Reasons to play this Deck
How does this Deck Win
How to play the deck
Currently, there are 5 BUG generals Available:
Damia, Sage of Stone - pricey card advantage engineThe Mimeoplasm - Combo Enabler and Reanimator with potential to voltronVorosh, the Hunter - Voltron who can slightly support himselfSidisi, Brood Tyrant - Self Mill / minor zombie generatorTasigur, the Golden Fang - Self mill with delve plus grave recursion to hand
Vorosh is the worst of the 5 in my opinion. He can ramp into himself and then voltron effectively in a 1v1 match, using counter magic to support himself; however, in a multiplayer game you simply eliminate one opponent at best before the table as a whole deals with you. At his best, he can ramp up and win duels with brutal efficiency. At his worst, he stalls out vs multiple opponents and suffers greatly from tucks.
Sidisi I find lack luster. I don't like self mill strategies as a whole, and I find her token generation fairly useless. I have not played her nor played against her yet, and I suspect that is because while there arent many BUG commanders available, there are simply more fun options than Sidisi.
Tasigur I find interesting. I like that he has delve, which can help a ton in throwing him out early and fighting commander tax. I like that he recurs cards from your grave to your hand. What i DO NOT like is that he gives your opponent choice over what you get back from your grave. I think if I wanted to make a BUG deck, I wouldnt use him. That said, he has the surprising flexibility that he can be used in a BU or BG deck and doesnt require a third color to get full functionality. Because of that, i find him very flexible as a commander, with a potentially amazing ability. Overall, i'd say he's got great casual political value, but from a competitive stand point, giving your opponent control over what card goes into your hand is rarely going to be worth it.
Mimeoplasm is fantastic, however, I am not playing a deck with valuable creatures in their own regard. Mimeoplasm wants to reanimate strong creatures combined with valuable abilities; preferably in such a way that he can go voltron for the win or hold off a board. He also serves as a way to recur combo pieces that enable you to win, or target your opponents combo pieces in the grave as spot removal. The problem is that he isnt a combo engine in himself; since he only gets the abilities of 1 of the creatures he reanimates, and he is heavily reliant on the grave being valuable. At his best, he can become a powerful evasive voltron who can also reanimate scary abilities from the grave or serve as spot grave removal. At his worst, he cannot be played due to Rest in Peace effects.
Damia is expensive, and takes away your ability to naturally draw on your turn. However, she unlocks your ability to throw away your hand and then start your next turn with a full 7, generating consecrated sphinx levels of card draw without all the noticable advantage. Having a 4/4 body makes her slightly difficult to remove, and having death touch is a surprisingly efficient way to stave off large threats. She is dependent on ramp, and requires protection once in play. She cannot voltron well, unless the board state is completely controlled, at which point her beating someone to death is moot. At her best, shes a card advantage monster with a decent sized body and death touch. At her worst, she gets removed after you dump your hand, and is back in the command zone, more costly than before; however your ability to draw cards is restored. In my opinion, she is the best BUG commander for my play style - i love to draw cards and play counter spells.
You will enjoy my Damia build if:
You like drawing cardsYou don't mind infinite loopsYou arent afraid to become the archenemyYou like countermagic and controlYou don't mind attacking lands or handsYou want to win.
You will NOT enjoy my Damia build if:
You want to play voltronYou enjoy big creaturesYou enjoy turning creatures sideways into the redzoneYou are afraid of getting hated out of games
Primary Win Card - Blue Sun's Zenith - There is no angel's grace to drawing 100 cards (never heard of a loss to elvish piper laboratory maniac response...)
Strip Mine/Wasteland + Crucible of Worlds + Azusa, Lost but Seeking effects = Attrition lock out. Combine with repeated discard effects.
Palinchron + Phantasmal Image / Deadeye Navigator = Infinite mana for BSZ
Mana Reflection + Grim Monolith/Palinchron = Infinite mana. Reflection also offers boosted mana throughout game until combo is established.
Rune-Scarred Demon + Deadeye Navigator = 1U: Tutor for above win conditions
Time Stretch + Eternal Witness + Deadeye Navigator = Infinite turns without infinite mana.
