My first Commander deck ever was a Sek'Kuar, Deathkeeper goodstuff deck assembled from the piles of accumulated Jund junk in my binder. It didn't focus much on the death trigger parts of the deck and generally just ramped up so I could cast 7cc beaters.
After several years of inactivity, I went back to my deck. A second look revealed that I had been effectively running a B/G deck with a splash of red. With that in mind, I decided to switch strategies, creating a recursion/sacrifice-based deck around Varolz, the Scar-Striped, the remains of my Sek'Kuar deck, and whatever I could buy after selling off my Innistrad cards.
Life loss via Blood Artist, Falkenrath Noble and Gnawing Zombie.
Using Death's Presence and Scavenge to load a beater (Cloudthresher, Butcher, Varolz, Trike) with counters for the win.
Using Gruesome Encore and/or Rise from the Grave to steal an opponent's creatures from the graveyard.
At present, the list is not yet final. I intend to add more win conditions, sac outlets, and other useful cards as my budget permits. My current priority is finding a way to stop combos like Mike and Trike or Kiki-Conscripts from ruining my plans (long enough to assemble my own win cons). I'm thinking either Torpor Orb or Pithing Needle/Phyrexian Revoker would serve.
For the record, I'm using ISBPathfinder and SaraceenPsycho's lists for comparison.
Dark Prophecy - cool to see someone running this. I myself sort of rolled the idea arround a little but but I ended up not running it because of my lack of token support. I am interested to hear how it works for you though. I suppose in conjunction with things like Mikaeus, the Unhallowed it could be a crazy effect.
Obviously you have seen my list so I wont bother suggesting my own build or anything like that. I would watch out for how many sort of vanilla guys you have in your list like Scythe Tiger / Mortivore.
It looks like a fun build though. Good luck with it.
Private Mod Note
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Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Dark Prophecy - cool to see someone running this. I myself sort of rolled the idea arround a little but but I ended up not running it because of my lack of token support.
I've only been able to play one game with this list yet, so it hasn't been rigorously tested yet. That said, I see several ways to make tokens in this list and ways to sacrifice them, so I think I can make it work. Maybe adding generators like Bitterblossom and Awakening Zone as well as sac outlets like Ashnod's Altar would make it trigger much more often, but I'm a bit concerned that would dilute the recursion/sac/scavenge plan I've got in mind.
Obviously you have seen my list so I wont bother suggesting my own build or anything like that. I would watch out for how many sort of vanilla guys you have in your list like Scythe Tiger / Mortivore.
They're just holdovers until I can get my hands on Death's Shadow and Skithyrix.
Contagion Clasp --> Makeshift Mannequin: I want more reanimation support for my deck. Contagion Clasp, while a cheap source of removal and a proliferator later on, just isn't as good as my other choice.
Mortivore --> Hell's Caretaker: A sac outlet that's also a reanimator versus a vanilla creature that might be a big beater and/or good to scavenge? The sac outlet, no contest.
Civic Wayfinder --> Fresh Meat: At the moment I have several rampers in the deck. The Wayfinder doesn't put the lands on the battlefield, unlike Dawntreader Elk and Viridian Emissary: nor does it draw me cards like Yavimaya Elder, or get me more for the same amount, like Cultivate. And once I get a Farhaven Elf, it's going to be obsoleted anyway. Thus, I can afford to replace it with something that can create a huge amount of creatures with all my sacrifice outlets.
Tragic Slip --> Krosan Grip(Modern Masters): Tragic Slip is cheap and will more often than not have its Morbid active: however, it does nothing to stop infinite combos like Mike & Trike. Krosan Grip does, since it stops my opponents from saying "In response, I go infinite." It's also cheap enough to be cast when it matters most.
Steel Hellkite --> Spinebiter: While the Hellkite has two very nice abilities, it's not the sort of thing I need in this deck. Spinebiter is a poor man's Skithiryx, the Blight Dragon, with its "supertrample" ability. It also serves as another place to dump all the +1/+1 counters this deck makes.
Geth's Verdict --> Elixir of Immortality: I think I don't need a second Diabolic Edict, especially with all my other removal coming from my creatures. Better to stock up on more GY protection. (Of course, I may reverse this if I find out it doesn't work.)
Sign in Blood --> Moriok Replica: Moriok Replica is a death trigger and can be recurred with Trading Post/Nim Deathmantle. Sign in Blood can do neither.
* Tenacious Dead -> Reassembling Skeleton: Reassembling might be 1 mana more to cast, but you don't have to hold open any mana like with Tenacious Dead.
* Rogue Elephant: Scythe Tiger N°2
* Tormented Soul: Another cheap beater if you load him up with scavenge.
* Sakura-Tribe Elder: cheap, mana ramp, sacs himself
* Tainted wood: cheap mana fixer
* Sacrifice based without Grave Pact? (Allthough Butcher is the walking version of it..)
Why so much artifact ramp?: Armillary Sphere, Darksteel Ingot, Manalith, Golgari Cluestone (Replaced by Golgari Signet now), Dreamstone Hedron..
Green is the best color for mana ramping! Why would you run Armillary Sphere while you can run something like Kodama's Reach or Skyshroud Claim?
Black is probably the best color for drawing (after blue): Ancient Craving, Promise of Power, ..
(Green has Harmonize)
If you're looking for another gravepurge effect: Footbottom Feast
Are you aware of the combo between Triskelion and Mikaeus?
* Tenacious Dead -> Reassembling Skeleton: Reassembling might be 1 mana more to cast, but you don't have to hold open any mana like with Tenacious Dead.
A definite upgrade, I have to say. I'll look for a copy.
Why so much artifact ramp?: Armillary Sphere, Darksteel Ingot, Manalith, Golgari Cluestone (Replaced by Golgari Signet now), Dreamstone Hedron..
Green is the best color for mana ramping! Why would you run Armillary Sphere while you can run something like Kodama's Reach or Skyshroud Claim?
Black is probably the best color for drawing (after blue): Ancient Craving, Promise of Power, ..
