Yeah, this was meant as a general damage deck. The version of the rules I saw said it only took 16 points of general damage to finish your opponent, so I'd have it in two turns. The rest of the deck was an attempt to take the best cards I had from the various colors to pump up the general, and make him more of a threat.
With the feedback I've gotten, I'm going to remove the enchant creature spells, with the exception of the totem auras. Toss in the equipment cards I have that give evasion, and maybe look into putting some more multi-colored creatures to benefit off the Maze Elementals. There are some decent commons in the Alara block that could work. The original version of the deck included the five "Blade" multicolored creatures from that set.
For right now I'm kind of limited to the cards in my collection. I've got from the Alara block to present, with a sprinkling of Kamigawa and Time Spiral.
Given how I have access to all colors, would running slivers be a good idea?
For green removal I only know about the new stuff Prey Upon and Time to Feed. There are a few other cards too, but they only work on flying creatures, or require your creature to have a +1/+1 counter on it. Are there any other general green removal spells? Thank you for your input, I'm a experienced EDH player, but very new to PDH.
Thank you for your suggestions. I wasn't aware there was any halfway decent common equipment out there. The Mirrodin stuff looks pretty good. As far as the enchantment auras go, are the Zendikar totem enchantments worthwhile? How about shield of the oversoul, indestructible and flying sound pretty good.
A pretty simple deck, lots of mana ramp and big creatures that let you draw cards off the packleader. There are a fair number of beasts in the deck, so I included a Advocate of the Beast, and wirewood savage.
I've got a couple of combos in this deck. Forced Adaptation works really well with the fertilid, pretty much letting you tutor up a land every turn. Act of Treason and it's variants let you steal your opponent's creatures, swing with them, and then sacrifice them to the scarland thrinax. The deck is pretty dependant on the general, I really ought to throw in some enchantment destruction. Oblivion Ring would shut the deck down hard.
This is a voltron deck using both enchant creatures, and the maze elementals from Dragon's Maze. The deck is still a work in progress, It's missing a favor of the overbeing, shield of the oversoul,and darksteel ingot. I've been also meaning to replace the strider harness with a fleetfeather sandals. This is the fist five-color deck I have put together, so there might be too heavy on the mana acceleration.
I guess you're taling about my thread :p? Anyway, if you blink your general it won't be haste, so you won't be able to use its ability multiple times a turn.
I think I'm going to try to include that Mnemonic Wall/ Ghostly Flicker combo from the other thread. That would let me blink my general and keep on using their activated ability as long as I had mana to pay for the flicker.
My favorite tribe is zombie, so when I started on pauper decks, the diregraf captain was one of the first potential commanders I looked at. The deck is a zombie swarm, with some removal, and a fair amount of counterspells. It could use some work. I am a little suprised I neglected to put in a dimir guildgate or whispersilk cloak.
I'm not sure what the focus of this deck is. I threw it together because of the card advatage and mana ramp of the [[Skyward Eye Prophets]]. It ended up becoming a counterspell deck, and somewhat of a enchantment/ voltron deck. I'm a little worried it's too creature light, not enough, and few heavy hitters.
I have a few decks that include combos that make things not fun for everyone, like Heartless Hidetsugu + Grafted Exoskeleton. This is pretty much in response to the hyper competitive nature of my friends and their decks. I am a strictly casual player, but after getting steamrolled every Friday night I got sick of it all.
With the feedback I've gotten, I'm going to remove the enchant creature spells, with the exception of the totem auras. Toss in the equipment cards I have that give evasion, and maybe look into putting some more multi-colored creatures to benefit off the Maze Elementals. There are some decent commons in the Alara block that could work. The original version of the deck included the five "Blade" multicolored creatures from that set.
For right now I'm kind of limited to the cards in my collection. I've got from the Alara block to present, with a sprinkling of Kamigawa and Time Spiral.
Given how I have access to all colors, would running slivers be a good idea?
1 sigil captain
Creatures
1 gold myr
1 soul warden
1 sporoloth ancient
1 elvish hexhunter
1 hungry spriggan
1 icatian crier
1 suntail hawk
1 tukatongue thallid
1 llanowar elves
1 essence warden
1 vitaspore thallid
1 midnight guard
1 myr sire
1 warclamp mastiff
1 sidewinder silver
1 avacyn's pilgrim
1 basking rootwalla
1 monk realist
1 trained caracal
1 spire tracer
1 kithkin daggerdare
1 ambassador oak
1 sylvan ranger
1 selesnya evangel
1 nightshade peddler
1 safehold elite
1 predatory sliver
1 angelic page
1 mold shambler
1 serra zealot
1 sinew sliver
1 unruly mob
1 copperhorn scout
1 pilgrim's eye
1 goldmeadow harrier
1 doomed traveler
1 elvish visionary
1 strider harness
1 vulshok morningstar
1 traveler's amulet
1 bladed pinions
1 copper carapace
Instants
1 Naturalize
1 raise the alarm
1 wildwood rebirth
1 divine verdict
1 smite
1 reclaim
1 rebuke
1 relic crush
Sorcery
1 captain's call
1 cultivate
1 gather the townsfolk
Enchantments
1 armadillo cloak
1 lumithread field
1 oblivion ring
1 heyena umbra
1 presence of gond
1 shield of the oversoul
1 selesnya guildgate
1 transguild promenade
1 kabira crossroads
1 sejri steppe
18 Forest
18 Plains
The first PDH deck I built. It has one infinite combo in it: presence of gond + midnight guard.
