After trading half my binder for some expensive cards at my first GP I've decided to make my Clique deck competitive and not budget instead of the version I first posted. I played in a couple tournaments there for Multiplayer EDH and made some misplays from which I have learned. I'm still getting some of the cards so the paper version of this is a little different, but I will eventually own this list.
So that's the deck. The point is to never be tapped out and always have mana open to respond.
Cards I'm considering adding to the deck: Echoing Truth: Nice bounce that wrecks tokens. Delay: Counters a counterspell for good and gives the table 3 turns to kill someone who might be trying to resolve a game-ender. Remand: Lets me tuck things with Clique and draws me a card.
Do any of you guys think Jin-Gitaxias, Core Augur would be a good addition? He's expensive and puts a target on my head but gives me all the counterspells and bounce I'll ever need.
I feel as if this is tooled more toward single player games than multiplayer. You have an awful lot of 1-for-1 type of answers that tend not to translate into winning multiplayer games.
I would include some mass-answer spells like All is Dust and Oblivion Stone to help gain some card advantage over all of the 1-for-1s. Also, Karn Liberated is a very good addition to single color decks. Lets you deal with a lot of different scenarios, and he becomes a win-con if you can protect him.
Jin definitely seems worthy of a card slot, especially as low as your creature/threat count already is. I think that Sword of Fire and Ice and Sword of Feast and Famine make better equipment threats than Pike and Jitte. I don't think you see your attack phase enough for Jitte to get a lot of mileage.
I feel as if even if you don't want to commit to the full mana rock suite, it may benefit you to include a few of the mana-doubling options like Extraplanar Lens, Caged Sun, or Gauntlet of Power.
Spell Burst is a card you may get some value out of. It is not as good early game, but once you have developed your board, it can just put the game on lockdown.
I feel as if this is tooled more toward single player games than multiplayer. You have an awful lot of 1-for-1 type of answers that tend not to translate into winning multiplayer games.
I would include some mass-answer spells like All is Dust and Oblivion Stone to help gain some card advantage over all of the 1-for-1s. Also, Karn Liberated is a very good addition to single color decks. Lets you deal with a lot of different scenarios, and he becomes a win-con if you can protect him.
Jin definitely seems worthy of a card slot, especially as low as your creature/threat count already is. I think that Sword of Fire and Ice and Sword of Feast and Famine make better equipment threats than Pike and Jitte. I don't think you see your attack phase enough for Jitte to get a lot of mileage.
I feel as if even if you don't want to commit to the full mana rock suite, it may benefit you to include a few of the mana-doubling options like Extraplanar Lens, Caged Sun, or Gauntlet of Power.
Spell Burst is a card you may get some value out of. It is not as good early game, but once you have developed your board, it can just put the game on lockdown.
I only counter things that win the game or specifically mess me up that would often be multi-for-ones if they resolve. Also, I love playing with my counters and bounce to get more milage out of them than a one-for-one, like telling someone I won't counter or deal with their Blightsteel until they attack me with it. I'm trying to avoid tap-out spells that don't win me the game so mana doublers and All is Dust probably won't be coming in this specific list (Karn maybe could), though I'm glad you mentioned them and I will take note if I ever want to add stuff like that because it does seem effective. O-Stone is a great card and an oversight by me for sure (I love that it only requires 3 for me to tap on my turn), I can even add an Academy Ruins because I have one lying around. Unfortunately I traded most of my swords for the Force that's in here, but Jitte has been great for utility creatures and moreso pumping Clique to general damage someone out. I'll try Spell Burst in my paper list and see how it does; it looks like a great card in theory but I don't want too many non-hard counters.
I want to add Mindbreak Trap if I can find one for those Obliterates and Vexing Shushers. I also want to add the cards I listed at the bottom of my first post, specifically Chain, Remand, and Back to Basics as well as Jin. Suggestions on what to take out?
I like it. You do have a lot of control to eventually land a big nasty which is cool but I feel like you might have some trouble if you get ganged on. Combos?
I like it. You do have a lot of control to eventually land a big nasty which is cool but I feel like you might have some trouble if you get ganged on. Combos?
These are all great in blue but I chose not to run them because they're two cards combos in a deck with barely any tutors. Arcanis is cool but makes me tap out on my turn and I don't get any value out of him before I untap like I would with Con Sphinx. I still might consider him over Jace's Ingenuity, because though I tap out for him, if I untap with him I get just as much value out of it. Extra turns I just asked my friend about but he was right, saying though they're awesome they're basically an Explore in this deck, maybe an extra swing with Clique. They're way better in something like Maelstrom Wanderer. I just ordered some cards to fill out this deck, including O-stone, Jin, Back to Basics, Chain of Vapor, Jace's Ingenuity, and Wipe Away. The first four I mentioned I still need help fitting in this deck, and the other two I got so I have them in the paper version.
Cool. Have you considered Vedalken Orrery? If you're worried about playing things on your turn and being tapped out you could always play what you want to protect at the end of your opponents turn.
Yeah when this deck was Nin, the Pain Artist flash I had that and Leyline of Anticipation but this deck is built so that if something doesn't have flash, it either costs <4 mana or wins me the game, so I never lose by tapping out. That's the hope anyway.
In addition to the other cards I want to add, I'm thinking about Gush, specifically over Think Twice. They both cost the same CMC for the same amount of cards, but Think Twice is split up, and Gush I can play by bouncing two Islands. The thing is, I need to hit my land drops, which is why I didn't add it in the first place, but it would be nice to be able to play it for "free" if I'm tapped out and digging for a free counterspell, or if I have three mana open and float the mana before casting Gush to dig for a counter. Thoughts?