(Green has Harmonize)
I don't have either the Reach or the Claim, and reading the debates on this site about Ramp vs MLD has convinced me not to over-extend with my ramping. I don't want to get all the lands out only to run into an Armageddon or Destructive Force and spend the next few turns top-decking.
That said, I could probably junk the Sphere and Manalith, and add Kodama's Reach and put the Sign in Blood back (to be replaced with Read the Bones after Theros). As for Skyshroud Claim/Ranger's Path, I'll save them for when I have an Overgrown Tomb or something.
Admittedly, now that I think of it... Savra does seem fitting for this deck. That said, I'll stick with Varolz for the time being. If I do switch generals, I'll make sure Varolz finds a spot in the 99.
I don't run Varolz, but my Sek'kuar morphed into Glissa. My vantage point was a bit earlier I guess My deck has (obviously) a bit more of an artifact theme, but since I want to keep the deck a bit casual I'm not going all-out on the artifacts. So with a similar heritage in Sek'kuar I'm sure you don't mind pointing out some cards I enjoy.
First off, I had a serious problem finding a theme for my deck. Every deck needs a theme imvho, otherwise it'll become A Pile Of Goodstuff(tm). I have the idea you have fallen into that trap with Sek'kuar (by the way, look at this article: you could turn it into a combo beast if you want to). So, theme, theme... the deck was more or less a Grave Pact deck. That's what made me play Sek'kuar in the first place, but GP makes Glissa trigger as well. With Varolz I guess you don't mind letting your creatures die. Grave Pact has been mentioned by other posters, but keep it in mind. It's a great card to build your deck around. It led me to the theme of my deck: ""Whenever a creature dies". Grave Pact and Glissa share this line of rules text . Well, almost, since it differs whether you or your opponent controls the dying creature. This lead me to a list of cards that are "coincidentally" (not really, since I had most of the cards in the list already) tied together by their rules text.
I know, it's a bit of a stretch.
Anyway, while you're in the process of adding Grave Pact, you might want to take a look at Nether Traitor. That card is a beast: you'll always have fodder to sacrifice, and as it has shadow it's very good at carrying Sword of This and That. Or scavenge counters, I assume.
Massacre wurm and Sangromancer do something similar to Falkenrath Noble. And while you're in the process of killing everything, try Grim Feast.
Admittedly, now that I think of it... Savra does seem fitting for this deck. That said, I'll stick with Varolz for the time being. If I do switch generals, I'll make sure Varolz finds a spot in the 99.
I just thought I would comment on the above. For me, the reason to run Varolz is that I want a free sac outlet as a commander. I have seen Savra decks and they tend to be pulled into playing as sort of a police the creatures type of deck where everyone will shift answering everything to you (which is annoying). In my opinion the difference between them though is that Varolz is more of an offensive build where as Savra is more of a defensive build. I don't know if that helps or changes anything but I just thought I would spin my perspective of the two as commanders.
Private Mod Note
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Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I just thought I would comment on the above. For me, the reason to run Varolz is that I want a free sac outlet as a commander. I have seen Savra decks and they tend to be pulled into playing as sort of a police the creatures type of deck where everyone will shift answering everything to you (which is annoying). In my opinion the difference between them though is that Varolz is more of an offensive build where as Savra is more of a defensive build.
I agree with this wholeheartedly. Having a guaranteed sac outlet on turn 3 in BG is huge. Varolz fits nicely into the curve given the sheer number of 2- and 4-drops in our colors that enjoy being killed.
On another note, I urge you guys to at least play-test Yavimaya Dryad. She did some work in my testing this last weekend. She's basically a Wood Elves that you can then load up with scavenge counters late game to get in there against any opponent running G.
@Shabbaman: Nether Traitor and Massacre Wurm sound good. I'll have to add them to my wish list. Sangromancer just gains me life, which isn't really as important as the other things this deck wants to do.
And yeah, I saw the Sek'Kuar list. It was pretty cool, and made me think of re-converting this deck to use him as the general.
@Bismuth: Gonna keep the Dryad in mind. Sounds cool.
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Anyway: UPDATES! (9/23/2013) (Now with Theros cards!)
Moldgraf Monstrosity --> Abhorrent Overlord: Forgot what I took out for the Monstrosity, but whatever. The Overlord is what my deck really wants: a powerful effect that also provides a sac outlet.
Gnawing Zombie --> Corpse Traders --> Reaper of the Wilds: The Traders was there to pick out any combos in my opponents' hands, but I've replaced it with the Reaper for now since it's more versatile.
Gruesome Encore --> Fade into Antiquity: With the Gods coming to EDH soon, I need a way to deal with indestructible enchantments and artifacts. Come to think of it, I could probably take out the Relic Crush I have in favor of the Encore. It has helped me in the past though...
Armillary Sphere --> Harrow --> Nighthowler: Another of my wish list cards; Nighthowler feels like it'd be versatile in this deck as it can be an Aura, a creature, and a scavenge target. (Not sure on the ruling for the last one.)
Manalith --> Kodama's Reach: Lowered the amount of mana rocks in this deck, as SaraceenPsycho recommended. My Jor Kadeen deck could use more artifacts, anyway.
Armillary Sphere --> Harrow --> Nighthowler: Another of my wish list cards; Nighthowler feels like it'd be versatile in this deck as it can be an Aura, a creature, and a scavenge target. (Not sure on the ruling for the last one.)
My guess would be that it'd be a 0/0 in the graveyard regardless of whatever else is there. It's not a characteristic-defining ability like Lord of Extinction (or anything else with a */* P/T). Someone else can feel free to correct me if I'm wrong though :).
Better to stock up on more GY protection. (Of course, I may reverse this if I find out it doesn't work.)
I don't see how essentially exiling your graveyard is protecting it. None of the cards there do you any more good in your library than, say, lost to a Tormod's Crypt. A better use of a card slot would be something that fills your graveyard again and does something useful with it, like Deadbridge Chant.