1 garruk's packleader
Creatures
1 yavimaya wurm
1 gilt-leaf seer
1 sporoloth ancient
1 llanowar elves
1 ulamog's crusher
1 pilgrim's eye
1 wickerbough elder
1 slaughterhorn
1 krosan tusker
1 stomper cub
1 centaur courser
1 wirewood savage
1 hand of emrakul
1 alpha tyrranax
1 ondu giant
1 spiked baloth
1 beacon behemoth
1 order of the sacred bell
1 jungle weaver
1 dawntreader elk
1 ambush viper
1 hollowhenge beast
1 stampeding rhino
1 primal huntbeast
1 vastwood gorger
1 territorial baloth
1 elvish mystic
1 advocate of the beast
1 oakgnarl warrior
1 borderland ranger
1 tangle mantis
1 wildheart invoker
1 nessian asp
1 greater basilisk
1 nettle swine
1 rumbling baloth
1 sylvan ranger
1 farhaven elf
1 kindercatch
1 adaptive snapjaw
1 mold shambler
1 crabapple cohort
1 sentinel spider
1 arbor elf
1 vulpine goliath
1 garruk's companion
1 ivy lane denizen
1 strider harness
Enchantments
1 rancor
1 snake umbra
1 primal cocoon
Sorceries
1 hunt the weak
1 soul's might
1 horncaller's chant
1 ranger's path
1 cultivate
Instants
1 naturalize
1 wildwood rebirth
1 relic crush
Lands
40 Forest
A pretty simple deck, lots of mana ramp and big creatures that let you draw cards off the packleader. There are a fair number of beasts in the deck, so I included a Advocate of the Beast, and wirewood savage.
1 scarland thrinax
Creatures
1 mold shambler
1 ulamog's crusher
1 deathspore thallid
1 dawntreader elk
1 fertilid
1 borderland ranger
1 drudge beetle
1 tukatongue thallid
1 young wolf
1 sootstoke kindler
1 llanowar elves
1 thallid shell-dweller
1 sluiceway scorpion
1 igneous pouncer
1 valley rannet
1 rendclaw troll
1 myr sire
1 pilgrim's eye
1 terrus wurm
1 vitaspore thallid
1 sakura-tribe elder
1 nearheath stalker
1 nest invader
1 gravedigger
1 thrashing mossdog
1 sporoloth ancient
1 butcher ghoul
1 thallid
1 scuzzback marauders
1 mudbutton torchrunner
1 farhaven elf
1 cadaver imp
1 sewer shambler
1 korozda moniter
1 armillary sphere
1 strider harness
1 bladed pinions
1 wayfarer's bauble
1 darksteel ingot
Enchantments
1 forced adaptation
1 rancor
1 snake umbra
1 skeletal grimace
1 fists of the demigod
1 gift of the deity
1 runes of the deus
Instant
1 evolution charm
1 terminate
1 reclaim
1 brimstone volley
1 incinerate
1 wrecking ball
1 gravepurge
1 lightning bolt
1 murder
Sorceries
1 act of treason
1 cultivate
1 traitorous instinct
1 traitorous blood
10 Mountain
10 Swamp
14 Forest
1 gruul guildgate
1 golgari guildgate
1 rakdos guidgate
1 transguild promenade
1 rupture spire
1 khalni garden
I've got a couple of combos in this deck. Forced Adaptation works really well with the fertilid, pretty much letting you tutor up a land every turn. Act of Treason and it's variants let you steal your opponent's creatures, swing with them, and then sacrifice them to the scarland thrinax. The deck is pretty dependant on the general, I really ought to throw in some enchantment destruction. Oblivion Ring would shut the deck down hard.
