Most of the humans have an effect when entering the battlefield. The rest are utility creatures, disruptive, mana dorks, or net me life (the SoulSisters). Feldon of the Third Path makes some ridiculous plays in this deck. All three planeswalkers are useful in all aspects although the most I use them for is their looting ability.
The deck is super fun to play and nobody expects what's going to happen with it. People expect the usual Saskia piloting until the deck starts wheeling a lot and then winning out of nowhere. I've also been able to do some pretty amazing, fun, surprising, and baffling plays. These colors are great for this. The good thing about Saskia the Unyielding (besides being a human) is that you can attack one player and hurt another player, since the main wincon of the deck is combat damage.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Unburial Rites, Buried Alive, Entomb, and 3-4 sac outlets like Pyrexian Alter or Undercity Informer if you want to go infinite. When all the humans come back you can exile the angel with Fiend Hunter and then sac your board ending with fiend hunter to bring the angel back into play and brink everything back from the GY.
Unburial Rites, Buried Alive, Entomb, and 3-4 sac outlets like Pyrexian Alter or Undercity Informer if you want to go infinite. When all the humans come back you can exile the angel with Fiend Hunter and then sac your board ending with fiend hunter to bring the angel back into play and brink everything back from the GY.
Yeah, I was just about to edit my post to add that infinite combo in. Thanks for the suggestion, though! Although, I don't think I need to run Entomb or Buried Alive with all the wheeling I'm doing. I did consider Undercity Informer but it's a sacrifice outlet that requires mana. That being said, since it does mill players, with all the wheeling I could potentially have it as an alternate wincon. Also, to feed opponents' graveyards for an epic Rise of the Dark Realms.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Am I missing something about Banisher Priest and your Dualcaster Mage loop interaction? Shouldn't that not work since you control the Mage?
You're right; it just works with Fiend Hunter. Thanks for that!
Unless you have a free sacrifice outlet, Dualcaster Mage and Living Death won't do what you think. The first Living Death will kill the mage, and the second will bring it back to life. The mage's ETB ability will trigger, but both the copy and original Living Death will have already resolved and gone to your graveyard by the time you could put it on the stack. The only card in your deck that can make this combo work is Phyrexian Altar; Sadistic Hypnotist can't be activated while Living Death is on the stack, and Undercity Informer costs mana.
Private Mod Note
():
Rollback Post to RevisionRollBack
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Am I missing something about Banisher Priest and your Dualcaster Mage loop interaction? Shouldn't that not work since you control the Mage?
You're right; it just works with Fiend Hunter. Thanks for that!
Unless you have a free sacrifice outlet, Dualcaster Mage and Living Death won't do what you think. The first Living Death will kill the mage, and the second will bring it back to life. The mage's ETB ability will trigger, but both the copy and original Living Death will have already resolved and gone to your graveyard by the time you could put it on the stack. The only card in your deck that can make this combo work is Phyrexian Altar; Sadistic Hypnotist can't be activated while Living Death is on the stack, and Undercity Informer costs mana.
When you cast Living Death and then cast Dualcaster Mage in response, it's supposed to go infinite, no? If you want to disrupt the combo you'd have to remove Dualcaster Mage from the battlefield in reponse.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
It doesn't go infinite, for the reasons I stated. By the time the Living Death returns the mage to the battlefield, there will no longer be a Living Death on the stack for the mage to copy.
Private Mod Note
():
Rollback Post to RevisionRollBack
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
It doesn't go infinite, for the reasons I stated. By the time the Living Death returns the mage to the battlefield, there will no longer be a Living Death on the stack for the mage to copy.
The copy is on the stack. So the mage enters and makes a copy of the copy.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
1. You cast Living Death. Living Death is on the stack.
2. You cast Dualcaster Mage. Living Death is on the stack and Dualcaster Mage is on the battlefield.
3. Dualcaster Mage copies Living Death. Living Death copy and Living Death are on the stack; Dualcaster Mage is on the battlefield.
4. Living Death copy resolves. Living Death is on the stack and Dualcaster Mage is in the graveyard.
5. Living Death original resolves. Nothing is on the stack and Dualcaster Mage is on the battlefield. Dualcaster Mage has nothing left to copy.