Lord of Extinction is pretty crazy with your general, he's a 28/28 (or whatever) even when in the graveyard and thus makes a nice piece of gear for a trampler or flyer to wear.
My guess would be that it'd be a 0/0 in the graveyard regardless of whatever else is there. It's not a characteristic-defining ability like Lord of Extinction (or anything else with a */* P/T). Someone else can feel free to correct me if I'm wrong though :).
Ah. Well, that's a disappointment.
Either way, I'm keeping the Nighthowler, since it pumps my finishers such as Spinebiter or Champion and helps raise the devotion count for the Overlord.
I don't see how essentially exiling your graveyard is protecting it. None of the cards there do you any more good in your library than, say, lost to a Tormod's Crypt. A better use of a card slot would be something that fills your graveyard again and does something useful with it, like Deadbridge Chant.
Lord of Extinction is pretty crazy with your general, he's a 28/28 (or whatever) even when in the graveyard and thus makes a nice piece of gear for a trampler or flyer to wear.
Lord of Extinction is definitely on my wish list, alongside Jarad (so I can toss it for 20+ life loss to everyone).
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Updates: 10/28/2013
Mortarpod --> Ashnod's Altar: Using the Altar, I can now go infinite with any one of my creatures that makes more than one token (Mitotic Slime, Abhorrent Overlord) for infinite life loss with Blood Artist/Falkenrath Noble. I will definitely have to find a copy of Exsanguinate to exploit this.
Triskelion --> Mindslicer: Without Mikaeus, Trike is slow and unwieldy. Considering the sacrifice outlets I have, the 'Slicer can be genuinely nasty.
Strider Harness --> Gray Merchant of Asphodel: Gary, as I like to call him, can act as a finisher with all the BB cards in my deck, particularly Dark Prophecy. The Harness is rather slow, and isn't really fitted to this deck's strategy.
Grafted Exoskeleton --> Pawn of Ulamog: I tossed the Exoskeleton into my Jor Kadeen deck since it can use it with Hellrider. Pawn works better in this deck and can go infinite with the Altar (as long as I sacrifice something before sacrificing the Pawn).
Gruesome Encore is back in the deck, to be replaced in the future with Puppeteer Clique. I forgot what I took out for it though.
I already have Blood Artist and Ashnod's Altar in the deck. As for the Champion, I am on the fence, as having to attack is a tougher condition to fulfill, unlike playing a land (Bloodghast), having one of my creatures die (Nether Traitor), or having open mana (Reassembling Skeleton).
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Anyway, update.
CultivateHarrow: Harrow puts the cards untapped, which is better for me I think. Pawn of UlamogSatyr Wayfinder: Wayfinder feeds my 'yard and helps me ramp. And I can do silly things using it and Victimize/Nim Deathmantle. Definitely a good deal. Viridian EmissaryDawntreader Elk: Rather similar cards, but Emissary needs a sac outlet to be good. SpinebiterPlague Stinger: The Stinger comes out much faster and one-shots as good as Spinebiter with Death's Shadow. Dreamstone HedronMind Stone: Ideally that should be a Thran Dynamo, but the Stone does the job well enough I think. Increasing AmbitionSidisi, Undead Vizier: Sidisi is much easier to recur than Ambition, which can only be recurred once. Death's PresenceGrim Haruspex: The Presence is rather expensive. I'd just rather have reliable card draw. Acidic SlimeBloodgift Demon: The Demon is more card draw and an evasive body. I can afford to lose the Slime since I've got other anti-artifact/enchantment stuff that doesn't cost 5 mana. Abyssal GatekeeperExplosive Vegetation: More ramp. Darksteel IngotForest: This brings me up to 37 lands. I'd like to keep my land count at around 37-38 to make sure I don't get mana-screwed too many times. Wickerbough ElderSadistic Hypnotist: Sad Hyppie is worth taking over another artifact/enchantment killer, I think. Fresh MeatMurderous Cut: With Delve, I can Cut for B(ieber). Not only that, but I don't have enough many token generators to make the Meat viable. I'll be happy if I'm wrong, though. Gray Merchant of AsphodelHooded Hydra: I'm not sure I can cast Gary for a ton of damage in this deck. It also feels like I'm diluting this deck's game plan by putting it in. If I were to keep it, what do you think should go? SkullmulcherTuskguard Captain: The Captain gives Varolz trample, which can help him get through for damage. SanguimancyLife's Legacy: Sanguimancy is a tad expensive for my tastes. I'll stick to this one-shot Greater Good until I find an actual copy of Greater Good or that draw-X-lose-X spell in Dragons of Tarkir. Rupture SpireJungle Hollow: The Hollow is far more reliable than the Spire, and gains me life to boot.
Sadly, I feel like this deck is so tightly-put together that deciding which cards to remove is difficult, as if I changed anything I might lose out on card draw, ramp, or removal. I was thinking of going for a +1/+1 counter theme/Warrior tribal sub-theme with Raiders' Spoils, but again this is a pretty tight list to take apart.
After several years of inactivity, I went back to my deck. A second look revealed that I had been effectively running a B/G deck with a splash of red. With that in mind, I decided to switch strategies, creating a recursion/sacrifice-based deck around Varolz, the Scar-Striped, the remains of my Sek'Kuar deck, and whatever I could buy after selling off my Innistrad cards.
