:symb::symu::symw: is one of my favorite color combinations and I think the synergy is pretty good for what I like to do in a game. I haven't had the chance to test it outside of the dregs of MWS where turn two kills give people internet erections but I am pretty sure I want to assemble this in the real world but before I do I wanted to see if there were any suggestions that people could offer to help me before I commit to some of the cards I have to go out and get.
I went with Dakon because he is a big guy and nostalgic; I also think that some of the other good :symb::symu::symw: legends seem kind of gimmicky and none of the flavor they carry worked into what I wanted to do.
Some of the cards I am on the fence with are: Godhead of Awe : It seems good, in theory, but without Pestilence type abilities, I don't know.
Augury Adept: I think if he comes down at the right time he could swing me some precious life. A lot of the people I play against run slow churning decks and I think he can get some relevant swings in.
I'm just aiming to take out problem cards with the pinpoint removal and sweep if the kitchen gets too hot following that up with a sizable guy while wrapping a bit of counter power protection in there. Thank you in advance for any suggestions.
I really like Dakkon Blackblade it was the first monster that truely inspired me to build an EDH deck. The more times you opponents remove him from the field the stronger he will become when he comes back. If you can make Dakkon unblockable or give him trample with something like Loxodon Warhammer he can be pretty dangerous.
Somethings I would consider would be cards like Land Tax, Journeyer's Kite, and/or Weathered Wayfarer effects to fill your hand full of lands. All three can color fix and basic lands are cheap. Then cards like Terrain Generator to land drop. It is a shame that there aren't any additionl land drop cards for his colors. :/
I don't really like the idea of Godhead of Awe your general should be beefy.
I could live with adding Weathered Wayfarer but the others are a double edged sword, I think. On one hand, they have the ability to fix my mana situation at some point in the game but I can see myself being reliant on them so I can hit the double, triple, and really specific color casting cost because I would have to cut out some of the non basics to make room for more basics to make Land Tax and Journeyer's Kite work. With the Wayfarer, I have the ability to grab any of my utility lands but he is easy to off once I fetch the first annoying land (like Academy Ruins with an Oblivion Stone on the board) or I won't get a chance to use him until I fall behind in land drops or someone ramps. I guess I will have to test both out to see which one works best for what I am trying to do.
I'd run Lightning Greaves because a hasty, shrouded Dakkon is scary. I don't like Seal of Doom in here; in general 1-for-1 targeted removal is bad in this format. I see the synergy with Skull of Orm, but I still don't like it. You need the Skull in play to make the Seal good.
I'd run Lightning Greaves because a hasty, shrouded Dakkon is scary. I don't like Seal of Doom in here; in general 1-for-1 targeted removal is bad in this format. I see the synergy with Skull of Orm, but I still don't like it. You need the Skull in play to make the Seal good.
I'm familiar with your playgroup, and I would suggest (to anyone asking) to have more options for sacrifice-outlets for your dudes. And since you're sort of interested in lands with this deck, High Market and Phyrexian Tower are easily workable. As a general rule [and especially once I return to the area], expect a lot of Treachery and Control Magic and plan accordingly. Additionally, these sac-outlets are excellent with Keiga and friends.
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I'm familiar with your playgroup, and I would suggest (to anyone asking) to have more options for sacrifice-outlets for your dudes. And since you're sort of interested in lands with this deck, High Market and Phyrexian Tower are easily workable. As a general rule [and especially once I return to the area], expect a lot of Treachery and Control Magic and plan accordingly. Additionally, these sac-outlets are excellent with Keiga and friends.
I can second The addition of both of those lands; I'm so used to playing with Diamond Valley that I forgot High Market existed. I didn't toss it in this deck right off the bat because it is a bit mana hungry and the inability to produce any kind of mana really sucks. It might be worth it since some of my strategy involves getting them back over and over again for some pretty rude abilities to trigger a few times over.
When you do get back here, I'll be ready for you. Even if it means me having to play Despotic Scepter in every deck I have, I will be ready for you
I am also wondering with the addition of more "tap for colorless mana" lands if I should increase my colored artifact accell; Darksteel Ingot was in here but I decided to drop it.
I can second The addition of both of those lands; I'm so used to playing with Diamond Valley that I forgot High Market existed. I didn't toss it in this deck right off the bat because it is a bit mana hungry and the inability to produce any kind of mana really sucks. It might be worth it since some of my strategy involves getting them back over and over again for some pretty rude abilities to trigger a few times over.
I would think Diamond Valley would be worthwhile, too. Just run a Tomb of Yawgmoth (you wouldn't even have to worry about the legend-rule since apparently no one down there plays Urborg, somehow... as much as [Black-Player Number One] should).