Private Mod Note
():
Rollback Post to RevisionRollBack
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
1. You cast Living Death. Living Death is on the stack.
2. You cast Dualcaster Mage. Living Death is on the stack and Dualcaster Mage is on the battlefield.
3. Dualcaster Mage copies Living Death. Living Death copy and Living Death are on the stack; Dualcaster Mage is on the battlefield.
4. Living Death copy resolves. Living Death is on the stack and Dualcaster Mage is in the graveyard.
5. Living Death original resolves. Nothing is on the stack and Dualcaster Mage is on the battlefield. Dualcaster Mage has nothing left to copy.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
1. You cast Living Death. Living Death is on the stack.
2. You cast Dualcaster Mage. Living Death is on the stack and Dualcaster Mage is on the battlefield.
3. Dualcaster Mage copies Living Death. Living Death copy and Living Death are on the stack; Dualcaster Mage is on the battlefield.
4. Living Death copy resolves. Living Death is on the stack and Dualcaster Mage is in the graveyard.
5. Living Death original resolves. Nothing is on the stack and Dualcaster Mage is on the battlefield. Dualcaster Mage has nothing left to copy.
I'm afraid Fiend Hunter won't do you a whole lot of good even if you can somehow get it in play in response to the Dualcaster's copy of Living Death. At best it'll get you one more copy of Living Death.
Private Mod Note
():
Rollback Post to RevisionRollBack
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
I do like this list overall. I run a mono-W Glorys Rise, but you've got a lot more versatility here
Thanks! Yeah, it started out as a Feldon of the Third Path and then I began to contemplate how to add other colors. When I realized that most of the creatures I was running were human, I decided to add some Angel of Glory's Rise hijinxes. I didn't want to just make it Mardu so I used Saskia at the helm. Since I could add boons in order to also win by combat damage, it felt like the perfect coming together of all ideas I was working with.
Basically, what I'm going to be looking out for are ways to make the deck better - although it is pretty consistent. Better creatures or better spells. For the moment, I'm really liking how it's running. Usually, when it gets going, it becomes a solitaire until I win the match. With many different ways of winning, it's not a one-trick pony, either.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I love this deck idea. Is the main plan of the deck to angel of glory rise over and over? If so I feel like you should have some more tutors such as vampire tutor, diabolic tutor, and enlightened tutor. also a couple more sac outlets like ashnod's altar or altar of dementia. Anger seems like it would be very helpful.
I also have a list of other humans you may be interested in
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I love this deck idea. Is the main plan of the deck to angel of glory rise over and over? If so I feel like you should have some more tutors such as vampire tutor, diabolic tutor, and enlightened tutor. also a couple more sac outlets like ashnod's altar or altar of dementia. Anger seems like it would be very helpful.
I also have a list of other humans you may be interested in
Actually, the deck is generally reanimator via Angel of Glory's Rise but I don't want that to be the only vehicle of reanimation; it's simply the best one. I also don't want to simply tutor into her because in these colors, I have every tutor at my disposal to get her - and the deck will get stale very quickly. I can either wheel into her or reanimate her somehow. That makes the deck more exciting. That being said, if anyone likes my idea and wants it to be more consistent, then sure, add away all the necessary tutors!
As to your suggestions:
Dosan the Falling Leaf - seems like an auto-include. He helps me play uninterrupted (somewhat) during my turn. That can be critical.
Hermit Druid - I have no idea why I didn't put him in the deck. I run no basics, so his ability mills the entire deck, which I can then reanimate. The only downside is that if I don't win that turn, I die the next turn during my draw step.
Zulaport Cutthroat - great alternate wincon. If I'm constantly killing and moving my creatures between graveyard and play, he can definitely win me some matches. I would have to test him and see being as my creatures gotta die. With something like Purphoros, God of the Forge in play, I could probably just reanimate once and make the win.
Meren of Clan Nel Toth - I considered adding her because I run her in my Mazirek, Kraul Death Priest deck and I love how she handles her business. That being said, I think she'll probably be too slow here because the deck is all about blowout plays and making the way through victory by destroying any obstacle in the way whether by destroying, exiling, or stealing.
Monk Realist - I already run War Priest of Thune and his effect is optional. If the only enchantment in play is my own, Monk Realist has to destroy it. Granted, I don't run any enchantments, so it might be nice to have redundancy. Pillowfort could potentially hinder my progress.
