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    posted a message on Ishai & Ikra Shidiqi - Rockin It
    I kept playing with the idea of how I would play Ishai, Ojutai Dragonspeaker as a commander but I kept coming up with a little bit of an issue that it was a card that was good on its own and didnt really need to have synergy with the other partners. I considered a lot of different options and finally I thought, what if Ishai was just a goodstuff beater and then if and when I want to gain life I can drop Ikra Shidiqi, the Usurper in. In this idea, Ishai is a goodstuff commander and my other commander just engages life gain to keep me going so I can be offensive with my commander and worry less about defense.

    This approach is very much the idea of a traditional rock deck.

    Quote from Rock defined from MTSS Wiki »
    Rock (AKA "The Rock" and "Junk") is a deck archetype that appears in Legacy, but can theoretically appear anywhere. A midrange deck at heart, the traditional Rock deck would play a lot of disruption alongside solid removal. Other features include Regrowth effects, sweepers, and card draw. Once the game is under control, the deck would play a big fat finisher to close the game quickly. Due to the state of the Legacy metagame, though, the deck has adopted a much more creature-orientated approach.

    So, I was going for a robust removal heavy deck that generates some card advantage and uses generally solid commanders to sustain me as well as to bring my opponents down. Most of my deck are tough card advantage based creatures so you will see lots of gods and a bit of indestructible as well as ETB based value mixed in with all sorts of ramp, draw, and removal. I was going for somewhat of a heavy hitter who had lifegain and just tough obstacles to push through.

    You will also notice somewhat of a robust and deep bit of graveyard hate. I wanted to push my graveyard hate a little higher on this project in part because I found I wasn't using much graveyard reliance cards in this build as well as just to see how things go. Rest in Peace is a card I rarely justify so it could go but at the same time its so powerful and when it works it does wonders.

    I ended up with only 6 basics after I got done with my landbase which is a little worrying offhand. I have Cultivate and Kodama's Reach as my only two land search cards that can only retrieve basic lands and the rest can reach into the 12 dual lands. I might have to keep an eye on this number though as I was hoping for it to be more around 8 but I also found a lot of utility lands I did want to make room for. I guess I will test as I go and if I feel like I am not using any bit of utility I can cut it. 12 Duals + 10 Fetchlands eats up a lot of room real fast though unfortunately.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    COMMANDERS (2)
    1 Ishai, Ojutai Dragonspeaker
    1 Ikra Shidiqi, the Usurper

    CREATURES (21)
    1 Baleful Strix
    1 Gilded Drake
    1 Snapcaster Mage
    1 Eternal Witness
    1 Thassa, God of the Sea
    1 Trinket Mage
    1 Atraxa, Praetors' Voice
    1 Clever Impersonator
    1 Heliod, God of the Sun
    1 Kalitas, Traitor of Ghet
    1 Nylea, God of the Hunt
    1 Oracle of Mul Daya
    1 Phyrexian Metamorph
    1 Zur the Enchanter
    1 Acidic Slime
    1 Prime Speaker Zegana
    1 Silumgar, the Drifting Death
    1 Sun Titan
    1 Ulvenwald Hydra
    1 Elesh Norn, Grand Cenobite
    1 World Breaker

    ARTIFACT (7)
    1 Mana Crypt
    1 Nihil Spellbomb
    1 Sensei's Divining Top
    1 Sol Ring
    1 Crucible of Worlds
    1 Darksteel Plate
    1 Oblivion Stone

    ENCHANTMENT (8)
    1 Exploration
    1 Rest in Peace
    1 Sylvan Library
    1 Necromancy
    1 Necropotence
    1 Pernicious Deed
    1 Phyrexian Arena
    1 Greater Good

    INSTANT (15)
    1 Pact of Negation
    1 Brainstorm
    1 Crop Rotation
    1 Vampiric Tutor
    1 Arcane Denial
    1 Eladamri's Call
    1 Lim-Dul's Vault
    1 Mana Drain
    1 Beast Within
    1 Chord of Calling
    1 Anguished Unmaking
    1 Fact or Fiction
    1 Momentous Fall
    1 Vanish into Memory
    1 Sylvan Reclamation

    SORCERY (8)
    1 Green Sun's Zenith
    1 Demonic Tutor
    1 Cultivate
    1 Kodama's Reach
    1 Wargate
    1 Skyshroud Claim
    1 Austere Command
    1 Blatant Thievery

    PLANESWALKER (1)
    1 Tezzeret the Seeker

    LAND (38)
    1 Arid Mesa
    1 Alchemist's Refuge
    1 Bayou
    1 Bloodstained Mire
    1 Bojuka Bog
    1 Breeding Pool
    1 Command Tower
    1 Flooded Strand
    2 Forest
    1 Godless Shrine
    1 Hallowed Fountain
    1 Homeward Path
    2 Island
    1 Kor Haven
    1 Krosan Verge
    1 Marsh Flats
    1 Misty Rainforest
    1 Overgrown Tomb
    1 Plains
    1 Polluted Delta
    1 Savannah
    1 Scalding Tarn
    1 Scrubland
    1 Strip Mine
    1 Swamp
    1 Temple Garden
    1 Tropical Island
    1 Tundra
    1 Underground Sea
    1 Urborg, Tomb of Yawgmoth
    1 Verdant Catacombs
    1 Volrath's Stronghold
    1 Watery Grave
    1 Windswept Heath
    1 Wooded Foothills
    1 Yavimaya Hollow

    Posted in: Multiplayer Commander Decklists
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    posted a message on Bribery - Past vs Present
    Quote from Drain Life »
    If you can grab something with value that costs 5 or more, then it was worth it.


    The problem comes up what if they are playing a niche strategy or a tribal strategy. Sure if they are using general staples and good cards its not really going to be a problem but when you look arround and the first player is playing Krenko goblins, the next guy is playing Tribal warrior, and the last guy is some spellslinger it gets real awkward real fast.

    Bribery is a card that is made better by people playing generically good cards. When people suddenly break away from good cards and decide to play cards that further what their deck wants to do its harder to make them work with Bribery. The more 3+ color decks you see in your meta the better Bribery tends to be. The more specialized and low color decks you see the worse it tends to get.
    Posted in: Commander (EDH)
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    posted a message on Bribery - Past vs Present
    I just wanted to have a little discussion on Bribery. I remember when I started playing commander back in 2010 which was right after eldrazi had been released, Bribery was insane because you could grab things like Primeval Titan and eldrazi with really no downside to them.

    So, since then a few things have changed, lots of the powerhouse creatures seem to have been banned and there hasn't really been new bribery targets in the last 6 years that are any better but things have been banned. We also have Homeward Path which I do see occasionally.

    The meta I am in has also changed, people have a lot more focused decks with a lot less goodstuff decks where I am. Stealing any one creature can sometimes be awkward. I can tell you there are some games where I get bribery and I look at what my opponents are playing and I hope that at least one of them is a viable pick for bribery.

    I guess where I am, I am actually questioning how good Bribery is anymore. The power of the threats seems like it has actually gone backwards in the past 6 years for bribery and the combination of theme and tribal decks in my meta has me questioning how good a card I once considered a very good staple to blue to be anymore.
    Posted in: Commander (EDH)
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    posted a message on Gonti - Living the Life at the Expense of Others
    It might be worth running a few any-color sources, for example Darksteel Ingot or City of Brass, to allow you to get a little more millage out of your stolen cards. Activated and triggered abilities on permanents you steal as well as additional costs like kicker often require colored mana.


    I do get where you are going with this and I agree with the activated ability part of it. I just wanted to clerify though as well that kickers are an additional cost when casting and can be paid for using any color mana as part of Gonti's effect. Tooth and Nail for example you may pay the kicker with any type of mana.

    Quote from Gonti"s Text »
    When Gonti, Lord of Luxury enters the battlefield, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. For as long as the card remains exiled, you may look at it, you may cast it, and you may spend mana as thought it were mana of any type to cast it.


    When it comes to things like say.... Ant Queen though, yes if may be worth considering the ability to pay for things like this. I actually haven't personally found too many of these type of cards to be what I am stealing but it could be worthwhile. If you do go down this avenue, Chromatic Lantern may also be of use.

    I think its a little bit of a question of what the meta looks like. I think its usually easier to responsively shift to this than it is to start assuming you will have lots of things that are stolen that you need other colored mana to activate. I often find myself stealing answers, ramp, and draw more than anything else.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gonti - Living the Life at the Expense of Others
    Quote from Guerte »


    Man, I wish I could give in-depth answers like that. Lol.


    Says the one on the primer committee trollface
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gonti - Living the Life at the Expense of Others

    1) What is the current budget looking like for this?

    2) Palace Siege - drop it for more removal, personal choice. Might help keep Gonti alive longer for ability. Looks like you have enough ways to drain via ramp and Grey Merch but also recursion suite looks solid.

    3) Raving Dead - might show my inexperience for playing one color but it seems good


    I dropped my own list into deckstats.net and excluding my copy of Tabernacle my list comes to something around $450.00 which to be honest probably ends up being around $525.00 after you take into account they probably take the absolute lowest prices they can ignoring conditions for that price. I by no means was building mine on a budget but I think if you did want to build this deck on a budget you could easily come up with a $100.00 list without sacrificing a ton. Cut the tutors and big $20.00 cards and still most of the core of the deck functions fine. Your goal for a deck like this is mostly running lots of recursion, sac outlets, and a few big bomb creatures to recur other than Gonti occasionally. Its odd because some really really cheap recursion stuff is some of the best. You will notice in both of our lists we run Goryo's Vengeance which honestly is a fantastic card in this deck but as a whole its price comes from modern. It is almost not run anywhere else in commander unless you build a deck where you want to rez your commander for an ETB effect so for the most part thats something you just dont really need to buy.

    Building on a budget just move some of the better tutors to some of the cheaper ones like Diabolic Tutor, Beseech the Queen, and Dark Petition could easily come in to replace Demonic Tutor, Diabolic Intent, and Vampiric Tutor. Obviously they wont perform quite as well but if budget is a factor I think these sacrifices can be made without a ton of impact on the deck. Bitterblossom is a good card but you can just as easily use something like Stinkweed Imp or Vampire Nighthawk as defensive blockers with the downside that they dont produce lots of bodies that can be sacrificed as well.

    Raving Dead - the thing to understand about commander in general is that little chump blockers are everywhere in this format. Its not hard to deal with the Raving Dead with a chump blocker and you dont get to chose where it is going. I have seen it used before but usually you want to be like cheating into play tapped and attacking such as in a deck like Alesha, Who Smiles at Death where you can bring it in attacking where you want. Creatures without evasion that are there just to turn sideways usually need to do something more or have haste or something. Its very hard to justify a creature who has no evasion whose value only comes from if it connects to a player. When it comes to multiplayer commander, there is a lot of life total to get through so generally speaking its stronger to play card advantage tactics and use wincons that are multi functional or get their value in faster. Gray Merchant of Asphodel as an example creature does its work on its entering the battlefield and I cant even tell you how many times I have used him with 6-12 devotion and then sacrificed and resurrected him to play repeatedly to just mass murder everyone at the table.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gonti - Living the Life at the Expense of Others
    :p already here and posting. Thats what I get for editing my post so many times lol. Anyways I am glad you are enjoying cult luxurious Grin
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gonti - Living the Life at the Expense of Others
    The number of 6 drops concerns me a little.

    Palace Siege seems perhaps a little slow as a 5 drop that does nothing until the next turn. If you are going for the rez option from it you might have better results with Phyrexian Reclamation who can recover immediately when you drop it not to mention it costing less and having the option of repeating it multiple times a turn.

    Overall our lists look a bit similar so I dont have too much else.

    Also, I am a little confused as to what infinite people were using with Archangel of Thune. Archangel of Thune and Spike Weaver have no infinite synergy between them. I think you were going for Spike Feeder. Panharmonicon's second trigger of Sepulchral Primordial also would have gone on the stack at the same time as the first copy. Sepulchral Primordial does in fact target so both triggers would have to target when they hit the stack so a second trigger of it would not in some way be able to target a creature who dies and is attempting to recover it afterwards.

    It is possible I have misinterpreted your game report though. I apologize if I am doing so.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Are partners too overpowered? Did WotC mess up?
    Honestly, I think upfront there is an advantage but if you walk into a board clear it takes a lot longer to set back up with two commanders. Considering commander tax, its very hard to recast both of them in one turn even later so the trade off if you ask me is that they require more setup time and sweepers will punish them more because of that.
    Posted in: Commander (EDH)
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    posted a message on Gisela, the Broken Blade (MWC)
    Quote from HamBone651 »
    Thoughts on:
    - Quicksilver Amulet - quick option to get out fatties
    - Righteous Aura - a use for your extra life
    - Lightmine Field - seems like your not attacking with too many creatures at the same time (Meta call maybe)
    - Silent Arbiter - seems like your not attacking with too many creatures at the same time (Meta call maybe)
    - Serene Steward - cheep budget/2nd option of Cradle of Vitality
    - Seraph of the Sword - Angel pillow Fort
    - Lone Rider - on flavor and easy to flip
    - Archangel of Tithes - angel pillow fort

    also i know you are running pillowfort so threats are not too bad but do you think you are a little light on removal?


    Thanks for the interest in my list. I will do my best to give my take on the cards you mentioned.

    • Quicksilver Amulet - So, I think there are times it would be great. Some of the problems that it has are that it also costs 4 mana as does our commander so it overlaps a little there which can get messy and if you look into dropping it after the commander you are messing with any of the equipment you might follow up the commander with. Most of my eldrazi have very strong on cast triggers which are part of why I run them so realy where I would like this is generally the 6-8 mana creatures in my list. I could totally see a flash play Avacyn being strong but at the same time, its very much a pain to drop and use in one turn. If you see a lot of wraths or a lot of counterspells I think this is a little more justifiable but as it is I feel like it would be clunky to play given it falls in the same mana cost as our commander and it consumes a few turns afterwards if you drop it after. Its just easier to play ramp in my mind and ramp helps play other effects easier than this. I love the flavor as I remember way back in the day seeing some casual decks my friends had who would use this card to put big wurms into play.
    • Righteous Aura - In my mind it comes down to how big of hits you are expecting and or how much voltron is in your meta. If you see a lot of voltron or big hits then I think it can be decent. My meta has gotten to the nickle and diming life out of people which is why I dont run it as usually I am only taking up to 6 damage at a time from any one source. I think you need to see voltron and or lots of big hits for it to really be worth it.
    • Lightmine Field - I have some problems with it in that they can mass pump before their attacks. While it could work against swarm it seems a little too easy for them to game what it does to me. Ghostly Prison is harder to attack in mass at but it also protects you from even just one to two attacks in a lot of cases as it causes them to slow down their turns to attack you.
    • Silent Arbiter - Its an option. I do often end up with 1-3 attackers though so it wasnt my go to. Its also a creature + artifact which means its on both of the most used removal types. Its alright if you need more token defense but I think white has a lot of options for token defense. I was looking at Eye of Singularity early on because it blows up the tokens on entering as well as over time too plus its funny against 3 color decks as it screws with their landbases assuming more than one player is playing the same colors.
    • Serene Steward - Its not bad but its a little light to justify a whole card for. Creatures are a little fragile in general. Its also after my attack and for a small bit of pump. Its a cool effect but it might be a little too light on its impact.
    • Seraph of the Sword - Its not bad. I have been seeing a lot more Fog Bank in my meta in the last 6 months or so and it reminds me of that but the downside is that it costs twice as much but I dont feel that its that much better. A 3/3 Fog Bank vs a 0/2 is not much of a step up. Its possible it kills what it blocks but if it does I am not that worried about that creature in the first place.
    • Lone Rider - its decent stats but it requires Gisela first so its really more of a 5 drop. Its not bad in combat but then again its rare that I would want just some random decent in combat creature. When considering it a 5 drop I think its probably not that great for this format. Its cool, but strict beaters who are not the commander are hard to justify.
    • Archangel of Tithes - You could, I just think its still a much worse Ghostly Prison being that its half as much taxing. Sure it can be offense or defense but honestly I would rather it be stronger at one or the other. I think Windborn Muse is probably stronger given this.

    Removal - One of the biggest concerns when running mono white is card draw. While spot removal is very very good especially when you time it correctly and stop someone from killing you or wrecking your board, it is also negative card advantage to 1 for 1 remove something. Mono white has a lot of issues with drawing cards so when considering removaly you should run some good spot removal and sweepers but if you get carried away you will have just answers and no draw. I think I counted something like 20 removal like cards in my deck (counting some that function like removal or prevention). In a lot of cases you sometimes need to just go around a problem or push it somewhere else than to use something like Swords to Plowshares on everything which is part of why I run things like Moat, Magus of the Moat, Kor Haven, and Mystifying Maze. When it comes to mono white you want your answers to prevent multiple issues if possible which comes to how multi function your answers are as well as what else they can do for you. I can use a maze as a mana and I need lands anyways so I get both a land drop and a potential utility if I need it with them. You could use a Wrath of God to stop a token swarm or you could try to just push them somewhere else with a Ghostly Prison. Sometimes this can backfire as someone could remove your defense but at the same time, not dropping that Wrath of God means your commander and creatures can continue to attack while you hopefully cut off your opposition.

