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The Magic Market Index for Jan 12, 2018
 
Treasure Cruisin' Tempered Steel
 
The Magic Market Index for Jan 5, 2018
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Yeah, loose plan weaving was loose. Both Raz and the Protection work super well in the shell, you won't be disappointed when you come across them.

    I got a bit too fidgety with regards to Azor's Gateway, it's largely served me well flipped or unflipped apart from that one game I threw on my own volition. If it eats removal - so be it. That's one less removal for a proper haymaker down the line, and just need to be mindful to not get too greedy with the loots to avoid feelbad. Also, given the Rings of Brighthearth itch, I gave that a test run... and it wasn't the best. It was yet another utility three drop to ram into the early game sequencing, and its non-infinite payoff was super conditional. It was Mirage Mirror tier dead space, so I think I'm going to pass. Deserted Temple, the card that inspired this bunch of musings, has performed admirably though.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos, the Derp has Returned
    Good call on the swaps. I agree that Justice is quite do-nothing, it doesn't stop exile, sacrifice or anything to that effect.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Nice to see you back in here Wink Yeah, some other folks have been running around with Gary, you're not alone. Teferi's Protection is ridiculously flexible, Faith's Reward only catches a fraction of the cases the Protection is able to handle but it'll make for a reasonable stand-in until you cross paths with the superior version. The thread talked me out of Axis of Mortality when it came around, it's probably the only questionable include along with the Underworld Coinsmith really. One of those slots would probably be better off as a Big Ole Raz. You could consider swapping Attrition for the Daxos-independent Attrition 2.0, and I've had a good degree of success running Uba Mask instead of Kaya, Ghost Assassin (but you already have Chains of Mephistopheles, so there's that).

    Also, seeing how I'm tossing a post up, I'm getting a little leery towards Azor's Gateway. On the whole, its performance has been fine - the loot rock has helped me dig my way out of some patchy draws, one game I fed it five lands straight to kick off the proceedings as I was flooding like mad, and obviously things get ridiculous post-flip. However, it's extremely feelbad to get it removed, especially if it's over halfway to the flip. Yeah, that's removal that is now not going to eat Skybind or something of that tier, and the loot rock provided filtering before it went, but I can't get myself to be fully reasonable here at this point. Also, there was that one game I threw because of sheer greed - I was using it to pick the best of two topdecks, and I chose Big Ole Raz over Cast Out when I didn't have the real estate to support him and was still in the process of stabilising. I couldn't bear the thought of not having Raz given the chance to have Raz :p Plus, the card's been getting a lukewarm reception online, with the land being likened to running a 'walker for the ultimate, and the only decks excited to see it being ones that abuse untaps. However, if it does flip, it pretty much wins the game on the spot as solid command zone mana sink. What do? Help me out, fellow Daxos men!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Ping for value
    This build is good stuff. It offers a surprising flexibility in terms of lines of play, and the commander choice is quite nice too - Tana synergises with all the anthems, while the OP already mentions Ravos's contributions. The RIX payoffs were the nudge the deck needed to really come into its own, it effortlessly melts my Daxos the Returned list these days :p

    The main suggestion would be to make the mana base be less artifact reliant, especially as you're in green. Rocks go kerblooey, and you don't even use the most busted ones here :p Consider slotting in the battle lands and bicycle lands, plus some fetch-lands-with-land-types ramp spell goodness, for a wallet-friendly mana base resilience upgrade.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Xenagos, the God of Double Damage Beatdown
    Fetches are not a necessity for a functional mana base. If the sun provides enough benefit, removing them wouldn't hurt that much, especially as the list doesn't seem to run Crucible of Worlds or anything.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Xenagos, the God of Double Damage Beatdown
    Note that Cabal Coffers is unaffected by the Blood Sun as it's a mana ability.

