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  • posted a message on Kari Zev, Skyship Raider [AiR]
    Ok I see now! Thanks for clarifying that to me!

    So, what can I do if I want this deck to "draw" more cards? I mean, I am already running Browbeat, Risk Factor, Skullclamp, Bomat Courier and Smuggler's Copter.

    Is that it or could any other card help to draw more?
    Posted in: 1 vs 1 Commander
  • posted a message on Kari Zev, Skyship Raider [AiR]
    Yeah, there are quite a couple cards I personally dislike in those decks too, but at least it's proving that Kari Zev can lead a deck to top 8.

    Also, I would like to discuss a card that once was in your list (I think?) but that is now no longer in it: Sin Prodder

    We all know that the big weakness of mono-red is drawing cards, and especially with this deck, after 4-5 turns, I often find myself with empty hands, and if my opponent has been able to stabilize and I have not won yet, I am in big trouble because I no longer have gas, since I can't draw enough cards. That is why I try to get as many card draw or similar effects as possible while still focusing on the gameplan.

    Sin Prodder being at a CMC of 3 does not interfere with our commander. It has menace, so on the following turns, it can attack and get through. But the most interesting thing is the simili-draw effect, combined with some other cards in the deck, in order to try and make the decision of the opponent a win-win for us, no matter where the card ends. If it ends in the yard, they take some damage. If they give us the card, we just drew an additional card, so we get more gas. If it is a land, since we have access to at least 3 lands already, we don't care that much, as the CMC of the deck is so low. So as is, without talking synergy, the card already generates value in the long run WHILE following our gameplan to damage our opponent.

    Also, the card often requires to be answered, as it will generate value for us. So, at the very least, this gets rid of an interaction piece.

    Once Sin Prodder is on the battlefield, it has some crazy synergy with many other cards, and it also gives us fuel:

    * Grim Lavamancer would be happy no matter what if the card you reveal was to be put in the graveyard.

    * Reckless Charge is a card that you are currently playing, and it has flashback. Even if it ends up in the yard, you get to deal one damage and to play it later.

    * Earthshaker Khenra has embalm AND haste, so no matter where it ends (hands or yard), you get to deal at least two damage before being able to get it back for the embalm cost as a 4/4.

    * Hellspark Elemental can be unearthed. Sure, you get one less damage in if they decide to put it in the yard, but you will then be able to unearth it and get some more damage in, for a maximum of 5.

    * Browbeat becomes really hard for the opponent to decide what to do with. It would become either a free Lightning Bolt, or they will have to take 5 damage, or we will draw 3 cards. I think it would more often either be the free bolt or the draw 3, and both are really good for us.

    * Risk Factor is even more amazing than Browbeat, since you would be able to cast it again from the graveyard! So either they take 3 and you draw 3 or they take 7 for 3 mana or you draw 6 cards. No matter what, that interaction is really crazy. I would play both Browbeat and this in the deck, not one over the other.


    * Flame Javelin is nice too, since they either take 6 to the face or give it to you, so you will almost always end up having it in your hands, effectively drawing 2 cards.


    * Hell's Thunder has unearth, see Hellspark Elemental.


    * Insult//Injury will still let you cast Injury for the aftermath cost after a free bolt.

    Those are only interactions with cards that are already in the deck, and that is without counting the fact that every 3 drop card in the deck can be turned into a free Lightning Bolt if they decided not to let us draw it. There are even more cards that you are not playing that could be good with it.

    What do you think 3drinks?
    Posted in: 1 vs 1 Commander
  • posted a message on Kari Zev, Skyship Raider [AiR]
    That new card seems quite good indeed.

    Also, I was wondering what could be done with the new legendary swap rule, if it was possible to be abused in this deck. There is one card you removed from the deck that I think should go back in specifically for this: Zo-Zu the Punisher.

    Maybe it is just me, but I think this makes it a lot easier to win heavy ramp matchups (for example, mono-green with commanders such as Titania or Nissa) and multicolor matchups. Since those decks will most likely play a lot of fetchlands and ramp, having access to a direct hate piece in the command zone could potentially be huge.

