"The blade has tasted your blood, and now contains your essence, your prowess."
This is a build I have always wanted to make for Dakkon Blackblade. He has been a commander I have always played around, but never really got the chance to play with him, for a couple of reasons: one, I don't play blue, and two, I don't play blue. Really, I never was a counterspell slinging kinda guy. I always liked getting into the red zone. But I decided I needed something new in my play style, so I compromised with Dakkon. While he is in colors that are notorious for controlling the board, I wanted to focus more on getting him into the red zone. I focused my list very heavily off of Cryogen's list. While ramping in Esper is important for this guy, I decided early in testing to stay away form the gimmicky plays, such as Kor Cartographer and Herald of Leshrac. Instead, I tried to mimic a Esper good stuff shell, then add in cards to support Dakkon. So, without further ado, here is my list:
Some observations from my first few times playing this deck:
I don't think this list is creature heavy enough. I had a lot of times playing when I didn't have enough creatures in play to block. I'm not sure what I should add to bring some weight into my creature base.
Steel of the Godhead is awesome, since lifelink makes Hatred total gold, and making Dakkon unblockable is pretty sweet. Thing is, if he is killed, I can't get it back without Sun Titan. Another card I have been considering for that slot is Spirit en-Dal. That is some super spicy deck tech.
In terms of ramp, I don't think I need things like thetalismans, since this deck mass produces lands fairly quickly. So in terms of ramp, I think I am good for now.
I wish I had either more ways to swing out with a hasty Dakkon, or get him hexproof. Not sure the correct course of action on this one.
I think I can get away with cutting a land... is 37 too low?
Two things I've noticed I need is: More card draw and removal. Maybe just having one would solve the problem for the other, but I am often without fuel. Even if I draw, lets say seven, off Sphinx's Revelation, I have a rough time getting a good removal spell. Hmmmm...
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Hall actually seems pretty good. I usually haven't had great luck with it in the past, but it's worth a shot here. If I'm including so many utility lands, maybe I need to find a slot for Tolaria West.
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If you were going to run Arashin Foremost I'd almost want to just run Silverblade Paladin instead because then you can give something else doublestrike (like maybe a Wurmcoil Engine). One balancing act I always had was I usually made up for getting attacked because of my low creature count was to add more wraths. Or less wraths for more creatures.
Have you considered Akroma's Memorial as a haste enabler? Unfortunately, it does conflict with various black cards. Extra-turn effects also effective grant haste if you have enough mana.
Just added Hall of the Bandit Lord and Tolaria West. I'm a little nervous about my mana base, since I feel I have too many ETBT lands. They haven't really lead to slow games, but who knows.
If you were going to run Arashin Foremost I'd almost want to just run Silverblade Paladin instead because then you can give something else doublestrike (like maybe a Wurmcoil Engine). One balancing act I always had was I usually made up for getting attacked because of my low creature count was to add more wraths. Or less wraths for more creatures.
I think you're right. I also just got a copy of Wurmcoil Engine. Why do you run it again? Just because its a value creature? I like the idea of more wraths. So far in playing, this deck has been a little slow out the gates. I'm not sure if I should make up for that with more removal and/or countermagic.
Have you considered Akroma's Memorial as a haste enabler? Unfortunately, it does conflict with various black cards. Extra-turn effects also effective grant haste if you have enough mana.
Memorial is too high costing for me. This deck is pretty slow as is. I'm not sure if that would help. I think I would add it if I had more creatures to curve into it with. Also, extra Turn effects seem to be where its at. Just need to find some good ones.
Also, as anyone checked out the spoilers? I was really excited about Landfall coming back and this new Awaken mechanic, but all of it seems limited fodder, nothing that can edge this deck along. I may want to run Retreat to Coralhelm and take out the Temples. But still not exactly sure. Thoughts?
I run Wurmcoil Engine because it's just a good beater. The lifelink helps pad my total when I get attacked, I can safely wrath and still have creatures, and I can recur it with Unburial Rites, Necromancy, and Academy Ruins at a minimum.
I never pay too much attention to the spoilers as they come out. I glance at every new card but that's about it. I don't recall seeing anything promising for an Esper control deck like this one though. Anything decent in the set is something that we already have access to with a better effect.
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I run Wurmcoil Engine because it's just a good beater. The lifelink helps pad my total when I get attacked, I can safely wrath and still have creatures, and I can recur it with Unburial Rites, Necromancy, and Academy Ruins at a minimum.
