My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I think this Tezzeret is just on the cusp of playable for us. How often will we really have 3 artifacts out, even counting his +1? On the other hand, his ultimate is sweet. The fact that is triggers on the end step is good in the sense that it gives immediate value, but unfortunately it doesnt really work with our planeswalkers, making it a bit of a nonbo.
I think this Tezzeret is just on the cusp of playable for us. How often will we really have 3 artifacts out, even counting his +1? On the other hand, his ultimate is sweet. The fact that is triggers on the end step is good in the sense that it gives ommediate value, but unfortunately it doesnt really work with our planeswalkers, making it a bit of a nonbo.
I actually quite like him. His plus create flying blockers, not just 1/1's, but things that can get in the way of a Kaalia beater or whatever else. Combos great with Moat.
His 0 is draw a card at worst. Not bad, not necessarily great. But at best, it's draw two. How likely will that happen though? Well he facilitates it, so that's a thing for sure. On top of that, we have 3 mana rocks and a few other artifacts that I think will help facilitate it as well. Drawing two a turn can be insane.
His minus is fine, not that crazy but definitely can set up a Doubling Season into an ultimate. Not sure what you mean it doesn't work with our planeswalkers since they're permanents?
Based on M19, here's the changes I'm considering:
Karn Liberated -> Will Kenrith - Sort of surprising I'm thinking about dropping Karn, but honestly, when I re-evaluated him, he's just not that great. Best thing he does for me is deal with Blood Moon. Other than that, his plus is mediocre, his ultimate I avoid doing and his minus is good, but I'd rather not pay 7 for an Utter End.
Gideon Jura -> Tezzeret, Artifice Master - Gideon was mediocre when I included him, and only did to help out the three drop Gideon. That's a pretty weak reason, to be honest. I like Tezz, and this way the cmc are the same, so we're not increasing our overall CMC, but instead reducing it.
Tezz is awesome. I haven't been running Gideons and haven't been missing them.
Karn never feels like a game breaker when I drop him in multiplayer.
I just finished another game where Oath of Teferi won it. One opponent had a Frozen Aether out and I surprise double activated Narset and got the emblem a turn early.
If I'm ultimating with Tezz, I think dropping lock pieces each turn would be the line rather than a PW, but it depends on board state. I'm probably going to sketch out an artifact heavy version to see if I can abuse him along with Tezz Seeker + Stasis
Hey Trav, what I meant is that because the Tezz's emblem triggers on the end step, you dont get to actually use your new planeswalker's abilities, so the planeswalker would probably get killed before you get any utility from them at all.
Hey Trav, what I meant is that because the Tezz's emblem triggers on the end step, you dont get to actually use your new planeswalker's abilities, so the planeswalker would probably get killed before you get any utility from them at all.
Hey Trav, what I meant is that because the Tezz's emblem triggers on the end step, you dont get to actually use your new planeswalker's abilities, so the planeswalker would probably get killed before you get any utility from them at all.
Ah, duh lol I completely forgot I see what you're saying though, but I don't think I would worry too much.
I concur on your analysis for the new Tezzeret. I don't run many mana rocks in my Atraxa SuperFriends but I do run key artifacts like The Chain Veil, Rings of Brighthearth, Sol Ring, and I do run Tezzeret the Seeker in order to tutor for them or the 4 colored artifact lands in order to ramp. So I should be able to eventually draw 2 cards off of his <-0> ability. I really like his 3 abilities and am in the process of evaluating the other planeswalkers I run. I don't know if I should add more ramp to the deck and/or more board wipes and remove some planeswalkers. I don't know if I should add more pillowfort elements, either. The planeswalkers I'm running are either because all abilities in Atraxa's colors are broken (including the emblems) or because they make chump blockers (tokens) and/or allow me to draw or disrupt with some kind of destruction or exile ability. Would you mind mulling over my list and giving some pointers on which walkers could see the axe, which should be included, and what I can do in their place? The deck doesn't run badly but I still feel like I can optimize it. Thanks in advance!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
You can potentially ramp faster if you include more artifact ramps. Add, mana crypt, sol ring, mana vault, Nature's lore, three visits, chromatic lantern, coalition relic, grim monolith, Basalt and talismans (even pentam prism is good) and take out cards like oorochi hatchery, everflowing chalice & cornicupia(as they dont ramp out atraxa early). I will also take out the artifact lands as they can be destroyed easily with artifact hate. Instead all one of each basic land so that you are not cold to blood moon and add Nissa worldwaker and vital force as they ramp faster and sygnersie well with atraxa profileration. Add ancient tombs, Chrome mox, gemstone cavern and even city of traitors and take out the innistrad lands. Carpet of flowers is very strong if your meta is blue.
