So, i always check the banlist from http://duelcommander.com/banlist/ and Griselbrand isn't ban in there. So i guess either the link is wrong or you're. And i would bet the link is old. So, where do you guys check the banlist?
Well, i see that beeing good, but that requires tons of mana and with cards i would never play by their own value. read: mindslaver
Thanks to everyone who responded. I wish there was a more concrete starting point because when building a deck it's relevant to know how much life you're beginning with. Our group uses 30/16 which gives aggro a sporting chance. Starting at 40/21 makes aggro a distant underdog. Even beginning 30/18 as opposed to 30/16 has relevant ramifications when constructing a deck. It's kind of frustrating that the Pauper Community is sort of divided on this topic. It would be GREAT if there was a specific number to abide by.
I know the feeling. I mostly play 1v1 though so it's a lot less of a burden on aggro.
I think 21 commander damage regardless is fine. I've suggested 35 life/21 general to my playgroup and we've been trying it out.
Played this deck against a tuned Prosh list last night 1v1 and completely dominated both games. Permission stopped Prosh and a few other relevant spells, and I two shot my opponent each game.
This deck is pretty fragile to edicts/spot removal though, so I will probably find more room to shore this weakness up. I'll probably have a minor update to the list later today.
edit: Updated list in the original post and added a changelog.
Nice list! Spellheart Chimera is a cool card and I like that the deck is so committed to abusing it.
Have you considered running Staggershock or Mizzium Skin? Staggershock is usually a nice twofer and Mizzium Skin acts as a 1-mana counterspell against most removal.
Mizzium Skin is a card I really like. I originally had it in the list but cut it for Confound. I'd like to play both though. Maybe I'll try and find room. Spot removal is definitely the biggest enemy.
Staggershock is a great card. I too had it originally in the list but I think it got cut for more draw. I've found that with 40 life, I don't need that much removal. Being able to transmute for removal helps too.
I love to Izzet, and I love to durdle. When I saw Spellheart Chimera spoiled, I immediately fell in love with it and started brewing it for PDH. I finally have a list that I feel performs fairly well and consistent.
This deck performs well in both multi and 1v1. It has won tables in both 3 and 4 player games against regular EDH decks too. Playing essentially zero other threats and some clever politicking can lead to people mostly ignoring you, as you start drawing through your deck and sculpting an explosive, 1 to 2 shot hand with counter protection. This deck loves to play on the end step and ideally you are casting a cantrip or draw spell each turn.
In 1v1 you simply one for one them when needed and ignore most pokemon that come at you. There's some burn for the real threats, and plenty of ways to search for it. You don't need to cast the chimera on turn 3, as waiting until being able to fire off an Uncanny Speed or Screaming Fury etc on the same turn can be backbreaking and catch people off guard. Assault Strobe and Psychotic Fury can turn the chimera into an insta gib.
It has a large counter suite, and plays a few bounce spells. Withdraw is insane as people tend to overextend and tap out more frequently due the lack of wrath effects.
I'm pretty happy with the list right now. Suggestions and constructive criticism are always appreciated. I love playing creature light decks, and since we're going for general damage here, the more creatures I play, the less instants and sorceries I'm casting. It's a really fun deck to play and has a lot of complex lines and decisions. I really wish I could play Propaganda though haha. Also of note, Swirling Sandstorm is a house in this deck.
I'd like to add a Chain Lightning when I get around to picking another up.
Whispersilk Cloak: Not being able to target the chimera is kind of a nonbo with a lot of the game ending enabling cards. Neurok Stealthsuit provides basically the same thing for cheaper, and the ability to attach it for UU makes people play around it awkwardly.
Scrivener/Anarchist: They're good, but each more narrow than the other wizard counterparts. I'd be a lot happier if they cost cmc 4.
Mulldrifter: It flies. It blocks. It draws you two cards. It feels like a mortal sin to not include it, but it's a creature, and creatures don't fuel our game plan. Its still on the "should find room for it" list though.
Rhystic Study: It's great tempo, but people hate it and it draws hate which is bad in multiplayer. In 1v1 it's just a bad topdeck.
Changelog:
11/9/13:
-1 Think Twice (flashback is anti-synergy, don't like too many cards with that mechanic in this deck)
-1 Titan's Strength (never wanted to search it out, always ended up being overkill when I had it)
-1 Vulshok Morningstar (never honestly felt that this was needed.)
I second Reckless Charge and there is also Clout of the Dominus as a haster-giver and protection + pump in one. I run only 1-2 counterspells in my build as there aren't any I-win commons and red removal + blue bounce takes care of any threats anyway.
