As this deck runs 10 fetches and a few ramp spells, I was thinking about including either Dig Through Time or Treasure Cruise in the deck. Thoughts?
I think both of those seem pretty good if you need the early game card draw, and you don't really worry too much about eating up stuff in your graveyard. Treasure Cruise is essentially a sorcery speed Ancestral Recall, so its power is evident. Dig Through Time is awesome too, because early game it nets you a couple cards, while late game it just digs for your answers. I think are both things to consider. What other card draw do you run, though? I like Rhystic Study since it generates a lot of card advantage early game, then Sphinx's Revelation so I can gain some life (like you said, fetchlands) and then draw a ton of cards. Also, something that worries me about delving away stuff is that I really enjoy Crucible of Worlds to ensure my land drops, and then other recursion pieces such as Regrowth. I think they are both solid choices, though.
WHITE: Comeuppance - Seems to be a nice little wrath, that can help protect your planeswalkers. This is probably a little too narrow of an ability, so it won't make the cut, but it is nice that you can just kill the combo player going off with infinite damage.
Containment Priest - A nice little hate bear if you are in a very heavy reanimator or Birthing Pod meta. Probably too narrow of an ability for this deck, plus I do not run any creatures.
Fell the Mighty - Just another wrath, which is always fine. Unfortunately, this leaves behind creatures, and for us to get any value, we would probably want to target Sliver Queen, leaving behind any 7/x's.
Nahiri, the Lithomancer - Unfortunately just another card that is too narrow. The only equipment that we run is Skullclamp, which does interact actually really well with her, but still. It's hard for me to find justification for her, when I don't even run something such as Elspeth Tirel.
BLUE: Teferi, Temporal Archmage - Most definitely the planeswalker I am most excited to start playing with! This guy does it all! Okay, so his plus is just some nice card draw, which is awesome, because who doesn't like card draw? In addition to that, his plus lets you dig two deep, which really helps find answers. His second ability is awesome, since it just does a ton of stuff: It ramps, it untaps Nevinyrral's Disk/card], becomes degenerate with The Chain Veil, again, this guy does it all! His ultimate will probably be the most fun thing you can ever do with this deck. Seriously. I cannot wait for the first game that I ultimate this guy.
Well of Ideas - This just seems like a nice little interesting card, which will always leave you ahead of the game, but probably too much mana and I really don't like giving other players card draw.
BLACK: Malicious Affliction - This card is actually really exciting, but probably too narrow for us. I don't even run Path to Exile or Swords to Plowshares, but this card is still really awesome. I can already tell it will see a lot of play in other decks.
Ob Nixilis of the Black Oath - This card has still got me a little undecided. His plus is pretty nice, in that it drains a couple points of life, isn't too flashy to attract hate, and helps keep you going after all of those fetchland activations. Also, his demon that he brings along is nothing to wince at, and can really serves as a nice blocker for your planeswalker. On the other hand, he's decently expensive, is pretty durdley, and his ultimate really doesn't do much for this deck. Right now I think I'm going to stay away from him, at least until I hear some results of people playing him in other decks.
RED: Daretti, Scrap Savant - This guy has me really excited, but not really for this deck. He's sorta like Ob Nixilis, in that he is pretty awesome, but I'm skeptical at the same time. His plus is nice, as filtering always is, but after that his abilities become a lot less relevant. His minus is very situational, and his ultimate is basically useless. Again, I'm going to have to hear some more data on him until I reconsider.
GREEN: Freyalise, Llanowar's Fury - Here is a planeswalker that actually sorta excites me. Let me start off by saying this, though, her ultimate is almost always going to be useless. Carry on. Okay, so her plus puts out chump blockers, Skullclamp fodder, and it ramps. That seems pretty excited. Her minus can always come in hand, which is pretty good too. I think for starters I am going to test her, and see where things go. I'm really skeptical of all the planeswalkers besides Teferi, so testing will probably be necessary for all of them, eventually.
Song of the Dryads - This card goes right along with all of our other 3-mana, catch all removal spells. Although, Song of Dryads probably has the biggest downside, being that it is a permanent and it also sorta ramps the player, if that matters at all. What is also awesome about this is that it is Sun Titan recurable!
Unstable Obelisk - This card is pretty exciting! I think if I ran more mana stones, this would most definitely find a spot. It's Tezzeret tutorable, recurrable by Academy Ruins, and is just an instant speed Desert Twister, what's not to love? Unfortunately, the deck is way too tight for such effect. Keep in consideration if you're playing Sun Titan.