    I also think that against Titania, if we can manage to get our commander down on T3, it comes down on the perfect turn to prevent Titania from sacrificing all of her lands and alpha strike the next turn.

    What do you think? What was the reason you removed it from the deck?
    Posted in: 1 vs 1 Commander
  • posted a message on Kari Zev, Skyship Raider [AiR]
    I was so upset when I read they banned Zurgo, but now that I see this, I feel a little better. Minor adjustments, but the deck is still quite similar.

    I was also wondering, hasve you considered Thud? It is similar to Collateral Damage and Reckless Abandon, the only thing being that it is variable on the power of the sacrificed creature. Are you not playing it because those cards are usually used with Ragavan? It would be 1 cmc for 2 damage, which I get is worse than 1 cmc for 3 or 4 damage, but if it is used on another creature, it could do even more damage, which would not be that bad.


    Have you tested it and are you considering it?
    Posted in: 1 vs 1 Commander
  • posted a message on [[Primer]] Kozilek, Butcher with Juice.
    Or when a new colorless planeswalker is spoiled:


    This seems like a really powerful, third planeswalker for this deck, let you dig in your deck and can also help for the backup beating plan, since the -2 creatures will be really powerful really soon. This planeswalker coming down on turn 1 / 2 would be pretty insane, and later on if the digging is not needed you can simply generate tokens. Really powerful IMO.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Kozilek, Butcher with Juice.
    Ok, it has been a really long time since I last came here, and I am here today to show you guyz this wonderful gem!



    The Immortal Sun
    6
    Legendary Artifact
    Players can't activate Loyalty abilities of Planeswalkers.
    At the beginning of your draw step, draw an additional card.
    Spells you cast cost 1 less to cast.
    Creatures you control get +1/+1.

    First of all, yes I know this would prevent us from using Karn or Ugin, two of our win conditions, but for those not running them, this would be a real gem. Prevents other players from using their own walkers, since we have so few creatures to get rid of them it is good to have, drawing cards is always nice, and spells being cheaper is a thing, and it also makes Kozi cost less. What do you guyz think of this one? Who will play this?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kari Zev, Skyship Raider [AiR]
    Long time since I have posted anything! So I think we are getting some pretty good cards out of Ixalan, and just wanted to share them here to see what you guyz were thinking about those cards, if they were worth an inclusion. Since my decklist differs a bit, I will use OP's one for comparisons. Also, at the end of the post. Let's start (with the decklist for reference here):



    We already have in our deck one card that prevents lifegain, and it is so strong it is the only enchantment in the deck. This one comes attached to a difficult to block creature that has the advantage of dealing damage to opponents easily. Since the meta has shifted to fast aggro decks that run a lot of creatures, this could pull it's weight. It would hurt to cast creatures for opponents, more than for us. I think it would be pretty great. I would take out one of the other 3 CMC or more card for her, simply I don't know what are the worst picks because I have been off until recently, so I would like an advice on this one... I am pretty sure it could be included but simply don't know what to remove yet. For now I am thinking Goblin Rabblemaster would be the one to remove, as every time I have played it I have been deceived, but what do you guyz think?



    This one I think would be really busted in the deck. In fact, it could almost be considered a 2 mana 3/2 with haste that can be casted on turn 3. I mean, you will always attack, always netting a token...? This would let us ramp and give us some more fuel to cast either a bigger finisher one turn faster, get out of situations where we are missing lands. Imagine casting this, crack the token to make it 3/2 then use the mana for a Bolt. That would be a pretty awesome turn 3 play in my opinion. This card is really good at being aggressive and is also awesome to help survive a bit longer if the game goes to 5/6 turns. I would remove any card for this one really. I think it would be an amazing inclusion. I think I would remove Fleetwheel Cruiser for it. I don't know how good the vehicle can be, but I think this pirate would be better. It can come down 1 turn earlier, so it would deal 3 damage on T3 and 3 T4 (6 total), while the vehicle would have done only 5 on T4, then would have been dead if we have no other creature. The vehicle also is dependant on your other creatures to attack on the following turns. If the only other card you have is a 4 power card, you don't really want to tap it, so you swing for 5. But imagine you have the 4 power card AND this pirate, you swing for 6 or even 7, keeping one spare mana to cast an instant, like Lightning Bolt, to deal a total of 10 in a single turn. I would like you guyz to think about this and would clearly like to know what you are thinking about this 3drinks.



