Raff Capashen, Ship's Mage has an awesome name and a pretty cool ability. Of all the legends from Dominaria, I think he's the one I'm most interested in building. I've always had an affinity for giving flash to things that don't usually have it (see: Yeva, Nature's Herald). In Raff's case, I'm interest to see if he can force U/W, my single least favorite color pairing, to play a little more like how I want. My plan is, because basically everything can be done at instant speed, with Raff around I can hold up mana for counterspells and spot removal while still developing my board of mana and threats.
Some thoughts I had while building:
1) I'm not that interested in a combo deck. The initial build has a billion mana rocks, and I'm sure would go infinite at the drop of a hat with Paradox Engine. I don't think that would be particularly unique for a U/W deck, nor does it hold my attention. Raffy dumping in legendary creatures at instant speed to beat face? Now we can talk!
2) I'm working on a budget-ish. The more expensive cards in the list I already own. Feel free to suggest more expensive cards, but I'm going to have to think very hard about any significant investment.
3) I'm running super mana-heavy, with 40 lands and more than a dozen rocks, but in testing the deck was voracious.
5) How does the balance of counter magic/draw/ramp look? I'm not sure exactly how much counter magic to include, as I need enough to rattlesnake with my untapped lands but not so much that I can't develop my own board state. I'm running eight right now. Two of them are non-creature only, but with the white spot removal that seemed like it shouldn't be a problem.
Heh, that's a good question. In my head, it's winning by controlling the board through massive card advantage, followed by dropping a threat like Nezahal, Primal Tide and beating face with it.
I suppose it could probably use a bit more/beefier threats. What do you think about replacing some of the control-oriented creatures (Thalia, Ertai, Aven Mindcensor) with some of the more substantial beaters that can be flashed in? Maybe Ulamog, the Infinite Gyre, Kozilek, Butcher of Truth, and Blightsteel Colossus? (I do own the two Eldrazi titans, but not Blightsteel. God, look at his cost...)
If the deck really really has problems winning, it shouldn't be too hard to turn it into a combo shell, but I'd rather not.
This idea seems interesting, but I feel like it doesn't display Raff to his maximum capability. Saving 6 mana for the unlikely event in which you'll be able to flash in Medomai the Ageless, and pray to hit with it feels really bad, in my opinion.
Luckily, the fact that historic includes artifacts can really change Raff's potential. To better understand my meaning, try thinking a bit like a Ephara, God of the Polis deck. We end up playing permanents in response to opponents' spells, making them act like psuedo-counterspells.
For example, if your opponent casts Mindslaver, we can flash in Null Rod. If an opponent tries to combo off of storm, or casts Aetherflux Reservoir, we play Damping Sphere in response. Opponent makes a cheeky attack? Batterskull, Ensnaring Bridge. Token swarm? Cataclysmic Gearhulk, Crawlspace/Norn's Annex. Creature combos? Cursed Totem, Damping Matrix,Torpor Orb. Graveyards? Grafdigger's Cage. Overwhelming board? Nevinyrral's Disk. All seems lost? Flash in Lich's Mirror.
This idea seems interesting, but I feel like it doesn't display Raff to his maximum capability. Saving 6 mana for the unlikely event in which you'll be able to flash in Medomai the Ageless, and pray to hit with it feels really bad, in my opinion.
Luckily, the fact that historic includes artifacts can really change Raff's potential. To better understand my meaning, try thinking a bit like a Ephara, God of the Polis deck. We end up playing permanents in response to opponents' spells, making them act like psuedo-counterspells.
For example, if your opponent casts Mindslaver, we can flash in Null Rod. If an opponent tries to combo off of storm, or casts Aetherflux Reservoir, we play Damping Sphere in response. Opponent makes a cheeky attack? Batterskull, Ensnaring Bridge. Token swarm? Cataclysmic Gearhulk, Crawlspace/Norn's Annex. Creature combos? Cursed Totem, Damping Matrix,Torpor Orb. Graveyards? Grafdigger's Cage. Overwhelming board? Nevinyrral's Disk. All seems lost? Flash in Lich's Mirror.
