Sounds like a bummer not being able to get lucky with Deploy the Gatewatch. I was very lucky prerelease weekend and scored both Tamiyo and Liliana. However, only Tamiyo's gonna find a home in my superfriends deck. I think that the SOI Sorin should find a place in the deck since the mana curve is pretty steep so you can hurt some opponents while you're basically drawing a card each turn. The ultimate is nothing to scoff at, either.
I've been debating whether I should add Sorin, Grim Nemesis - it feels like a no-brainer because he is so good, but the question is, which Sorin do I cut to make room for him? (I no longer allow more than two versions of the same walker in my build because it leads to less dead cards).
Honestly, I would cut Deploy the Gatewatch. It seems great on paper but everytime I've used it I've sent key cards to the bottom of the deck. That, and you can only choose 2 planeswalkers to cheat into play. I'd rather just be able to draw a bunch of cards and cheat the planeswalkers into play another way. So far, I've never been happy resolving Deploy the Gatewatch. I actually took it out for Sorin, Grim Nemesis and took out Omniscience for Tamiyo, Field Researcher.
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I plan on trying Liliana, the Last Hope as well as Tamiyo. Put both in, along with Oath of Liliana and Deploy the Gatewatch, I'll have to see how that goes. I want to try Lili because she seems to me to be very similar to the original Kiora, which I run and have been able to get to Ulti multiple times even though she is not directly synergistic with Doubling Season, and I hope that Liliana will be the same way. That Ultimate is just bonkers, at least 2 (4 if doubling) blockers a turn, with the ability to get absolutely bonkers, seems like a good thing to try for.
For changes:
Sudden Spoiling -> Oath of Liliana
Spike Weaver -> Deploy the Gatewatch (I am trying this, Weaver often dies too early in my playgroup to do much, and I want to test Deploy, may end up switching this one back)
Arlinn Kord -> Tamiyo, Field Researcher
Garruk Relentless -> Liliana, the Last Hope.
Honestly, I would cut Deploy the Gatewatch. It seems great on paper but everytime I've used it I've sent key cards to the bottom of the deck. That, and you can only choose 2 planeswalkers to cheat into play. I'd rather just be able to draw a bunch of cards and cheat the planeswalkers into play another way. So far, I've never been happy resolving Deploy the Gatewatch. I actually took it out for Sorin, Grim Nemesis and took out Omniscience for Tamiyo, Field Researcher.
I probably will cut Deploy the Gatewatch once I get my hands on Tamiyo (no one locally will trade one yet), but I do want to play it one more time just to satisfy my curiosity. I'm guessing Genesis Wave would typically be better to run, and I haven't even tried that yet.
What other early game ramp cards do you guys like? I've tested this package and got some great results so far.
My group isn't nearly cutthroat enough to warrant such expensive mana rocks, but I can definitely see the attraction if you need a faster start. Anyone else have input here?
I plan on trying Liliana, the Last Hope as well as Tamiyo. Put both in, along with Oath of Liliana and Deploy the Gatewatch, I'll have to see how that goes. I want to try Lili because she seems to me to be very similar to the original Kiora, which I run and have been able to get to Ulti multiple times even though she is not directly synergistic with Doubling Season, and I hope that Liliana will be the same way. That Ultimate is just bonkers, at least 2 (4 if doubling) blockers a turn, with the ability to get absolutely bonkers, seems like a good thing to try for.
For changes:
Sudden Spoiling -> Oath of Liliana
Spike Weaver -> Deploy the Gatewatch (I am trying this, Weaver often dies too early in my playgroup to do much, and I want to test Deploy, may end up switching this one back)
Arlinn Kord -> Tamiyo, Field Researcher
Garruk Relentless -> Liliana, the Last Hope.
I can't imagine ever cutting Sudden Spoiling from my build, because it has so many uses, but I am with you on cutting Spike Weaver - I just cut it to make room for Oath of Liliana. In theory, and even in practice, it can be great, but sometimes it's just too slow or it eats removal. It's one of the cards I am least sad to see go.
