With my focus shifting towards MTG Nexus i'd like these removed from the future deck pool. Thx.
You're cool. I stopped updating this one about when Nexus went live, just a little too real life busy at the moment to restart a project like this. I'll adjust the thread title accordingly.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
Mono-green control decks are atypical for good reason. It's not green's slice of the color pie. But if you're going to build it, you may as well start with a card advantage engine in the command zone.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
As it turns out, the split personalities are black and green. Frankly, the deck is a better representation of that than the card Savra, Golgari Queen is, both her triggered abilities lean black to me. The black/green split in this deck is 1/2 a toolbox of creatures that you can sacrifice for value, and 1/2 a bunch of useful lands that can be recurred for more value. In many ways, it's similar to the previous deck in that it's black and green and ready to come out on top in the long game.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
Taking it slow for a moment, this Karador, Ghost Chieftain deck is not in a hurry. With Karador, your graveyard is like a second hand. With sac outlets, your board is like a second graveyard. Hand to board to grave to board, gaining a little bit of ground every step of the way. No hyper-combo finish, just enough answers to recur to keep the game going for as long as it takes to shove opponents in the grave that couldn't hold Karador's creatures.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
It's swarmpires. It swarms you, but with vampires. And then contaminates you, with contamination. Swarmpires contamination. I don't know how many points I give this title, but I don't think it matters. The goal here is quite explicitly to lock your opponents out of non-black mana with Contamination and never have to sacrifice the enchantment because Edgar gives you an unstoppable river of 1/1 sac fodder. It's an aggressive vampire tribal shell that by virtue of its design gets to pretty freely play a card that's like 4 copies of Iona, Shield of Emeria for 3 mana.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
This Ephara, God of the Polis deck is a hatebear deck, as you might tell from the thread title. The thing about hatebears is that sometimes they're backbreaking disruption, sometimes they're vanilla creatures, and sometimes they're just dead to a boardwipe. I can think of no better way of mitigating the floor of these cards than by turning every single one into a cantrip. This is a great example of a general that rather than playing further into the theme itself (like something like Grand Arbiter Augustin or Lavinia, Azorius Renegade would have), it is a support card related to the archetype (hatebears are creatures, some of them have flash) that acts as an engine that ticks up the power level of the whole deck.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
The Haunt of Hightower gets bigger every time a card is put into your opponent's graveyard from anywhere. That's right, from anywhere. Creature dies? +1/+1. Discard or mill? +1/+1. Opponent plays Ponder? +1/+1. Opponent plays Pull from Eternity on themselves? +2/+2. This is the way I always wished Patron of the Nezumi would trigger, since the rats were like low maximum hand size discard spell stuff, but now I'm getting distracted. The point is, The Haunt can get very very big if your opponents don't kill it, it might even have like... uhhh... 21 power? Who knows!
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
You need I finite Mana and a sac outlet. Sac the changeling the o altar produce.mana and replay him. Laghliss nts you a dragon and reaper king pops something. Sac and repeat.
This is a completely ridiculous deck based on playing a pile of changeling cards and then almost nothing else but a mixed bag of tribal synergies, and I kind of love the idea. I have no idea how you make cuts to a deck like this, and modern horizons just dropped a pile of perfect fits. For the record, I wrote the number 16 that way because a bunch of non-intersecting tribal synergies (outside of changelings) reminded me of this thread trying to deal a large amount of damage turn 1, which if you haven't seen, I recommend checking that out. At any rate, back to the deck at hand, it's a neat time to be tribal tribal, so fire off some neat tribal cards that nobody's ever heard of.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
Much like Yeva, Raff Capashen. Ship's Mage is a commander dedicated to playing things when you're not meant to. In this case, artifacts and legendary spells. The question I ask is how ought flash be? It's like Elton John's "I Guess That's Why They Call It the Blues". Why do they call it the blues? The song never tells you, it just guesses "that"'s why. So why is Raff flash like it oughta be? We may never know why, only that it is.
There are a few cute Mirri, Weatherlight Duelist synergies in here, but for the most part this deck is a battlecruisery list with an extra suite of cards to keep people from killing your creatures.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
"I would die twice for you if I could" sounds poetically loyal, but I don't think that's really what the Orzhov do. A deck full of dies triggers that each trigger twice, where 3 Grave Pacts are child's play when you can effectively have 6. Given some of the graveyard recursion from the most recent set, this deck could likely use some of the same advice my Olivia deck got, but honestly, where else are you going to find someone playing Reliquary Monk?
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
But, you have basically no tutors, many expensive cards and only pod to cheat them in (I might miss a card I guess). Thus, I imagine you typically draw the expensive cards and are stuck casting them, even if it is not what you want. I think like 2 of the different casting costs should be enough for pod really (I honestly typically run pod with a curve ending at 5. If the cards are good enough you do not really need more)
You don't have to, but do you want to? The 6-drops are like my favorite part of this.
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In this particular build of Glissa, the Traitor, most of what I presume are the primary targets for Glissa's triggered ability are actually artifact creatures, built into a tidy utility Birthing Pod chain. If you're anything like me, you will look over this and think "huh, I've never seen a Glissa player without Executioner's Capsule" (or some similar card), but if you'd like to save yourself that momentary confusion, there's actually a second decklist spoilered in the thread of an older build that may contain the cards you're expecting to see. The list that's prominently displayed may have some things you're not expecting, like instead of that Capsule, you get a Noxious Geahulk.
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You're cool. I stopped updating this one about when Nexus went live, just a little too real life busy at the moment to restart a project like this. I'll adjust the thread title accordingly.
rogerandover: Nissa- Mono Green Control
Mono-green control decks are atypical for good reason. It's not green's slice of the color pie. But if you're going to build it, you may as well start with a card advantage engine in the command zone.
Zahrim: Savra, Queen of Split Personalities
As it turns out, the split personalities are black and green. Frankly, the deck is a better representation of that than the card Savra, Golgari Queen is, both her triggered abilities lean black to me. The black/green split in this deck is 1/2 a toolbox of creatures that you can sacrifice for value, and 1/2 a bunch of useful lands that can be recurred for more value. In many ways, it's similar to the previous deck in that it's black and green and ready to come out on top in the long game.
WizardMN: Karador, Ghost Chieftain - War of Attrition
Taking it slow for a moment, this Karador, Ghost Chieftain deck is not in a hurry. With Karador, your graveyard is like a second hand. With sac outlets, your board is like a second graveyard. Hand to board to grave to board, gaining a little bit of ground every step of the way. No hyper-combo finish, just enough answers to recur to keep the game going for as long as it takes to shove opponents in the grave that couldn't hold Karador's creatures.
3drinks: Edgar Markov Swarmpires Contamination
It's swarmpires. It swarms you, but with vampires. And then contaminates you, with contamination. Swarmpires contamination. I don't know how many points I give this title, but I don't think it matters. The goal here is quite explicitly to lock your opponents out of non-black mana with Contamination and never have to sacrifice the enchantment because Edgar gives you an unstoppable river of 1/1 sac fodder. It's an aggressive vampire tribal shell that by virtue of its design gets to pretty freely play a card that's like 4 copies of Iona, Shield of Emeria for 3 mana.
Pokken: Ephara, God of the Polis - Flash Hatebears
This Ephara, God of the Polis deck is a hatebear deck, as you might tell from the thread title. The thing about hatebears is that sometimes they're backbreaking disruption, sometimes they're vanilla creatures, and sometimes they're just dead to a boardwipe. I can think of no better way of mitigating the floor of these cards than by turning every single one into a cantrip. This is a great example of a general that rather than playing further into the theme itself (like something like Grand Arbiter Augustin or Lavinia, Azorius Renegade would have), it is a support card related to the archetype (hatebears are creatures, some of them have flash) that acts as an engine that ticks up the power level of the whole deck.
