I havent played this format quite yet, but I wanted to jump into it with something that seemed powerful, fun, and unique. Feldon of the Third Path seems to hit both. I made this list to hopefully cause some pressure on opponents, but there's enough incidental value in there to probably grind out the game if needed.
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Your take seems interesting. However, Feldon's ability is basically one-time only unless you're running Rings of Brighthearth and/or Thousand-Year Elixir. So I feel that some creatures there aren't really cutting it. I do like some of your choices however.
I have a very dissimilar build in the sense that I want to do as much damage as possible with creatures more than just have them as tools. Here's my decklist so you can see what I mean:
The aim of the deck is to hit hard and fast. Most creatures can attack the moment they enter play. Even if they're sacrificed at the end of the turn, Feldon helps recur them. So they basically hit the floor, attack then enter the graveyard for use again. I also have cheap ways to pump them up like the equipment that basically gets connected for free, bloodrushing Pyrewild Shaman, Teetering Peaks, giving away Crown of Doom, and Cathedral of War since I'm usually only attacking with one guy most of the time anyways. The cards that deal X damage to all creatures is a way to keep things in check with the added bonus of also burning the opponent. Electropotence is an all star here. Burnished Hart is a part of the toolbox in how it can nab me 2 Mountains almost every turn. If the deck stalls I have Humble Defector which I almost always try to use when I have Homeward Path in play. Altar of Dementia is just ridiculous in this deck. Other than that the deck is pretty straight forward and the sideboard pretty standard.
I would, however, like to make room for bigger creatures - even if they don't innately have trample and/or haste (meaning that I want to include cards like Cosmic Larva). Vexing Devil could be a real vexing devil in here (if only I hadn't traded him away so long ago). However, that would also mean that I'd need to include Archetype of Aggression in order to make sure that these fatties go through. I don't know what to take out. If I were to take out anything it would be Humble Defector and Homeward Path for Vexing Devil and Cosmic Larva. But then I should find space for Archetype of Aggression.
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The only problem i see with those decks are removal. In my local meta i run into a lot of them. If Feldon is missing, the deck is probably a lot weaker.
Well, with Feldon as the general he just returns to the command zone. If removal is such a problem, there's lots of equipments for that. I played this last night against a Dimir miller and totally wasted it. The deck was actually doing me a favor by sending everything to my graveyard - even by countering my creatures.
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I think Feldon needs to go big or go home! If you're spending mana to reanimate small things like Spark Elemental (a relatively bad card choice unto itself), you might as well be playing Jaya instead and toss around Incinerates for 2 mana instead.
Also, discard outlets people! Actually playing something like Phyrexian Soulgorger, letting it die and reanimating it is much, much too slow. Ideally, you're looking at using a looting effect and playing removal/disruption on turn 1-2, plopping down Feldon on turn 3 and reanimating something big on turn 4, with one more mana to spare for more removal. Of course, you should really be playing Lightning Bolt and Chain Lightning, Rift Bolt - not only big sweepers. At least Faithless Looting, Wild Guess and Tormenting Voice should be auto-includes in Feldon and I'd run either of those over even Altar of Dementia. I'd definetely steer clear of most at-random discard effects.
Even so though, I think Feldon might just be too slow for the format. He is certainly in the spirit of traditional EDH, but Tiny Leaders is more like Legacy. Attacking with a reanimated 8/8 on turn 4 is just too slow, and that's your best case scenario. By that time, my Jaya list will already have dished out about 10 damage with cards like Goblin Guide, Monastery Swiftspear and Ash Zealot, produced some value from Satyr Firedancer or Young Pyromancer and most likely killed Feldon before he gets to untap.
I think Feldon needs to run all the good-stuff red cards and devote no more than maximum 10 cards that are "good with Feldon" (Cosmic Larva, Wild Guess etc). Maybe then his unique ability can outclass the worse red legacy staples like Incinerate etc. But yeah, you still need 3-for-1 burn, Goblin Guide, Pyrostatic Pillar and stuff like that.