I too like Clout of the Dominus but there's a lot of edict effects in my playgroup so Auras are a bit of a risk for me. Excellent card though, I may find a place for it anyways.
Alexi's Cloak is a great instant speed alternative too.
I just like playing counter spells to deal with the random must answer threats/spot removal.
The goal is to draw through the deck while playing tempo cards and then explode with a big attack. I try not to cast the Chimera until it's a two turn clock and I have some protection/counter back up. It's pretty explosive and has the capability of dealing one shot haymakers out of nowhere.
I'm on the fence about all the flashback cards, since it's anti-synergy with the Chimera.
I built this guy as well and have been playing mostly 1v1 against my playgroup.
I swung for 36 general damage last night on turn 8. I also played my list in a 4 player EDH game against Gaddock Teeg (who actually helps this deck quite a bit), Wort, the Raidmother, and Mimeoplasm infect. I killed the Teeg player and could have won the game if I had taken out the Wort player instead of the infect deck on a crucial attack step.
This general screams general damage. Cards like Kiln Fiend, Nivix Cyclops, and Wee Dragonauts are great, but those could be better as an instant or sorcery. This guy wants to do 21 combat damage as fast as possible, and those guys are cute, but don't advance your game plan.
One card I haven't seen any mention of and is completely bonkers with this chimera is Assault Strobe. Every game I've cast it I won. It's great redundancy to Psychotic Fury, and can be tutored with Dizzy Spel.
Haste enablers are great too. You don't/shouldn't be running your general out on turn 3.
An EoT Gigadrowse is great protection against removal/counters.
I'll post my list later tonight. I may work on a primer as well. I prefer the stormish/all in route versus an aggro/tempo deck. You're running so few creatures already that people are just going to hold onto removal for the chimera, and flying is practically unblockable in this format as it is. With the haste cards, people just can't tap out without risking getting one shotted or getting one turn to have an answer.
edit: super nathed.
I know the feeling. I mostly play 1v1 though so it's a lot less of a burden on aggro.
I think 21 commander damage regardless is fine. I've suggested 35 life/21 general to my playgroup and we've been trying it out.
This deck is pretty fragile to edicts/spot removal though, so I will probably find more room to shore this weakness up. I'll probably have a minor update to the list later today.
edit: Updated list in the original post and added a changelog.
Mizzium Skin is a card I really like. I originally had it in the list but cut it for Confound. I'd like to play both though. Maybe I'll try and find room. Spot removal is definitely the biggest enemy.
Staggershock is a great card. I too had it originally in the list but I think it got cut for more draw. I've found that with 40 life, I don't need that much removal. Being able to transmute for removal helps too.
This deck performs well in both multi and 1v1. It has won tables in both 3 and 4 player games against regular EDH decks too. Playing essentially zero other threats and some clever politicking can lead to people mostly ignoring you, as you start drawing through your deck and sculpting an explosive, 1 to 2 shot hand with counter protection. This deck loves to play on the end step and ideally you are casting a cantrip or draw spell each turn.
In 1v1 you simply one for one them when needed and ignore most pokemon that come at you. There's some burn for the real threats, and plenty of ways to search for it. You don't need to cast the chimera on turn 3, as waiting until being able to fire off an Uncanny Speed or Screaming Fury etc on the same turn can be backbreaking and catch people off guard. Assault Strobe and Psychotic Fury can turn the chimera into an insta gib.
It has a large counter suite, and plays a few bounce spells. Withdraw is insane as people tend to overextend and tap out more frequently due the lack of wrath effects.
I'm pretty happy with the list right now. Suggestions and constructive criticism are always appreciated. I love playing creature light decks, and since we're going for general damage here, the more creatures I play, the less instants and sorceries I'm casting. It's a really fun deck to play and has a lot of complex lines and decisions. I really wish I could play Propaganda though haha. Also of note, Swirling Sandstorm is a house in this deck.
I'd like to add a Chain Lightning when I get around to picking another up.
