Gift of Paradise may be a good redundance for more strong combo based builds... Cascading Cataracts will be in ANY non-pauper EDH. Too bad it isn't common
I'm not impressed by Gift of Paradise. It being a land-enchanter is pretty poor, not self-replacing seals the deal. Sad to say I don't think Amonkhet really adds anything to the pauper version.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Hey everyone. Just checking in. About to do my not-so-regular update to the list and figured I'd head over here and see what you all are doing. Haven't seen many recent list largely due to the lack of new cards that fit. Anybody find anything good recently? Have any good experiences with the monarch cards?
Monarch cards are very much a case of "They seem to work for some, not so much for others" so...test at your own leisure, I'd say.
Child of Alara did get two new toys spoiled today:
And a desert version of Holdout Settlement which hasn't disappointed me.
That said the rarity downgrade of Strategic Planning is real and definitely useful, it will probably replace another random draw spell for me.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
You beat me to it.
I also liked Tragic Lesson, which can protect and reuse lands with ETB abilities. Will buy one of each.
I forgot to mention that last month I performed the combo on a 1 vs 1 game. It was lovely, and the opponent liked it too
I'm pimping my deck making it all signed/autographed, will post some pics in the near future. I also will ask some of you guys for help on completing this project. If you think you can help me out, please PM me!
Strategic Planning is borderline for me. It is obviously worse than Impulse or the staple 1-mana cantrips. Forbidden Alchemy is similar and got cut a while back. The fact that Strategic Planning is a sorcery probably means it is a pass.
Since it's been a while, maybe it's a good idea to share some lists so new folks can look at updated versions, and we can share some ideas and thoughts with one another.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I'm aware that running 10 bouncelands probably isn't optimal but I can't NOT run all 10 of them. I hate running incomplete sets.
Lol, Thanks god you don't run gainlands and panoramas, otherwise you wouldn't have basics to search with ramp spells.
Provided you have all these bouncelands AND Peregrine Drake, maybe you should invest in one card to combo out: Displace. This adds redundance for you to use these more productively. I thought to do this myself but won't do right now.
And my last version of this deck (give or take) is in my sig, always updated (AFAIK). Will provide some pics of my pimped deck ASAP, I already have 74 cards signed/autographed by the artists.
Whoops, Displace is definitely in there, something went wrong when typing the list up. Fixed that problem.
Also it's kinda funny for me to see you and d0su work on pimping this stuff, whereas I'm on the very cheapest versions of every card I can get. Only the basics I run aren't "the cheapest" - they're BFZ fullarts - but I'm considering going whiteborder on those. They'd be the only whiteborder cards next to Red Elemental Blast, which helps when Cultivating stuff.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Yeah I know right, I almost gave up on everything expensive on Magic - but I love this idea to pimp this deck.
I'm thinking about ditching all banned (even if only on French or MOL) cards so I can play it anywhere. If so I might add those combo pieces and things like Sign in Blood and CA cards like these. I'm also thinking to put another pet card of mine. Darksteel Pendant, a great card to get my draws better.
Any ideas to replace Ponder, Brainstorm, and Preordain?
Hi folks! LTNS! I have had a MtG hiatus and am now busy moving (actually more like unpacking now). Digging through my stuff (ALL OF IT!) I of course stumbled upon my CoA deck, and returned to read what you folks had been up to the last year. I got me thinking about a few things:
Ravnica karoos: I was amazed to see that Lou ran the full set so I did some testing. I had thought that 3-ish might be the best number to avoid flooding with these and over-exposing you to land removal. Still, you need 2 to combo out. You also need at least one of them to produce U. Now, let's say you want to combo after you have 10 mana sources in play, which should be pretty early - about the earliest you could reasonably try to pull it off in a real game I'd say. If 2 of those are karoos, well, that's 20% of your sources on average! Now, taking into account that Expedition Map, Crop Rotation and Reap and Sow will often get karoos once you have something to work with (Mortuary Mire or Bojuka Bog, typically), but also that most of your ramp/land search can't get karoos at all, suddenly running quite a few karoos makes more sense! But should you run the full 10? Probably not. I'd say the safest bet is to run the blue ones (4 total) and Golgari Rot Farm. That way, any combination of 2 karoos will still work for combo, and you have optimum mana fixing with Crop Rotation. With 5 karoos total, getting 2 "naturally" by turn 10-ish is still quite rare, and you may have to dig for one of them with a tutor. That's OK though, since you'd probably want to do that anyway to abuse mire/bog. So that's what I'm going with now! I have finally cut the panoramas as there was just too much to do on round 2, and at least the karoos only set you back one mana.
