Alright, Sygg, River Guide doesn't seem like a popular commander, and what little he is used for that I can find seems to be either Voltron or Tribal, which don't particularly work in my meta. I know there are better commanders than Sygg, but I chose him because I wanted a non-threatening commander that can protect himself and half the deckI decided to go combo/control in order to better match my meta, but I seem to be running into a few problems. Here is the deck list.
I also want to fit in Extract and Omniscience but I don't know what I should cut. I know Willbender isn't really that good, however it is the only way to counter Krosan Grip that I have found, and since it is heavy in my meta, it will not be leaving anytime soon. I would love to hear opinions, thoughts, etc, and also was wondering if anyone could help me find another win con that doesn't rely on Intruder Alarm. So far, I have infinite mill and tokens to feed to Blasting Station that I can do with the help of Omniscience and Summon the School, but otherwise, all I can really do is slap my Lords on the table and aStormtide Leviathan on the table and win through attacking. The weak point though is that I do rely on those 2 cards, and I was really looking for some help. Also, sorry about the length of the post, I can't figure out the deck tag...
I don't see anything wrong with cards made purely with edh in mind. In fact, i think it's a good thing that R&D is thinking about the non sanctioned(yet) formats as well as the standard, modern, and other such formats. I do, however, think that some cards should be reprinted, not upgraded. Also, certain things need to be printed to make the staples less good, i.e. more than one niche way to deal with Krosan Grip. If we were to see cards that could balance the power against cards like Drevi (don't get but hurt about Oloro, do commander damage like a big boy and get over it[Varolz ftw]) then it wouldn't be as bad. Now, if anyone from R&D is reading this, please, make more generals that can fit into a variety of builds. I hat seeing a general someone i have never met before is playing, and knowing exactly what to expect, i want more versital generals that can compliment a strategy, not a "here's a deck idea" kind of card. Sygg, River Guide is a prime example of this, you can go merfolk and or wizard tribal, you can go voltron, you can go combo, you can do control, mill, tokens, whatever you want, but the general himself ISN'T NECESSARY. I think that if you want to make a truely commander worth card, you should make it in such a way as to optimize your play style and still be good, not wheel and deal nekusar, or infinite token prosh.
Where's Possibility Storm? It screws up their plans, makes the game unpredictable, and Kaervek triggers on both spells, if they choose to cast the second. If not, they spent all that mana and did nothing in return, i ran it in my Kaervek deck, and it was brilliant, especially with Sire of Insanity and no hand punisher cards like The Rack or Shrieking Affliction
If you really want to be a jerk, make a Tajic, Blade of the Legion deck and every possible way toget outWorldslayer and tell people to stop screwing with you and let you play
The deck i am working on now is probably one of my favorites, and doesn't draw too much hate until people realize what your doing is Sygg, River Guide. It can go many ways, easiest of which is tribal, but can also pillowfort quite nicely while you are waiting to combo off. With cards like OppositionIntruder AlarmLullmage Mentor andStonybrooke Schoolmaster, you can lock down the board, or you can go voltron, which isn't too bad, it just depends on your play style, and how much of a jerk you want to be. Just remember, if you run tribal, Sygg is also a wizard
I know removal is part of the problem, but given my meta, I don't have to worry about it as often, and when I do, I can just counter spell it, which I will likely have in hand by the time I can actually drop something. Yeah, the first master of waves has little to bite at, but it isn't the first one's job to be amazing, it's the second or third, it's purely there to help give me card draw from Military Intelligence or make a token to polymorph into something better and maybe stick around for an anthem effect. What I'm asking isn't for someone to tell me how bad the deck is (I know perfectly well), what I am looking for is some suggestions to make this at least somewhat viable.