1 Tenacious Dead
1 Viscera Seer
1 Viridian Emissary
1 Abyssal Gatekeeper
1 Blood Artist
1 Dawntreader Elk
1 Gnawing Zombie
1 Sylvok Replica
1 Palladium Myr
1 Yavimaya Elder
1 Civic Wayfinder
1 Fleshbag Marauder
1 Pawn of Ulamog
1 Eternal Witness
1 Dimir House Guard
1 Falkenrath Noble
1 Slum Reaper
1 Disciple of Bolas
1 Wickerbough Elder
1 Mortivore
1 Acidic Slime
1 Mitotic Slime
1 Endrek Sahr, Master Breeder
1 Skullmulcher
1 Cloudthresher
1 Triskelion
1 Steel Hellkite
1 Harvester of Souls
1 Sheoldred, Whispering One
1 Butcher of Malakir
1 Terastodon
1 Death's Presence
1 Expedition Map
1 Nihil Spellbomb
1 Mortarpod
1 Contagion Clasp
1 Armillary Sphere
1 Nim Deathmantle
1 Darksteel Ingot
1 Manalith
1 Golgari Cluestone
1 Strider Harness
1 Grafted Exoskeleton
1 Trading Post
1 Dreamstone Hedron
1 Tragic Slip
1 Diabolic Edict
1 Geth's Verdict
1 Putrefy
1 Gravepurge
1 Relic Crush
1 Sign in Blood
1 Gruesome Encore
1 Down/Dirty
1 Cultivate
1 Recollect
1 Diabolic Tutor
1 Barter in Blood
1 Creeping Renaissance
1 Increasing Ambition
1 Rise from the Grave
1 Life's Finale
1 Gaze of Granite
1 Buried Ruin
1 Evolving Wilds
1 Ghost Quarter
1 Golgari Guildgate
1 Golgari Rot Farm
1 Jund Panorama
1 Reliquary Tower
1 Rupture Spire
1 Terramorphic Expanse
1 Transguild Promenade
12 Swamp
10 Forest
1 Varolz, the Scar-Striped
This deck intends to win in three ways:
At present, the list is not yet final. I intend to add more win conditions, sac outlets, and other useful cards as my budget permits. My current priority is finding a way to stop combos like Mike and Trike or Kiki-Conscripts from ruining my plans (long enough to assemble my own win cons). I'm thinking either Torpor Orb or Pithing Needle/Phyrexian Revoker would serve.
For the record, I'm using ISBPathfinder and SaraceenPsycho's lists for comparison.
1 Sadistic Sacrament
1 Viridian Zealot
1 Skithiryx, the Blight Dragon
1 Inkmoth Nexus
1 Farhaven Elf
1 Death's Shadow
1 Force of Savagery
1 Mikaeus, the Unhallowed
1 Mind Slash
1 Necrogenesis
1 Jarad, Golgari Lich Lord
1 Sylvan Primordial
1 Garruk Relentless
1 Living Death
1 Woodland Cemetery
1 Verdant Catacombs
1 Command Tower
1 Abhorrent Overlord
1 Nighthowler
1 Read the Bones
1 Rescue from the Underworld
1 Erebos, God of the Dead
Comments and suggestions are very much appreciated.
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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Dark Prophecy - cool to see someone running this. I myself sort of rolled the idea arround a little but but I ended up not running it because of my lack of token support. I am interested to hear how it works for you though. I suppose in conjunction with things like Mikaeus, the Unhallowed it could be a crazy effect.
Obviously you have seen my list so I wont bother suggesting my own build or anything like that. I would watch out for how many sort of vanilla guys you have in your list like Scythe Tiger / Mortivore.
It looks like a fun build though. Good luck with it.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I've only been able to play one game with this list yet, so it hasn't been rigorously tested yet. That said, I see several ways to make tokens in this list and ways to sacrifice them, so I think I can make it work. Maybe adding generators like Bitterblossom and Awakening Zone as well as sac outlets like Ashnod's Altar would make it trigger much more often, but I'm a bit concerned that would dilute the recursion/sac/scavenge plan I've got in mind.
They're just holdovers until I can get my hands on Death's Shadow and Skithyrix.
Thanks for the feedback though.
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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Contagion Clasp --> Makeshift Mannequin: I want more reanimation support for my deck. Contagion Clasp, while a cheap source of removal and a proliferator later on, just isn't as good as my other choice.
Mortivore --> Hell's Caretaker: A sac outlet that's also a reanimator versus a vanilla creature that might be a big beater and/or good to scavenge? The sac outlet, no contest.
Golgari Cluestone --> Golgari Signet: Pretty much switching in a better card here.
Civic Wayfinder --> Fresh Meat: At the moment I have several rampers in the deck. The Wayfinder doesn't put the lands on the battlefield, unlike Dawntreader Elk and Viridian Emissary: nor does it draw me cards like Yavimaya Elder, or get me more for the same amount, like Cultivate. And once I get a Farhaven Elf, it's going to be obsoleted anyway. Thus, I can afford to replace it with something that can create a huge amount of creatures with all my sacrifice outlets.
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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Tragic Slip --> Krosan Grip (Modern Masters): Tragic Slip is cheap and will more often than not have its Morbid active: however, it does nothing to stop infinite combos like Mike & Trike. Krosan Grip does, since it stops my opponents from saying "In response, I go infinite." It's also cheap enough to be cast when it matters most.
Steel Hellkite --> Spinebiter: While the Hellkite has two very nice abilities, it's not the sort of thing I need in this deck. Spinebiter is a poor man's Skithiryx, the Blight Dragon, with its "supertrample" ability. It also serves as another place to dump all the +1/+1 counters this deck makes.
Geth's Verdict --> Elixir of Immortality: I think I don't need a second Diabolic Edict, especially with all my other removal coming from my creatures. Better to stock up on more GY protection. (Of course, I may reverse this if I find out it doesn't work.)
Makeshift Mannequin --> Kessig Cagebreakers: One of the cards on my wish list in exchange for a one-shot effect.
Sign in Blood --> Moriok Replica: Moriok Replica is a death trigger and can be recurred with Trading Post/Nim Deathmantle. Sign in Blood can do neither.
Palladium Myr --> Greenweaver Druid: I was building a Jor Kadeen, the Prevailer deck with stuff I found in my MTG stacks, and I put the Myr there.
Swamp --> Grim Backwoods: Another utility land makes it in.
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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* Tenacious Dead -> Reassembling Skeleton: Reassembling might be 1 mana more to cast, but you don't have to hold open any mana like with Tenacious Dead.
* Rogue Elephant: Scythe Tiger N°2
* Tormented Soul: Another cheap beater if you load him up with scavenge.