LANDS: Arcane Lighthouse - Really just a meta call card. If you play more than one hexproof, voltron players, I could see this warranting a spot. Exciting nonetheless for other decks.
DECK CHANGES: Jace, the Living Guildpact -> Teferi, Temporal Archmage - As discussed above, Teferi is just awesome all around. What is interesting about this update is that Teferi's plus is so much like Jace's, but it nets you a card. Jace really was not pulling his weight that much, either.
Venser, the Sojourner -> Freyalise, Llanowar's Fury - I'll start off saying that Venser's significance has become much less. Sure flickering another planeswalker is nice, but very situational, and his ultimate is amazing, but should we only play a planeswalker based on its ultimate? Anyways, this spot is really up for grabs between Freyalise, Ob Nixilis, or Daretti. Right now I'm just testing Freyalise because she seems the most appealing, and probably most multifaceted. I'm going to keep a mind on the others, though.
This might depend on the meta but I was thinking of adding Grafdigger's Cage as it shutdowns all creature graveyard/library shenanigans. I put it on par with Torper Orb in terms of value for us as the only thing it stops would be Liliana ult which if you are able to do you have most likely already won anyways.
This might depend on the meta but I was thinking of adding Grafdigger's Cage as it shutdowns all creature graveyard/library shenanigans. I put it on par with Torper Orb in terms of value for us as the only thing it stops would be Liliana ult which if you are able to do you have most likely already won anyways.
Edit: I mostly want it to stop Green Sun Zenith.
Yeah, that's an awesome suggestion. Like you said, it's definetely more of a meta call. Honestly, that would have been perfect in my previous meta, but my playgroup has started moving away from recursion and utility creatutes. Will definetely keep that in mind, and probably place it in the card options.
How's everyone's experiences been going with the new planeswalkers? Mine haven't come in the mail yet, but I'll be playing a game when they do.
Anyways, I played some games today versus a Mono Blue Control deck and an Ezuri, Renegade Leader Elf Ball deck. Then the second game was again against the Barrin deck, and then a Kruphix, God of Horizons Combo/Control deck.
The game sorta drifted on, cannot really remember all of the details off the top of my head at the moment. I remember really keeping both of the players on their toes with Nevinyrral's Disk. I ended up losing to the Elf Ball deck, which went from Avenger of Zendikar, into playing a Gaea's Cradle the next turn, followed up by a Kamahl, Fist of Krosa and just Overran me. He eventually lost to the blue player, who went Omniscience into Time Reversal, into Eldrazi and Blightsteel Colossus.
Played a couple games today, and I was quite underwhelmed by Freyalise, Llanowar's Fury. Actually, what happened was that I had a few packages come in, including Freyalise and Ob Nixilis. Although, Teferi hasn't come in yet. So I ended up running Ob Nixilis instead of Teferi. I drew both Freyalise, and Ob Nixilis, and like I said Freyalise was kinda underwhelming. With that being said, Ob Nixilis was.. durdly, but also pretty good. I mean a 5/5 for -2 is awesome. I actually got his emblem, which wasn't that great, but let me draw off Bitterblossom tokens.
Anyone else getting some experience with the new planeswalkers? Share!
"If you control Teferi's emblem, the rule that says you can activate a loyalty ability only if none of that permanent's loyalty abilities have been activated that turn still applies. In other words, you could activate a planeswalker's loyalty ability once on your turn and once on each of your opponents' turns."
Well I already planned on running him but this ruling makes him seem twice as bonkers.
I originally just thought once a turn cycle you would be able to use the ability at instance speed.
This is seriously the games I want to be playing with Teferi. As fringe as they will be, just being able to get instant speed activations, on your opponents turns, will be so fun.
In regards to updates, yeah, I'm becoming a little more skeptical of the other planeswalkers from the decks. Like I said, I'm going to continue testing between the ones I like, but I could also see Liliana of the Veil or Vraska the Unseen getting put back in.
"If you control Teferi's emblem, the rule that says you can activate a loyalty ability only if none of that permanent's loyalty abilities have been activated that turn still applies. In other words, you could activate a planeswalker's loyalty ability once on your turn and once on each of your opponents' turns."
Well I already planned on running him but this ruling makes him seem twice as bonkers.
I originally just thought once a turn cycle you would be able to use the ability at instance speed.
Lol yes. It is seriously tailored made for a this archetype. I think if it was ruled so that you could only once per turn order, it would be very confusing and difficult to articulate in the text. But yes. If you have his emblem, you can ultimate almost all of planeswalker before your next turn in a four or five person game.
