I have 9 walkers already, I placed Venser and Kaya on the blink side. I probably going to switch Azusa, lost but seeking for Nissa, vastwood seer. I do have vampiric and demonic tutor, but I didn't want to play them as I intentionally nerfed the deck a little. On the other side I don't see how a list with Damnation and Jace, the mind sculptor could be budget lol.
I don't want to play such an aggressive deck (I'm brewing a Breya list for that) and while doubling season is a great card if you're essentially tapping in your turn waiting for it to magically survive in a +3 player game you're gonna hated out... on the other side if you pack a lot of counters to protect it you're slowly turning the list into a combo deck (which I didn't want to brew) and you start needing more precise tutors (like vampiric and demonic) etc. I wanted to brew a midrange with 'combo' potential. IMO if you want to go combo either you combo off in the first 3 turns, play stax, or brew 1 vs 1, and none of them were options for my playgroup.
I guess I can try brewing a more aggressive list tonight to see if it can replace my Kaalia of the vast deck, my LGS is running an american list 1 vs 1 xmas tourney and I want to win it this time
I do have vampiric and demonic tutor, but I didn't want to play them as I intentionally nerfed the deck a little. On the other side I don't see how a list with Damnation and Jace, the mind sculptor could be budget lol.
That's why I was confused. It didnt' seem like a budget deck but yet you were missing some fairly obvious inclusions.
Ran 3 games last night with the new list and absolutely love how the deck plays. Couple random notes.. Deepglow Skate is an absolute all-star. It's completely broken if you can blink it at least once with something like Venser. Also, Teferi's emblem allowing you to activate loyalty on each turn is completely disgusting. Won a game by casting Karn, with that emblem up, +3'ing on each turn x2 (with Rings out), then -14'ing to restart the game. Dumb.... Love it!
Ran 3 games last night with the new list and absolutely love how the deck plays. Couple random notes.. Deepglow Skate is an absolute all-star. It's completely broken if you can blink it at least once with something like Venser. Also, Teferi's emblem allowing you to activate loyalty on each turn is completely disgusting. Won a game by casting Karn, with that emblem up, +3'ing on each turn x2 (with Rings out), then -14'ing to restart the game. Dumb.... Love it!
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 played this deck last night and had a ridiculous game with it. I started off with 2 lands, Sakura-Tribe Elder, Wood Elves, Doubling Season, Call the Gatewatch and Ajani, Mentor of Heroes. I drew into a third land and Yavimaya Granger. I ended up being able to cast Doubling Season on turn 4 with 6 lands in play (I used my ramp before this) and then next turn I drew my 7th land and cast Call the Gatewatch for Tamiyo, Field Researcher. I ultimated her right away. After that my Doubling Season was destroyed, but it was too late. I drew into a bunch of stuff and it was just too much for my opponents.
At one point I tutored for Doubling Season again with Liliana Vess but I really should have gone for Deepglow Skate. Even with the way the game was going, this is one play I think I should have done differently based on what I had on the battlefield at the time.
I played this deck last night and had a ridiculous game with it. I started off with 2 lands, Sakura-Tribe Elder, Wood Elves, Doubling Season, Call the Gatewatch and Ajani, Mentor of Heroes. I drew into a third land and Yavimaya Granger. I ended up being able to cast Doubling Season on turn 4 with 6 lands in play (I used my ramp before this) and then next turn I drew my 7th land and cast Call the Gatewatch for Tamiyo, Field Researcher. I ultimated her right away. After that my Doubling Season was destroyed, but it was too late. I drew into a bunch of stuff and it was just too much for my opponents.
At one point I tutored for Doubling Season again with Liliana Vess but I really should have gone for Deepglow Skate. Even with the way the game was going, this is one play I think I should have done differently based on what I had on the battlefield at the time.
That's awesome. I have a flex spot or two in the planeswalker package. I think I might dump Narset -- how's Liliana Vess been?
This is the first time I played where I got her in play and I think she works out really well. There is enough draw in the deck that putting a card on top usually means you can get it to your hand that turn. I also like the idea of her ultimate as another potential win condition in games that go long. Note that I am not a fan of general (black) tutors for this deck, so she may get cut because she does more than I want her to, but I think she is good enough to make the cut in most decks.
I can see the possibility of dropping Narset actually. There isn't much I want to Rebound and her "draw" is conditional (though it does get around Leovold if he is present in your meta). Her ultimate is really good though so I am not sure I would ever get to the point of actually cutting her.