    Hopefully I am not ranting here but in a nut shell, 1 for 1 removal is a fast way to run out of cards in mono white. Try for multi function removal when you run it and its usually better to be proactive when you can than responsive when playing mono white. One of the worst matchups for mono white tends to be heavy control and or attrition based decks. Sweepers are fine because you normally like 4+ for 1 with them but they have a diminishing return to get multiple in hand at once and with the low quantity of draw in mono white sometimes you get all or nothing with them.

    Posted in: Multiplayer Commander Decklists
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    posted a message on Grand Arbiter Augustin IV - Spellslinging Tax Man
    I have been meaning to make some changes here for a while. Its been hard for me to nail down some of the changes and a few of them I am still a bit skeptical on but in general I have wanted to cut some of the more expensive things and focus more on things that have good synergy. I havent been able to test much lately in part because I knew I had another wave of changes that I have just had a hard time nailing down for a bit now.

    DECK CHANGES:

    • Quiet Contemplation -> Sapphire Medallion so, I like Quet Contemplation because its an enchantment so its harder to remove but at the same time its been a huge pain in the ass trying to pay one more when casting spells. I want cheap spells and I want them to chain better as what I do so paying one more is something I often do not want to do. I also added some buyback cards which have been doing some great work. My deck is much heavier blue so it makes more sense to use the blue medallion here especially since I have some blue buyback spells which this really enables.
    • Cast Through Time -> Manifold Insights I love the idea of Cast through Time but its mana and sorcery speed were both unwieldly. I think its a very cool and flavorful effect but I just couldnt spend the time to cast it because of its high cost. My commander's cost reducing really shines when I am chaining cheap spells rather than trying to mash big expensive cards into play. Manifold Insights is a new card and one I find interesting in that this deck really just needs to chain its card advantage and I really dont run "bad" cards in here so even though my opponents get to chose, I get 3 cards that are non lands to my hand for 2 mana. That still sounds like good card advantage even with my opponents choosing.
    • Angel of the Dire Hour -> Selfless Squire I feel like the Angel is stronger vs random creatures and the Selfless is stronger vs tokens. Overall, Selfless seems like a much better threat and potential to turn a big turn back on someone. Its also less mana to cast so I was sold on it. I think there are situations that the Angel is better for but at the same time I wanted the cheaper option. I could see myself going back and trying the angel again but for now lets go with the cheaper option.
    • Honor the Fallen -> Purify the Grave I am honestly rarely casting Honor for any real lifegain. I am also really not very frequently catching multiple cards in a meaningful way so I think the ability to get two casts out of it might be better for me. This also makes Quiet Speculation a lot better because it pushes me to have 3 flashback cards. I had a LOT of cards in my consideration list this time though so I opted not to follow through with that for now. I couldn't bring myself to run less grave hate so it was just a question of what effect to consider and I like my on spellcast triggers and so a cheap flashback card that fills one of my needs seems good.
    • Elesh Norn, Grand Cenobite -> Mystical Tutor I love Elesh Norn but too often it seemed underwhelming to me here. I run a lot of great defenses and this is sorcery speed and often tapped me down too far. I found myself wanting more tutors so I am bringing in some tutors in its place. I was originally trying to focus on things I could reduce the cost of as well as card advantage but even with the card disadvantage of tutoring to topdeck the selection options are worth it in my mind.
    • Recruiter of the Guard -> Enlightened Tutor I looked through my deck and the Guard gives me the option of a clone, snapcaster, token production, or Selfless Squire. I felt that the tutor options of Enlightened Tutor were just far superior. There is the card disadvantage aspect of the tutor but at the same time the targeting options are so much better I feel its justified.
    • 1 Plains -> Land Tax I have been sometimes finding myself needing to get a land from some of my Impulse like cards. I figure its worth having a little card advantage that gets me those lands so I dont have to spend good resources doing that. With adding Enlightened Tutor it also seems good to add Land Tax to the deck. Going to 37 lands seems acceptable to me for a land count still.

    Cards Considered:

    • Quiet Speculation - I increased my flashback count to 3 so yea, its still on my mind.
    • Muddle the Mixture - its an ok counterspell but it also has a LOT of good targets. If I could transmute at instant speed this wouldnt even be really a problem but considering transmute is an ability and is not cost reduced plus its sorcery speed it keeps me second guessing it.
    • Faerie Artisans - It looks like good value but it also looks like something that would get super spot removed. I dont really have much for synergy with creatures so I would just be hoping for opponents ETB effects. I just dont see much synergy with what I am doing here even though it looks like a cool new card.
    • Crystal Shard - tax + bounce options seem like it would intensify my commander's tax. I like what it does but other than being a jerk with more tax I dont see myself really doing much with it.
    • Opposition - I like what it does and I am a token deck of sorts.
    • Ishai, Ojutai Dragonspeaker - the option of a 2 mana flyer who grows is cool.
    • Tithe - This card is never bad but I somehow always have a hard time making room for it. This is even a spellslinger deck so it could get some extra value here. I just have a hard time cutting other cards for it I guess.

    Overall, I cut a LOT of mana costs with these latest changes. I cut something like 16 mana off with these changes which is kind of a big deal. I would rather the deck chain together though than to be casting big splashy cards so I will try to keep working on that moving forward.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Underplayed Tribal Decks That Don't Suck
    Quote from Incanur »


    Is there any way for Lin Sivvi decks to win other than Mirror Entity? That one just seems so perfect for the deck. Get a bunch of weenies and then suddenly they're huge. I guess now you can use Aetherflux Reservoir as a kill after you gain infinite life from Task Force and Outrider en-Kor.


    Mirror Entity is the easiest way. That isn't to say you couldn't run something like Dictate of Heliod or some other anthem effects if you wanted. I also toyed with an equipment build that just connected decently while maintaining a strong defense. Rebels have a lot of evasion options so connecting with random swords can be decent too. Leonin Sun Standard is also something I have considered now and then but Mirror Entity often is plenty on its own.

    Its also really funny to play if anyone plays voltron. Rebels vs voltron is so one sided its kind of funny.
    Posted in: Commander (EDH)
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    posted a message on Underplayed Tribal Decks That Don't Suck
    I dont know if its too "mainstream" but Lin Sivvi, Defiant Hero is a really cool commander. Rebels are a cool old tribe and for the most part they duck the usual issue with tutoring commanders where they become predictable and linear because most of the rebels are defensive and or just more bodies. I have been playing my list for years not and I still find it refreshing and fun given that each game is different even with a tutoring commander.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] The Top 50 List (Week 2 - Black Non-Creatures)
    Quote from metalevolence »

    Wow, that is a terrible change. Bloodghast is busted.


    Yea I was not a fan of it either. Zulaport Cutthroat is somewhat limited to infinite loop combos where as Bloodghast is a very strong card in a lot of decks.
    Posted in: Commander (EDH)
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    posted a message on [Offtopic] Community Thread
    I ended up dropping another $300.00 on Shadows of Brimstone today. My 3 year long addiction with that game continues on as someone reminded me that they are releasing their Forbidden Fortress expansion / new game. How can I refuse when that game has already consumed my soul for well over 200 hours of gameplay and they tell me they are essentially doubling their content with a samurai themed continuation / new line.

    I just thought I would mention it here given back when I was super addicted there were a few others who sparked some interest with. I just remember really wishing I had caught the kickstarter last time and I thought I would mention it in case anyone is still playing / interested.
    Posted in: Commander (EDH)
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    posted a message on Help With Air Force
    Quote from Dunharrow »
    I would prefer going with Isperia the Inscrutable, in your position. You can have some big fliers without making a deck full of birds. Isperia plays well with things that let you see your opponent's hand, so you can play up an "intelligence" subtheme.

    Also, not mentioned above: Favorable Winds.





    This is also what I was going to suggest. Mostly blue or white are going to be where you are going to want to be with this concept. I think Isperia is a good one to consider.
    Posted in: Commander (EDH)
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    posted a message on Gisela, the Broken Blade (MWC)
    Quote from rshizz »
    let us know how the Avarice Amulet feels, its a card ive been meaning to try out but always forget about it.

    also, any thoughts on Chromatic Lantern? It doesn't ramp as hard as the Everflowing Chalice, but it turns almost all of your non-basics into color, which is nice. I know you don't need a ton of white to operate, but it could make some plays down the road a little easier to manage.


    I will try to keep playing and giving game reports. This deck actually turned out better than I had expected and the flavor of the deck is somewhat high which I like. I have some high hopes for the Avarice Amulet but I have a few decks in the meta that give me some concerns about a power only buff. Something like an active Valakut, the Molten Pinnacle could punish me yet but overall, I think a three toughness is usually strong enough to survive most effects in commander.

    Chromatic Lantern - I normally wouldn't worry much about this stone in a deck like this. If I have issues with not having the white to run then the answer is more likely to cut back on my colorless mana lands. Given this is a mono colored deck, the balancing of the landbase is mostly around having enough utility vs having enough colored mana by the time I can normally curve my cards. If I were running more lands that didn't tap for mana or if I needed a budget color fix I could see it but given I dont think it fits either of those needs here I dont think so. It also doesn't ramp into the commander very nicely so I am not too keen on it. When it comes to the lantern, outside of a budget fixer I think the one time it feels right is when you run a high abundance of lands that dont tap for mana and while I have a few its not been a big enough concern yet for me to bother with it. I think my Kozilek deck is the only place I have run the lantern and liked it.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] Lin Sivvi, The Rebel Scum
    Thank you for your advice, I think Sensei's divining top is a great suggestion, even better from my perspective since it is just a great staple for the format. Made the plunge and bought an enlightened tutor and elspeth, sun's champion too, figure the tutor at least is also good in virtually any white deck, plus it'll give more consistency for the good stuff i've got. But in general i think you're right, I'm finding that it's really the rebels that do all the heavy lifting, the cards I draw are mostly just good support for them or ways to disrupt my opponents game plans.

    thanks again, can't emphasize enough how cool this deck is to me. went 1v1 again a Sharuum deck; this guy was playing no holds barred, and I managed to hold my own and might even have won if we hadn't run out of time. who say's monowhite is weak??



    Glad you are enjoying it, if you have any questions please feel free to ask and I / the other lin sivvi players will do our best to answer your questions.

    Quote from FTW1987 »


    I don't see how it's difficult. If you're playing the life-combo version already, then this is a very efficient way to just end the game before someone finds a way to kill you. Most other win conditions involve the combat step or a permanent surviving until your upkeep, being much easier to disrupt. Reservoir ends the game immediately.







    "IF" you are running the infinite life combo, its probably good. I am still against the use of the infinite life combo as it doesn't actually end the game but you set the president that infinites are fine. If you are playing with and against infinite combos I dont believe white has any real chance which is why I am against including it. This sort of deck is far better when nobody is running infinite combos as it means you have better chances to interact. Infinite combos that dont end the game are not so good because you turn the table against you without actually winning.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] Lin Sivvi, The Rebel Scum
    Hi just wanted to say I just tried out a hyper-budget version of Lin Sivvi and it was great! I love how she plays, you always have something to do, always have some sort of an answer (well most of the time - hopefully they'll make a rebel that eats artifacts and enchantments one day). And Mirror Entity is a real MVP, lets you actually get damage in if you need to, unlike many control-style decks i've played.

    I built the deck for about $20 and some cards I had lying around though, so I don't have anything like Elspeth, Sun's Champion, Weathered wayfarer, Scroll Rack, land tax, or even Sun Titan. I was wondering which of the slightly more expensive cards you'd say provide the biggest benefit, so I could use my small $ wisely. Would it be worth it to spring for Scroll Rack? Or do other cards have a bigger impact on the game?

    I looked at your budget list, but I'm afraid it was still quite a bit over my budget Frown

    Thank you for the great ideas and the great deck!

    PS didn't see a picture of your Jhovall Queen alt in the primer, that would be a great one to see if you had it somewhere, I love the idea of making them all Rebels for real


    Sorry when I got the alters done Galspanic sent me a photo of both together where as in the past he used to send me scans individually. I had been meaning to take pictures of them independantly so I could upload them to the OP better.



    When it comes to playing budget, most of the time its just playing with what you have. Try buying the rebels you want to play because they are dirt cheap and then from there just feel out where you need things. If you feel like you need some wraths use whatever you have on hand, if you feel like you need removal try things like Disenchant or Arrest for some budget removal. Most of this deck is about the rebels and then whatever you can to fill for removal, ramp, and draw.

    If I were to go and buy one single card, it would probably Sensei's Divining Top. I think Scroll Rack would also be something I would consider and to be honest I have had good results with Crystal Ball. Top though is probably the number one card I feel I would spend money on in this deck though because the value of the draw you get when you can shuffle multiple times in a turn if need be is big. I think some of the big token generators would probably go a long way too if you are starting from a budget. Sacred Mesa and Secure the Wastes should both be fairly affordable cards that feel like great bang for your buck. If I were to build this deck on a budget the first things I would focus on is having all the rebels I want, then I would get card draw & token generation. From there fill as you can and or feel like it.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gisela, the Broken Blade (MWC)
    The deck is doing fairly well. I have been surprised at how much work a 4 mana 4 powered flyer who gives me life each swing can really do. This game was somewhat of a good matchup for me so to some degree it might not be great data but I will give a game report anyways.

    GAME REPORT:

    3 player FFA game, my opponents are Lovisa Coldeyes and Kyanios and Tiro of Meletis (out of the box) - like I said... I was kind of favored this game but I will report regardless.

    My opening hand has 2 lands, Worn Powerstone, Thran Dynamo, Relic of Progenitus, Lightning Greaves, and Sword of Fire and Ice. One of my lands is colorless but I figure as long as I get another white generating land I am more or less set. We roll and I am first. I wont mention as much about the Kyanios player because he mostly has tricks this game rather than pro active cards.

    T1: I topdeck a Land Tax.... ***** im first.... I drop a land, Relic of Progenitus (getting ready to pop it if need be to draw more.
    T2: I draw a nonland. I drop Wall of Omens as it seems like a better play than popping the relic right now. I draw Emeria, the Sky Ruin >_< stupid ETBT land...
    T3: I drop Emeria in tapped and then drop a Lightning Greaves. I am going a little risky here in that I might not draw a land in my next few draws so I figure its better to have haste than it is to draw a land here given I have a 3 mana stone at the worst case. Having the haste outlet in some ways guarentees me faster use of my commander. Lovissa plays an Imperial Recruiter and gets a Markov Blademaster.
    T4: I topdeck a plains and play, equip my commander and start swinging. Lovissa drops Markov Blademaster.
    T5: no land draw here, I chain the Thran Dynamo + Worn Powerstone this turn and just swing again. Lovisa player plays his commander and swings his Markov Blademaster at Kyanios for 7 damage. Kyanios gets a little worried about the growing Blademaster and burns a Oblation on it on his next turn.
    T6: I drop a Sword of Fire and Ice, move the Lightning Greaves to the Wall of Omens to juggle the equipment around, drop Land Tax + Ghostly Prison. I keep swinging (mostly going back and forth to be fair since I have a good matchup here it felt mean to focus fire the Lovisa player). Lovisa plays some additonal beaters but is having trouble playing lots of creatures and attacking us. Kyanios plays the 5 mana Ghostly Prison that taxes for the number of enchants (lazy and dont want to look it up offhand lol).
    T7: I get more lands from my land tax. I draw and drop an Archangel of Thune. For some reason I dont think about putting the greaves on it and I just attack with my commander. Lovisa drops a Cyclops Gladiator and punches my thune in the face. I block with my Wall of Omens who has gained 2 counters now given the fight happens before defense so I trade that off with the gladiator.
    T8: I notice that Kyanios passed turn without spending any mana so I smell tricks. I swing at Lovisa instead opting to get value over possibly not. I poke the sword trigger at Kyanios which brings him to 8. I have an Akroma in hand but I keep feeling like some big trick is coming as Kyanios is keeping like 7 mana up. I drop an Expedition Map and just move some small things given my expectations of what Kyanios is up to. Lovisa attacks me with a Gratuitous Violence in play and pulls off like 16 life. I am not really worried as I had gotten up to like 70ish life by now. Kyanios end step does a Sylvan Reclamation hitting my Lightning Greaves + Sword of Fire and Ice. Kyanios then does something small on his turn and passes with lots of mana up again. I end step tutor for a Strip Mine.
    T9: I drop and Strip Mine a ravnica bounce land as it will put him off of two of his mana in the combat step. I am gambling that he has something he wants to do in the combat step and I dont know the precon decklists like at all so I dont know if there is like an Aetherspouts or something so I go for depriving him of overall mana and blue mana at this point. I attack Lovisa for what would be lethal commander damage. Kyanios still has 4 lands in play and does a Entrapment Maneuver. I almost deprived this option from him but sadly he didnt do much on his turn. I play an Akroma, Angel of Wrath as I get the feeling that Kyanios doesn't have a lot more play options and I want to keep Lovisa from having easy attack options. Lovisa does have a 8/8 flyer at this point but not much else so he cant really get in for good damage given the Ghostly Prison + my protection from red creature. Lovisa plays a Spellshock + Sulfuric Vortex (I think he was trying to cut off my lifegain and I think the spellshock was an attempt to pressure Kyanios out of the game). Kyanios casts a spell and goes to 4 life. He does some sort of a scry effect and sees Reverse the Sands on top which is super ironic as he goes to 4 life when he scrys it.
    T10: For some reason I feel like killing Kyanios which is an odd thing as he has no way to play into the game any longer. I swing Akroma there and then cast my commander with 2 counters on it thanks to Opal Palace. It looks like next land drop from Lovisa will be an active Valakut so I need the counters to not get ganked from that. Lovisa plays a Furystoke Giant and taps some creatures with his Gratuitous Violence to kill Gisela.
    T11: I swing with Akroma on Lovisa bringing him low. I drop an Akroma's Memorial but I dont have the mana to drop another creature. My commander costs 8 right now and I have an Elesh Norn, Grand Cenobite in hand but I cant afford to cast either with the Memorial right now. I dont want to give him targets to punch though given I dont think he can finish me this turn I want to guarantee I kill him next turn. Lovisa goes all in with as many creatures as he can and does like 24ish damage which brings me to about 20. He has only like 6-8 life left though and has no way to defend himself so he dies.