I just made some changes to the deck, adding what I ordered for the deck to it. I took out an additional Island because there were 101 cards in the deck.
- Standstill, Repulse, Thwart, 2 Island, AEtherize
+ O-stone, Jin, Back to Basics, Chain of Vapor, Academy Ruins
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1x Tunnel Vision
Land (36)
1x Academy Ruins
1x Ancient Tomb
1x Cavern of Souls
1x Cephalid Coliseum
1x High Market
23x Island
1x Maze of Ith
1x Mystifying Maze
1x Reliquary Tower
1x Riptide Laboratory
1x Strip Mine
1x Temple of the False God
1x Terrain Generator
1x Tolaria West
Enchantment (1)
1x Back to Basics
Creature (7)
1x Consecrated Sphinx
1x Jin-Gitaxias, Core Augur
1x Kozilek, Butcher of Truth
1x Snapcaster Mage
1x Ulamog, the Infinite Gyre
1x Vendilion Clique
1x Venser, Shaper Savant
Artifact (7)
1x Oblivion Stone
1x Runechanter's Pike
1x Sapphire Medallion
1x Sensei's Divining Top
1x Sol Ring
1x Umezawa's Jitte
1x Vedalken Shackles
1x Jace, the Mind Sculptor
Instant (47)
1x Arcane Denial
1x Blue Sun's Zenith
1x Boomerang
1x Brainstorm
1x Capsize
1x Chain of Vapor
1x Counterspell
1x Cyclonic Rift
1x Desertion
1x Dismiss
1x Dispel
1x Dissipate
1x Dissolve
1x Evacuation
1x Exclude
1x Fact or Fiction
1x Flusterstorm
1x Foil
1x Forbid
1x Force of Will
1x Hinder
1x Impulse
1x Into the Roil
1x Jace's Ingenuity
1x Long-Term Plans
1x Mana Drain
1x Muddle the Mixture
1x Mystical Tutor
1x Opt
1x Pact of Negation
1x Peek
1x Pongify
1x Rapid Hybridization
1x Reins of Power
1x Rewind
1x Rushing River
1x Snap
1x Spell Crumple
1x Spin into Myth
1x Stifle
1x Stroke of Genius
1x Swan Song
1x Telling Time
1x Think Twice
1x Time Stop
1x Trickbind
1x Wipe Away
So that's the deck. The point is to never be tapped out and always have mana open to respond.
Cards I'm considering adding to the deck:
Echoing Truth: Nice bounce that wrecks tokens.
Delay: Counters a counterspell for good and gives the table 3 turns to kill someone who might be trying to resolve a game-ender.
Remand: Lets me tuck things with Clique and draws me a card.
I would include some mass-answer spells like All is Dust and Oblivion Stone to help gain some card advantage over all of the 1-for-1s. Also, Karn Liberated is a very good addition to single color decks. Lets you deal with a lot of different scenarios, and he becomes a win-con if you can protect him.
Jin definitely seems worthy of a card slot, especially as low as your creature/threat count already is. I think that Sword of Fire and Ice and Sword of Feast and Famine make better equipment threats than Pike and Jitte. I don't think you see your attack phase enough for Jitte to get a lot of mileage.
I feel as if even if you don't want to commit to the full mana rock suite, it may benefit you to include a few of the mana-doubling options like Extraplanar Lens, Caged Sun, or Gauntlet of Power.
Spell Burst is a card you may get some value out of. It is not as good early game, but once you have developed your board, it can just put the game on lockdown.
[EDH] Rafiq of the Many
[EDH]Chainer, Dementia Master
[EDH] Maelstrom Wanderer
I only counter things that win the game or specifically mess me up that would often be multi-for-ones if they resolve. Also, I love playing with my counters and bounce to get more milage out of them than a one-for-one, like telling someone I won't counter or deal with their Blightsteel until they attack me with it. I'm trying to avoid tap-out spells that don't win me the game so mana doublers and All is Dust probably won't be coming in this specific list (Karn maybe could), though I'm glad you mentioned them and I will take note if I ever want to add stuff like that because it does seem effective. O-Stone is a great card and an oversight by me for sure (I love that it only requires 3 for me to tap on my turn), I can even add an Academy Ruins because I have one lying around. Unfortunately I traded most of my swords for the Force that's in here, but Jitte has been great for utility creatures and moreso pumping Clique to general damage someone out. I'll try Spell Burst in my paper list and see how it does; it looks like a great card in theory but I don't want too many non-hard counters.
I want to add Mindbreak Trap if I can find one for those Obliterates and Vexing Shushers. I also want to add the cards I listed at the bottom of my first post, specifically Chain, Remand, and Back to Basics as well as Jin. Suggestions on what to take out?
Mind Over Matter+[c]Temple Bell[c]
Palinchron+Extraplanar Lens
No Arcanis, the Omnipotent?
No extra turn cards?
These are all great in blue but I chose not to run them because they're two cards combos in a deck with barely any tutors. Arcanis is cool but makes me tap out on my turn and I don't get any value out of him before I untap like I would with Con Sphinx. I still might consider him over Jace's Ingenuity, because though I tap out for him, if I untap with him I get just as much value out of it. Extra turns I just asked my friend about but he was right, saying though they're awesome they're basically an Explore in this deck, maybe an extra swing with Clique. They're way better in something like Maelstrom Wanderer. I just ordered some cards to fill out this deck, including O-stone, Jin, Back to Basics, Chain of Vapor, Jace's Ingenuity, and Wipe Away. The first four I mentioned I still need help fitting in this deck, and the other two I got so I have them in the paper version.
- Standstill, Repulse, Thwart, 2 Island, AEtherize
+ O-stone, Jin, Back to Basics, Chain of Vapor, Academy Ruins