I'm really excited about this new format and I'm curious to know what everybody is thinking of brewing!
I'll probably go for a grixis pirate deck (as I already have most cards), i'm really excited to build with the new legends from DOM and with the walkers! so many possibilities, even before all of DOM legends are released we already have 73 possible commanders!
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
That is a LOT of potential. And a lot of these that looked pretty subpar for commander (gishath, beckett brass, depala) look like they could be legitimately strong here. And of course the potential to use planeswalkers, a lot of which look super fun.
I'm not quite sure what to build first. Might go for something straightforward like kumena or brass, or maybe something a little more subtle like vraska. And it's hard to pass up the opportunity to do bolas (without having to use the crappy old legends version).
Just for fun, I went through all the commanders I already laid out and gave them a grade and my initial impressions.
admiral beckett brass - B+
pirate tribal, obviously. There are actually a lot of strong pirates. There are enough I think you could realistically fill your whole deck with pirate and lands and still only be running decent cards. The actual bonus might be tough to pull off since it's pretty play-around-able and some of the pirates lack evasion, though.
azor the lawbringer - C-
Never loved this guy. Paying the mana on your own turn is weak sauce for control and you can't ramp well in standard. He looks like a goodstuff control commander to me, for people that suck at control and tap out on their own turns like scrubs.
baral, chief of compliance - C-
There's actually not a ton of spells to get value with him, and almost all of them are straight control spells that do little to advance your own plan. I have a hard time seeing him putting together a good wincon while still getting value off the commander.
Bontu the Glorified - D
Indestructible and menace is nasty, but 4 power isn't a ton and having to sac a guy to attack is pretty rough. The sac ability is cute and is an ok way to drain people out, but it's so expensive and slow.
Captain Lannery Storm - D
Not a ton of treasure-makers in mono-red and the any-color option is kind of wasted in mono. She's a role-player, not a commander.
depala, pilot exemplar - B
I've built depala and she's great with board wipes, man lands, and scroll rack. There are a few board wipes, no (?) manlands, and no scroll rack She doesn't lose many of her key dwarves or vehicles, but she looks like a pretty straightforward aggro deck rather than the control build in regular commander. Still probably at least decent though.
Djeru, with Eyes Open - D
Wow, 1 whole planeswalker to search for. sweeeeet. OK, fine, he gets another toy in dominaria, but still, that's not really enough gas to build your deck around when planeswalkers die so easily in multiplayer.
Elenda, the Dusk Rose - C
Her ability can make her pretty huge pretty fast, but you need a way to recur or exile her to get value from the death trigger. Could still be ok but I think she's a little slow and underwhelming.
etali, primal storm - C+
There's only 2 haste enablers I could find that don't cost mana and leave you open to a 2-for-1. Plus ramp is hard to come by these days. Probably not a great commander but fun anyway.
Ghalta, Primal Hunger - B-
He can probably come down fairly quickly, but I'm not sure a 12/12 is good enough reason to play mono-green. The lack of board wipes and relatively small amount of good targeted removal does improve his odds, though, so he may end up being pretty solid. This is one that could end up being an A, but I'm betting lower for now.
gishath, sun's avatar - C
all the dinos are here, but what he lacks is ramp. I suspect you'll actually want to play out your dinos on turns 3-6 while you finally get the mana for gishath, rather than ramping straight to him like in commander. All the usual problems of being telegraphed apply here too.
gonti, lord of luxury - C-
I think he's hilarious, and deathtouch is going to be great in low-powered political games, but probably hard to get great value off him in a lot of matchups.
hapatra, vizier of poisons - B
There's a handful of -1/-1 counter stuff, and deathtouchy snakes make great rattlesnakes...yeah. Anyway unfortunately a lot of the -1/-1 counter stuff is mediocre creatures that suck. It still might be a solid deck thanks to the politics game, though.
Hazoret the Fervent - D
If there's one thing I know about commander, it's that having no hand suuucks. The beatdown power of this guy can't save the downside - and the activated ability and color restriction are weak sauce too.
Kambal, Consul of Allocation - B-
Guaranteed to give you big chunks of life and deal out solid damage, but he doesn't necessarily give you a clear path to victory and he probably draws plenty of hate. Plus a lot of standard decks look pretty creature based so it might not be as sweet as it is in commander.
kefnet the mindful - B
Not a bad creature, tough to kill and hits hard while giving CA. MUC commander of choice could go to him or nezahal - nezahal is the clear choice in commander, but without the ramp I think kefnet stands a chance. Having a beater in the CZ is definitely superior to having a mana rock like baral imo.
Kopala, Warden of Waves - D
Yeah there's probably a better merfolk who's name starts with a "K" you ought to be playing instead.
kumena, tyrant of orazca - A-
Merfolk are a little lighter than pirates, but he does have AWESOME abilities for them, and the right colors to counter board wipes. I think it'll end up being a pretty powerful deck.
mavren fein, dusk apostle - D+
Realistically mono-white vamps is probably too weak, and 1 token per turn isn't really enough.
Neheb, the Eternal - D
There's a few cute things you can do with this to ramp a bit, but I don't see mono-red having anything terribly exciting to ramp to.
Neheb, the Worthy - C+
There's 15 minotaurs in standard, although none of them are super exciting imo. Most are easy to trade with even with the +2 power as well. As a 4/2 first strike with an annoying ability, though, he could be ok, although if he gets stonewalled and your hand is empty you're pretty boned.
nezahal, primal tide - B
another great MUC commander. Lacking evasion is a hit, but he does draw a lot of cards and is impossible to kill. Blue does lack strong control tools that it has in commander, though, so MUC may be tough. Still though.
oketra the true - D+
nothing super exciting. Double strike is fine but not amazing without swords and jitte and such. mono-color seems like a fairly big downside too.
oviya pashiri, sage lifecrafter - B-
great ability and obviously super easy to play. In a format with few board wipes, this sort of thing could get out of hand.
padeem, consul of innovation - B
Pretty easy to win the artifact contest, and having something like the forbidden sun or whatever it's called seems nuts. Still, mono-blue I think I'd rather have a wincon in the CZ.
rashmi, eternities crafter - B
Powerful ability obviously. May have some of the same potential problems as the MUC commanders, though. Still, it's a great card.
razaketh the foulblooded - D+
Probably too many hoops to jump through to be worth it in a format like this. Maybe there's some sweet combo I don't see though.
rhonas the indomitable - C+
pretty straightforward beater. Doesn't seem like quite enough, really, without commander damage.
rishkar, peema renegade - B
Good way to generate a lot of mana fairly quickly. Potentially ramping up to some big vineshaper mystic turns or something? Probably dipping into merfolk for counter synergy.
samut, voice of dissent - B
Strong beater, but without good equipment she might have a hard time getting through (hello blackblade?). Giving haste is a solid ability, and she has access to a lot of colors without being forced to go heavily into white. Could see including some strong tap abilities too, like combat celebrant. Overall I could see this being quite strong if a little goodstuffy.