1 Spellheart Chimera
Creatures:
1 Izzet Chronarch
1 Drift of Phantasms
1 Goblin Electromancer
1 Archaeomancer
1 Vedalken Aethermage
Enchantments:
1 Flood
Artifacts:
1 Darksteel Ingot
1 Izzet Signet
1 Bonesplitter
1 Neurok Stealthsuit
Sorceries:
1 Divination
1 Swirling Sandstorm
1 Deep Analysis
1 Preordain
1 Merchant Scroll
1 Gitaxian Probe
1 Screaming Fury
1 Forsee
1 Ponder
1 Counsel of the Soratami
1 Compulsive Research
1 Reckless Charge
1 Serum Visions
1 Omen
1 Fireball
1 Flame Slash
1 Assault Strobe
1 Mizzium Skin
1 Reach Through Mists
1 Negate
1 Psychotic Fury
1 Uncanny Speed
1 Cancel
1 Smash
1 Force Spike
1 Muddle the Mixture
1 Catalog
1 Dizzy Spell
1 Withdraw
1 Snap
1 Rockslide
1 Condescend
1 Brainstorm
1 Mana Leak
1 Frantic Search
1 Rewind
1 Incinerate
1 Gigadrowse
1 Into the Roil
1 Repeal
1 Counterspell
1 Sift Through Sands
1 Gush
1 Lightning Bolt
1 Opt
1 Jilt
1 Words of Wisdom
1 Shadow Rift
1 Exclude
1 Capsize
1 Ray of Command
1 Confound
1 Peer Through Depths
1 Izzet Guildgate
1 Forgotten Cave
1 Lonely Sandbar
1 Halimar Depths
1 Terramorphic Expanse
1 Evolving Wilds
1 Command Tower
10x Mountain
19x Island
Notable omissions:
Scrivener/Anarchist: They're good, but each more narrow than the other wizard counterparts. I'd be a lot happier if they cost cmc 4.
Mulldrifter: It flies. It blocks. It draws you two cards. It feels like a mortal sin to not include it, but it's a creature, and creatures don't fuel our game plan. Its still on the "should find room for it" list though.
Rhystic Study: It's great tempo, but people hate it and it draws hate which is bad in multiplayer. In 1v1 it's just a bad topdeck.
Changelog:
11/9/13:
-1 Think Twice (flashback is anti-synergy, don't like too many cards with that mechanic in this deck)
-1 Titan's Strength (never wanted to search it out, always ended up being overkill when I had it)
-1 Vulshok Morningstar (never honestly felt that this was needed.)
+1 Negate
+1 Mizzium Skin
+1 Reach Through Mists
The issue I have with them is that they force you to cast instants on your turn, which can slow the deck down quite a bit.
I too like Clout of the Dominus but there's a lot of edict effects in my playgroup so Auras are a bit of a risk for me. Excellent card though, I may find a place for it anyways.
Alexi's Cloak is a great instant speed alternative too.
I just like playing counter spells to deal with the random must answer threats/spot removal.
Artifacts:
Enchantments:
1 Flood
Bounce:
Counters:
Combat Tricks:
Removal:
Card Draw/Cantrips:
Lands:
Islands
Mountains
The goal is to draw through the deck while playing tempo cards and then explode with a big attack. I try not to cast the Chimera until it's a two turn clock and I have some protection/counter back up. It's pretty explosive and has the capability of dealing one shot haymakers out of nowhere.
I'm on the fence about all the flashback cards, since it's anti-synergy with the Chimera.
Cards I want to fit in:
Gigadrowse
High Tide
Cards I've tried and didn't like:
I swung for 36 general damage last night on turn 8. I also played my list in a 4 player EDH game against Gaddock Teeg (who actually helps this deck quite a bit), Wort, the Raidmother, and Mimeoplasm infect. I killed the Teeg player and could have won the game if I had taken out the Wort player instead of the infect deck on a crucial attack step.
This general screams general damage. Cards like Kiln Fiend, Nivix Cyclops, and Wee Dragonauts are great, but those could be better as an instant or sorcery. This guy wants to do 21 combat damage as fast as possible, and those guys are cute, but don't advance your game plan.
One card I haven't seen any mention of and is completely bonkers with this chimera is Assault Strobe. Every game I've cast it I won. It's great redundancy to Psychotic Fury, and can be tutored with Dizzy Spel.
Haste enablers are great too. You don't/shouldn't be running your general out on turn 3.
Reckless Charge
Screaming Fury
Uncanny Speed
Neurok Stealthsuit is another fantastic protection card.
An EoT Gigadrowse is great protection against removal/counters.
I'll post my list later tonight. I may work on a primer as well. I prefer the stormish/all in route versus an aggro/tempo deck. You're running so few creatures already that people are just going to hold onto removal for the chimera, and flying is practically unblockable in this format as it is. With the haste cards, people just can't tap out without risking getting one shotted or getting one turn to have an answer.
Outside of those decks, Duplicant just seems better, especially since you can reuse him.