Is anyone playing Liliana of the Veil? With the new planeswalker besides Teferi being slightly underwhelming, or at least just less explored, for me, I have been considering Liliana. There is a thread in the main commander page talking about her in multiplayer, and I think she is actually quite good. I've been pretty on and off about her, but I would like to hear some experience.
Is anyone playing Liliana of the Veil? With the new planeswalker besides Teferi being slightly underwhelming, or at least just less explored, for me, I have been considering Liliana. There is a thread in the main commander page talking about her in multiplayer, and I think she is actually quite good. I've been pretty on and off about her, but I would like to hear some experience.
LotV has been fairly good for me. -2 not only disrupts Voltron strategies, but also provides a sac outlet for Academy Rector. She also insta-ultis with Doubling Season out, and often wrecks a player (or two) when she does.
Is anyone playing Liliana of the Veil? With the new planeswalker besides Teferi being slightly underwhelming, or at least just less explored, for me, I have been considering Liliana. There is a thread in the main commander page talking about her in multiplayer, and I think she is actually quite good. I've been pretty on and off about her, but I would like to hear some experience.
LotV has been fairly good for me. -2 not only disrupts Voltron strategies, but also provides a sac outlet for Academy Rector. She also insta-ultis with Doubling Season out, and often wrecks a player (or two) when she does.
How is the plus? It seems pretty good as an attrition engine, and I often find myself sticking to a certain strategy and with some cards that don't necessarily pertain to the strategy, which would be fine to pitch, or with Crucible of Worlds.
Is anyone playing Liliana of the Veil? With the new planeswalker besides Teferi being slightly underwhelming, or at least just less explored, for me, I have been considering Liliana. There is a thread in the main commander page talking about her in multiplayer, and I think she is actually quite good. I've been pretty on and off about her, but I would like to hear some experience.
LotV has been fairly good for me. -2 not only disrupts Voltron strategies, but also provides a sac outlet for Academy Rector. She also insta-ultis with Doubling Season out, and often wrecks a player (or two) when she does.
How is the plus? It seems pretty good as an attrition engine, and I often find myself sticking to a certain strategy and with some cards that don't necessarily pertain to the strategy, which would be fine to pitch, or with Crucible of Worlds.
The plus is fine, sometimes it may force you to discard something you don't really want to, but the disruption to your opponents generally ends up being worth it. The only thing you don't want to plus against is reanimator. I don't run Crucible of Worlds right now, as fetches only recently went in with KTK, and I'm still in the process of acquiring some of them, but I imagine she only gets better with it.
The plus is fine, sometimes it may force you to discard something you don't really want to, but the disruption to your opponents generally ends up being worth it. The only thing you don't want to plus against is reanimator. I don't run Crucible of Worlds right now, as fetches only recently went in with KTK, and I'm still in the process of acquiring some of them, but I imagine she only gets better with it.
Yeah, I think the point you bring up about reanimator is a pretty good one. I don't even run hate right now, but that is mainly because my meta is a lot less renaimator-y than it used to be. It's definitely something I'm going to keep in mind going forward. She seems like she would just bring a ton of value.
Any cool things you guys have discovered with the new planeswalkers from C14? One of my more recent games I was playing with Freyalise, Llanowar's Fury, and quickly found out how awesome she can be with The Chain Veil, since the tokens produce mana, although it was quite the "win-more" situation. Other than that I haven't had anything too crazy happen with them yet, and that's mainly because I still haven't received my Teferi.
@Temporal_Archmage, looks pretty good. There's definitely a few things in your list I would like to test, such as Moat and The Abyss, I don't want to bring myself to buy right now.
Here's an update that I decided after all this discussing I'm going to make: Sorin, Solemn Visitor -> Liliana of the Veil - Basically everytime I've drawn Sorin he's been a pretty underwhelming card. He takes a minus to make a guy, albeit the token is a 2/2 flier, and without any creatures on board his plus is absolutely dead. Liliana is something I've been wanting to test for awhile, and am now deciding to actually stick to it after some discussing. Lately my meta has turned a lot into grindy games, where the discard can go pretty far, and an edict that sticks, and can provide additional card advantage and value, is just awesome.
I really enjoyed reading this thread and have always liked the idea of superfriends edh.
Before I type up my decklist I have to ask.
My meta is extremely competitive, do you think a 5 color planeswalker deck without dual lands would stand a chance against infinite combo decks galore and tons of LD and stax?
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
I really enjoyed reading this thread and have always liked the idea of superfriends edh.
Before I type up my decklist I have to ask.
My meta is extremely competitive, do you think a 5 color planeswalker deck without dual lands would stand a chance against infinite combo decks galore and tons of LD and stax?