I'm afraid we may have to agree to disagree here. I thought about the approach you're suggesting, similar to how Yeva, Nature's Herald can provide instant-speed graveyard hate with Loaming Shaman or instant-speed big draw with a Regal Force. The problem is that those sort of effects in a mono-green deck are nearly impossible to replicate, while most of the effects you mention are easily replicated in a U/W deck - and in fact I run most of their equivalents.
The fact is that U/W is inherently very, very good at answering problems. What it doesn't do as well is CAUSE problems.
The biggest reason for this, and especially for a deck that wants to operate at instant speed, is that dropping a mana rock means spending a full cycle with no answers if someone gets up to shenanigans. U/W decks have to moderate the extension of their boardstate lest they get caught with defenses down and booted out of the game. I'm a big believer in using the commander to shore up holes in a color-identity's game-plan.
I'm also a huge Timmy, so causing problems is my trade.
That's why I'm not interested in making "Ephara, God of the Polis, but more different" deck. Raff Capashen, Ship's Mage offers an entirely different paradigm to play U/W, one that focuses on building up to big mana and dropping threats to beat face. It might not be the most competitive build, but then there are better commanders available for the most competitive versions of U/W. (Presumably Brago, King Eternal and Grand Arbiter Augustin IV)
On that note, I'm not interest in stax pieces. I've tried playing stax in the past, and my inner Timmy hated every moment of it. Both of my attempts got stripped down and changed. (Titania, Protector of Argoth stax became The Gitrog Monster value, Nath of the Gilt-Leaf stax became elvish tribal)
As for your particular suggestions on cards, there are quite a few I like, and some I don't. Here are my thoughts on many of them:
Weatherlight - Yeah, this seems like an autoinclude. Good catch.
Inspiring Statuary - I'm not converting this deck into artifact control, so almost all of my artifacts are rocks that already tap for mana.
Blinkmoth Urn - This seems actively bad in a Raff deck. I mean, I never want to be casting things during my main-phase, so it really just gives my opponents mana for free.
Junkdiver et al - Recovering random mana rocks from the graveyard doesn't seem all that impressive.
Metalwork Colossus seems actively worse than any of my current beatsticks. Sure, it's cheap and can be recurred, but it's also a dumb 10/10 with no evasion, no trample, and no other reason to exist. It also randomly dies to Naturalize, unlike Medomai the Ageless or other non-artifact legendaries.
Kuldotha Forgemaster (and other tutors) - I don't really have, or plan to have, any artifacts that are worth tutoring out.
Metalworker - This is interesting. I have one sitting around, might have to test it out. I had been planning it for another deck, but no worries.
Mycosynth Lattice - I don't think this card works quite the way you're hoping. It only turns permanents into artifacts; cards in hand, on the stack, etc. are just made colorless, so you wouldn't be able to flash them in. Also, there is exactly one non-land card currently in the deck that Raff can't just flash in normally, so I don't think it would make that much of a difference. Also also I don't own one and it costs many monies.
Trading Post is good. I've appreciated the ability of Mind Stone etc to sac and turn into draw later in the game, so this might be worthwhile to consider. Same with Conqueror's Galleon, though I worry about this deck's ability to reliably flip it.
Cultivator's Caravan - Yeah, this is a good rock for the deck. I'll find room for it.
Thaumatic Compass - I like this suggestion too. I'm just not sure it's better than some random 2cc rock.
Teshar, Ancestor's Apostle - I'm not currently playing enough of a graveyard strategy for this to matter. Now if it grabbed instants, I'd be all over it.
Isochron Scepter - I mean, it's not a bad idea. There are currently 9 instants that would be worth putting on a stick...ergh, I'll have to give this more thought.
Sensei's Divining Top - I don't actually own one of these, and I'm not sure I'm ready to sink ~$20 into one.