I never pay too much attention to the spoilers as they come out. I glance at every new card but that's about it. I don't recall seeing anything promising for an Esper control deck like this one though. Anything decent in the set is something that we already have access to with a better effect.
Hmmm I'll think about adding it in. I did really like Retreat to Coralhelm. It can filter your draws or even pave the way for Dakkon to hit someone. Emeria Shepard seems good, and does combo with Solemn Simulacrum + Sac Outlet = Get all the plains from your deck. She's just very costly. But maybe that needs some more testing.
Also, I was re-reading your Primer and I didn't snap Obsidian Battle Axe gives haste to Dakkon. That seems like some super sweet tech.
Updated my list with the final pieces I was looking for. Going to try out running more wraths and answers. I'm putting Yawgmoth's Will on hold. As powerful as it is, it just doesn't seem to fit here like my other decks. I have played two games where it has been a bit of a dead draw. So that will be on stand by.
Hmmm I'll think about adding it in. I did really like Retreat to Coralhelm. It can filter your draws or even pave the way for Dakkon to hit someone. Emeria Shepard seems good, and does combo with Solemn Simulacrum + Sac Outlet = Get all the plains from your deck. She's just very costly. But maybe that needs some more testing.
Also, I was re-reading your Primer and I didn't snap Obsidian Battle Axe gives haste to Dakkon. That seems like some super sweet tech.
Oh my god I love that and didn't even think of it. With Amulet of Vigor and Phyrexian Altar you can get a ton of mana, and draw a ton of cards. I'm going to have to use this combo in a landfall deck I'm brainstorming.
Oh my god I love that and didn't even think of it. With Amulet of Vigor and Phyrexian Altar you can get a ton of mana, and draw a ton of cards. I'm going to have to use this combo in a landfall deck I'm brainstorming.
Wooo! I've created a monster What would you need Amulet of Vigor for?
Also, when you're crafting a mana base for Dakkon, how many of these do you run:
Wooo! I've created a monster What would you need Amulet of Vigor for?
To untap the lands Sad Robot finds, of course.
Also, when you're crafting a mana base for Dakkon, how many of these do you run:
Basic Lands?
Dual Lands?
Rainbow Lands?
Utility (Colorless Mana) Lands?
Basic lands - Depends on how many effects I have that care about finding them. Off the top of my head, I typically run Land Tax, Thawing Glaciers, Burnished Hart, and Solemn Simulacrum. Running at least 10 basics typically doesn't make any of these dead cards.
Dual Lands - I always ran full sets. Originally it was shocks, checks, manlands, and sometimes painlands. The checks got upgraded to ABUR duals, and I started running the Temples when they came out. The biggest problem with the duals that aren't original/shocks is that you can't easily fetch them. The new Zendikar duals will be interesting as a potential upgrade to checks. My philosophy is that if a dual land is going to ETBT, it needs a strong upside to make it worth running.
Utility lands - I try to minimize these as much as possible because my deck has always been mana hungry for all three colors. Getting even two of these in an opening hand usually makes it hard to keep that hand.
I didn't like it very much. If you're running Crucible of Worlds or have Sun Titan out it's a better card, but I always felt it was too fragile and slow to use. YMMV though.
Basic lands - Depends on how many effects I have that care about finding them. Off the top of my head, I typically run Land Tax, Thawing Glaciers, Burnished Hart, and Solemn Simulacrum. Running at least 10 basics typically doesn't make any of these dead cards.
Dual Lands - I always ran full sets. Originally it was shocks, checks, manlands, and sometimes painlands. The checks got upgraded to ABUR duals, and I started running the Temples when they came out. The biggest problem with the duals that aren't original/shocks is that you can't easily fetch them. The new Zendikar duals will be interesting as a potential upgrade to checks. My philosophy is that if a dual land is going to ETBT, it needs a strong upside to make it worth running.
Utility lands - I try to minimize these as much as possible because my deck has always been mana hungry for all three colors. Getting even two of these in an opening hand usually makes it hard to keep that hand.
Awesome, thank you Cryogen! In terms of a specific number, how many colorless utility lands do you run?
So far testing has been going pretty well, I just need to work on my focus during games. I have been worrying too much about getting Dakkon in there for lethal and not paying attention to the board. Rats.
For testing, I'm thinking of bringing in Retreat to Coralhelm and Emeria Angel but so far thats pretty much it. I was looking at Drana, but this deck doesn't run enough creatures.
"The blade has tasted your blood, and now contains your essence, your prowess."