Well, I'll give you my best opinion since I play in a more casually-competitive meta (we avoid LD and infinite combos), and not a cut-throat meta. If you're playing in anything less than a three player game, you're most likely not gonna do so well. This deck takes a lot of time to set-up, deter your opponents from you and your planeswalkers, and then you can start controlling the board. My LGS hosts a 1v1 (Non-Duel Commander Rules, don't ask why) Commander tournament every Wednesday. This deck is honestly not the best choice. It does fine, as I have a ton of answers, but like I said, it's pretty slow and requires set up. Although, in multiplayer, this deck can become a pretty dominant force. I often find my playgroup targeting me earlier in the game because how much awesome utility and card advantage this deck has because of the amount of planeswalkers.
Here's my suggestion if you wanted to improve the deck to combat a cut-throat meta, without adding dual lands; turn the deck into a nonbasic land hate deck. This is an option that's given to all five color decks, which I think is an awesome and really cool strategy and have been considering working into the thread as an alternative option. Basically you take out all of the nonbasic land fixing in the deck, besides fetchlands, and run basics instead. This allows you to effectively control other decks that abuse nonbasics through means such as Blood Moon and Back to Basics, and still allowing you to get your fixing through all ten fetchlands, Evolving Wilds and Terramorphic Expanse, and cards such as Crucible of Worlds, Chromatic Lantern, Prismatic Omen, etc. I actually got inspired by this archetype from a video of Aaron Forsythe's (Director of Magic R&D) Sliver Queen Control deck, found here. I would suggest dropping some planeswalkers like Sorin Markov, due to his mana intensive cost. If you don't want to do that, I would say it would be pretty hard to operate the deck on the same mana base. You would have to completely rework the mana base, as I suggested, because the fetchlands would lose half of their accessibility, and the better half at that. Hope that helps.
If anyone else has suggestions for Dies_to_Doom_Blade, please help him out! I think have more superfriends players would really help the archetype out a lot, as feedback and criticism will be able to improve each others decks.
I'm thinking about Aura Shards at the moment. Do you guys have any experience with it in a list like this? Could be a machinegun if you have Sliver Queen or any token planeswalker out.
I'm thinking about Aura Shards at the moment. Do you guys have any experience with it in a list like this? Could be a machinegun if you have Sliver Queen or any token planeswalker out.
I had it in my list. I ended up taking it out. My list is in my sig.
I had it in my list. I ended up taking it out. My list is in my sig.
Yeah, I thought it might be one of those that seem good but ends up getting cut after a while. Same thing when I tried Necropotence. Appeared great but killed me lol. I like your list btw.
I'm also curious about strategy and game plan. Don't get me wrong I understand protecting walkers, Doubling Season and so on. But what I'm asking is; how do you play out your games in general? Every game is of course different depending on your deck and the deck you are facing. But how does a usual game go? What priorities do you make? For me its somewhat like this:
2. Find some utility planeswalkers (Kiora, Jace or Garruk Wildspeaker) or planeswalkers that protect themselves with bounce or tokens (Sorin, Elspeth, Garruk).
5. Wipe the board and destroy threats until the planeswalkers get there. If I have 2-3 PW out that can win me the game I try to lock it down with Obliterate or Decree of Anihilation (these leave you with your favorite permanents; PW and enchantments).
6. An alternative is getting there with tokens or commander damage.
I go back and forth on Moat. Not sure if I want to spend that much on a card. I'm thinking of adding Rest in Peace and the Helm combo.
What's scary about Moat is that your opponents can build up forces under it and when they suddenly disenchant it you get hammered. So it's important for you to do some work under it as well. Wrathing under Moat is not wrong! It buys you time to build up on PW and tokens. But it is not a long term sollution.
I'm thinking about Aura Shards at the moment. Do you guys have any experience with it in a list like this? Could be a machinegun if you have Sliver Queen or any token planeswalker out.
Honestly I took it out because I found it to be way too slow and ineffective. I would much rather just run something such as Return to Dust. Sure the combo with Sliver Queen is cute and all, but it doesn't really make for an effective game play.
My problem with Moat is that it just turns off almost all of your tokens, and also it still allows your planeswalkers to be very susceptible to flying attackers, which I have a tough time with.. cough, cough. Also, like Hipster Mike said, it cost sooo much lol. Although it is an awesome card I would like to have in my collection. I would definitely suggest Ensnaring Bridge over it, as I see it as a more effective card for the strategy and also a lot cheaper.
