My playgroup has been independently building with the new Elder Dragons from M19 – Arcades, the Strategist, Vaevictis Asmadi, the Dire, etc. – so I am deciding to build Chromium, the Mutable since he can lend himself naturally to my preferred style of play and so that I can sneak in an excuse for us to throw down against each other for some Dragon Wars flavor. Plus, I feel like this would legitimize my deck collection for being an Elder Dragon in the Elder Dragon Highlander format. I feel like a control build would fare advantageously against an Arcades aggro build and a Vaevictis deck that relies heavily on using him to cheat things in, particularly since I would be running a shallow amount of permanents (other than lands) to remove.
Anyway, this decklist I feel is currently on the unpolished side moreso than other decklists I would post because I’m hoping for some feedback before putting it to paper.
Basically what I’m going for is a traditional control build to protect myself and relieve the board of threats just long enough to land Chromium, the Mutable and go to town swinging in with him. For some reason that I can’t put my finger on, that seems a little shallow and a I recognize isn’t the strongest strategy in multiplayer, but my hopes is to play games out to survive through until it gets to 1v1 or even 3-player if I can seize an opportunity to take it away.
One note: I would like to fit Damnation, but do not own one, so leaving it off for now.
The only real alternate win condition I see is landing a protected The Scarab God, or a late game Jin-Gitaxias. Core Augur, but wonder if that’s enough?
So how does it look? Are there some elements or key cards I might be missing or some additional strategy that might work here?
I feel like in a build with over 30 instants and sorceries, I should take advantage of other synergies like reusing them via Call to Mind, Mnemonic Wall, Archaeomancer, but are they worth cutting some other cards for? Same with Talrand, Sky Summoner and Metallurgic Summonings – I would think they can be included as alternate win conditions in a high relevant spell build like this, but not sure if they’re worth taking out some cards to deviate from the control game plan.
My playgroup has been independently building with the new Elder Dragons from M19 – Arcades, the Strategist, Vaevictis Asmadi, the Dire, etc. – so I am deciding to build Chromium, the Mutable since he can lend himself naturally to my preferred style of play and so that I can sneak in an excuse for us to throw down against each other for some Dragon Wars flavor. Plus, I feel like this would legitimize my deck collection for being an Elder Dragon in the Elder Dragon Highlander format. I feel like a control build would fare advantageously against an Arcades aggro build and a Vaevictis deck that relies heavily on using him to cheat things in, particularly since I would be running a shallow amount of permanents (other than lands) to remove.
Anyway, this decklist I feel is currently on the unpolished side moreso than other decklists I would post because I’m hoping for some feedback before putting it to paper.
Basically what I’m going for is a traditional control build to protect myself and relieve the board of threats just long enough to land Chromium, the Mutable and go to town swinging in with him. For some reason that I can’t put my finger on, that seems a little shallow and a I recognize isn’t the strongest strategy in multiplayer, but my hopes is to play games out to survive through until it gets to 1v1 or even 3-player if I can seize an opportunity to take it away.
One note: I would like to fit Damnation, but do not own one, so leaving it off for now.
1 Chromium, the Mutable
Lands (39)
1 Adarkar Wastes
1 Arcane Sanctum
1 Caves of Koilos
1 Command Tower
1 Drowned Catacomb
1 Glacial Fortress
1 Godless Shrine
1 Hallowed Fountain
13 Island
1 Maze of Ith
7 Plains
1 Prairie Stream
1 Reliquary Tower
1 Sea of Clouds
1 Sunken Hollow
3 Swamp
1 Temple of the False God
1 Urborg, Tomb of Yawgmoth
1 Watery Grave
Artifacts (10)
1 Azorius Signet
1 Commander's Sphere
1 Darksteel Ingot
1 Darksteel Plate
1 Dimir Signet
1 Fellwar Stone
1 Orzhov Signet
1 Sol Ring
1 Spear of Heliod
1 Thought Vessel
1 Aura of Silence
1 Cast Out
1 Imprisoned in the Moon
1 No Mercy
1 Overwhelming Splendor
1 Rhystic Study
1 Stasis Snare
Instants (32)
1 Aetherize
1 Aetherspouts
1 Arcane Denial
1 Blue Sun's Zenith
1 Counterspell
1 Deprive
1 Disallow
1 Dissipate
1 Dissolve
1 Dragonlord's Prerogative
1 Dream Fracture
1 Evacuation
1 Fact or Fiction
1 Fated Retribution
1 Forsake the Worldly
1 Go for the Throat
1 Jace's Ingenuity
1 Lim-Dûl's Vault
1 Mystic Confluence
1 Negate
1 Opportunity
1 Pull from Tomorrow
1 Remand
1 Render Silent
1 Rewind
1 Settle the Wreckage
1 Sphinx's Revelation
1 Stroke of Genius
1 Summary Dismissal
1 Swan Song
1 Teferi's Protection
1 Unwind
1 Crux of Fate
1 Decree of Pain
1 Hour of Revelation
1 Rout
1 Supreme Verdict
1 Wrath of God
Creatures (5)
1 Consecrated Sphinx
1 Jin-Gitaxias, Core Augur
1 Nezahal, Primal Tide
1 Silent Arbiter
1 The Scarab God
The great majority of the deck is meant to operate at instant-speed, naturally for control. I particularly included the main instant-speed draw spells to draw cards right before my turn if nothing threatening enough popped up that I had to use a counterspell or other defensive spell. Things like Blue Sun’s Zenith, Dragonlord’s Perogative, Fact or Fiction, Jace’s Ingenuity, Lim-Dul’s Vault, Opportunity, Pull from Tomorrow, Sphinx’s Revelation, and Stroke of Genius.
Handful of early playable sweepers to make sure the board is clear enough to land Chromium, the Mutable. Like Aetherize and Aetherspouts, Evacuation, Fated Retribution, Settle the Wreckage, Crux of Fate, Decree of Pain, Hour of Revelation, Rout, Supreme Verdict, and Wrath of God.
The only real alternate win condition I see is landing a protected The Scarab God, or a late game Jin-Gitaxias. Core Augur, but wonder if that’s enough?
So how does it look? Are there some elements or key cards I might be missing or some additional strategy that might work here?
I feel like in a build with over 30 instants and sorceries, I should take advantage of other synergies like reusing them via Call to Mind, Mnemonic Wall, Archaeomancer, but are they worth cutting some other cards for? Same with Talrand, Sky Summoner and Metallurgic Summonings – I would think they can be included as alternate win conditions in a high relevant spell build like this, but not sure if they’re worth taking out some cards to deviate from the control game plan.
Thanks for all the feedback and suggestions!
Current EDH
UThassa, God of the Sea devotion control
WRGTana, the Bloodsower & Sidar Kondo of Jamuraa partners weenie tokens
UUnesh, Criosphinx Sovereign Sphinx tribal
WUTaigam, Ojutai Master tokens on the rebound spellslinger
GRhonas the Indomitable green creature beats
UGRashmi, Eternities Crafter ETB tribal
Retired EDH
WURGKynaios and Tiro of Meletis group hug
URThe Locust God draw swarm
UTalrand, Sky Summoner funsies blue spells
WBObzedat, Ghost Council life gain/drain