Quote from moxnixPrObly drogskull
Quote from kraus911A mostly enchantments build of Dakkon with some planeswalkers could be really good actually.
Quote from MonkmirokuDrogskol reaver Is very powerful, as a swinger card draw and life gain. With a secondary life gain such as a loxodon warhammer if he ran it makes him even more powerful. I wouldn't put Necropotence in this deck because he doesn't really need that kind of card draw. His deck focuses on tempo-ing up until he's ready to come out full force. It'd be more useful late game with a dry hand, but at that point why not recurring Insight or some other huge draw spell?
Quote from Sheldon »You're the reason we can't have nice things.
Quote from GalspanicThat's a bad idea even for you.
Quote from kraus911With Humility out, Dakkon is a 1/1 even without any lands.
Quote from kraus911Vengeful Pharaoh would be a No Mercy that can also bring some beats. If someone wants to blow their GY removal to hit that, meh, whatever.
Quote from cryogen
Ugh, triple black again. With that cmc, I might as well run Phyrexian Obliterator. Or No Mercy
Quote from asteriskreaperHey man every deck i have with black in it has a No Mercy in it. the card is beautiful. makes people either second guess attacking or (if they have green or white) waste a enchantment killer on it.
so worth it!!
Quote from cryogenDon't tempt me. I'm already itching to make an Esper Stax deck, but it's not worth it unless I gut this deck.
Well I've come to view lifegain as an incidental bonus, and not something I actively try to achieve, but you're right about the amount of card draw this deck has. I was thinking about replacing either Mystic Remora or Rhystic Study if I were to put Necropotence in.
Quote from kraus911With Humility out, Dakkon is a 1/1 even without any lands.
Vengeful Pharaoh would be a No Mercy that can also bring some beats. If someone wants to blow their GY removal to hit that, meh, whatever.
Quote from moxnixWell I you want to keep skull don't cut rhystic or remora you want to up your draw count. You can sadly cut any removal as you can draw into it with necro. Also if you like swords war and peace loves necro.
I think a deck like this lives necro as a full hand means garunteed land drops and answers also not being combo and having lots of removal you can safly over draw when answers must be found. I like war and peace with it as a package simply becuase you can draw forever reliquary tower makes this rather silly.
Quote from Monkmirokuhave you considered Perplex? It's still decent as a counter in my opinion, as people rarely are comfortable dropping their hand, especially early game. It has the added bonus of being a transmute, which fetches some of your best stuff:
Druidic SatchelSword of Feast and FamineSword of Fire and IceOblivion StoneNecromancyRhystic StudyPhyrexian ArenaDismantling BlowOblationAny of your countersAshes to Ashes
and I'm sure I missed some. Normally I'd steer away from transmutes when you have access to better tutors, but this one in particular has a large list of things to grab with it and a variety of choices with it as well, with choices of card draw, removal, a hard counter or tuck counter, Recursion, a sword, and the satchel is really powerful.
Quote from MonkmirokuI agree that a hard counter or hard tutor is better in most situations, but it's hard to overlook the flexibility of the card, especially in your deck. Drift of Phantasms is underwhelming to me simply because other than it's transmute, it's largely useless. I'd use it in my wizard deck but thats because blue is limited on tutors, the only real tutor being Long-Term Plans which is an awkward tutor also.
It's a personal choice I guess. I've always been a fan of browbeat like cards that are winning either way. It is dissapointing to see someone about to play their last combo piece, having mana untapped, and only having Perplex in hand. It is amusing to attempt anyways to see the player happily throw their hand backwards over their shoulder though lol.
Quote from cryogenI'd rather just have a hard counter. At least that way if it fails, I can shrug and know that I gave it my best.
Quote from asteriskreaperi prefer makin' 'em suffer, but hard counters are always alright
Quote from cryogenOh believe me, it it were more reliable, I'd run it and Grip of Amnesia.
Quote from OneEightZero1Hello,
I'm rather new to commandeer and only started trying out the format.
Dakkon seemed like an amazing blank-state general that I can toy around with, plus, he's in my favorite colors.
My experienced so far:
1) I can't keep up with other decks' ramp: Tithe doesn't really help that much in that regard, to battle this I'm considering to add Patron of the Moon.
2) Surprised your list doesn't run Reliquary Tower, with so much draw power it's almost a requirement, seeing as how I couldn't ever play everything out because of the lack of ramp.
3) Prahv, Spires of Order has really been good to me, a lot of hexproof/shroud creatures + everyone loves Swiftfoot Boots.
4) I'm still getting used to the format and meta, but it seems that none of my creatures survive to untap unless I have Darksteel Plate attached. It's brutal.
5) Can't decide between Vesuva and Thespian's Stage, the latter one seems like an overall better card.
Quote from cryogenWell first off, welcome to Commander, and I like Dakkon for exactly the same reasons.
1. Unfortunately, any deck without green won't be able to keep up with the big boys when it comes to ramping. What we do have is effects to compensate by not missing land drops primarily (Tithe, Gift of Estates, Land Tax, etc.), a couple of rampers (Solemn Simulacrum, Kor Cartographer, and recursion effects Crucible of Worlds, Sun Titan to reuse fetchlands and make Patron of the Moon more effective. If your manabase runs a lot of basics, Terrain Generator and Walking Atlas can get those lands out on the battlefield. What I've found is that most often I will hit every land drop and occasionally pull a little ahead, and sometimes I'll get a bad draw and stall or conversely sometimes I'll ramp faster than a green deck. It's a fine balancing act depending on your manabase and utility cards.
2. Reliquary Tower is hit or miss for me. For one, because I run a number of colorless utility lands, I try to limit them to avoid mana screw due to the wrong color. Secondly, I try to manage my hand size by not playing every draw effect at once. If I have Rhystic Study or Phyrexian Arena out, I won't drop another effect just for the sake of holding as many cards as possible. This is because a) a blue deck with a large hand is a threat, and b) if there's a board wipe I can drop another draw effect and continue right where I left off. I agree it's a good card though, so YMMV.
3. I agree, Prahv, Spires of Order is a good card, especially in a meta with hexproof generals. In my previous LGS league, I regularly faced Bruna, Sliver Overlord, and Zur. When I got Prahv out, Bruna and Zur were practically shut down. I removed it because I'm no longer playing in that league and it's too mana intensive for the off-chance of seeing a situation where it's necessary. (With it out, you're forced to keep 7 mana open, effectively putting you into draw-go phase)
4. That's why I run counters for any bad wrath effects, and I try not to over-extend with my creatures.
5. They've both got their ups and down. I'm still trying them both out so I haven't decided if one is better than the other in my deck or if they're both worth running.
Quote from MonkmirokuI agree with all of your points, but I have to point out that Walking Atlas puts ANY land into play, not just basics.
Quote from MonkmirokuAs for vesuva vs stage, the fact stage comes in untapped and cam change makes it overall better, since it can be used turns 1-3 and you won't be too upset if you've got nothing good to copy. I'd still run both though, because vesuva has good utility with thawing Glaciers and copying bouncelands to reset etb lands, if your deck utilizes them.
Quote from MonkmirokuI'm also glad to see the inclusion of Demonic Tutor finally. It's power is too great to not be in a black deck really. I think the changes you made stepped up the powerlevel of the deck tenfold.