I think both of those seem pretty good if you need the early game card draw, and you don't really worry too much about eating up stuff in your graveyard. Treasure Cruise is essentially a sorcery speed Ancestral Recall, so its power is evident. Dig Through Time is awesome too, because early game it nets you a couple cards, while late game it just digs for your answers. I think are both things to consider. What other card draw do you run, though? I like Rhystic Study since it generates a lot of card advantage early game, then Sphinx's Revelation so I can gain some life (like you said, fetchlands) and then draw a ton of cards. Also, something that worries me about delving away stuff is that I really enjoy Crucible of Worlds to ensure my land drops, and then other recursion pieces such as Regrowth. I think they are both solid choices, though.
P.S. Going to have C14 update done sometime today
WHITE:
Comeuppance - Seems to be a nice little wrath, that can help protect your planeswalkers. This is probably a little too narrow of an ability, so it won't make the cut, but it is nice that you can just kill the combo player going off with infinite damage.
Containment Priest - A nice little hate bear if you are in a very heavy reanimator or Birthing Pod meta. Probably too narrow of an ability for this deck, plus I do not run any creatures.
Fell the Mighty - Just another wrath, which is always fine. Unfortunately, this leaves behind creatures, and for us to get any value, we would probably want to target Sliver Queen, leaving behind any 7/x's.
Nahiri, the Lithomancer - Unfortunately just another card that is too narrow. The only equipment that we run is Skullclamp, which does interact actually really well with her, but still. It's hard for me to find justification for her, when I don't even run something such as Elspeth Tirel.
BLUE:
Teferi, Temporal Archmage - Most definitely the planeswalker I am most excited to start playing with! This guy does it all! Okay, so his plus is just some nice card draw, which is awesome, because who doesn't like card draw? In addition to that, his plus lets you dig two deep, which really helps find answers. His second ability is awesome, since it just does a ton of stuff: It ramps, it untaps Nevinyrral's Disk/card], becomes degenerate with The Chain Veil, again, this guy does it all! His ultimate will probably be the most fun thing you can ever do with this deck. Seriously. I cannot wait for the first game that I ultimate this guy.
Well of Ideas - This just seems like a nice little interesting card, which will always leave you ahead of the game, but probably too much mana and I really don't like giving other players card draw.
BLACK:
Malicious Affliction - This card is actually really exciting, but probably too narrow for us. I don't even run Path to Exile or Swords to Plowshares, but this card is still really awesome. I can already tell it will see a lot of play in other decks.
Ob Nixilis of the Black Oath - This card has still got me a little undecided. His plus is pretty nice, in that it drains a couple points of life, isn't too flashy to attract hate, and helps keep you going after all of those fetchland activations. Also, his demon that he brings along is nothing to wince at, and can really serves as a nice blocker for your planeswalker. On the other hand, he's decently expensive, is pretty durdley, and his ultimate really doesn't do much for this deck. Right now I think I'm going to stay away from him, at least until I hear some results of people playing him in other decks.
RED:
Daretti, Scrap Savant - This guy has me really excited, but not really for this deck. He's sorta like Ob Nixilis, in that he is pretty awesome, but I'm skeptical at the same time. His plus is nice, as filtering always is, but after that his abilities become a lot less relevant. His minus is very situational, and his ultimate is basically useless. Again, I'm going to have to hear some more data on him until I reconsider.
GREEN:
Freyalise, Llanowar's Fury - Here is a planeswalker that actually sorta excites me. Let me start off by saying this, though, her ultimate is almost always going to be useless. Carry on. Okay, so her plus puts out chump blockers, Skullclamp fodder, and it ramps. That seems pretty excited. Her minus can always come in hand, which is pretty good too. I think for starters I am going to test her, and see where things go. I'm really skeptical of all the planeswalkers besides Teferi, so testing will probably be necessary for all of them, eventually.
Song of the Dryads - This card goes right along with all of our other 3-mana, catch all removal spells. Although, Song of Dryads probably has the biggest downside, being that it is a permanent and it also sorta ramps the player, if that matters at all. What is also awesome about this is that it is Sun Titan recurable!
COLORLESS:
Skullclamp - Woohoo, new artwork!
Unstable Obelisk - This card is pretty exciting! I think if I ran more mana stones, this would most definitely find a spot. It's Tezzeret tutorable, recurrable by Academy Ruins, and is just an instant speed Desert Twister, what's not to love? Unfortunately, the deck is way too tight for such effect. Keep in consideration if you're playing Sun Titan.
LANDS:
Arcane Lighthouse - Really just a meta call card. If you play more than one hexproof, voltron players, I could see this warranting a spot. Exciting nonetheless for other decks.