    This one I am less sure about. It would be really dependant on the creatures we have in play (see my above comment on vehicles) and would not even work with Zurgo, but in the right situation we could copy some really ridiculous stuff. Imagine attacking with a Ball Lightning or Blistering Firecat and copying it with this, going for 12/14 damage in a single attack from two creatures!!! I think this deserves some testing, but I see it being really good with a lot of those high-power cards. And I also think copying anything at like 3 or more CMC in the deck becomes really good. I think testing would be required.
    Posted in: 1 vs 1 Commander
  • posted a message on [[Primer]] Kozilek, Butcher with Juice.
    Ok, so I just thaught about something really funny using Mirage Mirror (thinking about some competitive games again):

    - Copying Necropotence, like it has already been mentionned a lot before.

    - Copying Carpet of Flowers to generate some freaking loads of mana on both main phases (especially in cEDH)

    - With infinite mana (let's say from Basalt Monolith + Rings of Brighthearth), we can copy our commander to kill it, returning it to the command zone. We can then manage to draw our entire deck without the need of a sac outlet (like Ashnod's Altar, which I find kind of dead in the deck as it runs not enough creatures like it used to), since the legendary rule will allow us to sacrifice it for free. I think this is the closest to an infinite combo I wanted to find, and I think this is a really cool use of this card. It is a lot less dead than Ashnod's Altar, it does the same thing (for two more mana but still) and can even copy the most powerful cards on the battlefield to help you advance your gameplan.

    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Kozilek, Butcher with Juice.
    Yeah I was quite off there (I play it in all my B decks I should have known but... my brain went off it seems).

    Still, I think copying value things like that could enable some pretty powerful strategies. Like someone else mentioned before it becomes a copy of the most powerful thing on the battlefield.

    Even if it has less interaction with our own stuff, some things are worth copying, like a [[Blightsteel Colossus]] or [[Dark Depths]] for those running it (this makes me want to run it).

    I also found a cute interaction with our commander. A lot of times I want to sacrifice it but can't because I have no outlets, well this would allow me to sacrifice Kozilek as an answer to let's say steal effect, while still being able to swing for the annihilation on the same turn.

    It could also copy good things to draw cards, amazing lands... I mean, I am pretty sure we can find a spot for this one?
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Kozilek, Butcher with Juice.
    I would say Mirage Mirror can also help us to ramp by copying a good rock or even land. Let's say we have a rock that can tap for more than 2 mana, we net one mana in the process. Let's say a player has a Cabal Coffers + Urborg, Tomb of Yawgmoth or another big payout land, we can use it. Let's say someone is playing elves and has a Priest of Titania in play? This will help us copy those permanents and generate some insane amounts of mana. Of course, it is situational, but this is the first use I can see to the card.

    We could also copy some draw enchantments from a black player. I mean, we run so many rocks that copying a Necropotence and drawing a freaking huge lot of cards right before our turn, during another player end of turn, could be game for us. We could dump our entire hand, possibly with a Paradox Engine and go in for a combo. If we go for this plan I think the inclusion of Shimmer Myr would start to become more and more possible. I know this deck is not fast enough to catchup with things like optimized Zur the Enchanter, but in competitive tables we are almost sure to see a Necropotence somewhere.

    I am also pretty sure there would be some combo options with the card, I am still searching, but if anyone can find a combo with this card please post it here! It would then justify the inclusion of the card.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kari Zev, Skyship Raider [AiR]
    Ok guyz, long time no post, but I just wanted to share that I took this to a 20 players tournament (small tournament but still) and manage to beat everyone, taking first place.

    My decklist is a bit different, but that is not the point. I just wanted to know which of those 3 cards should make it to the deck:


    I see there was some discussion earlier, and this is absolutely going in my list, more creatures we can bring from the yard is always good, and this can replace any other 2/1 hasty creature in the list as it will be strictly better.