* Sakura-Tribe Elder: cheap, mana ramp, sacs himself
* Tainted wood: cheap mana fixer
* Sacrifice based without Grave Pact? (Allthough Butcher is the walking version of it..)
Why so much artifact ramp?: Armillary Sphere, Darksteel Ingot, Manalith, Golgari Cluestone (Replaced by Golgari Signet now), Dreamstone Hedron..
Green is the best color for mana ramping! Why would you run Armillary Sphere while you can run something like Kodama's Reach or Skyshroud Claim?
Black is probably the best color for drawing (after blue): Ancient Craving, Promise of Power, ..
(Green has Harmonize)
If you're looking for another gravepurge effect: Footbottom Feast
Are you aware of the combo between Triskelion and Mikaeus?
Overall, are you sure you wanna use Varolz, or have you thought about Savra, Queen of the Golgari? =)
Neheb
Marath
Yidris
Sharuum
Yidris
A definite upgrade, I have to say. I'll look for a copy.
Scythe Tiger's really just there to hold a spot until I put in Death's Shadow. I don't need another one.
Not sure I want that many cheap beaters. I just really see the Scavenge part as a way to deliver the final blow.
Will definitely have to find a copy of both in the future.
I don't have either the Reach or the Claim, and reading the debates on this site about Ramp vs MLD has convinced me not to over-extend with my ramping. I don't want to get all the lands out only to run into an Armageddon or Destructive Force and spend the next few turns top-decking.
That said, I could probably junk the Sphere and Manalith, and add Kodama's Reach and put the Sign in Blood back (to be replaced with Read the Bones after Theros). As for Skyshroud Claim/Ranger's Path, I'll save them for when I have an Overgrown Tomb or something.
Hence why I intend to find a copy of Mikaeus. It also interacts with all the other stuff in my deck, so I'm not just putting him in to combo out.
Admittedly, now that I think of it... Savra does seem fitting for this deck. That said, I'll stick with Varolz for the time being. If I do switch generals, I'll make sure Varolz finds a spot in the 99.
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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First off, I had a serious problem finding a theme for my deck. Every deck needs a theme imvho, otherwise it'll become A Pile Of Goodstuff(tm). I have the idea you have fallen into that trap with Sek'kuar (by the way, look at this article: you could turn it into a combo beast if you want to). So, theme, theme... the deck was more or less a Grave Pact deck. That's what made me play Sek'kuar in the first place, but GP makes Glissa trigger as well. With Varolz I guess you don't mind letting your creatures die. Grave Pact has been mentioned by other posters, but keep it in mind. It's a great card to build your deck around. It led me to the theme of my deck: ""Whenever a creature dies". Grave Pact and Glissa share this line of rules text . Well, almost, since it differs whether you or your opponent controls the dying creature. This lead me to a list of cards that are "coincidentally" (not really, since I had most of the cards in the list already) tied together by their rules text.
I know, it's a bit of a stretch.
Anyway, while you're in the process of adding Grave Pact, you might want to take a look at Nether Traitor. That card is a beast: you'll always have fodder to sacrifice, and as it has shadow it's very good at carrying Sword of This and That. Or scavenge counters, I assume.
Massacre wurm and Sangromancer do something similar to Falkenrath Noble. And while you're in the process of killing everything, try Grim Feast.
I just thought I would comment on the above. For me, the reason to run Varolz is that I want a free sac outlet as a commander. I have seen Savra decks and they tend to be pulled into playing as sort of a police the creatures type of deck where everyone will shift answering everything to you (which is annoying). In my opinion the difference between them though is that Varolz is more of an offensive build where as Savra is more of a defensive build. I don't know if that helps or changes anything but I just thought I would spin my perspective of the two as commanders.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I agree with this wholeheartedly. Having a guaranteed sac outlet on turn 3 in BG is huge. Varolz fits nicely into the curve given the sheer number of 2- and 4-drops in our colors that enjoy being killed.
On another note, I urge you guys to at least play-test Yavimaya Dryad. She did some work in my testing this last weekend. She's basically a Wood Elves that you can then load up with scavenge counters late game to get in there against any opponent running G.
stuff
@Shabbaman: Nether Traitor and Massacre Wurm sound good. I'll have to add them to my wish list. Sangromancer just gains me life, which isn't really as important as the other things this deck wants to do.
And yeah, I saw the Sek'Kuar list. It was pretty cool, and made me think of re-converting this deck to use him as the general.
@Bismuth: Gonna keep the Dryad in mind. Sounds cool.
Anyway: UPDATES! (9/23/2013) (Now with Theros cards!)
Moldgraf Monstrosity --> Abhorrent Overlord: Forgot what I took out for the Monstrosity, but whatever. The Overlord is what my deck really wants: a powerful effect that also provides a sac outlet.
Gnawing Zombie --> Corpse Traders --> Reaper of the Wilds: The Traders was there to pick out any combos in my opponents' hands, but I've replaced it with the Reaper for now since it's more versatile.
Rise from the Grave --> Rescue from the Underworld: Morning Rescue nets me more than Rise, even if the latter does let me target others' graveyards.
Gruesome Encore --> Fade into Antiquity: With the Gods coming to EDH soon, I need a way to deal with indestructible enchantments and artifacts. Come to think of it, I could probably take out the Relic Crush I have in favor of the Encore. It has helped me in the past though...
Armillary Sphere --> Harrow --> Nighthowler: Another of my wish list cards; Nighthowler feels like it'd be versatile in this deck as it can be an Aura, a creature, and a scavenge target. (Not sure on the ruling for the last one.)
Manalith --> Kodama's Reach: Lowered the amount of mana rocks in this deck, as SaraceenPsycho recommended. My Jor Kadeen deck could use more artifacts, anyway.
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
My guess would be that it'd be a 0/0 in the graveyard regardless of whatever else is there. It's not a characteristic-defining ability like Lord of Extinction (or anything else with a */* P/T). Someone else can feel free to correct me if I'm wrong though :).
stuff
I don't see how essentially exiling your graveyard is protecting it. None of the cards there do you any more good in your library than, say, lost to a Tormod's Crypt. A better use of a card slot would be something that fills your graveyard again and does something useful with it, like Deadbridge Chant.