And now it's time for Battle of the Sorins!
I have obtained a copy of Sorin, Grim Nemesis, and I need to decide which two Sorins will reign supreme. As I've mentioned before, I no longer allow more than two versions of the same walker in my deck because with more I often had dead cards in hand or had to lose an existing walker. Sorin Markov - With a triple colored mana requirement, he is the hardest to cast. His plus ability is somewhat underwhelming, even if lifegain is sometimes welcome. But the ability to drop someone instantly to 10 life is insanely powerful and just gets better with Rings of Brighthearth. It's rare that he pulls his ultimate, but it can be a gamebreaker when he does. Sorin, Grim Nemesis - Six mana is a bit high, but only two of it is color-specific. His plus is amazing, combining card draw with a potential wincon. I can't imagine using the middle ability very often, but it could be useful in some cases. The ultimate is fairly good, popping out an entire army with built-in lifelink, but they are fairly weak and could easily be swept away before doing anything. There's some definite synergy with Doubling Season. Sorin, Lord of Innistrad - Four mana makes this more appealing to cast. A plus that protects your walkers and potentially gains life is nice. The emblem is nice, too, and makes your tokens more threatening. The ultimate is also nice, allowing you to reset your own walkers or steal the biggest threats (creature or walker) on the board.
Sorin, Grim Nemesis is the best of them all for superfriends. Adding loyalty counters all while allowing card advantage and hurting your opponents is boss. His ultimate is pretty broken as well giving you a whole bunch of tokens in the process.
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Sorin, Grim Nemesis is the best of them all for superfriends. Adding loyalty counters all while allowing card advantage and hurting your opponents is boss. His ultimate is pretty broken as well giving you a whole bunch of tokens in the process.
So who would you choose to cut - Sorin Markov or Sorin, Lord of Innistrad? At this point, I'm leaning towards cutting Sorin Markov - he is powerful, but in a very swingy, usually one-shot type of way, while Sorin, Lord of Innistrad provides continuous value (and can protect himself). Dropping the mana curve and color requirements is a plus, too.
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I can't imagine ever cutting Sudden Spoiling from my build, because it has so many uses, but I am with you on cutting Spike Weaver - I just cut it to make room for Oath of Liliana. In theory, and even in practice, it can be great, but sometimes it's just too slow or it eats removal. It's one of the cards I am least sad to see go.
You make a good point about Sudden Spoiling, but I wanted to try it since the last few times I've used it, its been nothing other then a split second fog. If I don't like Deploy, I'll probably be switching it back in and leave Weaver out.
And now it's time for Battle of the Sorins!
I have obtained a copy of Sorin, Grim Nemesis, and I need to decide which two Sorins will reign supreme. As I've mentioned before, I no longer allow more than two versions of the same walker in my deck because with more I often had dead cards in hand or had to lose an existing walker. Sorin Markov - With a triple colored mana requirement, he is the hardest to cast. His plus ability is somewhat underwhelming, even if lifegain is sometimes welcome. But the ability to drop someone instantly to 10 life is insanely powerful and just gets better with Rings of Brighthearth. It's rare that he pulls his ultimate, but it can be a gamebreaker when he does. Sorin, Grim Nemesis - Six mana is a bit high, but only two of it is color-specific. His plus is amazing, combining card draw with a potential wincon. I can't imagine using the middle ability very often, but it could be useful in some cases. The ultimate is fairly good, popping out an entire army with built-in lifelink, but they are fairly weak and could easily be swept away before doing anything. There's some definite synergy with Doubling Season. Sorin, Lord of Innistrad - Four mana makes this more appealing to cast. A plus that protects your walkers and potentially gains life is nice. The emblem is nice, too, and makes your tokens more threatening. The ultimate is also nice, allowing you to reset your own walkers or steal the biggest threats (creature or walker) on the board.
So, which two do you think are the best overall?
As for your Sorin battle, I recommend you cut Sorin Markov. His drop to 10 is amazing, especially with rings, but triple in one color REALLY hurts (partially why I am not running Garruk, Primal Hunter), and just dropping one to 10 if you don't have the rings makes you a target that you may not be able to come back from, as it doesn't advance your board state at all. I also only allow two of the same walker, and Sorin, Lord of Innistrad has won me games. Being able to reset an Ugin, or something else with a silly ult with doubling season is just bonkers, and being able to steal an opponent's walker to ulti is amazing. Like it was previously said, Grim Nemesis is insane. His plus is card draw plus often damage and his ult has nice synergy with Doubling Season.
As far as Deploy the Gatewatch is concerned you need to run more walkers for it to hit a more probable amount of times. 23 walkers gives you approximately 33% chance of hitting one and a 52% chance of hitting two. In my build I run 27 walkers. With this amount the numbers increase to 28% chance of hitting one and 62% of hitting two. Also it decreases the amount of whiffs as well, obviously.
As far as Deploy the Gatewatch is concerned you need to run more walkers for it to hit a more probable amount of times. 23 walkers gives you approximately 33% chance of hitting one and a 52% chance of hitting two. In my build I run 27 walkers. With this amount the numbers increase to 28% chance of hitting one and 62% of hitting two. Also it decreases the amount of whiffs as well, obviously.
I don't think running extra planeswalkers that probably aren't good enough just to get extra mileage out of Deploy the Gatewatch is worth it. It may be a Superfriends archetype deck but these are difficult to pull off because you need to have ways to protect your planeswalkers. Casting a 'walker without ways to protect it means they're going to die before their second turn.
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Daretti, Ingenious Iconoclast 1RB
+1: Put a 1/1 colorless Construct artifact creature token with defender onto the battlefield.
-1: You may sacrifice an artifact. If you do, destroy target artifact or creature.
-6: Choose target artifact card in a graveyard or artifact on the battlefield. Put three tokens that are copies of it onto the battlefield.
Starting Loyalty: 3
Seems pretty good. It is relatively cheap and protects itself and provides removal. While not the perfect fit, it's justifiable, leaving the the real question to be what artifacts do we run that would justify the ultimate.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
Even if the ultimate weren't activated, he gives blockers and ways to snipe artifacts and creatures. If your Superfriends deck runs a proliferate suite, look no further than copying Contagion Clasp or Contagion Engine.
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Daretti, Ingenious Iconoclast 1RB
+1: Put a 1/1 colorless Construct artifact creature token with defender onto the battlefield.
-1: You may sacrifice an artifact. If you do, destroy target artifact or creature.
-6: Choose target artifact card in a graveyard or artifact on the battlefield. Put three tokens that are copies of it onto the battlefield.
Starting Loyalty: 3
Seems pretty good. It is relatively cheap and protects itself and provides removal. While not the perfect fit, it's justifiable, leaving the the real question to be what artifacts do we run that would justify the ultimate.
I first want to note that the ultimate allows us to make 3 copies of an artifact in any graveyard or that anyone controls, so I am sure we could find something worthwhile in a game, not to mention things like the Contagion artifacts or mana rocks, or rings of blighthearth that are in our deck. I will definitely be trying him out, now to figure out what to cut haha.
On the note of new walkers, I am curious what the opinions are of our new walker friend: Kaya, Ghost Assassin 2WB
0: Exile Kaya, Ghost Assassin or up to one target creature. Return that card to the battlefield under its owner's control at the beginning of your next upkeep. You lose 2 life.
-1: Each opponent loses 2 life and you gain 2 life.
-2: Each opponent discards a card and you draw a card.
Starting Loyalty: 5
I think she has some potential in our deck, remove a threat until our next turn, bounce back creatures like Solemn or Wood Elves that give us lands, or reset her loyalty seems pretty good, especially with Teferi's emblem. Her two minuses also have pretty decent potential, swings in life and card advantage seem like good things. What do you guys think of her? Worth trying?