Isperia, Supreme Judge would have to be played at the end of the first main phase, meaning the player could choose to attack someone else. I don't think it's at all good in this deck. In a similar vein, Ishai, Ojutai Dragonspeaker would have to be played BEFORE the spells go on the stack. Neither are useful with flash (or, at least, much more useful than they would be without).
Urza's Ruinous Blast - my initial hesitation was exiling all my own mana rocks. Of course, if I'm in the situation where I need to nuke the board, I won't care that much. And leaving my beatsticks untouched would help...yeah, I like this suggestion. Rout could use the help.
I'd be interested in taking a look at your proposed list, but as I mentioned above I think we might be building at cross-purposes.
I see what you mean by saying the actual spells at our disposal are actually better than some of my suggestions. Ultimately that's true, but I was just trying to make a point of an idea so that we'd have a point of reference.
I'm not trying to sell to you that Spine is a good card, but I did have some much more interesting suggestions.
Null Rod stops a TON more than just Mindslaver... Entire decks are shut down by this card alone, and there's rarely a deck that isn't affected by it at all. However, this deck focuses on mana rocks too, so it would mean hurting us as well, so it's probably right not to make the list.
Torpor Orb shuts down a ton of decks, from my experience, and rarely disrupts your own plan.
Cards like Cataclysmic Gearhulk and Nevinyrral's Disk are key in that they also control noncreature permanents, which can be found in plenty in my meta. Then again, I guess Urza's Ruinous Blast does that same job, so it's up to you. However, I really do like the Gearhulk's body and flexibility with its own ability, as well as synergy with bounce.
Phyrexian Metamorph still has amazingly undeniable flexibility, and can act upon the threat role you mentioned. Seems like a must to me. On the same note, I'd also consider Mirage Mirror.
I like Thaumatic Compass in that it gradually removes bad draws from your deck.
Another note - I don't know if it's just me, but I feel like you aren't drawing enough cards. X cost cards are somewhat limited by our usually relatively subpar mana pool. Some staples like Rhystic Study can help with that, as well as Mystic Remora - you seem to have plenty of colorless to feed into that. You could also try out some new stuff, like Kefnet the Mindful, which can be cast at instant speed with your commander and help crew vehicles, while still being a possible threat on its own. I also suggest Narset Transcendent again.
Another card that just crossed my mind is As Foretold. If this little card makes it for two rounds, you get a free mana rock every single turn. If it reaches 4 you can cast your commander while only paying its commander tax.
Other than that, I guess if you're not looking to go stax my direction of thought might not be that great, but it was still worth mentioning, and some of those cards are still very effective at controlling the board.
Last but not least, can you blame me for wanting to see Lich's Mirror in a deck? That card can be hilarious.
EDIT: Isperia could be cast at the beginning of combat, but yeah there's not much difference. I'd still consider her far before Medomai.
I did consider running planeswalker heavy. Venser, the Sojurner and Narset, the Transcendant (like shermanido mentioned) both have abilities that can basically win the game. My biggest objection to them is financial - I don't own any planeswalkers in U/W outside of Jace Unraveler of Secrets and Dovin Baan, neither of which I'm super excited about. I'd like to build the deck first, even if it is a bit subpar, to make sure I like the play style before I start dropping $10+ on cards I don't own. So I'll keep that idea in my back pocket - theorycrafting, what would you say are the best planeswalkers to actually pull off a win?
(probably worth noting as well that the various oaths are all legendary enchantments, so they could be flashed in if I veer superfriends)
shermanido37, I'm glad that you did repost that list of control artifacts, because I had intended to reply to them one by one but forgot by the time I got to the end of the post.
Null Rod - This is a nice control piece. It's also ~$25 and I don't own one. (I do own a Stony Silence, but that's not legendary)
Damping Sphere - I'm going to wait for a bit on this. ~$4 preorder for an uncommon seems a tad inflated. I don't think it has the legs of a Final Push, so we'll see. I'll keep it in mind.
