool, though if both people next to you have a loaded board, it won't help. I suppose its time to find a board wipe in that case. Moat still allows flyers to swing too. From a budget perspective, it's not even close if that is the slot you are thinking of.
Fiddler, are you saying Mystic Barrier is good in this deck? I'm not sure I understand what your post is getting at.
I have ~6 board wipes in my deck currently (considering adding more), so the board is usually empty enough to pick off individual threats especially if I get to focus on only one opponent with Mystic Barrier on the field.
I am currently testing Stormtide Leviathan , it seems like a fun finisher, that has the added bonus of protecting the planeswalkers.
In general, I run creatures because some, like Sire of Stagnation and Narset, Enlightened Master offer excellent value, while others offer other utility / have cool or splashy effects. I tried to pick creatures that are pretty resilient, or make an impact quickly. Trav, have you ever considered bringing creatures back into the deck?
I have no time-walk effects because they are all in my Maelstrom Wanderer deck, which is my other favorite. I will consider adding them in eventually.
Lastly, something I am really wondering about is how to build the best mana-base possible without the OG duals.
Fiddler, are you saying Mystic Barrier is good in this deck? I'm not sure I understand what your post is getting at.
I have ~6 board wipes in my deck currently (considering adding more), so the board is usually empty enough to pick off individual threats especially if I get to focus on only one opponent with Mystic Barrier on the field.
I am currently testing Stormtide Leviathan , it seems like a fun finisher, that has the added bonus of protecting the planeswalkers.
In general, I run creatures because some, like Sire of Stagnation and Narset, Enlightened Master offer excellent value, while others offer other utility / have cool or splashy effects. I tried to pick creatures that are pretty resilient, or make an impact quickly. Trav, have you ever considered bringing creatures back into the deck?
I have no time-walk effects because they are all in my Maelstrom Wanderer deck, which is my other favorite. I will consider adding them in eventually.
Lastly, something I am really wondering about is how to build the best mana-base possible without the OG duals.
Let me know what you think!
If you're running splashy creatures, you should consider Nahiri. +2 is pseudo card advantage, -2 is solid removal, and ultimate is great with splashy creatures and can be activated right off the bat with Doubling Season in play.
Here is a little game play video. The Anafenza deck is a real good one, but I managed to drop the Abyss early to squash the plans. I completely F6ed my turn 6 and slowed down the plan by a whole turn. Tamiyo ults, I play solitaire, table scoops. super fun
1 Elspeth, Knight-Errant
1 Elspeth, Sun's Champion
1 Jace Beleren
1 Jace, the Mind Sculptor
1 Tamiyo, the Moon Sage
1 Teferi, Temporal Archmage
1 Liliana Vess
1 Ob Nixilis Reignited
1 Sorin Markov
1 Chandra, Torch of Defiance
1 Nissa, Vital Force
1 Narset Transcendent
1 Daretti, Ingenious Iconoclast
1 Kaya, Ghost Assassin
1 Dack Fayden
1 Ral Zarek
1 Tamiyo, Field Researcher
1 Nicol Bolas, Planeswalker
1 Karn Liberated
1 Ugin, the Spirit Dragon
//Sorceries
1 Austere Command
1 Akroma's Vengeance
1 Savor the Moment
1 Time Warp
1 Temporal Manipulation
1 Capture of Jingzhou
1 Imperial Seal
1 Demonic Tutor
1 Yawgmoth's Will
1 Regrowth
1 Farseek
1 Nature's Lore
1 Skyshroud Claim
1 Supreme Verdict
1 Vindicate
1 Merciless Eviction
1 Treasured Find
1 Wargate
1 Enlightened Tutor
1 Vampiric Tutor
1 Sphinx's Revelation
1 Anguished Unmaking
1 Utter End
//Enchantments
1 Oath of Gideon
1 Humility
1 Moat
1 Oath of Jace
1 Oath of Liliana
1 Phyrexian Arena
1 The Abyss
1 Lethal Vapors
1 Sylvan Library
1 Doubling Season
//Artifacts
1 Mana Crypt
1 Sol Ring
1 Sensei's Divining Top
1 Torpor Orb
1 Crucible of Worlds
1 Chromatic Lantern
1 Rings of Brighthearth
//Lands
1 Tundra
1 Underground Sea
1 Badlands
1 Taiga
1 Savannah
1 Scrubland
1 Plateau
1 Volcanic Island
1 Tropical Island
1 Bayou
1 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
1 Temple Garden
1 Godless Shrine
1 Sacred Foundry
1 Steam Vents
1 Breeding Pool
1 Overgrown Tomb
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Arid Mesa
1 Scalding Tarn
1 Misty Rainforest
1 Verdant Catacombs
1 Mana Confluence
1 Command Tower
1 Urborg, Tomb of Yawgmoth
1 Kor Haven
1 Academy Ruins
1 Kher Keep
1 Strip Mine
1 Maze of Ith
1 The Tabernacle at Pendrell Vale
540 Peasant cube- Gold EditionSomething SpicyThat being said, if one or another planeswalker starts to look 'meh', he's definitely one of the ones I would reconsider.
