Jhoira, Weatherlight Captain - Whenever you cast a historic spell, draw a card. (Artifacts, legendaries, and Sagas are historic.)
I think the new Jhoira is worth considering. Would act like a second copy of Reki, with the added benefit of giving us a draw with artifacts like our ramp artifacts, contagion artifacts, rings of brighthearth, etc. in addition to our walkers and commander.
True - I missed it when I was typing stuff up. It does cost 1 more than Reki, but it has a slightly more durable body and draws on more spells.
Another card I missed : Urza's Ruinous Blast - An exile board wipe that doesn't touch planeswalkers. It also won't take out opposing generals and other legendaries. I'm debating how I feel about this, but it does warrant consideration.
I've proxied a:
Primevals' Glorious Rebirth,
Teferi, Hero of Dominaria,
Oath of Teferi,
Urza's Ruinous Blast
Casual playgroup this evening. I'll let ya know if they happen to change up anything. Haven't decided where to slot them, might move them around a bit each game.
I personally don't think Baird, Steward of Argive is good enough. It might slow down a token rush, but 1 is pretty insignificant, and an average to large creature can usually knock out a walker completely. Even in my creature-friendly build, I don't think it would be enough, but in my normal build, I'd rather just wipe out opposing creatures than tax them for attacking.
Been following this thread for a while and I really like the analysis on planeswalkers and proliferating. Although I'm not running a 5-colored build, I was wondering if I can throw my hat in with my Atraxa, Praetors' Voice build and see if you guys can help me out.
I know I'm missing Jace, the Mind Sculptor and fetchlands but I can't afford them. Since Atraxa is at the helm, I'm taking advantage of the proliferate to produce mana with Astral Cornucopia and Everflowing Chalice. In case Atraxa is stolen or incapacitated, I can continue proliferating with Viral Drake and Contagion Engine. The planeswalkers included are to either draw cards, make tokens, or for their ultimate. With walkers performing the duties or acceleration and body production I'm able to keep them alive long enough for the ultimates. The best emblems being Teferi's, Venser's, Tamiyo's, and Elspeth's. Tezzeret the Seeker is here to ramp (get the artifact lands) and tutor for Rings of Brighthearth. He also tutored for The Chain Veil but that has been swapped out for Oath of Teferi. I run a couple of ramp spells in the form of Farseek, Yavimaya Dryad, and Wood Elves. Brago, King Eternal is there to abuse etb effects and blink planeswalkers low on loyalty. Also, if I get Doubling Season afterwards, the present walkers would then blink in with double their loyalty. In order to deal with pesky commanders I've included Darksteel Mutation, Imprisoned in the Moon, and Song of the Dryads (when it was legal to include I also ran Fowl Play for good measure). Silent Arbiter and Dueling Grounds are to limit the amount of creatures that can attack me to just one. Kor Haven helps with stopping at least one opponent's attack with either one of those out (I'm also considering adding Maze of Ith since it has become economically accessible thanks to Eternal Masters but haven't since it doesn't tap for mana). I'm also running sweep removal that could potentially handle most situations (Damnation is currently outside of my budget, as well; my only copy is in my Zurgo Helmsmasher deck).
The deck has been good to me and it has performed quite well in real life and in Cockatrice. However, I would like the community's opinions on my build. I obviously don't have the cards from Dominaria but in their place is The Chain Veil and Oath of Jace. Of Dominaria I'm also considering adding Primevals' Glorious Rebirth but I wouldn't know what to swap for it. On that note, are there any key cards I'm missing that I should definitely consider including?
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I love you already have Oath of Teferi in your list - it's a card I'm excited to try (though I wish it costed 1 less).
With a count of 28 planeswalkers, do you ever find yourself flooded with walkers but lacking in support cards? I think I run 21, and I always want to squeeze in a couple more, but I worry about what to cut and how to support them.
I would say that you might want to consider Aura Shards. You've got lots of token makers, and being able to turn them into artifact and enchantment removal is really strong. Maybe Eternal Witness, too, as you have Venser, Brago, and Oath of Teferi to reset it.