I will honestly take out all the Oaths except Oath of teferi, they are pretty underwhelming even with venser as well as most of the creatures that you have with the exception of Pir Rascal, Deepglow Skate and Rectors. You can try Spike Weaver,luminarch ascenion, Humility and Moat, they are very strong with Atraxa.
Replace the Oaths and run tutors and Mana drain( it is a pseudo Ramp). I will also recommend Sterling groove which is a very good enchanment tutor and protects your enchanment, Omniscience and privledge position (which render your opponents point removals useless when paired with the groove. Sylvan library or mystic remora is missing from your build as well
Your board wipe package is very good, the new cleansing nova is another additional spell i recommend.
As for the planeswalkers, you can consider Jace Cunning Castaway (ultimates next turn with Atraxa, Jace living guildpact (ultimate provides massive card advantage in multiplayer), jace archieture of thought ( all 3 abilities are relevant). I prob cut Naihir, Giedon and Nissa voice of resurgence from your list. The new tezzeret will be a better inclusion once u add in more aetifact ramps
You can potentially ramp faster if you include more artifact ramps. Add, mana crypt, sol ring, mana vault, Nature's lore, three visits, chromatic lantern, coalition relic, grim monolith, Basalt and talismans (even pentam prism is good) and take out cards like oorochi hatchery, everflowing chalice & cornicupia(as they dont ramp out atraxa early). I will also take out the artifact lands as they can be destroyed easily with artifact hate. Instead all one of each basic land so that you are not cold to blood moon and add Nissa worldwaker and vital force as they ramp faster and sygnersie well with atraxa profileration. Add ancient tombs, Chrome mox, gemstone cavern and even city of traitors and take out the innistrad lands. Carpet of flowers is very strong if your meta is blue.
I will honestly take out all the Oaths except Oath of teferi, they are pretty underwhelming even with venser as well as most of the creatures that you have with the exception of Pir Rascal, Deepglow Skate and Rectors. You can try Spike Weaver,luminarch ascenion, Humility and Moat, they are very strong with Atraxa.
Replace the Oaths and run tutors and Mana drain( it is a pseudo Ramp). I will also recommend Sterling groove which is a very good enchanment tutor and protects your enchanment, Omniscience and privledge position (which render your opponents point removals useless when paired with the groove. Sylvan library or mystic remora is missing from your build as well
Your board wipe package is very good, the new cleansing nova is another additional spell i recommend.
As for the planeswalkers, you can consider Jace Cunning Castaway (ultimates next turn with Atraxa, Jace living guildpact (ultimate provides massive card advantage in multiplayer), jace archieture of thought ( all 3 abilities are relevant). I prob cut Naihir, Giedon and Nissa voice of resurgence from your list. The new tezzeret will be a better inclusion once u add in more aetifact ramps
The artifact lands are free ramp with Tezzeret the Seeker. Sure, they go with mass artifact hate, but they're useful with him.
The oaths aren't that bad and they trigger Reki, the History of Kamigawa. I can get how they're pretty much useless after they're in play if you don't have any walkers on the battlefield. But I'll talk about them one at a time:
Oath of Ajani spreads counters for Atraxa to proliferate plus reduces the costs of planeswalkers, which is almost as good as ramp.