Quote from Voxplayer »
When you do get back here, I'll be ready for you. Even if it means me having to play Despotic Scepter in every deck I have, I will be ready for you
Not if I tempt you with free things from my Hunted guys.
Quote from Voxplayer »
I am also wondering with the addition of more "tap for colorless mana" lands if I should increase my colored artifact accell; Darksteel Ingot was in here but I decided to drop it.
I generally like Ingot in all the decks I run. Even if someone is ballsy enough to destroy all lands (as obviously artifacts get swept with even Vengeance), it doesn't go anywhere and continues giving you mana. And in non-green, artifact-ramp is about the only kind of ramp (barring stupid-mana producing things).
I like the idea of Deserted Temple in all decks. But you are starting to run into a whole lot of colourless mana.
For the time being, I am going to shy away from any more colorless lands until I get some nice solid tests in; summer school has been demanding a lot of my time and sanity. With the thought of more colorless lands though, here are some cards that I might add to help soften the blow:
1 Obelisk of Esper
1 Darksteel Ingot
1 Weathered Wayfarer
I think these should fix any major issues I have with the massive colorless action and the ways that I recur things should keep me safe from sweepers. Since the deck is floating towards a more recursion of various objects theme, Crucible of Worlds will need a spot and then I will have to add Strip Mine but I will be careful not to go all douchebag with it and start plunking lands off to screw people over unless the Emrakul me or something. I also did some quick counting and I am, roughly, 33% potential colorless land; I am not sure if that is a scary figure yet.
::::::EDIT::::::
I made a few changes this afternoon while reflecting:
-1 Phyrexian Processor (I don't think I have the reliable life gain to make this guy worth it; I have the lands and all but I'm not sure)
-1 Swamp (Looked at the color figures and I can afford to lose it)
-1 Dromar's Charm (I know I'm counter light but this really is subpar IMO)
+1 Sundering Titan (He is devastating enough to make it in with the recursion)
+1 Crucible of Worlds (The lands mean more to this deck than I realized)
+1 Strip Mine (With Crucible, I feel like I have to)
Dakon Blackblade
3 Island
3 Plains
2 Swamp
1 Underground River
1 Sunken Ruins
1 Arcane Sanctum
1 Creeping Tar Pit
1 Fetid Heath
1 Mystic Gate
1 Phyrexian Tower
1 High Market
1 Adarkar Wastes
1 Celestial Colonnade
1 Caves of Koilos
1 Drowned Catacomb
1 Glacial Fortress
1 Tolaria West
1 Maze of Ith
1 Reflecting Pool
1 Underground Sea
1 Watery Grave
1 Dromar's Cavern
1 Hallowed Fountain
1 Tundra
1 Godless Shrine
1 Scrubland
1 Miren, the Moaning Well
1 Kor Haven
1 Volrath's Stronghold
1 Minamo, School at Water's Edge
1 Shizo, Death's Storehouse
1 Academy Ruins
1 Strip Mine
1 Duplicant
1 Magister Sphinx
1 Sphinx of the Steel Wind
1 Angel of Despair
1 Avatar of Woe
1 Eternal Dragon
1 Guiltfeeder
1 Shadowmage Infiltrator
1 Augury Adept
1 Mortivore
1 Keiga, the Tide Star
1 Divinity of Pride
1 Azorius Guildmage
1 Hanna, Ship's Navigator
1 Lu Xun, Scholar General
1 Sundering Titan
Making My Guys Better
1 Lightning Greaves
Mana Accel/Fixing
1 Sol Ring
1 Dimir Signet
1 Azorius Signet
1 Orzhov Signet
1 Coalition Relic
Utility Action
1 Debtors' Knell
1 Jester's Cap
1 Crucible of Worlds
1 No Mercy
1 Treachery
1 Memory Plunder
1 Beacon of Unrest
1 Blatant Thievery
1 Bribery
1 Death Grasp
1 Oblivion Stone
1 Nevinyrral's Disk
1 Damnation
1 Rout
1 Wrath of God
Spot Removal
1 Saltblast
1 Oblivion Ring
1 Vindicate
1 Seal of Doom
1 Condemn
1 Return to Dust
1 Disenchant
1 Swords to Plowshares
1 Spin into Myth
1 Path to Exile
1 Profane Command
1 Mortify
Counter Power
1 Counterspell
1 Absorb
1 Dissipate
1 Dream Fracture
1 Hinder
1 Undermine
Tutor+Card Advantage
1 Enlightened Tutor
1 Mystical Tutor
1 Rhystic Study
1 Future Sight
1 Demonic Tutor
1 Diabolic Tutor
Some of the cards I am on the fence with are:Godhead of Awe : It seems good, in theory, but without Pestilence type abilities, I don't know.