I dont know why, but im not really liking the new Nissa as much in here. Her + is nice, and regrowth effects on a body are cool, but by the time we can ult her, wouldnt it be closer to where we arent playing as many lands.
Im also soft on Daretti, but he makes blockers that you can turn into removal which you can turn into getting something nasty of an opponents, so thats seemingly fine.
540 Peasant cube- Gold EditionSomething Spicy@Macius it does not take much to make it worthwhile. She's castable on turn two off of Mana Vault. It triggers twice on a fetchland so Crucible is pretty much a free ancestral recall.
Turn 1 - 3: You're dropping lands, maybe playing this or that. Whatever. You have a Nissa or Oath of Gideon and a tutor (to grab the other) in hand.
Turn 4: Play Oath of Gideon.
Turn 5: Play Nissa, ult.
I would say I typically play an additional 10 lands in the game after turn 5, and that's not considering fetchlands or ramp. So hitting a Crucible of Worlds and a fetchland will generate you a TON of value throughout the rest of the game. That's an additional 2 draws a turn. Granted, you lose a bit of value in her ultimate without fetchlands in your deck.
Daretti, I sort of agree. I think as a three drop, though, he seems pretty good. Generate blockers, removal and then his ultimate is 'OK', but still could be game winning with something like a Wurmcoil Engine on the battlefield. Overall he seems pretty good, mainly because he's cheap and provides decent value. I have yet to play with him, so I'm not sure if my opinion may change.
You're probably right. I've toyed around with the idea, and I always considered it as something I dislike seeing in every deck in the format, but it is very good. Especially while running Ral Zarek and Teferi, Temporal Archmage. I'll be adding it. I can already imagine some of the explosive plays, such as the Nissa one you pointed out.
540 Peasant cube- Gold EditionSomething Spicy540 Peasant cube- Gold EditionSomething SpicyWhat do you mean by dead fetch? A fetch without a target? Considering that they each have 9 targets its unlikely
540 Peasant cube- Gold EditionSomething SpicyEDIT: Macius, do you have a list?
When messing around, I take a list (like yours) and play it for a bit, tweaking things until I feel like I've reached a happy point, and then I tear it down and move on to the next idea.
540 Peasant cube- Gold EditionSomething SpicyWHITE:
Authority of the Consuls - Could possibly be good in a fairly aggressive meta that relies on hastey, large amount of attackers. Gaining an additional life is obviously good to fight off aggressive token decks, such as Krenko, Mob Boss. Overall it's pretty meh for this deck, but maybe if you're in a very aggressive meta.
Fumigate - Again, pretty meh card (five mana wrath) but it gains you a little life.
BLUE:
(...)
BLACK:
(...)