Torpor Orb is a good call. I'm thinking I want to cut down on the number of 3-mana rocks and replace them with more control and draw. This would slot in nicely, as I don't think any of my current creatures rely on ETBs.
Cataclysmic Gearhulk seems like it would always blow up all permanents EXCEPT the one I want destroyed. By contrast, spot removal (Disenchant/Swords to Plowshares blows up ONLY the permanents I want destroyed. Hopefully with the amount of control I'm running and the couple boardwipes in the deck, things won't get so out of hand. For disk, it just can't surprise anyone. I'd be more inclined to take Perilous Vault - sure it costs 9 mana, but it does what I need it to do straight away. In my experience running mostly-flash decks, timing like that is imperative.
Skysovereign, Consulate Flagship is a nice face-beater. Shame it's trigger can't target players, only creatures and planeswalkers. I don't think it's worth a deckslot, unfortunately.
Relic of Progenitus is already in the deck. Grafdigger's Cage is nice, but because it doesn't cantrip I'm worried about its propensity to be a dead draw. EDIT - wait, never mind, I just remembered the whole bit about creatures entering from libraries. Never mind, screw the cantrip, Grafdigger's is going in.
Thaumatic Compass - I don't value deck-thinning in a 100-card deck very highly at all. It helps to smooth out land draws, provides some card advantage, and eventually gives me a Maze of Ith-ish land. That's good, but not "ooh, I'm aching to cut a card for this" good. I have a feeling Thaumatic Compass will find its way to being the 101st card in an EDH deck very often.
Rhystic Study - folks around here are smart enough to pay the tax, so it won't really give me any card advantage, and I don't want the tax effect. It is also non-legendary, meaning it doesn't play well with the flash aspect of the rest of the deck. Mystic Remora would be better, except the upkeep cost is paid on my turn, tying down resources that I need to rattlesnake.
Kefnet the Mindful - Dirt cheap, card advantage, possibility of a 5/5 indestructible flyer? Yeah, that's a good call.
As Foretold - This card is great if I drop it T3, and pretty lousy if I topdeck it T8. With the amount of mana rocks I'm playing, I'd rather avoid this.
Lich's Mirror - I actually have a deck that runs this! It's pretty underwhelming. Most of what it does is delay the inevitable. Unless you lost to a one-shot combo deck, generally speaking whoever killed you has the resources to kill you again before you get more than one or two land drops deep into your "new game." It's a cute toy, and very thematic for the deck I have it in, but it's not a good card.
Why all the hate for Medomai the Ageless? I get why she's bad in a traditional U/W deck, but if you have the opportunity to drop her EOT (effectively giving her haste and letting you keep mana up to respond if they try to spot kill her on your turn), she seems like a great investment. Remember, this is a deck that's trying to win through combat damage - every extra combat phase helps, even if Medomai can only attack in half of them. Maybe I have blinders on or something, but she seems really good in this particular deck.
I do think you're right that this deck could use some more card draw. I'd like to keep it all instant-speed if possible, which I realize means I might be wasting mana occasionally, but this deck can take it. Overwhelming Intellect is a pet card of mine, especially in a format where almost every deck has at least one creature during every game. There's Opportunity, of course, and Dragonlord's Prerogative. Dismantling Blow might be a good replacement for Disenchant. I do own a Jin-Gitaxias, Core Augur, but I also like my friends not punching me. Ooh, Arcanis the Omnipotent? He'd be good at instant speed, and it's easy to leave mana up to save him.
I actually like Medomai in my Bruna casual deck because I have ways to protect her, and a ton of ways to inflict a lot of damage.
Control wincons, however, need to be sturdy and inevitable, like planeswalkers. Budget wincons could be AEtherling, Sphinx of the Final Word, Prognostic Sphinx, Sphinx of Jwar Isle, etc.
That's if we ignore legendary status.
