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  • posted a message on Need help choosing a degenerate deck
    My Arcum Daggson deck was the first I built and it immediately got banned in my playgroup, (which consisted of the legendary pirate boat and the like) after about 2 games. I've kept it ever since but i'm probably going to take it apart since there seems to be no love for him and he gets pretty boring to play since it's the same game every time with very little variance.
    Posted in: Commander (EDH)
  • posted a message on The Perfect Fit- You and Your General
    For me it's a fairly easy choice, Squee, Goblin Nabob has always been my favorite card and even though before edh all decks i had him in weren't red with the exception of one, his deck is still a blast to play. I think this is because i've also always been quite the johnny in that I like to make things quite often thought to be bad playstyles or bad strategies work. And in the case of EDH red is quite commonly referred to as the worst color. Which made me salivate at the challenge.

    That said I still have plenty of fun with my other decks. But squee always ends up coming back from the grave(pun intended):p.
    Posted in: Commander (EDH)
  • posted a message on Best General to use/abuse Conspiracy
    Endrek Sahr, Master Breeder naming anything except thrulls... Super awesome thrull win will always beat out lame tribal dragons :p
    Posted in: Commander (EDH)
  • posted a message on How would you tutor+play every enchantment in your deck?
    Heh yeah I think it was Energy Field in combination with the wheel to stave off the attackers. Its been awhile since I've played it.
    Posted in: Commander (EDH)
  • posted a message on How would you tutor+play every enchantment in your deck?
    Going off of what CaribouRange said, Enduring Ideal is amazing if you have a deck built around it IMO. In my Phelddagrif turboland/turboenchant deck I use it to grab Paradox Haze and then Arboria to protect myself, and then I grab Oath of Druids after a Wheel of Sun and Moon to be able to grab all the creatures in my deck. All in all it has been quite effective.
    Posted in: Commander (EDH)
  • posted a message on EDH equipment deck?
    Well if you want to go an odd route, you could run Blind Seer with all the protection swords and all the blue artifact search to win via a pseudo unblockable general. (I've been building a deck similar to this :D)

    Otherwise i'd definitely go with Kemba rather than Isamaru, her ability helps to protect you and the difference in mana cost in commander can pretty much be ignored.
    Posted in: Commander (EDH)
  • posted a message on Greetings!
    Squee's power is unmatched! :). Yeah Gustha's Scepter is definitely a great card in that deck, never unhappy to draw it whether it's saving a card from my draw7 cards or just as something for my goblin to weld.
    Posted in: Commander (EDH)
  • posted a message on Squee, the Phoenix King of Stax
    Yeah Godo has become weaker and weaker as the deck has evolved, initially he served a much greater role pulling diviner's wand and some others, so he might end up being cut-bait for Blood Moon

    As for Serum Powder, it has never not been good, but it also hasn't necessarily been the best card in the world either. My environment isn't cutthroat like you say, I have just wanted for this deck to be as consistant as possible and being able to get rid of a possibly bad hand full of non-necessary cards and start out with a deck full of 92 cards rather than 99 makes a big difference in the long-run. Also when it is in my opening hand and there are cards that I want I can always do a partial paris mulligan to get rid of said cards and then exile from there. That said it is based a good bit on luck, but so is everything else in the end :D. I might consider another ramp spell like Mind Stone or perhaps Magus of the Moon, but for now I think i'll continue to test it.

    All in all I think i'll take out godo for blood moon for testing, and if that doesn't work out I might consider putting in terramorphic expanse and evolving wilds for some more fetches to work with crucible to thin out the deck.

    -1 Godo, Bandit Warlord... +1 Blood Moon
    Posted in: Multiplayer Commander Decklists
  • posted a message on Greetings!
    I very much appreciate the acceptance to the forums. And yes I have had a decent amount of chances to play the deck despite my lack of a dedicated playgroup and it's such a blast in how consistent it is while winning most often a different way every time.(for the most part ;)) Squee in my opinion does offer a lot of power though so I'm interested to hear said mixed opinions you make mention of.
    Posted in: Commander (EDH)
  • posted a message on Squee, the Phoenix King of Stax
    Thanks for the warm welcome! And I greatly appreciate you taking a look at the decklist. First of all, great find on Hoarding Dragon, I can't believe I ever missed that in the deckbuilding process, I'll immediately test it in the decklist. My only worry in regards to him is that I might not be able to get him killed, but in a multiplayer format i'm sure someone might be able to do me the honor themselves :).

    As for what to take out I definitely think that the Platinum Emperion is underperforming, and agree that it should be taken out. In regards to removing the Ichor Wellspring, I think I might actually stick with it, since the deck likes to try to pull out the welder quite often, this artifact in particular becomes a wellspring of card advantage (excuse the pun). Also a cantrip isn't too awful even by itself as well. I also will have to keep the Elixir of Immortality which I believe you were referring to and also Gustha's Scepter as the card selection these guys offer is great in such a chaos oriented deck.

    Also to perhaps help out with how elixir synergizes with the deck I think I will remove Goblin Recruiter for Moggcatcher as the repeatable tutor is amazing for when I sack a goblin to put him in the grave and then shuffle them back in.

    The Moons I do really like, just when building the deck and putting my Bazaar of Baghdad in there I got paranoid as to whether or not i'd kill it's advantage with it, but now that seems fairly trivial after playing with the deck after awhile, but now my problem lies with what to remove for it. Also Viashino Heretic is just plain amazing, but the lack of synergy might hurt him so for now i'll look for what to take out and consider him on the side, before the moons.

    So as it stands here are the changes... for now of course Grin

    -1 Goblin Recruiter ... +1 Moggcatcher
    -1 Platinum Emperion ... +1 Hoarding Dragon

    Once again I really appreciate your suggestions, and i'll continue to consider them throughout the editing process.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Greetings!
    Haha much appreciated for the warm welcome. I will very much enjoy my time here.
    Posted in: Commander (EDH)
  • posted a message on Greetings!
    Hello, my name is Dexter and this is an introduction of myself to the forums. I figured it'd be good to do this introduction on the edh discussion since this is my primary interest in terms of magic. I hope to be active in the discussions on these forums and get some help with my decklists that i've been coming up with. For me the deckbuilding process is just as fun as playing it. So i'm always interested in perfecting them. That said here is the link to my moderately detailed decklist using squee as my general. http://forums.mtgsalvation.com/showthread.php?t=307453 .

    I will be posting the rest of my decks here for more tough love from you lovely and experienced deckbuilders! :). Thanks much and have a good one!
    Posted in: Commander (EDH)
  • posted a message on Squee, the Phoenix King of Stax
    UNDER CONSTRUCTION


    Hello Mtgsalvation forum members! My name is Dexter, and I am fairly new to the whole forum scene, but would very much like to dive in. I have been playing edh for about a year now, and have 4 decks as of writing this, but before the creation of this deck I have always ignored the hands down coolest legend in the game!(in my opinion) This is mostly due to the fact that every other non-edh deck i've had him in is not red, but I've always enjoyed a challenge in deckmaking, so without further distraction, here is the initial decklist. (one day perhaps I would like to turn this into a primer, but I would like some more people other than myself and my few friends to look at it

    First let's take a look at the General Nuisance himself(reference to mercadian masques printing flavor text)

    Squee, Goblin Nabob

    Aww look at how adorable he is with his toy. Doesn't that just make you want to kill him over and over again? what's that?... NO?! well too bad because that is exactly what we will be doing in this deck.
    This little guy comes down for a measily 2R and will continue to cost that much for the rest of the game barring exile. So whether he's a constant chump blocker or an amazing discard effect, his adorable visage will be with you every step of the way to VICTORY!!!!

    DECKLIST
    Now that we have an introduction to our beloved general, here are the other 99 cards in the deck.


    Also for your enjoyment here is a decklist on tappedout for your testing purposes.http://tappedout.net/mtg-decks/squee-pheonix-king/.

    Overall when I started building the deck I already knew that red is infamous for being the worst color in edh, and in my opinion is because of how little card advantage , so I wanted my deck to include as much as humanly possible without it completely dominating the deckspace. Squee, Goblin Nabob is fairly conductive to this, considering he allows for draw/discard cards to net me even more cards. From there I started off with dragon-based wincons, but I realized that I wanted to be able to be able to throw away even more cards if I wanted to via discard. So a more graveyard based strategy seemed to be the best route. Which then I went toward the best creature for the job, Goblin Welder! This was a great route and from that point the deck pretty much built itself to an extent, including even more tutors in the form of Goblin Matron and the like which can also grab squee in the case that he is tucked. This turned out to be even more profitable due to the fact that initially I was including all the phoenixes in the case that he is tucked and for more consistency, so I was able to get rid of the weaker of the bunch. For now though I will go through the card choices for advantage.