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Yeah, I see what you mean. I've found Feldon to be so slow all the time. It really is a shame because Feldon seems to really want to fit the part. I'm trying to find ways to optimize by lots of card draw and discard. Recently I've been thinking about adding Library of Leng and lots of card drawing even if I have to discard random cards. Because at least the Library lets me "save" cards I want from being randomly discarded. And yes, turn 4 in this format is too slow. I think that what Feldon really needs is fast draw and spot removal to have a board state where eventually you make the fatties. I think Sundial of the Infinite would be great here as well. In response to all the tokens having to be sacrificed going to the stack, activate the Sundial and they stay there. I really have to do a lot of work on the deck. I already eliminated all the equipment in favor of spot burn. Now I have to see what else to do.
Thanks for all the advice, by the way! I've always felt like monoR are the riskiest decks to make. All the more worth it!
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I think what you need to avoid is exactly cute cards like Sundial of the Infinite (and Rings of Brightearth), cards that are only good if you get to activate Feldon's ability. Remember, it's the over-use of Feldon that makes it feel slow so your first priority should be to build a wicked mono-red deck with as few weaknesses as possible, and then see what Feldon can help you with in addition to that.
IMO, Feldon can help with the same problem as Jaya in mono-red: running out of steam. Having a continous source of damage at hand is just what mono red needs. This does not mean wasting your precious slots by not including the most efficient damage-to-mana cards available though. Here is my most recent Jaya list for comparison (Feldon and Jaya can be built very similarly, but Feldon requires more slots for support than Jaya).
So, looking at this deck, it runs the most efficient single target burn available among its instant and sorceries. Furthermore, it runs the non-symmetrical sweepers (affecting only opposing creatures) in the main, which does away with the need to run slow and clunky self-protection like Darksteel Plate. Apart from a few must-run staples like Goblin Guide, the deck revolves around 2 main synergies:
1) Maximizing the effect of playing these awesome and best instant and sorceries, by running the following support cards: Monastery Swiftspear, Kiln Fiend, Satyr Firedancer, Young Pyromancer, Chandra's Phoenix and Shrine of Burning Rage. The advantage that Jaya brings to this concept, is that these cards are mostly only good as early drops, before you start casting all those instants and sorceries, but Jaya can convert them to useful incinerates if you top deck them late. So I'm much more inclined to run a card like Shrine of Burning Rage in Jaya, than I would be in Feldon.
2) Locking down the game with Pyrostatic Pillar or Eidolon of the Great Revel as I have emptied my hand, and proceeding to beat face with creatures and manlands, and picking of opposing creatures with activated abilities (from Jaya or Grim Lavamancer) that ignore the pillar effect. So now, my opponent must either refrain from playing spells as I do, or deal with both the pillar effect AND the continous damage source, which will cost him damage. And as I'm most likely using Squee to power Jaya, I can accumulate damage dealing spells in my hand and play lands so that, when pillar gets handled, I'll have a full grip of burn to throw at his face again (going back to step 1).
Since Feldon also uses an activated ability, I think you could benefit greatly from both of these approaches. Running discard outlets naturally make you instant/sorcery heavy, so cards like Kiln Fiend and Young Pyromancer are definetely for you. Similarly, Feldon provides reach once you've played your most efficient cards and by that time you'll have drawn enough cards that you can have a fatty in your yard for sure without running too many of them or your discard outlets. Then you drop a pillar effect and force your opponent to deal with one Ball Lightning/turn and the sad realization that he will need two pieces of removal to get out of the bind, and he'll take damage doing so.
All in all, I run four cards that probably wouldn't make the cut if I didn't run Jaya as commander (Squee, Gamble, Fiery Temper and Basilisk Collar). The rest are just stuff any red deck could run, some of which happen to be a bit better with Jaya as commander. So feel free to take what you like from it. If I were to suggest a minimalistic Feldon package to suit the play style detailed under 1 and 2 above (going for late game Feldon activations to provide reach), here it is:
That's 9 cards. All except Larva and Gorger are sort of playable by themselves. Hope that helps.