If we look at both budget and legendary status, you can go for Iona, Shield of Emeria, Akroma, Angel of Wrath, Azor, the Lawbringer, Dragonlord Ojutai, Eight-and-a-half-tails?, Gideon, Champion of Justice, Kefnet like we said, Oketra and Heliod as indestructible mana sinks, Zetalpa.
A few unrelated goodies are Myojin of cleansing Fire as Rout and Linvala the Preserver as a stabilizer, and Thada Adel to give you an instant speed artifact when she hits, and Thassa as an unblockable outlet and topdeck filter.
*BUMP*
I was suggesting things for a Teshar, Ancestor's Apostle deck when I happened to remember Metalworker is legal. Then I thought how it could be so amazing here, especially since we can flash it in and considering how many X draw spells we have. What do you think?
I'm also curious to see how this idea is coming along. I hope I haven't been too aggressive with my suggestions... Sorry if I can get annoying at times.
I thought about the approach you're suggesting, similar to how Yeva, Nature's Herald can provide instant-speed graveyard hate with Loaming Shaman or instant-speed big draw with a Regal Force. The problem is that those sort of effects in a mono-green deck are nearly impossible to replicate, while most of the effects you mention are easily replicated in a U/W deck - and in fact I run most of their equivalents.
The fact is that U/W is inherently very, very good at answering problems. What it doesn't do as well is CAUSE problems.
This pretty much sums up my frustration with Raff, and other U/W commanders before him (her?). Hope you're having better luck than I am.
The biggest boat I think you're missing here is planeswalkers. I would definitely play a few of the cheaper (<5 mana) planeswalkers. Getting to untap with one is often the battle in EDH, so flashing in at an end step and getting an activation with all your mana untapped to defend it is a very powerful aspect of Raff's ability.
I would consider playing a good number of walkers. Maybe chain veil too.
Ones I would consider:
Both Teferi
Elspeth, Sun's champion
Big Tezzeret
Gideon, AOZ
Gideon Jura
Any of the cheaper Jaces are reasonable
Narset (especially if you cut down on creatures)
I would also very strongly consider Unwinding Clock in this deck.
I'm making a Raff deck of my own, and there are a few cards I thought of that you may like.
Monkey Cage - Cast it in response to an opponent's creature spell and you get beaters. If the creature costs 6, you get 12 power for 5 mana at instant-speed. As you said, U/W sometimes struggles to create problems for your opponents and for less than a dollar this does it surprisingly well. The instant-speed really changes how good the card is; it doesn't get "baited" by weenies anymore.
Oath of Teferi - This is more for if you do add some Planeswalkers down the road. Otherwise, there are better flicker cards.
Aligned Hedron Network - Can remove big threats from the board. For big creatures, this is Banishing Light but colorless and only costs 1 more mana.
Filigree Familiar - I am putting this in my version mainly because I always wanted to run it in EDH but never found the right place for it, and here it is "ok". Not sure if you want to pay 3 mana for an instant-speed chump blocker that draws a card and gains 2 life. There are better options.
Stuffy Doll - Drop an indestructible blocker that turns damage to whomever you want
Some Sagas:
Fall of the Thran - Instant Speed land destruction. Obviously good vs decks that ramp without any fear of reprisal and overextend.
The Antiquities War - For 4 mana, get an artifact in your hand. Expensive if it was only that, but to then do it again for free on your next turn is some good value. The third counter helps your deck beat down your opponents.
Time of Ice - Another card that is changed by the instant-speed casting. When a player declares his combat, tap a creature and it stays tapped next turn. That basically stops it for two turns. And you can do it to another on your turn. Very disruptive but fun.
Some Legendary creatures:
Avacyn, Angel of Hope - I usually dislike this card as I find it dull, but playing it in response to a boardwipe (preferably a Jokulhaups or Obliterate) makes it much funner.
Braids, Conjurer Adept - Play it right before your turn and get to use it first! Maybe not your cup of tea, but definitely a card people like seeing hit the board. Its fun and helps bring games to a close.
