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Jan 18, 2018Gmtrick posted a message on Zacama, Primal Calamity - Big Mana, Big Draw...Everybody Fear the DinosaurAny reason to not play Karakas and go infinite a lot easier?Posted in: Multiplayer Commander Decklists
Oct 20, 2017Gmtrick posted a message on She came, she saw, she burns - Early list of Saskia the punisherOkay, I don't know how cutthroat your play environment is, so take my advice with that in mind.Posted in: Multiplayer Commander Decklists
In general, creature based commanders like Sakskia have the inherent weakness that sweepers are very frequent in multiplayer. So, you'll want to either a) prevent sweepers from resolving, b) not play creatures (which makes your strategy less effective) or c) make your board immune. Wanting to avoid option b leaves you with either playing stax/hate pieces like Gaddock Teeg (option a, which also goes well with your plan to disrupt combo/control) or play cards like Eerie Interlude, Boros Charm and Ghostway.
Now, playing stax is straight forward, but if you decide to protect your board, there is the awesome Sunforger you can build your deck arround. You could include something like this:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards 1x Sunforger
1x Utter End
1x Naya Charm
1x Lapse of Certainty
1x Heroic Intervention
1x Eternal Witness
1x Eladamri's Call
1x Boros Charm
1x Mistveil Plains
Some amound of these tutors:
1x Open the Armory
1x Taj-Nar Swordsmith
1x Steelshaper's Gift
1x Stoneforge Mystic
1x Stonehewer Giant
1x Godo, Bandit Warlord
1x Enlightened Tutor
1x Demonic Tutor
Sunforger needs a lot of mana, but is incredibly flexible. You can use it apropriatly for every situation. If there is a Moat blocking the way, you can just grab a solution. It's great against sweepers. And if you need more proactive choices, just tap their creatures with Naya Charm and swing for lots. Apart from protecting your board, it gives you a value engine (example: grab Eladamri's Tutor -> Eternal Witness, replay Eladamri's Tutor, grab Restoration Angel targeting Witness, getting back anything you need. Then Sunforger for Ghostway, which gives you the ability to hide your creatures every turn, gives you two Witness triggers (one used to get Ghostway back, the other, for example to grab Eladamri's Call) and retarget Saskia). This is really only managable in long, grindy games with the likes of Mirari's Wake or Priest of Titania, but that's the beauty of Sunforger: You can easily adapt to every situation. Tithe into Mistveil Plains to never run out of the singleton targets you play. While creatures are the most fragile way to ramp (compared to artifacts and lands), they are also the fastest, generally speaking. Piest of Titania, Oracle of Mul Daya, Elvish Archdruid, Wirewood Channeler and Bloom Tender can all create a huge amound of mana very fast. Your Urabrask is icing on the cake, making them able to activate every turn if you have Witness+Ghostway.
Apart from protecting your board (which is a problem every creature commander has to solve), Saskia specificaly has great synergy with infect. The pleasent thing is the low opportunity cost. You can just include some amount of Triumph of the Hordes, Tainted Strike, Putrefax Grafted Exoskeleton and often just snack away a player kill because Saskias effect counts for poison counters aswell. Therefor, attacking Saskia's target player with a Putrefax just kills them. Having an unblocked Inferno Titan? Just buff a bit, then slam a Tainted Strike on it. Want to kill two people at once? Triumph of the Horde your manadorks, tap the creatures away with Naya Charm, then swing for 10 poison and kill Saskia's target aswell. The Exosceleton kills Saskia's target without any other card. Bonus, it's an equipment, so if you actually decide to try out the Sunforger, it can be grabbed by all the equipment tutors.
For the standart stax/hatepieces, a lot can be found here.
Oct 6, 2017There are a lot of things that can be said and/or considered. From the very top of my head:Posted in: Multiplayer Commander Decklists
You have very a low amound of defense/sweepers and interaction. You might want to play more of both (I assume you have your own preferences here and will not give a rundown unless you want me to).
I cut Crucible of Fire immediately so I can't confirm but I assume it to be quite bad. Might aswell play another dragon instead.