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Artifacts: I think all of them could be dropped in favor of Grafted Wargear. Equip costs of 0 are very good for you, with Feldon's ability, and the downside of the wargear is nothing with Feldon. Equip 0 makes it as good as the auto-equippers, and none of them offer +3/+2 - a huge bonus. If you have the Wargear, you don't actually need a huge fatty to reanimate - even a Kiln Fiend becomes a big threat. Meanwhile, Basilisk Collar and Shrine are much better in Jaya then they are here, but I can see the appeal of both. The warhammer is just really slow though.
Creatures: Arc Runner is a big maybe IMO. Satyr Firedancer > Guttersnipe. I'd probably make room for Grim Lavamancer, it is good (don't worry about anti-synergy with Feldon). Consider playing more 1-drops to not lose tempo in the early turns (Goblin Guide, Monastery Swiftspear).
Instant/sorcery: Incinerate is playable, but barely so. Lava Spike is crap IMO - you want the flexibility of hitting creatures. Sudden Demise is a good card that you're missing. Otherwise looks awesome.
Non-basic lands: I'd keep Ancient Tomb and Lighthouse. Temple of the False God and Myriad Landscape are traps, avoid them. Flamekin Village is decent in your deck I suppose. I don't think you'll ever have mana to spare for Shivan Gorge, and if you do - is one damage/turn more really gonna help? It might, but another basic Mountain will probably help more.
Thanks for reminding me of Ancient Tomb! I may need to find room for it in Jaya too, but it's a better fit for you with a 2R costed ability.
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Now I feel that the deck doesn't depend too much on Feldon of the Third Path. I hear what you're saying on the artifacts, and for that same reason I removed the more cheaper free equips (Sai of the Shinobi and Stormrider Rig) but Loxodon Warhammer has just worked so well for me. It may seem clunky but even if I can't use it the turn it enters play, for a mere 4R I can "reanimate" with Feldon and equip the hammer. That's a small price to pay for a 11/8 trample lifelink coming your way. The only problem I've had is surviving the deck's overall clunkiness before your input. However, I will keep testing to see if Loxodon Warhammer stays or goes.
Alright, so here's the deck after your suggestions:
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Best Feldon list I've seen so far Oh my, this deck can really abuse Electropotence. Good luck and tell us how it plays out with all these changes!
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I ended up swapping out Flamekin Village in favor of Cathedral of War. I usually only attack with one fatty anyways, so the cathedral pumps it up automatically without tapping or investing in mana.
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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 tried going that route with Goblin Bombardment and other creatures that go boom when dying but found the effect too lackluster to warrant inclusion. So I saced Perilous Myr and Myr Sire. Now what? Do I waste 2R and then make a clone to repeat? It's not really good use of mana. That, and Feldon needs to tap as well. What Feldon really wants is to go big. It's the only way for the deck to win. The deck is slow and clunky at best. It's also too dependent on Feldon. This deck needs to never lose tempo - and that's what Feldon does. Early game you wanna hit with fast creatures and burn through theirs or just straight up burn the face. Then, when all out of fire, use Feldon to make clones of huge creatures to finish the opponent off. This is a very difficult tiny leader compared to so many other scary ones out there that are much more efficient and have better abilities. Feldon of the Third Path is for those that really love a challenge. There are better monoR tiny leaders such as Norin, the Wary and Zurgo Bellstriker but Feldon is even harder to build around in EDH with all the graveyard hate. Tiny Leaders is where he could probably find a home. If not, then Legacy and even then he's too slow for Legacy, lol. But I get what you mean.
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Also, I really do like the thought of Goblin Bombardment. Not to purposefully sac things, just to get additional value out of your Feldon'd creatures that are going to die anyway. Or anything they try to remove.
Along those lines, Shivan Harvest seems particularly vicious with Feldon.
Given your snow lands, Scrying Sheets is nice, and Glacial Crevasses could be almost a lock depending on the opponent (possible sideboard).