    No haste, but we now have a lot of spells... Cost 1 less than Guttersnipe, for 1 less damage, but... Maybe? Opinions on this one?


    This I think could be included in place of a mountain. Can tap for colorless without damage if colored is not needed, will still tap for red if needed, and comes into play untapped. During the tournament I won because of Barbarian Ring, and this would be a second copy of it in the deck. Yes the cost to activate thr ability is higher, but sometimes I have an empty hand and nothing to do with the 6 mana I have (if game goes a bit longer than what it is supposed to and we had to burn some creatures instead of going to the dome). This would be another emergency button, and I see no big reason why it should not be in?
    Posted in: 1 vs 1 Commander
  • posted a message on Titania, Protector of Argoth
    I know Food Chain combo can be hard to hit, but by no means is COmmand Beacon difficult to tutor for since we are in green, and we have access to so many good land tutors, like Crop Rotation, Sylvan Scrying, Realms Uncharted...

    And by no means would I call Food Chain a dead card. We still get infinite creatures from the combo (I would also add Yeva, Nature's Herald to the deck for access at instant speed creatures, letting you do this combo at the end step of the previous opponent to prevent wraths, and it is good as a control card in green matched with Seedborn Muse, which should also be in IMO), and it will let us play nicely around stax and taxes like Sphere of Resistance and will give a second use to creatures in the like of Wood Elves, that are not that much useful after the ETB.

    I know there are better FC general because I play exclusively cEDH, but the idea of the comment I made previously was not to change the general, simply to give my opinion and try to optimize a commander deck with a specific commander.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Titania, Protector of Argoth
    Why not adding in Food Chain? With Titania, Protector of Argoth and Command Beacon it gives you infinite mana!
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Kozilek, Butcher with Juice.
    I had similar exeperiences with Trading Post. It tries to offer as much utility as Staff of Domination without giving enough power with the abilities. The first ability never as been enough, since we run a colorless deck and the cards all are useful, I don't see discarding one for only 4 life, even a land... The second ability, the token... how would a 0/1 would be useful for our gameplan? Yes maybe against a stax deck, but again, not worth running this... The third and last abilities are the most useful ones, maybe to sac Kozilek getting back an artifact, then casting him again to draw cards... and the last which would let you save important artifacts from being exiled...

    Even if the last two abilities are somewhat useful, I don't feel like they are enough to make the cut in a list as thight as this one. Since we have a limited card pool compared to other colors, we need cards we include to have a high impact.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Kozilek, Butcher with Juice.
    Hey, was just wondering if some people here were still alive. There used to be a lot of activity here, but I no longer see quality posts... Maybe am I missing something?

    I will try to bring a conversation up again, but I would really like to see if Juwdah is still alive, would greatly like to know how your testing is going and how the decklist evolved overall!

    Maybe I am late on the hype train, but I will launch again cards from the latest set (AKH) that seem to be good inclusions, or at the very least, worth testing, in this deck, and some of my reasoning. Again, I would like this to start the conversation again, and I would greatly like a good chat with Juwdah since this is by far my favorite deck, my pet project, my pimp project, and so on.

    So, without further ado:

    - Grasping Dunes seems like the only interesting Desert land. It could be used as instant speed removal against small utility creatures, like dorks and others, to try and slow down our opponents. I don't know what it could replace in the actual list yet, and I am not even sure it would make the cut, but might be useful?

    - Pyramid of the Pantheon could be another early game mana rock. Most of the times I find myself with a lot of mana available but nothing to do with it early game, so I don't see the 3 turns investment as à that big downside. It would make for an awesome first turn drop IMO, and once online it would act as an untapping Mana Vault!

    - Oracle's Vault is another card that would let you CAST cards for free, given a little work. As for the previous card, I don't see the 3 turns investment that much of a downside, since I often have nothing to do with all the mana I generate. Even more, since it is worded CAST, it works with Eldrazi titans, meaning we now have an effective way to cast them as opposed to Quicksilver Amulet. Also to note, this does combo with Paradox Engine, as long as you do not hit a land card on top.
    Posted in: Multiplayer Commander Decklists
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