    CARD CHOICES

    Stax Strategy

    Stax

    Smokestack - The strategy's namesake, this card will let us make use of squee and our other permanent generators to gain board advantage over our opponents.

    Tangle Wire - When played early, this will consistently offer advantage to be gained over our opponents. When played late, with cards such as Goblin Welder and Mirrorworks especially, it offers an assist to locking down your opponents.

    Possessed Portal - This creates a lock by itself with squee and our other sac fodder.

    Goblin Assassin - Amazing creature removal with squee and all other goblins within this deck. This guy will be an amazing value target as well and will consistently come into play more often due it being tutorable by both Imperial Recruiter and Goblin Matron.

    Sundering Titan - Great stax effect especially when combined with goblin welder and Kiki-Jiki, Mirror Breaker. Add blood moon or magus of the moon in the mix to protect your own lands from needing to be removed.

    Seismic Mage - Synergy with our general, a land removal a turn will keep your opponents off of their threats all the while raising your threat base at the same time.

    Shivan Harvest - Synergy with our general and other sac fodder, repeated land destruction is the best disruption for this format

    Strip Mine - Synergy with Crucible of Worlds, allows for repeated land denial.
    Wasteland - Ditto ^
    Tectonic Edge - Ditto ^

    Disruption

    Stranglehold - A fairly new addition, this is great for stopping fetchlands and tutors all over the place, the extra turns part isn't all that relevant in that the idea of this deck is to dominate early game as much as possible, although it is very easily possible to "level off" midgame where the extra turn denial may come into play.

    Teferi's Puzzle Box - Provides repeated hand disruption to stop the combo players from pushing through my pressure.

    Molten Psyche - Hand disruption, also when chained with other draw7 cards can be a powerful wincon with metalcraft being easily attainable.

    Wheel of Fortune - Hand disruption while serving dual purpose of fueling my graveyard for welder shenanigans.

    Wheel of Fate - Ditto, but put's the pressure on your opponents to empty their hands as fast as possible which is great when all you are served by it is positive effect.

    Dragon Mage - Repeated fueling for graveyard and hand disruption.

    Incendiary Command - Versatility incarnate, fuels grave, cycles through my cards, burns creatures and people, and clears a land off the table, all for only 3RR!

    Chandra Ablaze - Her second ability synergizes with all the other effects in here, and her first ability synergizes with squee for some great removal.

    Memory Jar - Weldable fueling for graveyards and handcycling.

    Magus of the Moon - Hurts non-basics and synergizes with Sundering Titan.
    Blood Moon - Ditto ^.

    Permanent's For saccing Besides Squee

    Kiki-Jiki, Mirror Breaker - Tutorable by both imperial recruiter and goblin matron, and this is almost always going to be our first target via those two due to our ability to reuse the tutor abilities after kiki comes online. The fact that after this guy is online I have free sac targets as well is always nice.

    Goblin Welder - Another primary tutor target, this guy offers another outlet for free sac targets, artifact recursion, and artifact hate all in one nice little R mana cost.

    Siege-Gang Commander - Kiki-Jiki target, also allows us to make use of squee if he's on the field to deal some damage. The two damage is surprisingly useful as well, killing most utility generals with either one or two activations.

    Pentavus - Kiki/Welder target, allows to put artifact tokens into play which can be welded away to have hard recursion via welder. Tutorable via recruiter as well.

    Myr Battlesphere - Great beater while serving the purpose of token generation as well.

    Mirrorworks - Doubles all of our artifacts, which becomes amazing as both sac fodder, mana ramp, and extra stax effects.

    Goblin Assault - Free tokens are always great, as we almost always want to be able to use our mana on other things. The attack drawback is a small one as our only goblin that is scared of it is goblin assassin as he doesn't have a tap ability.

    Crucible of Worlds - Works great with all of our lands that sacrifice themselves. This becomes a recursion engine for artifacts through buried ruin, a library thinner with any of the fetchlands, a stax effect with any of the lands that destroy lands, and a free permanent generator for a stax effect all in one.

    RAMP

    Sol Ring - Staple card for the most part, some synergy with Mirrorworks as do most other things in the deck, but it pays for it's own copy.