Sideboard: I like the blue hate, but I think some graveyard hate is in order. Tormod's Crypt works, and possibly Scrabbling Claws if you need additional.
1x Archetype of Aggression
1x Ball Lightning
1x Bottle Gnomes
1x Cathodion
1x Cosmic Larva
1x Dualcaster Mage
1x Goblin Shortcutter
1x Goblin Welder
1x Junk Diver
1x Manic Vandal
1x Mogg War Marshal
1x Myr Retriever
1x Myr Sire
1x Perilous Myr
1x Pilgrim's Eye
1x Spark Elemental
1x Stingscourger
1x Tuktuk the Explorer
1x Burning Inquiry
1x Faithless Looting
1x Firebolt
1x Mizzium Mortars
1x Pyroclasm
1x Lightning Bolt
1x Starstorm
1x Tibalt, the Fiend-Blooded
1x Altar of Dementia
1x Commander's Sphere
1x Ichor Wellspring
1x Mycosynth Wellspring
1x Sylvok Lifestaff
1x Buried Ruin
1x Great Furnace
1x Mishra's Factory
13x Mountain
All criticisms and suggestions are welcome!
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
a few discard outlets
dangerous wager
shattered perception
sensation gorger
firestorm
wheel of fortune
and the weird and wacky
pitchstone wall in case you discard something you need
dangerous wager
knollspine invocation
land's edge
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
I have a very dissimilar build in the sense that I want to do as much damage as possible with creatures more than just have them as tools. Here's my decklist so you can see what I mean:
3 Feldon of the Third Path
MAINBOARD: 49
Artifacts: 13
2 Altar of Dementia
3 Crown of Doom
3 Darksteel Plate
3 Fireshrieker
2 Fractured Powerstone
3 Grafted Wargear
3 Loxodon Warhammer
2 Mind Stone
2 Prismatic Lens
3 Rings of Brighthearth
3 Ronin Warclub
1 Sai of the Shinobi
2 Stormrider Rig
Creatures: 10
3 Ball Lightning
3 Burnished Hart
3 Hell's Thunder
2 Hellspark Elemental
2 Humble Defector
2 Mardu Scout
3 Phyrexian Soulgorger
3 Pyrewild Shaman
1 Spark Elemental
3 Tuktuk the Explorer
3 Electropotence
Spells: 5
2 Magmaquake
2 Starstorm
1 Bonfire of the Damned
1 Red Sun's Zenith
1 Rolling Earthquake
Lands: 7
0 Ancient Tomb
0 Cathedral of War
0 Dormant Volcano
0 Homeward Path
0 Myriad Landscape
0 Teetering Peaks
0 Temple of the False God
Basics: 13
0 Mountain
1 Brittle Effigy
3 Crawlspace
3 Magus of the Moon
3 Manic Vandal
2 Stingscourger
3 Blood Moon
3 Chaos Warp
3 Anger of the Gods
3 Flamebreak
1 Shattering Spree
The aim of the deck is to hit hard and fast. Most creatures can attack the moment they enter play. Even if they're sacrificed at the end of the turn, Feldon helps recur them. So they basically hit the floor, attack then enter the graveyard for use again. I also have cheap ways to pump them up like the equipment that basically gets connected for free, bloodrushing Pyrewild Shaman, Teetering Peaks, giving away Crown of Doom, and Cathedral of War since I'm usually only attacking with one guy most of the time anyways. The cards that deal X damage to all creatures is a way to keep things in check with the added bonus of also burning the opponent. Electropotence is an all star here. Burnished Hart is a part of the toolbox in how it can nab me 2 Mountains almost every turn. If the deck stalls I have Humble Defector which I almost always try to use when I have Homeward Path in play. Altar of Dementia is just ridiculous in this deck. Other than that the deck is pretty straight forward and the sideboard pretty standard.