And I absolutely implore you to run Alchemist's Refuge - it may be the best card in my deck. I have won so many games off of Refuge by dropping end of turn boardwipes and doubling seasons. Just last week, I was sitting against a player with multiple tokens of Glen Elendra Archmage, wondering how I was going to play a nearly all noncreature deck against him, when I drew False Prophet. I waited until someone attacked me, and then I flashed in Prophet and blocked to wipe the board. If you haven't tried it, please do; I can't say enough about it.
I love you already have Oath of Teferi in your list - it's a card I'm excited to try (though I wish it costed 1 less).
With a count of 28 planeswalkers, do you ever find yourself flooded with walkers but lacking in support cards? I think I run 21, and I always want to squeeze in a couple more, but I worry about what to cut and how to support them.
I would say that you might want to consider Aura Shards. You've got lots of token makers, and being able to turn them into artifact and enchantment removal is really strong. Maybe Eternal Witness, too, as you have Venser, Brago, and Oath of Teferi to reset it.
And I absolutely implore you to run Alchemist's Refuge - it may be the best card in my deck. I have won so many games off of Refuge by dropping end of turn boardwipes and doubling seasons. Just last week, I was sitting against a player with multiple tokens of Glen Elendra Archmage, wondering how I was going to play a nearly all noncreature deck against him, when I drew False Prophet. I waited until someone attacked me, and then I flashed in Prophet and blocked to wipe the board. If you haven't tried it, please do; I can't say enough about it.
I really want to test out Oath of Teferi. However, in my deck in particular I'm a bit wary about it. For example, it can't combo with Rings of Brighthearth but The Chain Veil can. That being said, that combo would require 6 in order for me to be able to activate my planeswalkers thrice during my turn. Oath of Teferi costs 1 more than The Chain Veil and is harder to cast because it requires color but it's main ability is free of cost. However, if I wanted to, Tezzeret the Seeker can tutor for The Chain Veil the turn it enters play. That's a huge bonus that Oath of Teferi doesn't have. Even running Reki, the History of Kamigawa, wouldn't make a difference since Oath of Teferi and The Chain Veil are both legendary spells.
As for lands to cut, I'm considering swapping out Dromar's Cavern and Treva's Ruins for Alchemist's Refuge and Gavony Township. I don't run a lot of creatures but I have plenty of walkers that create a creature with their positive loyalty ability. That would give me bodies for the +1/+1 counters (although, now that I think about it, Vault of the Archangel would be better since it could downright rattlesnake any creatures attacking me or my walkers). Alchemist's Refuge giving flash to my spells is nothing to scoff at. I use that card in other decks and it is definitely amazing. However, they tap for. .which is troublesome in a 4-colored deck, especially when I'm swapping them in for two lairs which can give three different colors of mana.
What do you suggest for the lands? Also, are those cuts I'm planning better or worse? Here's a summary of my potential cuts:
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As for lands to cut, I'm considering swapping out Dromar's Cavern and Treva's Ruins for Alchemist's Refuge and Gavony Township. I don't run a lot of creatures but I have plenty of walkers that create a creature with their positive loyalty ability. That would give me bodies for the +1/+1 counters (although, now that I think about it, Vault of the Archangel would be better since it could downright rattlesnake any creatures attacking me or my walkers). Alchemist's Refuge giving flash to my spells is nothing to scoff at. I use that card in other decks and it is definitely amazing. However, they tap for. .which is troublesome in a 4-colored deck, especially when I'm swapping them in for two lairs which can give three different colors of mana.
What do you suggest for the lands? Also, are those cuts I'm planning better or worse? Here's a summary of my potential cuts:
I agree that Vault of the Archangel is probably better than Gavony Township. Also, the Lairs are great color-wise but do set you back a land, and you don't even have things like Bojuka Bog that you would want to reset.
What about Cavern of Souls? I assume that's just for Atraxa - do you usually need the counter-proof ability? Because for the rest of your deck, it's just colorless mana. If your meta is counterspell-heavy, I understand, but if not, you might consider cutting it.
As for lands to cut, I'm considering swapping out Dromar's Cavern and Treva's Ruins for Alchemist's Refuge and Gavony Township. I don't run a lot of creatures but I have plenty of walkers that create a creature with their positive loyalty ability. That would give me bodies for the +1/+1 counters (although, now that I think about it, Vault of the Archangel would be better since it could downright rattlesnake any creatures attacking me or my walkers). Alchemist's Refuge giving flash to my spells is nothing to scoff at. I use that card in other decks and it is definitely amazing. However, they tap for. .which is troublesome in a 4-colored deck, especially when I'm swapping them in for two lairs which can give three different colors of mana.