    So, from this game I goofed when I didnt put Lightning Greaves on the Archangel of Thune and I was overly generous in that I was spreading out my attacks where both players had the same commander damage until right at the end when I was trying to push to kill Lovissa. That said, things went well. I am thinking about possibly pushing with a little more equipment offhand given how much work Gisela has been doing for me.

    DECK CHANGES:

    • Cataclysmic Gearhulk -> Emeria Shepherd I have not been really liking the Gearhulk in part because of how many good artifacts I have. It just has not been as good as I have wanted it to be. The Shepherd looks strong in a mono white deck expecially since I have a lot of big powerful creatures and effects it could rez.
    • Knight of the White Orchid -> Avarice Amulet The knight ramps me at the wrong point. Generally speaking I need to not be first and then it can be dropped on turn 3 which is too slow as its not ramping me into my commander and this is not a creature abuse deck so the 2/2 body it comes with is somewhat of a low priority. The Amulet gives me vigilance which means I can defend myself with my commander, I also have first strike with my commander so more power is more important usually than more toughness. So long as I put it on my commander and do not put my commander in grave it also does not trade itself off. So I get draw, power, and vigilance from one card which seems good here.
    • Worn Powerstone -> Everflowing Chalice The powerstone is ok but I cant ramp into my commander and it cant turn into a big stone later. I think the Chalice just fits better for what my commander is as well as scaling better later into the game. When dropped as a 4 mana stone, it still net costs less than the powerstone so since it does not ramp me into my commander properly, it seems like a better call to run the chalice.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[MCD]] Avacyn vs Akroma
    So, being this is years later I will give my updated thoughts on the two.

    Akroma - gives great board control and immediate impact in an attacker. She makes it very hard to attack you and usually does not provoke much for spot removal or wraths.

    Avacyn - gives good protection but without something like Lightning Greaves or some way to protect her she seems to usually draw down everyone's removal. I think she is good but mostly if you have some means to cover her behind a second line of protection.

    I dont often run either but there are definately times I prefer one over the other. Avacyn honestly feels like she does less if you dont get into the right situation though because she draws a hell of a lot more hate.
    Posted in: Commander (EDH)
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    posted a message on "Partner" if you could partner any two exisiting commanders who would they be?
    Gaddock Teeg + Edric, Spymaster of Trest

    What??? Arent we having fun yet? In all reality I would come up with a large combination of answers that start with Gaddock Teeg + something else. I think that when you add another color plus the idea of draw to Teeg it seems like fun to me (not to play against lol). I would probably also come up with some combinations of Teferi, Mage of Zhalfir and splice in green / whatever else.
    Posted in: Commander (EDH)
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    posted a message on Dem Proxies
    I dont mind proxy use assuming one of a few things:

    1) Proxies of cards that are owned.
    2) Testing cards intending to purchase things if the deck works out.
    3) Budget is an issue for the player.

    In the case of #3, I prefer that they do not proxy $50+ cards they do not intend to buy. I really have no issue if this sort of situation arises and they need to proxy $20 cards and such but as someone who strives to own at least a copy of everything I own, I would be a bit annoyed if someone just full time proxied Tabernacle, Moat, and other big expensive cards they never intend to own. You do not NEED a Mana Drain to play commander, but if you have the cash its nice. I personally try to long term buy duplicates for cards that fall under $50 that I use in multiple locations.
    Posted in: Commander (EDH)
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    posted a message on The Great Distortion of Kozilek
    Its been a while since I did much for changes. I have been working on a Tymna & Kondo deck that got me thinking that a few more of the super early ramp options might be worth investing in to speed me up a bit more. There have also been a few cards that have not been getting as much milage as I want from them of late.

    DECK CHANGES:

    • Pilgrim's Eye -> Lotus Petal the pilgrim's eye felt slower in execution than I was really happy with. This deck is very much about moving a lot of ramp very quickly and honestly I felt like the eye was a little too slow. I did like it as a chump block but I needed to be moving faster and getting in play rather than defending myself. Lotus Petal at first glance might seem a little underwhelming but it might be the difference of a turn faster ramping which can result in a turn faster Kozilek.
    • Mindless Automaton -> Hangarback Walker mindless is a little odd as I like the things it does but its a little slow to be honest. I dont really like using it as a blocker but the hand moving was just a little slower than I liked with it. I like the Walker because I could see myself dropping it early or late and still getting good results form it. It seems like a card that would work well with the big mana this deck can provide.
    • Trading Post -> Avarice Totem I was just never happy to see Trading Post. It was a little clunky, slow, and expensive to turn things over. I like the totem because its very cheap to just put in play and it can really screw with people with its theft option. I can always later swap out a strong threat for a mana stone if I am at 11+ mana and in the early game I can push it from hand quickly both of which I like.
    • Reliquary Tower -> Mox Diamond I wanted to try to lower my land count slightly. Honestly this deck does not need the tower as more than 7 cards seems to not ever be a real issue. The mox should help me a little with how aggressive I mulligan and it should move me faster into my other ramp elements.
    • Mirrorpool -> Chrome Mox same thing as above. I am too creature light / spell light to really use this land. I am hoping to speed up my first few turns and how quickly I establish my ramp game.

    CONSIDERATIONS:



    Several of the bigger cards here are things I am interested in however many of the 4-6 mana cards really get action jammed in my hand in a lot of cases so I am also reluctant to include them. The tutors could help me get All is Dust / Ugin more reliably as they are two cards I wish I could run more of. I am also interested in the flagship as evasion / removal and the hellkite for token answers however their mana costs keep me from pulling the trigger on them in most cases. I am looking forward to these changes as I think all of them should speed me up.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Tymna & Kondo - Evasive Bears
    So, my cards showed up today over lunch. I am looking forward to getting this list together so I pulled cards form all over the place trying to find all of the random cards I plan to need here. I got to thinking about some additional cards too while I was pushing things around. When I was first building the list I was hesitant on some of the mana dorks because a lot of them required green mana and produced green mana. I looked at Honored Hierarch for a good bit too but overall I felt that I wanted him to naturally have vigilance for him to be good enough because as it stands he cant ramp until turn 3 at the soonest which I felt was a little too slow to justify. Instead I looked at a few more of the green dorks that produce colors other than green as it should help me fix sooner as if I already have the green to play the dork its probably less concerning.

    UPDATES:

    • Courser of Kruphix -> Azusa, Lost but Seeking this is a move from card advantage to tempo. I have some concerns about it still given I am not running a high land count but I might potentially draw 4 cards a turn so I want to be able to play extra lands I get from them. Azusa almost pays for herself off of the extra land drops she can manage.
    • Kytheon, Hero of Akros -> Avacyn's Pilgrim I think Kytheon is really cool but to be honest, I want more speed. I like the pilgrim as if I have the green to play it it picks me up another color.
    • Ohran Viper -> Elves of Deep Shadow The viper I think is really cool. That said, it felt a little slow when I was looking at it in the list. More fast tempo plz. I like that these elves give me access to ramp and they give me a color other than green.
    • Lurking Predators -> Militia's Pride the predators is good with this many creatures in list but honestly a lot of my creatures are cheap to cast which diminishes its effect some. I fought with myself a little as to if I wanted Bitterblossom here or Militia's Pride. Bitterblossom seemed better on curve but even then it leads to some downside over a 2 drop creature as on turn 3 you can attack and connect with Bitterblossom. When it came down to it, I felt that Bitterblossom was more of a defensive play where I felt that I could be much more aggressive with Militia's Pride as well as I felt it was a better draw into card.
    • Abzan Charm -> Vengevine I kept feeling like I had a little too much spot removal and while I think this charm is cool, I wanted to drop one of my spot removal effects. I felt like Vengevine seemed like a good creature for a deck that is chaining through draw with a high creature count. It doesn't pick up on my evasion but its fast to recover for me if I get wrathed and honestly it takes a fairly big creature to wall it off.
    • Austere Command -> True Conviction I felt like I could do with less wraths and more speed. So, double strike and the lifegain from this will also help me live longer. It is hard to pick up output without buffing lol.
    • Phyrexian Arena -> Ad Nauseam I felt that while I normally love Phyrexian Arena, it felt a little slow for the lower mana curve of the deck. I am also fairly action packed in the turns 3 and 4 as my current plan so its really like 5 mana before I would have the time to cast it at which point the low costs in deck should help offset for Ad Nauseam nicely.

    Other Considerations:
    • Null Profusion / Recycle - in general, these tools could help if I stumble. The odd thing is that if my commanders are working, I feel like these effects might be awkward to play so they are some sort of an odd backup or alternative to Tymna. I think they could be good with the low costs and the high density of additional land drop options I have but at the same time, they felt a little unnatural assuming things are working.
    • Skullclamp - because... its clamp and I have small ***** in here.
    • Wound Reflection - its a damage output boost without buffing stats. Its nice that it could be dropped after combat after Tymna's draw.
    • Ensnaring Bridge - it really screws with other attacks. The problem is I am more afraid of wraths and control mechanics than racing other aggro / voltron decks. I could totally see this though depending on what sort of decks you face. It nicely counters some strategies such as voltron and the mass pumping tokens in a lot of cases.
    • Living Death - it gives a little bounce back when facing wraths. I felt like I wanted to possibly push more sac outlets and or graveyard hate though for it to be quite as good as I wanted it. It depends a little on the meta though as well on how good this is.
    • Honored Hierarch - I like it after its renown but the fact that it doesn't have vigilance until it connects kind of kills it for me. Its just not quite as good as I want it to be to run it as it means turn 3 before I have it online which felt too slow to me.
    • Llanowar Elves / Elvish Mystic / Fyndhorn Elves - they require green and provide green. I think there is room to consider them still as they still can connect for damage but I liked the dorks that cost one and provide non green mana more.
    • Bitterblossom - cheap, efficient bodies. What isn't to love.
    • Den Protector - early game or when you just have plenty to do it can be dropped as a 2 drop with some evasion. The evasion can help connect before Kondo is in play as well. Later in the game it can act as recursion. I like the idea of its versatility.
    • Bloom Tender - I like that on turn 3 I could cast Tymna and then tap for 3 more mana with this. Its a good bit of mana on a 2 mana dork. It is a little different from a 2 mana attacker though. I also kind of prefer to on turn 2 be ramped into more things rather than doing something extra on top of my commander turn 3. Its potentially very powerful but it comes with the trade off of not getting an attacker out of it as well as being a little slower.
    • Steward of Valeron - It gives me an attacker play on turn 2 as well as a post combat ramp. It seems like it could be decent.
    • Viridian Zealot - it can be dropped on curve and used as a beater and can at a later time of my choosing be used as removal. I like it in a lot of ways over Reclimation Sage because it can curve in sooner and be used on demand.

    EDIT: I forgot that green actually has one drop creatures that tempo lands from hand. I stumbled over them as I was looking for cards yesterday so here are some additional updates.

    • Walking Atlas -> Sakura-Tribe Scout the scout costs one less mana and does the same thing. That seems good.
    • Spore Frog -> Skyshroud Ranger both are sort of tempo creatures but one is to prevent another fast deck from killing me. For now lets just try to move fast and see how things go. I like the idea of spore frog but I think its better to just move faster as it stands.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gisela, the Broken Blade (MWC)
    Ok, its been a while but I had not been able to show up for magic the last two weeks and the games before that were inconclusive to say the least. The first week I played this deck I had some odd games where one game I got a turn 1 Serra Ascendant who never got removed so thats kind of an outlier game. I had a more interesting game last night though so I thought I would give some feedback on it.

    Game Report:

    4 player free for all, opponents were Teferi, Temporal Archmage, Kemba, Kha Regent and Lyzolda, the Blood Witch.

    My opening hand is 2 plains, Ancient Tomb, Mask of Memory, Cataclysmic Gearhulk, Eldrazi Conscription, and Akroma's Memorial. Considering I have a ramp start with mask I like my opener so I keep it.

    T1: I see sol ring start from Teferi and Kemba. I am first on the slight upside though. Lyzolda is slow with me and last.
    T2: I topdeck Open the Armory so I search up Sword of the Animist. Teferi plays a Guard Gomazoa. Kemba plays his commander.
    T3: I play my commander off of Ancient Tomb. Teferi has a Guard Gomazoa for me but he is worrying about the tokens so he plays Imprisoned in the Moon on kemba (ohhhh the flavor win with me playing Emrakul but he played it too soon Frown ). Kemba plays a Crovax, Ascendant Hero off all his ramp. Lyzolda looks super bummed and has no way to interact.
    T4: I play my Sword of the Animist and equip and swing at Kemba because I want the lifegain. Teferi plays his commander I think. Kemba Faith's Fetters Teferi and durdles with Chrovax and I thin he plays another creature. Lyzolda looks still very annoyed and sad about Chrovax.
    T5: I play my Mask of Memory and keep it swinging at Kemba because I still feel bad for Lyzolda and cant connect with Teferi. Teferi bounces his commander and replays him.
    T6: Akroma's Memorial and I get in for a little damage on Teferi's commander with my trample. Teferi does a Rite of Replication kicked on his Guard Gomazoa. Kemba plays an Emeria Shepherd and flips his Faith's Fetters out on my commander.
    T7: I am in a tight spot and my answers are like... Cataclysmic Gearhulk & Tragic Arrogance. I am in a pinch because I have no other creatures to drop my commander to off of either effect and Kemba has no other enchantments for me to make him sacrifice. If I Gearhulk it has the problem that I cant remove the Emeria Shepherd and I am back to in a pinch again very quickly. I opt to Tragic Arrogance even though I could not kill Faith's Fetters or my commander with it because if I did not remove the Emeria Shepherd it was going to be the same problem for me every turn.

    From here the turns get a little rougher to remember on a turn by turn so I will break it down by important things.

    I manage to get out of the Faith's Fetters after a few turns (I think Teferi for some reason helped me out of it). After a few turns though the Teferi player plays Dismiss into Dream and starts spot removing things. I use Akroma's Memorial for haste to keep on him though. I cast Thalia's Lancers fetching up Bruna, the Fading Light to hand. I spend a few turns doing little as I ahve the life total that its not too concerning that I am easily removed but I try to keep my commander from being cast too much.

    I finally stumble my way into an Austere Command and I take out the flying chump blockers as well as enchantments with it. I recast my commander. I dont really remember what my opponents do immediately after this but then the next turn I dropped Eldrazi Conscription and swing at the Teferi player. I wanted to go for it right here because he was tapped down for the most part and so I got to send like 14 damage in here. On his turn he bounces my commander to hand. On my next turn I dropped my commander + Bruna, the Fading Light rezing Thalia's Lancers who retrieved for me Emrakul, the Promised End.

    Teferi Clones my Brisela, Voice of Nightmares, draws some cards, and somewhat of passes back to me as I have cut him off from casting several cards. Kemba does some small scale things but ultimately doesnt do much right now as he has been getting heavily removed with other removal that has been flying arround.

    Its back to my turn and I cant connect to Teferi as he has a copy of my commander as well. I swing and kill Kemba as he has 12 commander damage from earlier. I then play my Emrakul, the Promised End and hijack Teferi's next play.

    I move to Teferi's turn and his hand is kind of gross being he has: Omniscience, Frost Titan, Stolen Identity, Recurring Insight, and a few other things in hand. I drop his Omniscience and draw some cards off the Insight (I have 2 cards in hand). I realize that I am in just a better situation combat wise than he is so I have him swing his 5/5 shroud sphinx + his own cloned Brisela, Voice of Nightmares at me and I block Brisela with Emrakul and his sphinx with my commander. I drop in his Frost Titan and lock itself up with its own trigger. I drop his Stolen Identity on something irrelevant and dont cipher it. I pass his turn back to him. He does a little digging and fails to be able to defend himself from the next attack which is for lethal.




    Overall, the game went well. The early game equipment were huge and overall I felt that the deck is looking fairly well. I really was not impressed with Cataclysmic Gearhulk to be honest. I also felt like Emeria Shepherd may be worth considering considering how hard it is to draw cards here its fast value especially given how heavy I am on plains here.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Why is Grave Titan so highly regarded?
    Grave Titan is just ok. Its better than Frost Titan for sure but its definitely worse than Primeval Titan (banned card) and Sun Titan. Its situationally better than Inferno Titan but both cases would depend on the decks and what you play against.