Sram, Senior Edificer - C
Most of the equipment sucks (Except blackblade) but they're ok in a pinch I guess, and there are some spicy pacifisms that would be sick with a draw trigger. Plus there's conviction for power-drawing. Mono-white, though.
Temmet, Vizier of Naktamun - C
There aren't a lot of obviously amazing tokens to pump up, and swinging in with a 3/3 or whatever isn't exactly thrilling. There is Vizier of Many Faces, that could be good. Anyway he's still decent value as just a dude in a UW control deck.
Tetzimoc, Primal Death - D+
Awww. Still sucks. 6/6 dt for 6 is at least better here than in commander though. And there's decoction module to bounce him, which could be ok for locking down a game for a million mana per turn.
the locust god - C+
Probably weakest of the gods here without any wheels or other nonsense. Still solid but expensive and probably can't generate amazing value.
the scorpion god - B+
A pretty strong card to have since it can inflict immediate retribution on anyone messing with you, and it's a great unkillable beater and draw engine besides. I dig it.
Unesh, Criosphinx Sovereign - C+
There's 4 more allowed sphinxes and they're all pretty decent and he helps you dig to them. It won't be amazing but it's an ok MUC deck probably.
vona, butcher of magan - B-
Probably wouldn't bother with vamp tribal, I'd just go straight control, with a few of the playable equips to slap onto him. Amazing card in a vacuum but very goodstuffy.
yahenni, undying partisan - B-
Without board wipes I don't know that this is amazing, but it's still a hard-to-kill guy who gets huge in multiplayer.
zacama, primal calamity - C
I don't like this guy much, so I probably underestimate him, but also c'mon, with the ramp options available? He looks bad to me.
Ajani Unyielding - B-
He obviously wants you running a lot of creatures/artifacts/enchantments/planeswalkers, but luckily he comes equipped with his own removal. He's a little goodstuff but much like Vraska the power level is there. I like Vraska more for her starting loyalty and arguably better +2, but they're both solid.
Ajani, Valiant Protector - C
Inability to protect himself well is pretty rough for a 6-drop planeswalker, and while both of his abilities are decent they don't really justify the cost. Much like pw deck tezz, though, you could use him as a weird tutor for the one creature in your deck, but I think that's harder to make viable than a 1-artifact deck.
Angrath, minotaur pirate - D
The + ability will surely make GW huatli cry, but otherwise looks pretty play-around-able and weak. His -3 is pretty underwhelming with the lower power level of pirates and leave him at 2 loyalty. His ult is hilarious but actually pretty bad since they'll be using those creatures to kill him if they had them.
angrath, the flame-chained - B-
Top ability does decent damage in 30-life and mass discard is quite strong. Really wants sac outlets for second ability. Probably tough to keep alive, but black and red have some decent control stuff.
Chandra, pyrogenius - D-
Pyroidiot, more like. At least her + hits all players, but still, this is pretty bottom-of-the-barrel for planeswalkers. Torch of defiance is nearly strictly better and costs 2 less.
chandra, torch of defiance - C
Great planeswalker but mono-red looks tough, especially since she provides little direction. As much as I like her I think she's going to be hard to make great.
Dovin Baan - C-
He's...y'know, fine. He doesn't do anything very interesting though. His ult is brutal but that'll never happen and anyway, even if it does it doesn't necessarily win the game, it just means your opponents have to play really slowly.
Gideon, Martial Paragon - D+
God I hate that +2, what a dumb ability. He's like the 15th best go-wide commander, he's not getting played.
Gideon of the Trials - D+
Sick 3-drop walker...that doesn't do anything. Ability to blank an enemy beater is nice but otherwise totally unremarkable. Kinda cute tech against certain "i win the game" cards, but no commander.
Huatli, Dinosaur Knight - C-
It's got a clear direction to go, but I think gishath is the better way to dino. Man do I wish her -3 was -2 and made them fight instead.
huatli, radiant champion - B+
I think this might actually be her place to shine. Dump out a bunch of tokens, play her, get like 10 loyalty in one turn with lots of blockers? Easily ult her and then never run out of cards? Buff your dudes to the stratosphere? Sign me up.
Huatli, Warrior Poet - C
Mostly just a dino-spitting machine, but she's pretty good at it. Occasionally you can kill 1-health dudes I guess. Doesn't seem like enough from the CZ to get a 3/3 on turn 5 though.
Jace, Cunning Castaway - D
Kinda like gideon, he just doesn't do much. He's maybe a looter? He makes a creature that won't matter? He can do it...more? I just don't see him doing anything worthwhile.
Jace, Ingenious Mind-Mage - D+
He's expensive and his ability aren't super exciting, and he's wildly outclassed by tezzeret, but he's still probably more exciting than shirtless jace. At least he actually gives you CA.
liliana, death's majesty - C+
reanimator seems difficult to do too much with in standard, but the abilities are all pretty strong. That self-mill might actually hurt in 60 card after a while, and a lot fewer benefits are available.
Liliana, Death Wielder - F+
Ok what? Are you serious? Compare this to pw deck vraska - same loyalty, costs 1 more, same -3 except hers requires the creature have -1/-1 counter on it? Really? for your 7 drop walker, 2 turns, and -1 loyalty, you can kill one creature? Holy crap this thing is trash.
nicol bolas, god-pharaoh - B
Very powerful card, doesn't provide a ton of direction except control, which he is in good colors for. I think he'll have a hell of a time surviving for more than a turn, though.