Oath of Gideon has walkers enter with an additional loyalty counter. Sure, it's one of the weaker oaths for the deck, but it gives 2 chump blockers for its effort.
Oath of Jace is good for looting and helps with scrying when there are enough walkers in play.
Oath of Liliana is a great oath to have against voltron and it makes a chump blocker to defend any walker that just entered the battlefield that turn.
Oath of Nissa allows me to use any mana to cast walkers plus it helps dig through the deck a bit when it enters the battlefield.
Oath of Teferi is one of the best oaths and I probably won't take it out any time soon.
I don't want to run tutors apart from Liliana Vess because then the deck would only be doing the same thing over and over. I would like a challenge, as well. The only other tutors I'm running are Academy Rector and Arena Rector because they serve as an attack deterrent as well as triggering whenever I wipe the board.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I think the real question you should be asking with deck building is not "is this good?" but instead "is this better than the alternatives I have available?". I believe that replacing the oaths (oath of teferi and liliana are the only remotely playable ones, imo) with draw spells or instant speed removal would increase your winrate. For example, you would be better off cutting Oath of Nissa for Damnation, not Ugin.
All pretty weak in my opinion, besides Estrid, the Masked. 3 converted mana cost, and WUB, isn't too bad cost wise. I like that. The plus is a little top deck manipulation which can come in handy, her minus refreshes our planeswalkers (minus and then activate her ability) as well as interacts well with cards like Mana Vault.
Hey-oh. Long time since I chimed in on this.
Just wanted to say I dont think any of the m19 walkers are good in here, Tezz seems ok, but it's just short of being a worth while inclusion, I think the same of the commander 18 walkers. At least for my build they seem lack luster.
Ive been testing a bunch of dom stuff, and as others have stated, oath of teferi is nutty. It's almost like having 2 doubling seasons. Primeavels Glorious Rebirth as also been real good. Often getting the table to scoop on resolution late game.
My deck May be a little bit different then others though.
Finally got to play a game, it's been awhile. I was running into some mana issues and drawing maybe a little too many unnecessary planeswalkers, and not drawing enough in general. I'm thinking about dropping a few planeswalkers, opinions on which ones?
I would personally cut Jace AoT and Kaya. I cut them both a while back and I havent missed them. What are you looking to replace the walkers with? The rest seem pretty great, except elspeth which I am actually on the fence about at 6 mana.
Looking at him again, I think you're right. He doesn't quite make the cut, especially when you consider that he compares unfavorably to the new Tezzeret, Artifice Master, and I havent found space for Tezzeret yet. I just thought Ral's ult would be super fun to play, chaining spells and drawing cards is a good time!
An interestring card I looked at again recently is Mizzix's Mastery . The card seems like an insane value proposition: good to great for 4 mana(recrurring a wrath, etc.), and completely insane after overloading. You are running around 20 instants and sorceries, most of which could benefit from a big spell turn where you cast 2-5 cards for 8 mana. I think it could be a pretty sweet tech, and maybe a mainstay if it tests well!
Edit: I've also swapped Path to Exile for Assassin's Trophy. I think the targeting flexibility is worth the increased cost, and the exile clause on Path isn't super relevant in my meta.
I finally got around to updating and tuning my list. I've been pushing toward a new direction with heavier control elements, decreasing the number of planeswalkers to only those that have incredible value or act as win conditions with doubling season. I also tried adding some recursion elements, and an enchantment subtheme. Please let me know what you think!
Edit: Another cool tech I just found (which I can't believe I'd overlooked!) is Tainted Pact . Our deck is essentially divided into sub-functions like Threats, Removal, Draw, Stax, etc. So we can look for one of these things at instant speed for 2 mana. Most of our 5C decks are already completely singleton, negating the deck-building restriction this card normally brings. If you cast it later in the game, when you are less concerned with milling half of our library, we can grab the exact wincon we need to end the game. This kind of versatility seems incredibly valuable, and I had to make space for it in an already-tight list. I always love finding gems like this!