Other mana base thoughts: I have finally found what tap duals I like the most! With three sets to choose from (guildgates, life duals and the SoI/amonkhet set) there is no longer any reason not to have an optimum mana base. I've decided to go with only the UG and BG lands (3+3=6 total) as these are the only lands that allow me to "cheat" on my forest total, keeping my green sources high but my dedicated green sources low. I don't like the UB ones, because both U and B are so useful so often that you don't really need the option between them - it's better to just run Swamps and Islands. I also think pairing U (or G or B) with R or W is too situational. Most of the time, these will just be "bad Islands". I've also cut Far Wanderings in favor of Commander's Sphere! Despite its late game power, I found Far Wanderings to be the worst ramp card in the early game, while still feeling like win more later on. Sphere helps more with fixing early and cycles away later when you have more than enough lands already. I think Wanderings was better at a time when we had fewer land options and had to run more basics, and when Alara cycles cost more as well. The deck has gotten a lot more streamlined since then.
Other changes: Treasure Cruise -> Wretched Gryff: Motivated by legality reasons. Not exactly a clean swap since I'm trading a source of pseudo-recursion (to the command zone!) for a sac outlet, but it's mostly a question of what you end up tutoring for (sac outlet or recursion spell) so it evens out. Breath of Life -> Mistmoon Griffin: Rediscovered this little nugget by chance. Think of it as a Breath of Life with a down payment, or a cross between breath and Shade's Form. The thing is, the more cards we run like Wretched Gryff, Angelic Purge, Perilous Research, Primal Growth etc. the more valuable cards like Griffin become, especially when you already have the reusable Sidisi's Faithful in hand. What I like most about it is that it allows you to built board position after you drop Alara and create space in your hand without really committing to anything. You can still just blow up Alara and get her back instantly when you wish. Unmake -> ???: I'm spoiled for thinking Unmake to be a bad card, I know. It's just that with Angelic Purge and Capsize already among my silver bullets, another 3 CMC target feels a bit lackluster. It feels like an overcosted Tragic Slip (I told you I was spoiled!). Many other options exist of course, for example Scour from Existence (even more redundant/overcosted?) and Rewind (I only run 2 recursion wizards and no Displace, so meh). I'm actually thinking about another recursion spell here, maybe good ol' Disturbed Burial (but so much yawn!). Usually in these situations, the correct thing is to add a draw spell instead, but I pretty much run all the good ones already (no I don't think Augur of Bolas is good enough, he fizzles over 10% of the time). Lou runs Mystic Remora in his list and it's probably the only card that excites me at least a little bit for this slot. I'm taking suggestions, but I'm really picky because the combined card quality is just through the roof these days!
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Yea, I know the whole "10 Karoos" probably is a bad idea but I get twitchy when I don't run a full 10-of set. Plus, I'd rather have a Boros Karoo over any tapland. It does probably help that Strip Mine and pals aren't all that common where I play and when they do appear they tend to head for the Coffers, Nykthoses and Cradles.
Ah well, that's the beauty of this list. Even with a probably suboptimal list of lands you still rock face with it.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Plus, I'd rather have a Boros Karoo over any tapland.
Could you elaborate on this? There are many taplands... spell lands like Bojuka Bog, mana fixing like Thornwood Falls, cycling lands etc.
