Deck History:
It was few years ago, when I first heard about the format EDH. Intriguing me, I kept on looking for information, and after a while, I decided to build myself an EDH deck. However, at that time I didn't have any particular deck in mind, but I my general to be something that would spark the inspiration in me. After just going through a list of generals by colours, I ended up seeing Sisters of Stone Death, and knew that I would build my deck around her.
At first, my deck was just pile of junk cards, nothing to do with each other, and was really unplayable. However, after someone suggested to me that I should either go for ramp or rock with my deck, I opted to play ramp. That was the first step towards playable deck. However, my problems didn't end there. After that, my deck was okay, but pretty much mono-G. My problems however became solved along with Dark Ascension: Mikaeus the Unhallowed. That card became very quickly the back bone of my deck, and started a revolution in my deck that still isn't complitely over. My deck began to turn into reanimating deck full of creatures with ETB-abilities, with few exceptions.
nice list! i play sisters too, in a very similar style. here are a few things i noticed.
i see a serious lack of card draw here, which will get you crushed in the late game when you have 14 lands and no hand to do anything with it all. you really need the card draw. with all of the land tutoring shuffling you up, ive found one of the best cards you can possibly have is sylvan library. also i see you are running the bloodgift demon which is a smart move, but are lacking the phyrexian arena. i run both and even run graveborn muse as well. this deck also really, really, really, loves greater good. this is especially good with all of the big bombs you have which will surely see some hate, and drawing 7 or so cards (even just off of sisters) can be game changing. also this is a dirty move with primus and mikey.
as for lands shizo, death's storehouse is huge with sisters and has won me very many games by giving me a quick and easy 3 turns swinging of commander damage.
you arent playing golgari rot farm or temple of the false god, which are mana boosts which come at the low cost of playing a land. they are also huge with garruk, wildspeaker, which you are playing.
with all of the extra mana you have, i have found one of the strongest cards i can have is nim deathmantle. this card is a powerhouse, and leads to a lot of combos if considered correctly. that being said, i see a possible lack of recursion here in general. volraths is a good start.
I notice somethings that are potentially crippling here too. you are not nearly explosive enough to warrant collective voyage or rites of flourishing. i feel like you will play these and then get steamrolled by the aggro deck before you even get a chance to set up.
also, is there a reason youre not playing any drazi?
im really interested in this deck, as i play a very similar set up, and would like to work towards a stronger deck for everyone.
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EDH GBSISTERS OF STONE RAMPBG UWRRUHAN, All-AMERICAN LOOTERRWU 1RSLOBAD, COMBO TINKERERR1 GUWBRFLICKER KINGRBWUG
nice list! i play sisters too, in a very similar style. here are a few things i noticed.
i see a serious lack of card draw here, which will get you crushed in the late game when you have 14 lands and no hand to do anything with it all. you really need the card draw. with all of the land tutoring shuffling you up, ive found one of the best cards you can possibly have is sylvan library. also i see you are running the bloodgift demon which is a smart move, but are lacking the phyrexian arena. i run both and even run graveborn muse as well. this deck also really, really, really, loves greater good. this is especially good with all of the big bombs you have which will surely see some hate, and drawing 7 or so cards (even just off of sisters) can be game changing. also this is a dirty move with primus and mikey.
as for lands shizo, death's storehouse is huge with sisters and has won me very many games by giving me a quick and easy 3 turns swinging of commander damage.
you arent playing golgari rot farm or temple of the false god, which are mana boosts which come at the low cost of playing a land. they are also huge with garruk, wildspeaker, which you are playing.
with all of the extra mana you have, i have found one of the strongest cards i can have is nim deathmantle. this card is a powerhouse, and leads to a lot of combos if considered correctly. that being said, i see a possible lack of recursion here in general. volraths is a good start.
I notice somethings that are potentially crippling here too. you are not nearly explosive enough to warrant collective voyage or rites of flourishing. i feel like you will play these and then get steamrolled by the aggro deck before you even get a chance to set up.
also, is there a reason youre not playing any drazi?
im really interested in this deck, as i play a very similar set up, and would like to work towards a stronger deck for everyone.