Hey everyone, sorry I haven't been responding or anything. I haven't been playing much, but I'm thinking picking back up. I want to sort of re-evaluate this list, though I think it will largely stay the same. I just want to give it a tune up.
I'm looking forward to seeing your new list! I have just updated my deck again, after finally acquiring The Abyss and Moat!
I've also just had the idea to add Innocent Blood . It seems crazy powerful in this deck, with a ceiling of a one mana 3 for 1 that can get around hexproof and indestructible creatures. It can be amazing early game to shut down commanders like Yisan, or later in the game after we cast our wraths to remove the bulk of our opponent's creatures. Then we can play it again later in the game with Yawgmoth's Will! It will be replacing swords to plowshares for now, until I find a better replacement.
The sideboard and maybeboard are a bit of a mess, but they show a bunch of cards I've considered over time. I've spent a lot of time thinking about this deck!
I'm looking forward to seeing your new list! I have just updated my deck again, after finally acquiring The Abyss and Moat!
I've also just had the idea to add Innocent Blood . It seems crazy powerful in this deck, with a ceiling of a one mana 3 for 1 that can get around hexproof and indestructible creatures. It can be amazing early game to shut down commanders like Yisan, or later in the game after we cast our wraths to remove the bulk of our opponent's creatures. Then we can play it again later in the game with Yawgmoth's Will! It will be replacing swords to plowshares for now, until I find a better replacement.
The sideboard and maybeboard are a bit of a mess, but they show a bunch of cards I've considered over time. I've spent a lot of time thinking about this deck!
Lately I've been having a strange problem: Moat and The Abyss are too effective. Essentially, the game more or less grinds to a halt when I play them. That's great for me, because I can more or less win with a single planeswalker in play if I get a bunch of slow grindy turns to churn out value. However, my opponents hate this kind of gameplay and I'm worried I'm going to start drawing some unwarranted hate soon enough.
My proposed solution: alternate win conditions. I've scoured the internet for the best, most compact, and most resilient win conditions for control/pillowfort decks in our format, and came up with the following:
Most importantly, these cards explicitly say the magic words: "Win the Game". I know this may unsettle some superfriends purists, but I think that this approach will lead to a more robust threat package, and one that can actually close out the game where even a Tamiyo or Ugin ultimate won't get us there.
Lately I've been having a strange problem: Moat and The Abyss are too effective. Essentially, the game more or less grinds to a halt when I play them. That's great for me, because I can more or less win with a single planeswalker in play if I get a bunch of slow grindy turns to churn out value. However, my opponents hate this kind of gameplay and I'm worried I'm going to start drawing some unwarranted hate soon enough.
My proposed solution: alternate win conditions. I've scoured the internet for the best, most compact, and most resilient win conditions for control/pillowfort decks in our format, and came up with the following:
Most importantly, these cards explicitly say the magic words: "Win the Game". I know this may unsettle some superfriends purists, but I think that this approach will lead to a more robust threat package, and one that can actually close out the game where even a Tamiyo or Ugin ultimate won't get us there.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Lately I've been having a strange problem: Moat and The Abyss are too effective. Essentially, the game more or less grinds to a halt when I play them. That's great for me, because I can more or less win with a single planeswalker in play if I get a bunch of slow grindy turns to churn out value. However, my opponents hate this kind of gameplay and I'm worried I'm going to start drawing some unwarranted hate soon enough.
My proposed solution: alternate win conditions. I've scoured the internet for the best, most compact, and most resilient win conditions for control/pillowfort decks in our format, and came up with the following:
Most importantly, these cards explicitly say the magic words: "Win the Game". I know this may unsettle some superfriends purists, but I think that this approach will lead to a more robust threat package, and one that can actually close out the game where even a Tamiyo or Ugin ultimate won't get us there.
So that just happened...