    Overall, its far from staple black but at the same time its a decent bit of reward for the mana and it recurs nicely. Its not a bad card but its also not a card I find myself including in that many decks because while its efficient, unless you are playing token tactics its rarely more than just a general stat efficient card that is hard to spot remove (because of the tokens).
    Posted in: Commander (EDH)
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    posted a message on Tymna & Kondo - Evasive Bears
    Sorry for the delay getting back to these posts. I had been weighing a few other commander options but overall I am still interested in this deck probably the most. I was trying to assess where I wanted to spend my focus first when this product comes out and I considered a few other options as well before I cycled back here.

    Quote from HardCasting »
    You are probably right on the "speedbump hatebears" as we shall call them. I 'll take them out of my list. But why is Thalia so different than Glowrider that you would run one but not the other? Its not like we are running Captain Sisay to tutor any of them up, and they are both just as bad off curve. The difference on two and three on 5 lands might be important sometimes, but I rarely see that popping up. Is it because every game you plan on slamming T3 Tymna into turn 4 Kondo meaning that you would only ever play Glowrider on turn 5? I can see that I guess? Still not entirely convinced.

    Though the reason I have Karmic Guide in there is twofold:
    1) I want some kind of combo finisher as the game goes long, and this is one way to do just that. In addition, it is a good bit of value on its own.
    2) 5 cmc- good for Birthing Pod chain. I run one in my list, and there are a few cards I put into the deck to support it that wouldn't be in the list normally (looking at you Solemn). Curving into this with Pod as a top end seems pretty good.

    Mirror Entity is an easier tutor target however (Recruiter of the Guard), and scales better with Gaea's Cradle (if you decide to include it) for more activations.

    I'm a little unsure on Yawgmoth's Will, what is it doing for you that Karmic Guide can't do? I can't imagine bringing back 3 or 4 creatures with it in one turn, and it doesn't exactly give you the ability to recover from wraths very well in addition to not being able to infinite....

    Why no Mentor of the Meek and Bygone Bishop? Too mana intensive?

    EDIt: Mother of Runes has a lot of potential in a deck like this as well, any reason not to include it?


    Thalia vs Glowrider - its entirely in their ability to curve well. The difference between a plan of a turn 2 and a turn 5 play makes a world of difference. Consider that most players will ramp in the 2-3 mana range when you consider a lot of ramp. The difference between dropping Thalia and Glowrider is quite different when your glowrider is not something that would hit play on turn 3. Being a two drop puts her a lot more relevant in cutting off mana stones and green ramp not to mention the random disruption to a lot of other strategies. What it really boils down to for me is that this deck is trying to act quickly and be disruptive / bring people down in their life totals. If you slow them down even a turn it can mean that you might be able to kill them or set up an effect that will keep them from blowing up your creatures. The problem with these small scale tax effects is that they really need to come in early to make their impact worthwhile when you are looking for aggro swarm tactics. The difference in their costs is a large difference in how good they are.

    Karmic Guide - my problem with the guide is that if you are not abusing creatures it does not feel very good here. I have played creature abuse with Karmic / Birthing Pod tactics, it just feels like it slows the deck down a little which I dont know if that is a direction this can really nicely go. My old Jenara deck used to play creature abuse tactics but I just dont know if these commanders can really nicely go that direction. Its definately a different direction than what I am trying for in my own list. These decks tend to be a lot more ETB / leaves play based creatures with sac outlets, skullclamps, and such like that.

    Mirror Entity - I will keep an eye on the entity. Its not something I am going to worry about yet but it does seem good with the cradle (I need to buy one of those).

    Yawgmoth's Will - its a lot stronger when you look at the fact that it lets you cast multiple cards from graveyard. This list is going off of a very low mana cost and it lets you do a lot more in your turn as well. Recovering a land, casting instants / sorcery / artifacts / enchantments are all strong moves too. My issue with Karmic is that unless you play the creature abuse style of deck the body that comes with the guide itself generally isnt that great. I would also normally want to be recovering like 5+ mana creatures with karmic for it to really feel good but here we are so heavy on like 2 drops I dont know it gets there.

    Mentor of the Meek and Bygone Bishop - its a matter of speed. Both of them are 3 drops so they would be off curve and then it involves a lot of "extra" mana spent to do the drawing. Being that Tymna has draw included as the commander I am not sure how much additional draw I need offhand. I think they are flavorful and could come in but until I get around to playing this I felt they were somewhat slow to do their thing.

    Mother of Runes - I have honestly never liked Mother of Runes. So, if you drop her on curve, when you go to play Tymna I assume you intend to keep her up as protection. The problem with this idea is that she is now stuck untapped to respond. That means she isn't attacking and is just there to prevent spot removal really. At the same time, you could run Benevolent Bodyguard or Sylvan Safekeeper who can attack and protect. More than anything though, my concern is not spot removal but wraths so its part of why I decided to forego some of the protection from spot removal because I felt that it was less of a concern to me as it stood. If you want protection from spot removal, I still feel that Mother of Runes is not the answer because again, she has a longer time before she can activate and she requires you to over commit to the board further to stop spot removal when sweepers would be more of my concern.

    Quote from HardCasting »
    Just had my first game on cockatrice, and I have a few notes:
    Bane of Progress can win games.
    Umezawa's Jitte was good, just might be a tad slow. The ability to provide reach and removal can be key though.
    The manabase is still rough. I felt a disproportionate amount of my deck was white and green and consistently wanted more of both.
    The sac outlets I was running were less than good. Removing some of them now. I think Sadistic Hypnotist may want to remain in but the rest outside of Viscera Seer and Hypnotist may need to go.
    Duskwatch Recruiter is too slow. The entire game I never activated it because the deck already has enough draw that is all better than this guy I felt.
    Land Destruction was brutal. Acidic Slime and Wasteland really kept opponents on the same level as I. That along with Bane of Progress destroying mana rocks is the reason I won. Makes me want to add Life from the Loam to my list.
    I need more single target removal. I feel Fiend Hunter be a good addition, because of the potential for infinite combos and because with a sac outlet, you can do some real damage on opponents' boards.

    Does Volrath's Stronghold belong here? I feel like it could be very good but spending 3 mana like that seems rather expensive.....


    Thanks for the game report. I will try to do one myself when I get my list up and running. Volrath's seems a little awkward if you stick to low cost creatures as most of them are not worth spending the time to set back up to the top deck and it complicates the manabase which already needs to perform really well every game.




    Just a few changes I wanted for my list for the time being. I will see what I can do about getting a cradle yet.

    CHANGES:
    • Elvish Visionary -> Walking Atlas the elf gives me a body plus draw. I think that still has potential but I also wanted to be moving my deck well and I think the option of throwing more lands from hand to play means you can snowball resources better.
    • Warriors' Lesson -> Exploration I like Warriors' Lesson because its on theme somewhat and cool but its good when the deck is doing well and when that is happening I dont know that I need what it does for me. I think Exploration helps me get going faster which seems promising to me. It also works very well when I am drawing more cards as it means I will throw away less of the lands which means I can snowball resources easier.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [Offtopic] Community Thread
    Quote from Donald »
    President Donald!


    Can you change your title to President or Trump for my amusement?
    Posted in: Commander (EDH)
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    posted a message on [[Primer]] Lin Sivvi, The Rebel Scum
    Here is kind of where I am sitting right now on my rebuild. I have not completely jettisoned the equipment by any means but its more back to utility filter and draw status than an attempt to actually kill someone. In comparison to my OP list I have a little less random hate because while I like Torpor Orb and a few of those other type of hate effects I felt it was better for me to draw cards than to selectively hate on specific strategies. I think Torpor Orb can go a long ways for a deck like this but given how defensive I am already I opted to shift some of the hate effects into filter and draw effects.

    You will notice when comparing against the OP that I moved some of the wraths out and went to more defensive anti swam fog like wraths and anti haymaker as thats the stuff that more often catches me. The downside of this is that value generators on my opponents end will be harder from me to interact with. I think that is fine though to be honest.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    COMMANDER (1)
    1 Lin Sivvi, Defiant Hero (alt)

    CREATURES (24)
    REBELS
    1 Children of Korlis (alt)
    1 Ramosian Sergeant (alt)
    1 Defiant Falcon (alt)
    1 Whipcorder (alt)
    1 Aven Riftwatcher (alt)
    1 Defiant Vanguard (alt)
    1 Lawbringer (alt)
    1 Lightbringer (alt)
    1 Mirror Entity (alt)
    1 Thermal Glider
    1 Zealot il-Vec (alt)
    1 Rappelling Scouts (alt)
    1 Changeling Hero (alt)
    1 Jhovall Queen (alt)

    NON REBELS
    1 Weathered Wayfarer
    1 Stoneforge Mystic
    1 Mentor of the Meek (alt)
    1 Stonecloaker
    1 Heliod, God of the Sun
    1 Selfless Squire
    1 Solemn Simulacrum (alt)
    1 Sun Titan
    1 Angel of the Dire Hour
    1 Kozilek, Butcher of Truth

    ARTIFACT (18)
    1 Everflowing Chalice
    1 Relic of Progenitus
    1 Sensei's Divining Top
    1 Skullclamp (alt)
    1 Sol Ring
    1 Distorting Lens (alt)
    1 Mask of Memory
    1 Scroll Rack
    1 Smuggler's Copter
    1 Sword of the Animist
    1 Crystal Ball
    1 Rings of Brighthearth
    1 Thran Dynamo
    1 Gauntlet of Power
    1 Gilded Lotus
    1 Mind's Eye
    1 Caged Sun
    1 Dreamstone Hedron

    ENCHANTMENT (5)
    1 Land Tax
    1 Aura of Silence
    1 Bound in Silence (alt)
    1 Mobilization
    1 Sacred Mesa

    INSTANT (9)
    1 Enlightened Tutor
    1 Secure the Wastes
    1 Tithe
    1 Disenchant
    1 Unexpectedly Absent
    1 White Sun's Zenith
    1 Comeuppance
    1 Return to Dust
    1 Scour from Existence

    SORCERY (3)
    1 Steelshaper's Gift
    1 Decree of Justice
    1 Tragic Arrogance

    PLANESWALKER (1)
    1 Elspeth, Sun's Champion

    LAND (39)
    1 Bazaar of Baghdad
    1 Buried Ruin (alt)
    1 Emeria, the Sky Ruin (alt)
    1 High Market (alt)
    1 Karoo (alt)
    1 Kor Haven (alt)
    1 Mistveil Plains (alt)
    1 Myriad Landscape (alt)
    1 Mystifying Maze (alt)
    1 Nykthos, Shrine to Nyx (alt)
    23 Plains (alt)
    1 Strip Mine (alt)
    1 Temple of the False God (alt)
    1 Thawing Glaciers (alt)
    1 Throne of the High City
    1 Tower of the Magistrate (alt)
    1 Winding Canyons (alt)

    Posted in: Multiplayer Commander Decklists
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    posted a message on Champion a Commander and putting it in Command Zone
    Thanks for the clarification. I appreciate the time and assistance.
    Posted in: Magic Rulings
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    posted a message on Champion a Commander and putting it in Command Zone
    Ok, quick question. If Reyhan, Last of the Abzan is my commander and I play Unstoppable Ash and use the champion on my commander. In the case that I move my commander to the command zone which I am allowed to do as a replacement effect when he would be exiled, will my commander return from exile if the Unstoppable Ash dies and my commander has not changed zone from my command zone?

    Obviously the hope is to dump the counters from Reyhan and still recover him later when the Ash leaves play. I remember some of these exile flicker effects can work with putting commanders back to command zone but I dont know the exact rules of where it works and where it does not.
    Posted in: Magic Rulings
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    posted a message on [[Official]] The Top 50 List (Week 2 - Black Non-Creatures)
    Quote from Weebo »
    I would have called Capsize a holdover from years ago when the list started, but people are voting for it. There are apparently metagames out there where Capsize is tearing up tables, even though I couldn't tell you the last time I ran it. Mizzix, probably.


    I am in the same boat, its so easy to get around in any color and it costs way too much usually to cast. I would need like Seedborn Muse + a Mana Doubler to even feel like circumstances are right for me to invest the time and energy to run it. Similarly I have long since felt that Rite of Replication is a million mana and fizzles to a stiff breeze but people freaking love that card too.

    The answer to both of these cards is cheap removal. Both cost a lot of mana and while they "can" be good in some circumstances their backfire potential is high and even when they do work they often do not win games like good synergy does.
    Posted in: Commander (EDH)
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    posted a message on which two are the best partner commander 2016???
    It is possible that there is a "best" partner combination but considering it would varry a lot more than usual because of all of the options, I dont believe that is something we will know at or before the time of launch or possibly ever. Commander is not a sanctioned competative format so there will never be established tournament standings to prove anything one way or another.

    Each partner pair is different and plays differently but it comes down to the player and the meta to say how good they are. The too long didnt read in this case is that each partner pair has a different playstyle and flavor but I dont know that there is a pair of them that I would say is clearly the best at least not from theory and assumptions alone. Time will tell as well but given we are not just looking at a handful of legends on their own and assessing them its much harder to answer this question than usual.
    Posted in: Commander (EDH)
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    posted a message on Tymna & Kondo - Evasive Bears
    Quote from HardCasting »
    I see your points regarding Eidolon of rhetoric and ethersworn Canonist but those cards seem really good at protecting your lead.

    Also I think a deck like this may want Gaea's Cradle, could be very powerful, especially considering all the recursive dudes you have, means that you likely arr always going to have some creatures lying aroud.

    I wanted to take advantage of playing so many creatures, and both Glowrider and Rhalia are great at protecting your board and slowing your opponents down in order to get a few more hits in. At least that is the idea behind them. Again, only testing will really tell if this is the casse.

    Another direction I considered going wss the arustocrats direction with mass recursion like rally the ancestors. I feel a deck like that could have a lot of play to it. Might not actually be better, but maybe more fun.

    Edit: Also surprised not to see Mirror Entity find its way into your list. I do like Whisperwood Elemental though. Seems good here.


    Eidolon of rhetoric and ethersworn Canonist - keep in mind the first spell they play might be a wrath. I dont like them because they are not something you should want to drop on curve so it means you have to be doing well for them to be good and then it depends on what your opponents have in hand / can do. Their effects naturally favor decks that do not draw a lot of cards and or want to chain cast things in a turn which is my concern offhand.

    Gaea's Cradle - its probably a good call here. I didnt think of it at first but its a good one to add. I will see if I cant get my hands on one but rolling into the holiday season seems like not the time I am going to drop the money on a copy. I rarely run green token based strategies which is where this shines so up until now I have not justified its purchase. It probably is worth having here though.

    Glowrider & friends - my issue is mostly with the fact that they cost 3. I totally agree with the 2 mana Thalia, Guardian of Thraben but the fact that they cost 3 means you need to drop them behind curve. I just dont feel like they buy enough time when you are not even planning to drop them on curve if you get them in an opening hand. I have a Grand Arbiter Augustin IV deck and I can tell you that these sort of effects only stall. If you are not using them on curve they get a LOT less effective and that is my concern with them offhand is that they dont do nearly as well if you dont curve into them and with a 3 mana commander it complicates the plan. My goal for 3 mana creatures was to have them still be worth playing as a turn 5 play if need be and I just didn't get the impression that they were going to do as well later. I also have to go in assuming that 1000 bodies in play to achieve something is not a good result as we dont have counterspells to stop wraths (yes I know white technically has a few).

    Sac Outlets - I also considered going further into this plan. Its possible to pull off some Living Death fun if you have a sac outlet and if you did want to go this direction Scavenging Ooze + Withered Wretch + Anafenza could all be very strong in putting opponents off of their graveyards. I felt it was a little too complicated to make it work though. It felt like it had a lot of cards I would need to include to make it work right and overall it didnt feel like the payoff was worth the amount of cards I would have needed to add to this plan. Its possible though to make some sort of a grave pact concept work here though too.

    Mirror Entity - I did some quick math and it honestly wasn't much different from Jazal Goldmane. Lets say you have 9 mana (could play and execute either). Mirror Entity would drop and make your creatures into 6/6s. For this to make sense to do you would probably still want somewhere in the range of 5+ creatures who can attack to justify doing it. If you had Jazal Goldmane the buff would be about the same and you can still activate it after defense is made. My justification towards Jazal was more because I felt that it was on a better body that I would be more willing to play outside of comboing dropping and using it in one turn. Jazal has a better top end to it and on the lower end of the buff you probably dont want to have Mirror Entity anyways. I considered both and while both are an option I felt like I was less likely to slow roll a Mirror Entity as it just felt worse to me. Mirror Entity is probably one of the most likely considerations beyond what I have currently though but I just felt it had less versatility in what it does over what I decided to use instead.

    EDIT: I also wonder if you might want to turn Karmic Guide into something like Yawgmoth's Will. Karmic fits the theme of the deck but honestly most of the creatures in the deck are cheap to cast and you really dont ever want to pay for the echo of Karmic shy of some sort of black voltron commander sitting across from you. The cost efficiency of Karmic seems bad here when so many other things give better rez for cheap creatures. Yawgmoth's Will only costs 3 mana so if you wanted a 2 drop then you are the same mana in to get that first creature and it benefits more from surplus mana as well as the cheap cost of cards.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Tymna & Kondo - Evasive Bears
    Hey man, the deck looks awesome! I am completely in love with sidar Kondo. I want to run him paired with Ikra Shidiqi and have tymna in the 99.
    I also want a Naya build with Kondo and Tana Bloodsower!
    So my suggestion is don't sleep on bombs with morph. While looking for cards for Kondo/Tana I realized Red Akroma would sneak in under Kondo as a morph, then after the blocker step, turn her over!