Also, how is running 7 dedicated red sources working out (3 mountains + 4 karoos)? Do you ever feel like you have too little on-color mana for the spells you wish to cast?
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Plus, I'd rather have a Boros Karoo over any tapland.
Could you elaborate on this? There are many taplands... spell lands like Bojuka Bog, mana fixing like Thornwood Falls, cycling lands etc.
Also, how is running 7 dedicated red sources working out (3 mountains + 4 karoos)? Do you ever feel like you have too little on-color mana for the spells you wish to cast?
Well, when I said "tapland" i did mean those that ETB tapped and then add 1 of 2 types of mana. Bojuka Bog and Mortuary Mire are exceptions cause they're just that good.
Coincidentally they are part of that reason. I can play a bog, then bounce it with my karoo, keeping it in reserve for a later moment. They also allow me to keep low-land-hands with more ease as any basic + a karoo leads to me having 3 mana ready.
As far as the colours go...I very rarely, if ever, find myself wanting for a specific colour. I do think I should cut a mountain for a forest just to make my early game ever so slightly smoother, but that's about it...
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Since it's been a while, maybe it's a good idea to share some lists so new folks can look at updated versions, and we can share some ideas and thoughts with one another.
I'm aware that running 10 bouncelands probably isn't optimal but I can't NOT run all 10 of them. I hate running incomplete sets.
How does this deck preform in house games.. So not uber competetive but competetive enough?
Also my group is wanting to peasant EDH.. So I'm allowed to add 13 uncommons to the deck.. If I followed your shell do you have an suggestions for what to take out and what to add?
It does pretty damn well, I'd say. Wins most of the games it's in, though there are a few strategies that do shut it down, of course.
I'm not knowledgeable enough about uncommons to add as I've only focussed on commons, but my best bet would be to look for improved reanimation and drawpower.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Hi folks, on the PDH subject, see this link.
Basically it says that Merchant Scroll is C1 hence it's technically an uncommon, just like Strip Mine (one of the reasons I never considered it in my builds). So I'm thinking about ditching it. If you did this, which option would you consider?
Same for 1x1 banned cards (just in case if you play with an annoying opponent and want to comply with the banned list), namely Brainstorm, Ponder, Preordain, and Treasure Cruise?
Given that Recurring Nightmare is banned, I think it's not really an option.
That would've been something to behold though...
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I'm still 30 cards short..
I could use some help filling in the gaps as this is my first time putting this deck together. Haven't got to even play it yet.
The cards below overlap in both d0su's and Urdjur's deck lists at the beginning of this thread. Should I add this cards in.. Or have they been taken over by better cards since the orignal decks have been posted?
Our group is doing its first official commander battle this month.. There are no rules on what cards can and can't be used outside of banned cards.. I would kinda like to keep this deck all commmons except lands.. Think that would be pretty neat.. And I'd love to use only the cards I listed above.. As I have all those already.
Sry for the long post but hopefully someone can help me out. Thanks
Cascading Cataracts will be in ANY non-pauper EDH. Too bad it isn't common
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
Child of Alara did get two new toys spoiled today:
And a desert version of Holdout Settlement which hasn't disappointed me.
That said the rarity downgrade of Strategic Planning is real and definitely useful, it will probably replace another random draw spell for me.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I also liked Tragic Lesson, which can protect and reuse lands with ETB abilities. Will buy one of each.
I forgot to mention that last month I performed the combo on a 1 vs 1 game. It was lovely, and the opponent liked it too
I'm pimping my deck making it all signed/autographed, will post some pics in the near future. I also will ask some of you guys for help on completing this project. If you think you can help me out, please PM me!
Best,
a
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
I think I would play Sleight of Hand and Serum Visions before Strategic Planning.
Draft my Mono-Blue Cube!
