Thanks Heroes of the Plane Studios for the Awesome Banner! Thier shop can be found here
Okay so my commander isn't Haakon, Stromgald Scourge but rather is Ertai, the Corrupted but Haakon is essentially the commander. Basically the deck focuses on the synergy between 5 very obscure cards that play together entirely too well. The choice of Ertai, the Corrupted is to allow for colors and a commander that plays better with the grave. The other two card that drive this decks' engines are River Kelpie and Cairn Wanderer. These both synergize heavily with the graveyard and divide the deck into 5 camps of cards that work together like a giant machine of reanimating, controlling, heaven to play.
Like I had previously mentioned the deck is divided into 5 groups of card:
# E = cards that work well with Ertai # R = cards that work well with River Kelpie # H = cards that work well with Haakon # C = cards that work well with Cairn Wanderer # L = Cards that work well with Havengul Lich and his combo
These synergies are what drive this deck's power and utility. This is not a hardcore cutthroat deck but rather a deck that is just entirely synergy. The deck is Inspired by scoeri's list which can be found here. I am more interested in adding the Martyr's Bond synergy with Ertai, the Corrupted thus I started my own thread. But the deck:
So I made some changes that are not worthy. With the fact I constructed an Aristocrats Alesha deck I am cutting the Aristocrats archetype from the deck and am focusing more on pushing the 4 main themes instead. I am looking currently at messing around with a Grand Architect package as he plays really well with Havengul Lich and Heartless Summoning. So I plan to mess around with that soon. Otherwise the deck is built like Scoeri's to maximize synergy and push out wins via advantage and synergy.
Well we are getting a new toy: Odric, Lunarch Marshal! Everyone is now getting abilities off of Cairn wanderer.
Odric, Lunarch Marshal
3W
Legendary Creature - Human Soldier
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Illus. Chase Stone 3/3
I had one massive update when I rebuilt the list. Any critiques are welcome.
Cuts:
1 Darksteel Ingot
1 Trading Post (E, H, M)
1 Bloodghast (E, R)
1 Hanna, Ship's Navigator
1 Mirror Entity (H)
1 Priest of Gix (L)
1 Vish Kal, Blood Arbiter (C, M)
1 Aura of Silence
1 Heartless Summoning (L)
1 Dismember
1 Perplex
1 Frantic Search
1 Sphinx's Revelation
1 Utter End
1 Compulsive Research
1 Deep Analysis (R)
1 Ancient Den
Adds
1 Coldsteel Heart
1 Nihil Spellbomb
1 Sensei's Divining Top
1 Talisman of Dominance
1 Talisman of Progress
1 Gisa and Geralf
1 Hero of Bladehold
1 Knight-Captain of Eos
1 Grave Pact
1 Vindicate
1 Anguished Unmaking
1 Martyr's bond
1 Necromancy
Arcane Adaptation
Vona, Butcher of Magan
The Scarab God
Drake Haven
Ancient Excavation
Ash barrens
Noxious Gearhulk
Torrential Gearhulk
Recruiter of the Guard
Knights of the Black Rose
Thalia's Lancers
Anguished Unmaking
Call the Bloodline
I have a soft spot for intricate synergies and non-goodstuff builds and your deck include some of my favourite cards of all time (Haakon, Stromgald Scourge, River Kelpie, Heartless Summoning and Havengul Lich). I'm in the proces of making new decks and I'm curious to know how well yours works? Is it mostly a novelty deck or can it actually stand it's own in a four player game against 75 % decks? And were you able to fit in some of the new cards that you were contemplating?
The deck is actually a really strong control -midrange styled edh. I find it stands its own a lot of the time and honestly is one of my favorite decks to pilot. I haven't had a whole lot of time to make any adjustments just yet but I will post when i do get around to making the changes.
Thank you for continuing Scoeri's idea. What do you think of Venser, Shaper Savant in your deck? Once you turn the graveyard into knight or have Havengul Lich in play you can cast Venser from graveyard to counter stuff, then sac him to Ertai, then cast from grave again.
Thanks Heroes of the Plane Studios for the Awesome Banner! Thier shop can be found here
Okay so my commander isn't Haakon, Stromgald Scourge but rather is Ertai, the Corrupted but Haakon is essentially the commander. Basically the deck focuses on the synergy between 5 very obscure cards that play together entirely too well. The choice of Ertai, the Corrupted is to allow for colors and a commander that plays better with the grave. The other two card that drive this decks' engines are River Kelpie and Cairn Wanderer. These both synergize heavily with the graveyard and divide the deck into 5 camps of cards that work together like a giant machine of reanimating, controlling, heaven to play.