I generally shy away from time walk effects for 2 reasons; I don't want to take a bunch of extra turns and I generally play in a league that penalizes you for taking more than 2 extra turns. This is a deck that they would probably work well in though.
I have found protecting my walkers is difficult. For example, I had Tamiyo, the Moon Sage and Ajani, Mentor of Heroes in play both with 8 loyalty counters each so either could have ultimated when I got back to my turn. One opponent was able to attack Tamiyo to prevent her from getting her ultimate off. And this was early where my opponents didn't have much for creatures yet.
However, the minimal amount of "protection" for my creatures is by design. Superfriends has the ability to just explode and take over a game (as shown by my short game summary above). I don't want this to be an oppressive deck and I don't want it to play the same every game. If I was playing in a more cutthroat meta or playing against others with higher powered decks, I would probably have more spells to help control the board state and possibly more time walks and tutors.
A card I have had a lot of fun with in my Superfriends build you may want to consider is Wargate. While expensive on the surface, it does get you any permanent into play and once you hit both Tamiyo emblems, it can put all your lands in play. Just a thought
712.5b The controller of another player can't make choices or decisions for that player that aren't called for by the rules or by any objects. The controller also can't make any choices or decisions for the player that would be called for by the tournament rules.
Example: The player who's being controlled still chooses whether he or she leaves to visit the restroom, trades a card to someone else, agrees to an intentional draw, or calls a judge about an error or infraction.
Thanks for the write up, I am considering following your build here as the layout for my first superfriends deck.
Do you have the green creature suite solely for blink purposes with Kaya and Venser? When I build this deck, I will not have the OG duals and thus, would you advise cutting down on the "forest grab" elves and add BOP or other similar creatures?
Thanks for the write up, I am considering following your build here as the layout for my first superfriends deck.
Do you have the green creature suite solely for blink purposes with Kaya and Venser? When I build this deck, I will not have the OG duals and thus, would you advise cutting down on the "forest grab" elves and add BOP or other similar creatures?
I found that running signets and mana rocks eliminated the need for so many (or in my case, any) ramp creatures. Eternal Witness is a great way to bring back stuff, especially when you can blink it -- same with something like Sun Titan. Their sole purpose is to abuse their ETB effects.
Since you won't have OG duals, will you be running fetches and shocks? I would run whatever fetchable tango lands you can and maybe the check lands?
Thanks for the write up, I am considering following your build here as the layout for my first superfriends deck.
Do you have the green creature suite solely for blink purposes with Kaya and Venser? When I build this deck, I will not have the OG duals and thus, would you advise cutting down on the "forest grab" elves and add BOP or other similar creatures?
I found that running signets and mana rocks eliminated the need for so many (or in my case, any) ramp creatures. Eternal Witness is a great way to bring back stuff, especially when you can blink it -- same with something like Sun Titan. Their sole purpose is to abuse their ETB effects.
Since you won't have OG duals, will you be running fetches and shocks? I would run whatever fetchable tango lands you can and maybe the check lands?
Yes I have all KTK fetches and shocks and will pick up all the tango lands. I have several check lands, but not all. I usually fill in the gaps in my mana base with manlands and temples if need be. Speaking of which, it seems like manlands would be decent in this deck considering the need to block and protect planeswalkers occasionally. Am I wrong?
Thanks for the write up, I am considering following your build here as the layout for my first superfriends deck.
Do you have the green creature suite solely for blink purposes with Kaya and Venser? When I build this deck, I will not have the OG duals and thus, would you advise cutting down on the "forest grab" elves and add BOP or other similar creatures?
I found that running signets and mana rocks eliminated the need for so many (or in my case, any) ramp creatures. Eternal Witness is a great way to bring back stuff, especially when you can blink it -- same with something like Sun Titan. Their sole purpose is to abuse their ETB effects.
Since you won't have OG duals, will you be running fetches and shocks? I would run whatever fetchable tango lands you can and maybe the check lands?
I agree with land ramp vs mana rocks. I definitely wouldn't play both and I prefer playing land ramp as I think it is better long game (a signet gets 1 extra mana faster, but a blinked Wood Elves gets more mana in thelong game). I think it is just a judgment call on how "explosive" one wants their deck to be.
@Minarii It depends on your land base. Grabbing Shocks and the Zendikar Battlelands can still be relevant for color fixing if using Wood Elves. If nothing else, it still gets you a Forest.