Lord of Extinction is pretty crazy with your general, he's a 28/28 (or whatever) even when in the graveyard and thus makes a nice piece of gear for a trampler or flyer to wear.
Ah. Well, that's a disappointment.
Either way, I'm keeping the Nighthowler, since it pumps my finishers such as Spinebiter or Champion and helps raise the devotion count for the Overlord.
Lord of Extinction is definitely on my wish list, alongside Jarad (so I can toss it for 20+ life loss to everyone).
Updates: 10/28/2013
Mortarpod --> Ashnod's Altar: Using the Altar, I can now go infinite with any one of my creatures that makes more than one token (Mitotic Slime, Abhorrent Overlord) for infinite life loss with Blood Artist/Falkenrath Noble. I will definitely have to find a copy of Exsanguinate to exploit this.
Triskelion --> Mindslicer: Without Mikaeus, Trike is slow and unwieldy. Considering the sacrifice outlets I have, the 'Slicer can be genuinely nasty.
Elixir of Immortality --> Sakura-Tribe Elder: One of the cards recommended to me.
Strider Harness --> Gray Merchant of Asphodel: Gary, as I like to call him, can act as a finisher with all the BB cards in my deck, particularly Dark Prophecy. The Harness is rather slow, and isn't really fitted to this deck's strategy.
Grafted Exoskeleton --> Pawn of Ulamog: I tossed the Exoskeleton into my Jor Kadeen deck since it can use it with Hellrider. Pawn works better in this deck and can go infinite with the Altar (as long as I sacrifice something before sacrificing the Pawn).
Gruesome Encore is back in the deck, to be replaced in the future with Puppeteer Clique. I forgot what I took out for it though.
This is my current deck list:
1 Viscera Seer
1 Viridian Emissary
1 Dawntreader Elk
1 Sakura-Tribe Elder
1 Abyssal Gatekeeper
1 Blood Artist
1 Nighthowler
1 Sylvok Replica
1 Moriok Replica
1 Yavimaya Elder
1 Fleshbag Marauder
1 Pawn of Ulamog
1 Eternal Witness
1 Dimir House Guard
1 Falkenrath Noble
1 Slum Reaper
1 Disciple of Bolas
1 Wickerbough Elder
1 Mindslicer
1 Reaper of the Wilds
1 Gray Merchant of Asphodel
1 Acidic Slime
1 Mitotic Slime
1 Endrek Sahr, Master Breeder
1 Skullmulcher
1 Kessig Cagebreakers
1 Cloudthresher
1 Spinebiter
1 Harvester of Souls
1 Sheoldred, Whispering One
1 Butcher of Malakir
1 Terastodon
1 Death's Presence
1 Expedition Map
1 Nihil Spellbomb
1 Nim Deathmantle
1 Golgari Signet
1 Ashnod's Altar
1 Darksteel Ingot
1 Trading Post
1 Dreamstone Hedron
1 Diabolic Edict
1 Putrefy
1 Gravepurge
1 Fresh Meat
1 Relic Crush
1 Rescue from the Underworld
1 Read the Bones
1 Gruesome Encore
1 Fade into Antiquity
1 Kodama's Reach
1 Cultivate
1 Recollect
1 Diabolic Tutor
1 Barter in Blood
1 Creeping Renaissance
1 Increasing Ambition
1 Life's Finale
1 Gaze of Granite
1 Buried Ruin
1 Evolving Wilds
1 Ghost Quarter
1 Golgari Guildgate
1 Golgari Rot Farm
1 Grim Backwoods
1 Jund Panorama
1 Reliquary Tower
1 Rupture Spire
1 Terramorphic Expanse
1 Transguild Promenade
11 Swamp
10 Forest
1 Varolz, the Scar-Striped
1 Viridian Emissary
1 Dawntreader Elk
1 Sakura-Tribe Elder
1 Golgari Signet
1 Darksteel Ingot
1 Kodama's Reach
1 Cultivate
1 Yavimaya Elder
1 Dreamstone Hedron
Sac Outlets
1 Viscera Seer
1 Ashnod's Altar
1 Disciple of Bolas
1 Hell's Caretaker
Token Makers
1 Pawn of Ulamog
1 Fresh Meat
1 Mitotic Slime
1 Kessig Cagebreakers
1 Endrek Sahr, Master Breeder
1 Abhorrent Overlord
Death Triggers
1 Blood Artist
1 Dark Prophecy
1 Falkenrath Noble
1 Reaper of the Wilds
1 Death's Presence
1 Harvester of Souls
Removal
1 Nihil Spellbomb
1 Diabolic Edict
1 Abyssal Gatekeeper
1 Fleshbag Marauder
1 Sylvok Replica
1 Putrefy
1 Gaze of Granite
1 Fade into Antiquity
1 Slum Reaper
1 Wickerbough Elder
1 Mindslicer
1 Barter in Blood
1 Acidic Slime
1 Life's Finale
1 Butcher of Malakir
1 Terastodon
1 Reassembling Skeleton
1 Nim Deathmantle
1 Eternal Witness
1 Recollect
1 Gravepurge
1 Gruesome Encore
1 Trading Post
1 Dread Return
1 Rescue from the Underworld
1 Sheoldred, Whispering One
Finishers
1 Scythe Tiger
1 Champion of Lambholt
1 Nighthowler
1 Gray Merchant of Asphodel
1 Cloudthresher
1 Spinebiter
Tutors/Card Advantage
1 Expedition Map
1 Read the Bones
1 Moriok Replica
1 Dimir House Guard
1 Diabolic Tutor
1 Skullmulcher
1 Increasing Ambition
Non-basic Lands
1 Bojuka Bog
1 Buried Ruin
1 Evolving Wilds
1 Ghost Quarter
1 Golgari Guildgate
1 Golgari Rot Farm
1 Grim Backwoods
1 Jund Panorama
1 Reliquary Tower
1 Rupture Spire
1 Terramorphic Expanse
1 Transguild Promenade
11 Swamp
10 Forest
1 Varolz, the Scar-Striped
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
1 Death's Shadow
1 Viscera Seer
2 Viridian Emissary
2 Sakura-Tribe Elder
2 Abyssal Gatekeeper
2 Blood Artist
2 Reassembling Skeleton
3 Champion of Lambholt
3 Reclamation Sage
3 Nighthowler
3 Sylvok Replica
3 Yavimaya Elder
3 Fleshbag Marauder
3 Pawn of Ulamog
3 Eternal Witness
4 Agent of Erebos
4 Dimir House Guard
4 Falkenrath Noble
4 Slum Reaper
4 Disciple of Bolas
4 Wickerbough Elder
4 Mindslicer
4 Jarad, Golgari Lich Lord
5 Phyrexian Delver
5 Gray Merchant of Asphodel
5 Acidic Slime
5 Mitotic Slime
5 Endrek Sahr, Master Breeder
5 Skullmulcher
6 Cloudthresher
6 Spinebiter
6 Harvester of Souls
7 Abhorrent Overlord
7 Butcher of Malakir
8 Terastodon
3 Dark Prophecy
5 Dictate of Erebos
6 Death's Presence
Artifacts
1 Expedition Map
2 Swiftfoot Boots
2 Nim Deathmantle
2 Golgari Signet
3 Ashnod's Altar
3 Darksteel Ingot
6 Dreamstone Hedron
Instants
2 Unravel the Æther
3 Putrefy
3 Gravepurge
3 Krosan Grip
4 Fresh Meat
5 Rescue from the Underworld
Sorceries
3 Read the Bones
3 Cultivate
3 Recollect
3 Victimize
3 Gaze of Granite
3 Death Cloud
4 Diabolic Tutor
4 Barter in Blood
4 Jarad's Orders
5 Sanguimancy
5 Creeping Renaissance
5 Increasing Ambition
6 Life's Finale
0 Bojuka Bog
0 Buried Ruin
0 Evolving Wilds
0 Ghost Quarter
0 Golgari Guildgate
0 Golgari Rot Farm
0 Grim Backwoods
0 Jund Panorama
0 Reliquary Tower
0 Rupture Spire
0 Terramorphic Expanse
0 Woodland Cemetery
11 Swamp
11 Forest
Commander
3 Varolz, the Scar-Striped
2 Viridian Emissary
2 Sakura-Tribe Elder
2 Golgari Signet
3 Darksteel Ingot
3 Cultivate
3 Yavimaya Elder
6 Dreamstone Hedron
Sac Outlets
1 Viscera Seer
3 Ashnod's Altar
4 Disciple of Bolas
4 Hell's Caretaker
Token Makers
3 Pawn of Ulamog
4 Fresh Meat
5 Mitotic Slime
5 Endrek Sahr, Master Breeder
7 Abhorrent Overlord
Death Triggers
2 Blood Artist
3 Dark Prophecy
4 Falkenrath Noble
6 Death's Presence
7 Harvester of Souls
Removal
2 Unravel the Æther
2 Abyssal Gatekeeper
2 Fleshbag Marauder
3 Sylvok Replica
3 Reclamation Sage
3 Putrefy
4 Slum Reaper
4 Wickerbough Elder
4 Mindslicer
5 Acidic Slime
3 Death Cloud
3 Gaze of Granite
4 Barter in Blood
5 Dictate of Erebos
6 Life's Finale
7 Butcher of Malakir
8 Terastodon
Recursion
2 Reassembling Skeleton
2 Nim Deathmantle
3 Eternal Witness
3 Recollect
3 Victimize
3 Gravepurge
5 Rescue from the Underworld
Haymakers
1 Death's Shadow
3 Champion of Lambholt
3 Nighthowler
4 Jarad, Golgari Lich Lord
5 Gray Merchant of Asphodel
6 Cloudthresher
6 Spinebiter
Tutors/Card Advantage
1 Expedition Map
3 Read the Bones
4 Dimir House Guard
4 Jarad's Orders
4 Diabolic Tutor
5 Skullmulcher
5 Sanguimancy
5 Increasing Ambition
0 Bojuka Bog
0 Buried Ruin
0 Evolving Wilds
0 Ghost Quarter
0 Golgari Guildgate
0 Golgari Rot Farm
0 Grim Backwoods
0 Jund Panorama
0 Reliquary Tower
0 Rupture Spire
0 Terramorphic Expanse
0 Woodland Cemetery
Basic Lands
10 Swamp
10 Forest
Commander
3 Varolz, the Scar-Striped
What this deck needs:
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
I already have Blood Artist and Ashnod's Altar in the deck. As for the Champion, I am on the fence, as having to attack is a tougher condition to fulfill, unlike playing a land (Bloodghast), having one of my creatures die (Nether Traitor), or having open mana (Reassembling Skeleton).
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Anyway, update.
Cultivate Harrow: Harrow puts the cards untapped, which is better for me I think.
Pawn of Ulamog Satyr Wayfinder: Wayfinder feeds my 'yard and helps me ramp. And I can do silly things using it and Victimize/Nim Deathmantle. Definitely a good deal.
Viridian Emissary Dawntreader Elk: Rather similar cards, but Emissary needs a sac outlet to be good.
Spinebiter Plague Stinger: The Stinger comes out much faster and one-shots as good as Spinebiter with Death's Shadow.
Dreamstone Hedron Mind Stone: Ideally that should be a Thran Dynamo, but the Stone does the job well enough I think.
Increasing Ambition Sidisi, Undead Vizier: Sidisi is much easier to recur than Ambition, which can only be recurred once.
Death's Presence Grim Haruspex: The Presence is rather expensive. I'd just rather have reliable card draw.
Acidic Slime Bloodgift Demon: The Demon is more card draw and an evasive body. I can afford to lose the Slime since I've got other anti-artifact/enchantment stuff that doesn't cost 5 mana.