DECK CHANGES:
Jace, the Living Guildpact -> Teferi, Temporal Archmage - As discussed above, Teferi is just awesome all around. What is interesting about this update is that Teferi's plus is so much like Jace's, but it nets you a card. Jace really was not pulling his weight that much, either.
Venser, the Sojourner -> Freyalise, Llanowar's Fury - I'll start off saying that Venser's significance has become much less. Sure flickering another planeswalker is nice, but very situational, and his ultimate is amazing, but should we only play a planeswalker based on its ultimate? Anyways, this spot is really up for grabs between Freyalise, Ob Nixilis, or Daretti. Right now I'm just testing Freyalise because she seems the most appealing, and probably most multifaceted. I'm going to keep a mind on the others, though.
I want to hear your guys updates, too!
Edit: I mostly want it to stop Green Sun Zenith.
Yeah, that's an awesome suggestion. Like you said, it's definetely more of a meta call. Honestly, that would have been perfect in my previous meta, but my playgroup has started moving away from recursion and utility creatutes. Will definetely keep that in mind, and probably place it in the card options.
Anyways, I played some games today versus a Mono Blue Control deck and an Ezuri, Renegade Leader Elf Ball deck. Then the second game was again against the Barrin deck, and then a Kruphix, God of Horizons Combo/Control deck.
FIRST GAME vs. Barrin, Master Wizard & Ezuri, Renegade Leader:
- Started off with an opening hand of something like Wooded Foothills, Vampiric Tutor, Bitterblossom, Demonic Tutor, Misty Rainforest, and a Tundra. It was an 'OK' hand, I had a lot of tutoring so I was satisfied.
- Turn One went and grabbed an Underground Sea off of Misty Rainforest, then Vampiric Tutored for a Sol Ring.
- Turn two played the Tundra, into Sol Ring, then Bitterblossom. This card was great for me this game. Basically kept opponents with X/1's at bay from attacking my planeswalker, and then chumped anything with toughness greater than one.
- Next turn I drew a Wargate, and cast it for X=2, to tutor up Defense Grid to prevent the control player from playing his counterspells.
The game sorta drifted on, cannot really remember all of the details off the top of my head at the moment. I remember really keeping both of the players on their toes with Nevinyrral's Disk. I ended up losing to the Elf Ball deck, which went from Avenger of Zendikar, into playing a Gaea's Cradle the next turn, followed up by a Kamahl, Fist of Krosa and just Overran me. He eventually lost to the blue player, who went Omniscience into Time Reversal, into Eldrazi and Blightsteel Colossus.
*This game definitely showed me the value of the additions I made earlier this month, in Bitterblossom, Ensnaring Bridge, and Defense Grid.
GAME TWO vs. Barrin, Master Wizard & Kruphix, God of Horizons
- Opened up really similar to last game. My opening hand was something like: Arid Mesa, Vampiric Tutor, Oblation, Torpor Orb, Breeding Pool, Kor Haven, Sensei's Divining Top.
- Tutored for Sol Ring off the Vampiric Tutor.
- I eventually remember casting Liliana Vess, which got to discarding my opponents stuff like Capture of Jingzhou. Another sweet combo I picked up with her was with Ensnaring Bridge in play, I was able to pitch the unwanted cards, such as extra land, to lock down whatever creatures.
- Kruphix opponent casts Garruk, Primal Hunter, I follwed up with a Garruk, Apex Predator
- The blue player casted Omniscience, didn't cast anything in his hand (misplay that lost him the game, basically), and then cast Time Reversal. At this point the Kruphix player and I thought we lost, but the Barrin player on drew 6 lands and a Sensei's Divining Top.
- Once it got back to me, I Vindicated his Omniscience. I followed up with a Ral Zarek, just to durdle.
- Kruphix player got to cast a Jin-Gitaxias, Core Augur during my end step, which really the other player and I behind. I ended up redrawing the Vampiric Tutor, and went and got a Sphinx's Revelation. When the Kruphix player tapped out, I follwed up with a Sphinx's Revelation for X=8. At this point Ral Zarek was at seven loyalty, which both opponents had nothing to do. I ultimated Ral Zarek, which basically sealed the game.
Anyone else getting some experience with the new planeswalkers? Share!
First game, I got Chain Veil -> Doubling Season -> Teferi, Temporal Archmage. Insanity ensued. Next turn dropped Karn Liberated and table scooped.
Well I already planned on running him but this ruling makes him seem twice as bonkers.
I originally just thought once a turn cycle you would be able to use the ability at instance speed.