Sylvan Safekeeper - This card is just overall great and I should try and find a slot for it. It helps with protecting key creatures and I can always recover my lands with Life from the Loam (if I find a slot for it) and Splendid Reclamation.
Azorius Arrester - I tested this one as a way of disrupting the board (especially with indestructible creatures) but for some reason I cut it out. I don't know if it was because it was underperforming or it didn't convince me enough during brewing or testing. I may have to test it out again to see if it's worth bringing back.
Heron's Grace Champion - I already tested this one and found it to be winmore. If I'm going to win when I swing for the alpha strike, the lifelink is negligible. Also, +1/+1 is not really all that powerful here when the army is getting way more pumped from other means. So I cut it.
Mayor of Avabruck - I cut it for the same reason I cut other lords. I want more impact from the creatures that I'm running. Simply granting +1/+1 is not enough umph for me what I want the deck to be doing.
Thanks for all the great suggestions! If you have any more send them to me! Now, what I would like to hear on is which cards seem underwhelming? I haven't tested the deck all that much to single out too many particular cards. I just know that every victory has been a blowout one and each time I play it I discover more and more interactions. Hopefully, when I have more time, I hope to test it some more and lay out in greater detail some of the more interesting interactions I've stumbled upon.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
thanks for the insight on the cards. my plan is to put my take on the deck this week so I can try it out monday. couple of questions why don't you play any basics and have you thought about making the deck human allies?
thanks for the insight on the cards. my plan is to put my take on the deck this week so I can try it out monday. couple of questions why don't you play any basics and have you thought about making the deck human allies?
I don't basics because the deck has so many colors in almost an equal amount that I don't want to risk getting color-screwed. Also, it makes it perfect for Hermit Druid.
I've also considered human werewolves. But I felt that humans were restricting enough as it is. I do run a couple of allies so it makes sense to try and make it into an ally deck. But I kinda like how it's been coming along.
Yeah! Any and all ideas are welcome. If you make your own build based on my deck (although it's still a rough draft) I'm very interested to see what you find.
I'm also considering adding Brawn and Anger since Angel of Glory's Rise won't reanimate them. Also, Anafenza, the Foremost would be a great addition since wheeling would exile opponents' creatures. That way Living Death would be one-sided. And Anafenza is a human .
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
This is sweet. I love it when aggro decks have incidental combo modes. Some thoughts:
Feldon's Cane is fine and all, but Thran Foundry can hose another graveyard strategy. It does cost mana to activate so it's not a strict upgrade, but it's something to consider.
Ground Seal is more limited graveyard protection, but it also cantrips up front.
The lair lands are so gross. Is there nothing better?
Magmatic Insight doesn't really help with your looting plan since it can't drop humans in the graveyard.
Dread Return is probably worthwhile since you already want to be dumping a bunch of cheap value creatures on the board.
Spire of Industry in a deck with only three artifacts? What am I missing here?
This one's trivial, but you have Kor Haven listed under "Looting/Filtering/Wheeling."
This last one's probably going to be a little touchy, but what do you think about going 5 color with this? Blue gives you tons of awesome looting, access to Intuition, and off the top of my head these humans:
For 5 color commander options, there's really only General Tazri (who wouldn't be great but at least he's a human) and Karona, False God (which carries its own risks). I don't think that going to a different four color combination which includes blue is the way to go because you've got tons of essential cards across the whole color spectrum. Something to think about, anyway.
Yeah, not having access to U is a bummer since I wanted to include cards like Lavinia of the Tenth and untappers, as well (Aphetto Alchemist, etc.). Honestly however, I don't really need blue; it does great as it is. Saskia is a great commander both color-wise and mechanics-wise so I think I can skip on the blue.
Thran Foundry is indeed great and the only reason I chose Feldon's Cane over it was simply due to the activation cost. You're right in that I can hurt another graveyard player. But, it could be very political, as well. I could have the reanimator player on my side if we had to take on a tougher opponent. Or, if I cast Rise from the Dark Realms first, I can take over all graveyards. That was my justification, at least. Yet, your right in that it can foil an enemy reanimator. I could activate it before casting Living Death. So the swap is worth considering.
Your point on Magmatic Insight is very true. However, I do reanimate all my lands thanks to Splendid Reclamation. And, I could always get them back thanks to Life from the Loam. With so much wheeling and twolairs I'm bound to have a land in my hand for it.