Thanks for the write up, I am considering following your build here as the layout for my first superfriends deck.
Do you have the green creature suite solely for blink purposes with Kaya and Venser? When I build this deck, I will not have the OG duals and thus, would you advise cutting down on the "forest grab" elves and add BOP or other similar creatures?
I found that running signets and mana rocks eliminated the need for so many (or in my case, any) ramp creatures. Eternal Witness is a great way to bring back stuff, especially when you can blink it -- same with something like Sun Titan. Their sole purpose is to abuse their ETB effects.
Since you won't have OG duals, will you be running fetches and shocks? I would run whatever fetchable tango lands you can and maybe the check lands?
Yes I have all KTK fetches and shocks and will pick up all the tango lands. I have several check lands, but not all. I usually fill in the gaps in my mana base with manlands and temples if need be. Speaking of which, it seems like manlands would be decent in this deck considering the need to block and protect planeswalkers occasionally. Am I wrong?
That isn't a bad idea, but you need to temper that approach. I don't think you can just throwin in a bunch of creature lands and be good. Too many means your deck is too slow since they come into play tapped. 1 or 2 of the better ones could be useful. Celestial Colonnade and Hissing Quagmire are the two I would go with. Maybe Stirring Wildwood as well.
I think the biggest strike against them (other than coming into play tapped) is that the require a lot of mana to make work. How often will you want to leave up 6 lands for Colonnade or 4 for Quagmire or Wildwood to protect one walker rather than casting another walker?
I think the biggest strike against them (other than coming into play tapped) is that the require a lot of mana to make work. How often will you want to leave up 6 lands for Colonnade or 4 for Quagmire or Wildwood to protect one walker rather than casting another walker?
THIS! Besides, if the deck is running the way it should, hopefully you're casting and ultimating these walkers fairly quickly.
I think the biggest strike against them (other than coming into play tapped) is that the require a lot of mana to make work. How often will you want to leave up 6 lands for Colonnade or 4 for Quagmire or Wildwood to protect one walker rather than casting another walker?
THIS! Besides, if the deck is running the way it should, hopefully you're casting and ultimating these walkers fairly quickly.
I agree with land ramp vs mana rocks. I definitely wouldn't play both and I prefer playing land ramp as I think it is better long game (a signet gets 1 extra mana faster, but a blinked Wood Elves gets more mana in thelong game). I think it is just a judgment call on how "explosive" one wants their deck to be.
@Minarii It depends on your land base. Grabbing Shocks and the Zendikar Battlelands can still be relevant for color fixing if using Wood Elves. If nothing else, it still gets you a Forest.
Unfortunately, my mana base is SO competitive, I don't think I run enough basics to go the "Wood Elves" route.
Thanks for the write up, I am considering following your build here as the layout for my first superfriends deck.
Do you have the green creature suite solely for blink purposes with Kaya and Venser? When I build this deck, I will not have the OG duals and thus, would you advise cutting down on the "forest grab" elves and add BOP or other similar creatures?
I found that running signets and mana rocks eliminated the need for so many (or in my case, any) ramp creatures. Eternal Witness is a great way to bring back stuff, especially when you can blink it -- same with something like Sun Titan. Their sole purpose is to abuse their ETB effects.
Since you won't have OG duals, will you be running fetches and shocks? I would run whatever fetchable tango lands you can and maybe the check lands?
I agree with land ramp vs mana rocks. I definitely wouldn't play both and I prefer playing land ramp as I think it is better long game (a signet gets 1 extra mana faster, but a blinked Wood Elves gets more mana in thelong game). I think it is just a judgment call on how "explosive" one wants their deck to be.
@Minarii It depends on your land base. Grabbing Shocks and the Zendikar Battlelands can still be relevant for color fixing if using Wood Elves. If nothing else, it still gets you a Forest.
Good points. Thanks for the input. I have a Gitrog deck that I've played many times and I always seem to run out of basics to grab with fetch lands so, I'm a little shy at playing a lot of basic/forest grabbing cards. Perhaps the presence of the battle lands makes the strategy more relevant? I'm torn between that and the mana rock strat but either way, it seems like Chromatic Latern should be in both lists. I'm surprised you guys aren't playing it.