1) I know that this used to lack card draw, so I began playing Bloodgift, Mind's Eye, Griselbrand and Grim Backwoods (great with tokens/Mikaeus)
2) Of all the games I've played, I have only once won by beating with Sisters. Most of the times it just steals/removes all opponents creatures away and lets all my other creatures go though. And about rotfarm: I just truly dislike karoo-lands.
3) I know my deck doesn't have very much recursion (I added Gravedigger and Volrath due this). I might consider the death mantle, because it works on my creatures too...
4) Yeah, Collective voyage is a card I have to be carefull when to play. It just wins with Avenger of Zendikar, but it very dangerous if I'm playing against blue control.
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Quote from Prophylaxis »
Also modgaming Bur setups is kind of treading down a dark path
What I'm curretly however thinking for this deck is some kind of untapper, besides Scryb Ranger, since my Commander usually requires one to work... Any suggestions?
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Quote from Prophylaxis »
Also modgaming Bur setups is kind of treading down a dark path
Thinking of adding Brutalizer Exarch and maybe Gemstone Array... But what to remove? Is Vorinclex something to consider, since it most of the time dies before my next untap step?
Lure - seems good for Sisters Greater Good - deck is very creature based (yours and opponents) Grave Pact - great in multiplayer
Dont like:
Rites of Flourishing- Personal choice don't like helping oppoents in ANY way.
Khalni Heart Expedition- need something that works right away like Explosive Vegetation
Budoka Gardener- could be good, need to see it in action, ten lands is alot
Dread- hate that u can't abuse the graveyard with it
Liliana of the Dark Realms- run Liliana Vess searching is sweet
Life's Finale- not a good idea against lots of decks that like the grave, u dont really abuse opponents graves
Rise of the Dark Realms- its big and splashy and i luv it but just not like in this deck
Dont get me wrong tho cuz u got a very sweet list and its nice to see another golgari legend that we not use to seeing!:thumbsup:
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GU Experiment Kraj- all your abilities belong to us WB Teysa, Envoy of Ghosts- battlecruiser GUB The Mimeoplasm- when graveyards are not safe RGW Mayael the Anima- i luv the fatties
Lure - seems good for Sisters Greater Good - deck is very creature based (yours and opponents) Grave Pact - great in multiplayer
Dont like:
Rites of Flourishing- Personal choice don't like helping oppoents in ANY way.
Khalni Heart Expedition- need something that works right away like Explosive Vegetation
Budoka Gardener- could be good, need to see it in action, ten lands is alot
Dread- hate that u can't abuse the graveyard with it
Liliana of the Dark Realms- run Liliana Vess searching is sweet
Life's Finale- not a good idea against lots of decks that like the grave, u dont really abuse opponents graves
Rise of the Dark Realms- its big and splashy and i luv it but just not like in this deck
Dont get me wrong tho cuz u got a very sweet list and its nice to see another golgari legend that we not use to seeing!:thumbsup:
Lure - tried it, but it wasn't really that good, since I most of the time have enough mana to make everything block it. (Our meta isn't super-heavy on creatures)
Greater Good, Grave Pact: I'll consider these.
Rites of Flourishment: I've been thinking of replacing him, but the "extra land" effect is really good with things like Oracle of Mul Daya and Crucible of Worlds.
Khalni Heart: In our meta, MLD is common enough to make this one a good card as backup. It really helps to have 2 lands instantly after Armageddon.
Budoka Gardener: In early game, he's a good ramper/sword-holder, late game he produces big tokens. I don't know about you, but I've managed to flip him quite many times and liked him a lot.
Liliana: While tutoring is nice, +1 is quite meh in multiplayer and ultimate is almost never reached (and doesn't come as a surprise much), while Liliana of DK ramps, removes and makes everything make tons of mana (and the emblem isn't actually that impossible to pull in our meta).
Life's Finale: 6 mana mass wipe that lets me if required to get things to their graveyard for me to reanimete, isn't that bad IMO.
Rise of DK: Sorcery that reanimates all my guys AND others guys for me. Big and splashy.
Some of the cards in my decks are just due my meta (MLD, very creature light besides the occassional Mayael and Kaalia, no one ever attacks (besides me) unless voltron/inf tokens).
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Quote from Prophylaxis »
Also modgaming Bur setups is kind of treading down a dark path
Any recent updates to your lest or testing that you've done I'm thinking about putting together a sisters deck I just think that BG have such great options for removal and reanimation both of which are very strong in my meta
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Deck History:
It was few years ago, when I first heard about the format EDH. Intriguing me, I kept on looking for information, and after a while, I decided to build myself an EDH deck. However, at that time I didn't have any particular deck in mind, but I my general to be something that would spark the inspiration in me. After just going through a list of generals by colours, I ended up seeing Sisters of Stone Death, and knew that I would build my deck around her.
At first, my deck was just pile of junk cards, nothing to do with each other, and was really unplayable. However, after someone suggested to me that I should either go for ramp or rock with my deck, I opted to play ramp. That was the first step towards playable deck. However, my problems didn't end there. After that, my deck was okay, but pretty much mono-G. My problems however became solved along with Dark Ascension: Mikaeus the Unhallowed. That card became very quickly the back bone of my deck, and started a revolution in my deck that still isn't complitely over. My deck began to turn into reanimating deck full of creatures with ETB-abilities, with few exceptions.
1 Sisters of Stone Death
Lands (40):
1 Bayou
1 Boseiju, Who Shelters All
1 Bojuka Bog
1 Command Tower
1 Diamond Valley
11 Forest
1 Gaea's Cradle
1 Grim Backwoods
1 Maze of Ith
1 Mosswort Bridge
1 Overgrown Tomb
1 Strip Mine
10 Swamp
1 Tainted Wood
1 Twilight Mire
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Vesuva
1 Volrath's Stronghold
1 Woodland Cemetery
1 Yavimaya Hollow
Creatures (21):
1 Agent of Erebos
1 Avenger of Zendikar
1 Bane of Progress
1 Brutalizer Exarch
1 Chainer, Dementia Master
1 Eternal Witness
1 Fleshbag Marauder
1 Grave Titan
1 Jarad, Golgari Lich Lord
1 Kokusho, the Evening Star
1 Massacre Wurm
1 Meren of Clan Nel Toth
1 Mikaeus, the Unhallowed
1 Noxious Gearhulk
0 Oracle of Mul Daya
1 Reclamation Sage
1 Rune-Scarred Demon
1 Sepulchral Primordial
1 Sheoldred, Whispering One
1 Wood Elves
1 Woodfall Primus
0 Garruk Wildspeaker
1 Liliana of the Dark Realms
Artifacts (10):
1 Blade of Selves
1 Caged Sun
1 Coalition Relic
1 Conjurer's Closet
1 Gilded Lotus
1 Mind's Eye
1 Oblivion Stone
1 Panharmonicon
1 Sol Ring
1 Sword of Feast and Famine
Enchantments (4):
1 Abundance
1 Defense of the Heart
1 Mana Reflection
1 Pernicious Deed
Instants (8):
1 Beast Within
1 Chord of Calling
1 Crop Rotation
1 Krosan Grip
1 Nature's Claim
1 Putrefy
1 Silence the Believers
1 Unravel the Aether
Sorceries (14):
1 Beacon of Unrest
1 Cultivate
1 Damnation
1 Decree of Pain
1 Demonic Tutor
1 Explosive Vegetation
1 Harmonize
1 Kodama's Reach
1 Life's Finale
1 Mutilate
1 Search for Tomorrow
1 Three Visits
1 Tooth and Nail
1 Victimize
i see a serious lack of card draw here, which will get you crushed in the late game when you have 14 lands and no hand to do anything with it all. you really need the card draw. with all of the land tutoring shuffling you up, ive found one of the best cards you can possibly have is sylvan library. also i see you are running the bloodgift demon which is a smart move, but are lacking the phyrexian arena. i run both and even run graveborn muse as well. this deck also really, really, really, loves greater good. this is especially good with all of the big bombs you have which will surely see some hate, and drawing 7 or so cards (even just off of sisters) can be game changing. also this is a dirty move with primus and mikey.
as for lands
shizo, death's storehouse is huge with sisters and has won me very many games by giving me a quick and easy 3 turns swinging of commander damage.
you arent playing golgari rot farm or temple of the false god, which are mana boosts which come at the low cost of playing a land. they are also huge with garruk, wildspeaker, which you are playing.
with all of the extra mana you have, i have found one of the strongest cards i can have is nim deathmantle. this card is a powerhouse, and leads to a lot of combos if considered correctly. that being said, i see a possible lack of recursion here in general. volraths is a good start.
I notice somethings that are potentially crippling here too. you are not nearly explosive enough to warrant collective voyage or rites of flourishing. i feel like you will play these and then get steamrolled by the aggro deck before you even get a chance to set up.
also, is there a reason youre not playing any drazi?
im really interested in this deck, as i play a very similar set up, and would like to work towards a stronger deck for everyone.
EDH
GBSISTERS OF STONE RAMPBG
UWRRUHAN, All-AMERICAN LOOTERRWU
1RSLOBAD, COMBO TINKERERR1
GUWBRFLICKER KINGRBWUG
TheScalpelexis Trades
1) I know that this used to lack card draw, so I began playing Bloodgift, Mind's Eye, Griselbrand and Grim Backwoods (great with tokens/Mikaeus)
2) Of all the games I've played, I have only once won by beating with Sisters. Most of the times it just steals/removes all opponents creatures away and lets all my other creatures go though. And about rotfarm: I just truly dislike karoo-lands.
3) I know my deck doesn't have very much recursion (I added Gravedigger and Volrath due this). I might consider the death mantle, because it works on my creatures too...
4) Yeah, Collective voyage is a card I have to be carefull when to play. It just wins with Avenger of Zendikar, but it very dangerous if I'm playing against blue control.
What I'm curretly however thinking for this deck is some kind of untapper, besides Scryb Ranger, since my Commander usually requires one to work... Any suggestions?
EDIT: Also, Naturalize -> Deglamer.
Greater Good - deck is very creature based (yours and opponents)
Grave Pact - great in multiplayer
Dont like:
Rites of Flourishing- Personal choice don't like helping oppoents in ANY way.
Khalni Heart Expedition- need something that works right away like Explosive Vegetation
Budoka Gardener- could be good, need to see it in action, ten lands is alot
Dread- hate that u can't abuse the graveyard with it
Liliana of the Dark Realms- run Liliana Vess searching is sweet
Life's Finale- not a good idea against lots of decks that like the grave, u dont really abuse opponents graves
Rise of the Dark Realms- its big and splashy and i luv it but just not like in this deck
Dont get me wrong tho cuz u got a very sweet list and its nice to see another golgari legend that we not use to seeing!:thumbsup:
GU Experiment Kraj- all your abilities belong to us
WB Teysa, Envoy of Ghosts- battlecruiser
GUB The Mimeoplasm- when graveyards are not safe
RGW Mayael the Anima- i luv the fatties
Lure - tried it, but it wasn't really that good, since I most of the time have enough mana to make everything block it. (Our meta isn't super-heavy on creatures)
Greater Good, Grave Pact: I'll consider these.
Rites of Flourishment: I've been thinking of replacing him, but the "extra land" effect is really good with things like Oracle of Mul Daya and Crucible of Worlds.
Khalni Heart: In our meta, MLD is common enough to make this one a good card as backup. It really helps to have 2 lands instantly after Armageddon.
Budoka Gardener: In early game, he's a good ramper/sword-holder, late game he produces big tokens. I don't know about you, but I've managed to flip him quite many times and liked him a lot.
Liliana: While tutoring is nice, +1 is quite meh in multiplayer and ultimate is almost never reached (and doesn't come as a surprise much), while Liliana of DK ramps, removes and makes everything make tons of mana (and the emblem isn't actually that impossible to pull in our meta).
Life's Finale: 6 mana mass wipe that lets me if required to get things to their graveyard for me to reanimete, isn't that bad IMO.
Rise of DK: Sorcery that reanimates all my guys AND others guys for me. Big and splashy.
Some of the cards in my decks are just due my meta (MLD, very creature light besides the occassional Mayael and Kaalia, no one ever attacks (besides me) unless voltron/inf tokens).
+ Bojuka Bog
+ Silence the Believers
+ Realm Seekers
+ Deathreap Ritual
- Cabal Coffers
- Rites of Flourishing
- Avenger of Zendikar
- Mind's Eye
+ Crop Rotation
+ Bane of Progress
+ Agent of Erebos
- Terastodon
- Reaper from the Abyss
- Realm Seekers