This is seriously the games I want to be playing with Teferi. As fringe as they will be, just being able to get instant speed activations, on your opponents turns, will be so fun.
In regards to updates, yeah, I'm becoming a little more skeptical of the other planeswalkers from the decks. Like I said, I'm going to continue testing between the ones I like, but I could also see Liliana of the Veil or Vraska the Unseen getting put back in.
Lol yes. It is seriously tailored made for a this archetype. I think if it was ruled so that you could only once per turn order, it would be very confusing and difficult to articulate in the text. But yes. If you have his emblem, you can ultimate almost all of planeswalker before your next turn in a four or five person game.
LotV has been fairly good for me. -2 not only disrupts Voltron strategies, but also provides a sac outlet for Academy Rector. She also insta-ultis with Doubling Season out, and often wrecks a player (or two) when she does.
How is the plus? It seems pretty good as an attrition engine, and I often find myself sticking to a certain strategy and with some cards that don't necessarily pertain to the strategy, which would be fine to pitch, or with Crucible of Worlds.
The plus is fine, sometimes it may force you to discard something you don't really want to, but the disruption to your opponents generally ends up being worth it. The only thing you don't want to plus against is reanimator. I don't run Crucible of Worlds right now, as fetches only recently went in with KTK, and I'm still in the process of acquiring some of them, but I imagine she only gets better with it.
Yeah, I think the point you bring up about reanimator is a pretty good one. I don't even run hate right now, but that is mainly because my meta is a lot less renaimator-y than it used to be. It's definitely something I'm going to keep in mind going forward. She seems like she would just bring a ton of value.
Any cool things you guys have discovered with the new planeswalkers from C14? One of my more recent games I was playing with Freyalise, Llanowar's Fury, and quickly found out how awesome she can be with The Chain Veil, since the tokens produce mana, although it was quite the "win-more" situation. Other than that I haven't had anything too crazy happen with them yet, and that's mainly because I still haven't received my Teferi.
1 Academy Rector
1 Sliver Queen
1 Mana Crypt
1 Enlightened Tutor
1 Imperial Seal
1 Sensei's Divining Top
1 Sol Ring
1 Vampiric Tutor
1 Demonic Tutor
1 Scroll Rack
1 Sterling Grove
1 Sylvan Library
1 Torpor Orb
1 Beast Within
1 Chaos Warp
1 Chromatic Lantern
1 Crucible of Worlds
1 Ensnaring Bridge
1 Jace Beleren
1 Liliana of the Veil
1 Maelstrom Pulse
1 Oblation
1 Phyrexian Arena
1 Rings of Brighthearth
1 Sphinx's Revelation
1 Timetwister
1 Vindicate
1 Wheel of Fortune
1 Ajani Vengeant
1 Elspeth, Knight-Errant
1 Garruk Wildspeaker
1 Humility
1 Jace, Architect of Thought
1 Jace, the Mind Sculptor
1 Kiora, the Crashing Wave
1 Leyline of Sanctity
1 Moat
1 Ral Zarek
1 Sorin, Lord of Innistrad
1 Sorin, Solemn Visitor
1 The Abyss
1 The Chain Veil
1 Utter End
1 Doubling Season
1 Elspeth Tirel
1 Garruk, Primal Hunter
1 Hallowed Burial
1 Liliana Vess
1 Mirari's Wake
1 Privileged Position
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
1 Austere Command
1 Elspeth, Sun's Champion
1 Merciless Eviction
1 Sorin Markov
1 Teferi, Temporal Archmage
1 Terminus
1 Garruk, Apex Predator
1 Karn Liberated
1 Nicol Bolas, Planeswalker
1 Obliterate
1 Decree of Annihilation
1 Omniscience
1 Badlands
1 Bayou
1 Blood Crypt
1 Bloodstained Mire
1 Breeding Pool
1 City of Brass
1 Command Tower
1 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
1 Mana Confluence
1 Marsh Flats
1 Maze of Ith
1 Misty Rainforest
1 Overgrown Tomb
1 Plateau
1 Polluted Delta
1 Reflecting Pool
1 Sacred Foundry
1 Savannah
1 Scalding Tarn
1 Scrubland
1 Steam Vents
1 Stomping Ground
1 Taiga
1 Temple Garden
1 The Tabernacle at Pendrell Vale
1 Tropical Island
1 Tundra
1 Underground Sea
1 Verdant Catacombs
1 Volcanic Island
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
Here's an update that I decided after all this discussing I'm going to make:
Sorin, Solemn Visitor -> Liliana of the Veil - Basically everytime I've drawn Sorin he's been a pretty underwhelming card. He takes a minus to make a guy, albeit the token is a 2/2 flier, and without any creatures on board his plus is absolutely dead. Liliana is something I've been wanting to test for awhile, and am now deciding to actually stick to it after some discussing. Lately my meta has turned a lot into grindy games, where the discard can go pretty far, and an edict that sticks, and can provide additional card advantage and value, is just awesome.