Abyssal Gatekeeper Explosive Vegetation: More ramp.
Darksteel Ingot Forest: This brings me up to 37 lands. I'd like to keep my land count at around 37-38 to make sure I don't get mana-screwed too many times.
Wickerbough Elder Sadistic Hypnotist: Sad Hyppie is worth taking over another artifact/enchantment killer, I think.
Fresh Meat Murderous Cut: With Delve, I can Cut for B(ieber). Not only that, but I don't have enough many token generators to make the Meat viable. I'll be happy if I'm wrong, though.
Gray Merchant of Asphodel Hooded Hydra: I'm not sure I can cast Gary for a ton of damage in this deck. It also feels like I'm diluting this deck's game plan by putting it in. If I were to keep it, what do you think should go?
Skullmulcher Tuskguard Captain: The Captain gives Varolz trample, which can help him get through for damage.
Sanguimancy Life's Legacy: Sanguimancy is a tad expensive for my tastes. I'll stick to this one-shot Greater Good until I find an actual copy of Greater Good or that draw-X-lose-X spell in Dragons of Tarkir.
Rupture Spire Jungle Hollow: The Hollow is far more reliable than the Spire, and gains me life to boot.
1 Death's Shadow
1 Viscera Seer
2 Hooded Hydra
2 Dawntreader Elk
2 Plague Stinger
2 Satyr Wayfinder
2 Sakura-Tribe Elder
2 Blood Artist
2 Reassembling Skeleton
3 Champion of Lambholt
3 Reclamation Sage
3 Nighthowler
3 Sylvok Replica
3 Yavimaya Elder
3 Fleshbag Marauder
3 Eternal Witness
3 Grim Haruspex
3 Tuskguard Captain
4 Agent of Erebos
4 Dimir House Guard
4 Slum Reaper
4 Disciple of Bolas
4 Mindslicer
4 Jarad, Golgari Lich Lord
5 Bloodgift Demon
5 Phyrexian Delver
5 Sidisi, Undead Vizier
5 Mitotic Slime
5 Sadistic Hypnotist
6 Harvester of Souls
7 Abhorrent Overlord
7 Butcher of Malakir
8 Terastodon
3 Dark Prophecy
5 Dictate of Erebos
Artifacts
1 Expedition Map
2 Swiftfoot Boots
2 Nim Deathmantle
2 Golgari Signet
2 Mind Stone
3 Ashnod's Altar
Instants
2 Unravel the Æther
3 Putrefy
3 Harrow
3 Gravepurge
3 Krosan Grip
5 Rescue from the Underworld
5 Murderous Cut
Sorceries
2 Life's Legacy
3 Read the Bones
3 Recollect
3 Victimize
3 Gaze of Granite
3 Death Cloud
4 Diabolic Tutor
4 Barter in Blood
4 Increasing Savagery
4 Jarad's Orders
4 Explosive Vegetation
5 Creeping Renaissance
6 Life's Finale
0 Bojuka Bog
0 Buried Ruin
0 Evolving Wilds
0 Ghost Quarter
0 Golgari Guildgate
0 Golgari Rot Farm
0 Grim Backwoods
0 Jund Panorama
0 Jungle Hollow
0 Reliquary Tower
0 Terramorphic Expanse
0 Woodland Cemetery
11 Swamp
12 Forest
Commander
3 Varolz, the Scar-Striped
2 Dawntreader Elk
2 Satyr Wayfinder
2 Sakura-Tribe Elder
2 Mind Stone
2 Golgari Signet
3 Harrow
3 Yavimaya Elder
4 Explosive Vegetation
Sac Outlets
1 Viscera Seer
2 Life's Legacy
3 Ashnod's Altar
4 Disciple of Bolas
5 Sidisi, Undead Vizier
Token Makers
2 Hooded Hydra
5 Mitotic Slime
7 Abhorrent Overlord
Death Triggers
2 Blood Artist
3 Dark Prophecy
3 Grim Haruspex
6 Harvester of Souls
Removal
2 Unravel the Æther
2 Fleshbag Marauder
3 Sylvok Replica
3 Reclamation Sage
3 Putrefy
4 Slum Reaper
4 Agent of Erebos
4 Mindslicer
5 Murderous Cut
3 Death Cloud
3 Gaze of Granite
4 Barter in Blood
5 Dictate of Erebos
6 Life's Finale
7 Butcher of Malakir
8 Terastodon
Recursion
2 Reassembling Skeleton
2 Nim Deathmantle
3 Eternal Witness
3 Recollect
3 Victimize
3 Gravepurge
5 Rescue from the Underworld
5 Creeping Renaissance
Haymakers
1 Death's Shadow
2 Plague Stinger
3 Champion of Lambholt
3 Nighthowler
4 Jarad, Golgari Lich Lord
Tutors/Card Advantage
1 Expedition Map
3 Read the Bones
4 Dimir House Guard
4 Jarad's Orders
4 Diabolic Tutor
0 Bojuka Bog
0 Buried Ruin
0 Evolving Wilds
0 Ghost Quarter
0 Golgari Guildgate
0 Golgari Rot Farm
0 Grim Backwoods
0 Jund Panorama
0 Jungle Hollow
0 Reliquary Tower
0 Terramorphic Expanse
0 Woodland Cemetery
Basic Lands
12 Swamp
13 Forest
Commander
3 Varolz, the Scar-Striped
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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Bramblewood Paragon (probably replacing Tuskguard Captain)
Wild Beastmaster
Beastmaster Ascension
Triumph of the Hordes
Strength from the Fallen
Lotleth Troll
Sadly, I feel like this deck is so tightly-put together that deciding which cards to remove is difficult, as if I changed anything I might lose out on card draw, ramp, or removal. I was thinking of going for a +1/+1 counter theme/Warrior tribal sub-theme with Raiders' Spoils, but again this is a pretty tight list to take apart.
Any advice, EDH mavens?
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------