This is a Sen Triplets deck that came to be from several lists I cannibalized together from around the internet. I have no idea if it's good or not, and I'd really love some advice on what to do. I'm looking to build something that's a bit more on the competitive side, and any and all advice is welcomed. I'd also like to mention that I'm currently leaning towards a combo artifact direction, as opposed to an Esper Control direction (other ideas for overall deck purpose are welcome, as I'm a deck building noob). Some specific questions I have:
Is my deck working at optimal efficiency? If not, what cards should I drop and which should I pick up to try and speed it up/make it run smoother?
Am I running any cards that are just bad? If so, please let me know which ones and offer potential solutions.
Are there any combos that I'm missing that lend themselves to the Sen Triplets or my deck as a whole?
As far as budget goes, I'm not too concerned about it until we start hitting $35+.
I apologize for suck formatting. As you can see, I joined today.
Thank you in advance for any and all feedback I receive.
One thing that immediately leaps to mind is fixing the counterspell package. In Commander, temporary counters like Remand and Memory Lapse and "soft" counters like Mana Leak are typically not worth it: I'd look into replacing those cards with some combination of Spell Crumple, Arcane Denial, Rewind, Dissipate, Desertion, and Cryptic Command, or even better with newcomer Render Silent next month after Dragon's Maze is released (WUU, counter target spell and Silence its controller until end of turn :)).
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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
Hey! Thanks for replying so fast =) Thanks for the tip on the counterspells. I have a commander deck, but it's Kresh, and I rarely play blue outside of Commander, so I was kind of durdling. Lol. I'm going to take a look at the spells you linked me and replace them in the decklist. Thanks!
I know a guy who plays sen and he runs all the swords and steel shapers gift its devastating attaching all the swords. His was more of a voltron deck though.
It occurred to me, once Dragon_Killer mentioned voltron, that my deck doesn't exactly have win conditions beyond, "Steal their crap and then beat them up." Maybe I should fix that...
As you can see, I've done a bit of an overhaul on this deck. Brief thoughts on why:
Artifact Lands -- Had a discussion with a friend. Easier for Land D. The only advantage was tutoring them with Tezz, and we decided that wasn't worth it.
Homeward Path -- My playgroup has a Memnarch player, which is why this was included. I realized that this could hurt me, too, so I opted to take it out.
Wraths -- I figured I didn't need as many wraths as I had.
Talismans -- A cut had to be made, and these seemed to be the best options.
Celestial Dawn -- After thinking it over, I'm not too heartbroken over not being able to cast R/G cards. I'm keeping Lattice, which can be tutored in a variety of ways, and that's good enough for me.
Adding:
Shard/Portal -- Why would you not want to return stuff to their hand? You can play it from there!
Propaganda effects -- Make it a bit easier on me if they're pushing creatures.
Teferi -- Put in under the advisement of a player I respect very much.
Vindicate -- I figured at least one instance of spot removal was important.
Power Artifact -- Infinite mana with Basalt/Grim Monolith
Is my deck working at optimal efficiency? If not, what cards should I drop and which should I pick up to try and speed it up/make it run smoother?
Am I running any cards that are just bad? If so, please let me know which ones and offer potential solutions.
Are there any combos that I'm missing that lend themselves to the Sen Triplets or my deck as a whole?
As far as budget goes, I'm not too concerned about it until we start hitting $35+.
I apologize for suck formatting. As you can see, I joined today.
Thank you in advance for any and all feedback I receive.
Changes:
Removed:
Mana Leak
Remand
Memory Lapse
Added:
Spell Crumple
Arcane Denial
Desertion
4/10/13
Removed:
Karn Liberated
Mind Stone
Seat of the Synod
Vault of Whispers
Ancient Den
Oblivion Stone
Damnation
Merciless Eviction
Homeward Path
Etherwrought Page
Fellwar Stone
Tainted Pact
Talisman of Progress
Talisman of Dominance
Nevinyrral's Disk
Vampiric Tutor
Celestial Dawn
Added:
Blightsteel Colossus
2 Island
Plains
Swamp
Windborn Muse
Norn's Annex
Propaganda
Ghostly Prison
Crystal Shard
Erratic Portal
Paradox Haze
Power Artifact
Teferi, Mage of Zhalfir
Vindicate
Demonic Tutor
Arcum Dagsson
4/11/2013
Removed:
Grim Monolith
Added:
Lightning Greaves
4/12/13
Removed:
Mimic Vat
Chrome Mox
Unwinding Clock
Added:
Grim Monolith
Talisman of Progress
Talisman of Dominance
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
Artifact Lands -- Had a discussion with a friend. Easier for Land D. The only advantage was tutoring them with Tezz, and we decided that wasn't worth it.
Homeward Path -- My playgroup has a Memnarch player, which is why this was included. I realized that this could hurt me, too, so I opted to take it out.
Wraths -- I figured I didn't need as many wraths as I had.
Talismans -- A cut had to be made, and these seemed to be the best options.
Celestial Dawn -- After thinking it over, I'm not too heartbroken over not being able to cast R/G cards. I'm keeping Lattice, which can be tutored in a variety of ways, and that's good enough for me.
Adding:
Shard/Portal -- Why would you not want to return stuff to their hand? You can play it from there!
Propaganda effects -- Make it a bit easier on me if they're pushing creatures.
Teferi -- Put in under the advisement of a player I respect very much.
Vindicate -- I figured at least one instance of spot removal was important.
Power Artifact -- Infinite mana with Basalt/Grim Monolith
Arcum Dagsson -- Tutory goodness.