Great suggestion on Celestial Flare. Will definitely be adding that. Nightveil Predator is dangerous for sure. Havn't played against Lawmage, but I guess he's just as evil.
And yeah, Gossamer Chains is nice. Very annoying to play against. And the added draw is just gravy.
About Tatyova, I think I wanted your thoughts on a couple of cards. But it will be nice to see your update. I think my deck is pretty much where I want it. Hopefully I get to play it the coming weekend
Thanks so much for taking the time to post your list! It's so nice to have someone to compare with and talk about choices.
I do have a few suggestions:
I see you aren't running Conviction. That card is such an engine when combined with our commander and is the reason we can draw so many cards over the course of the game. You are playing a few of the other cards like it, but Conviction also pumps power and especially tougness, making it invaluable, in my opinion. I think I would cut Sun Clasp for it, since Clasp bounces the creature which is much worse.
HAHA, totally misread that Sun Clasp bounced the enchanted creature, not itself! lol, actually think I cut Conviction because I liked the art on Sun Clasp better. It will be replaced!
I don't think I would play Afterlife over another enchantment removal spell. It doesn't interact with your commander, is expensive and even leaves the opponent with a flyer. Destroying a Commander also means that they can just recast it again, instead of it sitting on the battlefield, potentially useless. Suppression Bonds is still well worth the 4 mana, in my opinion. The only advantage Afterlife gets is being instant speed.
You might be right here. I really just like having something at instant speed. Some decks just need their commander to "go off", Afterlife can hinder that.
You have an impressive suite of protection spells. That being said, I think I would play Emerge Unscathed over Ranger's Guile. Colour protection is usually more valuable than hexproof because it does pretty much the same stuff and more. Emerge lets you save your creature and then get in for an unblockable attack on your turn. Or just two turns of unblockable attacks. I think it's well worth the trade for +1/+1. Dawn Charm is also a card I'm very fond of now. It's a Fog, a Protection spell and counters things like Chainer's Edicts or a deadly Rolling Thunder. I think it's definitely worth a spot over something like Ajani's Presence.
Yup, Satyr Enchanter is a very big target. I really like your point about Dawn Charm - love that card aswell (and actually just begone testing an Azorius Turbofog build inspired by yours - still with Jace's Erasure though )
In terms of Pump spells, we run pretty much the same gamut, but I see you're not playing Predatory Hunger or Moldervine Cloak. The former is great in multiplayer and lets the creature keep the counters even if the aura is bounced/destroyed. The latter is guarantees you a decently big pump spell (and incidentally card draw) if ever you end up stalled out.
I could see myself putting those two in, though I tend to dislike stuff that doesn't do anything right away.
Other than that, I think some of your cards might be better served as a handful of hexproof creatures. Something like Fists of Ironwood is generally inefficient with your game plan and could instead be a naturally evasive Silhana Ledgewalker. Sumala Woodshaper is severely outclassed by so many of your other digging spells that I feel it would be better served as a Primal Huntbeast, who's beefy body makes him resilient to mass removal to begin with and makes him an ideal target for stacking auras.
Been on the fence about the Woodshaper aswell, so think I'll cut it. Fists was there to add fodder for edicts and the trample, but with all the protection, that might not be need anyways.
In general I really like what you've built and will be making a lot of adjustments to my own build. Thank you again! I hope some of my comments were also helpful.
Thanks alot, Upkeep, and thanks for all the suggestions. Deffinitely some food for thought. And btw - do you still play your Tatyova, Benthic Druid deck?
Sure! And no problem at all. I appreciate looking at your list, so don't mind returning the favor.
First off, let me say I'm at all no expert on PDH - I do play once in a while on cockatrice, and talked with another player who plays alot more said it was pretty risky going all in on my commander, he feared edicts. I saw him play a game with his Satyr-deck, and I most say it looked pretty good. But I guess I fear not drawing cards more.
And another thing, I begane making PDH decks since some players in my playgroup didn't have resources enough to keep up with my decks, so wanted to build something that could keep up in a regular EDH-setting which is why I focused entirely on the commander. A 1/1 with evasion isn't that frightening against normal EDH-decks
Nice to see your list, Upkeep. I made a Satyr Enchanter-deck myself, but it looks pretty diffrently from yours. I going all in for voltron-style, so none of the green hexproof creatures, which gives me more space for enchantments. I think this is a benefit over dudes, since I want to draw as many cards as possible with my commander. Kruphix's Insight is almost always a power-play, but I do also have 36 enchantments in the deck Also playing Commune with the Gods and Benefaction of Rhonas. Rofellos's Gift can also pull its weight.