    Mana Crypt - Basically the same as Sol Ring, although it allows for a turn one CMC 3 card which is really relevant in a deck like this. Nice also because it can be welded out when the damage drawback starts to become too much.

    Coalition Relic - Great for some more colored mana, probably a weaker card though as I don't need it for mana fixing, considering changing this one out for something like Mind Stone as a lower cmc manafact.

    Caged Sun - Mana doubler and goblin booster, works great with Mirrorworks as well, unfortunately not as effective as the other doublers as the CMC on this one is just too high and the benefit of it only affecting my cards isn't all that relevant in my meta as red is incredibly rare. Will consider trading this out for something more early and disruptive, but only after the next one is removed first.

    Gauntlet of Power - Same purpose as the above, although 1 cmc less and affects my opponents. I would consider dropping this second to Extraplanar Lens due to the fact that it isn't board disadvantage which can end up being relevant in a deck such as this.

    Gauntlet of Might - The best mana doubler of them all, this one comes in during the earlier turns and boosts a good portion of my relevant creatures, I would never consider cutting this card.

    Extraplanar Lens - This one comes down incredibly early and it is for this reason alone that I have kept it in the deck. A nice bonus being that most people who do in fact run red in my meta only run it as a secondary color so no snow-covered mountains on their side.

    Gilded Lotus - Works in the same way as Sol Ring and Mana Crypt do with Mirrororks, but on a higher level and colored mana, this card I can't see not running.

    Koth of the Hammer - He untaps lands, works as a must answer wincon, and if necessary allows to cast another cmc 4 spell in the same turn.

    Solemn Simulacrum - One of the ultimate goblin welder targets, works in any deck but this deck especially caters to it's power.

    Card Advantage/Tutor


    Expedition Map - This is ultimately used as a tutor for either Bazaar of Baghdad or Scrying Sheets for some great card advantage.

    Mind's Eye - Works amazingly with the draw7 effects, if you have the excess mana(which happens a decent amount of the time) you can draw your library and lock the board before anyone has time or mana to even have a counter.

    Planar Portal - Fitting as much consistency as possible in this deck is of utmost importance, although this is more of a midgame route, if we have the mana to be tutoring once per turn then we are winning.

    Citanul Flute - Basically serves the same purpose as Planar Portal but simply for creatures, great tutor and usually goes for Imperial Recruiter first.[/CARD]

    Hoarding Dragon - Artifact tutor in red is never something to scoff at. Typically you have to jump through hoops to get this guy in the graveyard but in a more destruction and sacrificial-based deck like this he is more reliable.

    Imperial Recruiter - One of the best cards in the deck, period. He tutors for anything relevant, typically Kiki-Jiki, Mirror Breaker first to continue the tutor chain for whatever else you need at the moment.

    Moggcatcher - Repeatable tutor for goblins directly into play is incredibly powerful, my only problem with this one is that it runs out of things to grab fairly fast if used repeatedly, but by the time I get all my goblins out I usually have the board locked down anyhow.

    Goblin Matron - Our second Imperial Recruiter, we play it tutoring Kiki typically as well and grab all the relevant goblins first.

    Gamble - Tutor for R and a random discard is great, tutor for R when we have a chance to simply discard Squee is even better.

    Sensei's Divining Top - Great card for sculpting our early game plays and welding late game. Especially helpful as well when we have a Mirrorworks in play and it becomes 3: Draw a card.

    Scroll Rack - Great card for filtering our draws, combined with all the fetchlands we have available we can have pretty powerful access to what we draw in our deck. Also nice for the occasional combo when we can throw Molten Psyche on top of our library only to Wheel of Fortune into it and deal 14 damage to the entire table.

    Skullclamp - Becomes a draw engine with squee once per turn. Once our tokens are put into the mix drawing a huge portion of our deck isn't unheard of.

    Bazaar of Baghdad - This has amazing synergy with Squee and the deck as a whole. With Squee it becomes a draw 2 discard 2 which lends itself very nicely to our graveyard-based strategy.

    Anvil of Bogardan - Becomes a one-sided Howling Mine for me when I have Squee. Also has synergy with Mind's Eye to draw off of that extra draw of our opponent's.