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Here's mine, full Common-Only version:
02 Sakura-Tribe Elder
02 Dimir Infiltrator
02 Cloud of Faeries
03 Cadaver Imp
03 Drift of Phantasms
03 Pilgrim's Eye
03 Farhaven Elf
04 Vulturous Aven
04 Dimir House Guard
04 Archaeomancer
05 Mulldrifter
05 Scrivener
05 Peregrine Drake
05 Mnemonic Wall
05 Izzet Chronarch
07 Wretched Gryff
07 Krosan Tusker
01 Wayfarer's Bauble
01 Nihil Spellbomb
03 Darksteel Ingot
01 Mystic Remora
02 Disturbed Burial
02 Macabre Waltz
02 Night's Whisper
02 Rolling Thunder
03 Compulsive Research
03 Mind Extraction
03 Primal Growth
03 Kodama's Reach
03 Cultivate
03 Search for Tomorrow
03 Angelic Purge
04 Deep Analysis
04 Breath of Life
05 Urborg Uprising
05 Brainspoil
08 Treasure Cruise
01 Pyroblast
01 Dizzy Spell
01 Crop Rotation
02 Terminate
02 Altar's Reap
02 Shred Memory
02 Grapple with the Past
02 Arcane Denial
02 Middle the Mixture
02 Counterspell
03 Faerie Trickery
03 Capsize
03 Dissipate
03 Ghostly Flicker
03 Displace
03 Merciless Resolve
03 Reaping the Graves
03 Unmake
03 Soul Manipulation
03 Perplex
04 Rewind
04 Mystical Teachings
07 Scour from Existence
01 Evolving Wilds
01 Terramorphic Expanse
01 Ash Barrens
01 Rupture Spire
01 Transguild Promenade
01 Opal Palace
01 Command Tower
01 Bojuka Bog
01 Mortuary Mire
01 Azorius Chancery
01 Dimir Aqueduct
01 Rakdos Carnarium
01 Gruul Turf
01 Selesnya Sanctuary
01 Orzhov Basilica
01 Golgari Rot Farm
01 Simic Growth Chamber
01 Izzet Boilerworks
01 Boros Garrison
01 Plains
06 Island
04 Swamp
03 Mountain
05 Forest
I'm aware that running 10 bouncelands probably isn't optimal but I can't NOT run all 10 of them. I hate running incomplete sets.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Lol, Thanks god you don't run gainlands and panoramas, otherwise you wouldn't have basics to search with ramp spells.
Provided you have all these bouncelands AND Peregrine Drake, maybe you should invest in one card to combo out: Displace. This adds redundance for you to use these more productively. I thought to do this myself but won't do right now.
And my last version of this deck (give or take) is in my sig, always updated (AFAIK). Will provide some pics of my pimped deck ASAP, I already have 74 cards signed/autographed by the artists.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Also it's kinda funny for me to see you and d0su work on pimping this stuff, whereas I'm on the very cheapest versions of every card I can get. Only the basics I run aren't "the cheapest" - they're BFZ fullarts - but I'm considering going whiteborder on those. They'd be the only whiteborder cards next to Red Elemental Blast, which helps when Cultivating stuff.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I'm thinking about ditching all banned (even if only on French or MOL) cards so I can play it anywhere. If so I might add those combo pieces and things like Sign in Blood and CA cards like these. I'm also thinking to put another pet card of mine. Darksteel Pendant, a great card to get my draws better.
Any ideas to replace Ponder, Brainstorm, and Preordain?
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Ravnica karoos: I was amazed to see that Lou ran the full set so I did some testing. I had thought that 3-ish might be the best number to avoid flooding with these and over-exposing you to land removal. Still, you need 2 to combo out. You also need at least one of them to produce U. Now, let's say you want to combo after you have 10 mana sources in play, which should be pretty early - about the earliest you could reasonably try to pull it off in a real game I'd say. If 2 of those are karoos, well, that's 20% of your sources on average! Now, taking into account that Expedition Map, Crop Rotation and Reap and Sow will often get karoos once you have something to work with (Mortuary Mire or Bojuka Bog, typically), but also that most of your ramp/land search can't get karoos at all, suddenly running quite a few karoos makes more sense! But should you run the full 10? Probably not. I'd say the safest bet is to run the blue ones (4 total) and Golgari Rot Farm. That way, any combination of 2 karoos will still work for combo, and you have optimum mana fixing with Crop Rotation. With 5 karoos total, getting 2 "naturally" by turn 10-ish is still quite rare, and you may have to dig for one of them with a tutor. That's OK though, since you'd probably want to do that anyway to abuse mire/bog. So that's what I'm going with now! I have finally cut the panoramas as there was just too much to do on round 2, and at least the karoos only set you back one mana.