I would rather run Mad Prophet over Academy Raider since the prophet doesn't need to get a hit in to be used. I can activate the prophet at instant speed and it has haste. I even ran Mad Prophet in the beginning of the deck but took it out.
Dread Return definitely warrants some consideration. If I have to wheel it, it's flashback is basically free. I could sac 3 humans in order to reanimate Angel of Glory's Rise and then get them back. What could I take out for it?
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Buried ruin is cheaper than the stash if you dont care about the dredging aspect
Wow, you are totally right on that. I could save some mana and not risk self-milling something useful just to recover Phyrexian Altar. The swap will be made!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Spire of Industry is basically just a place-holder land until something better can take its place.
I like Bojuka Bog in basically every deck with black. Yeah it can sometimes slow you down, but nuking a graveyard in a hard-to-stop way is valuable. Another good land is Horizon Canopy. Bit of fixing, bit of a hedge against flooding.
Spire of Industry is basically just a place-holder land until something better can take its place.
I like Bojuka Bog in basically every deck with black. Yeah it can sometimes slow you down, but nuking a graveyard in a hard-to-stop way is valuable. Another good land is Horizon Canopy. Bit of fixing, bit of a hedge against flooding.
You're right on all cards. Been goldfishing recently and the wincon has basically been a consistent Hermit Druid into a flashbacked Dread Return into Angel of Glory's Rise into all humans. I'm afraid it's becoming stale as it's basically GG the moment I activate Hermit Druid. If I want consistency I'll add those tutors in human form. However, I really like the deck. But adding Hermit Druid just made it into another Hermit Druid deck. I'll probably leave a section in my post on how broken the deck is with Hermit Druid. I'll also post a funner version that doesn't win so outright from basically one card. If I get around to mastering this kooky idea I discovered of Saskia Humans Wheeling Reanimator, I'll give it the same devotion as my other main EDH decks. In the mean time, I really appreciate all the feedback. Human is the most common creature type and I'm running a 4-color deck. I just know I'm bound to miss a few major players!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I'm gonna print this out and hang it on my fridge.
But adding Hermit Druid just made it into another Hermit Druid deck.
There are two ways to fix that. The first, obviously, is to just cut Hermit Druid. Another option, though, is to play it as a fair card by finding room for 10-12 basic lands in the deck. That's kind of a tall order given the deck's colored mana requirements, so the druid should probably just go.
Private Mod Note
():
Rollback Post to RevisionRollBack
You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
To post a comment, please login or register a new account.
Most of the humans have an effect when entering the battlefield. The rest are utility creatures, disruptive, mana dorks, or net me life (the Soul Sisters). Feldon of the Third Path makes some ridiculous plays in this deck. All three planeswalkers are useful in all aspects although the most I use them for is their looting ability.
The deck is super fun to play and nobody expects what's going to happen with it. People expect the usual Saskia piloting until the deck starts wheeling a lot and then winning out of nowhere. I've also been able to do some pretty amazing, fun, surprising, and baffling plays. These colors are great for this. The good thing about Saskia the Unyielding (besides being a human) is that you can attack one player and hurt another player, since the main wincon of the deck is combat damage.
I also run a couple of busted combos like Dualcaster Mage + Living Death. That essentially loops all creatures from graveyard to play and back. With Purphoros, God of the Forge in play, you win automatically. To make the combo infinite, just sacrifice Dualcaster Mage to Phyrexian Altar. Putting Keldon Firebombers in play while floating enough mana for Splendid Reclamation is pretty evil, as well.