RED:
Chandra, Torch of Defiance - Four mana, four abilities. God damn! Right now she's sitting a few bucks above $40, so it's obviously not budget friendly, but I'm sure it'll settle after the hype. Anyway, taking a look at her abilities, she seems great. Her plus is either going to net you a card draw, which can be used best in combination with things like Sylvan Library or Sensei's Diving Top, or ping EACH opponent for 2 damage. Not much, but it's still good she provides that additional ability to choose. Her other plus generates two mana, which can sort of be compared to Garruk Wildspeaker's plus. Although not quite the same. So this turns your turn five into a turn seven, casting something like Karn Liberated. Her minus is clearly her most lack luster ability, but at the same time, it shouldn't be scoffed at. Kaalia of the Vast, Oracle of Mul Daya, Jenara, Asura of War, etc. all get hit by her minus. Then her ultimate, which takes a few turns to hit, is just awesome. Swinging 5 damage off each cast can quickly end the game.
GREEN:
Nissa, Vital Force - Another card I'm excited about, though it is a little less flashy. Her plus sets up a blocker, possibly generates a mana, or sends in a 5/5. Again, versatility. Her minus can grab planeswalkers after ultimating or getting destroyed, or grab something like Torpor Orb or Humility. Her ultimate is most exciting, because it can happen the next turn. That means starting turn six, or earlier with something like Oath of Gideon, you're drawing off lands entering the battlefield. That means fetchlands are netting you two additional cards a turn. With something like Crucible of Worlds, you'll quickly end the game via card advantage.
MULTICOLORED:
Dovin Baan - Ultimately just not that exciting for the format. His ultimate is really good, but he doesn't even ultimate immediately with Doubling Season out. His minus is pretty vanilla, and especially since it is a minus. His plus protects, which is good, but not too much.
Saheeli Rai - Ultimately just too artifact based, and her plus is pretty meh.
COLORLESS:
(...)
LANDS:
(...)
DECK CHANGES:
REMOVED
-1 Beast Within
-1 Chandra, Flamecaller
-1 Garruk Wildspeaker
-1 Garruk, Primal Hunter
-1 Jace, Unraveler of Secrets
-1 Savor the Moment
-1 Sorin, Grim Nemesis
ADDITIONS
+1 Chandra, Torch of Defiance
+1 Daretti, Ingenious Iconoclast
+1 Kaya, Ghost Assassin
+1 Mana Vault
+1 Nissa, Vital Force
+1 Oath of Liliana
+1 Tamiyo, Field Researcher
So I haven't updated the deck in a long time, so this post is serving as recognition in that. Also, I think going forward, I may stop doing the set reviews. Since this deck has such a focused theme, ultimately I won't be reviewing many cards and usually the ones I do review are just going to be talked about earlier. If anyone enjoys these posts, please let me know. Anyway, below is the updated deck as of this post. I'll be placing it in the OP though, too.
1 Sliver Queen
PLANESWALKERS (20):
1 Elspeth, Knight-Errant
1 Elspeth, Sun's Champion
1 Jace Beleren
1 Jace, the Mind Sculptor
1 Tamiyo, the Moon Sage
1 Teferi, Temporal Archmage
1 Liliana Vess
1 Ob Nixilis Reignited
1 Sorin Markov
1 Chandra, Torch of Defiance
1 Nissa, Vital Force
1 Narset Transcendent
1 Daretti, Ingenious Iconoclast
1 Kaya, Ghost Assassin
1 Dack Fayden
1 Ral Zarek
1 Tamiyo, Field Researcher
1 Nicol Bolas, Planeswalker
1 Karn Liberated
1 Ugin, the Spirit Dragon
SORCERIES (17):
1 Austere Command
1 Akroma's Vengeance
1 Time Warp
1 Temporal Manipulation
1 Capture of Jingzhou
1 Imperial Seal
1 Demonic Tutor
1 Yawgmoth's Will
1 Regrowth
1 Farseek
1 Nature's Lore
1 Skyshroud Claim
1 Supreme Verdict
1 Vindicate
1 Merciless Eviction
1 Treasured Find
1 Wargate
1 Enlightened Tutor
1 Vampiric Tutor
1 Sphinx's Revelation
1 Anguished Unmaking
1 Utter End
ENCHANTMENTS (10):
1 Oath of Gideon
1 Humility
1 Moat
1 Oath of Jace
1 Oath of Liliana
1 Phyrexian Arena