Other mana base thoughts: I have finally found what tap duals I like the most! With three sets to choose from (guildgates, life duals and the SoI/amonkhet set) there is no longer any reason not to have an optimum mana base. I've decided to go with only the UG and BG lands (3+3=6 total) as these are the only lands that allow me to "cheat" on my forest total, keeping my green sources high but my dedicated green sources low. I don't like the UB ones, because both U and B are so useful so often that you don't really need the option between them - it's better to just run Swamps and Islands. I also think pairing U (or G or B) with R or W is too situational. Most of the time, these will just be "bad Islands". I've also cut Far Wanderings in favor of Commander's Sphere! Despite its late game power, I found Far Wanderings to be the worst ramp card in the early game, while still feeling like win more later on. Sphere helps more with fixing early and cycles away later when you have more than enough lands already. I think Wanderings was better at a time when we had fewer land options and had to run more basics, and when Alara cycles cost more as well. The deck has gotten a lot more streamlined since then.
Other changes:
Treasure Cruise -> Wretched Gryff: Motivated by legality reasons. Not exactly a clean swap since I'm trading a source of pseudo-recursion (to the command zone!) for a sac outlet, but it's mostly a question of what you end up tutoring for (sac outlet or recursion spell) so it evens out.
Breath of Life -> Mistmoon Griffin: Rediscovered this little nugget by chance. Think of it as a Breath of Life with a down payment, or a cross between breath and Shade's Form. The thing is, the more cards we run like Wretched Gryff, Angelic Purge, Perilous Research, Primal Growth etc. the more valuable cards like Griffin become, especially when you already have the reusable Sidisi's Faithful in hand. What I like most about it is that it allows you to built board position after you drop Alara and create space in your hand without really committing to anything. You can still just blow up Alara and get her back instantly when you wish.
Unmake -> ???: I'm spoiled for thinking Unmake to be a bad card, I know. It's just that with Angelic Purge and Capsize already among my silver bullets, another 3 CMC target feels a bit lackluster. It feels like an overcosted Tragic Slip (I told you I was spoiled!). Many other options exist of course, for example Scour from Existence (even more redundant/overcosted?) and Rewind (I only run 2 recursion wizards and no Displace, so meh). I'm actually thinking about another recursion spell here, maybe good ol' Disturbed Burial (but so much yawn!). Usually in these situations, the correct thing is to add a draw spell instead, but I pretty much run all the good ones already (no I don't think Augur of Bolas is good enough, he fizzles over 10% of the time). Lou runs Mystic Remora in his list and it's probably the only card that excites me at least a little bit for this slot. I'm taking suggestions, but I'm really picky because the combined card quality is just through the roof these days!
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!]
Ah well, that's the beauty of this list. Even with a probably suboptimal list of lands you still rock face with it.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Could you elaborate on this? There are many taplands... spell lands like Bojuka Bog, mana fixing like Thornwood Falls, cycling lands etc.
Also, how is running 7 dedicated red sources working out (3 mountains + 4 karoos)? Do you ever feel like you have too little on-color mana for the spells you wish to cast?
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!]
Well, when I said "tapland" i did mean those that ETB tapped and then add 1 of 2 types of mana. Bojuka Bog and Mortuary Mire are exceptions cause they're just that good.