What do you suggest for the lands? Also, are those cuts I'm planning better or worse? Here's a summary of my potential cuts:
I agree that Vault of the Archangel is probably better than Gavony Township. Also, the Lairs are great color-wise but do set you back a land, and you don't even have things like Bojuka Bog that you would want to reset.
What about Cavern of Souls? I assume that's just for Atraxa - do you usually need the counter-proof ability? Because for the rest of your deck, it's just colorless mana. If your meta is counterspell-heavy, I understand, but if not, you might consider cutting it.
That is true; Cavern of Souls helps cast Atraxa, which is already difficult enough as it is to cast. However, afterwards it does only give . I'm not in a heavy control meta but I assume everyone running U has to have some form of counter magic (although I don't). However, I don't know what land to swap it for.
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In order to justify playing him, his other abilities are somewhat relevant. Being able to untap an artifact or creature means being able to untap any of my artifact lands or mana rocks. Should I keep The Chain Veil in the deck, he could untap that as well. Oh, and with his minus ability he draws two cards.
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She gives you, your walkers, and creatures/tokens hexproof and has the ability to buff all our tokens. Not sure I’ll play her yet, but I’d say she’s worth considering.
She gives you, your walkers, and creatures/tokens hexproof and has the ability to buff all our tokens. Not sure I’ll play her yet, but I’d say she’s worth considering.
She's also a cheap creature to cast at 3W, and tutorable with Captain Sisay if you run her.
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She gives you, your walkers, and creatures/tokens hexproof and has the ability to buff all our tokens. Not sure I’ll play her yet, but I’d say she’s worth considering.
She's also a cheap creature to cast at 3W, and tutorable with Captain Sisay if you run her.
In a creature friendly build, she is nice protection. I will certainly run her in my Captain Sisay deck (replacing Sigarda, Heron's Grace), but I don't think she'll make it into my superfriends.
She gives you, your walkers, and creatures/tokens hexproof and has the ability to buff all our tokens. Not sure I’ll play her yet, but I’d say she’s worth considering.
She's also a cheap creature to cast at 3W, and tutorable with Captain Sisay if you run her.
In a creature friendly build, she is nice protection. I will certainly run her in my Captain Sisay deck (replacing Sigarda, Heron's Grace), but I don't think she'll make it into my superfriends.
I would consider her for my Atraxa deck since the mass +1/+1 counter ability is relevant at least with Atraxa at the helm. With so few creature cards in my deck, I like her ability to give hexproof to the few key creatures I have. It sucks to have Fog Bank or Guard Gomazoa spot removaled when they're key to protecting walkers. Apart from the creatures, giving hexproof to all my walkers is pretty powerful since I make it difficult for my walkers to be killed by creatures. So she protects them from targeted burn and destruction (or exile, shuffling, etc.) which is something I'm considering. But yeah, she would definitely be beast with Captain Sisay.
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Updated the original post to add new planeswalkers/generals, and to make corrections based on removing the planeswalker redirection rule.
Chandra, Bold Pyromancer (6/10) – It's a bit costly, but the plus gives some mana back. Spot removal is relatively weak, but the ult is awesome. It really is too bad that it costs six mana.
Jaya Ballard (3.5/10) – Focused for spell-slinger and not very good for us.
Karn, Scion of Urza (2.5/10) – Really not what I want to be doing in this deck.
Teferi, Hero of Dominaria (7/10) – The plus is good, and the ult is great. I hope to try this out sometime.
Teferi, Timebender (3.5/10) – The weakest of Teferi's incarnations – it costs too much mana and doesn't do enough on its own.
Pir, Imaginative Rascal
Legendary Creature - Human
Partner with Toothy, Imaginary Friend (When this creature enters the battlefield, target player may put Toothy into their hand drom their library, then shuffle.)
If one or more counters would be put on a permanent your team controls, that many plus one of each of those kinds of counters are put on that permanent instead.
I think he is interesting for Superfriends. Not as a commander, but in the 99. I don’t know about running Toothy, but Pir’s ability acts as a second Oath of Gideon, but by its wording would also double when a Walker uses a +1 ability, and that seems pretty strong.