Lorthos, the Tidemaker - Paying 8 mana for this guy on your own turn sucks when you know he always draws removal. Play it right before your turn and you have not only a big beater, but now your 8 mana on your turn is tapping down threats and actually working for you right away.
Rune-Tail, Kitsune Ascendant - Make your creatures the best blocker they can be. Then on your turn you can attack with no fear of losing creatures from combat damage.
Yosei, the Morning Star - Punish someone wiping the board, or make a dangerous blocker out of nowhere.
Well, that's all I can think of right now that you aren't already running.
Hopefully you find at least one of them playable in your version.
If you add Monkey Cage to your deck, though, I am sure you won't regret it
Wow, there's been a lot of great ideas here while I was busy with work! I don't have a super amount of time to respond at the moment, but this is amazing. I haven't had a ton of time to update the list, but I plan to soon and will post the changes (many of which originate in suggestions from here) as soon as I do.
*BUMP*
I was suggesting things for a Teshar, Ancestor's Apostle deck when I happened to remember Metalworker is legal. Then I thought how it could be so amazing here, especially since we can flash it in and considering how many X draw spells we have. What do you think?
I'm also curious to see how this idea is coming along. I hope I haven't been too aggressive with my suggestions... Sorry if I can get annoying at times.
First off, you haven't been anything other than helpful. Please don't worry, more suggestions are always better than fewer.
Secondly, Metalworker is an intriguing suggestion and I happen to have one laying around, so it doesn't break my bank. The only problem I forsee is that the deck can run through the artifacts in its hand pretty quickly, leaving it as a dead draw late in the game. Still, I think the early burst potential is worth it over a 3-mana rock (which is similarly useless as a late draw).
The biggest boat I think you're missing here is planeswalkers. I would definitely play a few of the cheaper (<5 mana) planeswalkers. Getting to untap with one is often the battle in EDH, so flashing in at an end step and getting an activation with all your mana untapped to defend it is a very powerful aspect of Raff's ability.
I would consider playing a good number of walkers. Maybe chain veil too.
[planeswalker suggestions]
I would also very strongly consider Unwinding Clock in this deck.
I don't disagree that planeswalkers are a great suggestion, but I'm going to wait and try the deck in live games (my Raffy just arrived in the mail yesterday, so I can actually start putting it together now) before I commit to the financial strain of planeswalkers. Currently, the only U/W color-identity 'walkers I own are Elspeth, Sun's Champion, [c]Dovin Baan[c], and Jace-the-one-from-Shadows-guy. Consequently, I'm looking at $50+ to really make this a planeswalkers deck.
On the other hand, Unwinding Clock is absolutely brilliant. I love that suggestion. Probably worth slotting in the artifact lands too. Thank you so much for that!
I'm making a Raff deck of my own, and there are a few cards I thought of that you may like.
Monkey Cage - Cast it in response to an opponent's creature spell and you get beaters. If the creature costs 6, you get 12 power for 5 mana at instant-speed. As you said, U/W sometimes struggles to create problems for your opponents and for less than a dollar this does it surprisingly well. The instant-speed really changes how good the card is; it doesn't get "baited" by weenies anymore.
[lots of other brilliant suggestions]
Well, that's all I can think of right now that you aren't already running.
Hopefully you find at least one of them playable in your version.
If you add Monkey Cage to your deck, though, I am sure you won't regret it
Yes. There will be a Monkey Cage in my deck. I wish there could be ten. That may be one of the greatest cards I've ever seen and I love that this deck makes it playable.
Many of your other suggestions are also great, and some of them I'll be taking, but I have to run for now.
Yes. There will be a Monkey Cage in my deck. I wish there could be ten. That may be one of the greatest cards I've ever seen and I love that this deck makes it playable.