Nissa, Genesis Mage - D-
Hard to see this doing much of anything. Untapping creatures mostly sucks and untapping lands is nice, but 7 is the point where it's not particularly useful. other abilities are pretty weak sauce too.
Nissa, Nature's Artisan - D+
-4 is a tough rate for her "good" ability, but it does give you an upgraded divination which is solid. Other abilities are all pretty lame but you could do worse for a pw deck pw.
nissa, steward of the elements - B
The flexibility is great, you could only ult her, or use her as a card advantage machine. I could see her being quite good in the hands of a smart pilot.
nissa, vital force - B-
Easy to ult and I do like the ability to keep recurring something over and over. Mono-green seems meh though.
saheeli rai - C+
I don't see any etbs TOO insane to copy, and the + ability is pretty mediocre obviously. It is a 3-drop walker though, and you can at least get some decent draw off the copy.
Samut, the Tested - D
I want to like her, but man double strike is not the + ability you want when you need to defend a pw, and the - ability is just super weak. Ult isn't even that insane with the standard card pool. Hard pass.
tezzeret, master of metal - B-
one of the best pw deck pws. Could build him as a tutor for one artifact that also threatens to ult, or could go all-in on artifacts. Just going for that dumb sun seems like it could potentially work. Anyway he's pretty versatile.
tezzeret the schemer - B
I like this guy. Ability to kill 2 creatures without taking a break is sick. Ult does a good job of closing out the game too. Potentially a little hard to defend without producing tokens but still, solid.
vraska, relic seeker - B
doesn't push in any specific direction, but she's a hell of a card.
Vraska, scheming gorgon - C
Solid - ability, and her + ability could be ok. Ult is sweet. Still, outclassed by BG vraska is just about every way.
I’m going to brew up a Saheeli Paradox Engine deck. There has to be a way to go infinite with Scrap Trawler and Workshop Assistant and things that do well with untapping (Rummaging Goblin, the exert pinger, Pyramid of the Pantheon, Azor’s Gateway, etc).
This is basically a direct port of the UB Midrange deck currently showing off in standard. The gameplan is to control the board, play value creatures, and then lategame dominate with TSG. Every single creature in the deck has an EtB trigger, lifelink, or both so you get to do a lot of powerful stuff with your God. There are a few concessions here to a slower EDH game, and a few cards that I'd test but that may be bad (Razaketh's Rite, Shielded Aether Thief) compared to stuff in the traditional list like Doomfall and Moment of Craving or "go bigger" cards for EDH like Marionette Master, Nezahal, Primal Tide, Herald of Anguish, Torment of Hailfire, and Aethersquall Ancient. I also toyed with Orazca Relic as a ramp card; good ramp in standard is hard to find. But if you want to be competitive, I imagine this deck is a starting point.
Are there any more details about what exactly are the rules?
Do they plan it to be sanctioned duels or multiplayer? What are life totals, etc. Is it really 60 cards rather than 100?
Starting life total is 30 with no special rules for commander damage. Your deck should have 60 cards including your commander, with the other deckbuilding rules being the usual commander ones. Since this is standard format, bans carry over.
The format is supposed to be casual, so they won't try to force anybody to play this format in major tournaments like they did with block constructed all those years ago. Of course, it could be sanctioned on a shop-to-shop basis like some do with EDH.
I think some kind of creatureless (or very creature light) UW control is the best deck. You have removal, draw and two very solid hard to interact win cons with Approach of the Second Sun and Sanguine Sacrament.
Probably need to think about Dominaria as a standard set inclusion, as it's out next month. It'll take people more than a month to wrap the heads around the format.
I'm thinking about a Teferi, Hero of Dominaria deck, which looks to board wipe as much as possible. I feel that if you can ultimate, it's GG.
Finding decks which can win in multiplayer is actually going to be harder than you might think. It will involve combat, as there are only so many combos probably in standard.
But making arbitrarily large amounts of mana doesn't need to be relegated to mana rocks. We can slot in Storm the Vault in a deck that is 45% artifacts and get a Tolarian Academy for our trouble, while our Engine untapping Azor's Gateway could potentially have us flipping it in 2-3 turns rather than 5, and at that point we could have a land adding 15+ mana.
So what to do with all of that mana? How about running card draw spells like Pull from Tomorrow, Secrets of the Golden City, Reverse Engineer, or Tezzeret's Ambition. Even without the Engine, we could realistically have 2 spells that draw 3 for 1UU. Not too shabby, and can help keep the cards flowing and the untapping happening.
And mentioning untapping, how about some cards that untap nicely... like Fervent Paincaster or Rummaging Goblin. Already mentioned Azor's Gateway, but also Oracle's Vault which can turn into a somewhat consistent way to trigger our Engine, or Treasure Map, which can flip us into card draw and/or more mana.
There's another dude with an interesting tap ability, too. Embraal Gear-Smasher might be just what this deck needs to kill people... but how to not just run out of artifacts, and to ensure we keep untapping him? Well, fortunately, we have some little artifact friends: Workshop Assistant, Scrap Trawler and Treasure Keeper. Oh and a big friend in Metalwork Colossus, too.
(Almost) Infinite combo 1: With Paradox Engine+Scrap Trawler+Servo Schematic+ 1 mana rock, we can almost go infinite with Metalwork Colossus. Colossus costs 1 thanks to the 10 provided by our artifacts, which our mana rock conveniently taps for. Technically, a turned on Pyramid of the Pantheon works exactly the same as it is 1 CMC with 3 mana tapped, too.
- Cast the Colossus, untapping our mana rock.
- Sacrifice the Colossus to Embraal Gear-Smasher for 2 damage to each opponent.
- Use the Colossus ability and sac the Servo Schematic and Servo (hope you didn't chump block), triggering the Schematic adding a 1/1 Servo. If you have a 1 mana artifact to get from Scrap Trawler, score! But not important.
- Cast Colossus, untapping mana rock and Gear-smasher.
- Sacrifice the Colossus to Gear-smasher, dealing 2 damage to each opponent, and triggering Trawler, returning your Schematic.