Yeah, interesting spoilers. I have an issue with the confusion that the Partner with reminder text will cause (it's not readily apparent that they actually partner in the command zone due to the new non-commander functionality that they added), but I like the actual cards.
And yes, Pir, imaginative Rascal is good. It increases how many loyalty counters they enter with, how many they add when using plus effects, and how many you get when you proliferate. Plus, it's only three mana, which curves nicely. I think I'll have to try it out.
Yeah, interesting spoilers. I have an issue with the confusion that the Partner with reminder text will cause (it's not readily apparent that they actually partner in the command zone due to the new non-commander functionality that they added), but I like the actual cards.
And yes, Pir, imaginative Rascal is good. It increases how many loyalty counters they enter with, how many they add when using plus effects, and how many you get when you proliferate. Plus, it's only three mana, which curves nicely. I think I'll have to try it out.
Activating abilities of a planeswalker adds or reduces loyalty counters as a part of paying an activation cost. Pir, Imaginative Rascal can't add an additional loyalty counter to a planeswalker when you use their adding ability.
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Yeah, interesting spoilers. I have an issue with the confusion that the Partner with reminder text will cause (it's not readily apparent that they actually partner in the command zone due to the new non-commander functionality that they added), but I like the actual cards.
And yes, Pir, imaginative Rascal is good. It increases how many loyalty counters they enter with, how many they add when using plus effects, and how many you get when you proliferate. Plus, it's only three mana, which curves nicely. I think I'll have to try it out.
Activating abilities of a planeswalker adds or reduces loyalty counters as a part of paying an activation cost. Pir, Imaginative Rascal can't add an additional loyalty counter to a planeswalker when you use their adding ability.
But his wording is different from Doubling Seasons’ which says if an effect would place counters, place double the amount. Pir, Imaginative Rascal says if one or more counters would be placed, place that many plus one of each of those kinds of counters instead. It doesn’t say effect, meaning it doesn’t care that adding counters to a walker through its ability is part of a cost, all it cares about is counters are being added.
On another note, the Partner Can-Be-Your-Commander Walkers in Battlebond seem super interesting: Rowan Kenrith and Will Kenrith.
Rowan Kenrith
4RR
Legendary Planeswalker - Rowan, Mythic Rare
+2: During target player's next turn, each creature that player controls attacks if able.
-2: Rowan Kenrith deals 3 damage to each tapped creature target player controls.
-8: Target player gets an emblem with "Whenever you activate an ability that isn't a mana ability, copy it. You may choose new targets for the copy."
Partner with Will Kenrith
Rowan Kenrith can be your commander.
Loyalty: 4
Will Kenrith
4UU
Legendary Planeswalker - Will, Mythic Rare
+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities.
-2: Target player draws two cards. Until your next turn, instant, sorcery and planeswalker spells that player casts cost 2 less to cast.
-8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy."
Partner with Rowan Kenrith
Will Kenrith can be your commander.
Loyalty: 4
Kinda like the idea of Emblems that for one copy abilities almost like a Rings of Brighthearth emblem and for the other copy instants and sorceries. Actually all of Will’s abilities seem pretty relevant, and in some cases Rowan’s can clear boards if you have a way to protect your walkers, some cool cards here. Also, if I understand the “Partners with X” mechanic correctly, playing one of these walkers lets you search the other, that seems like nice value.
The Partner/Commander walkers have some interesting abilities, but do we really want to pay six mana each for them?
Rowan's plus is suicidal, and its minus is good against tapped token but not great against a lot of other things. The ult is awesome, but I don't see building up to it unless we have a Doubling Season on the field, at which point there a lot of other walkers I'd rather cast.
Will's plus effectively blanks two creatures but doesn't touch the third or beyond. The minus is quite good - card draw and pseudo-ramp. And the ult is questionable - it's great for some instants and sorceries, like proliferate or ramp spells, but it doesn't really do anything with board wipes because they resolve one after the other.
The "drop one, search for the other" side of partner is interesting, but I don't think I like either enough to run, let alone both.
Hold onto your hats ladies and gentlemen, Arena Rector has just been spoiled.
Arena Rector
3W
Creature - Human Cleric
When Arena Rector dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle your library.