With Teferi's emblem Kaya is beyond broken. She's awesome as removal and card advantage. She also resets her loyalty. I'm dying to see what can be done with that 'walker.
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Daretti and Kaya are certainly interesting, but I can't decide if either one makes the cut.
I really like Daretti's cost - three mana is far below average. He makes tokens for chum blocking, and if those tokens survive, he can use them as removal (sad that he has to sac artifacts and not just any token). His ult is a bit weak for us and very dependent on the game-state. Are we copying mana rocks? Chain Veils? Contagion stuff? I'm fairly certain any Superfriends build that runs him would also want Tezzeret the Seeker and the artifact lands. Honestly, he seems most fun with Mycosynth Lattice, but I don't see why we would run that in Superfriends.
Kaya is interesting and offers immediae card advantage (replaces herself and makes each opponent discard), but I'm not sure that is good enough. She doesn't affect the board much (short of blinking one creature). Overall, I think she's great in Orzhov blink, but I'm not sure she'll make it in my Superfriends. Sorin does card draw and life drain/gain better.
Daretti and Kaya are certainly interesting, but I can't decide if either one makes the cut.
I really like Daretti's cost - three mana is far below average. He makes tokens for chum blocking, and if those tokens survive, he can use them as removal (sad that he has to sac artifacts and not just any token). His ult is a bit weak for us and very dependent on the game-state. Are we copying mana rocks? Chain Veils? Contagion stuff? I'm fairly certain any Superfriends build that runs him would also want Tezzeret the Seeker and the artifact lands. Honestly, he seems most fun with Mycosynth Lattice, but I don't see why we would run that in Superfriends.
The ultimate can copy opponents artifacts as well. While that's also hit or miss, it does mean the ultimate does not have to be so built around for us to get absurd value out of it.
Kaya is interesting and offers immediate card advantage (replaces herself and makes each opponent discard), but I'm not sure that is good enough. She doesn't affect the board much (short of blinking one creature). Overall, I think she's great in Orzhov blink, but I'm not sure she'll make it in my Superfriends. Sorin does card draw and life drain/gain better.
For me, she falls short of the first rule of making the cut: self defense. She'd be interesting for the discard/draw effect, but that's about it, and that wont last long unless circumstances are ideal... which is not good.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
So I believe that the new Nissa, Vital Force deserves a spot in here. She is all around a solid walker for the deck.
+1 protection
-3 regrowth
-6 landfall: may draw a card
Best thing is she comes in at 5 loyalty.
New Chandra is interesting. 4 abilities, I guess at some point Wizards will make all the original walkers with 4 abilities, who knows.
She is strong though.
+1 2R mana/ free card or 2 damage to each opp
-3 deal 4 to creature
-7 emblem that will win you the game.
Pretty solid options. I at least think that she is better than Nalaar.
Problem is what to take out for sure.
Chandra, Torch of Defiance's emblem is degenerate if you're already playing Recycle + Null Profusion along with having obtained Tamiyo, Field Researcher's emblem. When you cast your entire deck you can kill everyone one at a time. Also, she can essentially let you draw a card for her +1.
Is it just me or do I see possibilities with the Nissa that's meant to be underpowered? I know Nissa, Nature's Artisan is exclusively in the Kaladesh Nissa planeswalker deck but I see some potential in it. She enters with 5 loyalty counters and gives you 3 life with a whopping +3 (sure, 3 life in commander is near negligible but gaining life is hardly ever a bad thing). The thing is, with her -4 ability, you can either potentially draw 2 or drop 2 lands onto the battlefield. That ability alone is why I'm considering her. I want more drawing with my own Superfriends deck. She may eventually turn out to be lackluster during testing but I'm basically adding all planeswalkers that either manipulate the top deck, draw you cards, and/or produce tokens as autoincludes in the deck. You need to dig through the deck and the walkers need protecting.
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Chandra, Pyrogenius (4.5/10) - This Chandra is really bad. High mana cost for something that doesn't really affect the board. Ulting it is decent, but I'd rather cast a wrath and hit all opponent's creatures.