    If you wanted to run Blood Sun in here, you'd probably need to do away with the fetches. It would also hose Kessig Wolf Run et al., plus the hideaway lands. I guess you'd just have to test whether it's worth it really.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Equalizer
    Here are some quick tips that you're bound to figure out pretty quick into your Daxos career

    Debt to the Deathless > Exsanguinate
    Anguished Unmaking > Mortify
    Righteous Aura > Martyr's Cause
    Toxic Deluge and Extinguish All Hope are good wipes as they can often leave your swarm standing and lead to an easy alpha strike
    One mana white spot removal is good
    Most of the stuff you have flagged as test is going to disappoint you. You know what else produces potential sac fodder? Your commander. Meekstone is aggressively asynergistic, as you already see, and arguing you can pop it with your own removal is counterproductive. City of Shadows is slow as hell, grants you colourless, and doesn't respond to Skybind.
    Razaketh, the Foulblooded wins games
    Posted in: Multiplayer Commander Decklists
  • posted a message on Xenagos, the God of Double Damage Beatdown
    Terra Stomper 2.0, gimped by blockers but scaling better with stuff like Kessig Wolf Run. Interesting trade-off, its effectiveness would depend on how many of those sorts of effects you'd have running.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Xenagos, the God of Double Damage Beatdown
    I did not mean it in that way at all, actually. Just that being "rejected" when you apply for primerdom feels harsher than the actual needed course of action to subsequently get it. Just do what they tell you to in the feedback and all is well :p Also, being a primer doesn't necessarily make you the most coveted thread in town. While there are some folks who show up in my Daxos the Returned thread, my Patron of the Orochi is largely a writing-to-myself ghost town.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Patron of the Orochi - The Cockroach Tron (Combo/Swarm)
    RIX is a lovely set. It was obviously designed with EDH in mind, but in a more subtle way than a lot of cards with us as a target demographic turn out. The mono colour elder dinos could be argued to be the strongest mono colour legend cycle since the praetors, the ascend mechanic is delightful, a lot of the flip options are juicy as well. Unfortunately, nothing for this deck. There's a three-drop dino you can sac to pop an artifact/enchantment, but why not run Caustic Caterpillar for pure efficiency if that sort of effect were to be desired? Azor's Gateway/Sanctum of the Sun is a superbeast card that immediately nested in my Daxos the Returned, but it's a little on the slow/inconvenient side for this shell. Need to test it some more, but the initial results are not promising.

    In terms of non-RIX matters, I tested Oracle of Mul Daya. It proved to be a very high variance card, some games cheating in ludicrous amounts of mana off the top in conjunction with some shuffle effects, in others sitting there and accomplishing nothing. Not going to replace the low-variance, extremely reliable land ramp currently employed by the deck. It reminded me a bit of my old Lotus Cobra/Emerald Medallion goldfishes around the time I made this list into a primer, either things really clicked or everything fell on its face and accomplished nothing. The card that's closest to being included in the 99 is Duplicant, but the deck isn't exactly control city and only so many slots can be removal.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Xenagos, the God of Double Damage Beatdown
    I'm with penguin on this one. You want your creature base to work reliably, independent of anything that came before it. Ghalta is the textbook definition of winmore in this shell. The GG cast dream comes online in main two, when you've landed a Xenagod trigger on something fat. You don't need help, you're doing fine, and Ghalta doesn't warp the game anywhere near what some other plays that thrive off a setup like this, like Chandra's Ignition, do.

    The primer process on the boards isn't the most straightforward thing in the world, it reminds me a bit of peer review in academia. You have to read between the lines a little. Major revision letters from the editorial board are often worded in a manner that makes you feel like the work you did is garbage, while in fact all they want you to do is adhere to reviewer feedback. In turn, being a reviewer often manifests in zealous commenting, as suggesting you change/add something shows you read the thing and didn't find it there. There's a nice Rakdos build on the boards that the thread author submitted for primer consideration, and then he backed out of the process upon receiving the feedback. It's possible penguin was similarly daunted by the process at some point, be it prior or post submission. Power through! Xenagod deserves a primer, and this build is perfectly sensible!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    I can quite easily envision an alternate reality wherein the three-set blocks never went away, and Ixalan has three sets, and the third set has a GW Serra's Sanctum flip. It's kind of disappointing that there was no Sanctum flip in this version of events, but it is the least notorious of the Urza lands and there's no explicit enchantment support in the set (in spite of the fact the flip lands are enchantments!). Feh, we gotta live with what we got. And what we got is pretty juicy, RIX is easily my favourite set since AER.