I would, however, like to make room for bigger creatures - even if they don't innately have trample and/or haste (meaning that I want to include cards like Cosmic Larva). Vexing Devil could be a real vexing devil in here (if only I hadn't traded him away so long ago). However, that would also mean that I'd need to include Archetype of Aggression in order to make sure that these fatties go through. I don't know what to take out. If I were to take out anything it would be Humble Defector and Homeward Path for Vexing Devil and Cosmic Larva. But then I should find space for Archetype of Aggression.
Any suggestions of your own?
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BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
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Also, discard outlets people! Actually playing something like Phyrexian Soulgorger, letting it die and reanimating it is much, much too slow. Ideally, you're looking at using a looting effect and playing removal/disruption on turn 1-2, plopping down Feldon on turn 3 and reanimating something big on turn 4, with one more mana to spare for more removal. Of course, you should really be playing Lightning Bolt and Chain Lightning, Rift Bolt - not only big sweepers. At least Faithless Looting, Wild Guess and Tormenting Voice should be auto-includes in Feldon and I'd run either of those over even Altar of Dementia. I'd definetely steer clear of most at-random discard effects.
Even so though, I think Feldon might just be too slow for the format. He is certainly in the spirit of traditional EDH, but Tiny Leaders is more like Legacy. Attacking with a reanimated 8/8 on turn 4 is just too slow, and that's your best case scenario. By that time, my Jaya list will already have dished out about 10 damage with cards like Goblin Guide, Monastery Swiftspear and Ash Zealot, produced some value from Satyr Firedancer or Young Pyromancer and most likely killed Feldon before he gets to untap.
I think Feldon needs to run all the good-stuff red cards and devote no more than maximum 10 cards that are "good with Feldon" (Cosmic Larva, Wild Guess etc). Maybe then his unique ability can outclass the worse red legacy staples like Incinerate etc. But yeah, you still need 3-for-1 burn, Goblin Guide, Pyrostatic Pillar and stuff like that.
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Thanks for all the advice, by the way! I've always felt like monoR are the riskiest decks to make. All the more worth it!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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IMO, Feldon can help with the same problem as Jaya in mono-red: running out of steam. Having a continous source of damage at hand is just what mono red needs. This does not mean wasting your precious slots by not including the most efficient damage-to-mana cards available though. Here is my most recent Jaya list for comparison (Feldon and Jaya can be built very similarly, but Feldon requires more slots for support than Jaya).
3 Jaya Ballard, Task Mage
LANDS (20)
17 Mountain
1 Arcane Lighthouse
1 Mishra's Factory
1 Mutavault
CREATURES (11)
1 Goblin Guide
1 Grim Lavamancer
1 Monastery Swiftspear
2 Ash Zealot
2 Eidolon of the Great Revel
2 Kiln Fiend
2 Satyr Firedancer
2 Stigma Lasher
2 Young Pyromancer
3 Chandra's Phoenix
3 Squee, Goblin Nabob
ARTIFACTS (2)
1 Basilisk Collar
2 Shrine of Burning Rage
2 Pyrostatic Pillar
SORCERIES (7)
1 Bonfire of the Damned
1 Chain Lightning
1 Gamble
1 Sudden Demise
2 Burning Wish
2 Mizzium Mortars
3 Rift Bolt
INSTANTS (8)
1 Death Spark
1 Lightning Bolt
2 Magma Jet
2 Searing Blaze
2 Searing Blood
3 Chaos Warp
3 Fiery Temper
3 Staggershock
3 Anger of the Gods
3 Pillage
1 Banefire
1 Pithing Needle
2 Phyrexian Revoker
2 Ratchet Bomb
3 Ensnaring Bridge
3 Oblivion Stone
2 Smash to Smithereens
3 Sulfuric Vortex
So, looking at this deck, it runs the most efficient single target burn available among its instant and sorceries. Furthermore, it runs the non-symmetrical sweepers (affecting only opposing creatures) in the main, which does away with the need to run slow and clunky self-protection like Darksteel Plate. Apart from a few must-run staples like Goblin Guide, the deck revolves around 2 main synergies:
1) Maximizing the effect of playing these awesome and best instant and sorceries, by running the following support cards: Monastery Swiftspear, Kiln Fiend, Satyr Firedancer, Young Pyromancer, Chandra's Phoenix and Shrine of Burning Rage. The advantage that Jaya brings to this concept, is that these cards are mostly only good as early drops, before you start casting all those instants and sorceries, but Jaya can convert them to useful incinerates if you top deck them late. So I'm much more inclined to run a card like Shrine of Burning Rage in Jaya, than I would be in Feldon.