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I actually quite like him. His plus create flying blockers, not just 1/1's, but things that can get in the way of a Kaalia beater or whatever else. Combos great with Moat.
His 0 is draw a card at worst. Not bad, not necessarily great. But at best, it's draw two. How likely will that happen though? Well he facilitates it, so that's a thing for sure. On top of that, we have 3 mana rocks and a few other artifacts that I think will help facilitate it as well. Drawing two a turn can be insane.
His minus is fine, not that crazy but definitely can set up a Doubling Season into an ultimate. Not sure what you mean it doesn't work with our planeswalkers since they're permanents?
Based on M19, here's the changes I'm considering:
Karn Liberated -> Will Kenrith - Sort of surprising I'm thinking about dropping Karn, but honestly, when I re-evaluated him, he's just not that great. Best thing he does for me is deal with Blood Moon. Other than that, his plus is mediocre, his ultimate I avoid doing and his minus is good, but I'd rather not pay 7 for an Utter End.
Gideon Jura -> Tezzeret, Artifice Master - Gideon was mediocre when I included him, and only did to help out the three drop Gideon. That's a pretty weak reason, to be honest. I like Tezz, and this way the cmc are the same, so we're not increasing our overall CMC, but instead reducing it.
Karn never feels like a game breaker when I drop him in multiplayer.
I just finished another game where Oath of Teferi won it. One opponent had a Frozen Aether out and I surprise double activated Narset and got the emblem a turn early.
If I'm ultimating with Tezz, I think dropping lock pieces each turn would be the line rather than a PW, but it depends on board state. I'm probably going to sketch out an artifact heavy version to see if I can abuse him along with Tezz Seeker + Stasis
G Azusa, Wherever I May Roam
UG Rashmi Simic Power
WB Kambal Life Gain Kills
URG Maelstrom Wanderer Howdy
I concur on your analysis for the new Tezzeret. I don't run many mana rocks in my Atraxa SuperFriends but I do run key artifacts like The Chain Veil, Rings of Brighthearth, Sol Ring, and I do run Tezzeret the Seeker in order to tutor for them or the 4 colored artifact lands in order to ramp. So I should be able to eventually draw 2 cards off of his <-0> ability. I really like his 3 abilities and am in the process of evaluating the other planeswalkers I run. I don't know if I should add more ramp to the deck and/or more board wipes and remove some planeswalkers. I don't know if I should add more pillowfort elements, either. The planeswalkers I'm running are either because all abilities in Atraxa's colors are broken (including the emblems) or because they make chump blockers (tokens) and/or allow me to draw or disrupt with some kind of destruction or exile ability. Would you mind mulling over my list and giving some pointers on which walkers could see the axe, which should be included, and what I can do in their place? The deck doesn't run badly but I still feel like I can optimize it. Thanks in advance!