1/2
Hold onto your hats ladies and gentlemen, Arena Rector has just been spoiled.
Arena Rector
3W
Creature - Human Cleric
When Arena Rector dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle your library.
1/2
Damn what a card for our deck!
And that, my friends, is an auto-include! Academy Rector is decent for us, as a chump blocker that our opponents often don't want to kill. This, on the other hand, is one that we're begging them to kill or happy to murder ourselves. Drop this, wrath the next turn, and get Bolas or Ugin or whoever we want onto the battlefield. Now I really need to decide what to cut.
Hold onto your hats ladies and gentlemen, Arena Rector has just been spoiled.
Arena Rector
3W
Creature - Human Cleric
When Arena Rector dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle your library.
1/2
Damn what a card for our deck!
Flashing that into play to die would definitely be an epic play.
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So I got a hold of some battlebond cards this weekend, and I’m going to aim to sometime this week upload my current list with changes after Dominaria and Battlebond. But to keep debate moving forward, we have a new Walker!
Vivien Reid
3GG
{+1} Look at the top four cards of your library. You may reveal a creature or a land from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
{-3} Destroy target artifact, enchantment, or creature with flying.
{-8} You get an emblem with “Creatures you conrtrol get +2/+2 and have vigilance, trample, and indestructible.
Starting loyalty of 5.
I think she looks interesting. Not big on the plus, but I think the minus is cool Utility and the Ulti makes our tokens truly monsterous. Tempting, not sure if I’ll play her yet, but if she doesn’t make it here she’ll fit nicely in my Atraxa infect/proliferate-matters mini-Superfriends deck.
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2023 Average Peasant Cube|and Discussion
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2023 Average Peasant Cube|and Discussion
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Primevals' Glorious Rebirth,
Teferi, Hero of Dominaria,
Oath of Teferi,
Urza's Ruinous Blast
Casual playgroup this evening. I'll let ya know if they happen to change up anything. Haven't decided where to slot them, might move them around a bit each game.
2023 Average Peasant Cube|and Discussion
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4 Atraxa, Praetors' Voice
Artifacts: 5
0 Astral Cornucopia
6 Contagion Engine
0 Everflowing Chalice
0 Orochi Hatchery
3 Rings of Brighthearth
Creatures: 8
4 Brago, King Eternal
5 Deepglow Skate
2 Fog Bank
3 Guard Gomazoa
4 Silent Arbiter
4 Viral Drake
3 Wood Elves
3 Yavimaya Dryad
Enchantments: 11
2 Darksteel Mutation
5 Doubling Season
3 Dueling Grounds
3 Imprisoned in the Moon
2 Oath of Ajani
3 Oath of Gideon
3 Oath of Liliana
1 Oath of Nissa
5 Oath of Teferi
3 Song of the Dryads
2 Sylvan Library
Planeswalkers: 28
4 Ajani Steadfast
4 Dovin Baan
4 Elspeth, Knight-Errant
6 Elspeth, Sun's Champion
5 Freyalise, Llanowar's Fury
4 Garruk Relentless
5 Garruk, Primal Hunter
4 Gideon, Ally of Zendikar
5 Jace, Memory Adept
5 Jace, Unraveler of Secrets
7 Karn Liberated
4 Kaya, Ghost Assassin
5 Liliana Vess
5 Nahiri, the Lithomancer
4 Narset Transcendent
3 Nissa, Voice of Zendikar
5 Ob Nixilis Reignited
6 Sorin, Grim Nemesis
4 Sorin, Lord of Innistrad
4 Tamiyo, Field Researcher
5 Tamiyo, the Moon Sage
5 Teferi, Hero of Dominaria
6 Teferi, Temporal Archmage
5 Tezzeret the Seeker
8 Ugin, the Spirit Dragon
5 Venser, the Sojourner
5 Vraska the Unseen
6 Vraska, Relic Seeker
2 Cyclonic Rift
5 Evacuation
6 Austere Command
2 Farseek
2 Martial Coup
8 Praetor's Counsel
4 Supreme Verdict
6 Terminus
3 Toxic Deluge
4 Wrath of God
Lands: 37
0 Adarkar Wastes
0 Ancient Den
0 Breeding Pool
0 Brushland
0 Cavern of Souls
0 Caves of Koilos
0 City of Brass
0 Command Tower
0 Darkwater Catacombs
0 Dromar's Cavern
0 Drowned Catacomb
0 Exotic Orchard
0 Forest
0 Gemstone Mine
0 Glacial Fortress
0 Godless Shrine
0 Hallowed Fountain
0 Hinterland Harbor
0 Isolated Chapel
0 Kor Haven
0 Llanowar Wastes
0 Mana Confluence