Coincidentally they are part of that reason. I can play a bog, then bounce it with my karoo, keeping it in reserve for a later moment. They also allow me to keep low-land-hands with more ease as any basic + a karoo leads to me having 3 mana ready.
As far as the colours go...I very rarely, if ever, find myself wanting for a specific colour. I do think I should cut a mountain for a forest just to make my early game ever so slightly smoother, but that's about it...
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Draft my Mono-Blue Cube!
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How does this deck preform in house games.. So not uber competetive but competetive enough?
Also my group is wanting to peasant EDH.. So I'm allowed to add 13 uncommons to the deck.. If I followed your shell do you have an suggestions for what to take out and what to add?
I'm not knowledgeable enough about uncommons to add as I've only focussed on commons, but my best bet would be to look for improved reanimation and drawpower.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
What have we here? A strictly better Altar's Reap and almost always a better Merciless Resolve as well? I'm sold!
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Basically it says that Merchant Scroll is C1 hence it's technically an uncommon, just like Strip Mine (one of the reasons I never considered it in my builds). So I'm thinking about ditching it. If you did this, which option would you consider?
Same for 1x1 banned cards (just in case if you play with an annoying opponent and want to comply with the banned list), namely Brainstorm, Ponder, Preordain, and Treasure Cruise?
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
That would've been something to behold though...
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
I just used the cards I had on hand and bought child of alara.
5 Child of Alara
Silver Bullets (8)
1 Spore Frog
2 Cloud of Faeries
2 Counterspell
2 Rolling Thunder
3 Capsize
3 Faerie Trickery
3 Ghostly Flicker
3 Unmake
Recursion (8)
1 Undying Evil
2 Grim Harvest
2 Evolution Charm
3 Cadaver Imp
3 Soul Manipulation
4 Archaeomancer
4 Breath of Life
5 Izzet Chronarch
Draw/Dig (10)
1 Brainstorm
1 Ponder
1 Preordain
2 Night's Whisper
3 Read the Bones
3 Sea Gate Oracle
4 Deep Analysis
4 Foresee
5 Mulldrifter
7 Treasure Cruise
1 Dizzy Spell
2 Dimir Infiltrator
2 Merchant Scroll
2 Muddle the Mixture
2 Shred Memory
2 Vedalken Aethermage
3 Drift of Phantasms
3 Perplex
4 Dimir House Guard
4 Mystical Teachings
Sac Outlets (8)
1 Pyroblast
1 Red Elemental Blast
1 Sidisi's Faithful
2 Costly Plunder
2 Devour Flesh
2 Perilous Research
2 Terminate
3 Angelic Purge
3 Mind Extraction
Ramp (11)
1 Crop Rotation
1 Expedition Map
2 Sakura-Tribe Elder
2 Mycosynth Wellspring
3 Cultivate
3 Darksteel Ingot
3 Far Wanderings
3 Kodama's Reach
3 Primal Growth
4 Reap and Sow
5 Traumatic Visions
1 Command Tower
1 Rupture Spire
1 Transguild Promenade
1 Evolving Wilds
1 Terramorphic Expanse
1 Bant Panorama
1 Esper Panorama
1 Grixis Panorama
1 Halimar Depths
1 Bojuka Bog
1 Mortuary Mire
1 Dimir Aqueduct
1 Izzet Boilerworks
1 Simic Growth Chamber
I'm still 30 cards short..
I could use some help filling in the gaps as this is my first time putting this deck together. Haven't got to even play it yet.
The cards below overlap in both d0su's and Urdjur's deck lists at the beginning of this thread. Should I add this cards in.. Or have they been taken over by better cards since the orignal decks have been posted?
I also have these cards that I've seen pop up in a few other decks on here.
Our group is doing its first official commander battle this month.. There are no rules on what cards can and can't be used outside of banned cards.. I would kinda like to keep this deck all commmons except lands.. Think that would be pretty neat.. And I'd love to use only the cards I listed above.. As I have all those already.
Sry for the long post but hopefully someone can help me out. Thanks