    Removal

    Spine of Ish Sah - Phenomenal welder target as it bounces itself back to our hand after hitting the grave. So this becomes hard recursion and a vindicate all in one nice package. Very important card for removing those enchantments.

    Steel Hellkite - Scary attacker in that it threatens all of our opponent's permanents, this guy is usually removal bait, but once he actually gets running(which is surprisingly often) he just rips our opponent's boards to shreds(what is left of them at least).

    Jaya Ballard, Task Mage - With Squee around, we can have a lot of fun with Jaya throwing around locks against blue opponents and board wipes whenever necessary.

    Duplicant- Great welder target for repeated removal, the exile clause is incredibly relevant.

    Synergy

    Rings of Brighthearth - Works with so many things in the deck it's insane. It becomes ramp when used on a fetchland, it becomes a value engine when used on welder's ability.

    Icefall - Recurrable removal for artifacts and lands, works well once we get to saccing squee repeatedly.

    Psychosis Crawler - A wincon once we get to chaining our draw7 cards. This guy can be a huge life swing and on top of that is weldable. It's not uncommon to get a 30+ life swing once this guy gets up with either a mirrorworks or molten psyche.

    Elixir of Immortality - Allows to shuffle our dead goblins back into our libraries to be tutored out again, very useful effect and is nice when we can reuse it via copying of the welder/mirrorworks combo.

    Vicious Shadows - This card wins games, that is all.

    And last but not least....

    LANDS
    Great Furnace - Used as another artifact for welder shenanigans. Can be doubled in a pinch with mirrorworks if needing some extra ramp.

    Darksteel Citadel - Same as furnace.

    Scrying Sheets - Gives some possible card advantage.

    Bloodstained Mire - Use with crucible to thin out deck and give reliable land drops.

    Wooded Foothills - Same as last.

    Arid Mesa - Ditto.

    Scalding Tarn - ... yeah

    Evolving Wilds - See above, minus the life loss and entering the battlefield untapped.

    Terramorphic Expanse - You've got the idea.

    Kher Keep - Ties up any extra mana I may have(and often do) for an extra permanent per turn for sacrificial purposes.

    Buried Ruin - Absolutely amazing addition to this deck as it allows me to freely reanimate the artifact portion of this deck with the presence of crucible.

    Snow-Covered Mountain Allows the extraplanar lense to be more one sided while offering another form of card advantage through the aforementioned scrying sheets.

    Cards Up For Consideration/ Notable Exclusions

    Druidic Satchel - Has the potential to be amazing in a deck that slows the game down such as this, also has great synergy with the cards that mess with the top card of my library.

    Explorer's Scope - Kinda the same deal as the satchel, although this one is great in that there is no mana investment after the equip, in the end i'm just not sure enough about this one and would probably just go for the satchel given a choice.

    Claws of Gix - The ability to sacrifice any permanent is really the winner here, would also serve as a 0 cost artifact for a possible inclusion of mox opal.

    Winter Orb - This would be absolutely amazing but as it stands I can lock the board out just fine without it, although it will still be up for consideration.

    Tormod's Crypt - Grave hate is great, although those decks are slow enough that I'm not worried about their more late game strategies as I can use disruption to keep them off of their hard wincons until I am able to lock the gamestate completely.

    Capricious Efreet - I like this as a possible removal option with no drawback with squee involved.

    Slobad, Goblin Tinkerer - A tutor target that can protect my stax effects, not included as of now due to the fact that removal hasn't been a huge problem yet, but a definite consideration.

    Masticore - This guy and his brethren have the potential to be quite the powerhouses, but I run enough discard effects as it stands and they just don't do enough otherwise to be worth it in this build. If anything I will consider throwing Razormane Masticore before any other due to his damage being free.

    Winter Orb - This one is in all likelihood going to make it in eventually, it just hasn't been necessary because there's almost always enough land disruption that's one sided to go around. If this ever does make it in some of the mana doublers will probably come out as well since they have an inherent lack of synergy.

    Valakut, the Molten Pinnacle - Decided against this one in the long run because it just became win more and a basic land that interacted better with a mana-doubler/scrying sheets was preferable.

    All in all I'd appreciate any and all suggestions for this deck, it's been my baby for awhile now and it'd always be great to see it grow. For anyone who wants to test it here is a link to the decklist on tappedout. http://tappedout.net/mtg-decks/squee-pheonix-king/
    Posted in: Multiplayer Commander Decklists
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