Augury Adept: I think if he comes down at the right time he could swing me some precious life. A lot of the people I play against run slow churning decks and I think he can get some relevant swings in.
I'm just aiming to take out problem cards with the pinpoint removal and sweep if the kitchen gets too hot following that up with a sizable guy while wrapping a bit of counter power protection in there. Thank you in advance for any suggestions.
Somethings I would consider would be cards like Land Tax, Journeyer's Kite, and/or Weathered Wayfarer effects to fill your hand full of lands. All three can color fix and basic lands are cheap. Then cards like Terrain Generator to land drop. It is a shame that there aren't any additionl land drop cards for his colors. :/
I don't really like the idea of Godhead of Awe your general should be beefy.
I agree that the Godhead is counterproductive. What about using Keiga, the Tide Star, Sundering Titan, or Artisan of Kozilek?
Cheers,
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Emrakul, the Aeons Torn is in almost every deck that I play against in my local group so the Seal of Doom plus Hanna, Ship's Navigator plus Skull of Orm are there to help provide me a reliable answer it without having to throw all my eggs into Oblivion Ring or Avatar of Woe; in addition, I am sad when my enchantments get nerfed and I have no say in the matter (Krosan Grip). I am not sure if Volrath's Stronghold and Academy Ruins are enough for me to keep up my recursion shenanigans but I can give it a whirl and see what happens.
Keiga, the Tide Star sounds like a winner.
Changes:
-1 Godhead of Awe
-1 Skull of Orm
+1 Keiga, the Tide Star
+1 Lightning Greaves
I can second The addition of both of those lands; I'm so used to playing with Diamond Valley that I forgot High Market existed. I didn't toss it in this deck right off the bat because it is a bit mana hungry and the inability to produce any kind of mana really sucks. It might be worth it since some of my strategy involves getting them back over and over again for some pretty rude abilities to trigger a few times over.
When you do get back here, I'll be ready for you. Even if it means me having to play Despotic Scepter in every deck I have, I will be ready for you
Changes:
-1 Island
-1 Orzhova, Church of Deals
+1 Phyrexian Tower
+1 High Market
I am also wondering with the addition of more "tap for colorless mana" lands if I should increase my colored artifact accell; Darksteel Ingot was in here but I decided to drop it.
On my Radar:
Tower of the Magistrate: Equipmet hoser
Petrified Field/Crucible of Worlds: I don't really have a reliable way to get back nerfed lands
Deserted Temple: Tricks with some of my special lands
Thank you all for the suggestions thus far
I would think Diamond Valley would be worthwhile, too. Just run a Tomb of Yawgmoth (you wouldn't even have to worry about the legend-rule since apparently no one down there plays Urborg, somehow... as much as [Black-Player Number One] should).
Not if I tempt you with free things from my Hunted guys.
I generally like Ingot in all the decks I run. Even if someone is ballsy enough to destroy all lands (as obviously artifacts get swept with even Vengeance), it doesn't go anywhere and continues giving you mana. And in non-green, artifact-ramp is about the only kind of ramp (barring stupid-mana producing things).
I'm not sure how Tower of the Magistrate would work out, but I'm curious about it now, if you try it out.
Petrified Field and Crucible can both be included, and then you can run things like Intuition.
I like the idea of Deserted Temple in all decks. But you are starting to run into a whole lot of colourless mana.
For the time being, I am going to shy away from any more colorless lands until I get some nice solid tests in; summer school has been demanding a lot of my time and sanity. With the thought of more colorless lands though, here are some cards that I might add to help soften the blow:
1 Obelisk of Esper
1 Darksteel Ingot
1 Weathered Wayfarer
I think these should fix any major issues I have with the massive colorless action and the ways that I recur things should keep me safe from sweepers. Since the deck is floating towards a more recursion of various objects theme, Crucible of Worlds will need a spot and then I will have to add Strip Mine but I will be careful not to go all douchebag with it and start plunking lands off to screw people over unless the Emrakul me or something. I also did some quick counting and I am, roughly, 33% potential colorless land; I am not sure if that is a scary figure yet.
::::::EDIT::::::
I made a few changes this afternoon while reflecting:
-1 Phyrexian Processor (I don't think I have the reliable life gain to make this guy worth it; I have the lands and all but I'm not sure)
-1 Swamp (Looked at the color figures and I can afford to lose it)
-1 Dromar's Charm (I know I'm counter light but this really is subpar IMO)
+1 Sundering Titan (He is devastating enough to make it in with the recursion)
+1 Crucible of Worlds (The lands mean more to this deck than I realized)
+1 Strip Mine (With Crucible, I feel like I have to)