2) Locking down the game with Pyrostatic Pillar or Eidolon of the Great Revel as I have emptied my hand, and proceeding to beat face with creatures and manlands, and picking of opposing creatures with activated abilities (from Jaya or Grim Lavamancer) that ignore the pillar effect. So now, my opponent must either refrain from playing spells as I do, or deal with both the pillar effect AND the continous damage source, which will cost him damage. And as I'm most likely using Squee to power Jaya, I can accumulate damage dealing spells in my hand and play lands so that, when pillar gets handled, I'll have a full grip of burn to throw at his face again (going back to step 1).
Since Feldon also uses an activated ability, I think you could benefit greatly from both of these approaches. Running discard outlets naturally make you instant/sorcery heavy, so cards like Kiln Fiend and Young Pyromancer are definetely for you. Similarly, Feldon provides reach once you've played your most efficient cards and by that time you'll have drawn enough cards that you can have a fatty in your yard for sure without running too many of them or your discard outlets. Then you drop a pillar effect and force your opponent to deal with one Ball Lightning/turn and the sad realization that he will need two pieces of removal to get out of the bind, and he'll take damage doing so.
All in all, I run four cards that probably wouldn't make the cut if I didn't run Jaya as commander (Squee, Gamble, Fiery Temper and Basilisk Collar). The rest are just stuff any red deck could run, some of which happen to be a bit better with Jaya as commander. So feel free to take what you like from it. If I were to suggest a minimalistic Feldon package to suit the play style detailed under 1 and 2 above (going for late game Feldon activations to provide reach), here it is:
Discard outlets: Faithless Looting, Tormenting Voice, Wild Guess
Fatties: Ball Lightning, Cosmic Larva, Tuktuk the Explorer, Phyrexian Soulgorger
Support: Archetype of Aggression, Grafted Wargear
That's 9 cards. All except Larva and Gorger are sort of playable by themselves. Hope that helps.
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3 Feldon of the Third Path
Artifacts: 3
1 Basilisk Collar
3 Loxodon Warhammer
2 Shrine of Burning Rage
Creatures: 12
3 Arc Runner
3 Archetype of Aggression
3 Ball Lightning
3 Chandra's Phoenix
3 Cosmic Larva
2 Eidolon of the Great Revel
3 Guttersnipe
2 Kiln Fiend
3 Phyrexian Soulgorger
3 Tuktuk the Explorer
2 Young Pyromancer
2 Pyrostatic Pillar
Instants: 5
2 Incinerate
1 Lightning Bolt
2 Searing Blaze
2 Searing Blood
3 Staggershock
Sorceries: 8
1 Bonfire of the Damned
1 Chain Lightning
1 Faithless Looting
1 Lava Spike
2 Mizzium Mortars
3 Rift Bolt
2 Tormenting Voice
2 Wild Guess
0 Ancient Tomb
0 Arcane Lighthouse
0 Flamekin Village
0 Myriad Landscape
0 Shivan Gorge
0 Temple of the False God
Basics: 14
0 Mountain
What do you think?
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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!
Artifacts: I think all of them could be dropped in favor of Grafted Wargear. Equip costs of 0 are very good for you, with Feldon's ability, and the downside of the wargear is nothing with Feldon. Equip 0 makes it as good as the auto-equippers, and none of them offer +3/+2 - a huge bonus. If you have the Wargear, you don't actually need a huge fatty to reanimate - even a Kiln Fiend becomes a big threat. Meanwhile, Basilisk Collar and Shrine are much better in Jaya then they are here, but I can see the appeal of both. The warhammer is just really slow though.