Now that's the kind of high impact answer/threat I can get behind! *runs to check the price of a foil copy*
Right, so I redid the list to what I plan to take to our next FNM (which is probs next week, 5/11). There's a lot of great suggestions that I took from people on this thread (Unwinding Clock, Monkey Cage, Kefnet the Mindful, etc.). I also added Book of Rass as Kefnet 2.0, because in goldfishing I loved his effect.
The list in the OP is updated. If anyone else has any suggestions, I'm glad to hear them, and I can't wait to let you guys know how it did.
Who knows? Maybe I'll enjoy it enough that Raff will earn himself some planeswalker buddies.
Another possible win condition for Raff, if you go to a more defensive approach, would be Helm of Obedience and Rest in Peace. Helm might be a little pricey for your tastes but I thought I'd post it here for future reference
Another possible win condition for Raff, if you go to a more defensive approach, would be Helm of Obedience and Rest in Peace. Helm might be a little pricey for your tastes but I thought I'd post it here for future reference
Can't speak for others, but in my group infinite combos with no other outside applications are pretty heavily frowned upon. For example, I can get away with Karmic Guide and Reveillark together because they work well without being looped. Rest in Peace has some decent benefits outside of combo, but there's really no other purpose for the Helm besides insta-winning. If your group is OK with that, then it's probably a great combo to have.
Another possible win condition for Raff, if you go to a more defensive approach, would be Helm of Obedience and Rest in Peace. Helm might be a little pricey for your tastes but I thought I'd post it here for future reference
I do actually already own a Helm and several RiPs. I'm just not sure that either one would be especially good in a vacuum - Helm of Obedience especially - and I don't really have any way to tutor for both halves. I'm not currently interested adding Enlightened Tutors or the like, so I'm going to shy away from combo kills for now. Still, like you said, it's a good thing to keep in the back pocket.
I've also kept Approach of the Second Sun bouncing around in my brain. It's just...seven mana at sorcery speed doesn't seem like what this deck wants to be doing. It'll be interesting to see how the deck does for actually closing out games.
Mind's Eye forces me to spend resources when I don't want to - on the opponent's draw step instead of their end step, or in response to their draw triggers. Book of Rass allows me to determine when the draws happen to always leave maximum disruption mana up. It also allows me to frantically dig for answers in response to a threat.
The various Jaces have a similar timing restriction, since I can only use them on my turn, as well as being far more incremental card advantage with no burst potential.
Would Jin-Gitaxias, Core Augur be worth it in your deck? Very nasty when flashed in at end step of an opponent’s turn.
I've been thinking about him. I have one sitting around in the binder. I worry a bit about my playgroup reacting negatively; of course, with no way to cheat him out, maybe he wouldn't be so hated? I'll keep him in mind.
The Antiquities War did end up making the cut. In goldfishing, it's mostly been useful for its "draw" ability, with me usually having more interesting things to do with the mana rocks than bonk somebody. Still, it's nice to have a bit of backup in case of problems. Tezzeret the Seeker is alright, I just don't think his +1 for several turns of protecting him is worth the ult. Not enough immediate impact on the board. The Tinker ability is more interesting, but I don't think my current build is set up to handle it. More combo-based versions, sure. (though I do think the best combo versions of Raff will be along the lines of "drop Paradox Engine/something that tutors for it EOT, untap, win.")
Some other suggestions for game-enders: Blackblade Reforged - the equipment itself is dirt cheap, so casting it won't be a problem. On top of that, 99/100 times you'll be equipping this onto a legendary creature - either Raff, Medomai, Ojutai, etc. so the last ability is mostly flavor text at that point. To me, in the late game, this reads: 3: cut target player's life total in half. Traxos, Scourge of Kroog - this card's name is seriously weird, but I think it's awesome. Play him for 4 at opponent's EOT, then cast a mana rock on your turn to untap him and beat face. Not to mention you're running Unwinding Clock which will break him wide open. To be honest, I would personally prefer him over Nezahal, considering he's cheaper, less color demanding, and evasive, and also because the can't be countered clause is completely irrelevant in my meta.