This is a build I have always wanted to make for Dakkon Blackblade. He has been a commander I have always played around, but never really got the chance to play with him, for a couple of reasons: one, I don't play blue, and two, I don't play blue. Really, I never was a counterspell slinging kinda guy. I always liked getting into the red zone. But I decided I needed something new in my play style, so I compromised with Dakkon. While he is in colors that are notorious for controlling the board, I wanted to focus more on getting him into the red zone. I focused my list very heavily off of Cryogen's list. While ramping in Esper is important for this guy, I decided early in testing to stay away form the gimmicky plays, such as Kor Cartographer and Herald of Leshrac. Instead, I tried to mimic a Esper good stuff shell, then add in cards to support Dakkon. So, without further ado, here is my list:
6 Dakkon Blackblade
Land (38)
0 Academy Ruins
0 Command Tower
0 Flooded Strand
0 Godless Shrine
0 Halimar Depths
0 Hall of the Bandit Lord
0 Hallowed Fountain
7 Island
0 Kor Haven
0 Marsh Flats
5 Plains
0 Polluted Delta
0 Reflecting Pool
0 Rogue's Passage
0 Scrubland
0 Strip Mine
4 Swamp
0 Temple of Deceit
0 Temple of Enlightenment
0 Temple of Silence
0 Temple of the False God
0 Thawing Glaciers
0 Tolaria West
0 Tundra
0 Watery Grave
Enchantment (7)
1 Land Tax
3 Ghostly Prison
3 Necromancy
3 Necropotence
3 Phyrexian Arena
3 Propaganda
3 Rhystic Study
0 Pact of Negation
1 Brainstorm
1 Enlightened Tutor
1 Mystical Tutor
1 Path to Exile
1 Secure the Wastes
1 Swan Song
1 Swords to Plowshares
1 Tainted Strike
1 Vampiric Tutor
2 Arcane Denial
2 Counterspell
2 Cyclonic Rift
2 Negate
3 Hero's Downfall
3 Spell Crumple
3 Sphinx's Revelation
4 Fact or Fiction
4 Utter End
5 Hatred
Artifact (10)
1 Sensei's Divining Top
1 Sol Ring
2 Swiftfoot Boots
2 Sword of the Animist
2 Umezawa's Jitte
3 Crucible of Worlds
3 Druidic Satchel
3 Sword of Feast and Famine
3 Sword of Fire and Ice
3 Sword of War and Peace
4 Elspeth, Knight-Errant
Creature (14)
1 Weathered Wayfarer
2 Phantasmal Image
2 Snapcaster Mage
2 Stoneforge Mystic
3 Burnished Hart
3 Thassa, God of the Sea
4 Archaeomancer
4 Clever Impersonator
4 Phyrexian Metamorph
4 Solemn Simulacrum
6 Sun Titan
6 Wurmcoil Engine
7 Rune-Scarred Demon
8 Ashen Rider
Sorcery (9)
2 Demonic Tutor
3 Vindicate
4 Damnation
4 Supreme Verdict
4 Wrath of God
5 Time Warp
5 Tragic Arrogance
5 Unburial Rites
6 Merciless Eviction
Some observations from my first few times playing this deck:
Wishlist:
Underground Sea My wallet cries
Cards to Consider:
Arashin Foremost: To make Dakkon a doublestriking monster. And warrior tribal?
Blood-Chin Fantatic: Fling Dakkon? Seems kinda good.
Mardu Strikeleader: Get some dudes.
Glen Elendra Archmage: On the fence about this one...
Any feedback would be really appreciated! Never played these colors, still new to the world of blue...
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R Márton Stromgald
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Epic Signature by the one and only Ace in Ace of Spades Studio
Proud member of the Spirit of EDH
BGW Teneb, the Harvester [Primer]
R Márton Stromgald
WUB Dakkon Blackblade
GR Atarka, World Render
{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Epic Signature by the one and only Ace in Ace of Spades Studio
Proud member of the Spirit of EDH
BGW Teneb, the Harvester [Primer]
R Márton Stromgald
WUB Dakkon Blackblade
GR Atarka, World Render
{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
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Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
I think you're right. I also just got a copy of Wurmcoil Engine. Why do you run it again? Just because its a value creature? I like the idea of more wraths. So far in playing, this deck has been a little slow out the gates. I'm not sure if I should make up for that with more removal and/or countermagic.
Memorial is too high costing for me. This deck is pretty slow as is. I'm not sure if that would help. I think I would add it if I had more creatures to curve into it with. Also, extra Turn effects seem to be where its at. Just need to find some good ones.