Like I had previously mentioned the deck is divided into 5 groups of card:
# R = cards that work well with River Kelpie
# H = cards that work well with Haakon
# C = cards that work well with Cairn Wanderer
# L = Cards that work well with Havengul Lich and his combo
These synergies are what drive this deck's power and utility. This is not a hardcore cutthroat deck but rather a deck that is just entirely synergy. The deck is Inspired by scoeri's list which can be found here. I am more interested in adding the Martyr's Bond synergy with Ertai, the Corrupted thus I started my own thread. But the deck:
1 Altar of Dementia (H)
1 Ashes of the Fallen (H)
1 Ashnod's Altar (L)
1 Azorius Signet
1 Coldsteel Heart
1 Crucible of Worlds
1 Dimir Signet
1 Expedition Map
1 Fellwar Stone
1 Nihil Spellbomb
1 Orzhov Signet
1 Scroll Rack
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Talisman of Dominance
1 Talisman of Progress
Creature (21)
1 Beloved Chaplain (C)
1 Cairn Wanderer (H)
1 Corpse Connoisseur (H, R)
1 Dralnu, Lich Lord (R, E)
1 Ethersworn Adjudicator (H)
1 Gisa and Geralf
1 Gravecrawler (E, H, R)
1 Haakon, Stromgald Scourge (R, E)
1 Havengul Lich (R, H, L)
1 Hero of Bladehold
1 Iridescent Angel (C)
1 Knight of the White Orchid (C, H)
1 Knight-Captain of Eos
1 Mirran Crusader (C, H)
1 Odric, Lunarch Marshal
1 River Kelpie (E, H)
1 Shapesharer (H)
1 Spellskite
1 Sphinx of the Steel Wind (C)
1 Sun Titan (C, R)
1 Trinket Mage
1 Grave Pact
1 Land Tax
1 Martyr's Bond
1 Necromancy
1 Rhystic Study
1 Rooftop Storm (H)
1 Secrets of the Dead (H, R)
Instant (10)
1 Anguished Unmaking
1 Crib Swap (H)
1 Cyclonic Rift
1 Enlightened Tutor
1 Entomb (H)
1 Fact or Fiction
1 Forbidden Alchemy (R)
1 Intuition (H, R, C)
1 Nameless Inversion (H)
1 Pull from Eternity
Sorcery (9)
1 Buried Alive (H, C)
1 Demonic Tutor
1 Dread Return (R)
1 Raven's Crime (R)
1 Supreme Verdict
1 Treasure Cruise
1 Unburial Rites (R)
1 Vindicate
1 Wrath of God
Land (34)
1 Academy Ruins
1 Adarkar Wastes
1 Ancient Tomb
1 Arcane Sanctum
1 Bojuka Bog
1 Cavern of Souls
1 Caves of Koilos
1 Command Tower
1 Esper Panorama
1 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
4 Island
1 Marsh Flats
4 Plains
1 Polluted Delta
1 Prairie Stream
1 Riptide Laboratory
1 Strip Mine
1 Sunken Hollow
4 Swamp
1 Underground River
1 Volrath's Stronghold
1 Wasteland
1 Watery Grave
1 Ertai, the Corrupted
So I made some changes that are not worthy. With the fact I constructed an Aristocrats Alesha deck I am cutting the Aristocrats archetype from the deck and am focusing more on pushing the 4 main themes instead. I am looking currently at messing around with a Grand Architect package as he plays really well with Havengul Lich and Heartless Summoning. So I plan to mess around with that soon. Otherwise the deck is built like Scoeri's to maximize synergy and push out wins via advantage and synergy.
Odric, Lunarch Marshal
3W
Legendary Creature - Human Soldier
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Illus. Chase Stone 3/3
Cuts:
1 Darksteel Ingot
1 Trading Post (E, H, M)
1 Bloodghast (E, R)
1 Hanna, Ship's Navigator
1 Mirror Entity (H)
1 Priest of Gix (L)
1 Vish Kal, Blood Arbiter (C, M)
1 Aura of Silence
1 Heartless Summoning (L)
1 Dismember
1 Perplex
1 Frantic Search
1 Sphinx's Revelation
1 Utter End
1 Compulsive Research
1 Deep Analysis (R)
1 Ancient Den
Adds
1 Coldsteel Heart
1 Nihil Spellbomb
1 Sensei's Divining Top
1 Talisman of Dominance
1 Talisman of Progress
1 Gisa and Geralf
1 Hero of Bladehold
1 Knight-Captain of Eos
1 Grave Pact
1 Vindicate
1 Anguished Unmaking
1 Martyr's bond
1 Necromancy
Arcane Adaptation
Vona, Butcher of Magan
The Scarab God
Drake Haven
Ancient Excavation
Ash barrens
Noxious Gearhulk
Torrential Gearhulk
Recruiter of the Guard
Knights of the Black Rose
Thalia's Lancers
Anguished Unmaking
Call the Bloodline
I have a soft spot for intricate synergies and non-goodstuff builds and your deck include some of my favourite cards of all time (Haakon, Stromgald Scourge, River Kelpie, Heartless Summoning and Havengul Lich). I'm in the proces of making new decks and I'm curious to know how well yours works? Is it mostly a novelty deck or can it actually stand it's own in a four player game against 75 % decks? And were you able to fit in some of the new cards that you were contemplating?
As for Concerted Effort?
I think there's a missing enchantment. I counted 7.
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Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs