So I've been having a heck of a time deciding what General to have for my EDH deck I want to make. But I've finally decided on Sen Triplets. Before I wanted a Merieke Ri Berit deck, but I found out someone in my playgroup has one. Wanting to keep black and blue (I didn't care that much for the white) and loving the idea of a deck that takes control of your opponent's cards (why buy super expensive cards when I can use yours? :D), I initially thought Merieke would be best for that, but now I actually think Sen Triplets is better. Not only can I control one of your creatures at a time with my general, I can control any of your cards!
Now I've looked at the other Sen Triplets decks from the big deck database sticky thread, and I'm proud that my deck is unique, at least among those 3 other ones :P. One of them has a steal cards theme, as mine does, but none go heavy on boomerang-type spells like I do. Why kill a creature when you can bounce it just before your turn then play it yourself from their hand? Also why use Mycosynth Lattice to be able to ensure casting their spells when I can just bounce their land to their hand and play it myself? Then I slow them down while making sure I have a land per turn to play for sure. Maybe I'm not the first person to use this idea, though, I only looked at the ones listed in the thread.
Anyways, here it is, any suggestions would be muchly appreciated.
I like the deck, but I think I should explain why most Sen decks use Mycosynth Lattice and/or Celestial Dawn. According to EDH rules, your deck can generate only mana of your general's colors. So if you control a basic forest in a Sen deck, you're going to be getting 1, not G. Lattice and Dawn are pretty much the only was around this. Sorry bro.
I like the deck, but I think I should explain why most Sen decks use Mycosynth Lattice and/or Celestial Dawn. According to EDH rules, your deck can generate only mana of your general's colors. So if you control a basic forest in a Sen deck, you're going to be getting 1, not G. Lattice and Dawn are pretty much the only was around this. Sorry bro.
That honestly doesn't matter as much as you think for IMO a well built Sens deck.
I don't run either of those two, and I find my list no weaker for it. Why? Because I find Sen Triplets attracts hate like crazy, and surviving a full round with a Dawn or Lattice AND Triplets out is actually very difficult. I mean face it, when you have that combo out, you're telling the group to either stop it, or play their best cards. No one likes you playing their favorite cards. The fact that I can't play ALL their cards, means I don't get hated out of the game in the following 3 rounds after Triplets land.
Deadseed does misunderstand that playing his opponets green or red lands won't mean he can play their green or red cards though.
This also wouldn't be so pronounced.... if Sen Triplets weren't an artifact in addition to being a creature, and therefore being vulnerable to a sneeze. This makes Lattice again IMO a inferior choice to Celestial Dawn, simply because it's a good excuse for opponent to cast their Fracturing Gusts, Shattering Sprees etc. etc.
Going with your bounce theme, cards like Shieldmage Advocate and Pulsemage Advocate become stupidly good with Triplets out (bounce cards from their graveyard for you to play). Hell in a multiplayer game, the Advocates by themselves turn one player into your best bloody friend, just make sure when it comes down to you two, you are ready for it.
Crystal Shard might be another choice you enjoy. On your end, it protects your creatures, however an opponent under the effects of Sen Triplets can't pay its cost, so it's basically reusable bounce.
My list isn't listed under its own thread (I posted it in the last Sen Triplets post), but we run a lot of similar cards. I don't run the aforementioned Lattice or Dawn as mentioned, but instead I attack their graveyards in addition to their hands. I also run a small theme with Paradox Haze.
I find Forbid strictly better then Counterspell, and I don't think you'd mind running Desertion either. Forbid is stupid, when backed by enough draw, as once you have Triplets running, your hand isn't as important anymore, but protecting the Triplets is =P.
Ah, thanks for informing me of my ignorance there, I really thought I had something.
I still think it would be a good idea to bounce their land and play it though. You get to slow them down considerably, especially 1 on 1. Multiplayer people would probably just gang up on you.
Good call with the Jester's Mask! I even have that card, and didn't think of it. Actually all the cards you said look good. I hate being restricted to 100 The Advocates is a really REALLY good idea too...I wish I had thought of that!
Forbid does look better. I might keep counterspell though, just cause it works well with Isochron Scepter. I'll just trade it for another counter I have.
I might consider throwing Celestial Dawn in for 1 on 1 games then, but as you say in multiplayer I would probably become public enemy number one. I like the Dawn better purely because it costs less, so if it's targeted I can bounce it and replay it in my turn.
In 1v1, playing their lands is not bad at all, given how unpopular R & G are in some cases on their own (they are often paired with a color you can play), you can still steal their dual lands or some of their lands and use it.
Just the last one that you named as the Mage came into play. If you name incinerate, then blink the mage, and you name path to exile as it comes in, incinerate can be played but path cannot.
Alright, here's the revised deck. Let me know if any of the changes I made could be better, or if cards I cut should come back. And as always suggestions for other cards are appreciated.
good luck on your triplets deck. i've been in several 8 player games in mine and it can really garner some hate. even before they hit the field so watch out. in 1v1 it's simply a house. if you consider lattice then use the darksteel forge making all of your stuff including the triplets indestructible.
My thinking is that if I make sure to get Diplomatic Immunity on Sen Triplets then I only have to worry about killing large spells that wipe out everything, right? Although I've never played an EDH game, they're probably very common.
Any more comments on the revised deck? Just want to make sure it's gonna be competitive enough before I spend however much money on the cards.
It's hard to get feedback for the Sens, since everyone takes them in different directions.
Anyone who has made a list so far, hasn't posted back and said how they've done (including me). So feedback is limited outside of you could use this card over this card.
Basically, you'll have to probably take the plunge, buy it, and pioneer and tweak the deck yourself and post back.
I didn't even get a comment on my list haha! I don't worry about it to much though, because of the above. The games I've played my deck works, but I'm always eyeing cards here and there.
I played a 3 player game yesterday where it took two players to hold me back and even then, I was at 60+ life with the Hondens, and drawing 5 cards a turn. So since we are running some similar cards, you should be ok.
I basically have 2 concerns I want to ask advice on:
1. I'm afraid of pissing people off due to using so many of their cards. I haven't played a whole lot of magic so what are people's experiences with this?
2. People have said the Triplets will be a huge target, I can try to protect them with Diplomatic Immunity, or by using my bounce effects, and I guess this makes my opponents hate me less if the card is out of play for a turn while bounced. Any advice on this as well?
Now I've looked at the other Sen Triplets decks from the big deck database sticky thread, and I'm proud that my deck is unique, at least among those 3 other ones :P. One of them has a steal cards theme, as mine does, but none go heavy on boomerang-type spells like I do. Why kill a creature when you can bounce it just before your turn then play it yourself from their hand? Also why use Mycosynth Lattice to be able to ensure casting their spells when I can just bounce their land to their hand and play it myself? Then I slow them down while making sure I have a land per turn to play for sure. Maybe I'm not the first person to use this idea, though, I only looked at the ones listed in the thread.
Anyways, here it is, any suggestions would be muchly appreciated.
2 Meddling Mage
3 Teferi, Mage of Zhalfir
4 Vesuvan Doppelganger
5 Grand Arbiter Augustin IV
6 Dimir Doppelganger
7 Mistmeadow Witch
8 Phyrexian Infiltrator
9 Mindleech Mass
10 Scrivener
11 Kira, Great Glass-Spinner
12 Glen Elendra Archmage
13 Blizzard Specter
14 Sedraxis Alchemist
15 Surgespanner
16 Temporal Adept
17 Time Elemental
18 Tradewind Rider
19 Vedalken Mastermind
20 Venser, Shaper Savant
21 Witch Hunter
22 Barrin, Master Wizard
23 Coastal Wizard
24 Patron Wizard
25 Fatestitcher
26 Azami, Lady of Scrolls
27 Voidmage Husher
28 Draining Whelk
29 Confiscate
30 Followed Footsteps
31 Diplomatic Immunity
32 Copy Artifact
33 Copy Enchantment
35 Grinning Totem
36 Isochron Scepter
37 Sculpting Steel
38 Stone Calendar
39 Counterspell
40 Boomerang
41 Telemin Performance
42 Memory Plunder
43 Commandeer
44 Acquire
45 Bribery
46 Countersquall
47 Muddle the Mixture
48 Pact of Negation
49 Capsize
50 Distorting Wake
51 Wipe Away
52 Banishing Knack
53 Evacuation
54 Hurkyl's Recall
55 Deja Vu
56 Relearn
57 Sage's Knowledge
58 Beseech the Queen
59 Demonic Tutor
60 Diabolic Tutor
61 Mystical Tutor
62 Idyllic Tutor
63 Jace Beleren
64 Mirrodin's Core
65 Rupture Spire
66 Exotic Orchard
67 Lonely Sandbar
68 Island
69 Lotus Vale
70 Shimmering Grotto
71 Thran Quarry
72 Dromar's Cavern
73 Plains
74 Miren, the Moaning Well
75 Swamp
76 Nimbus Maze
77 Tainted Field
78 Tainted Isle
79 Vesuva
80 Terramorphic Expanse
81 Vivid Creek
82 Island
83 Island
84 Minamo, School at Water's Edge
85 Arcane Sanctum
86 Academy Ruins
87 Volrath's Stronghold
88 Mistveil Plains
89 Orzhov Basilica
90 Skycloud Expanse
91 Esper Panorama
92 Tolaria West
93 Frost Marsh
94 Boreal Shelf
95 Salt Marsh
96 Coastal Tower
97 Flood Plain
98 Bad River
99 Dimir Aqueduct
100 Azorius Chancery
WRGUBScion of the Ur-DragonWRGUB
UChisei, Heart of OceansU
URJhoira of the GhituUR
BShirei, Shizo's CaretakerB
That honestly doesn't matter as much as you think for IMO a well built Sens deck.
I don't run either of those two, and I find my list no weaker for it. Why? Because I find Sen Triplets attracts hate like crazy, and surviving a full round with a Dawn or Lattice AND Triplets out is actually very difficult. I mean face it, when you have that combo out, you're telling the group to either stop it, or play their best cards. No one likes you playing their favorite cards. The fact that I can't play ALL their cards, means I don't get hated out of the game in the following 3 rounds after Triplets land.
Deadseed does misunderstand that playing his opponets green or red lands won't mean he can play their green or red cards though.
This also wouldn't be so pronounced.... if Sen Triplets weren't an artifact in addition to being a creature, and therefore being vulnerable to a sneeze. This makes Lattice again IMO a inferior choice to Celestial Dawn, simply because it's a good excuse for opponent to cast their Fracturing Gusts, Shattering Sprees etc. etc.
Anyway... on to the list.
I think you'd enjoy cards like:
Tidespout Tyrant
Jester's Mask
Going with your bounce theme, cards like Shieldmage Advocate and Pulsemage Advocate become stupidly good with Triplets out (bounce cards from their graveyard for you to play). Hell in a multiplayer game, the Advocates by themselves turn one player into your best bloody friend, just make sure when it comes down to you two, you are ready for it.
Crystal Shard might be another choice you enjoy. On your end, it protects your creatures, however an opponent under the effects of Sen Triplets can't pay its cost, so it's basically reusable bounce.
My list isn't listed under its own thread (I posted it in the last Sen Triplets post), but we run a lot of similar cards. I don't run the aforementioned Lattice or Dawn as mentioned, but instead I attack their graveyards in addition to their hands. I also run a small theme with Paradox Haze.
I find Forbid strictly better then Counterspell, and I don't think you'd mind running Desertion either. Forbid is stupid, when backed by enough draw, as once you have Triplets running, your hand isn't as important anymore, but protecting the Triplets is =P.
I'll post my list again if you are interested.
RW Kalemne, Disciple of Iroas
I still think it would be a good idea to bounce their land and play it though. You get to slow them down considerably, especially 1 on 1. Multiplayer people would probably just gang up on you.
Good call with the Jester's Mask! I even have that card, and didn't think of it. Actually all the cards you said look good. I hate being restricted to 100 The Advocates is a really REALLY good idea too...I wish I had thought of that!
Forbid does look better. I might keep counterspell though, just cause it works well with Isochron Scepter. I'll just trade it for another counter I have.
I might consider throwing Celestial Dawn in for 1 on 1 games then, but as you say in multiplayer I would probably become public enemy number one. I like the Dawn better purely because it costs less, so if it's targeted I can bounce it and replay it in my turn.
Please do post your deck, Pysces.
WRGUBScion of the Ur-DragonWRGUB
UChisei, Heart of OceansU
URJhoira of the GhituUR
BShirei, Shizo's CaretakerB
If I use Mistmeadow Witch's ability on Meddling Mage is each card I name unplayable, or just the last one?
WRGUBScion of the Ur-DragonWRGUB
UChisei, Heart of OceansU
URJhoira of the GhituUR
BShirei, Shizo's CaretakerB
http://forums.mtgsalvation.com/showthread.php?t=167075
In 1v1, playing their lands is not bad at all, given how unpopular R & G are in some cases on their own (they are often paired with a color you can play), you can still steal their dual lands or some of their lands and use it.
