Quote from Sheldon »You're the reason we can't have nice things.
Quote from asteriskreaperDruidic Satchel might be a good one to cut... maybe duplicant, i don't know about capsize. no one in my city plays it as far as i know.
Also i love the Dauthi Embrace card you have, i might have to try it out in my Itadakimatsu! deck.
Quote from (cryogen)Hmm... Cryptic Command is tempting.
Here's a thought: Is Korlash, Heir to Blackblade worth adding if I get an Urborg? Of course, this means I'd have to add Coffers which means I'd have to add Exsanguinate which means I'd have to add Storm Herd which means I'd have to add Akroma's Memorial. Bonus points for flavor though.
The question is, what to remove for anything I add?
Quote from (cryogen)But I have nothing to dump the mana into...
If you've never run Satchel, try it in a deck that doesn't have green ramp. I love that card, but I'll admit it's not for every deck.
Quote from moxnixFor cuts one card that jumped out to me is keiga tide star I tried ai hard to like that card it was just always beetween meh and bad Is put in myojin of night's reach in here but maybe that's too dick for you lol.
Quote from SaraceenPsychoDump the mana into capsize?
Korlash isn't worth adding, you would need to find urborg for that (which will take another slot with expedition map, etc...). I like your deck because it's unique, if you would add exsanguinate (with the coffers and urborg) it will become less unique... so I wouldn't do it ;).
Suggested cut perhaps Treasure Mage, it has only 1 target and that's Spine of ish ash (you can bounce and counter with blue, destroy artifacts and enchantments with white, black destroys creatures..)
Why is Spine even in here!
Another suggestion Vindicate!
Quote from asteriskreaperwait....you actually understood that?
Quote from GalspanicThat's a bad idea even for you.
Quote from kraus911Cool looking deck. I'm mulling over a Dakkon control/voltron list, so nice to see yours.
SoFaF in a control deck is pretty brilliant. Do stuff on your turn, make someone discard, and then untap all your lands for counters? Nice.
Fire and Ice is actually my favorite though because I don't play a lot of blue and need the draw. The shock ability is pretty relevant too.
Underrated and underused is Sword of Vengeance. Look at all those abilities, including haste, and trample for Dakkon seems pretty good. And it's $cheap$ so get one and try it out.
Quote from kraus911Also, Deadeye Navigator is in your deck. Mnemonic Wall or Archaeomancer are pretty good with him. Not to mention the fattest counterspell of all Draining Whelk. Bouncy bouncy.
Quote from kraus911Just noticed Dauthi Embrace which is awesome. A little less flexible, but less mana intensive is Spirit en-Dal. Nobody sees it coming either. I've used it in my Jor Kadeen voltron deck.
Quote from kraus911Tezzeret can get artifact lands for free, as can Trinket Mage. Darksteel Citadel at least, if you're concerned about artifact hate.
Quote from (cryogen)I've had this deck for a couple of years now, and it's gone through a few different builds, and the swords have never made it in. Originally it was straight aggro with very little control, but now that I've incorporated more control, I simply agonize over every card. Sword of Vengeance is definitely worth a slot, and can go in the place of the Warhammer. F&F, on the other hand, I just don't know where to put it.
Deadeye was (obviously) a recent add. I haven't gotten much use out of him (I had the setup today with a Duplicant, but someone ruined those hopes with a Path to Exile). Mnemonic Wall looks like the better choice of the two, being a wall and less color intensive. Draining Whelk does look pretty sweet. I have one and it just never made the cut before.
Yes, Embrace is nice. The reason I like it over the Spirit is because I can do it at instant speed. Which means I can do it to other people's creatures (oh, you were holding back that blocker? Too bad he has shadow. Mwahahaha!). I also don't have to announce my plans during my upkeep, and can do it to multiple creatures.
Ran it and the artifact lands in an previous build (or maybe pre-Dakkon when it was Sen Triplets?). No denying how useful they are, but with all the ways to fetch basics, if I lower the count any more I might as well take most of them out.
If you decide to go a route similar to mine: If you're going to run a lot of basics, Scrying Sheets and snow lands is awesome. There's no drawback since you don't have to reveal it, and if you couple it with a Terrain Generator the ramp you can potentially generate is astonishing. Druidic Satchel falls into the same category. Also, since when you really get to it, Dakkon is just a big dumb french vanilla beater, Winding Canyons is wonderful. Cavern of Souls would be a great add too (I may have to look for one). Another good card to consider is Steel of the Godhead (and getting it back with Sun Titan).
I have to say that since I revamped to include more control (and thereby having a good reason to leave my mana open) I've been a lot happier. But I also had to get used to doing everything at my rights EOT (Capsize with buyback, satchel, glaciers, vat for a sad robot). During one match today I was spending more time on other people's turns than my own. Probably what I love most about the deck is the satisfying feel of just curb-stomping someone with general damage rather than assembling some intricate combo.
Quote from kraus911Very clearly written primer. I dig it.
The only thing I'd suggest (and this is a huge time sink) is to put spoilers in for a couple alternate decklists with different strategies. It's always good for someone who is just starting on a particular general to read what an experienced player has learned.
Quote from (cryogen)Certainly a doable idea. One reason I went over the various card choices is because the deck can easily shift one way or the other (take out the pillow fort element, add more equipment and/or creatures, or vice versa). Did you have anything in particular you'd recommend for strategies?
Quote from kraus911Hmmm, a strategy for esper, what couldn't be done. I started thinking about this after I suggested it. You could do anything with Dakkon just as a fairly unthreatening figurehead but, that's not the point of writing a primer on a general.
Esper landfall might be interesting. Ob Nixilis, the Fallen etc.
I wouldn't do combo because every other good esper general does that better.
An equipment based control deck with creatures with shadow sneaking in for damage, but that's pretty niche and isn't really suggested by the general.
Esper Super Friends with a lot of Planeswalkers, enchantments, and board wipes. Basically another control variant with Dakkon as a finisher.
Long game control with Dakkon as a finisher. Wouldn't really need much focus on ways to get extra lands into play as by the time you're ready to bring him out, you should have most of them out anyways.