Chandra, Torch of Defiance (8/10) - I want to try her, and I wonder if I was a little conservative with her rating. I normally hate abilities that exile a card and only give you one chance to cast it before losing it forever, but in this case, she at least does something beneficial if you aren't able to cast it. Obviously better with Divining Top or scry. The extra mana ability is nice - sometimes it will be useful. Paying loyalty for a single target creature removal (and only for smaller creatures) is a bit lame. Her emblem is really, really good and totally worth burning out all of Chandra's loyalty for. Even better, she can ult and stay alive the turn she comes into play if you have Doubling Season. Overall, I'd say this is easily the best Chandra variant for superfriends.
Nissa, Vital Force (6.5/10) - I normally dislike animating my land and making it vulnerable to removal, but this ability does keep a rather large blocker around until your next turn before wearing off, allowing you to wrath with impunity. I would consider adding Darksteel Citadel if I planned on activating that ability often. Her regrowth ability is awesome, allowing us to bring back any other walker or utility permanent. And her ult is very good if you are still hitting land drops.
Saheeli Rai (4.5/10) - Scry without draw isn't great. Clone tokens would be okay if they stuck around but are weakened by the fact that it only copies things you control and can't stay to block. The ult is pretty good but probably not worth building up to in this deck. I could totally see her in an artifact-heavy variant with Tezzeret and Daretti.
I love this set for some of my other decks, but really, the only card I'm considering for superfriends is Chandra, Torch of Defiance.
Yea but do you understand how many games you win Bc of Manlands? Wrath and animate. That Nissa is bomb. The ult isn't relevant too much but a draw engine nonetheless. Plus being able to immediately ult (with doubling season) and a regrowth to back it up! Com'on she's definitely better than several of our "weakest walkers" we are currently running. Chandra is good. The utility of 4 abilities is great and versatility with a game ending ult. But if anything this would be the Nissa to include in superfriends for sure.
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Coming in peace from the other superfriends primer because it seems quite dead. I want to get some feedback on the early game.
Ramp
- Mana Crypt and Sol Ring are pretty much auto includes
- Nature's Lore Farseek and Three Visits are playable on turn 1 off mana crypt or turn 2 into any duals, that's great to for fixing
- Mana Vault, Grim Monolith these cards are insane in your starting hand with Ral Zarek Venser, the Sojourner Tezzeret the Seeker or Teferi, Temporal Archmage. They make Omniscience very hardcastable on turn 4 if you have one of those walker out by then. Also, doubling season on turn 2 anyone?
What other early game ramp cards do you guys like? I've tested this package and got some great results so far.
For changes:
Sudden Spoiling -> Oath of Liliana
Spike Weaver -> Deploy the Gatewatch (I am trying this, Weaver often dies too early in my playgroup to do much, and I want to test Deploy, may end up switching this one back)
Arlinn Kord -> Tamiyo, Field Researcher
Garruk Relentless -> Liliana, the Last Hope.
My group isn't nearly cutthroat enough to warrant such expensive mana rocks, but I can definitely see the attraction if you need a faster start. Anyone else have input here?
I can't imagine ever cutting Sudden Spoiling from my build, because it has so many uses, but I am with you on cutting Spike Weaver - I just cut it to make room for Oath of Liliana. In theory, and even in practice, it can be great, but sometimes it's just too slow or it eats removal. It's one of the cards I am least sad to see go.
And now it's time for Battle of the Sorins!
I have obtained a copy of Sorin, Grim Nemesis, and I need to decide which two Sorins will reign supreme. As I've mentioned before, I no longer allow more than two versions of the same walker in my deck because with more I often had dead cards in hand or had to lose an existing walker.
Sorin Markov - With a triple colored mana requirement, he is the hardest to cast. His plus ability is somewhat underwhelming, even if lifegain is sometimes welcome. But the ability to drop someone instantly to 10 life is insanely powerful and just gets better with Rings of Brighthearth. It's rare that he pulls his ultimate, but it can be a gamebreaker when he does.