0 Murmuring Bosk
0 Overgrown Tomb
0 Reflecting Pool
0 Seat of the Synod
0 Skycloud Expanse
0 Sungrass Prairie
0 Sunpetal Grove
0 Temple Garden
0 Tree of Tales
0 Treva's Ruins
0 Underground River
0 Vault of Whispers
0 Watery Grave
0 Woodland Cemetery
0 Yavimaya Coast
I know I'm missing Jace, the Mind Sculptor and fetchlands but I can't afford them. Since Atraxa is at the helm, I'm taking advantage of the proliferate to produce mana with Astral Cornucopia and Everflowing Chalice. In case Atraxa is stolen or incapacitated, I can continue proliferating with Viral Drake and Contagion Engine. The planeswalkers included are to either draw cards, make tokens, or for their ultimate. With walkers performing the duties or acceleration and body production I'm able to keep them alive long enough for the ultimates. The best emblems being Teferi's, Venser's, Tamiyo's, and Elspeth's. Tezzeret the Seeker is here to ramp (get the artifact lands) and tutor for Rings of Brighthearth. He also tutored for The Chain Veil but that has been swapped out for Oath of Teferi. I run a couple of ramp spells in the form of Farseek, Yavimaya Dryad, and Wood Elves. Brago, King Eternal is there to abuse etb effects and blink planeswalkers low on loyalty. Also, if I get Doubling Season afterwards, the present walkers would then blink in with double their loyalty. In order to deal with pesky commanders I've included Darksteel Mutation, Imprisoned in the Moon, and Song of the Dryads (when it was legal to include I also ran Fowl Play for good measure). Silent Arbiter and Dueling Grounds are to limit the amount of creatures that can attack me to just one. Kor Haven helps with stopping at least one opponent's attack with either one of those out (I'm also considering adding Maze of Ith since it has become economically accessible thanks to Eternal Masters but haven't since it doesn't tap for mana). I'm also running sweep removal that could potentially handle most situations (Damnation is currently outside of my budget, as well; my only copy is in my Zurgo Helmsmasher deck).
The deck has been good to me and it has performed quite well in real life and in Cockatrice. However, I would like the community's opinions on my build. I obviously don't have the cards from Dominaria but in their place is The Chain Veil and Oath of Jace. Of Dominaria I'm also considering adding Primevals' Glorious Rebirth but I wouldn't know what to swap for it. On that note, are there any key cards I'm missing that I should definitely consider including?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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With a count of 28 planeswalkers, do you ever find yourself flooded with walkers but lacking in support cards? I think I run 21, and I always want to squeeze in a couple more, but I worry about what to cut and how to support them.
I would say that you might want to consider Aura Shards. You've got lots of token makers, and being able to turn them into artifact and enchantment removal is really strong. Maybe Eternal Witness, too, as you have Venser, Brago, and Oath of Teferi to reset it.
And I absolutely implore you to run Alchemist's Refuge - it may be the best card in my deck. I have won so many games off of Refuge by dropping end of turn boardwipes and doubling seasons. Just last week, I was sitting against a player with multiple tokens of Glen Elendra Archmage, wondering how I was going to play a nearly all noncreature deck against him, when I drew False Prophet. I waited until someone attacked me, and then I flashed in Prophet and blocked to wipe the board. If you haven't tried it, please do; I can't say enough about it.
The cards I worry about are the aura-based removal cards - Darksteel Mutation, Imprisoned in the Moon, Song of the Dryads. While they can deal with troublesome commanders, I generally prefer my spot removal at instant speed, and I prefer mass removal to spot removal. Also, all three auras get nerfed by Cyclonic Rift, and Darksteel Mutation gets additionally nerfed by Evacuation, Terminus, and Toxic Deluge.
It definitely looks like a fun deck, though. I'd love to see it play.