(Just a heads up, this is my first post on a forum, so bear with me if my deck list doesn't show up)
I have been play testing this deck since M15 was finished being spoiled, and I have to say I love it, but I keep running into a problem. Late game seems to do fine, but my issue is in the early game. My Meta seems to be dominated by white, red, and boros agro/burn, and when you are so far gone by turn three, it really makes it difficult to justify playing a fun deck that needs at least turn 4 or 5 to get up and running. So far my decklist is this.
the lands are islands, but I have been considering splashing green for 2 Prophet of Kruphix and a Roaring Primodax in which case I'll snag a play set of Yavimaya Coast and maybe a forest of two just in case I can't Polymorph into them. Can I get some thoughts?
Commander
Sygg, River Guide
Creatures
Archaeomancer
Auramancer
Azami, Lady of Scrolls
Coralhelm Commander
Deepchannel Mentor
Drowner of Secrets
Empress Galina
Fallowsage
Judge of Currents
Kira, Great Glass Spinner
Laboratory Maniac
Lord of Atlantis
Lullmage Mentor
Master of the Pearl Trident
Merfolk Sovereign
Merrow Harbinger
Merrow Reejery
Patron Wizard
Rootwater Thief
Sage of Fables
Seahunter
Stonybrook Banneret
Stonybrook Schoolmaster
Stormtide Leviathan
Streambed Aquitects
Supreme Inquisitor
Surgespanner
Wanderwine Prophets
Willbender
Instants
Counterspell
Cancel
Disenchant
Dissolve
Enlightened Tutor
Hinder
Memory Lapse
Mystical Tutor
Path to Exile
Remand
Swords to Plowshares
Sorceries
Aquitect's Will
Breath of Life
Idylic Tutor
Return to the Ranks
Revoke Existence
Summon the School
Artifacts
Azorious Cluestone
Azorious Keyrune
Blasting Station
Cauldron of Souls
Crawlspace
Elixer of Immortality
Sensei's Divining Top
Sol Ring
Spear of Heliod
Springleaf Drum
Enchantments
Banishing Light
Darksteel Mutation
Detention Sphere
Future Sight
Intruder Alarm
Karmic Justice
Merrow Commerce
Oblivion Ring
Opposition
Oracle's Insight
Land
Azorious Chancery
Azorious Guildgate
Command Tower
Glacial Fortress
Halimar Depths
Hollowed Fountain
14xIsland
Nykthos, Shrine to Nyx
8xPlains
Reliquary Tower
Temple of Enlightenment
Temple of the False God
Wanderwine Hub
I also want to fit in Extract and Omniscience but I don't know what I should cut. I know Willbender isn't really that good, however it is the only way to counter Krosan Grip that I have found, and since it is heavy in my meta, it will not be leaving anytime soon. I would love to hear opinions, thoughts, etc, and also was wondering if anyone could help me find another win con that doesn't rely on Intruder Alarm. So far, I have infinite mill and tokens to feed to Blasting Station that I can do with the help of Omniscience and Summon the School, but otherwise, all I can really do is slap my Lords on the table and aStormtide Leviathan on the table and win through attacking. The weak point though is that I do rely on those 2 cards, and I was really looking for some help. Also, sorry about the length of the post, I can't figure out the deck tag...
4 Chasm Skulker
2 Bident of Thassa
4 Military Intelligence
4 Dissolve
2 Thassa, God of the Sea
3 Thassa's Rebuff
4 Void Snare
2 Jace, the Living Guildpact
2 Jalira, Master Polymorphist
3 Paragon of Gathering Mists
2 Mercurial Pretender
1 Stormtide Leviathan
I have been play testing this deck since M15 was finished being spoiled, and I have to say I love it, but I keep running into a problem. Late game seems to do fine, but my issue is in the early game. My Meta seems to be dominated by white, red, and boros agro/burn, and when you are so far gone by turn three, it really makes it difficult to justify playing a fun deck that needs at least turn 4 or 5 to get up and running. So far my decklist is this.
the lands are islands, but I have been considering splashing green for 2 Prophet of Kruphix and a Roaring Primodax in which case I'll snag a play set of Yavimaya Coast and maybe a forest of two just in case I can't Polymorph into them. Can I get some thoughts?