I recommend adding Lignify to your pacifisms, since it can flat out destroy other decks by making their commander a 0/4. Also, Lotus Petal goes into all my PDH decks - it's like Mana Vault for pauper
And yeah, Gossamer Chains is nice. Very annoying to play against. And the added draw is just gravy.
About Tatyova, I think I wanted your thoughts on a couple of cards. But it will be nice to see your update. I think my deck is pretty much where I want it. Hopefully I get to play it the coming weekend
HAHA, totally misread that Sun Clasp bounced the enchanted creature, not itself! lol, actually think I cut Conviction because I liked the art on Sun Clasp better. It will be replaced!
You might be right here. I really just like having something at instant speed. Some decks just need their commander to "go off", Afterlife can hinder that.
Yup, Satyr Enchanter is a very big target. I really like your point about Dawn Charm - love that card aswell (and actually just begone testing an Azorius Turbofog build inspired by yours - still with Jace's Erasure though )
I could see myself putting those two in, though I tend to dislike stuff that doesn't do anything right away.
Been on the fence about the Woodshaper aswell, so think I'll cut it. Fists was there to add fodder for edicts and the trample, but with all the protection, that might not be need anyways.
Thanks alot, Upkeep, and thanks for all the suggestions. Deffinitely some food for thought. And btw - do you still play your Tatyova, Benthic Druid deck?
First off, let me say I'm at all no expert on PDH - I do play once in a while on cockatrice, and talked with another player who plays alot more said it was pretty risky going all in on my commander, he feared edicts. I saw him play a game with his Satyr-deck, and I most say it looked pretty good. But I guess I fear not drawing cards more.
And another thing, I begane making PDH decks since some players in my playgroup didn't have resources enough to keep up with my decks, so wanted to build something that could keep up in a regular EDH-setting which is why I focused entirely on the commander. A 1/1 with evasion isn't that frightening against normal EDH-decks
Here's my current list:
1 Satyr Enchanter
Protection:
1 Benevolent Bodyguard
1 Standard Bearer
1 Coalition Honor Guard
1 Gods Willing
1 Ajani's Presence
1 Vines of Vastwood
1 Ranger's Guile
1 Angelic Renewal
1 Cho-Manno's Blessing
1 Ward of Lights
1 Pentarch Ward
1 Broken Fall
1 Fortitude
1 Gossamer Chains
1 Remove Enchantments
Filter/Draw/Tutor:
1 Vessel of Nascency
1 Commune with the Gods
1 Benefaction of Rhonas
1 Kruphix's Insight
1 Sumala Woodshaper
1 Heliod's Pilgrim
1 Totem-Guide Hartebeest
Removal:
1 Afterlife
1 Pacifism
1 Lignify
1 Journey to Nowhere
1 Arrest
1 Cage of Hands
1 Faith's Fetters
1 Nature's Claim
1 Qasali Pridemage
1 Seal of Cleansing
1 Seal of Primordium
Ramp:
1 Lotus Petal
1 Fyndhorn Elves
1 Llanowar Elves
1 Arbor Elf
1 Voyaging Satyr
1 Nature's Lore
1 Font of Fertility
1 Abundant Growth
1 Utopia Sprawl
1 Wild Growth
1 Fertile Ground
1 Overgrowth
Pump:
1 Rancor
1 Spider Umbra
1 Hyena Umbra
1 Ethereal Armor
1 Sun Clasp
1 Fists of Ironwood
1 Lunarch Mantle
1 Empyrial Armor
1 Ancestral Mask
1 Armadillo Cloak
1 Cartouche of Strength
1 Shield of the Oversoul
1 Snake Umbra
Recursion:
1 Auramancer
1 Monk Idealist
1 Reclaim
1 Rofellos's Gift
1 Elven Cache
Lands:
16 Forest
9 Plains
1 Selesnya Sanctuary
1 Blossoming Sands
1 Command Tower
1 Evolving Wilds
1 Terramorphic Expanse
1 Haunted Fengraf
1 Khalni Garden
1 Secluded Steppe
1 Tranquil Thicket
Protection for Satyr Enchanter is essentiel, so I play all sorts of 1cmc protection, along with Coalition Honor Guard and Standard Bearer.
I recommend adding Lignify to your pacifisms, since it can flat out destroy other decks by making their commander a 0/4. Also, Lotus Petal goes into all my PDH decks - it's like Mana Vault for pauper