I play a very similar manabase. Both Collective Restraint and especially Prismatic Geoscope perform very well.
There are three very powerfull engine cards that are attractive with this commander: Survival of the Fittest, Sneak Attack and Birthing Pod. The later two would suggest a more reanimator approach (which I took and which might function even better with the Ur-Dragon in the 99 and the Scion as commander - but that's not as cool). But Survival is working in every case. Apart from the incredible flexibility it gives, it gives you access to cheat any dragon from your deck into play by just including Loyal Retainers.
These are 4 points from arround 74 just jumping to me. Not all of them are necessary changes but rather questions to ask and decisions to make. I think your deck goes into quite the right direction.
Sep 28, 2017Hey everyone,Posted in: Multiplayer Commander Decklists
I need your suggestions for a Karona, False God build I'm trying to build. The very basic strategy is to turtle and ramp until I can use Karona in conjunction with a few cards to deal at least 21 commander damage, maybe more then one time a turn.
Decklist by type:
Decklist by function:
Defending via sweeper/enchantments and ramping should be straight forward, the killing is a little bit more specific. There is some variance in how to achieve 21 commmander damage and pretty much all of them include one of the five vows (Vow of duty, flight, lightning, wildness, Assault Suit). Karona herself is 8/8 attacking, so here are the variances on how to get 21 or more:
+2/+2 Vow + Rafiq of the Many/Finest Hour
1: +2/+2 Vow + Mirari's Wake/Kessig Wolf Run/Opal Palace/Steel of the Godhead/Shield of the Oversoul/Dragon Shadow + Duelist's Heritage/Sunhome, Fortress of the Legion/Blood Mist(/Rafiq of the Many/Finest Hour)
2: +3/+3 Vow of Wildniss + Duelist's Heritage/Sunhome, Fortress of the Legion/Blood Mist(/Rafiq of the Many/Finest Hour)
3: Mirari's Wake/Kessig Wolf Run/Opal Palace/Steel of the Godhead/Shield of the Oversoul/Dragon Shadow + Finest Hour
As you can see, Finest Hour is the easiest way, closely followed by Rafiq of the Many. The tutors, in turn, are either able to find Finest Hour or every other KIND of card (+1 attack, double strike, vow effect). I hope I make sense here and formulated it understandable.
Kaya, Ghost Assassin might turn some heads. She's just very interesting with Karona and can serve serveral purposes. First of all, she can lower our mana requirement substantially by protecting Karona until we untap. Normaly, we have to play Karona and one of the aforementioned combination of cards and play them all in the same turn, which might very well cost between 9 and 17 mana. With Kaya, we can play her turn 4, blink herself until we play Karona in another turn and blink Karona, and then untap with all your mana available to play your buffs. Dream scenario would be Turn 2 Fellwar Stone, Turn 3 Kaya, Turn 5 Karona, Turn 6 Vow of Wildness + Duelist's Heritage. She's also one of the cards that make us less dependable on the vow effect since we don'T have to donate Karona. This is one way to go with a form of the 3rd combination outlined above without being punished for not having a vow effect.
That being said, I hope you share your thoughts with me. Too many buffs? Not enough CA? Should I play more interaction in this type of control deck? Maybe add a Seasons Past package? And so on. Share everything that crosses your mind.
The only thing I know already is that I'll include a Mana Drain once I acquire one, but I'll wait and see wether it's price drops with the next set.
Thanks in advance!
Aug 22, 2017I understand that it does not synergize with your commander in particular, but in any Wizard tribe period I'd consider adding Patron Wizard for the raw casting restraint it puts your opponents under. Unhandled it is possible to OUTTEMPO 3+ opponents by yourself just because you threaten to counter anything that is a danger to you.Posted in: Multiplayer Commander Decklists
Aug 13, 2017Gmtrick posted a message on Need critics for 75% Zur the Enchanter Stax/ControlHeyPosted in: Multiplayer Commander Decklists
What are your metrics for avoiding cards? You state you don't want to play Demonic/Vempiric Tutor to stay on the 75% level but include Necropotence, Sol Ring, Mana Drain and Mana Crypt, which are certainly comparable in that regard. Especially Necropotence gives you more value then the tutors will ever give you in a Zur deck.