1 Atraxa, Praetors' Voice
Creatures: 11
1 Fog Bank
1 Academy Rector
1 Reki, the History of Kamigawa
1 Guard Gomazoa
1 Wood Elves
1 Pir, Imaginative Rascal
1 Arena Rector
1 Yavimaya Dryad
1 Brago, King Eternal
1 Deepglow Skate
1 Silent Arbiter
Enchantment: 9
1 Dueling Grounds
1 Oath of Jace
1 Oath of Nissa
1 Oath of Gideon
1 Sylvan Library
1 Oath of Liliana
1 Oath of Ajani
1 Oath of Teferi
1 Doubling Season
Lands: 37
1 Bayou
1 Savannah
1 Scrubland
1 Tropical Island
1 Tundra
1 Underground Sea
1 Kor Haven
1 Gemstone Mine
1 Vault of the Archangel
1 Alchemist's Refuge
1 Hallowed Fountain
1 Overgrown Tomb
1 Temple Garden
1 Breeding Pool
1 Godless Shrine
1 Watery Grave
1 Mana Confluence
1 Reflecting Pool
1 Maze of Ith
1 Drowned Catacomb
1 Glacial Fortress
1 Sunpetal Grove
1 Exotic Orchard
1 Murmuring Bosk
1 Forest
1 Command Tower
1 City of Brass
1 Isolated Chapel
1 Hinterland Harbor
1 Woodland Cemetery
1 Bountiful Promenade
1 Morphic Pool
1 Sea of Clouds
1 Ancient Den
1 Tree of Tales
1 Vault of Whispers
1 Seat of the Synod
1 Rings of Brighthearth
1 The Chain Veil
1 Orochi Hatchery
1 Astral Cornucopia
1 Everflowing Chalice
Instants: 2
1 Cyclonic Rift
1 Evacuation
Sorceries: 9
1 Wrath of God
1 Toxic Deluge
1 Austere Command
1 Supreme Verdict
1 Farseek
1 Martial Coup
1 Terminus
1 Praetor's Counsel
1 Primevals' Glorious Rebirth
Planeswalkers: 26
1 Tezzeret the Seeker
1 Garruk Relentless
1 Venser, the Sojourner
1 Tamiyo, the Moon Sage
1 Sorin, Lord of Innistrad
1 Ajani Steadfast
1 Liliana Vess
1 Teferi, Temporal Archmage
1 Nahiri, the Lithomancer
1 Ugin, the Spirit Dragon
1 Narset Transcendent
1 Karn Liberated
1 Gideon, Ally of Zendikar
1 Jace, Unraveler of Secrets
1 Sorin, Grim Nemesis
1 Tamiyo, Field Researcher
1 Dovin Baan
1 Vraska, Relic Seeker
1 Kaya, Ghost Assassin
1 Elspeth, Sun's Champion
1 Vraska the Unseen
1 Freyalise, Llanowar's Fury
1 Nissa, Voice of Zendikar
1 Ob Nixilis Reignited
1 Elspeth, Knight-Errant
1 Teferi, Hero of Dominaria
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I will honestly take out all the Oaths except Oath of teferi, they are pretty underwhelming even with venser as well as most of the creatures that you have with the exception of Pir Rascal, Deepglow Skate and Rectors. You can try Spike Weaver,luminarch ascenion, Humility and Moat, they are very strong with Atraxa.
Replace the Oaths and run tutors and Mana drain( it is a pseudo Ramp). I will also recommend Sterling groove which is a very good enchanment tutor and protects your enchanment, Omniscience and privledge position (which render your opponents point removals useless when paired with the groove. Sylvan library or mystic remora is missing from your build as well
Your board wipe package is very good, the new cleansing nova is another additional spell i recommend.
As for the planeswalkers, you can consider Jace Cunning Castaway (ultimates next turn with Atraxa, Jace living guildpact (ultimate provides massive card advantage in multiplayer), jace archieture of thought ( all 3 abilities are relevant). I prob cut Naihir, Giedon and Nissa voice of resurgence from your list. The new tezzeret will be a better inclusion once u add in more aetifact ramps
The artifact lands are free ramp with Tezzeret the Seeker. Sure, they go with mass artifact hate, but they're useful with him.
The oaths aren't that bad and they trigger Reki, the History of Kamigawa. I can get how they're pretty much useless after they're in play if you don't have any walkers on the battlefield. But I'll talk about them one at a time:
I wouldn't run Omniscience since Tamiyo, Field Researcher's emblem is just that.
Here are the cuts I am considering, though:
Astral Cornucopia -> Mana Vault
Everflowing Chalice -> Sol Ring
Orochi Hatchery -> Mana Crypt
Ugin, the Spirit Dragon -> Tezzeret, Cruel Machinist
Sorin, Lord of Innistrad -> Damnation
Nissa, Voice of Zendikar -> Will Kenrith
Nahiri, the Lithomancer -> Spike Weaver
Gideon, Ally of Zendikar -> Nature's Lore
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Aminatou, the Fateshifter
Lord Windgrace
Estrid, the Masked
Saheeli, the Gifted
All pretty weak in my opinion, besides Estrid, the Masked. 3 converted mana cost, and WUB, isn't too bad cost wise. I like that. The plus is a little top deck manipulation which can come in handy, her minus refreshes our planeswalkers (minus and then activate her ability) as well as interacts well with cards like Mana Vault.