Phase 1: Ramp
Focus on early game explosion of ramp. Dont keep a hand with less than 3 lands, 4 is ideal. The objective of this stage of the game is to stick a card advantage engine on the board. Necropotence, Consecrated Sphinx, and of course Damia, Sage of Stone are the most ideal. If you are in this phase of the game strategy, try not to attack or draw hate. This is our political time. Only time you should attack is in 1v1 and the board is open for some poke damage. Once you have a card advantage engine on the board and mana built up, transition into phase 2.
Phase 2: Attrition Control
You now are generating card advantage, start leveraging it. Begin playing spot land removal on key lands such as Cabal Coffers or Gaea's Cradle. Begin playing cards like Liliana of the Veil for symetrical discard (which doesnt hurt us thanks to our card advantage engine). The objective of this phase is to start wearing down opponents. We want to end the game with a combo bang, but until we get there, we want to start taking away their ability to stop us. Ideally you will stay in this phase until we have an infinite combo and a way to get Blue Sun's Zenith. If you lose your card advantage engine, stop this phase, and go back to ramping. You NEED to keep generating cards to be able to keep the pressure up and be able to hold off the table.
Phase 3: Killing Blow
Ideally, your opponent has a wounded hand size compared to our max hand, and their land base has been weakened; especially if we were able to get a Crucible of Worlds with a Strip Mine or Wasteland down. At this point, we generate infinite mana, preferably with blue at our access, and we make them draw out, with counter spells in hand to back it up. If you're in a multiplayer game, how well you executed your phase 2 will determine how well your opponents are able to rally against you as an archenemy to stop you.
Quote from Pikelis »I like the idea of using discard with Damia, regardless i wouldn't use Mindslicer as you don't have an effective way to get it into your graveyard. Delirium Skeins, Unnerve, Syphon Mind, Cabal Conditioning and/or Myojin of Night's Reach are great supplements to your existing discard package. Because discard fulfills a similar role to counters, you should run fewer counters. I'd go with Pact of Negation, Arcane Denial, Void Slime, Hinder, Cryptic Command, Forbid. As most of your discard effects all players, some recursion and reanimation will allow you to get back some of your combo pieces that may have been discarded. I recommend the staple green Regrowth and some combination of Reanimate, Animate Dead and Necromancy.
Quote from Pikelis »As you are running a ton of cards that allow you to play extra lands, I would suggest increasing your land count. This ensures that you will have less chance of missing land drops and thus being able to consistently cast Damia early on. Sunder works well with these cards as you will recover faster than your opponents and using it after a overloaded Cyclonic Rift is just brutal.
Quote from Pikelis »Terastodon and Woodfall Primus are great cards in general for any green deck but they also supplement that minor land destruction theme you have going on. If you want to expand on that theme I would also suggest Frost Titan and Beast Within as they can lockdown or destroy any pesky permanents bothering you. Rite of Replication and Progenitor Mimic work well with these cards but are also fantastic cards in their own right.
Quote from Pikelis »I would also suggest more mana ramp such as Mana Reflection and Boundless Realms as it will allow you to better utilize Damia's abilities by being able to cast all the cards you've drawn with Damia and thus being able to draw more!
Quote from Polski »Sorry I haven't got around to checking out your EDH list, Rewind. As the one poster said, you need mana reflection. On top of just being good, it's another infinite mana enabler with either grim monolith or Palinchron.
Memory Lapse or Arcane Denial should likely be Mindbreak Trap. Only having Venser as an answer to Boseiju and other similar effects is problematic, and a free counterspell for the end of counterspell wars is always nice. Time Stop might also be considered, though it's on the expensive side so perhaps not for your list.
Demonic Collusion is an expensive tutor, but it's repeatable, dumps unnecessary cards in the grave to be replaced by Damia, and is ultimately not a horrible idea. 5 mana is a lot though so I can understand if you'd rather not.
Quote from mmapson125 »Palinchron can be removed quite easily and the monoliths are faster but to each their own
Quote from Hermes_ »Every card can be played fairly.....depending on how you define fairly