Other then that, some things depend on your playgroups decks. If they are highly competitive, you want to stax as fast as possible, if they are classic value commanders, maybe play a little more value oriented yourself.
Just glancing over specific cards, is Academy Ruins of use here? The situations which I imagine it to be powerfull are very fringe and maybe not worth the suboptimal manaproduction. Also, I'm not a fan of 3cc counterspells. I found them to be very clunky if I want to use mana proactively, which is why I prefer Arcane Denial, Swan Song, Force of Will, Mental Misstep and/or Stifle. What do you normaly get with Intuition?
Jul 30, 2017Hey,Posted in: Multiplayer Commander Decklists
I play a very similar Breya list. From the very top of my head, some food for thought:
1. You play ~10 ramp cards. From my experience, (apart from artifact massremoval) the biggest bottleneck the deck has is mana. It spits out so much value as long as you have the mana to seize it. I'm sure it is meta dependant, but apart from just playing more (Commander's Sphere, Fellwar Stone), I'd also consider playing more powerfull ramp (Gilded Lotus, Thran Dynamo, Metalworker).
2. This is 100% a personal/meta call, but I'm never comfortable without the ability to directly interact with my opponent. You run three counterspells, which I consider bravely low since I wouldn't want to go wide without having at least one to protect me. Arcane Denial, Force of Will, Swan Song all performed very well, particularly because I don't really have to slow down for them (0-2cmc). That's why I cut the more expensive counters one after another. How does Counterflux perform for you?
3. I will comment on individual cards in 4., but Paradox Engine deserves an entry for itself. If you don't have a very specific reason to not play the card (banned in your playgroup, too lame in your opinion...), you should probably do it. I recall at least three times I went infinite by accident. People don't consider it the top commander-banlist candidate for nothing.
4. Individual cards: - Combustible Gearhulk, Sphinx of the Steel Wind: Most of the time, these are just dudes that are big by themselves, but they don't really have particular synergy with anything you do (for the gearhulk, my opponents take the damage more often then not). Everytime I played them I asked myself wether a synergistic card like Mirrorworks or Panharmonicon (or just another tutor for them) would be better, and most of the time, the answer was "yes", which is why I cut them.
- Planeswalker: I wouldn't strictly advise against playing them, it's more that they are much weaker in multiplayer that I found myself cutting most of them in favor of other cards. Most of the time, they just activate once and get hated by every opponent in the combat step. This requires more setup for an advantage that other cards can give you more easily.
-Skullclamp: Also obviously not a bad card, it's just that for me, it often was a conflict of interest what to use the tokens for. Breya herself is a decent saccoutlett, Forgemaster, Trading Post, Welder, Ironworks and so on can all use them. In general, you don't find yourself needing saccoutlets but rather more token generators.
-Hanna, Ship's Navigator: I was not impressed with her. Just getting one thing at a time, having summoning sickness, being overall clunky and weak... I get the appeal of infinite value, but in my experience, it just get's outclassed by Trading Post (which is proactive by itself), Academy Ruins (which doesn't need you to invest, since it's a land) and Goblin Welder (which is cheaper and puts them into play). I could never use Hanna reliably proactively, which is why I quickly cut her. Maybe you play more graveyard stuff then I did back then, so try her out, but keep an eye on her.
5. General recommandations (cards that performed very good in praxis):
- Paradox Engine: Gonna mention it again, because the card is that good.
- Deadeye Navigator: Talking about more token generators. Initially more expensive then Eldrazi Displacer but 50% more usable. Always has at least Breya as a target, bonus points for Panharmonicon.
- Prototype Portal: Incredibly versatile card. I talked about mana being a bottleneck for the deck, so oftentimes, it's the best decision to just stick a Sol Ring into it, but if you feel like you need more value, take Panharmonicon. If you want to pressure up, take Sharding Sphinx. At any point where you broke the mana generation (Paradox Engine, Metalworker), this card is the outlett you will want.
- Illusionist's Bracers, Training Grounds: Generaly cards that support Breya very well and can break Deadeye Navigator/Eldrazi Displacer very fast.
- Baleful Strix: If there are somewhat aggressive decks in you playgroup (Saskia...). Same goes for Filigree Angel, which is only really good because the sheer amount of HP it generates is absurd. 30+ are very common, Navigator/Panharmonicon/Displacer do their deeds without fail. You can easily outstall Marit Lage and friends with this.
- Jor Kadeen, the Prevailer. I initially thought he was just the cute dude from the precon, but in praxis, he oftentimes is a must handle for your opponents. He puts a lot of pressure on them at ANY stage of the game. Turn 3 Breya, turn 4 him is 15 damage combat step right there and then. Later in the game, he pairs very well with any existing board you built (-> Sharding Sphinx) and can very well wipe out one or more players on the spot.
- Marionette Master: More an end-of-the-chain card: When your board and mana is set up, this is something that can finish the job. If you just drew half your deck and have 50 mana floating (Paradox Engine does these things) and a Panharmonicon on the battlefield, here is your outlet.
- Shimmer Myr: If you decide to increase your interaction instants, this can be benefitial to keep mana open until you know wether you want it to counter or to increase your board.
- Enlightened Tutor: Didn't really thought about it too much, but I don't think there is a reason to not play it, is there?
- Saheeli's Artistry: Last, but defenitely not least. It looks like "just another artifact syngery cards", but the value in generates is insane. In praxis, it is often a very skilltesting card because you feel like you are in a rich garden and don't know what fruits to pick. Sometimes, you copy Woodfalls Primus as a solution, sometimes you take their commander, oftentimes, you get another Thran Dynamo, sometimes two Sharuums, sometimes the best defensive creature, sometimes another Mirrorworks. Sometimes, you just want 2-4 tokens from Breyas etb RIGHT NOW, so you just do that. This cards is VERY flexible regarding both the number of situations in which you can play it AND the number of possible choices in each of these situations.
You chose a very fun commander, congrats on that^^
PS: This is my current itteration, but keep in mind that I'm always testing a lot of cards.
Jun 22, 2017Gmtrick posted a message on Sidisi, Brood Tyrant: Zombie horde and shenanigans! (Competitive, Budget, and Zombie Tribal - 3 versions!)@DementedKirby: Thanks for your feedback. I will try out Demonic Tutor and if it doesn't work as I imagine it, just cut it for something else. Butcher of Malakir is still listed in the list ordered "By Function", but not "By Type", which I didn't realize.Posted in: Multiplayer Commander Decklists
Thanks for the rest of the suggestions aswell, I will make sure to try those out!
Jun 20, 2017Gmtrick posted a message on Sidisi, Brood Tyrant: Zombie horde and shenanigans! (Competitive, Budget, and Zombie Tribal - 3 versions!)Hey!Posted in: Multiplayer Commander Decklists
I'm looking to build your deck. Now I'm in the somewhat odd position where I don't want to spent much money on it (<100euros), but I have a lot of the expensive cards you play in the optimized list. These are the 33 cards I own already:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Artifacts:
1 Sol Ring
1 Eternal Witness
1 Seedborn Muse
1 Sidisi, Undead Vizier
1 Survival of the Fittest
1 Tezzeret the Seeker
1 Cyclonic Rift
1 Life from the Loam
1 Jarad's Orders
1 Academy Ruins
1 Alchemist's Refuge
1 Breeding Pool
1 City of Brass
1 Command Tower
1 Darksteel Citadel
1 Gaea's Cradle
1 Mana Confluence
1 Overgrown Tomb
1 Seat of the Synod
1 Temple of the False God
1 Tolaria West
1 Tree of Tales
1 Tropical Island
1 Underground Sea
1 Vault of Whispers
1 Watery Grave
1 Yavimaya Coast
Now I wondered how to stock up the deck in a budged way. To start things of, I'm not clear about two things: 1) Why play Ulamog AND Kozilek both? One should be enough, especially while playing Riftsweeper, right? 2) I'm very sceptical of playing black and not including Demonic Tutor. I get the deck-space argument, but this cards seems to powerfull that there is no real reason to not play it, even if it's not a creature and has no particular synergy with your list.
The milling 15 I'm thinking about is:
- 1 Nephalia Drownyard
- 1 Sequestered Stash
- 1 Altar of Dementia
- 1 Embalmer's Tools
- 1 Grisly Salvage
- 1 Life from the Loam
- 1 Mesmeric Orb
- 1 Mulch
- 1 Satyr Wayfinder
- 1 Buried Alive
- 1 Fact or Fiction
- 1 Gurmag Drowner
- 1 Sidisi, Brood Tyrant
- 1 Sudden Reclamation
- 1 Deadbridge Chant
The enhancing 5 cards are:
The recursion consists of the following 9:
- 1 Phyrexian Reclamation
- 1 Victimize
- 1 Splendid Reclamation
- 1 Hell's Caretaker
- 1 Mortuary
- 1 Genesis
- 1 Havengul Lich
- 1 Champion of Stray Souls
- 1 Ulamog, the Infinite Gyre
Mana accelerants (3):
And one Gempalm Polluter.
All in all, 44 cards, with the cards I own already, that makes 77 cards, cutting the following from your list:
- 1 Kiora, Master of the Depths
- 1 Death Baron
- 1 Volrath's Stronghold
- 1 Sheoldred, Whispering One
- 1 Kozilek, Butcher of Truth
- 1 Ancient Tomb
- 1 Cabal Coffers
- 1 Deserted Temple
- 1 Chromatic Lantern
- 1 Scroll Rack
- 1 Minamo, School at Water's Edge
- 1 Reliquary Tower
- 1 Thespian's Stage
- 1 Clever Impersonator
- 1 Glen Elendra Archmage
- 1 Doubling Season
- 1 Teferi, Temporal Archmage
- 1 Butcher of Malakir
The most impactful thing I'm cutting is Doubling Season + the planeswalkers. I would appreciate your input about what options I'm looking to replace all these cards with. In general, I like playing more interaction, especially because my playgroup includes a Sunforger-Saskia the Unyielding that includes Jund Charm.
Basicaly, what should I look to include keeping budged in mind?
- 1 Nephalia Drownyard
May 27, 2017Hey everyone,Posted in: Commander (EDH)
I'm thinking about building a Graveyard based commander like Sidisi, Brood Tyrant (e.g. this one http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/571213-sidisi-brood-tyrant-zombie-horde-and-shenanigans) or non-combo-Karador, Ghost Chieftain.
Problem is: I'm somewhat turned of by the ease with wich they can be set back. A simple Deathrite Shaman, Scavenging Ooze or Relic of Progenitus and we are stuck.
Before I get into deckbuilding, I would like to know some common strategies or cards to avoid being set back to such a large extent. Is there just countermagic and stifle-effects, or is there more to it?
Thanks in advance!
May 27, 2017Gmtrick posted a message on Derevi, Empyrial Tactician - No Stasis, No Winter Orb, No Hokori, No Problem!I am very interested in your approach, and I will check it out in detail later. Derevi is just such a cool commander, but tends to bother playgroups and be the archenemy by default if she's built around taxing.Posted in: Multiplayer Commander Decklists
The very big concern I have with your build is how you defend yourself from regular mass removal. Building for the board with that low density of permission looks alarming in my eyes if you don't play in a playgroup where that is not a frequent occurance. How's your experience with that?
May 7, 2017@Forgotten One: I'm sceptical about Skullclamp. There isn't a time in my mind where I want to get rid of my manadorks, since Sunforger can provide me with infinite value as long as I can provide mana. So the only way to get value out of Skullclamp is to let it sit on creatures that don't imediately die from it, and that's to passive in my mind.Posted in: Multiplayer Commander Decklists
As for the tutors, Diabolic Tutor is a great suggestions that slipped my mind. I cut Steelforge Apprentice for it, which seems like just way to slow and costly.