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Thanks for the tips! Aura Shards could definitely come in handy especially since I have ways of dealing with creatures but not so much with enchantments and artifacts. You've got me thinking on how the spot removal I have in the form of Song of the Dryads, Darksteel Mutation, and Imprisoned on the Moon could best be used with board wipes. I could potentially swap them out in favor of Aura Shards, Maze of Ith, and Primevals' Glorious Rebirth. I would have to see which land to swap for Alchemist's Refuge.
I really want to test out Oath of Teferi. However, in my deck in particular I'm a bit wary about it. For example, it can't combo with Rings of Brighthearth but The Chain Veil can. That being said, that combo would require 6 in order for me to be able to activate my planeswalkers thrice during my turn. Oath of Teferi costs 1 more than The Chain Veil and is harder to cast because it requires color but it's main ability is free of cost. However, if I wanted to, Tezzeret the Seeker can tutor for The Chain Veil the turn it enters play. That's a huge bonus that Oath of Teferi doesn't have. Even running Reki, the History of Kamigawa, wouldn't make a difference since Oath of Teferi and The Chain Veil are both legendary spells.
As for lands to cut, I'm considering swapping out Dromar's Cavern and Treva's Ruins for Alchemist's Refuge and Gavony Township. I don't run a lot of creatures but I have plenty of walkers that create a creature with their positive loyalty ability. That would give me bodies for the +1/+1 counters (although, now that I think about it, Vault of the Archangel would be better since it could downright rattlesnake any creatures attacking me or my walkers). Alchemist's Refuge giving flash to my spells is nothing to scoff at. I use that card in other decks and it is definitely amazing. However, they tap for. .which is troublesome in a 4-colored deck, especially when I'm swapping them in for two lairs which can give three different colors of mana.
What do you suggest for the lands? Also, are those cuts I'm planning better or worse? Here's a summary of my potential cuts:
0 Dromar's Cavern
0 Treva's Ruins
2 Darksteel Mutation
3 Imprisoned in the Moon
3 Song of the Dryads
0 Alchemist's Refuge
0 Vault of the Archangel
0 Maze of Ith
3 Aura Shards
7 Primevals' Glorious Rebirth
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What about Cavern of Souls? I assume that's just for Atraxa - do you usually need the counter-proof ability? Because for the rest of your deck, it's just colorless mana. If your meta is counterspell-heavy, I understand, but if not, you might consider cutting it.
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That is true; Cavern of Souls helps cast Atraxa, which is already difficult enough as it is to cast. However, afterwards it does only give . I'm not in a heavy control meta but I assume everyone running U has to have some form of counter magic (although I don't). However, I don't know what land to swap it for.
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In order to justify playing him, his other abilities are somewhat relevant. Being able to untap an artifact or creature means being able to untap any of my artifact lands or mana rocks. Should I keep The Chain Veil in the deck, he could untap that as well. Oh, and with his minus ability he draws two cards.
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She gives you, your walkers, and creatures/tokens hexproof and has the ability to buff all our tokens. Not sure I’ll play her yet, but I’d say she’s worth considering.
She's also a cheap creature to cast at 3W, and tutorable with Captain Sisay if you run her.
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I would consider her for my Atraxa deck since the mass +1/+1 counter ability is relevant at least with Atraxa at the helm. With so few creature cards in my deck, I like her ability to give hexproof to the few key creatures I have. It sucks to have Fog Bank or Guard Gomazoa spot removaled when they're key to protecting walkers. Apart from the creatures, giving hexproof to all my walkers is pretty powerful since I make it difficult for my walkers to be killed by creatures. So she protects them from targeted burn and destruction (or exile, shuffling, etc.) which is something I'm considering. But yeah, she would definitely be beast with Captain Sisay.
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Chandra, Bold Pyromancer (6/10) – It's a bit costly, but the plus gives some mana back. Spot removal is relatively weak, but the ult is awesome. It really is too bad that it costs six mana.
Jaya Ballard (3.5/10) – Focused for spell-slinger and not very good for us.
Karn, Scion of Urza (2.5/10) – Really not what I want to be doing in this deck.
Teferi, Hero of Dominaria (7/10) – The plus is good, and the ult is great. I hope to try this out sometime.
Teferi, Timebender (3.5/10) – The weakest of Teferi's incarnations – it costs too much mana and doesn't do enough on its own.