I'm considering her for now.
Just wanted to say I dont think any of the m19 walkers are good in here, Tezz seems ok, but it's just short of being a worth while inclusion, I think the same of the commander 18 walkers. At least for my build they seem lack luster.
Ive been testing a bunch of dom stuff, and as others have stated, oath of teferi is nutty. It's almost like having 2 doubling seasons. Primeavels Glorious Rebirth as also been real good. Often getting the table to scoop on resolution late game.
My deck May be a little bit different then others though.
Urza, Head Pimp and his bottom *****es
http://tappedout.net/mtg-decks/urza-head-pimp-and-his-bottom-*****es/
https://www.facebook.com/george.efelis/videos/1949461961739698/
for those who Like to look at shiney things.
Here's a short list of planeswalkers I'm considering:
- Tamiyo, Field Researcher
- Nissa, Vital Force
- Dovin Baan
- Jace, Architect of Thought
- Elspeth, Sun's Champion
- Tamiyo, the Moon Sage
- Kaya, Ghost Assassin
Care to explain why you like him though?
An interestring card I looked at again recently is Mizzix's Mastery . The card seems like an insane value proposition: good to great for 4 mana(recrurring a wrath, etc.), and completely insane after overloading. You are running around 20 instants and sorceries, most of which could benefit from a big spell turn where you cast 2-5 cards for 8 mana. I think it could be a pretty sweet tech, and maybe a mainstay if it tests well!
Edit: I've also swapped Path to Exile for Assassin's Trophy. I think the targeting flexibility is worth the increased cost, and the exile clause on Path isn't super relevant in my meta.
Here's the list:
http://tappedout.net/mtg-decks/superfriends-70-mainboard/
Edit: Another cool tech I just found (which I can't believe I'd overlooked!) is Tainted Pact . Our deck is essentially divided into sub-functions like Threats, Removal, Draw, Stax, etc. So we can look for one of these things at instant speed for 2 mana. Most of our 5C decks are already completely singleton, negating the deck-building restriction this card normally brings. If you cast it later in the game, when you are less concerned with milling half of our library, we can grab the exact wincon we need to end the game. This kind of versatility seems incredibly valuable, and I had to make space for it in an already-tight list. I always love finding gems like this!
I've also just had the idea to add Innocent Blood . It seems crazy powerful in this deck, with a ceiling of a one mana 3 for 1 that can get around hexproof and indestructible creatures. It can be amazing early game to shut down commanders like Yisan, or later in the game after we cast our wraths to remove the bulk of our opponent's creatures. Then we can play it again later in the game with Yawgmoth's Will! It will be replacing swords to plowshares for now, until I find a better replacement.
Here is my most current list:
http://tappedout.net/mtg-decks/superfriends-80/?cb=1546977334
The sideboard and maybeboard are a bit of a mess, but they show a bunch of cards I've considered over time. I've spent a lot of time thinking about this deck!
My proposed solution: alternate win conditions. I've scoured the internet for the best, most compact, and most resilient win conditions for control/pillowfort decks in our format, and came up with the following:
Near-death Experience + Necropotence
And/or
Approach of the Second Sun
Most importantly, these cards explicitly say the magic words: "Win the Game". I know this may unsettle some superfriends purists, but I think that this approach will lead to a more robust threat package, and one that can actually close out the game where even a Tamiyo or Ugin ultimate won't get us there.
How would the timing be on Near-Death Experience? Does it trigger even if you don't have 1 life? Can you activate Necropotence in response to Near-Death Experience, drop to 1 life and then win?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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R Zada Arcane Storm
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G Nylea Wurms
W Darien
U Tetsuko