- Note that here, casting the Schematic costs you 1 mana. If you have a second mana rock, you can actually make infinite mana and infinite Servos. If not, just repeat the process above until you run out of mana, dealing presumably like 14 damage to each opponent and making 7 guys, plus a 10/10.
- Also, you can use Ravenous Intruder to do the same loop above for just a ton of 1/1 dudes and an arbitrarily large Gremlin, but not the damage. Does go infinite (or almost) with Fervent Paincaster, who would also help speed along your Gear-smasher kills. Also, if you just have 11+ CMC worth of noncreature artifacts plus a mana rock, it does go infinite as each Colossus is a free cast which can give you 2 mana for Schematic. Neat!
(Almost) Infinite Comb 2: With Paradox Engine, Scrap Trawler, Workshop Assistant and Treasure Keeper can do some absurd things with a sac outlet. The Treasure Keeper and Workshop Assistant can loop each other with enough mana, and the Treasure keeper can help you find those 3 CMC mana rocks to help make it a free transaction. Get untaps as needed, or play an Aetherflux Resovoir, gain infinite life, throw it at one opponent, then get it back with Workshop Assistant and throw it at someone else with your infinite life.
I've built an initial version of the deck and even tested it in some head to head matches and a 3p. It actually seems viable with tweaking. I think this might be something really fun, even if just to tinker with. I used Saheeli Rai as the commander.
I've built an initial version of the deck and even tested it in some head to head matches and a 3p. It actually seems viable with tweaking. I think this might be something really fun, even if just to tinker with. I used Saheeli Rai as the commander.
Jhoira, Weatherlight Captain would probably be your best bet for a commander with this type of deck in mind. I honestly think that she will be the first to be banned for the brawl format.
Interestingly I did a deck tech for a Teshar, Ancestor's Apostle (link in my signature) that has a lot of infinite's and so worked out if they are possible in some fashion with brawl.
Mostly I think "well, if that's the format's best combo deck...we're probably pretty safe from degeneracy." I wouldn't mind losing to some crazy 4-card combo once or twice. Sure beats losing to MoM + azami or DEN + palinchron for the umpteenth time.
I've built an initial version of the deck and even tested it in some head to head matches and a 3p. It actually seems viable with tweaking. I think this might be something really fun, even if just to tinker with. I used Saheeli Rai as the commander.
Jhoira, Weatherlight Captain would probably be your best bet for a commander with this type of deck in mind. I honestly think that she will be the first to be banned for the brawl format.
Interestingly I did a deck tech for a Teshar, Ancestor's Apostle (link in my signature) that has a lot of infinite's and so worked out if they are possible in some fashion with brawl.
My infinite mono one does go infinite. There are two sac outlets in Embraal Gear-Smasher and Ravenous Intruder. Additionally the Colossus can be free with 11 CMC of artifacts that are not creatures. If you read my post under Infinite Combo 2, you will see how to do it.
This is what I had in mind too but I would probably play Dovin Baan as commander insteaed of Azor. Azor is just really expensive and doesn't do much. The creatures also don't seem very good outside of torrential. I'd maybe run run tocatli honor guard, Baral, Chief of Compliance and looming altisaur. I think Sanguine Sacrament is also a pretty good card. It acts like a second copy of Approach.
I had a lot of the same ideas. I THINK Teferi is going to be the right choice when Dom shows up. I kind of like the fact Azor is also just a 6/6 flyer in a deck that's creature light.
I'll probably go for a grixis pirate deck (as I already have most cards), i'm really excited to build with the new legends from DOM and with the walkers! so many possibilities, even before all of DOM legends are released we already have 73 possible commanders!
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
The commanders I see being most feasible/interesting (without dipping into dominaria) are:
That is a LOT of potential. And a lot of these that looked pretty subpar for commander (gishath, beckett brass, depala) look like they could be legitimately strong here. And of course the potential to use planeswalkers, a lot of which look super fun.
I'm not quite sure what to build first. Might go for something straightforward like kumena or brass, or maybe something a little more subtle like vraska. And it's hard to pass up the opportunity to do bolas (without having to use the crappy old legends version).
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
1 depala, pilot exemplar
Creatures 21
1 Djeru, With Eyes Open
1 Hazoret the Fervent
1 Kari Zev, Skyship Raider
1 Mavren Fein, Dusk Apostle
1 Pia Nalaar
1 Sram, Senior Edificer
1 Aethergeode Miner
1 Aviary Mechanic
1 Consul's Shieldguard
1 Countless Gears Renegade
1 Deadeye Harpooner
1 Fairgrounds Warden
1 Gearshift Ace
1 Master Trinketeer
1 Renegade Wheelsmith
1 Restoration Specialist
1 Solemn Recruit
1 Toolcraft Exemplar
1 Veteran Motorist
1 Visionary Augmenter
1 Speedway Fanatic
1 Legion's Landing
1 Ixalan's Binding
1 Cast Out
Artifacts 2
1 Azor's Gateway
1 Oketra's Monument
Vehicles 10
1 Conqueror's Galleon
1 Cultivator's Caravan
1 Fleetwheel Cruiser
1 Peacewalker Colossus
1 Untethered Express
1 Heart of Kiran
1 Skysovereign, Consul Flagship
1 Aethersphere Harvester
1 Aradara Express
1 Bomat Bazaar Barge
planeswalkers 3
1 Chandra, Torch of Defiance
1 Gideon, Martial Paragon
1 Huatli, Warrior Poet
1 Inventors' Fair
1 Field of Ruin
1 Arch of Orazca
1 Cascading Cataracts
1 Desert of the True
1 Desert of the Fervent
1 Shefet Dunes
1 Evolving Wilds
1 Inspiring Vantage
1 Stone Quarry
6 plains
4 mountain
I have to say i would like to see some Fall of the Thran going together with Dunes of the Dead in a deck
Also Neheb, the Worthy could be a thing
admiral beckett brass - B+
pirate tribal, obviously. There are actually a lot of strong pirates. There are enough I think you could realistically fill your whole deck with pirate and lands and still only be running decent cards. The actual bonus might be tough to pull off since it's pretty play-around-able and some of the pirates lack evasion, though.
azor the lawbringer - C-
Never loved this guy. Paying the mana on your own turn is weak sauce for control and you can't ramp well in standard. He looks like a goodstuff control commander to me, for people that suck at control and tap out on their own turns like scrubs.
baral, chief of compliance - C-
There's actually not a ton of spells to get value with him, and almost all of them are straight control spells that do little to advance your own plan. I have a hard time seeing him putting together a good wincon while still getting value off the commander.