Also, as anyone checked out the spoilers? I was really excited about Landfall coming back and this new Awaken mechanic, but all of it seems limited fodder, nothing that can edge this deck along. I may want to run Retreat to Coralhelm and take out the Temples. But still not exactly sure. Thoughts?
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BGW Teneb, the Harvester [Primer]
R Márton Stromgald
WUB Dakkon Blackblade
GR Atarka, World Render
{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
I never pay too much attention to the spoilers as they come out. I glance at every new card but that's about it. I don't recall seeing anything promising for an Esper control deck like this one though. Anything decent in the set is something that we already have access to with a better effect.
Edit: I like Emeria Shepard and Retreat to Coralhelm. Don't thinks they're going to be all-stars, but certainly playable.
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BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Hmmm I'll think about adding it in. I did really like Retreat to Coralhelm. It can filter your draws or even pave the way for Dakkon to hit someone. Emeria Shepard seems good, and does combo with Solemn Simulacrum + Sac Outlet = Get all the plains from your deck. She's just very costly. But maybe that needs some more testing.
Also, I was re-reading your Primer and I didn't snap Obsidian Battle Axe gives haste to Dakkon. That seems like some super sweet tech.
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{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
Mimic Vat actually seems like a fantastic inclusion. What would I take out for it?
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Oh my god I love that and didn't even think of it. With Amulet of Vigor and Phyrexian Altar you can get a ton of mana, and draw a ton of cards. I'm going to have to use this combo in a landfall deck I'm brainstorming.
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Wooo! I've created a monster What would you need Amulet of Vigor for?
Also, when you're crafting a mana base for Dakkon, how many of these do you run:
EDIT: Btw what do you think of Dreamscape Artist?
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{Writing and Rants}
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To untap the lands Sad Robot finds, of course.
Basic lands - Depends on how many effects I have that care about finding them. Off the top of my head, I typically run Land Tax, Thawing Glaciers, Burnished Hart, and Solemn Simulacrum. Running at least 10 basics typically doesn't make any of these dead cards.
Dual Lands - I always ran full sets. Originally it was shocks, checks, manlands, and sometimes painlands. The checks got upgraded to ABUR duals, and I started running the Temples when they came out. The biggest problem with the duals that aren't original/shocks is that you can't easily fetch them. The new Zendikar duals will be interesting as a potential upgrade to checks. My philosophy is that if a dual land is going to ETBT, it needs a strong upside to make it worth running.
Rainbow lands - Past Command Tower and City of Brass/Mana Confluence, Reflecting Pool is probably the only one worth running. I don't really mind Mirrodin's Core and Rupture Spire, but I don't know if the tempo loss is worth it.
Utility lands - I try to minimize these as much as possible because my deck has always been mana hungry for all three colors. Getting even two of these in an opening hand usually makes it hard to keep that hand.
I didn't like it very much. If you're running Crucible of Worlds or have Sun Titan out it's a better card, but I always felt it was too fragile and slow to use. YMMV though.
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Awesome, thank you Cryogen! In terms of a specific number, how many colorless utility lands do you run?
So far testing has been going pretty well, I just need to work on my focus during games. I have been worrying too much about getting Dakkon in there for lethal and not paying attention to the board. Rats.
For testing, I'm thinking of bringing in Retreat to Coralhelm and Emeria Angel but so far thats pretty much it. I was looking at Drana, but this deck doesn't run enough creatures.
Epic Signature by the one and only Ace in Ace of Spades Studio
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BGW Teneb, the Harvester [Primer]
R Márton Stromgald
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{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
Here is the new mana base I am going to test out. I opened both Prairie Stream and Sunken Hollow this weekend, so that must be a sign:
0 Command Tower
0 Reliquary Tower
0 Scrubland
0 Tundra
0 Flooded Strand
0 Marsh Flats
0 Polluted Delta
0 Godless Shrine
0 Hallowed Fountain
0 Watery Grave
0 Prairie Stream
0 Sunken Hollow
0 Drowned Catacomb
0 Glacial Fortress
0 Isolated Chapel
0 Temple of Deceit
0 Temple of Enlightenment
0 Temple of Silence
0 Shambling Vent
0 Tolaria West
0 Academy Ruins
0 Kor Haven
0 Rogue's Passage
0 Strip Mine
0 Thawing Glaciers
6 Island
3 Plains
3 Swamp
Epic Signature by the one and only Ace in Ace of Spades Studio
Proud member of the Spirit of EDH
BGW Teneb, the Harvester [Primer]
R Márton Stromgald
WUB Dakkon Blackblade
GR Atarka, World Render
{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH