I've been working on a Phyrexian deck for a bit, and I've found myself stuck at a point where I'm spinning my wheels. I'm down to where I need to cut between 8-20 cards and tighten up the focus of the deck, but I find myself cutting out chaff, then reworking what packages I have in the deck and adding different cards to compensate, adding and cutting over and over again. I feel like i'm not able to find the perfect balance of which parts of the deck to focus on and which to let go of. I believe an outside perspective would kick me in the butt in the proper direction. All constructive critiques are most welcome!
The limitations on the theme that I am using are cards that fit within at least one of the following categories:
Either New Phyrexian or Old Phyrexian
All Phyrexian watermarked
Phyrexian creatures/places/references in the art
Phyrexian-related, referenced, or spoken quotes in the flavor text
Specifically Phyrexian-themed sets or blocks (Such as the Invasion block)
Any of the above, but with direct Phyrexian allies (Volrath, Rathi, etc.) instead of Phyrexian
Generic spells that fit no specific theme/set (Such as Braingeyser)
My only exceptions to this have been the mana-base. Until there are are some on-theme triple or all-color lands, i'm using what's available.
The deck, should it work correctly, will slowly burn away your opponents with drain and group-slug effects, much like a spreading sickness. Additionally, it also has flavor of the sleeper agents, turning opponents against each other or causing political mischief where it can.
The strategy:
I've purposely avoided infect as in 1v1 it's a bit unfair, and in multiplayer it usually quickly turns into archenemy. Infect itself isn't that interesting to me personally as a strategy. Originally I had started building this deck as an Atraxa deck, but her greatest strength on-theme lies in infect, and I found the builds lacking. Ramos, however, lends himself perfectly to the deck, allowing red to bring in awesome cards such as Tsabo Tavok and the missing Preator. He also provides explosive ramp. As such, I selected cheap cast cards that were multi-color whenever possible to quickly build up his counters. To facilitate this, I also included a lot of draw to speed through the cheap spells and build Ramos up fast, enabling another quick round of spells to go off (If cards are available) or to drop a quick fattie on the board easily.
To take advantage of the card draw, I focused on group-slug mechanics that trigger off of draws, such as Psychosis Crawler and Underworld Dreams. Depending on how the board state is set up, a Blue Sun's Zenith or Braingeyser can be targeted either on yourself or an opponent to close out the game. I've included additional group-slug support to bolster and speed the game along, as well as provide a form of control in the game with cards like Suture Priest and Isolation Cell
The rest of the cards support a political control style of play, using politicking and fear to keep threats off of you or diverted with cards such as Xantcha, Sleeper Agent, No Mercy, and Smoldering Tar.
Tutors: Birthing Pod will allow for tutoring up answers when needed, or as a method to chain into one of the Preators (with the exception of Jin due to the lack of 9 CMC phyrexians). Podding a 2 CMC into Deceiver Exarch can immediately allow you to pod into Atraxa, Metamorph, or Obliterator as needed as well. Guided Passage is a great political tutor for 3 cards, which you can use to strike deals with players or find answers when another player is ahead. At worst, it's still a 3 card advantage that places +3 counters on our commander for 3 cmc. Not a bad deal.
Ramp:
Phyrexian ramp is rather weak, so I've concentrated on using Ramos as the main ramp and left lands at 40 to try to ensure a land for turn every turn.
Combos:
The main combos involve casting out Phyrexian Unlife with Melira, Sylvok Outcast to be unable to lose to any kind of damage or lifeloss, allowing your group slugs to tick away the last pieces of the board, or swapping 0 life with an opponent using Soul Conduit.
Currently the deck sits at 17 cards over the limit. I've cut the cards down several times, but always end up not liking my result and keep coming back to this list to retry. I've been working at it for a while and feel like I need to take a step back and get some outside input. A fresh set of eyes would be most welcome to help. Thank you for taking the time to look at this and I appreciate all of your input!
So i think the most help I need with here is in identifying what I need to work on focusing on in this deck and what themes/packages i have too much of. I don't necessarily need anyone to point out specific cards, but helping me to learn to identify what/how to make the decisions on what I should cut out myself would be a huge help.
I've only been playing commander for a little over a year now, so I'm still trying to learn and grow in identifying deck building strategies. Any insights to guide me on this would be great. Thanks!
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The limitations on the theme that I am using are cards that fit within at least one of the following categories:
My only exceptions to this have been the mana-base. Until there are are some on-theme triple or all-color lands, i'm using what's available.
Now to get down to the nitty-gritty;
1x Ramos, Dragon Engine
The Preators
1x Elesh Norn, Grand Cenobite
1x Jin-Gitaxias, Core Augur
1x Sheoldred, Whispering One
1x Urabrask the Hidden
1x Vorinclex, Voice of Hunger
Tutors
1x Birthing Pod
1x Guided Passage
Protection
1x Apostle's Blessing
1x Dueling Grounds
1x Gore Vassal
1x Soul of New Phyrexia
1x Spellskite
1x No Mercy
1x Phyrexian Obliterator
Group Slug
1x Isolation Cell
1x Molten Psyche
1x Norn's Annex
1x Painful Quandary
1x Phyrexian Tyranny
1x Psychosis Crawler
1x Spiteful Visions
1x Suture Priest
1x Underworld Dreams
1x Vile Consumption
Targeted Removal
1x Beast Within
1x Entomber Exarch
1x Hex Parasite
1x Hull Breach
1x Memnarch
1x Numbing Dose
1x Phthisis
1x Phyrexian Purge
1x Phyrexian Revoker
1x Praetor's Grasp
1x Smoldering Tar
1x Tsabo Tavoc
1x Vindicate
Boardwipe
1x Massacre Wurm
1x Tsabo's Decree
1x Blue Sun's Zenith
1x Braingeyser
1x Consecrated Sphinx
1x Etched Monstrosity
1x Impaler Shrike
1x Necropotence
1x Oculus
1x Phyrexian Arena
1x Phyrexian Etchings
1x Phyrexian Gargantua
1x Phyrexian Rager
1x Sleeper's Robe
1x Xantcha, Sleeper Agent
Utility
1x Ertai, the Corrupted
1x Ezuri, Claw of Progress
1x Genesis Wave
1x Phyrexian Metamorph
1x Phyrexian Processor
1x Psychic Surgery
1x Vhati il-Dal
1x Sleeper Agent
Additional Recursion
1x Mimic Vat
1x Noxious Revival
1x Phyrexian Reclamation
Additional Lifegain
1x Atraxa, Praetors' Voice
1x Soul Link
Combat Tricks
1x Act of Aggression
1x Backlash
1x Cauldron Dance
1x Deceiver Exarch
1x Phyrexian Splicer
1x Spinal Embrace
1x Sudden Spoiling
Wincon
1x Death Grasp
1x Melira, Sylvok Outcast
1x Phyrexian Unlife
1x Soul Conduit
Lands (40)
1x Ancient Den
1x Ancient Tomb
1x Arcane Sanctum
1x Blighted Woodland
1x Caves of Koilos
1x City of Brass
1x Command Tower
1x Crumbling Necropolis
1x Exotic Orchard
1x Forbidden Orchard
1x Forest
1x Frontier Bivouac
1x Gateway Plaza
1x Glimmervoid
1x Great Furnace
1x Island
1x Jungle Shrine
1x Mana Confluence
1x Mirrodin's Core
1x Mountain
1x Mystic Monastery
1x Nomad Outpost
1x Opal Palace
1x Opulent Palace
1x Phyrexian Tower
1x Phyrexia's Core
1x Plains
1x Reflecting Pool
1x Rupture Spire
1x Sandsteppe Citadel
1x Savage Lands
1x Scorched Ruins
1x Seaside Citadel
1x Seat of the Synod
1x Swamp
1x Transguild Promenade
1x Tree of Tales
1x Urborg, Tomb of Yawgmoth
1x Vault of Whispers
1x Volrath's Stronghold
The deck, should it work correctly, will slowly burn away your opponents with drain and group-slug effects, much like a spreading sickness. Additionally, it also has flavor of the sleeper agents, turning opponents against each other or causing political mischief where it can.
The strategy:
I've purposely avoided infect as in 1v1 it's a bit unfair, and in multiplayer it usually quickly turns into archenemy. Infect itself isn't that interesting to me personally as a strategy. Originally I had started building this deck as an Atraxa deck, but her greatest strength on-theme lies in infect, and I found the builds lacking. Ramos, however, lends himself perfectly to the deck, allowing red to bring in awesome cards such as Tsabo Tavok and the missing Preator. He also provides explosive ramp. As such, I selected cheap cast cards that were multi-color whenever possible to quickly build up his counters. To facilitate this, I also included a lot of draw to speed through the cheap spells and build Ramos up fast, enabling another quick round of spells to go off (If cards are available) or to drop a quick fattie on the board easily.
To take advantage of the card draw, I focused on group-slug mechanics that trigger off of draws, such as Psychosis Crawler and Underworld Dreams. Depending on how the board state is set up, a Blue Sun's Zenith or Braingeyser can be targeted either on yourself or an opponent to close out the game. I've included additional group-slug support to bolster and speed the game along, as well as provide a form of control in the game with cards like Suture Priest and Isolation Cell
The rest of the cards support a political control style of play, using politicking and fear to keep threats off of you or diverted with cards such as Xantcha, Sleeper Agent, No Mercy, and Smoldering Tar.
Tutors:
Birthing Pod will allow for tutoring up answers when needed, or as a method to chain into one of the Preators (with the exception of Jin due to the lack of 9 CMC phyrexians). Podding a 2 CMC into Deceiver Exarch can immediately allow you to pod into Atraxa, Metamorph, or Obliterator as needed as well. Guided Passage is a great political tutor for 3 cards, which you can use to strike deals with players or find answers when another player is ahead. At worst, it's still a 3 card advantage that places +3 counters on our commander for 3 cmc. Not a bad deal.
Ramp:
Phyrexian ramp is rather weak, so I've concentrated on using Ramos as the main ramp and left lands at 40 to try to ensure a land for turn every turn.
Combos:
The main combos involve casting out Phyrexian Unlife with Melira, Sylvok Outcast to be unable to lose to any kind of damage or lifeloss, allowing your group slugs to tick away the last pieces of the board, or swapping 0 life with an opponent using Soul Conduit.
Currently the deck sits at 17 cards over the limit. I've cut the cards down several times, but always end up not liking my result and keep coming back to this list to retry. I've been working at it for a while and feel like I need to take a step back and get some outside input. A fresh set of eyes would be most welcome to help. Thank you for taking the time to look at this and I appreciate all of your input!
I've only been playing commander for a little over a year now, so I'm still trying to learn and grow in identifying deck building strategies. Any insights to guide me on this would be great. Thanks!