    No amount of speculation is going to sub in for some good old playtesting. Having barfed out another needless wall of text above, I swapped in Attrition 2.0 and went to town. And it worked, pretty damn well in fact. I set up an Arcanis the Omnipotent, the good Niv-Mizzet, and something I don't remember, flipped, spat out the Arcanis, had the table scramble to remove him, and then blow removal on the land. This provides sturdy disruption and value in a Daxos-independent manner, if needed. And it not needed, just holding the mana for it throws people off their preferred game plan as you advance with bodies. A four man pod saw my valiant playtest friend, who I bring up here a lot, have a good thing going with his Marchesa. However, I had Attrition 2.0 armed and pointed at his important pieces, so he just derped around for value. As did I, ditching the table's hands off collateral damage with Lamia. Had he tried to eat the Lamia, I'd have swallowed his engines like Skittles. The perspective of exile/theft seems to throw people off more than the original. I'll take it.

    Then, scrolling through new spoilers, I saw Azor's Gateway/Sanctum of the Sun. I chuckled to myself - what a ridiculous flip condition! Plus, surely, the resulting land has to be winmore. I subbed it in for the most situational card in the 99 (Crackdown) and went to town. Goldfishes proved surprisingly promising. Scratching my head in disbelief, I snagged a playtest partner to see it in actual action, and it still played like an absolute superbeast. Turns out that having a super cheap exile-loot rock is fantastic for smoothing out any stage of the game, the costing makes it work fantastic in the crucial early game buildup (bonus points for landing this off a Mana Crypt/Sol Ring to kick things off!), and if you do manage to get it to flip then it's game over. I guess the deck does get a new Sanctum in the end? Wink Not quite what I had in mind, but I'll take it.

    There are now a high number of high-yield lands in the list, plus if Attrition 2.0 flips then that's also an interesting land to use multiple times in a turn. Cue Deserted Temple! I mean, mono-black lists that have Coffers and maybe Nykthos sometimes run this, we have those, Sanctum, and now potentially the two flip lands. Seems worth. Since I'm still leery about my basic count, and like symmetry, I took out the worst of the duals to make room. All of the colourless utility lands pull their weight.

    It should be of note that Rings of Brighthearth is looking like a decent include these days. While making two dudes for five instead of six is hardly game breaking, copying fetches, going infinite with Deserted Temple and a big mana land and getting more value off the activated bits and pieces all sound quite tasty. However, I'm a bit sceptical towards the include, the most important factor being that if the infinite mana combo proved too easy to access, I'd go out of my way to get it online every time I could. I know how I roll, and I know I'd rather have this particular list be combo-free. Plus, I don't want to venture too far out into artifact dependency land. The options I'm running now all tend to offer lasting impact, be it via irreversible disruption, land drops, or just card filtering (if somebody pops the new thing). The Rings' utility would fluctuate wildly on a per-game basis. And yeah, I saw that three-mana wrath in the spoiler, and it's good, but I don't think it's better than any of the wipes I've already got.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Yet another spoiler season is upon us, and they made a card which I'm a bit on the fence about. Namely, the WB part of the enchantment/land cycle (Profane Procession/Tomb of the Dusk Rose) isn't quite as obvious a slam as I was secretly hoping it would be, given the UR Tolarian Academy equivalent or even the toy GB got. It fulfils a very similar role to Attrition, so if it's going to get a slot it's probably going to be this one. I'm having trouble deciding which one is better, does any part of the following reasoning speak to you more?

    Attrition Strengths:
    • Cost of Activation - Attrition only needs 1 mana white mana black mana black mana to do its thing, while Procession needs 3 mana white mana black mana . Importantly, the cost can be further reduced by using random debris from Sunspeth, Depression Automaton, whatever fell into your lap from a Daxos death, or just an earlier spirit. The fact Attrition can come down on a board and potentially start shooting things out for a black a pop reeks a bit of Big Ole Raz, who still has a 100% win rate upon resolving. Meanwhile, Procession requires 5 mana per shot, no questions asked, no backdoor clauses.
    • Board Presence - As an extension of the above, the Attrition bullets have legs. They can punch people. They can sit around and deter attacks. Hell, they can block and then live out the bullet dream and shoot out a different attacker. This model synergises better with the game plan, as you can make spirits and only repurpose them to frag things if the circumstances demand it. However, this also makes it somewhat Daxos dependent.
    • Unlimited Usage - This is probably a reasonably minor quip, but you can kill as much stuff as you want with Attrition. Eat three non-commander things with Procession, thwap, you get the land, there's your removal stick gone. You can nominally reset it with Skybind or Cloudstone Curio for more fun, but those are but two cards in the 99 and can't be guaranteed to be on tap.

