Id try to avoid the cipt fetches; both the panoramas and mirage ones. With 7 hack lands and the cyclers you should have enough to keep drawing without eating a land drop and keeping up tempo.
Id try to avoid the cipt fetches, both panoramas and mirage ones. Withh 7 hack lands and the cyclers you should have enough to keep drawing without eating a land drop and keeping up tempo.
Solid advice!
Adding these to the realm of possibility as the net me an extra land to sacrifice.
As a Nekusar player, I can tell you that Orbs of Warding and Urza's Armor will prevent a lot of damage because it wins through multiple triggers of 1 damage. You'd still have to worry about Megrim and Liliana's Caress, though.
Well, definitely not in Duel Commander, but in Multiplayer, I guess it depends on the play group. How else would I play my Living Wish in Karador! I like the idea of sideboards, mostly cuz there is just so much fun stuff to put in and only 100 spots. In my play group we allow sideboards for multiplayer. I always put in one card into my 100 that isn't necessarily the best card, but fun. Then that is the one that comes out, if I need a card from my sideboard when I'm getting destroyed by another players game. But I guess it is kind of a cool thing (and pure) to design a deck to fight their way through with only the deck built.
Back to the card itself, to think whether it would deserve a spot on the list of 50 non-land cards that are going into my build: Orbs of Warding
Besides having hexproof for spells unknown, In my meta/synergy I would be protecting against Bojuka Bog, Nekusar, the Mindrazer. My opponents Milling me is fine and actually good for my strategy. They help me card draw and I have Ulamog, the Infinite Gyre to stop Milling out.
Right now my gut is saying spot removal is better than orbs. But I'd love to be proven otherwise.
Dredge really helps to counter the forced draw from Nekusar. Something like Golgari Brownscale could help to regain life instead of drawing, and Darkblast could be the spot removal you want.
Play-type: Competitive Casual.
Style: TBD
Win-cons: TBD
Working on removal. Thinking defense against: Fate Unraveler, Underworld Dreams, Spiteful Visions, Nekusar, the Mindrazer
Trying to find lands that help me out here and valuing them against their nonland counterparts. Heavily considering Song of the Dryads. This way I can deal with any permanent (and possibly steal it with Herald of Leshrac)
I can johnny my way to World Breaker, but will need targeted defense against threats, especially Nekusar.
My meta plays clone effects on big threats, so I'll probably use Sever the Bloodline and syngergizes with dredge effects.
Maybe: Chainer's Edict
Lands I've found, but the only one that would be viable is just shy of $1000.
O course:
5 The Gitrog Monster
3 Azusa, Lost but Seeking
1 Exploration
4 Oracle of Mul Daya
3 Courser of Kruphix (maybe)
1 Burgeoning
2 Life from the Loam
3 Crucible of Worlds
3 Nissa, Vastwood Seer
LAND TUTORS
4 Scapeshift
2 Sylvan Scrying
1 Traverse the Ulvenwald
6 Ulvenwald Hydra
1 Crop Rotation
3 Realms Uncharted
6 Realm Seekers
GRAVEYARD LAND TUTORS
6 Titania, Protector of Argoth
3 Eternal Witness
6 Greenwarden of Murasa
TUTORS
1 Vampiric Tutor
2 Demonic Tutor
DECK MANIPULATION
1 Sensei's Divining Top
1 Mirri's Guile
2 Scroll Rack
4 Abundance
SYNERGY
5 Skirge Familiar
2 Squandered Resources
3 Horn of Greed
4 Monstrify
2 Oblivion Crown
3 Syphon Life
1 Raven's Crime
5 Worm Harvest
2 Zombie Infestation
1 Concordant Crossroads
6 Massacre Wurm
3 Natural Affinity
PROTECTION
11 Ulamog, the Infinite Gyre
5 Asceticism
1 Sylvan Safekeeper
2 Constant Mists
7 World Breaker
OFFENSE
7 Herald of Leshrac
5 Ob Nixilis, the Fallen
5 Psychosis Crawler
LANDS 50
0 Dakmor Salvage
0 Drownyard Temple
0 Barren Moor
0 Blasted Landscape
0 Polluted Mire
0 Slippery Karst
0 Tranquil Thicket
0 Verdant Catacombs
0 Marsh Flats
0 Bloodstained Mire
0 Polluted Delta
0 Windswept Heath
0 Wooded Foothills
0 Misty Rainforest
0 Bayou
0 Overgrown Tomb
0 Dryad Arbor
0 Scorched Ruins
0 Lotus Vale
0 Golgari Rot Farm
0 Lake of the Dead
0 Cabal Coffers
0 Urborg, Tomb of Yawgmoth
0 Reliquary Tower
0 Strip Mine
0 Tectonic Edge/Wasteland
0 Ghost Quarter/Dust Bowl
0 Safe Haven
0 Cavern of Souls
0 Yavimaya Hollow
0 Phyrexian Tower
0 Command Beacon
0 Homeward Path
0 Boseiju, Who Shelters All
0 Glacial Chasm
0 Maze of Ith
0 Ice Floe (maybe)
0 Bojuka Bog
0 Shizo, Death's Storehouse
0 Petrified Field
0 Volrath's Stronghold
0 Haunted Fengraf
0 Dark Depths
0 Thespian's Stage
0 Forest
0 Forest
0 Forest
0 Swamp
0 Swamp
0 Swamp
0 Arcane Lighthouse (sideboard)
True Facts about Frogs
Solid advice!
Adding these to the realm of possibility as the net me an extra land to sacrifice.
Now thinking these too slow.
Instant speed
Tragic Slip
Putrefy
Dark Impostor hmmm...
Ulvenwald Tracker On flavor, great with Deathtouch general.
Sorcery speed
Ruinous Path On flavor.
Drown in Filth Likely to get me a land in my graveyard. Gets better as the game progresses.
But there's no sideboard in EDH...
Well, definitely not in Duel Commander, but in Multiplayer, I guess it depends on the play group. How else would I play my Living Wish in Karador! I like the idea of sideboards, mostly cuz there is just so much fun stuff to put in and only 100 spots. In my play group we allow sideboards for multiplayer. I always put in one card into my 100 that isn't necessarily the best card, but fun. Then that is the one that comes out, if I need a card from my sideboard when I'm getting destroyed by another players game. But I guess it is kind of a cool thing (and pure) to design a deck to fight their way through with only the deck built.
Back to the card itself, to think whether it would deserve a spot on the list of 50 non-land cards that are going into my build: Orbs of Warding
Besides having hexproof for spells unknown, In my meta/synergy I would be protecting against Bojuka Bog, Nekusar, the Mindrazer. My opponents Milling me is fine and actually good for my strategy. They help me card draw and I have Ulamog, the Infinite Gyre to stop Milling out.
Right now my gut is saying spot removal is better than orbs. But I'd love to be proven otherwise.
Words of Wilding and Words of Waste could work as anti-Nekusar tech, too.
Don't forget that you also have Abundance which already bypasses the extra drawing caused by Nekusar decks.