4 Saskia the Unyielding
Artifacts: 3
1 Elixir of Immortality
1 Feldon's Cane
3 Phyrexian Altar
Non-humans: 4
1 Birds of Paradise
4 Purphoros, God of the Forge
5 Sigarda, Heron's Grace
7 Angel of Glory's Rise
Humans: 35
1 Avacyn's Pilgrim
1 Soul Warden
1 Soul's Attendant
2 Deathcap Cultivator
2 Harabaz Druid
2 Harvester Druid
2 Sylvok Explorer
2 War Priest of Thune
3 Banisher Priest
3 Big Game Hunter
3 Champion of Lambholt
3 Dualcaster Mage
3 Eternal Witness
3 Feldon of the Third Path
3 Fiend Hunter
3 Firemantle Mage
3 Foul Emissary
3 Magus of the Wheel
3 Manic Vandal
3 Mogis's Marauder
3 Sin Collector
3 Undercity Informer
4 Courageous Outrider
4 Goldnight Commander
4 Nekrataal
4 Palace Jailer
4 Selfless Squire
5 Anarchist
5 Hero of Goma Fada
5 Juniper Order Ranger
5 Keldon Firebombers
5 Resolute Blademaster
5 Sadistic Hypnotist
5 Zealous Conscripts
6 Dakmor Lancer
4 Daretti, Scrap Savant
4 Nahiri, the Harbinger
6 Chandra, Flamecaller
Spells: 17
0 Living End
1 Faithless Looting
1 Magmatic Insight
2 Cathartic Reunion
2 Dangerous Wager
2 Tormenting Voice
2 Wild Guess
3 Collective Defiance
3 Dark Deal
3 Shattered Perception
3 Wheel of Fortune
4 Fateful Showdown
4 Splendid Reclamation
5 Incendiary Command
5 Living Death
5 Reforge the Soul
9 Rise of the Dark Realms
Lands: 37
0 Battlefield Forge
0 Bazaar of Baghdad
0 Blood Crypt
0 Boseiju, Who Shelters All
0 Brushland
0 Cavern of Souls
0 Caves of Koilos
0 City of Brass
0 Command Tower
0 Darigaaz's Caldera
0 Exotic Orchard
0 Fetid Heath
0 Fire-Lit Thicket
0 Geier Reach Sanitarium
0 Godless Shrine
0 Graven Cairns
0 Karplusan Forest
0 Kor Haven
0 Llanowar Wastes
0 Mana Confluence
0 Mistveil Plains
0 Murmuring Bosk
0 Overgrown Tomb
0 Reflecting Pool
0 Rifstone Portal
0 Rith's Grove
0 Rugged Prairie
0 Sacred Foundry
0 Sequestered Stash
0 Spire of Industry
0 Stomping Ground
0 Sulfurous Springs
0 Temple Garden
0 Twilight Mire
0 Urborg, Tomb of Yawgmoth
0 Winding Canyons
0 Wooded Bastion
0 Bazaar of Baghdad
0 Geier Reach Sanitarium
1 Faithless Looting
1 Magmatic Insight
2 Cathartic Reunion
2 Dangerous Wager
2 Tormenting Voice
2 Wild Guess
3 Collective Defiance
3 Dark Deal
3 Foul Emissary
3 Magus of the Wheel
3 Shattered Perception
3 Wheel of Fortune
4 Courageous Outrider
4 Daretti, Scrap Savant
4 Fateful Showdown
4 Nahiri, the Harbinger
5 Incendiary Command
5 Reforge the Soul
6 Chandra, Flamecaller
Reanimation:
0 Living End
3 Feldon of the Third Path
4 Splendid Reclamation
5 Living Death
7 Angel of Glory's Rise
9 Rise of the Dark Realms
Recovery:
0 Mistveil Plains
0 Sequestered Stash
1 Elixir of Immortality
1 Feldon's Cane
3 Eternal Witness
5 Anarchist
1 Avacyn's Pilgrim
1 Birds of Paradise
2 Deathcap Cultivator
2 Harabaz Druid
2 Harvester Druid
2 Sylvok Explorer
3 Phyrexian Altar
Disruption:
2 War Priest of Thune
3 Banisher Priest
3 Big Game Hunter
3 Fiend Hunter
3 Manic Vandal
3 Sin Collector
4 Nekrataal
4 Palace Jailer
5 Keldon Firebombers
5 Sadistic Hypnotist
6 Dakmor Lancer