Hazzenko: From the Shadows Comes the Haunt of Hightower
The Haunt of Hightower gets bigger every time a card is put into your opponent's graveyard from anywhere. That's right, from anywhere. Creature dies? +1/+1. Discard or mill? +1/+1. Opponent plays Ponder? +1/+1. Opponent plays Pull from Eternity on themselves? +2/+2. This is the way I always wished Patron of the Nezumi would trigger, since the rats were like low maximum hand size discard spell stuff, but now I'm getting distracted. The point is, The Haunt can get very very big if your opponents don't kill it, it might even have like... uhhh... 21 power? Who knows!
Reaper King is the "sac outlet", The Ur-Dragon in the command zone makes Universal Automaton free.
Worth noting, The Ur-Dragon can sidestep Haakon, Stromgald Scourge's casting restriction on its own, as can Cryptic Gateway and situationally Didgeridoo. As far as tribal looters that could get Haakon in graveyard, I'm seeing Cryptbreaker, Sensation Gorger, Varina, Lich Queen, Hollowhead Sliver, and the aforementioned Sarkhan, Fireblood.
This isn't exactly a vote for or against Haakon, just demonstration that there are options to make it work well within theme. If I wanted to argue for Haakon, I'd point to something like Haakon, Stromgald Scourge + Universal Automaton + Reaper King + Lathliss, Dragon Queen = infinite dragons!
materpillar: The Ur-Dragon 14 Card Changeling Combo
This is a completely ridiculous deck based on playing a pile of changeling cards and then almost nothing else but a mixed bag of tribal synergies, and I kind of love the idea. I have no idea how you make cuts to a deck like this, and modern horizons just dropped a pile of perfect fits. For the record, I wrote the number 16 that way because a bunch of non-intersecting tribal synergies (outside of changelings) reminded me of this thread trying to deal a large amount of damage turn 1, which if you haven't seen, I recommend checking that out. At any rate, back to the deck at hand, it's a neat time to be tribal tribal, so fire off some neat tribal cards that nobody's ever heard of.
OCPunisher: Raff Capashen, Flash Like It Oughtta Be...
Much like Yeva, Raff Capashen. Ship's Mage is a commander dedicated to playing things when you're not meant to. In this case, artifacts and legendary spells. The question I ask is how ought flash be? It's like Elton John's "I Guess That's Why They Call It the Blues". Why do they call it the blues? The song never tells you, it just guesses "that"'s why. So why is Raff flash like it oughta be? We may never know why, only that it is.
NoNeedToBragoBoutIt: Mirri, Weatherlight Duelist [Fatties] [Combat Tricks]
There are a few cute Mirri, Weatherlight Duelist synergies in here, but for the most part this deck is a battlecruisery list with an extra suite of cards to keep people from killing your creatures.
WizardMN: Teysa Karlov - Aristocrats
"I would die twice for you if I could" sounds poetically loyal, but I don't think that's really what the Orzhov do. A deck full of dies triggers that each trigger twice, where 3 Grave Pacts are child's play when you can effectively have 6. Given some of the graveyard recursion from the most recent set, this deck could likely use some of the same advice my Olivia deck got, but honestly, where else are you going to find someone playing Reliquary Monk?
You don't have to, but do you want to? The 6-drops are like my favorite part of this.
toctheyounger77: Glissa, the Traitor - midrange Birthing Pod toolbox build
In this particular build of Glissa, the Traitor, most of what I presume are the primary targets for Glissa's triggered ability are actually artifact creatures, built into a tidy utility Birthing Pod chain. If you're anything like me, you will look over this and think "huh, I've never seen a Glissa player without Executioner's Capsule" (or some similar card), but if you'd like to save yourself that momentary confusion, there's actually a second decklist spoilered in the thread of an older build that may contain the cards you're expecting to see. The list that's prominently displayed may have some things you're not expecting, like instead of that Capsule, you get a Noxious Geahulk.