Before I type up my decklist I have to ask.
My meta is extremely competitive, do you think a 5 color planeswalker deck without dual lands would stand a chance against infinite combo decks galore and tons of LD and stax?
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Well, I'll give you my best opinion since I play in a more casually-competitive meta (we avoid LD and infinite combos), and not a cut-throat meta. If you're playing in anything less than a three player game, you're most likely not gonna do so well. This deck takes a lot of time to set-up, deter your opponents from you and your planeswalkers, and then you can start controlling the board. My LGS hosts a 1v1 (Non-Duel Commander Rules, don't ask why) Commander tournament every Wednesday. This deck is honestly not the best choice. It does fine, as I have a ton of answers, but like I said, it's pretty slow and requires set up. Although, in multiplayer, this deck can become a pretty dominant force. I often find my playgroup targeting me earlier in the game because how much awesome utility and card advantage this deck has because of the amount of planeswalkers.
Here's my suggestion if you wanted to improve the deck to combat a cut-throat meta, without adding dual lands; turn the deck into a nonbasic land hate deck. This is an option that's given to all five color decks, which I think is an awesome and really cool strategy and have been considering working into the thread as an alternative option. Basically you take out all of the nonbasic land fixing in the deck, besides fetchlands, and run basics instead. This allows you to effectively control other decks that abuse nonbasics through means such as Blood Moon and Back to Basics, and still allowing you to get your fixing through all ten fetchlands, Evolving Wilds and Terramorphic Expanse, and cards such as Crucible of Worlds, Chromatic Lantern, Prismatic Omen, etc. I actually got inspired by this archetype from a video of Aaron Forsythe's (Director of Magic R&D) Sliver Queen Control deck, found here. I would suggest dropping some planeswalkers like Sorin Markov, due to his mana intensive cost. If you don't want to do that, I would say it would be pretty hard to operate the deck on the same mana base. You would have to completely rework the mana base, as I suggested, because the fetchlands would lose half of their accessibility, and the better half at that. Hope that helps.
If anyone else has suggestions for Dies_to_Doom_Blade, please help him out! I think have more superfriends players would really help the archetype out a lot, as feedback and criticism will be able to improve each others decks.
I had it in my list. I ended up taking it out. My list is in my sig.
Yeah, I thought it might be one of those that seem good but ends up getting cut after a while. Same thing when I tried Necropotence. Appeared great but killed me lol. I like your list btw.
I'm also curious about strategy and game plan. Don't get me wrong I understand protecting walkers, Doubling Season and so on. But what I'm asking is; how do you play out your games in general? Every game is of course different depending on your deck and the deck you are facing. But how does a usual game go? What priorities do you make? For me its somewhat like this:
1. Get some ramp (tutor for Sol Ring) or get some card advantage (cast or tutor for Sylvan Library, Phyrexian Arena ect).
2. Find some utility planeswalkers (Kiora, Jace or Garruk Wildspeaker) or planeswalkers that protect themselves with bounce or tokens (Sorin, Elspeth, Garruk).
3. Find some protection for the planeswalkers (Moat, The Abyss, Humility ect).
4. Plan to get Doubling Season or Omniscience or both out. Usually through Academy Rector.
5. Wipe the board and destroy threats until the planeswalkers get there. If I have 2-3 PW out that can win me the game I try to lock it down with Obliterate or Decree of Anihilation (these leave you with your favorite permanents; PW and enchantments).
6. An alternative is getting there with tokens or commander damage.
I go back and forth on Moat. Not sure if I want to spend that much on a card. I'm thinking of adding Rest in Peace and the Helm combo.
What's scary about Moat is that your opponents can build up forces under it and when they suddenly disenchant it you get hammered. So it's important for you to do some work under it as well. Wrathing under Moat is not wrong! It buys you time to build up on PW and tokens. But it is not a long term sollution.
My problem with Moat is that it just turns off almost all of your tokens, and also it still allows your planeswalkers to be very susceptible to flying attackers, which I have a tough time with.. cough, cough. Also, like Hipster Mike said, it cost sooo much lol. Although it is an awesome card I would like to have in my collection. I would definitely suggest Ensnaring Bridge over it, as I see it as a more effective card for the strategy and also a lot cheaper.