    Profane Procession/Tomb of the Dusk Rose Strengths:
    • Exile - Ever since regeneration went to hell, there's been a prolonged push towards indestructibility. What once used to turn up once in a blue moon now crops up with frightening regularity on creatures, equipment, reactive options... plus, graveyard shenanigans happen every now and then, and having Agent of Erebos around isn't always a given. The stronger the removal the better.
    • No Target Limitations - Speaking of the stronger the removal the better, this doesn't have a nonblack clause. While black isn't super prominent in the odd Naya-heavy slog of my preferred meta, which may lead to Attrition performing better than it would otherwise in the wild, it is one hell of a commander colour as evidenced by people being surprised in this thread that Urborg doesn't just auto-show-up from some party at my tables.
    • Theft Shenanigans - While Attrition gels better with the deck's typical undisrupted play style, this offers some insurance in case things go south. Once three non-commander Skittles are eaten, this thing flips and you get to lay claim to them on your own board. Theft is a ridiculous effect in commander, and Procession offers three instances of you getting someone else's choice minion (it's not like you'll eat a basic mana chicken with this) to eventually come aid your side of the battle. Trace amounts of Daxos independence!

    I'm having trouble picking here, in all honesty. For every bit that I get excited about having the theft clause as another attempt at Daxos independent value, I recall a recent game where a guy set down Qasali Pridemage and Trygon Predator, tapping out in the process, and I untapped, slid in Attrition, nuked the Pridemage and persuaded the Trygon at gunpoint to go somewhere else. But then I also recall the Hammer of Nazahned Rafiq that came around a few turns later... it's a tough call. I'm leaning very, very slightly towards Profane Procession on similar grounds to me running Righteous Aura over sac outlet versions of this style of effect.

    Since I'm already making a post here, Uba Mask got its multiplayer debut yesterday. Sceptical calls of "why did you even put this in the deck" morphed to silent, frustrated scoops over the period of about half an hour. Next game, it got Beast Withined on sight. I'll take it. Also, as mentioned, Big Ole Raz still has a 100% win rate, with my absolute favourite appearance of his being in a surprise comeback that was had later on in the Uba-got-Beast-Withined game yesterday. Daxos died a few times and was my only creature, my board was nine mana, an Anointed Procession and some random enchantment stuff that only matters in the context of the story for providing mana next turn. Untap, Big Ole Raz, rip a spirit for Serra's Sanctum, get ten mana from Sanctum plus another land, set down Skybind and Sphere of Safety, flick Sanctum and black-granting land, end step they return. Oh boy! Where did this come from! Proceed to build my army while holding the power to phase out at the cost of a spirit if anybody got silly, piece together some sort of win once the turn got back to me. Felt good. Felt quite like a Patron of the Orochi circa 2014 build game :p it's fun to see what the deck can do these days. I'm so happy that the thread talked me out of my lunacy on Anointed Procession, that thing's been a silent hero in the back lines for quite a while too.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Tromokratis Presents: Krakens in Waiting (Voltron/Faux-Tempo)
    Yeah, I understand how those lands work :p I've ran both of them in decks before. My concern lies elsewhere. The Glaciers are, well, glacial, and I'd need to see if their slow advantage engine is actually worth it in a deck that has one-shot people turn three before, especially as my tap tech doesn't double as untap tech anymore. The Generator doesn't tap for coloured, while tapping for coloured is a rather heavy requirement for the lands as rocks make plentiful colourless. My first test with the Generator went reasonably okay, it got me an extra land drop early on and then the deck stalled a bit for reasons out of the Generator's control :p
    Posted in: Multiplayer Commander Decklists
  • posted a message on Tromokratis Presents: Krakens in Waiting (Voltron/Faux-Tempo)
    Good catch! I'll be sure to test those lands, although I'm a bit leery towards including colourless lands in the 99 as the strong rocks aren't exactly good at making blue. Detain is actually not that good here, it's a one-shot effect and then what, especially given the three crap mono-blue options (Choking Tethers is better than the best one of those). The current options offer longer duration, i.e. more hug enabling. However, you got me thinking about yet more ways to enable hugs, and Thassa, God of the Sea is a card I keep forgetting about whenever I start revamping this deck. I'll consider if I can find some room for it. Void Winnower seems like a good time too, make life harder and occasionally enable hugs, but it'd take some testing to see if the curve can handle another high CMC option.
    Posted in: Multiplayer Commander Decklists
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