    Thanks Grin

    It's going to take a bit of adjusting still but I look forward to playtesting with things.

    Quote from darrenhabib »
    Flyers obviously prove a problem with the deck, so I'd pack in a Swords to Plowshares and a Island of Wak Wak (budget allowing).
    Also Austere Command seems good as I believe a lot of the flyers played in commander are 4 cmc or higher, and most of your creatures go under this threshold.

    I'd remove Great Oak Guardian as it potentially gives the opponents a creature they can copy that has "reach". Subtle, but one of those things that can come up. Obviously Silklash Spider also has reach, but she is just so effective to clearing flyers that she is a must stay in.



    Spot Removal - Its an option and an idea. It depends a little on how quickly people are putting up flying blockers though as well as how many of them they can put up. I tried to as much as possible go with versatile removal when it comes to the spot removal I do run. Its possible to consider Attrition yet which is on my radar as a means of trading my creatures off with problem creatures on my opponents side. There honestly are not that many good black flyers that see play in commander that wouldn't die to a 2/2 anyways. It comes down a little bit to how much early game flyers you see in a meta as to how much you need to deal with it. I also considered something like Downdraft as an answer to it.

    Island of Wak-Wak - its more that its a land that doesn't provide mana in my mind.

    Austere Command - good call. I didn't really think about the fact that I can sculpt it around most of my deck. I will probably swap that in for Fell the Mighty. I think Fell the Mighty is also very flavorful but its vulnerable to spot removal and Austere Command can clear out artifacts or enchantments as I need.

    Quote from Xenphire »
    Behind the Scenes could be a nice backup for if you can't get Sidar Kondo out or if he gets removed.


    Behind the Scenes - I did oddly enough look at it for a bit. It could still be worth considering but I dont know how often I will need alternative evasion. I might just play it by ear and see how much of a problem it is for me. It may be an issue for me if people are targeting Kondo as I attack or something of that sort but shy of that I dont know how much of a problem it will be.

    Quote from HardCasting »
    Here's what I would start with:
    https://deckstats.net/decks/61157/599643-sidar-tymna

    A more hate-bearsy approach with a few more engines thrown in. Still don't think I have the numbers on redundant effects down yet.

    Also the list above in the first post is I think 102 cards sans the Commanders? Meaning 3 need to be removed?


    Hate Bears - I started off my list looking a little more hate bear heavy. I paired it down some because I felt that hatebears is still a tactic that works by stall tactics. I dont know what direction is the right way to go but I wanted to avoid getting too heavy on 3 & 4 drop creatures because I planned to curve into things a little more. I didn't want to have a lot of 3 & 4 drops because I will get action jammed with them where as I want to be playing one and two drops more consistantly. Ethersworn Canonist / Eidolon of Rhetoric these two actually sound harmful to your own list so I would recommend reconsidering because a deck like this relies on drawing and playing more things a turn which is counter intuitive to what they do. I also did consider a few of the creatures you have in there but the zero attack creatures such as Birds of Paradise and Blood Artist seemed concerning to me as well because they cant naturally connect for damage. I considered running mana dorks like Lanowar Elves but I will have to think about it a bit more. I should have a fairly strong fixing landbase but I dont know about one drop dorks that give only one type of mana offhand.

    Again, I dont know if hatebears is a good idea or not. I think some of the stronger ones are cool but at the same time I ended up cutting some like Glowrider because they action jammed me with Tymna and I felt they lost some of their effect when they are not curved into play early. Some of your card ideas are interesting though as I had not considered Phyrexian Revoker. Sakura-Tribe Elder is another one that for some reason I dismissed but I think it still has some good potential. Containment Priest is also one I go back and forth on a bit which I will have to put more thought into.

    Yes, my list is still over count. I need to go back and make a few hard last cuts to get to 100 cards yet. I will see what I can do as I would like to get on to testing this soon.


    EDIT: Made some adjustments to get to 100 cards and tweak a few things.

    • CUT Bloodsoaked Champion there is a big difference between Bloodghast who comes back for free and this. Its still a one drop with good power and it can be recurred which I guess isnt something I am dismissing entirely but for now I wanted to get to 100 cards and while the recursive ability of it is nice I want to try for utility and power before robust right now.
    • CUT Entomb to be honest, if I am not able to hit Bloodghast I have no other real targets. I thought that Bloodsoaked Champion might be the other option but the more I thought about that the less I felt I would actually want to do that. I dont like running tutors for only one target.
    • CUT Relic Seeker I had planned for a bigger equipment package originally. Once this guy connects the first time he drops any evasion that Kondo would give him which makes me a little more leery of running him. I might reassess later but as it is it seems like Sword of Feast and Famine would be the only thing I would want to get for him given his size bumps him out of evasion range.
    • Utter End -> Attrition I had wanted to find room to at least try Attrition. I also think that I had a good amount of spot removal that hits anything but I perhaps needed a little more to focus fire creatures specifically so I will try this for now. I contemplated all of the spot removal I had and I felt the higher cost of this card put it in my sigts for trading out.
    • Cartel Aristocrat -> Phyrexian Revoker revoker adds some utility to my two drops where I dont know how important a sac outlet is. I love the Aristocrat dont get me wrong but this isnt a deck that generates value from creature deaths really.
    • Fell the Mighty -> Austere Command I think that Austere can cover a lot of the same functionality in the 4+ mana creatures option plus it gives me options of artifacts or enchantment removal without taking myself out for the most part.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] Lin Sivvi, The Rebel Scum
    Quote from JamesBrine »
    Smugglers copter has done decent work for me. if you want a two drop artifact for an early play it will suit your needs. Allows for Sivvi to be useful on turn 3. Filters away useless cards (ie, bringer's if not needed) and great with land tax. also really fun when you float terminus on top (because of scroll rack) and use it to block triggering terminus. Otherwise, nothing impressed me from commander 16. Duelist heritage seems like it can be fun to use on opponents creatures to change up combat math. But overall I do not feel it impressive enough. Look forward to seeing the token build.


    Thanks for the feedback on Smuggler's Coptor. I had a suspicion that it was going to be good but given its use in standard it jumped a lot higher than I felt it was worth for this format which is part of why I have not picked up a copy. I will see if I cant proxy test it some as I am just not willing to spend the money they are asking for for it given where I expect its long term price will likely be. The one thing that annoys me about vehicles is that there are already so many equipment tutors in white and they cant fetch the vehicles.

    Quote from Izor »
    Just wanted to thank you for the work you put into this thread. I'm just getting started in Commander and chose Sivvi as my first one because of how much I love the card, and your list serves me as a reference for my initial build. I may include the infinite life combo if my playgroup ends up being fine with it, though.

    Also, is there a reason why you aren't running Thran Turbine? I haven't tested the commander version of Rebels yet, but when I played UW Rebels in a regular 60 card format I had 4 of those in my deck. I'd assume that Sivvi gets activated pretty much every turn she's in play in Commander as well, and in that case Turbine is just Sol Ring with no other drawback than that it forces you to search during your upkeep instead of EOT. I understand that this may be a real drawback in Commander, but still. Even a worse Sol Ring can still be totally busted.


    Thanks I am glad it was able to be of assistance to you. I need to do some long overdue updates but I have been jumping through so many different builds lately that its too much to overhaul the original post every time I try another direction.

    Thran Turbine - its mostly that I try to play responsively with my rebels and I also try not to over commit to the board. If I put all of my rebels into play and get wrathed its really hard to move them all back into deck and back into play so I try to keep my board as small as I can usually until I am trying to go off and then you want to build bodies very fast and efficiently. Thran Turbine would be great except for the fact that it generates the mana during upkeep which is not when I want to need to spend my mana and or tap down my rebels.

    Quote from WyvernSlayer »
    Don't worry, ISB - I'll keep the Equipment dream alive for you. Sorry to hear it hasn't been working out. =/



    That does sound pretty interesting, actually. I mean, I'll have to wait until either Copter rotates or I get a fifth (because Staaaaaandard), but it's definitely on my watch list.


    Thanks I will be interested in hearing how things work for you. Some of it comes down to the fact that I play very defensive decks and most of my meta prioritizes killing me before anyone else. If I had a meta that did more attacking where things were open it probably would be less of an issue for me but I found myself needing to kill almost everyone by myself when I was playing my equipment build which just felt a little too daunting too often.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] Lin Sivvi, The Rebel Scum
    So, sorry for how little I have been posting here. To be honest I had been going down the equipment path for a while trying that out but in the end I think the token direction is a better approach. My list in the OP had a lot of issues when facing another token deck though so I wanted to take a few of the newer cards I had been toying with and sort of bring the deck back to its roots. I think some additional token defense is needed from where the OP had been but I also think some of the equipment has been working out as Sword of the Animist and Mask of Memory have done very good work for me. Skullclamp also works better back in the token approach so I think I probably will still have some form of hybrid but focusing more on getting the token build there than trying to kill players.

    While I am here I guess I can give a rundown on Commander 2016 (or is this commander 17.... I dont recall how they name these things)

    • Duelist's Heritage it could work well with equipment. The on damage dealing equipment like Mask of Memory or the traditional swords double procing could go a good ways towards generating value. I am going away from the equipment focus as I just drew too much hate being so defensive that most people would prioritize me before anyone else and just nobody would make attacks when I was in a decent position.
    • Entrapment Maneuver this is actually not so bad as its hard to just casually attack into rebels it tends to be with big flyers or eldrazi when I do take pokes. The real problem is that we normally handle these sort of threats fairly well too. The thought of forcing an edlrazi to sacrifice is a cool prospect but they are also not usually threats that actually pose a threat to us.
    • Selfless Squire a fog and a good one at that. This lets us shrug off a lethal blow and potentially turn it back on the attacker. Given that we have things like Whipchorder, we could potentially tap down any remaining defenders and turn back a lethal attack. Swarm tactics are hard to deal with but this is possibly one of the better answers to it as it not just fogs it but it potentially gives a wincon / kill method for the person who tried to do lethal to us.
    • Sublime Exhalation its a wrath effect but its Day of Judgment at best. I think its easy to say that they should have shaved one more mana off of this card as in a 4 player FFA it should probably have been 3 mana instead considering it just gets more expensive to cast as time goes on. Its less white intensive but that does not forgive the fact that its just gets worse over time and there really is not a format designed for more than 4 players right now. If you regularly play 5+ players I guess but that isn't a very good justification if you ask me for making this a little under powered.

    I really want to go back and rebuild based on the original token tactics but with moving a few of the wraths to be more defensive measures at instant speed. Selfless Squire definitely has my interest and things like Comeuppance, Angel of the Dire Hour, and a few other instant speed tricks may help us keep overwhelming force from being how we go out. Hang in there and I will see if I cant get another list here soon. I need to do some maintenance to the OP but like I said I am trying to adjust and try new things to see what works for me best.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Tymna & Kondo - Evasive Bears
    First of all, thank you for all of your comments. I have been working hard to get my list updated as like I had said my first version was incredibly rough and I spent a good bit of time looking for cards and switching things in and out from my original list. I spoiled the original list and put up a version #2.0 for any who are interested where it has gone. I didn't want to outline all of the card changes considering how many cards changed not to mention how many cards over 100 I had been before. I am still a few cards over but I think its like 3 cards over now which I will work on bringing down yet.

    I think you need more lifelink but I like a lot of the synergies you have.

    I recommend pairing Tymna with a blue partner so you can run cards like Wingcrafter and Flying Men and then take extra turns with cards like Time Warp. Sort of like a fair version of Edric, Spymaster of Trest.


    More Lifelink - its an option. Offhand I was trying to work with a fast early game beater approach where I hope to run my opponents down with small threats and put them on the defensive rather than worrying about my own life total. In some ways you could consider it a bit of a suicide black approach.

    Evasion - Kondo also offers evasion and in a lot of ways I dont think Tymna needs blue so much as evasion to connect. The amount of draw that Tymna offers in a lot of ways can mimic having access to blue. To be honest I am playing a little bit of an Edric mentality here but I also helped back when Edric came out to develop him into what he became so while I like Edric I also dont want to actually play edric. In a lot of ways playing Abzan with similar tactics seems interesting to me in part because I dont have counterspells or extra turns so it does not feel as oppressive.

    I actually have a nifty little human tribal list that looked a lot like this. I'm going to spitball some ideas out there for you, cards that worked really well for me, and see if anything catches.

    Creatures:

    Odric, Master Tactician - Great to get your little dudes through, expands on the "cant block me" theme from Kondo.
    Knight of the Reliquary - Fits the beater prereq for early game, turns into a nice land tutor and huge beater mid to late-game.
    Anafenza, the Foremost - Amazing hatebear, shuts down all graveyard tactics. Not under 2 power, but she's in your colors and I'd run her. Shutting off gy's is just awesome.
    Champion of Lambholt - More "can't block me." Gets very, very, very big.
    Eternal Witness - Staple, self explanatory.
    Kamahl, Fist of Krosa - Helps a final push, especially if you've got a ton of mana through Mirari's Wake or whatnot, if you throw that in.
    Silverblade Paladin - Helps your tiny dudes push more damage through early game. Also fits Kondo's prereq.
    Lightning Greaves - I feel like you'll want these or swiftfoot boots, maybe both. Especially in an aggressive deck.
    Merciless Eviction - Gets rid of pretty much any problem you want to get rid of.

    My list is here if you're interested in taking a peak. Maybe you'll find a spark or two in there. I certainly think I could slap these two in as commanders of the deck and they'd do fantastic (in the sense of, fantastically as a casual deck xD).


    I started my approach and I originally started with somewhat of a hatebear approach that slowly moved more towards just some sort of a suicide black aggro abzan list. My goal with my creatures was build arround curving well, drawing more cards off of Tymna, gaining evasion from Kondo, and just bringing life totals down as I went.

    Odric, Master Tactician - I absolutely love Odric so believe me when I say I put consideration into him. I used to play an Odric deck so he is very satisfying and fun to play with. That said, he does not pair well with Kondo. As an alternative means of gaining evasion he is slow as he needs to attack as well where as Kondo in play provides my evasion. I also dont have that much power on my creatures which makes the controlling blocks awkward as it leaves me mostly with trying to send them through. Due to these reasons I felt he didn't quite fit here.
    Knight of the Reliquary - I had it in the list when I first built it. I ended up cutting it because I felt that I was going to mostly avoid using much for utility lands and as soon as it grows it is no longer evasive. I think it could work but I am somewhat demanding on my landbase as far as getting me colors on curve so I was avoiding a lot of utility lands because of that.
    Anafenza, the Foremost - It could work as a grave hate effect. The problem with it offhand is that it grows creatures to no longer be evasive or you have to avoid using its counters. It is also a little off on getting my commanders out offhand.
    Champion of Lambholt - It could work. I always felt its a little slow to pick up enough value for it to work though.
    Eternal Witness - good call I totally forgot to add witness.
    Kamahl, Fist of Krosa - I did a lot of considerations of pump effects. I considered him, overrun, and probably about 7 other mass pump effects. I did in the end add a few to my list but I tried to keep to effects that fit the deck a little better and or dropped in sooner. Great Oak Guardian, Jazal Goldmane, and Sunblade Elf are a few of the creatures I added to try to buff my creatures up a little. I felt that these were some of the mass buff effects that were easier to drop whenever I could and or use my evasion still. I might still consider more mass pump effects but I wanted to focus on my main goal which was a well oiled machine before I tried mashing more big haymaker buffs into the deck.
    Silverblade Paladin - I had it in my original build but I felt that three drops were a little awkward with my objectives of the deck as well as the fact that more often than not my creatures are not connecting for that much damage. I might consider it still in the future as it does do decent work on anything that has triggers on doing damage (the few I have).
    Lightning Greaves - I did try to make room for it but in the end I just felt that the shroud didnt matter enough for me to justify it. It could be used for the haste but the slow down of me casting it felt like as much of a delay as waiting a turn to attack with most things.
    Merciless Eviction - I decided to run a lot of power checking wraths rather than outright wraths. It might bite me in the ass when it comes to tokens but in general I felt like it was a good move as far as a tempo deck went. In the end, a tempo style of suicide black deck was sort of the feel I was going for with this.

    Quote from DementedKirby »
    How about adding spells that pump attack? That way they pass through block due to having at most 2 power but then deal ridiculous amounts of combat damage due to having doublestrike and a pumped p/t.


    Thanks for the reminder, I tend to focus more on a well moving deck rather than how I will get about winning. I am still light on these effects for the time being but I added a few mass pump effects that I felt functioned a little better in the deck. I looked at more traditional things like Overrun as well as things like Craterhoof Behemoth (a card I detest) and things like Beastmaster's Ascension. In the end I tried to go with some creature based versions that would be able to be played out on curve and Great Oak Guardian who is my one exception who gives me a mass pump at instant speed with an untap. I may consider more effects but I also felt that big buff effects also interfered with the natural flow of the deck so I kept it light for the time being.

    Quote from HardCasting »
    I like infect with this pair. Seems like it could be good. Dirty, but good.


    You could pair infect with a deck like this. One of the big issues though with infect is that there are not many "good" infect cards in the card pool and its an all or nothing effect in that you will probably be on your own and have to infect kill players entirely on your own. I am not a big fan of infect in this format as I just dont feel it has much for consistancy. There are a few commanders I feel can pull it off better but I dont see a lot of synergy with it here other than using the lesser infect creatures and giving them evasion. I would rather use 1-2 infect creatures in a deck that has synergy with them with a higher chance of killing people with them than try to force a lot of small ones here.