Also, Jodah, Archmage Eternal is a new five color commander, though personally, I don't think it compares to Sliver Queen, Ramos, the Dragon Engine, or even Sliver Hivelord.
Finally, I have an Oath of Teferi waiting to slot in, but I can't decide what to cut yet.
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Pir, Imaginative Rascal
Legendary Creature - Human
Partner with Toothy, Imaginary Friend (When this creature enters the battlefield, target player may put Toothy into their hand drom their library, then shuffle.)
If one or more counters would be put on a permanent your team controls, that many plus one of each of those kinds of counters are put on that permanent instead.
I think he is interesting for Superfriends. Not as a commander, but in the 99. I don’t know about running Toothy, but Pir’s ability acts as a second Oath of Gideon, but by its wording would also double when a Walker uses a +1 ability, and that seems pretty strong.
And yes, Pir, imaginative Rascal is good. It increases how many loyalty counters they enter with, how many they add when using plus effects, and how many you get when you proliferate. Plus, it's only three mana, which curves nicely. I think I'll have to try it out.
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Activating abilities of a planeswalker adds or reduces loyalty counters as a part of paying an activation cost. Pir, Imaginative Rascal can't add an additional loyalty counter to a planeswalker when you use their adding ability.
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But his wording is different from Doubling Seasons’ which says if an effect would place counters, place double the amount. Pir, Imaginative Rascal says if one or more counters would be placed, place that many plus one of each of those kinds of counters instead. It doesn’t say effect, meaning it doesn’t care that adding counters to a walker through its ability is part of a cost, all it cares about is counters are being added.
On another note, the Partner Can-Be-Your-Commander Walkers in Battlebond seem super interesting:
Rowan Kenrith and Will Kenrith.
Rowan Kenrith
4RR
Legendary Planeswalker - Rowan, Mythic Rare
+2: During target player's next turn, each creature that player controls attacks if able.
-2: Rowan Kenrith deals 3 damage to each tapped creature target player controls.
-8: Target player gets an emblem with "Whenever you activate an ability that isn't a mana ability, copy it. You may choose new targets for the copy."
Partner with Will Kenrith
Rowan Kenrith can be your commander.
Loyalty: 4
Will Kenrith
4UU
Legendary Planeswalker - Will, Mythic Rare
+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities.
-2: Target player draws two cards. Until your next turn, instant, sorcery and planeswalker spells that player casts cost 2 less to cast.
-8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy."
Partner with Rowan Kenrith
Will Kenrith can be your commander.
Loyalty: 4
Kinda like the idea of Emblems that for one copy abilities almost like a Rings of Brighthearth emblem and for the other copy instants and sorceries. Actually all of Will’s abilities seem pretty relevant, and in some cases Rowan’s can clear boards if you have a way to protect your walkers, some cool cards here. Also, if I understand the “Partners with X” mechanic correctly, playing one of these walkers lets you search the other, that seems like nice value.
Rowan's plus is suicidal, and its minus is good against tapped token but not great against a lot of other things. The ult is awesome, but I don't see building up to it unless we have a Doubling Season on the field, at which point there a lot of other walkers I'd rather cast.
Will's plus effectively blanks two creatures but doesn't touch the third or beyond. The minus is quite good - card draw and pseudo-ramp. And the ult is questionable - it's great for some instants and sorceries, like proliferate or ramp spells, but it doesn't really do anything with board wipes because they resolve one after the other.
The "drop one, search for the other" side of partner is interesting, but I don't think I like either enough to run, let alone both.
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Arena Rector
3W
Creature - Human Cleric
When Arena Rector dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle your library.
1/2
Damn what a card for our deck!
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Flashing that into play to die would definitely be an epic play.
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Vivien Reid
3GG
{+1} Look at the top four cards of your library. You may reveal a creature or a land from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
{-3} Destroy target artifact, enchantment, or creature with flying.
{-8} You get an emblem with “Creatures you conrtrol get +2/+2 and have vigilance, trample, and indestructible.
Starting loyalty of 5.
I think she looks interesting. Not big on the plus, but I think the minus is cool Utility and the Ulti makes our tokens truly monsterous. Tempting, not sure if I’ll play her yet, but if she doesn’t make it here she’ll fit nicely in my Atraxa infect/proliferate-matters mini-Superfriends deck.