Sorin, Grim Nemesis - Six mana is a bit high, but only two of it is color-specific. His plus is amazing, combining card draw with a potential wincon. I can't imagine using the middle ability very often, but it could be useful in some cases. The ultimate is fairly good, popping out an entire army with built-in lifelink, but they are fairly weak and could easily be swept away before doing anything. There's some definite synergy with Doubling Season.
Sorin, Lord of Innistrad - Four mana makes this more appealing to cast. A plus that protects your walkers and potentially gains life is nice. The emblem is nice, too, and makes your tokens more threatening. The ultimate is also nice, allowing you to reset your own walkers or steal the biggest threats (creature or walker) on the board.
So, which two do you think are the best overall?
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You make a good point about Sudden Spoiling, but I wanted to try it since the last few times I've used it, its been nothing other then a split second fog. If I don't like Deploy, I'll probably be switching it back in and leave Weaver out.
As for your Sorin battle, I recommend you cut Sorin Markov. His drop to 10 is amazing, especially with rings, but triple in one color REALLY hurts (partially why I am not running Garruk, Primal Hunter), and just dropping one to 10 if you don't have the rings makes you a target that you may not be able to come back from, as it doesn't advance your board state at all. I also only allow two of the same walker, and Sorin, Lord of Innistrad has won me games. Being able to reset an Ugin, or something else with a silly ult with doubling season is just bonkers, and being able to steal an opponent's walker to ulti is amazing. Like it was previously said, Grim Nemesis is insane. His plus is card draw plus often damage and his ult has nice synergy with Doubling Season.
I don't think running extra planeswalkers that probably aren't good enough just to get extra mileage out of Deploy the Gatewatch is worth it. It may be a Superfriends archetype deck but these are difficult to pull off because you need to have ways to protect your planeswalkers. Casting a 'walker without ways to protect it means they're going to die before their second turn.
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1RB
+1: Put a 1/1 colorless Construct artifact creature token with defender onto the battlefield.
-1: You may sacrifice an artifact. If you do, destroy target artifact or creature.
-6: Choose target artifact card in a graveyard or artifact on the battlefield. Put three tokens that are copies of it onto the battlefield.
Starting Loyalty: 3
Seems pretty good. It is relatively cheap and protects itself and provides removal. While not the perfect fit, it's justifiable, leaving the the real question to be what artifacts do we run that would justify the ultimate.
candidus inperti; si nil, his utere mecum.
~~~~~
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I first want to note that the ultimate allows us to make 3 copies of an artifact in any graveyard or that anyone controls, so I am sure we could find something worthwhile in a game, not to mention things like the Contagion artifacts or mana rocks, or rings of blighthearth that are in our deck. I will definitely be trying him out, now to figure out what to cut haha.
On the note of new walkers, I am curious what the opinions are of our new walker friend:
Kaya, Ghost Assassin
2WB
0: Exile Kaya, Ghost Assassin or up to one target creature. Return that card to the battlefield under its owner's control at the beginning of your next upkeep. You lose 2 life.
-1: Each opponent loses 2 life and you gain 2 life.
-2: Each opponent discards a card and you draw a card.
Starting Loyalty: 5
I think she has some potential in our deck, remove a threat until our next turn, bounce back creatures like Solemn or Wood Elves that give us lands, or reset her loyalty seems pretty good, especially with Teferi's emblem. Her two minuses also have pretty decent potential, swings in life and card advantage seem like good things. What do you guys think of her? Worth trying?
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I really like Daretti's cost - three mana is far below average. He makes tokens for chum blocking, and if those tokens survive, he can use them as removal (sad that he has to sac artifacts and not just any token). His ult is a bit weak for us and very dependent on the game-state. Are we copying mana rocks? Chain Veils? Contagion stuff? I'm fairly certain any Superfriends build that runs him would also want Tezzeret the Seeker and the artifact lands. Honestly, he seems most fun with Mycosynth Lattice, but I don't see why we would run that in Superfriends.
Kaya is interesting and offers immediae card advantage (replaces herself and makes each opponent discard), but I'm not sure that is good enough. She doesn't affect the board much (short of blinking one creature). Overall, I think she's great in Orzhov blink, but I'm not sure she'll make it in my Superfriends. Sorin does card draw and life drain/gain better.
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For me, she falls short of the first rule of making the cut: self defense. She'd be interesting for the discard/draw effect, but that's about it, and that wont last long unless circumstances are ideal... which is not good.
candidus inperti; si nil, his utere mecum.
~~~~~
+1 protection
-3 regrowth
-6 landfall: may draw a card
Best thing is she comes in at 5 loyalty.
New Chandra is interesting. 4 abilities, I guess at some point Wizards will make all the original walkers with 4 abilities, who knows.
She is strong though.
+1 2R mana/ free card or 2 damage to each opp
-3 deal 4 to creature
-7 emblem that will win you the game.
Pretty solid options. I at least think that she is better than Nalaar.
Problem is what to take out for sure.
Is it just me or do I see possibilities with the Nissa that's meant to be underpowered? I know Nissa, Nature's Artisan is exclusively in the Kaladesh Nissa planeswalker deck but I see some potential in it. She enters with 5 loyalty counters and gives you 3 life with a whopping +3 (sure, 3 life in commander is near negligible but gaining life is hardly ever a bad thing). The thing is, with her -4 ability, you can either potentially draw 2 or drop 2 lands onto the battlefield. That ability alone is why I'm considering her. I want more drawing with my own Superfriends deck. She may eventually turn out to be lackluster during testing but I'm basically adding all planeswalkers that either manipulate the top deck, draw you cards, and/or produce tokens as autoincludes in the deck. You need to dig through the deck and the walkers need protecting.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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Chandra, Torch of Defiance (8/10) - I want to try her, and I wonder if I was a little conservative with her rating. I normally hate abilities that exile a card and only give you one chance to cast it before losing it forever, but in this case, she at least does something beneficial if you aren't able to cast it. Obviously better with Divining Top or scry. The extra mana ability is nice - sometimes it will be useful. Paying loyalty for a single target creature removal (and only for smaller creatures) is a bit lame. Her emblem is really, really good and totally worth burning out all of Chandra's loyalty for. Even better, she can ult and stay alive the turn she comes into play if you have Doubling Season. Overall, I'd say this is easily the best Chandra variant for superfriends.
Nissa, Nature's Artisan (3/10) - Essentially, this is a one-shot double Coiling Oracle for six mana that might survive long enough to gain you a tiny bit of life. I'd rather run Coiling Oracle.
Nissa, Vital Force (6.5/10) - I normally dislike animating my land and making it vulnerable to removal, but this ability does keep a rather large blocker around until your next turn before wearing off, allowing you to wrath with impunity. I would consider adding Darksteel Citadel if I planned on activating that ability often. Her regrowth ability is awesome, allowing us to bring back any other walker or utility permanent. And her ult is very good if you are still hitting land drops.
Saheeli Rai (4.5/10) - Scry without draw isn't great. Clone tokens would be okay if they stuck around but are weakened by the fact that it only copies things you control and can't stay to block. The ult is pretty good but probably not worth building up to in this deck. I could totally see her in an artifact-heavy variant with Tezzeret and Daretti.
I love this set for some of my other decks, but really, the only card I'm considering for superfriends is Chandra, Torch of Defiance.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
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Commander: WUBRG Superfriends, GW Rhys Tokens, WUBRG Scion of the Ur-Dragon
Kitchen Table (now that's real Magic): WUBRG Domain, GU Biovisionary, UB Korlash Grandeur, UW Merfolk Mill
Example: The player who's being controlled still chooses whether he or she leaves to visit the restroom, trades a card to someone else, agrees to an intentional draw, or calls a judge about an error or infraction.
How about this?