    Quote from Tev »
    I think you need more Spectres. They're 2/2s and they disrupt. It's a way to marry White Weenie with disruption and Green for colour fixing.


    I considered it. Hypnotic Specter being the bread and butter of them. The unfortunate thing about spectrers is that they mostly fall into the 3-4 mana range which is when I am somewhat action jammed playing out my commanders. I am not willing to play a specter over my commanders with my current gameplan as its more effective to curve well into my commanders. Because of this most of the 3-4 mana creatures are ones I have accepted may be played after my commanders and with that I felt that the specters felt too slow for.

    Quote from Phosphorus »
    Kamahl, Fist of Krosa could be nice, what with the instant-speed Overrun effect.


    I considered him but in the end I went with Jazal Goldmane who can also pump after blocks but costs less mana and pumps bigger for less mana (to drop and use in the same turn). I also felt that Jazal was a better drop as I felt he could be used outside of his pumps where as I felt that Kamahl was a lot more expensive. Its possible to run Kamahl for wrath defense but he is so green heavy I felt that would be hard to execute here.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Divergent Tranformations Paste magazine spoiler
    Given the increase of printing of Indestructible as an ability I guess I am ok with this type of thing in red. It makes sense to go away from bury effects and do more exile based removal especially in this case where red in commander, burn removal is harder to make function.
    Posted in: The Rumor Mill
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    posted a message on GatheringMagic preview - Ishai, Ojutai Dragonspeaker
    I actually like it quite a bit. It snowballs the longer its in play and it really doesnt take any focusing to make it work. Its a fire and forget threat.
    Posted in: The Rumor Mill
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    posted a message on Mothership spoilers 10/26 Ludevic, Kyanios and Tiro and more
    Quote from ChrisBP7 »
    I really like the kings, the art, the effect etc, but I'm mildly disappointed that I can't see what's especially red about them. High toughness: White, draw effect: blue, additional lands: green. But red? I don't know, I still really like the card Smile And Ludevic as well.
    EDIT: Nevermind, I misread his effects. Don't really like him when there are so many ways in which my opponents can gain extra draws out of life loss effects like Phyrexian Arena.


    I think almost every one of the four color legends so far has been odd when it comes to at least one of their colors. Its the problem with 4 color to be honest that its hard to make a card feel that it belongs to each color it is in.
    Posted in: The Rumor Mill
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    posted a message on Tymna & Kondo - Evasive Bears
    Ok, first this is more rough than I normally post decklists for however I think there is a lot of potential directions to go yet with this pair and I wanted to open it up if anyone had comments. I will try to pick back up later with this build but this is as far as I could get right now. I tried pushing heavier on 0-2 mana creatures that were relevant feeling that they can give me some early game consistency and I have a fairly solid turn 3 & 4 meaning I wanted to lighten up on my creatures at that point.

    Let me know if you have ideas. Offhand I am sort of going creature swarm, I am contemplating possibly some sort of overrun tactics yet but for now I am really still spit balling things.

    UPDATE: Here is version #2. I spoiled the original list I had together as a lot of changes have gone through so rather than trying to keep track of everything in and out I will just spoil the early draft I had. This version is a few cards over but its very close to 100 cards right now.(fixed) Its still a draft version as this has not been tested but I had more time to work on it so I got it into a better spot with a little more time and attention. You might notice with this version I pushed a little more fast mana with the moxes. I am trying to move fast and draw cards where I can I guess.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    COMMANDERS (2)
    1 Tymna the Weaver
    1 Sidar Kondo of Jamuraa

    CREATURES (36)
    1 Avacyn's Pilgrim
    1 Deathrite Shaman
    1 Elves of Deep Shadow
    1 Sakura-Tribe Scout
    1 Serra Ascendant
    1 Skyshroud Ranger
    1 Sunblade Elf
    1 Viscera Seer
    1 Bloodghast
    1 Dark Confidant
    1 Duskwatch Recruiter
    1 Fauna Shaman
    1 Gaddock Teeg
    1 Grand Abolisher
    1 Grim Flayer
    1 Lotus Cobra
    1 Phyrexian Revoker
    1 Qasali Pridemage
    1 Scavenging Ooze
    1 Selfless Spirit
    1 Stoneforge Mystic
    1 Thalia, Guardian of Thraben
    1 Voice of Resurgence
    1 Azusa, Lost but Seeking
    1 Doran, the Siege Tower
    1 Eternal Witness
    1 Recruiter of the Guard
    1 Jazal Goldmane
    1 Oracle of Mul Daya
    1 Surrak, the Hunt Caller
    1 Vengevine
    1 Reveillark
    1 Silklash Spider
    1 Whisperwood Elemental
    1 Great Oak Guardian
    1 Sun Titan

    ARTIFACT (6)
    1 Chrome Mox
    1 Mana Crypt
    1 Mox Diamond
    1 Sol Ring
    1 Mask of Memory
    1 Sword of Feast and Famine

    ENCHANTMENT (9)
    1 Exploration
    1 Militia's Pride
    1 Survival of the Fittest
    1 Sylvan Library
    1 Attrition
    1 Aura Shards
    1 Necropotence
    1 Glare of Subdual
    1 True Conviction

    INSTANT (6)
    1 Vampiric Tutor
    1 Eladamri's Call
    1 Golgari Charm
    1 Anguished Unmaking
    1 Beast Within
    1 Ad Nauseam

    SORCERY (5)
    1 Green Sun's Zenith
    1 Demonic Tutor
    1 Maelstrom Pulse
    1 Retribution of the Meek
    1 Yawgmoth's Will

    PLANESWALKER (1)
    1 Elspeth, Sun's Champion

    LAND (33)
    1 Arid Mesa
    1 Bloodstained Mire
    1 Command Tower
    1 Concealed Courtyard
    1 Bayou
    1 Dryad Arbor
    1 Fetid Heath
    2 Forest
    1 Gemstone Caverns
    1 Godless Shrine
    1 Flooded Strand
    1 Marsh Flats
    1 Misty Rainforest
    1 Murmuring Bosk
    1 Overgrown Tomb
    3 Plains
    1 Polluted Delta
    1 Razorverge Thicket
    1 Savannah
    1 Scrubland
    2 Swamp
    1 Temple Garden
    1 Twilight Mire
    1 Urborg, Tomb of Yawgmoth
    1 Verdant Catacombs
    1 Windswept Heath
    1 Wooded Bastion
    1 Wooded Foothills
    1 Woodland Cemetery



    Some of the cards I had a little more time spent with considering for the list still yet are:
    • Ranger of Eos - so, it fits this deck well in that I actually run one drops and I want them. The problem is that he lands in the 4 drop spot which is when I want to be curving my commander so I realistically have to consider the ranger a 5 or 6 drop. I think what he does is decent and I have some great utility in the one drop but I question if the creature that it comes with is so great. A 3/2 doesn't quite fit what this deck does so I felt like I was paying a little too much for the tutor for 2 one drops I guess is where I felt.
    • Assault Formation - I like that this changes Kondo into essentially a 5/5 but the problem I have with it is that it doesnt really nicely drop in until I am all set up. It felt a little too clunky because of that. I wanted to try to stay with cards that are just actively good to keep casting rather than jam my hand up with situational cards.
    • Orzhov Pontiff - I like it for token hate but I kept feeling like it as a creature didnt quite fit what I was doing here. I am not sac based so the haunt effect is a little more awkward. I liked that it was a creature and fit the evasion plan of the deck but I still felt like it was a little too awkward yet.
    • Collected Company - tons of targets but even then we are looking like 1/3 of the deck as targets. Its good but in general I have draw and it doesnt really give me much for selection or cost reduction. I love this card I guess is where I am lol.
    • Chord of Calling - I love the idea of tutoring for mass indestructable mid wrath I guess. Its a little expensive to cast and keep that mana up is why I shyed away from it right now. It still seems good but there are not too many creatures that I would be toolboxing for that I felt I needed this tutor. I also like Chord when keeping the mana up rather than just actively playing a creature which is part of why I shyed away from it here.
    • Attrition - it seems like strong spot removal when I can target what I need to. I have cheap creatures who I could easily see tossing away to defend or get through with. The biggest thing that holds me back is this is an aggro deck and when you run into that black creature that needs removed it really hurts to be sitting on this.
    • Thalia, Heretic Cathar - it felt like it interfered a little with my commander plays. Its 3 power is probably ok since it has first strike it could always defend instead if need be. My problem was too much overlap in 3 and 4 drops as I wanted to keep my game progression smooth when I can of moving to my commanders on curve or sooner.
    • Withered Wretch - I kept the Scavenging Ooze and benched this for now. It is a little debateable as to which is better but I like that the Scavenging Ooze on its own can do a lot of work so when things go wrong I would prefer to have the Ooze than the Wretch or if grave removal is not what I need the ooze tends to shine more.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    COMMANDERS (2)
    1 Tymna the Weaver
    1 Sidar Kondo of Jamuraa

    CREATURES (43)
    1 Bloodsoaked Champion
    1 Deathrite Shaman
    1 Kytheon, Hero of Akros
    1 Serra Ascendant
    1 Sylvan Safekeeper
    1 Viscera Seer
    1 Weathered Wayfarer
    1 Bloodghast
    1 Cartel Aristocrat
    1 Dark Confidant
    1 Duskwatch Recruiter
    1 Elvish Visionary
    1 Gaddock Teeg
    1 Grand Abolisher
    1 Grim Flayer
    1 Kataki, War's Wage
    1 Knight of the White Orchid
    1 Lotus Cobra
    1 Precinct Captain
    1 Relic Seeker
    1 Saffi Eriksdotter
    1 Scavenging Ooze
    1 Selfless Spirit
    1 Stoneforge Mystic
    1 Thalia, Guardian of Thraben
    1 Voice of Resurgence
    1 Withered Wretch
    1 Courser of Kruphix
    1 Doran, the Siege Tower
    1 Ohran Viper
    1 Recruiter of the Guard
    1 Spawnwrithe
    1 Thalia, Heretic Cathar
    1 Graveborn Muse
    1 Nylea, God of the Hunt
    1 Oracle of Mul Daya
    1 Ranger of Eos
    1 Siege Rhino
    1 Surrak, the Hunt Caller
    1 Reveillark
    1 Silklash Spider
    1 Wingmate Roc
    1 Sun Titan

    ARTIFACT
    1 Mana Crypt
    1 Sol Ring
    1 Mask of Memory
    1 Umezawa's Jitte
    1 Sword of Feast and Famine

    ENCHANTMENT (9)
    1 Oversold Cemetery
    1 Survival of the Fittest
    1 Sylvan Library
    1 Aura Shards
    1 Necropotence
    1 Phyrexian Arena
    1 Glare of Subdual
    1 Lurking Predators
    1 True Conviction

    INSTANT (8)
    1 Dark Ritual
    1 Entomb
    1 Vampiric Tutor
    1 Golgari Charm
    1 Abzan Charm
    1 Anguished Unmaking
    1 Beast Within
    1 Utter End

    SORCERY (9)
    1 Green Sun's Zenith
    1 Demonic Tutor
    1 Lead the Stampede
    1 Maelstrom Pulse
    1 Vindicate
    1 Nature's Resurgence
    1 Shamanic Revelation
    1 Living Death
    1 Collective Unconscious

    LAND (34)
    1 Arid Mesa
    1 Bloodstained Mire
    1 Command Tower
    1 Bayou
    1 Gemstone Caverns
    1 Flooded Strand
    1 Marsh Flats
    1 Misty Rainforest
    1 Murmuring Bosk
    1 Polluted Delta
    1 Savannah
    1 Scrubland
    1 Verdant Catacombs
    1 Windswept Heath
    1 Wooded Foothills

    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Official]] Unreleased and New Card Discussion
    Also random side note, at first I thought Sidar Kondo of Jamuraa was just giving your creatures unblockable but it actually screws with your opponents ability to block so it means player B can attack player C using his evasion which I find amusing. Sidar Kondo of Jamuraa also would fit really well into a Doran, the Siege Tower deck.

    EDIT:
    Quote from OwnDemon »

    Put him in a Doran deck ;).


    >_< you beat me to it lol.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] The Top 50 List (Week 2 - Black Non-Creatures)
    Kind of random but what do you like about Ponder over Preordain? I have always preferred the flexability of the scry a little more but I suppose you still have a shuffle option and get an extra card deep. I just dont like how all or nothing it feels when compared against Preordain.

    It doesnt matter much but I figured since neither are on the list I was curious to hear about it from someone who plays them.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] Unreleased and New Card Discussion
    Quote from Jivanmukta »


    I think the card could have been WUB, UBG, WBG, or how it is currently. This card is an example of why I hate 4 colors. The flavor and mechanics get muddled to incomprehensibility.


    I am in agreement. I really dislike 4 colored creatures as its close to impossible to give them a unique feeling identity that originates from what the colors do. I do like the Partner thing in part because it makes the identity of the legends still feel intact.

    Random side note but ***** I love Sidar Kondo of Jamuraa. I dont even know why.... it doesn't even seem that strong but I cant stop drafting up potential lists even just going off of what it does on its own lol.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] Unreleased and New Card Discussion
    Quote from Jivanmukta »


    I dislike breaking cards down but here we go:

    White: Flying (primary), Vigilance (primary or secondary), Lifelink (primary)
    Blue: Flying (primary), Proliferate (primary)
    Black: Flying (secondary), Lifelink (primary), Deathtouch (primary) Proliferate (secondary)
    Green: Vigilance (primary or secondary), Deathtouch (primary), Proliferate (secondary)

    I can't remember if white or green is primary in Vigilance but I think it's green. Technically we can call Vigilance tertiary in blue but nah.
    If we want to call "cost effectiveness" green then we can add that, but I'd rather not go there.

    Card seems pretty color balanced to me.


    Vigilance - primarily white mechanic. Green has some but its limited to 8 rare / mythic cards ever printed. I will give this some leeway because green has been getting more vigilance of late but honestly until VERY VERY recently green had almost no vililance. In my mind, green is still a secondary color towards vigilance if even then. The history of getting vigilance in green has been extremely sparce in the past and most of the cards that have it have been recent editions.

    Deathtouch - you could call this one on green. I more bought it as the black pickup because if you call this a green pickup then black is not doing much. While you could call this a green ability, deathtouch tends to be a heavier mechanic towards black.

    Proliferate - you can call it the green splash but like I was saying, the way in which it was implimented closer resembled how blue proliferation worked previously.

    I get that you can loosely tie these abilities to green, in my mind, none of these cards actually make the card green though. This card could just as easily have been an esper card and I would not have been asking myself why it did not pick up green as nothing about the card actually gives it an identity of green. The mechanics that lend themselves to green these days tend to be Trample, noncreature removal, tokens, land or creature tutor, +/+ counters. The proliferate is the closest in my mind to being green but again its a mechanic that was spread over multiple colors so its hard to really say that is green.

    Quote from herenorthere »
    Anyone have any idea how many Partner cards we are likely to see? Any chance of getting, say, 2 Izzet, or 2 Boros, etc.? I would assume its pretty unlikely but I think it would be cool if we did. At first I was super against the idea but now its kind of growing on me because its kind of like a "Build your own commander" mechanic.


    Given that we have seen enemy and allied pair legends, I would say its a good chance we will see 10 Partner legends (one for each color combination). In the past they would do 2 new main legends that could be swapped either way and then we had a legend that fell within their colors but with less colors. This ended up usually being 3 new legends per deck. I assume based on what we have seen so far that we will see a single 4 color legend and 2 Partners for each deck. This means that each precon would have two commander options in piloting them from the stock deck which would be the single 4 color legend or the two partners together.

    This is all an assumption on my end but given the information we have thus far, its probably fairly close to what we will see.
    Posted in: Commander (EDH)
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    posted a message on Partner - Interesting way to do 4-color commanders or easy way out?
    In my mind, it solves the problem that 4 color creatures are hard to have an identity. If you instead branch it into two legends in your command zone you can customize your colors and each of your pair of legends has a colorful on color setup to them.

    I almost wish we didn't have anything that was actually 4 colors and instead just did another 5 pair legends. My assumption when I heard about this product was that I was going to hate every legend because they would turn out how Atraxa, Praetors' Voice turned out. I have found however that I am very open to the Partner idea and I am looking forward to seeing the rest of them.
    Posted in: Commander (EDH)
  • 1

    posted a message on [[Official]] Unreleased and New Card Discussion
    Quote from Jivanmukta »
    ISB, If I was going to question a color on our lovely Phyrexian angel I'd go for the white before the green. Phyrexia is generally BUG in nature.


    Only if you are going with where Phyrexia's colors originated. By the end Phyrexia won over and corrupted everything (assuming my very narrow scope of magic lore is accurate which it often is not). From what I recall there were Praetors in every color which was part of the expansion and corruption of the Phyrexians.

    Its also an Angel (generally white), has flying (a blue / white base ability), and has vigilance (a primarily white ability).

    It is far more questionable to examine green in it.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] Unreleased and New Card Discussion
    Quote from MRdown2urth »
    Proliferate is a non-white mechanic. Green loves counters.


    The way in which it is set up is far more of a blue mechanic though. Blue was the biggest user of proliferate so while you.... can call it the green contribution it feels a lot more like Inexorable Tide or Thrummingbird on it than some green version of proliferate.

    You "can" call the proliferate green. You also "can" call the stat efficiency on it to be the green contribution. Either way I will feel like its some giant stat / ability stack that drowns out the last line of what it does entirely.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] Unreleased and New Card Discussion
    Atraxa, Praetors' Voice - how............ is this green???? I knew I was going to be pissed when they did 4 color commanders because honestly its hard to obtain identities from a bunch of colors but somehow omit a color. The closest thing I can come up with how it is green is its stat efficient. I also feel like the proliferate part of it feels really random on the end. I feel like the stat / ability efficiency is going to drown out the potential flavorful proliferate build most of the time. It feels like a goodstuff commander which normally I like but I hate 3-5 colors and in a lot of ways I just dislike where they are going with this. I am grumpy in part because I love Lightning Angel and I feel like this is so far above and beyond that. It just feels like this enormous stack of stats and abilities which I am a little annoyed by because it feels like it just does everything from the get go. In the scope of things this kind of design annoys me less than what they did back in the Prosh / Derevi commander decks where they just gave too much value and made it too hard to interact but at the same time this card requires specific removal as if you plan to deal with it in combat you just probably wont get there.

    Partners - I am actually surprised by this mechanic. The fact that these legends keep their identity and flavor of their colors is great over their counterparts who might just be mashing all of these abilities together. I have to say I prefer this a lot over the four color legends because it makes for some really cool combination commanders. I like that there are so many directions you "could" possibly go with them and they really open up some really cool design space. The idea of having two commanders is a little alien but from a standpoint of customization and flexibility I love the concept. At first glance, I am impressed with the concept and am interested to see all of them so I can start thinking about how to approach them. Until we know them all its hard to really assess them but I am optimistic as it stands.

    Undaunted - its going to be a strong ability. I assume they go into this assuming 4 player games. The upside is they can print things and shave off mana for them where otherwise they would be too strong for heads up. I hope to see plenty of this in and on red cards to be honest as red always gets handicapped because of 60 card heads up formats so it would be cool to have some early and mid game stuff that might be too strong for other formats where its balanced by the fact that its designed for commander. Even just with the card we have seen so far a Day of Judgment for 2W is very good. Its cool but I also fear that we might just see card reprints with this ability adjusting their cost on them rather than seeing additional new card functionality.

    Sylvan Reclamation - I will give this one a callout because honestly Return to Dust is so strong that this is a very welcome addition. I was surprised that we had not seen some additional effect that might come close to Return to Dust in as long as commander has been popular especially with how popular the gods were of recent. Land cycling is also a great pickup so I look forward to this card.

    Posted in: Commander (EDH)
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    posted a message on [[Official]] The Top 50 List (Week 2 - Black Non-Creatures)
    I will nominate Mystic Confluence. While its an expensive counter to keep up it has a lot of modes and most any combination of effects from it are very powerful. I like it more in a draw / go based blue but even then, its a very powerful card to consider.
    Posted in: Commander (EDH)
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    posted a message on Gonti's World of Luxury
    Since you plan on stealing as many things as possible, how about a few sources of non-B mana to potentially activate abilities on the things you cast? Maybe some subset of



    I could see adding some of it. I tend to steal answers more often than not. There have been a few times where I have not had the right color mana to activate abilities on some cards but I cant really put a finger on any one card offhand. It hasn't come up a lot but I could see a package of cards to cover some of this.
    Posted in: Multiplayer Commander Decklists
  • 2

    posted a message on Is it time to allow Planeswalkers as Commanders Officially?
    I will always oppose this concept. I was very against the one situation where they built planeswalkers to be commanders but at least then they built with that in mind. Planeswalkers as commanders is far less interactive and harder to kill / remove as there is not that much removal for planeswalkers out there and most of it is any permanent or all non-land permenant removal.

    The idea of planeswalkers as commanders in my mind is a very toxic idea. I would agree to it if life totals were 20 (aka I could just murder the player instead). Planeswalkers as a commander also extends your overall life as a player because they are soaking attacks that would otherwise hit you. There are just too many unfortunate things that turn the game into durdle control with planeswalkers as commanders so I would be against seeing it ever again to be honest.
    Posted in: Commander (EDH)
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    posted a message on Gonti's World of Luxury
    Quote from Guerte »
    What's the purpose of Stinkweed Imp? Is it to fill your graveyard for reanimation targets?


    Most of it comes down to the fact that my commander defends me fairly well against non flyers. A flying commander or just random flying beater can pose a problem. Something as simple as a deathtoucher with flying can redirect threats elsewhere.
    Posted in: Multiplayer Commander Decklists
  • 2

    posted a message on Rotation reverted.
    Honestly, I wish they would still do two rotations a year I just wish they would have increased the number of sets in standard. Their goal had been 5-6 sets in standard at a time, I wish it had the two rotations a year with 7-8 sets in standard.

    Moving back to a yearly rotation will mean between 5 and 8 sets to a standard rotation. I just dont like how you jump between card availability so much. This all comes form someone who played a lot in the past. I dont play standard any more either way so whatever.
    Posted in: The Rumor Mill
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    posted a message on [Offtopic] Community Thread
    Quote from Life1ess »
    Am I alone in my concern that the 2016 commander decks are going to be a raging dumpster fire? The last few sets of decks have been easily playable and even somewhat competitive right out of the box. I can't imagine a budget 4 color manabase that isn't slow as dirt and inconsistent.

    I'm sure there will be some exciting new cards but I'm not convinced the decks will work.


    Given how the last two years releases were, I look forward to new cards but I do not intend to buy the precons. I will cherry pick the cards I want and buy in singles this year. The first two years it made sense to buy them all but since then I think they have learned that they went too far with the commanders and they seem to also be including less value as a whole since the True Name Nemesis deck came out.

    I look forward to new cards but I have like.... very little interest in 4-5 color commanders so I will be very surprised if any of them stir any interest in me after seeing them.

    Quote from d0su »
    Shin Godzilla (Shin Gojira? Godzilla Resurgence?) has one showing in my town, tomorrow only. Has anyone seen it? What are your thoughts?

    I'm a pretty big Godzilla fan, so I'll probably see it regardless.


    I remember enjoying the New York Godzilla movie they made back in the 90s but I dont know.... for the most part its not something that interests me. I suspect that most of the future movies in that franchise will be focused on the Japanese following in the future.
    Posted in: Commander (EDH)
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    posted a message on Gonti's World of Luxury
    Quote from Azorius Agent »
    Tawnos's coffin, Cold Storage and Safe Haven are probably at least worth being aware of for people tinkering with Gonti.

    Skull Collector seems useful too.


    When it comes to rez / flickering options I think its important to keep in mind a few things:

    1) How much does it cost per flicker or rez?
    2) Is it reusable?
    3) If it is reusable, how many times can it be used or what is the frequency it can be used.
    4) Does it do anything else.

    In the case of the cards you mentioned:

    • Tawnos's coffin - 4 upfront mana then 3 per flicker aka 7 mana to drop and use it the first time, its limited to once per turn, it can however be used to harrass opponents commanders and or threats. Overall I like the card but the initial start up is more of what keeps me from using it. I feel that 7 mana upfront is a little high plus it has a cost per turn. In a lot of ways it reminds me of Conjurer's Closet but it costs more starting and it has a cost per turn as well. Unlike the closet though it can defend you or harass opponents on top of flickering Gonti.
    • Cold Storage - Essentially its a 7 mana flicker Gonti once card. I dont like that its not reusable and it costs a lot. I think this card is more of a card used to defend one or more creatures rather than a flicker strategy.
    • Safe Haven - I would strongly suggest against this card. It eats up a land drop, it sacrifices to do its job so you are out that land then, and the land cannot produce mana. If you break it down its a 3 mana flicker that eats a land drop. I am not entirely sure if you can put Gonti in the command zone when you exile him to this and recover from the command zone with its upkeep sacrifice but if you cannot there is an opening where if your land gets destroyed while he is in exile it leaves you without your commander. I know with some of these effects you can put your commander in the command zone and still recover them from there to play with the effect but I am unsure if that is something that can globally be done so much as I know that it works for like Norin the Wary.
    • Skull Collector - Interesting card. Honestly I think that Erratic Portal or Cloudstone Curio might be more viable considering I think they both give a little better element of control. The Curio might be a little tricky unless you go creature heavy. I think that Skull Collector is an interesting card but its still a very slow effect. I could possibly see it in a budget list but this is still a 3 mana creature who does not do anything until next turn at which point in time he allows you to recast Gonti every turn thus having something like a 4 mana cost per turn effect. The return a creature to hand effect is also not optional so you must do it. I think I would run Erratic Portal over this based on that.

    When it comes to rez or flicker effects, if its not reusable you want it to be very cheap and instant if possible. If it is reusable you have to consider the startup cost, the cost per turn, and the potential number of uses per turn as well as any other functionality it might have.

    Quote from Phosphorus »
    Thoughts on Strands of Night?


    It seems ok, the one land per rez seems concerning though since we tend to have unknown wincons in a lot of cases I like having land and mana. 6 mana to get it started isn't so bad considering the 4 to drop it and the 2 to activate it. The mana cost per activation is very affordable but the fact that you are dropping a land each time is concerning to me. I feel like the first one or two are probably fine but beyond the first few activations the land per activation seems like it would start catching up fast.

    I could see it working but I could also see it backfiring. Its a different kind of cost per activation as when you break it down just as 2 life and 2 mana per activation it sounds very appealing. Its a card I have always been a little leery about as if its used sparingly its fine but if you try to rely and use it much it will take you out of the game.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gisela, the Broken Blade (MWC)
    Quote from DementedKirby »
    The deck looks pretty cool! I've also been finding a way to get a consistent Brisela, Voice of Nightmares in play as my commander.

    Have you been able to test it at all?


    Likewise Grin

    When they spoiled them I was just trying to juggle how to make it happen. I have not gotten any games out of it yet but I am in the process of putting it together. I am hoping that on Wednesday I get to play it.

    EDIT: I have a few more changes and it hasnt been 48 hours since this post so here they are.

    Darksteel Plate -> Lightning Greaves I am getting a little more value on each attack as I look at things more I want to keep mazes off my back. My meta plays plenty of mazes which is in part why I am running so many strip mine effects. The boots also give me haste for faster value and will be better in an opening hand. I am less worried about Gisela dying also due to her low starting costs. The haste should be an improvement for the eldrazi and putting boots on an Avacyn is always good stuff. I like that the plate defends itself but as far as effects go I think the boots better fit what I want to be picking up right now.

    Survival Cache -> Sword of Fire and Ice moving my draw around a little. I like that the sword is a nice curve with my commander and it has more potential for value than the cache does. The sword draws a lot more attention which is a little concerning but usually the first trigger is fairly easy to get to happen. The mana cost between the two is close but the lifegain on the Cache is mostly moot where as the shocks from the sword seem good.

    Cavern of Souls -> Hall of the Bandit Lord I got to thinking about both of these cards. Its unlikely anyone will really counter my commander in a deck like this. Picking eldrazi as the uncounterable is also a little odd given that there are just 3 of them in my list offhand. It felt a lot less neccessary the more I thought about it. The Hall will be offset by my commander and can give my commander or an eldrazi the ability to get in sooner which seems good. I am normally more concerned about the life loss of the Hall but with the lifegain I have I think I should be fine.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gisela, the Broken Blade (MWC)
    Quote from floydian99 »

    Is there a reason why you are not running Eye of Ugin? Gives you a way (expensive though) to tutor you eldrazi creatures.


    It depends a little on how much you value tutoring for them. I think they are powerful but they are also not my only threats of the deck. It has a lot of draw back being a land drop that does not under normal circumstances produce mana. I did briefly consider Eldrazi Temple from the perspective that it always gives me mana and it can give me two mana selectively but I decided instead that Temple of the False Gods was probably a better fit. Both have pros and cons considering the Temple is bad in the first 4 land drops but considering this is commander and its more likely I will see it not in the first four drops than in the first four I drop I felt that it more consistantly gave me the bigger mana for other things and that its drawback was mitigated to some degree.



    With only 3 Eldrazi I don't think its worth it.


    Nodding the Affirmative even if the number were to go up I think its still a little questionable. I also have a Kozilek deck which I do run it in but the difference between your commander being cost reduced and a few cards in deck being reduced is still kind of significant.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gisela, the Broken Blade (MWC)
    Quick update, I got a bunch of cards for this in the mail today so I am in the process of putting it together. I am excited for this deck dispite it being mono white so thats a good sign it will probably get at least finished and at least show up for some games. I noticed that one of my counts was off in my decklist which actually put me to 100 cards so I didnt have to just outright cut anything else. I did however come up with some late adjustments.

    DECK CHANGES:
    • 1 Plains -> Ancient Tomb because my commander gives me lifegain I am even less worried about the usual small draw backs of the tomb. It also curves nicely to a turn 3 commander which seems nice.
    • 1 Eiganjo Castle -> Temple of the False God Overall, the utility of the castle was unlikely to really be used. The temple can be awkward if I get it in my opening hand as I cant use it into my commander in any real way. Overall though I think its an ok add though as it should give me a little jump up in mana so in some ways I am adding more of the mid game ramp to my landbase.
    • Defy Death -> Cataclysmic Gearhulk I think that Defy Death is a flavorful card rather than being a strong one. Being a sorcery speed Resurection for one more mana with a minor advantage if its an angel seems too small to me now looking back. It was a little more cute when I had a higher angel count but its timing and cost are still a little unrealistic. I was hoping to have a little more wrath options and I am interested to see how the Gearhulk performs. I am not sold on it yet but I wanted to bolster my wrath count by another card and the card interests me.

    I will have to keep an eye on how my colored mana vs colorless mana goes as I am a little heavy on non basics right now but I am willing to tight rope that line with mono colored usually.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gonti's World of Luxury
    Have you considered Blade of Selves while the tokens won't hit for damage their triggers should still go off and having 3 Extra picks a turn may give you a big toolbox to work with.

    Quote from ceiith »
    Blade of selves is a sweet card but is a dead card once you are 1v1.


    Blade of Selves is an interesting one to contemplate as there are pros and cons to it that are not as easily measured.

    Pros:
    • Potentially 2 triggers a turn (average 4 player game)
    • Reusability

    Cons:
    • Gonti has to attack (which means he cant block for us)
    • Attacking with a low stat minion opens up how to block to the defender
    • The card is dependent on a normal number of opponents and people to not die

    From the standpoint of getting two extra triggers a turn, its actually fairly decent as on average the reusable flickers and rez average about one per turn. Attacking with Gonti however is actually kind of bad because he is not very aggressive so the life loss from this is minor unless you are packing something like Hatred or going further into equipment with things like Nightmare Lash and such. I use Gonti as a big part of my defenses as he turns a lot of things away so turning him sideways is a little concerning to me. The potential for him to trade on a few tokens or some other junk is also a liability. If a few ETB creatures build up he suddenly is more awkward to attack with. I also play with a good bit of flickering and rez which also interfere sometimes with my ability to attack as not many of the rez effects have haste on them as well.

    Overall, I dont think its really for me. Its kind of at the mercy of how opponents are playing. I think it has a decent top end of what it can do but I also think that the drawbacks are a little heavier for how I am building.

    Quote from phantalien »
    #1 What are Rez effects? Never heard of it in all my years of playing.

    #2 What about Aetherworks Marvel? You should be able to build a stream of energy using your opponents creatures as well as your own, but also cheat some of your own cards into play.


    As Kisoji mentioned, its just the random reanimation effects. Its generally not me talking about a specific card so much as just cards that do bring creatures from graveyard to play.

    Aetherworks Marvel - while it could work in this deck, I tend to be sacrificing a few specific cards. This kind of card tends to work better with a token sacrifice deck if you ask me. I think it could be run in a deck like this but I think the energy gain will be slower than I would like to run it personally.

    Posted in: Multiplayer Commander Decklists
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    posted a message on Gisela, the Broken Blade (MWC)
    Quote from rshizz »
    Maybe its just a bad habit of mine but anytime I even think of using Heliod I automatically include Skullclamp. While you dont have a ton of targets for it, even giving it to bruna for 1 extra damage or life point isnt terrible since the first strike. just a thought, could replace Mask of Memory maybe.

    also since you have a bunch of tutors maybe a Mistveil Plains could serve a purpose.


    I considered Skullclamp but I agree that I probably have too few targets that would benefit from Skullclamp correctly. I originally was going to consider a few more token generators such as Sacred Mesa but in the end I just dont have much of any synergy with them. I think the Heliod / Skullclamp synergy is.... ok but not good enough for me to really want to build into it. Heliod feels good enough in the list as he is but skullclamp seems too dependant on a few cards from the list.

    Mistveil Plains - I have never understood people's love for this card. I have run it for some time in my rebels deck and I dont think I have activated it more than 1-2 times in a number of years. Its just not something I ever find myself saying man I wish that was back in my deck. Its possible that it could be like some means of avoiding a rez from someone else but it just seems like it has been lackluster for me. Entering tapped has been far more of a detriment than its utility has ever given me.