Bontu the Glorified - D
Indestructible and menace is nasty, but 4 power isn't a ton and having to sac a guy to attack is pretty rough. The sac ability is cute and is an ok way to drain people out, but it's so expensive and slow.
Captain Lannery Storm - D
Not a ton of treasure-makers in mono-red and the any-color option is kind of wasted in mono. She's a role-player, not a commander.
depala, pilot exemplar - B
I've built depala and she's great with board wipes, man lands, and scroll rack. There are a few board wipes, no (?) manlands, and no scroll rack She doesn't lose many of her key dwarves or vehicles, but she looks like a pretty straightforward aggro deck rather than the control build in regular commander. Still probably at least decent though.
Djeru, with Eyes Open - D
Wow, 1 whole planeswalker to search for. sweeeeet. OK, fine, he gets another toy in dominaria, but still, that's not really enough gas to build your deck around when planeswalkers die so easily in multiplayer.
Elenda, the Dusk Rose - C
Her ability can make her pretty huge pretty fast, but you need a way to recur or exile her to get value from the death trigger. Could still be ok but I think she's a little slow and underwhelming.
etali, primal storm - C+
There's only 2 haste enablers I could find that don't cost mana and leave you open to a 2-for-1. Plus ramp is hard to come by these days. Probably not a great commander but fun anyway.
Ghalta, Primal Hunger - B-
He can probably come down fairly quickly, but I'm not sure a 12/12 is good enough reason to play mono-green. The lack of board wipes and relatively small amount of good targeted removal does improve his odds, though, so he may end up being pretty solid. This is one that could end up being an A, but I'm betting lower for now.
gishath, sun's avatar - C
all the dinos are here, but what he lacks is ramp. I suspect you'll actually want to play out your dinos on turns 3-6 while you finally get the mana for gishath, rather than ramping straight to him like in commander. All the usual problems of being telegraphed apply here too.
gonti, lord of luxury - C-
I think he's hilarious, and deathtouch is going to be great in low-powered political games, but probably hard to get great value off him in a lot of matchups.
hapatra, vizier of poisons - B
There's a handful of -1/-1 counter stuff, and deathtouchy snakes make great rattlesnakes...yeah. Anyway unfortunately a lot of the -1/-1 counter stuff is mediocre creatures that suck. It still might be a solid deck thanks to the politics game, though.
Hazoret the Fervent - D
If there's one thing I know about commander, it's that having no hand suuucks. The beatdown power of this guy can't save the downside - and the activated ability and color restriction are weak sauce too.
Hope of Ghirapur - F
Literally the worst.
Kambal, Consul of Allocation - B-
Guaranteed to give you big chunks of life and deal out solid damage, but he doesn't necessarily give you a clear path to victory and he probably draws plenty of hate. Plus a lot of standard decks look pretty creature based so it might not be as sweet as it is in commander.
Kari Zev, Skyship raider - D
Good 2-drop but not commander material. Save it for Beckett Brass.
kefnet the mindful - B
Not a bad creature, tough to kill and hits hard while giving CA. MUC commander of choice could go to him or nezahal - nezahal is the clear choice in commander, but without the ramp I think kefnet stands a chance. Having a beater in the CZ is definitely superior to having a mana rock like baral imo.
Kopala, Warden of Waves - D
Yeah there's probably a better merfolk who's name starts with a "K" you ought to be playing instead.
kumena, tyrant of orazca - A-
Merfolk are a little lighter than pirates, but he does have AWESOME abilities for them, and the right colors to counter board wipes. I think it'll end up being a pretty powerful deck.
mavren fein, dusk apostle - D+
Realistically mono-white vamps is probably too weak, and 1 token per turn isn't really enough.
Neheb, the Eternal - D
There's a few cute things you can do with this to ramp a bit, but I don't see mono-red having anything terribly exciting to ramp to.
Neheb, the Worthy - C+
There's 15 minotaurs in standard, although none of them are super exciting imo. Most are easy to trade with even with the +2 power as well. As a 4/2 first strike with an annoying ability, though, he could be ok, although if he gets stonewalled and your hand is empty you're pretty boned.
nezahal, primal tide - B
another great MUC commander. Lacking evasion is a hit, but he does draw a lot of cards and is impossible to kill. Blue does lack strong control tools that it has in commander, though, so MUC may be tough. Still though.
oketra the true - D+
nothing super exciting. Double strike is fine but not amazing without swords and jitte and such. mono-color seems like a fairly big downside too.
oviya pashiri, sage lifecrafter - B-
great ability and obviously super easy to play. In a format with few board wipes, this sort of thing could get out of hand.
padeem, consul of innovation - B
Pretty easy to win the artifact contest, and having something like the forbidden sun or whatever it's called seems nuts. Still, mono-blue I think I'd rather have a wincon in the CZ.
Pia Nalaar - D
role player, not a commander.
rashmi, eternities crafter - B
Powerful ability obviously. May have some of the same potential problems as the MUC commanders, though. Still, it's a great card.
razaketh the foulblooded - D+
Probably too many hoops to jump through to be worth it in a format like this. Maybe there's some sweet combo I don't see though.
rhonas the indomitable - C+
pretty straightforward beater. Doesn't seem like quite enough, really, without commander damage.
rishkar, peema renegade - B
Good way to generate a lot of mana fairly quickly. Potentially ramping up to some big vineshaper mystic turns or something? Probably dipping into merfolk for counter synergy.
samut, voice of dissent - B
Strong beater, but without good equipment she might have a hard time getting through (hello blackblade?). Giving haste is a solid ability, and she has access to a lot of colors without being forced to go heavily into white. Could see including some strong tap abilities too, like combat celebrant. Overall I could see this being quite strong if a little goodstuffy.
Sram, Senior Edificer - C
Most of the equipment sucks (Except blackblade) but they're ok in a pinch I guess, and there are some spicy pacifisms that would be sick with a draw trigger. Plus there's conviction for power-drawing. Mono-white, though.
Temmet, Vizier of Naktamun - C
There aren't a lot of obviously amazing tokens to pump up, and swinging in with a 3/3 or whatever isn't exactly thrilling. There is Vizier of Many Faces, that could be good. Anyway he's still decent value as just a dude in a UW control deck.
Tetzimoc, Primal Death - D+
Awww. Still sucks. 6/6 dt for 6 is at least better here than in commander though. And there's decoction module to bounce him, which could be ok for locking down a game for a million mana per turn.
the locust god - C+
Probably weakest of the gods here without any wheels or other nonsense. Still solid but expensive and probably can't generate amazing value.
the scarab god - A
Obviously commander is obvious.
the scorpion god - B+
A pretty strong card to have since it can inflict immediate retribution on anyone messing with you, and it's a great unkillable beater and draw engine besides. I dig it.
tishana, voice of thunder - B-
I like kumena more, but I could see this in a non-tribal UG deck.
Unesh, Criosphinx Sovereign - C+
There's 4 more allowed sphinxes and they're all pretty decent and he helps you dig to them. It won't be amazing but it's an ok MUC deck probably.
vona, butcher of magan - B-
Probably wouldn't bother with vamp tribal, I'd just go straight control, with a few of the playable equips to slap onto him. Amazing card in a vacuum but very goodstuffy.
yahenni, undying partisan - B-
Without board wipes I don't know that this is amazing, but it's still a hard-to-kill guy who gets huge in multiplayer.
zacama, primal calamity - C
I don't like this guy much, so I probably underestimate him, but also c'mon, with the ramp options available? He looks bad to me.
zetalpa, primal dawn - D
Same problem with less payoff.
Ajani Unyielding - B-
He obviously wants you running a lot of creatures/artifacts/enchantments/planeswalkers, but luckily he comes equipped with his own removal. He's a little goodstuff but much like Vraska the power level is there. I like Vraska more for her starting loyalty and arguably better +2, but they're both solid.
Ajani, Valiant Protector - C
Inability to protect himself well is pretty rough for a 6-drop planeswalker, and while both of his abilities are decent they don't really justify the cost. Much like pw deck tezz, though, you could use him as a weird tutor for the one creature in your deck, but I think that's harder to make viable than a 1-artifact deck.
Angrath, minotaur pirate - D
The + ability will surely make GW huatli cry, but otherwise looks pretty play-around-able and weak. His -3 is pretty underwhelming with the lower power level of pirates and leave him at 2 loyalty. His ult is hilarious but actually pretty bad since they'll be using those creatures to kill him if they had them.
angrath, the flame-chained - B-
Top ability does decent damage in 30-life and mass discard is quite strong. Really wants sac outlets for second ability. Probably tough to keep alive, but black and red have some decent control stuff.
Chandra, pyrogenius - D-
Pyroidiot, more like. At least her + hits all players, but still, this is pretty bottom-of-the-barrel for planeswalkers. Torch of defiance is nearly strictly better and costs 2 less.
chandra, torch of defiance - C
Great planeswalker but mono-red looks tough, especially since she provides little direction. As much as I like her I think she's going to be hard to make great.
Dovin Baan - C-
He's...y'know, fine. He doesn't do anything very interesting though. His ult is brutal but that'll never happen and anyway, even if it does it doesn't necessarily win the game, it just means your opponents have to play really slowly.
Gideon, Martial Paragon - D+
God I hate that +2, what a dumb ability. He's like the 15th best go-wide commander, he's not getting played.
Gideon of the Trials - D+
Sick 3-drop walker...that doesn't do anything. Ability to blank an enemy beater is nice but otherwise totally unremarkable. Kinda cute tech against certain "i win the game" cards, but no commander.
Huatli, Dinosaur Knight - C-
It's got a clear direction to go, but I think gishath is the better way to dino. Man do I wish her -3 was -2 and made them fight instead.
huatli, radiant champion - B+
I think this might actually be her place to shine. Dump out a bunch of tokens, play her, get like 10 loyalty in one turn with lots of blockers? Easily ult her and then never run out of cards? Buff your dudes to the stratosphere? Sign me up.
Huatli, Warrior Poet - C
Mostly just a dino-spitting machine, but she's pretty good at it. Occasionally you can kill 1-health dudes I guess. Doesn't seem like enough from the CZ to get a 3/3 on turn 5 though.
Jace, Cunning Castaway - D
Kinda like gideon, he just doesn't do much. He's maybe a looter? He makes a creature that won't matter? He can do it...more? I just don't see him doing anything worthwhile.
Jace, Ingenious Mind-Mage - D+
He's expensive and his ability aren't super exciting, and he's wildly outclassed by tezzeret, but he's still probably more exciting than shirtless jace. At least he actually gives you CA.
liliana, death's majesty - C+
reanimator seems difficult to do too much with in standard, but the abilities are all pretty strong. That self-mill might actually hurt in 60 card after a while, and a lot fewer benefits are available.
Liliana, Death Wielder - F+
Ok what? Are you serious? Compare this to pw deck vraska - same loyalty, costs 1 more, same -3 except hers requires the creature have -1/-1 counter on it? Really? for your 7 drop walker, 2 turns, and -1 loyalty, you can kill one creature? Holy crap this thing is trash.
nicol bolas, god-pharaoh - B
Very powerful card, doesn't provide a ton of direction except control, which he is in good colors for. I think he'll have a hell of a time surviving for more than a turn, though.
nicol bolas, the deciever - C
Mostly just a worse bolas, but that kill + draw is nice.
Nissa, Genesis Mage - D-
Hard to see this doing much of anything. Untapping creatures mostly sucks and untapping lands is nice, but 7 is the point where it's not particularly useful. other abilities are pretty weak sauce too.
Nissa, Nature's Artisan - D+
-4 is a tough rate for her "good" ability, but it does give you an upgraded divination which is solid. Other abilities are all pretty lame but you could do worse for a pw deck pw.
nissa, steward of the elements - B
The flexibility is great, you could only ult her, or use her as a card advantage machine. I could see her being quite good in the hands of a smart pilot.
nissa, vital force - B-
Easy to ult and I do like the ability to keep recurring something over and over. Mono-green seems meh though.
saheeli rai - C+
I don't see any etbs TOO insane to copy, and the + ability is pretty mediocre obviously. It is a 3-drop walker though, and you can at least get some decent draw off the copy.
Samut, the Tested - D
I want to like her, but man double strike is not the + ability you want when you need to defend a pw, and the - ability is just super weak. Ult isn't even that insane with the standard card pool. Hard pass.
tezzeret, master of metal - B-
one of the best pw deck pws. Could build him as a tutor for one artifact that also threatens to ult, or could go all-in on artifacts. Just going for that dumb sun seems like it could potentially work. Anyway he's pretty versatile.
tezzeret the schemer - B
I like this guy. Ability to kill 2 creatures without taking a break is sick. Ult does a good job of closing out the game too. Potentially a little hard to defend without producing tokens but still, solid.
vraska, relic seeker - B
doesn't push in any specific direction, but she's a hell of a card.
Vraska, scheming gorgon - C
Solid - ability, and her + ability could be ok. Ult is sweet. Still, outclassed by BG vraska is just about every way.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Otherwise, it is a cool list.
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
Anyway, fixed it up a bit. I might go through and add my thoughts on the less exciting commanders later.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
5 The Scarab God
Creatures: 14
2 Contraband Kingpin
2 Gifted Aetherborn
2 Glint-sleeve Siphoner
2 Dusk Legion Zealot
2 Shielded Aether Thief
2 Walking Ballista
3 Champion of Wits
3 Sailor of Means
4 Gonti, Lord of Luxury
4 Hostage Taker
4 Ravenous Chupacabra
6 Demon of Dark Schemes
6 Noxious Gearhulk
6 Torrential Gearhulk
5 Liliana, Death's Majesty
Enchantments: 2
2 Arguel's Blood Fast
2 Search for Azcanta
Artifacts: 1
2 Thaumatic Compass
Instants and Sorceries: 15
1 Fatal Push
2 Censor
2 Essence Scatter
2 Negate
2 Walk the Plank
3 Disallow
3 Golden Demise
3 Supreme Will
4 Glimmer of Genius
4 Hieroglyphic Illumination
4 Vraska's Contempt
4 Commit // Memory
5 Confiscation Coup
5 Razaketh's Rite
6 River's Rebuke
1 Aether Hub
1 Desert of the Mindful
1 Desert of the Glorified
1 Drowned Catacomb
1 Evolving Wilds
1 Fetid Pools
1 Field of Ruin
1 Submerged Boneyard
8 Island
10 Swamp
This is basically a direct port of the UB Midrange deck currently showing off in standard. The gameplan is to control the board, play value creatures, and then lategame dominate with TSG. Every single creature in the deck has an EtB trigger, lifelink, or both so you get to do a lot of powerful stuff with your God. There are a few concessions here to a slower EDH game, and a few cards that I'd test but that may be bad (Razaketh's Rite, Shielded Aether Thief) compared to stuff in the traditional list like Doomfall and Moment of Craving or "go bigger" cards for EDH like
Marionette Master, Nezahal, Primal Tide, Herald of Anguish, Torment of Hailfire, and Aethersquall Ancient. I also toyed with Orazca Relic as a ramp card; good ramp in standard is hard to find. But if you want to be competitive, I imagine this deck is a starting point.
From here, I guess my brewing will be who can do interesting EDH stuff that is outside the standard norm and how do they stack up to this stock Scarab God list? From the article on the mothership I am excited/intrigued to brew with Hautli, Radiant Champion, Angrath, the Flame-Chained, Nicol Bolas, God-Pharaoh, Nissa, Steward of Elements, and Kambal, Consul of Allocation among other cards.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Do they plan it to be sanctioned duels or multiplayer? What are life totals, etc. Is it really 60 cards rather than 100?
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Starting life total is 30 with no special rules for commander damage. Your deck should have 60 cards including your commander, with the other deckbuilding rules being the usual commander ones. Since this is standard format, bans carry over.
The format is supposed to be casual, so they won't try to force anybody to play this format in major tournaments like they did with block constructed all those years ago. Of course, it could be sanctioned on a shop-to-shop basis like some do with EDH.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
I'm thinking about a Teferi, Hero of Dominaria deck, which looks to board wipe as much as possible. I feel that if you can ultimate, it's GG.
Finding decks which can win in multiplayer is actually going to be harder than you might think. It will involve combat, as there are only so many combos probably in standard.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Izzet Improvise Insanity...
We've got 4 3cmc mana rocks in the format: Cultivator's Caravan, Hierophant's Chalice, Manalith and Orazca Relic, plus, if you wanna work for it, we also have a pseudo-Gilded Lotus in Pyramid of the Pantheon. We also have Paradox Engine, meaning we could realistically chain together a sequence of spells to do abnormally large things. Even better, we have multiple tutor effects in Whir of Invention and Inventors' Fair, so getting the Engine going (no pun intended), is something that can be done consistently.
But making arbitrarily large amounts of mana doesn't need to be relegated to mana rocks. We can slot in Storm the Vault in a deck that is 45% artifacts and get a Tolarian Academy for our trouble, while our Engine untapping Azor's Gateway could potentially have us flipping it in 2-3 turns rather than 5, and at that point we could have a land adding 15+ mana.
So what to do with all of that mana? How about running card draw spells like Pull from Tomorrow, Secrets of the Golden City, Reverse Engineer, or Tezzeret's Ambition. Even without the Engine, we could realistically have 2 spells that draw 3 for 1UU. Not too shabby, and can help keep the cards flowing and the untapping happening.
And mentioning untapping, how about some cards that untap nicely... like Fervent Paincaster or Rummaging Goblin. Already mentioned Azor's Gateway, but also Oracle's Vault which can turn into a somewhat consistent way to trigger our Engine, or Treasure Map, which can flip us into card draw and/or more mana.
There's another dude with an interesting tap ability, too. Embraal Gear-Smasher might be just what this deck needs to kill people... but how to not just run out of artifacts, and to ensure we keep untapping him? Well, fortunately, we have some little artifact friends: Workshop Assistant, Scrap Trawler and Treasure Keeper. Oh and a big friend in Metalwork Colossus, too.
(Almost) Infinite combo 1: With Paradox Engine+Scrap Trawler+Servo Schematic+ 1 mana rock, we can almost go infinite with Metalwork Colossus. Colossus costs 1 thanks to the 10 provided by our artifacts, which our mana rock conveniently taps for. Technically, a turned on Pyramid of the Pantheon works exactly the same as it is 1 CMC with 3 mana tapped, too.
- Cast the Colossus, untapping our mana rock.
- Sacrifice the Colossus to Embraal Gear-Smasher for 2 damage to each opponent.
- Use the Colossus ability and sac the Servo Schematic and Servo (hope you didn't chump block), triggering the Schematic adding a 1/1 Servo. If you have a 1 mana artifact to get from Scrap Trawler, score! But not important.
- Cast Colossus, untapping mana rock and Gear-smasher.
- Sacrifice the Colossus to Gear-smasher, dealing 2 damage to each opponent, and triggering Trawler, returning your Schematic.
- Note that here, casting the Schematic costs you 1 mana. If you have a second mana rock, you can actually make infinite mana and infinite Servos. If not, just repeat the process above until you run out of mana, dealing presumably like 14 damage to each opponent and making 7 guys, plus a 10/10.
- Also, you can use Ravenous Intruder to do the same loop above for just a ton of 1/1 dudes and an arbitrarily large Gremlin, but not the damage. Does go infinite (or almost) with Fervent Paincaster, who would also help speed along your Gear-smasher kills. Also, if you just have 11+ CMC worth of noncreature artifacts plus a mana rock, it does go infinite as each Colossus is a free cast which can give you 2 mana for Schematic. Neat!
(Almost) Infinite Comb 2: With Paradox Engine, Scrap Trawler, Workshop Assistant and Treasure Keeper can do some absurd things with a sac outlet. The Treasure Keeper and Workshop Assistant can loop each other with enough mana, and the Treasure keeper can help you find those 3 CMC mana rocks to help make it a free transaction. Get untaps as needed, or play an Aetherflux Resovoir, gain infinite life, throw it at one opponent, then get it back with Workshop Assistant and throw it at someone else with your infinite life.
I've built an initial version of the deck and even tested it in some head to head matches and a 3p. It actually seems viable with tweaking. I think this might be something really fun, even if just to tinker with. I used Saheeli Rai as the commander.
So what do you think? Am I crazy, or am I Niv-Mizzet, Dracogenius?
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
1x Authority of the Consuls
1x Azor's Gateway
1x Azor, the Lawbringer
1x Cast Out
1x Countervailing Winds
1x Cultivator's Caravan
1x Desert of the Mindful
1x Desert of the True
1x Disallow
1x Essence Scatter
1x Farm / Market
1x Flood of Recollection
1x Forsake the Worldly
1x Fumigate
1x Gideon's Intervention
1x Glacial Fortress
1x Glimmer of Genius
1x Hieroglyphic Illumination
1x Hour of Revelation
1x Ipnu Rivulet
1x Irrigated Farmland
10x Island
1x Negate
1x Opt
1x Orazca Relic
10x Plains
1x Pull from Tomorrow
1x River's Rebuke
1x Scribe of the Mindful
1x Search for Azcanta
1x Secrets of the Golden City
1x Settle the Wreckage
1x Sorcerous Spyglass
1x Spell Swindle
1x Strategic Planning
1x Supreme Will
1x Thaumatic Compass
1x Thopter Arrest
1x Torrential Gearhulk
1x Vizier of Many Faces
1x Vizier of Tumbling Sands
R Norin the Wary: I've Got a Bad Feeling About This
UG Thrasios & Kydele: Knowledge is Power
RG Borborygmos Enraged: The Breaking of the World
BG The Gitrog Monster: All Glory to the Hypnotoad
WUR Zedruu the Greathearted: Endless Possibilities, One Outcome
WBG Karador, Ghost Chieftain: What's Dead May Never Die
Turn your junk into something great with PucaTrade!
Interestingly I did a deck tech for a Teshar, Ancestor's Apostle (link in my signature) that has a lot of infinite's and so worked out if they are possible in some fashion with brawl.
It centers around Scrap Trawler, Workshop Assistant and Treasure Keeper, which I noticed was part of some of your stuff as well.
However there are very little sacrifice outlets, which the combo needs, and there is basically nothing in standard that does this
It also involves being able to cast an artifact for zero, which there are none in standard, so need cost reduced ways for artifacts.
Foundry Inspector, The Immortal Sun, Metalwork Colossus, Hollow One
Anyway had to cure my curiosity.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Now I just have to do the dominaria ones...
Oh right, and also build and play the format Mostly I think "well, if that's the format's best combo deck...we're probably pretty safe from degeneracy." I wouldn't mind losing to some crazy 4-card combo once or twice. Sure beats losing to MoM + azami or DEN + palinchron for the umpteenth time.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
My infinite mono one does go infinite. There are two sac outlets in Embraal Gear-Smasher and Ravenous Intruder. Additionally the Colossus can be free with 11 CMC of artifacts that are not creatures. If you read my post under Infinite Combo 2, you will see how to do it.
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
This is what I had in mind too but I would probably play Dovin Baan as commander insteaed of Azor. Azor is just really expensive and doesn't do much. The creatures also don't seem very good outside of torrential. I'd maybe run run tocatli honor guard, Baral, Chief of Compliance and looming altisaur. I think Sanguine Sacrament is also a pretty good card. It acts like a second copy of Approach.
R Norin the Wary: I've Got a Bad Feeling About This
UG Thrasios & Kydele: Knowledge is Power
RG Borborygmos Enraged: The Breaking of the World
BG The Gitrog Monster: All Glory to the Hypnotoad
WUR Zedruu the Greathearted: Endless Possibilities, One Outcome
WBG Karador, Ghost Chieftain: What's Dead May Never Die
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