@rogerandover: Mistveil Plains is already in. Pyroblast is a great suggestion. I replaced Lapse of Certainty with it, which I really only put in to have a tool to interact with things on the stack, which Pyroblast does better, even if it is not as versatile. If I get my hands on a cheap Enlightened Tutor, it will be included instantly, but at the moment, it's not necessary. Return to Dust is a powerfull card, but I prefer using the slot for Utter End, which is more versatile.
@Hunding Gjornersen: Shambling Vents are worth to keep in mind, but at the moment, I feel like the manabase is fragile enough, so I would like to avoid additional taplands. Trading Post on the other hand is very interesting. Maybe not aggressive enough, but I can imagine the versatility and value it generates over time definitely pay off.
Our infect plan is to attack with a 5-attack-creature with infect combined with Saskia to onehit people out of the blue. Plague Myr would be interesting in a more attrition style of poisoning people over time, but in our current decklist, it is not really beneficial.
The thing about Abzan Charm is, that I feel like there is no time I want to cast it through Sunforger. Basicaly, it doesn't add anything the deck doesn't already offer. If I want to get rid of something I cast Utter End and if I want to generate value, I use Eladamri's Call to get the Ghostway + Eternal Witness shenanigans rolling.
Speaking of which, I cut Jazal Goldmane (because any spare mana I have is better used with the Sunforger) for Restoration Angel. This enhances the Ghostway-value plan, which now looks like this:
1. Use Sunforger to grab Eladamri's Call -> Eternal Witness.
2. Cast Eternal Witness to grab back Call.
3. Call -> Restoration Angel.
4. Restoration Angel -> Witness -> grab back something you need (could be Call or something else)
5. Sunforger for Ghostway.
6. Eternal Witness gets back Ghostway -> Restoration Angel blinks Witness, which grabs back value.
Step 6 is repeatable once every turn (not just your own) as long as you have mana. If we have something providing haste (Urabrask the Hidden, which I will also include), we can use our manadorks every turn to just cast Ghostway again.
From this point onwards, we are safe from sweepers since we always have access to Ghostway, we can retarget Saskia to out liking and everytime we cast Ghostway, we get something back. If we control Godo, we get equipments for free, if we have Mentor of the Meek, we draw a bunch (dorks can pay for themselves if they have haste) and so on.
Thanks so far for the suggestions, keep'em coming!
May 5, 2017Hi all!Posted in: Multiplayer Commander Decklists
I would like to ask for help with a Saskia the Unyielding list with a focus on Sunforger.
The basic idea is to use elves to ramp up fast, tutor Sunforger and use it to protect our board and generate value.
I'm trying to build it on a budget, so with that in mind, here are the most important lines of play:
Step 1 - Ramping: In my mind, going with creature based ramp has a few upsides. I always have a target for Sunforger to equip and I have a board to buff up and go hammering with Saskia. Their biggest downside (sweepers) can be prevented with the Sunforger (Ghostway, Boros Charm, ...).
Step 2 - Sunforging: We play one Sunforger and nine tutors for it, so we should be able to grab it in the majority of games. We also should have enough mana to directly be able to use it. If nobody uses any sweepers, we can then search for Eladamri's Call -> Eternal Witness, grab back Eladamris Call, then forge for Ghostway and blink our creatures whenever necessary. We can use the Call to get Godo, Bandit Warlord to grab all the equipments and can retarget Saskia whenever we want to.
The rest of the cards are just general goodstuff to run in a board oriented aggro Saskia, with the infect package to snack a one-hit kill here and there.
I expect this deck to be far from polished. I goldfished it a few times, didn't look as fast as I hoped it would. Sunforging is expensive. Also, I'm not sure how it will work against actual opponents and would like your input before I buy cards that I don't want or need. Again, keeping budged in mind, what are your suggestions?
Thanks in advance.
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Sep 28, 2017I sincerely hope that I will be able to order drag arround the cards when building a deck. Oftentimes (especially for commander), it's incredibly helpfull to organize cards in a custom way (Card advantage, tutors, ramp, ...). If that's possible AND changable on the fly (without needing to put them into specific lists first) I'd be hyped.Posted in: Articles
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