Boons:
3 Champion of Lambholt
3 Firemantle Mage
3 Mogis's Marauder
4 Goldnight Commander
5 Hero of Goma Fada
5 Juniper Order Ranger
5 Resolute Blademaster
Lifegain:
1 Soul Warden
1 Soul's Attendant
Utility:
0 Boseiju, Who Shelters All
0 Cavern of Souls
0 Kor Haven
0 Urborg, Tomb of Yawgmoth
0 Winding Canyons
3 Dualcaster Mage
4 Selfless Squire
5 Sigarda, Heron's Grace
5 Zealous Conscripts
3 Undercity Informer
4 Purphoros, God of the Forge
4 Saskia the Unyielding
Lands for the Mana:
0 Battlefield Forge
0 Blood Crypt
0 Brushland
0 Caves of Koilos
0 City of Brass
0 Command Tower
0 Darigaaz's Caldera
0 Exotic Orchard
0 Fetid Heath
0 Fire-Lit Thicket
0 Godless Shrine
0 Graven Cairns
0 Karplusan Forest
0 Llanowar Wastes
0 Mana Confluence
0 Murmuring Bosk
0 Overgrown Tomb
0 Reflecting Pool
0 Rifstone Portal
0 Rith's Grove
0 Rugged Prairie
0 Sacred Foundry
0 Spire of Industry
0 Stomping Ground
0 Sulfurous Springs
0 Temple Garden
0 Twilight Mire
0 Wooded Bastion
4 Saskia the Unyielding
Artifacts: 2
1 Feldon's Cane
3 Phyrexian Altar
Creatures: 41
5 Anarchist
7 Angel of Glory's Rise
1 Avacyn's Pilgrim
3 Banisher Priest
3 Big Game Hunter
1 Birds of Paradise
3 Champion of Lambholt
4 Courageous Outrider
6 Dakmor Lancer
2 Deathcap Cultivator
3 Dosan the Falling Leaf
3 Eternal Witness
3 Feldon of the Third Path
3 Fiend Hunter
4 Filth
3 Foul Emissary
4 Goldnight Commander
2 Harabaz Druid
2 Harvester Druid
2 Hermit Druid
5 Hero of Goma Fada
3 Imperial Recruiter
5 Keldon Firebomber
3 Magus of the Wheel
3 Manic Vandal
4 Nekrataal
4 Palace Jailer
3 Recruiter of the Guard
3 Renegade Rallier
5 Resolute Blademaster
5 Sadistic Hypnotist
5 Samut, Voice of Dissent
4 Selfless Squire
5 Sigarda, Heron's Grace
3 Sin Collector
1 Sylvan Safekeeper
2 Sylvok Explorer
1 Tireless Tribe
3 Treasure Hunter
2 War Priest of Thune
5 Zealous Conscripts
6 Chandra, Flamecaller
4 Nahiri, the Harbinger
Spells: 17
4 Fateful Showdown
2 Cathartic Reunion
3 Collective Defiance
3 Dark Deal
4 Dread Return
1 Faithless Looting
5 Incendiary Command
2 Life from the Loam
5 Living Death
1 Magmatic Insight
5 Reforge the Soul
9 Rise of the Dark Realms
3 Shattered Perception
4 Splendid Reclamation
2 Tormenting Voice
3 Wheel of Fortune
2 Wild Guess
Lands: 37
0 Battlefield Forge
0 Bazaar of Baghdad
0 Blood Crypt
0 Bojuka Bog
0 Boseiju, Who Shelters All
0 Brushland
0 Cavern of Souls
0 Caves of Koilos
0 City of Brass
0 Command Tower
0 Darigaaz's Caldera
0 Exotic Orchard
0 Fetid Heath
0 Fire-Lit Thicket
0 Geier Reach Sanitarium
0 Godless Shrine
0 Graven Cairns
0 Grove of the Burnwillows
0 Karplusan Forest
0 Kor Haven
0 Llanowar Wastes
0 Mana Confluence
0 Mistveil Plains
0 Murmuring Bosk
0 Overgrown Tomb
0 Reflecting Pool
0 Riftstone Portal
0 Rith's Grove
0 Rugged Prairie
0 Sacred Foundry
0 Stomping Ground
0 Sulfurous Springs
0 Temple Garden
0 Twilight Mire
0 Urborg, Tomb of Yawgmoth
0 Winding Canyons
0 Wooded Bastion
Any thoughts, suggestions, ideas, or questions are more than welcome!
EDIT:
When Angel of Glory's Rise reanimates Fiend Hunter, which exiles Angel of Glory's Rise. Sacrifice all humans to a sacrifice outlet (like Phyrexian Altar) and you could potentially generate infinite mana. Also, if you use Sadistic Hypnotist as a sacrifice outlet, you could potentially clean all opponents' hands.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Yeah, I was just about to edit my post to add that infinite combo in. Thanks for the suggestion, though! Although, I don't think I need to run Entomb or Buried Alive with all the wheeling I'm doing. I did consider Undercity Informer but it's a sacrifice outlet that requires mana. That being said, since it does mill players, with all the wheeling I could potentially have it as an alternate wincon. Also, to feed opponents' graveyards for an epic Rise of the Dark Realms.
When Angel of Glory's Rise reanimates either Fiend Hunter
or Banisher Priest, have one of those exile Angel of Glory's Rise. Sacrifice all humans to a sacrifice outlet (like Phyrexian Altar) and you could potentially generate infinite mana. Also, if you use Sadistic Hypnotist as a sacrifice outlet, you could potentially clean all opponents' hands.BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
You're right; it just works with Fiend Hunter. Thanks for that!
EDIT:
It doesn't work with Fiend Hunter.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Unless you have a free sacrifice outlet, Dualcaster Mage and Living Death won't do what you think. The first Living Death will kill the mage, and the second will bring it back to life. The mage's ETB ability will trigger, but both the copy and original Living Death will have already resolved and gone to your graveyard by the time you could put it on the stack. The only card in your deck that can make this combo work is Phyrexian Altar; Sadistic Hypnotist can't be activated while Living Death is on the stack, and Undercity Informer costs mana.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
When you cast Living Death and then cast Dualcaster Mage in response, it's supposed to go infinite, no? If you want to disrupt the combo you'd have to remove Dualcaster Mage from the battlefield in reponse.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
The copy is on the stack. So the mage enters and makes a copy of the copy.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
1. You cast Living Death. Living Death is on the stack.
2. You cast Dualcaster Mage. Living Death is on the stack and Dualcaster Mage is on the battlefield.
3. Dualcaster Mage copies Living Death. Living Death copy and Living Death are on the stack; Dualcaster Mage is on the battlefield.
4. Living Death copy resolves. Living Death is on the stack and Dualcaster Mage is in the graveyard.
5. Living Death original resolves. Nothing is on the stack and Dualcaster Mage is on the battlefield. Dualcaster Mage has nothing left to copy.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Ah yes, I had it upside down. Dualcaster Mage + Living Death goes infinite only if you sacrifice Dualcaster Mage in response
(or exile it with Fiend Hunter). Thanks for clearing that up!BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I'm afraid Fiend Hunter won't do you a whole lot of good even if you can somehow get it in play in response to the Dualcaster's copy of Living Death. At best it'll get you one more copy of Living Death.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Thanks! Yeah, it started out as a Feldon of the Third Path and then I began to contemplate how to add other colors. When I realized that most of the creatures I was running were human, I decided to add some Angel of Glory's Rise hijinxes. I didn't want to just make it Mardu so I used Saskia at the helm. Since I could add boons in order to also win by combat damage, it felt like the perfect coming together of all ideas I was working with.
Basically, what I'm going to be looking out for are ways to make the deck better - although it is pretty consistent. Better creatures or better spells. For the moment, I'm really liking how it's running. Usually, when it gets going, it becomes a solitaire until I win the match. With many different ways of winning, it's not a one-trick pony, either.
Are there any cards you suggest?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I also have a list of other humans you may be interested in
Den Protector (plus he is a human!)
Greenwarden of Murasa
and you missed Wheel of Fate
edit: also Life from the Loam/Dakmor Salvage/Drownyard Temple? usually with my luck Ill end up milling all my lands and Splendid Reclamation so I tend to overload on land recovery
[EDH In Development] Kynaios and Tiro of Meletis | Trostani, Selesnya's Voice | Queen Marchesa | Ruhan of the Fomori | Yahenni, Undying Partisan
[EDH Retired] Ertai, The Corrupted | Sigarda, Host of Herons | Tariel, Reckoner of Souls | Korlash, Heir to Blackblade
[Modern] Stuffy Doll Combo Burn | Demigod of Revenge
Thanks for reminding me of Den Protector! I don't know why I didn't think of it before! Greenwarden of Murasa I could probably find a slot for.
I tested Dakmor Salvage and Drownyard Temple and didn't like them. Life from the Loam however is a card I could definitely get behind!
Do you also have any suggestions on which three cuts I should make for Den Protector, Greenwarden of Murasa, and Life from the Loam?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Wow! Thanks for all the suggestions!
Actually, the deck is generally reanimator via Angel of Glory's Rise but I don't want that to be the only vehicle of reanimation; it's simply the best one. I also don't want to simply tutor into her because in these colors, I have every tutor at my disposal to get her - and the deck will get stale very quickly. I can either wheel into her or reanimate her somehow. That makes the deck more exciting. That being said, if anyone likes my idea and wants it to be more consistent, then sure, add away all the necessary tutors!
As to your suggestions:
Thanks for all the great suggestions! If you have any more send them to me! Now, what I would like to hear on is which cards seem underwhelming? I haven't tested the deck all that much to single out too many particular cards. I just know that every victory has been a blowout one and each time I play it I discover more and more interactions. Hopefully, when I have more time, I hope to test it some more and lay out in greater detail some of the more interesting interactions I've stumbled upon.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I don't basics because the deck has so many colors in almost an equal amount that I don't want to risk getting color-screwed. Also, it makes it perfect for Hermit Druid.
I've also considered human werewolves. But I felt that humans were restricting enough as it is. I do run a couple of allies so it makes sense to try and make it into an ally deck. But I kinda like how it's been coming along.
Yeah! Any and all ideas are welcome. If you make your own build based on my deck (although it's still a rough draft) I'm very interested to see what you find.
1 Dosan the Falling Leaf
1 Hermit Druid
1 Sylvan Safekeeper
1 Life from the Loam
1 Soul Warden
1 Soul's Attendant
1 Juniper Order Ranger
1 Firemantle Mage
I'm also considering adding Brawn and Anger since Angel of Glory's Rise won't reanimate them. Also, Anafenza, the Foremost would be a great addition since wheeling would exile opponents' creatures. That way Living Death would be one-sided. And Anafenza is a human .
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Yeah, not having access to U is a bummer since I wanted to include cards like Lavinia of the Tenth and untappers, as well (Aphetto Alchemist, etc.). Honestly however, I don't really need blue; it does great as it is. Saskia is a great commander both color-wise and mechanics-wise so I think I can skip on the blue.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
[EDH In Development] Kynaios and Tiro of Meletis | Trostani, Selesnya's Voice | Queen Marchesa | Ruhan of the Fomori | Yahenni, Undying Partisan
[EDH Retired] Ertai, The Corrupted | Sigarda, Host of Herons | Tariel, Reckoner of Souls | Korlash, Heir to Blackblade
[Modern] Stuffy Doll Combo Burn | Demigod of Revenge
Wow, you are totally right on that. I could save some mana and not risk self-milling something useful just to recover Phyrexian Altar. The swap will be made!
Latest changes:
1 Living End
1 Dualcaster Mage
1 Mogis's Marauder
1 Dread Return
1 Anger
1 Filth
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Makes sense.
I like Bojuka Bog in basically every deck with black. Yeah it can sometimes slow you down, but nuking a graveyard in a hard-to-stop way is valuable. Another good land is Horizon Canopy. Bit of fixing, bit of a hedge against flooding.
Also, I'm surprised there's been no mention of Imperial Recruiter and Recruiter of the Guard. They seem just about perfect here.
You're right on all cards. Been goldfishing recently and the wincon has basically been a consistent Hermit Druid into a flashbacked Dread Return into Angel of Glory's Rise into all humans. I'm afraid it's becoming stale as it's basically GG the moment I activate Hermit Druid. If I want consistency I'll add those tutors in human form. However, I really like the deck. But adding Hermit Druid just made it into another Hermit Druid deck. I'll probably leave a section in my post on how broken the deck is with Hermit Druid. I'll also post a funner version that doesn't win so outright from basically one card. If I get around to mastering this kooky idea I discovered of Saskia Humans Wheeling Reanimator, I'll give it the same devotion as my other main EDH decks. In the mean time, I really appreciate all the feedback. Human is the most common creature type and I'm running a 4-color deck. I just know I'm bound to miss a few major players!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I'm gonna print this out and hang it on my fridge.
There are two ways to fix that. The first, obviously, is to just cut Hermit Druid. Another option, though, is to play it as a fair card by finding room for 10-12 basic lands in the deck. That's kind of a tall order given the deck's colored mana requirements, so the druid should probably just go.