RW Kalemne, Disciple of Iroas
Just the last one that you named as the Mage came into play. If you name incinerate, then blink the mage, and you name path to exile as it comes in, incinerate can be played but path cannot.
2 Meddling Mage
3 Teferi, Mage of Zhalfir
4 Vesuvan Doppelganger
5 Grand Arbiter Augustin IV
6 Dimir Doppelganger
7 Mistmeadow Witch
8 Phyrexian Infiltrator
9 Mindleech Mass
10 Tidespout Tyrant
11 Kira, Great Glass-Spinner
12 Glen Elendra Archmage
13 Blizzard Specter
14 Sedraxis Alchemist
15 Surgespanner
16 Temporal Adept
17 Time Elemental
18 Tradewind Rider
19 Vedalken Mastermind
20 Venser, Shaper Savant
21 Witch Hunter
22 Barrin, Master Wizard
23 Coastal Wizard
24 Patron Wizard
25 Fatestitcher
26 Azami, Lady of Scrolls
27 Voidmage Husher
28 Draining Whelk
29 Shieldmage Advocate
30 Pulsemage Advocate
31 Confiscate
32 Followed Footsteps
33 Diplomatic Immunity
34 Copy Artifact
35 Copy Enchantment
36 Celestial Dawn
37 Paradox Haze
39 Jester's Mask
40 Isochron Scepter
41 Sculpting Steel
42 Stone Calendar
43 Counterspell
44 Boomerang
45 Telemin Performance
46 Memory Plunder
47 Commandeer
48 Acquire
49 Bribery
50 Countersquall
51 Forbid
52 Pact of Negation
53 Capsize
54 Distorting Wake
55 Wipe Away
56 Banishing Knack
57 Evacuation
58 Beseech the Queen
59 Demonic Tutor
60 Diabolic Tutor
61 Mystical Tutor
62 Idyllic Tutor
63 Jace Beleren
64 Mirrodin's Core
65 Rupture Spire
66 Exotic Orchard
67 Lonely Sandbar
68 Island
69 Lotus Vale
70 Shimmering Grotto
71 Thran Quarry
72 Dromar's Cavern
73 Plains
74 Miren, the Moaning Well
75 Swamp
76 Nimbus Maze
77 Tainted Field
78 Tainted Isle
79 Vesuva
80 Terramorphic Expanse
81 Vivid Creek
82 Island
83 Island
84 Minamo, School at Water's Edge
85 Arcane Sanctum
86 Academy Ruins
87 Volrath's Stronghold
88 Mistveil Plains
89 Orzhov Basilica
90 Skycloud Expanse
91 Esper Panorama
92 Tolaria West
93 Frost Marsh
94 Boreal Shelf
95 Salt Marsh
96 Coastal Tower
97 Flood Plain
98 Bad River
99 Dimir Aqueduct
100 Azorius Chancery
WRGUBScion of the Ur-DragonWRGUB
UChisei, Heart of OceansU
URJhoira of the GhituUR
BShirei, Shizo's CaretakerB
WRGUBScion of the Ur-DragonWRGUB
UChisei, Heart of OceansU
URJhoira of the GhituUR
BShirei, Shizo's CaretakerB
WRGUBScion of the Ur-DragonWRGUB
UChisei, Heart of OceansU
URJhoira of the GhituUR
BShirei, Shizo's CaretakerB
It's hard to get feedback for the Sens, since everyone takes them in different directions.
Anyone who has made a list so far, hasn't posted back and said how they've done (including me). So feedback is limited outside of you could use this card over this card.
Basically, you'll have to probably take the plunge, buy it, and pioneer and tweak the deck yourself and post back.
I didn't even get a comment on my list haha! I don't worry about it to much though, because of the above. The games I've played my deck works, but I'm always eyeing cards here and there.
I played a 3 player game yesterday where it took two players to hold me back and even then, I was at 60+ life with the Hondens, and drawing 5 cards a turn. So since we are running some similar cards, you should be ok.
RW Kalemne, Disciple of Iroas
1. I'm afraid of pissing people off due to using so many of their cards. I haven't played a whole lot of magic so what are people's experiences with this?
2. People have said the Triplets will be a huge target, I can try to protect them with Diplomatic Immunity, or by using my bounce effects, and I guess this makes my opponents hate me less if the card is out of play for a turn while bounced. Any advice on this as well?
Thanks.
WRGUBScion of the Ur-DragonWRGUB
UChisei, Heart of OceansU
URJhoira of the GhituUR
BShirei, Shizo's CaretakerB