1 fusion elemental
Creatures
1 borderland ranger
1 gravedigger
1 maze rusher
1 stealer of secrets
1 pilgrim's eye
1 rakeclaw gargantuan
1 ondu giant
1 totem-guide hartebeest
1 aether adept
1 scroll thief
1 igneous pouncer
1 maze glider
1 maze abomination
1 yavimaya elder
1 fertilid
1 gilt-leaf seer
1 maze behemoth
1 archaeomancer
1 valley rannet
1 smelt-ward gatekeepers
1 sylvan ranger
1 augury owl
1 auramancer
1 maze sentinel
1 godtoucher
Artifacts
1 wanderer's twig
1 strider harness
1 manalith
1 armillary sphere
1 eel umbra
1 shielding plax
1 hyena umbra
1 tricks of the trade
1 steel of the godhead
1 fists of the demigod
1 asha's favor
Sorceries
1 absorb vis
1 divination
1 cultivate
1 traitorous blood
1 foresee
1 act of treason
1 traitorous instinct
Instants
1 cancel
1 doom blade
1 psychic strike
1 lightning bolt
1 terminate
1 fiery fall
1 orim's thunder
1 mana leak
1 inspiration
1 wrecking ball
1 relic crush
1 divine verdict
1 rebuke
1 reclaim
1 mindstatic
1 gleam of resistance
1 azorius guildgate
1 boros guildgate
1 dimir guildgate
1 selesnya guildgate
1 simic guildgate
1 gruul guildgate
1 golgari guildgate
1 izzet guildgate
1 rakdos guildgate
1 orzhov guildgate
1 izzet boilerworks
1 boros garrison
1 azorius chancery
1 gruul turf
1 simic growth chamber
1 rupture spire
1 esper panorama
1 evolving wilds
1 terramorphic expanse
1 halimar depths
1 shimmering grotto
1 bojuka bog
2 mountain
5 plains
4 island
5 forest
2 swamp
This is a voltron deck using both enchant creatures, and the maze elementals from Dragon's Maze. The deck is still a work in progress, It's missing a favor of the overbeing, shield of the oversoul,and darksteel ingot. I've been also meaning to replace the strider harness with a fleetfeather sandals. This is the fist five-color deck I have put together, so there might be too heavy on the mana acceleration.
1 diregraf captain
Creatures
1 zombie goliath
1 vedalken ghoul
1 infectious horror
1 dead reveler
1 butcher ghoul
1 rotting legion
1 scroll thief
1 twisted abomination
1 shepherd of rot
1 gutter skulk
1 stealer of secrets
1 rotcrown ghoul
1 mass of ghouls
1 augury owl
1 havengul skaab
1 terrus wurm
1 walking corpse
1 warpath ghoul
1 minotaur abomination
1 vengeful dead
1 dross prowler
1 deathcult rogue
1 null champion
1 highborn ghoul
1 gravedigger
1 archaeomancer
1 ghoulraiser
1 severed legion
1 dreg reaver
1 cyclopean giant
1 jhessian zombies
1 foresee
1 ghoulcaller's chant
1 syphon mind
1 last thought
1 amass the components
1 consult the necrosages
1 divination
1 midnight recovery
1 preordain
1 reap the seagraf
Instants
1 cruel revival
1 psychic barrier
1 deprive
1 essence scatter
1 doom blade
1 murder
1 mindstatic
1 inspiration
1 lay bare
1 brainstorm
1 mana leak
1 negate
1 frightful delusion
1 vision skeins
1 bone to ash
1 cancel
1 diminish
1 strider harness
Lands
19 island
18 swamp
1 transguild promenade
1 halimar depths
My favorite tribe is zombie, so when I started on pauper decks, the diregraf captain was one of the first potential commanders I looked at. The deck is a zombie swarm, with some removal, and a fair amount of counterspells. It could use some work. I am a little suprised I neglected to put in a dimir guildgate or whispersilk cloak.
1 Skyward Eye Prophets
Creatures
1 Fertilid
1 Ondu Giant
1 Stomper Cub
1 Seraph of Dawn
1 Kor Cartographer
1 AEther Adept
1 Augury Owl
1 totem-guide hartebeest
1 pilgrim's eye
1 gryff vanguard
1 scroll thief
1 phantom beast
1 auramancer
1 qasali pridemage
1 archaeomancer
1 borderland ranger
1 yavimaya wurm
1 spiketail drakeling
1 sakura-tribe elder
1 gilt-leaf seer
1 soulsworn jury
1 drakewing krasis
1 mulldrifter
1 winged coatl
1 stealer of secrets
1 Neurok Stealthsuit
1 Darksteel Ingot
1 Obelisk of Bant
1 manalith
Sorceries
1 Revoke Existence
1 Preordain
1 See Beyond
1 cultivate
1 divination
Instants
1 Think Twice
1 lost in the mist
1 bone to ash
1 inspiration
1 overrule
1 mana leak
1 psychic barrier
1 rebuke
1 divine verdict
1 mindstatic
1 condescend
1 snakeform
1 cancel
1 foresee
1 lay bare
1 evolution charm
1 Oblivion Ring
1 Protective Bubble
1 favor of the overbeing
1 bonds of faith
1 eel umbra
1 tricks of the trade
1 forced adaptation
1 steel of the godhead
1 eland umbra
Lands
9 Plains
13 Island
9 Forest
1 simic guildgate
1 selesnya guildgate
1 azorius guildgate
1 azorius chancery
1 selesnya sanctuary
1 Halimar Depths
1 Soaring Seacliff
1 Bant Panorama
1 Simic Growth Chamber
I'm not sure what the focus of this deck is. I threw it together because of the card advatage and mana ramp of the [[Skyward Eye Prophets]]. It ended up becoming a counterspell deck, and somewhat of a enchantment/ voltron deck. I'm a little worried it's too creature light, not enough, and few heavy hitters.