1 The Abyss
1 Lethal Vapors
1 Sylvan Library
1 Doubling Season
ARTIFACTS (8):
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Sensei's Divining Top
1 Torpor Orb
1 Crucible of Worlds
1 Chromatic Lantern
1 Rings of Brighthearth
LANDS (39):
1 Tundra
1 Underground Sea
1 Badlands
1 Taiga
1 Savannah
1 Scrubland
1 Plateau
1 Volcanic Island
1 Tropical Island
1 Bayou
1 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
1 Temple Garden
1 Godless Shrine
1 Sacred Foundry
1 Steam Vents
1 Breeding Pool
1 Overgrown Tomb
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Arid Mesa
1 Scalding Tarn
1 Misty Rainforest
1 Verdant Catacombs
1 Mana Confluence
1 Command Tower
1 Urborg, Tomb of Yawgmoth
1 Kor Haven
1 Academy Ruins
1 Kher Keep
1 Strip Mine
1 Maze of Ith
1 The Tabernacle at Pendrell Vale
I was wondering what you guys think about Mystic Barrier and Silent Arbiter.
Mystic barrier seems absolutely fantastic to me: it only lets you get attacked by the weakest opponent to immediately beside you, and does a pretty good moat impression.
Silent arbiter just seems pretty good in general in protecting walkers from pesky token decks, and can block attackers that would normally kill the walkers with ease.
I am thinking of adding these to the deck because I don't have access to cards like moat, and have been having trouble keeping my planeswalkers alive. (I run around 14, I will post my list soon!)
Also, I have enjoyed your set reviews, and would like to keep seeing them!
Anyways, since I run (I don't know about you, but since they are decently cheap I would suggest it) Lethal Vapors and Humility I avoid creatures, plus it adds to the decks theme. Instead of running Silent Arbiter, check out Dueling Grounds. Same card, just an enchantment instead of an artifact creature. As for Mystic Barrier, it seems pretty good, something I have yet to consider! I'll look for a spot, because honestly it could be really, really good. It buys you time to find removal and then chose another player. I'm not quite sure what I would take out, but probably Akroma's Vengeance or Supreme Verdict.
I'm glad to have someone else adding discussion! Let me know if you have any other questions.
Hey Trav, my opinion is that you should review the cards that are eligible for the deck not only your version but any card that could work in this commander deck "theme".
G Azusa, Wherever I May Roam
UG Rashmi Simic Power
WB Kambal Life Gain Kills
URG Maelstrom Wanderer Howdy
I have ~6 board wipes in my deck currently (considering adding more), so the board is usually empty enough to pick off individual threats especially if I get to focus on only one opponent with Mystic Barrier on the field.
By the way, here is my current list: http://tappedout.net/mtg-decks/28-09-16-super-friends-20/
I am currently testing Stormtide Leviathan , it seems like a fun finisher, that has the added bonus of protecting the planeswalkers.
In general, I run creatures because some, like Sire of Stagnation and Narset, Enlightened Master offer excellent value, while others offer other utility / have cool or splashy effects. I tried to pick creatures that are pretty resilient, or make an impact quickly. Trav, have you ever considered bringing creatures back into the deck?
I have no time-walk effects because they are all in my Maelstrom Wanderer deck, which is my other favorite. I will consider adding them in eventually.
Lastly, something I am really wondering about is how to build the best mana-base possible without the OG duals.
Let me know what you think!
If you're running splashy creatures, you should consider Nahiri. +2 is pseudo card advantage, -2 is solid removal, and ultimate is great with splashy creatures and can be activated right off the bat with Doubling Season in play.
https://youtu.be/cuIW03oOmZE
G Azusa, Wherever I May Roam
UG Rashmi Simic Power
WB Kambal Life Gain Kills
URG Maelstrom Wanderer Howdy