    Quote from rshizz »
    and Eldrazi Displacer fits the theme and feel quite nicely


    Honestly, I have yet to see Eldrazi Displacer ever used. It seems..... maybe ok. Its expensive to use and I dont have a ton of ETB creatures is more of where I am coming from here but given the mixed versatility with flickering opposing attackers it might be good enough. I remember playing with Mistmeadow Witch kind of a ways back and it always felt lacking to me and while this is one less mana it still feels clunky considering you cant jump wraths with it. I guess I can see some appeal in it, I just have yet to see it ever used I guess.

    I feel like there's a little more reward available for building with Bruna as Commander, making a reanimator deck using artifact self-mill and maybe Anvil of Bogardan-type effects. It's much easier to assemble Brisela that way, in any case, if that's what you're going for.


    There is a big difference in playstyles. With Bruna, you would be building around her a lot more and pushing her as a major plan and wincon where as with Gisela, you have a more subtle early game commander who can be recast more. Its an argument between building arround your commander a lot vs using a commander who intends to stand alone. I am not saying that I intend to not assist Gisela but at the same time I am not building a lot of focus in how to abuse her because in part she is there to distract, buy time, defend, and attack. She could be my wincon given a few of the effects I pack but at the same time my list is less focused on her as my wincon and focus.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gisela, the Broken Blade (MWC)
    So, since they originally spoiled Gisela, the Broken Blade + Bruna, the Fading Light I have been asking myself how I can make these into a deck. These cards have not left my mind as far as deckbuilding since they were spoiled. I originally tried making a Bruna deck but I had originally thought her on cast ability was an on ETB which I ended up making a flicker / rez deck built arround her which quickly became a derp moment.

    So, looking at Gisela as a commander, well first and foremost I have to mention that I think she is more of a tool in what this deck plans to do. She is a 4 powered angel who on her own falls off a bit as a game stretches out as she doesnt really get stronger but her cheap original cost means she comes in early, her lifelink gives her tools to sustain into later stages of the game, and the potential to merge her seems fun but unlikely. The more I looked at Gisela I kept thinking to myself what if she isnt actually the game plan so much as a stall tool as well as a consistant offense / defense tool. Her lifegain means it becomes hard to pressure me with things like Purpheros or at least it gives me a buffer against them and that extra life buffer means I live longer and have more of a chance to play a later game deck. From this perspective edrazi became more interesting to me. Then, look at the flavor text of both Gisela and Bruna, they both reference Emrakul and considering eldrazi was my considered thought process wincon its kind of like they are serving Emrakul and buying time for him to make his appearance (I have no idea if Emrakul is a he or she so ignore me).

    So, back to Gisela, what else can I do with her??? Well.... I did some digging and some of the best synergy I could find was as follows:

    • Vigilance - Heliod, God of the Sun / Reconnaissance / Akroma's Memorial. Getting vigilance lets me attack and defend. It further makes my options against life pressuring decks better. I had considered more cards such as Always Watching and Brave the Sands. In the end I went a little more conservative as I didnt feel these effects were always amazing as it depends on what you play against a little bit. I wanted to keep a few and given how robust Heliod is and how powerful Reconnaissance I wanted to keep them in for now.
    • Archangel of Thune - lifegain on my commander plus it curves nicely. It felt like a nice one, two sort of beater plan to me. Both pick up power somewhat quickly when you consider having a consistant source of lifegain on my commander. Its not huge but it seemed decent at least.
    • Bruna, the Fading Light - obviously it has synergy with Gisela.
    • Sword of the Animist - with a low cost evasive commander it seems like a great pickup especially when my late game plan is big fatties.
    • Well of Lost Dreams - lifegain on my commander makes this a good card draw option.
    • Angelic Accord - it just makes a 4/4 flyer per turn but given that you can drop it after you connect that first turn its a fast production and it fits really well where our commander is for power and cost. It has potential to consistently make a few good creatures and I dont think it brings the level of hate that something like Luminarch Ascension does.
    • Citadel Siege - I like the versatility of it. If I am up against voltron decks I can come in tapping. If I am up against an aggro or control decks then I can go for pumping each turn. The pump is useful against aggro because of the lifelink on my commander which seems fun.
    • Cradle of Vitality - it gives me the option to double the stats of my commander every turn which seems like a fun thing to attempt. It might attract some hate but opponents will need to clear it + my commander likely so I think it has potential.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    COMMANDER (1)
    1 Gisela, the Broken Blade

    CREATURES (22)
    1 Serra Ascendant
    1 Weathered Wayfarer
    1 Stoneforge Mystic
    1 Wall of Omens
    1 Burnished Hart
    1 Recruiter of the Guard
    1 Heliod, God of the Sun
    1 Magus of the Moat
    1 Solemn Simulacrum
    1 Archangel of Thune
    1 Sunscorch Regent
    1 Thalia's Lancers
    1 Crovax, Ascendant Hero
    1 Sun Titan
    1 Bruna, the Fading Light
    1 Elesh Norn, Grand Cenobite
    1 Emeria Shepherd
    1 Akroma, Angel of Wrath
    1 Avacyn, Angel of Hope
    1 Kozilek, Butcher of Truth
    1 Kozilek, the Great Distortion
    1 Emrakul, the Promised End

    ARTIFACT (18)
    1 Everflowing Chalice
    1 Mana Crypt
    1 Expedition Map
    1 Relic of Progenitus
    1 Scrabbling Claws
    1 Sol Ring
    1 Lightning Greaves
    1 Mask of Memory
    1 Mind Stone
    1 Sword of the Animist
    1 Oblivion Stone
    1 Sword of Fire and Ice
    1 Avarice Amulet
    1 Thran Dynamo
    1 Well of Lost Dreams
    1 Gilded Lotus
    1 Mind's Eye
    1 Akroma's Memorial

    ENCHANTMENT (9)
    1 Reconnaissance
    1 Land Tax
    1 Aura of Silence
    1 Ghostly Prison
    1 Angelic Accord
    1 Citadel Siege
    1 Cradle of Vitality
    1 Moat
    1 Eldrazi Conscription

    INSTANT (7)
    1 Enlightened Tutor
    1 Swords to Plowshares
    1 Tithe
    1 Disenchant
    1 Unexpectedly Absent
    1 Return to Dust
    1 Miraculous Recovery

    SORCERY (4)
    1 Steelshaper's Gift
    1 Open the Armory
    1 Tragic Arrogance
    1 Austere Command

    LAND (39)
    1 Ancient Tomb
    1 Dust Bowl
    1 Emeria, the Sky Ruin
    1 Hall of the Bandit Lord
    1 Homeward Path
    1 Kor Haven
    1 Myriad Landscape
    1 Mystifying Maze
    1 Nykthos, Shrine to Nyx
    1 Opal Palace
    23 Plains
    1 Strip Mine
    1 Tectonic Edge
    1 Thawing Glaciers
    1 The Tabernacle at Pendrell Vale
    1 Temple of the False God
    1 Winding Canyons



    CONSIDERATIONS:
    • Angel of Serenity - I like that it acts kind of as versatile use removal / rez. Its better in decks with sac outlets but its still interesting to me.
    • Emeria Shepherd - Repeatable rez options. Its powerful but a little slow. I like that it is a bit stronger in a mono white list like this. Its also a continuous value outlet but I may be having a hard time drawing so its not every game I can fill up my graveyard with things. I like that it can recover non creature effects though but its limited to permanents which is still a little concerning.
    • Artisan of Kozilek - A nice rez to play that comes with a good body. I like that the idea of rezing my commander with this doesnt sound so bad offhand. I like the body this comes with.
    • O-Naginata - its a heavily offense favored equipment. I like its low cost and big increase in power + trample though. Its one of the more aggressive options for adding a little more voltron.
    • Sword of Vengeance - the cost to equip has always felt a little heavy but I have to admit it has like a lot of strong abilities for both offense and defense. It seems like the sort of effect where you can really spend your turn just dropping + equipping and having that be good enough most of the time.
    • Avarice Amulet - Given I have first strike + lifelink its a strong offense and defense option. It doesn't give me the trample that the sword of vengeance gives but it gives me consistant draw. The downside of giving it away never triggers as you just dont put your commander in grave and it wont trigger.
    • Icy Manipulator - its sort of like an extra Strip Mine effect but you can take down attackers or defenders with it too. I have always enjoyed the versatility of Icy.
    • Comeuppance - its nice against swamrs.
    • Rout - just a good wrath.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Introduce Yourself Helpdesk
    Quote from m16ark »
    I just had the exact same thing happen. Anything i can do to fix it?


    Sorry for the delay I have been out and about a bit. I reported your posts that got marked as spam. Hopefully a moderator should be by to fix them soon for you.
    Posted in: Introduce Yourself
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    posted a message on [Offtopic] Community Thread
    I appologize if this is just kind of a pointless brag post (this is offtopic). For anyone who plays d&d 5th edition I found a really cool build I was playing last night. The party was lvl 13 and would lvl sometime last night. I ended up rolling a new character as I had been a bard / pally / cleric before and I was fairly good at healing with that build but it did nothing else. Instead last night I rolled up a Druid 12 (shapeshifter) Cleric 1 (life) last night and had some fun.

    In the current campaign we are in we are generally fighting several rather difficult fights usually something like 3 hard fights + one encounter based event per day and we lvl at the end of it. We are progressing through the 9 layers of hell on a mission and each layer must be done in one day and we lvl at the end. We ended up getting to the end of the layer we had been in as we were close to the end of it when we picked up for the night. I then converted all of my spell slots into goodberries and ended up with something like 140 goodberries ranging from 4-10 health recovering each because of my life domain pickup.

    In the next layer I use shapeshifting to tank and spank the first two fights more or less. I then fly around (am an avian race) for the third fight firing call lightning repeatedly on multi stacked units. I end up giving almost full rest recovers to a party of 7 3 times in a case where we had people close to or actually dropping in each fight.

    TLDR: I had some fun min maxing a few things in D&D. Druids are kind of gross.
    Posted in: Commander (EDH)
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    posted a message on Gearhulks from best to worst for EDH?
    I went:

    U > W > B > R > G

    I think red and green are about the same but I felt red's was a little better given what tools they have and what it does for them. The red one is really odd because like in mono red its probably decent to solid but as soon as you add extra colors it just goes to crap tier kind of quickly.
    Posted in: Commander (EDH)
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    posted a message on Gonti's World of Luxury
    Quote from Tooooon »
    Hmm, been considering Gonti quite a bit past few days, however I'm debating heavily putting so much work in with bounce and reanimation to effectively draw a card. Yes we get to look four cards deep, and steal cards - Thats awesome.

    But at the end of the day we are still using Gonti, reanimation and bounce effects with the net result each time - One card. Then we still need to cast the thing.

    I love love love the idea and concept, but the more I think about it the more Gonti doesn't seem worth it as commander....


    Tryno addressed some of what I would point out with Gonti, some of the power of him as a commander with the recursion package is that every bit of recursion then kind of turns into card draw in its own way. Gonti is also in a lot of ways a pillowfort type of commander in that random attacking creatures suddenly don't really want to kill him. In a lot of ways Gonti gives a defense + card draw as a commander. Another thing to consider is that an Impulse effect in a lot of ways is not equivilant to a draw 1. Its a very strong effect on the commander as you get selection and draw out of it. The other big things to mention is that while this is a mono black deck, you get access to all sorts of tools. I have on a lot of occasions used Disenchant, counterspell, Austere Command, Genesis Wave, and numerous other effects because my commander stole them from someone else.

    Gonti if I were to break him down gives:
    1) Card Advantage
    2) Defense
    3) A reliable rez target

    I essentially have never had "too much rez" which is a feeling I have had in other black heavy decks because you have a reliable rez target as your commander. Essentially every single one of those rez effects I am willing to throw to my commander. So because of that every rez effect also has an optional draw cards option also attached to it because it can dig you into other effects.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gonti's World of Luxury
    Quote from BlackVise »
    ISB, have you considered Null Profusion? The card you exile with Gonti potentially gives you an additonal card with which to trigger Null Profusion if you need it, plus it seems a bit of a 'have your cake and eat it' card, which I think is on-flavor. Smile


    Somehow it completely escaped my notice. I will see what I can do about that :p
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    I was playing a game last night where I stumbled on my land drops for I think 2 turns on turns 5 and 6. I managed to find my lands and do a decent Sun Titan play and get some good value and lands around turn 7. The mono red player had a good start and he was in the lead. He ended up killing me as I stabilized by swinging for like 24 over the top using Raging River to mess up my blocks. It was a cool play from the mono red deck and he was doing really good. He had good threat assessment as I was going to wrath him next turn with my Oblivion Stone that until then I had not enough mana for.

    In comparison at that turn there was also a Sidisi, Brood Tyrant deck who had his commander, a Zombie Token, Kiora's Follower, and some random 1 powered creature in play. I agree with the red player's threat assessment of removing me when he did. The sidisi player on his turn then just cast a Craterhoof Behemoth from hand and swing for 38 dmg (lethal) on the red player.

    This game just yet again brings to mind the epic lamness that is craterhoof to me. The board state that sidis had was not good by any means but the fact that he had a few junk creatures and 8 mana meant that he could just completely remove a player from the game without any effort. The red player had been playing on curve and been playing good threats that added up as well as means to make his creatures connect. I would not have been upset if instead a wrath happened and the red player struggled to rebuild but the craterhoof for an insta kill was just dumb. I really hate that this card is still considered acceptable.

    TLDR: Craterhoof Behemoth is super lame.
    Posted in: Commander Rules Discussion Forum
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    posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    I am in agreement with Sheldon here.

    As much as I dont really give in to the comments about sol ring / mana crypt (I like them in meta), I honestly dont want to see who can fork over the most money to have a significant advantage in the game that I feel that packing a handful of moxes into every deck would represent. I have to imagine those who do want sol ring / mana crypt would be against the idea of unbanning moxes. I have to agree that it would be cool for some random person who has been sitting on a mox for 20+ years to be able to play it but I also dont want to see this game deteriorate into who can spirit bomb the biggest cash pool on their decks.

    I am a player who owns a lot of expensive and niche cards but they are exactly that. They are generally niche cards that go with a certain type of playstyle rather than a card that needs to be auto inserted into every deck. I dont mind these cards nearly as much because they dont belong everywhere and those who do not own them are not at a serious disadvantage because they do not own them (usually).
    Posted in: Commander Rules Discussion Forum
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    posted a message on [[Official]] The Top 50 List (Week 2 - Black Non-Creatures)
    Quote from World_Peace »

    As long as we're calling out the overrated junk Path to Exile is a worse Swords to Plowshares and StP misses the cut more often than not.


    I have been here more and more since Unexpectedly Absent got printed. I like cheap removal but sometimes being able to only target creatures is not good enough. I more or less have not run Path to Exile since Unexpectedly Absent was printed.
    Posted in: Commander (EDH)
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    posted a message on Introduce Yourself Helpdesk
    Quote from Awemaigawd »
    Okay thanks for the reply, I did not use any links so sorry for the long introduction then Smile


    Its not problem at all, its just one of those things where the tendancy of bots is to do a certain kind of behavior so sometimes the spam filter just picks up a little heavier on posts that fit a certain mold which tends to be users with low post counts using links or long posts. Sorry that you got hit by it, its not at all intended to hit new users but at the same time it helps keep the spam in check some for us all.
    Posted in: Introduce Yourself
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    posted a message on Introduce Yourself Helpdesk
    Quote from Awemaigawd »
    Hi, I've just created an introduction thread. but for some reason it was automatically marked as spam. Is this normal?


    We have a spam filter who tends to be harder on new users unfortunately because that is where most of our bots come in as. Posts with links or posts that end up long tend to get hit harder by it. I will put in a report for a mod to try to mark your post as not spam and it should return. I apologize for that but it does help with the spammers we get.
    Posted in: Introduce Yourself
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    posted a message on Gonti's World of Luxury
    Quote from Xenphire »
    Nice deck, ISBP Smile It got me thinking about trying to my own take on Gonti, but more than anything the thread title made me decide that I'm going to have to bedazzle my deckbox in hilarious gaudy fashion :p Going to be worth it to build this guy just for that alone.

    One thing I wanted to mention for consideration is Priest of Gix. He provides a lot of mana when Panharmonicon is on the board for casting Gonti's claimed goods (exiled spells) Smile Something I'll be playing around with is also a combo with him. I don't know how you feel about infinite combos but Priest of Gix works with Nim Deathmantle and Ashnod's Altar to create infinite black mana which can be used in conjunction with Corpse Dance and Gonti to exile everyone's libraries (just say you do the combo enough times for around 300 B mana then use the floating mana to keep reanimating Gondi and buying back Corpse Dance, sacrificing Gondi to Ashnod's Altar, repeat until their libraries are depleted - or just fuel an Exsanguinate, Profane Command :p)


    Whenever I play this deck I just have the scene from pixar's Madagascar where the self proclaimed king Julien (yes I did have to look up his name lol) does the "its soooo luxurious" line. I kind of say it like all the time when I am playing or talking about this deck which just further's how amused I am by it lol. I really really dig the flavor of Gonti so far its been a blast.

    I generally avoid infinite combos in my own meta. There are probably a lot of things that could be used with the Nim Deathmantle + Ashnod's Altar to achieve infinite especially with a lot of the setup I have in here. I could obviously do the Mikaeus + Puppeteer clique combo too but I just avoid putting those cards together generally speaking.

    Random side note, I put one of the sigs you did for me way back in my sig again recently Grin
    Posted in: Multiplayer Commander Decklists
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