Then again, I've never played a superfriends EDH deck so, I really don't know what I'm talking about.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I don't want to play such an aggressive deck (I'm brewing a Breya list for that) and while doubling season is a great card if you're essentially tapping in your turn waiting for it to magically survive in a +3 player game you're gonna hated out... on the other side if you pack a lot of counters to protect it you're slowly turning the list into a combo deck (which I didn't want to brew) and you start needing more precise tutors (like vampiric and demonic) etc. I wanted to brew a midrange with 'combo' potential. IMO if you want to go combo either you combo off in the first 3 turns, play stax, or brew 1 vs 1, and none of them were options for my playgroup.
I guess I can try brewing a more aggressive list tonight to see if it can replace my Kaalia of the vast deck, my LGS is running an american list 1 vs 1 xmas tourney and I want to win it this time
That's why I was confused. It didnt' seem like a budget deck but yet you were missing some fairly obvious inclusions.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Nice! Is your current list the one in your sig?
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!
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
old thread
old thread
old thread
R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
Oh, that's what I meant! Thanks, though. I thought the emblem just meant you could activate it as an instant, but still only once a turn cycle.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
At one point I tutored for Doubling Season again with Liliana Vess but I really should have gone for Deepglow Skate. Even with the way the game was going, this is one play I think I should have done differently based on what I had on the battlefield at the time.
That's awesome. I have a flex spot or two in the planeswalker package. I think I might dump Narset -- how's Liliana Vess been?
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
I can see the possibility of dropping Narset actually. There isn't much I want to Rebound and her "draw" is conditional (though it does get around Leovold if he is present in your meta). Her ultimate is really good though so I am not sure I would ever get to the point of actually cutting her.
EDH:
Maelstrom Wanderer
Niv-Mizzet, the Firemind
I have found protecting my walkers is difficult. For example, I had Tamiyo, the Moon Sage and Ajani, Mentor of Heroes in play both with 8 loyalty counters each so either could have ultimated when I got back to my turn. One opponent was able to attack Tamiyo to prevent her from getting her ultimate off. And this was early where my opponents didn't have much for creatures yet.
However, the minimal amount of "protection" for my creatures is by design. Superfriends has the ability to just explode and take over a game (as shown by my short game summary above). I don't want this to be an oppressive deck and I don't want it to play the same every game. If I was playing in a more cutthroat meta or playing against others with higher powered decks, I would probably have more spells to help control the board state and possibly more time walks and tutors.
Example: The player who's being controlled still chooses whether he or she leaves to visit the restroom, trades a card to someone else, agrees to an intentional draw, or calls a judge about an error or infraction.
How about this?
Do you have the green creature suite solely for blink purposes with Kaya and Venser? When I build this deck, I will not have the OG duals and thus, would you advise cutting down on the "forest grab" elves and add BOP or other similar creatures?
I found that running signets and mana rocks eliminated the need for so many (or in my case, any) ramp creatures. Eternal Witness is a great way to bring back stuff, especially when you can blink it -- same with something like Sun Titan. Their sole purpose is to abuse their ETB effects.
Since you won't have OG duals, will you be running fetches and shocks? I would run whatever fetchable tango lands you can and maybe the check lands?
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Yes I have all KTK fetches and shocks and will pick up all the tango lands. I have several check lands, but not all. I usually fill in the gaps in my mana base with manlands and temples if need be. Speaking of which, it seems like manlands would be decent in this deck considering the need to block and protect planeswalkers occasionally. Am I wrong?
@Minarii It depends on your land base. Grabbing Shocks and the Zendikar Battlelands can still be relevant for color fixing if using Wood Elves. If nothing else, it still gets you a Forest.
I think the biggest strike against them (other than coming into play tapped) is that the require a lot of mana to make work. How often will you want to leave up 6 lands for Colonnade or 4 for Quagmire or Wildwood to protect one walker rather than casting another walker?
THIS! Besides, if the deck is running the way it should, hopefully you're casting and ultimating these walkers fairly quickly.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Unfortunately, my mana base is SO competitive, I don't think I run enough basics to go the "Wood Elves" route.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Also, been thinking of adding Skithiryx, the Blight Dragon as another way to close out the game.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Good points. Thanks for the input. I have a Gitrog deck that I've played many times and I always seem to run out of basics to grab with fetch lands so, I'm a little shy at playing a lot of basic/forest grabbing cards. Perhaps the presence of the battle lands makes the strategy more relevant? I'm torn between that and the mana rock strat but either way, it seems like Chromatic Latern should be in both lists. I'm surprised you guys aren't playing it.
Then again, I've never played a superfriends EDH deck so, I really don't know what I'm talking about.