Creatures: Arc Runner is a big maybe IMO. Satyr Firedancer > Guttersnipe. I'd probably make room for Grim Lavamancer, it is good (don't worry about anti-synergy with Feldon). Consider playing more 1-drops to not lose tempo in the early turns (Goblin Guide, Monastery Swiftspear).
Instant/sorcery: Incinerate is playable, but barely so. Lava Spike is crap IMO - you want the flexibility of hitting creatures. Sudden Demise is a good card that you're missing. Otherwise looks awesome.
Non-basic lands: I'd keep Ancient Tomb and Lighthouse. Temple of the False God and Myriad Landscape are traps, avoid them. Flamekin Village is decent in your deck I suppose. I don't think you'll ever have mana to spare for Shivan Gorge, and if you do - is one damage/turn more really gonna help? It might, but another basic Mountain will probably help more.
Thanks for reminding me of Ancient Tomb! I may need to find room for it in Jaya too, but it's a better fit for you with a 2R costed ability.
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Okay, so with your revisions I've come to these changes:
- Lava Spike
+ Sudden Demise
- Guttersnipe
+ Satyr Firedancer
- Shrine of Burning Rage
+ Grafted Wargear
- Shivan Gorge
+ Mountain
- Myriad Landscape
+ Mountain
- Arc Runner
+ Electropotence
- Chandra's Phoenix
+ Goblin Guide
Now I feel that the deck doesn't depend too much on Feldon of the Third Path. I hear what you're saying on the artifacts, and for that same reason I removed the more cheaper free equips (Sai of the Shinobi and Stormrider Rig) but Loxodon Warhammer has just worked so well for me. It may seem clunky but even if I can't use it the turn it enters play, for a mere 4R I can "reanimate" with Feldon and equip the hammer. That's a small price to pay for a 11/8 trample lifelink coming your way. The only problem I've had is surviving the deck's overall clunkiness before your input. However, I will keep testing to see if Loxodon Warhammer stays or goes.
Alright, so here's the deck after your suggestions:
3 Feldon of the Third Path
Artifacts: 3
3 Grafted Wargear
2 Illusionist's Bracers
3 Loxodon Warhammer
Creatures: 11
3 Archetype of Aggression
3 Ball Lightning
3 Cosmic Larva
2 Eidolon of the Great Revel
1 Goblin Guide
2 Kiln Fiend
3 Phyrexian Soulgorger
2 Satyr Firedancer
3 Tuktuk the Explorer
2 Young Pyromancer
3 Electropotence
2 Pyrostatic Pillar
Instants: 5
2 Incinerate
1 Lightning Bolt
2 Searing Blaze
2 Searing Blood
3 Staggershock
Sorceries: 8
1 Bonfire of the Damned
1 Chain Lightning
1 Faithless Looting
2 Mizzium Mortars
3 Rift Bolt
1 Sudden Demise
2 Tormenting Voice
2 Wild Guess
0 Ancient Tomb
0 Arcane Lighthouse
0 Flamekin Village
0 Temple of the False God
Basics: 16
0 Mountain
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 series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
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!
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!
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!
Just remember to not try and depend too much on Feldon because he's target #1. Always. And if his tax becomes too high you basically lose.
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!
Also, any thoughts on Aggravated Assault? It seems pretty darn spicy in this.
Also, I really do like the thought of Goblin Bombardment. Not to purposefully sac things, just to get additional value out of your Feldon'd creatures that are going to die anyway. Or anything they try to remove.
Along those lines, Shivan Harvest seems particularly vicious with Feldon.
Given your snow lands, Scrying Sheets is nice, and Glacial Crevasses could be almost a lock depending on the opponent (possible sideboard).
Sideboard: I like the blue hate, but I think some graveyard hate is in order. Tormod's Crypt works, and possibly Scrabbling Claws if you need additional.
Origins: Some of the red artificer cards could be good: Ghirapur Gearcrafter and Thopter Engineer both seem like good value.