Out of all the new commander's that came in with C17, the one that motivates me the most is Mirri, Weatherlight Duelist (Although Mairsil, the Pretender at the head of a non jank grixis artificer deck is also exciting)
My initial thoughts go to a green white equipment/hate bears kind of strategy, with the main game-plan being, keep the matches fair with things like Leonin Arbiter, Torpor orb, and Spirit of the Labyrinth. And then win the fair fight with the help from Mirri's ability preventing opponents from attacking/blocking in profitable ways.
What do you guy's think, I'm interested in hearing all different strategies not just the one I discussed above. What direction do you want to take Mirri?
You'll want to make her bigger. And probably a way to tap her besides attacking, e.g. Springleaf Drum. (Obviously Earthcraft is better.)
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
For this, may I suggest Alms Collector as your card-draw hatebear of choice? It goes with the cat theme. On the downside, it doesn't stop card draw if it only draws one card per resolution (e.g., spells like Mentor of the Meek, Greed, Bident of Thassa, that sort of thing).
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Who Is Mirri?
Lets start with the boring stuff: Mirri, is a 3/2 for 3 with first strike. Right off the bat this tells us a few things. She likes combat, while she isn't the beefiest creature out there, her having first strike will go a long ways in helping her out in combat. Her frail body can be a major downside when it comes to noncombat sources of damage, so getting some Indestructible, Shroud, or Hexproof will be very important to keep Mirri from dying to the random Inferno Titan. However because she is so aggressively costed, playing her into open mana or on turn three, without protection up, won't be the end of the world.
As far as her type line goes "Cat warrior" can be relevant. As she comes in a cat tribal precon commander deck, I'm sure a lot of people will be going that route, however I will not be discussing that too much because I think she is almost always better in the 99 of that deck rather than the general.
Now for her fun stuff. Her abilities read:
"Whenever Mirri, Weatherlight Duelist attacks, each opponent can't block with more than one creature this combat."
And "As long as Mirri, Weatherlight Duelist is tapped, no more than one creature can attack you each combat."
Most people are familiar with this type of effect, with Dueling Grounds and Silent Arbiter being pretty popular options in pillow-fort style decks. Now having this effect in the command zone is, in itself, a very exciting idea. However Mirri is wordered a little differently and it makes her lot better. Unlike Dueling grounds, Mirri couldn't care less how many creatures you attack or block with, her ability only affects opponents. This makes maintaining combat superiority extremely easy. If we can lock down the board and force our opponents to play a fair game with hate-Beareffects then we should be able to secure the win with Mirri's ability.
Other directions you could take Her would be a pillowfort deck, with non combat ways to tap Mirri down such as Springleaf Drum or Earthcraft. Then maybe run an enchantress engine to draw into your combo and go from there. While I think this could be incredibly fun and competitive in certain metas, I'm not a huge fan of combo so I won't be running her in this style.
I'm sure there a ton's of other strategies to play with her, but I'm running low on creativity. I would love to hear what you guys think, and how you plan to take her!
Overall while she looks like a pretty simple commander at a glance, I think she is incredibly nuanced and could be the leader of a great variety of decks.
This is in addition to almost every vehicle ever printed; she Crews almost everything herself. There are twenty printed vehicles and I believe 20 are crew-able by Mirri alone.
Cards with Convoke (particularly Obelisk of Urd and Chord of Calling) and Conspire (no good ones available :() are also decent.
Next, if you do want to rumble with Mirri she generally wants Protection, Indestructible, or Unlockability - this allows her to swing with impunity, get tapped, and lead a lethal alpha strike.
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
I apologize in advance for the necro but since I bought the precon and I'm still not sure who I want to run as commander (Mirri, Arahbo, or Nazahn), I would like to know what some players think about those cards: Odric, master tactician Odric, lunarch marshal Sword of the paruns
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I can not win the game and my opponents can not lose the game.
I recently brewed a deck around her combat shenanigans and fatties.
Some of my favorite interactions:
Brontotherium - if you put Mirri, Weatherlight Duelists' triggered ability when attacking below his, you get to choose with which only creature your opponent blocks. With its body it can be decent removal, too. Taunting Elf would be the Weenie approach.
Pristine Angel - if you have ways to tap your commander she's just very hard to get rid of. You can even swing with her, (preferably at instant speed) cast a spell shortly after and keep her as a near indestructible blocker.
Holdout Settlement/Survivors' Encampment - solid early game, very useful late game if you had to cast her over and over again and usually not a problem since you're in green, where mana fixing shouldn't a problem.
Glare of Subdual - Pretty obvious. Since you can only be attacked by one creature per opponent you should be able to use it in several other ways during your opponents turn.
Chitinous Cloak - Makes her or another creature you control virtually unblockable.
My initial thoughts go to a green white equipment/hate bears kind of strategy, with the main game-plan being, keep the matches fair with things like Leonin Arbiter, Torpor orb, and Spirit of the Labyrinth. And then win the fair fight with the help from Mirri's ability preventing opponents from attacking/blocking in profitable ways.
What do you guy's think, I'm interested in hearing all different strategies not just the one I discussed above. What direction do you want to take Mirri?
You'll want to make her bigger. And probably a way to tap her besides attacking, e.g. Springleaf Drum. (Obviously Earthcraft is better.)
On phasing:
Offensive side, Nacatl War-Pride FTW?
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
For this, may I suggest Alms Collector as your card-draw hatebear of choice? It goes with the cat theme. On the downside, it doesn't stop card draw if it only draws one card per resolution (e.g., spells like Mentor of the Meek, Greed, Bident of Thassa, that sort of thing).
On phasing:
Who Is Mirri?
Lets start with the boring stuff: Mirri, is a 3/2 for 3 with first strike. Right off the bat this tells us a few things. She likes combat, while she isn't the beefiest creature out there, her having first strike will go a long ways in helping her out in combat. Her frail body can be a major downside when it comes to noncombat sources of damage, so getting some Indestructible, Shroud, or Hexproof will be very important to keep Mirri from dying to the random Inferno Titan. However because she is so aggressively costed, playing her into open mana or on turn three, without protection up, won't be the end of the world.
As far as her type line goes "Cat warrior" can be relevant. As she comes in a cat tribal precon commander deck, I'm sure a lot of people will be going that route, however I will not be discussing that too much because I think she is almost always better in the 99 of that deck rather than the general.
Now for her fun stuff. Her abilities read:
"Whenever Mirri, Weatherlight Duelist attacks, each opponent can't block with more than one creature this combat."
And "As long as Mirri, Weatherlight Duelist is tapped, no more than one creature can attack you each combat."
Most people are familiar with this type of effect, with Dueling Grounds and Silent Arbiter being pretty popular options in pillow-fort style decks. Now having this effect in the command zone is, in itself, a very exciting idea. However Mirri is wordered a little differently and it makes her lot better. Unlike Dueling grounds, Mirri couldn't care less how many creatures you attack or block with, her ability only affects opponents. This makes maintaining combat superiority extremely easy. If we can lock down the board and force our opponents to play a fair game with hate-Bear effects then we should be able to secure the win with Mirri's ability.
Other directions you could take Her would be a pillowfort deck, with non combat ways to tap Mirri down such as Springleaf Drum or Earthcraft. Then maybe run an enchantress engine to draw into your combo and go from there. While I think this could be incredibly fun and competitive in certain metas, I'm not a huge fan of combo so I won't be running her in this style.
I'm sure there a ton's of other strategies to play with her, but I'm running low on creativity. I would love to hear what you guys think, and how you plan to take her!
Overall while she looks like a pretty simple commander at a glance, I think she is incredibly nuanced and could be the leader of a great variety of decks.
4 Glare of Subdual
1 Springleaf Drum
3 Honor-worn Shaku
4 Diversionary Tactics
4 Nullmage Shepherd
2 Selesnya Evangel
2 Bramblesnap
3 Topan Ascetic
5 Root-kin Ally
4 Sandsower
3 Symbiotic Deployment
5 Llanowar Behemoth
1 Loam Dryad
1 Survivor's Encampment/Holdout Settlement
This is in addition to almost every vehicle ever printed; she Crews almost everything herself. There are twenty printed vehicles and I believe 20 are crew-able by Mirri alone.
Cards with Convoke (particularly Obelisk of Urd and Chord of Calling) and Conspire (no good ones available :() are also decent.
Next, if you do want to rumble with Mirri she generally wants Protection, Indestructible, or Unlockability - this allows her to swing with impunity, get tapped, and lead a lethal alpha strike.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Odric, master tactician
Odric, lunarch marshal
Sword of the paruns
Some of my favorite interactions:
Brontotherium - if you put Mirri, Weatherlight Duelists' triggered ability when attacking below his, you get to choose with which only creature your opponent blocks. With its body it can be decent removal, too. Taunting Elf would be the Weenie approach.
Pristine Angel - if you have ways to tap your commander she's just very hard to get rid of. You can even swing with her, (preferably at instant speed) cast a spell shortly after and keep her as a near indestructible blocker.
Holdout Settlement/Survivors' Encampment - solid early game, very useful late game if you had to cast her over and over again and usually not a problem since you're in green, where mana fixing shouldn't a problem.
Glare of Subdual - Pretty obvious. Since you can only be attacked by one creature per opponent you should be able to use it in several other ways during your opponents turn.
Chitinous Cloak - Makes her or another creature you control virtually unblockable.
Spirit Mantle/Unquestioned Authority/Holy Mantle - Not as flexible, yet reasonable enablers to have her attacking each time without risking to loose her.
Nacatl War-Pride - Stupidly good with her.
Notable Mentions
Rogue's Passage - Always felt it was too much of a mana commitment each turn.
Whispersilk Cloak - Not a huge fan of Shroud, but if you(r deck) doesn't care it's cool.