EDIT: also Overwhelming Denial seems really good with your ability to cast mana rocks before it, and if you like Tinkers Whir of Invention has served me well.
I just played mine this last week-end and we seem to play it in a similar fashion (I dont run infinite combos or stax cards) except I run a bunch of Planeswalkers.
The cards I felt did the most work or were my biggest threats were Weatherlight, Monkey Cage, and Blackblade Reforged (as suggested by shermanido37 above). The Blackblade can make even a 1/1 swing for 6-12 damage easily, especially with some control making the game go a bit longer.
Everyone at the table seemed to enjoy the games, and it did not devolve into anything that stalls too much. What has your experience been with the deck so far, lansisle?
I haven't had a chance to play it yet, sadly. My playgroup is every two weeks, usually, and last Friday was our off day. It's assembled, though, and ready for action this week!
I'm coming around to Blackblade Reforged. My biggest objection was that, for some reason, I thought it was an expensive card. But, no, turns out it's only like a dollar. I'll try to pick one up before Friday, but I'm not sure if I'll be able to. I might proxy it if I can't find one.
SweetZombijesus, I'm glad to hear the deck was performing well and not causing frustration in your playgroup. I certainly hope I have a similar experience!
Traxos, Scourge of Kroog I'm not so sold on. Best case scenario, he's a 7/7 vanilla trample. That's a good deal for four mana, but I'm not sure this is the deck where we should be looking for bargains - in most of my goldfishing, I haven't had trouble getting to 10+ mana by about T6 or T7.
Overwhelming Denial does have a fun interaction with the mana rocks, but I'm not sure it's better than anything in the current counter/removal suite. What would you recommend replacing?
Some thoughts I had while building:
1) I'm not that interested in a combo deck. The initial build has a billion mana rocks, and I'm sure would go infinite at the drop of a hat with Paradox Engine. I don't think that would be particularly unique for a U/W deck, nor does it hold my attention. Raffy dumping in legendary creatures at instant speed to beat face? Now we can talk!
2) I'm working on a budget-ish. The more expensive cards in the list I already own. Feel free to suggest more expensive cards, but I'm going to have to think very hard about any significant investment.
3) I'm running super mana-heavy, with 40 lands and more than a dozen rocks, but in testing the deck was voracious.
4) Pull from Tomorrow/Blue Sun's Zenith/Sphinx's Revelation/Stroke of Genius: I think I grabbed all the instant speed Draw-X spells, but they're super great in my testing. If anyone knows more, I'd be excited to hear.
5) How does the balance of counter magic/draw/ramp look? I'm not sure exactly how much counter magic to include, as I need enough to rattlesnake with my untapped lands but not so much that I can't develop my own board state. I'm running eight right now. Two of them are non-creature only, but with the white spot removal that seemed like it shouldn't be a problem.
Anyway, here's the list:
1x Raff Capashen, Ship's Mage
Artifact (26)
1x Aligned Hedron Network
1x Azorius Signet
1x Blackblade Reforged
1x Book of Rass
1x Cultivator's Caravan
1x Dreamstone Hedron
1x Fellwar Stone
1x Gilded Lotus
1x Grafdigger's Cage
1x Hedron Archive
1x Honor-Worn Shaku
1x Marble Diamond
1x Mind Stone
1x Monkey Cage
1x Prismatic Lens
1x Relic of Progenitus
1x Sky Diamond
1x Star Compass
1x Sol Ring
1x Talisman of Progress
1x Thought Vessel
1x Thran Dynamo
1x Torpor Orb
1x Wayfarer's Bauble
1x Weatherlight
1x Worn Powerstone
1x Blue Sun's Zenith
1x Capsize
1x Counterspell
1x Cyclonic Rift
1x Dismantling Blow
1x Dissipate
1x Dragonlord's Prerogative
1x Evacuation
1x Fact or Fiction
1x Impulse
1x Opportunity
1x Overwhelming Intellect
1x Path to Exile
1x Pull from Tomorrow
1x Rewind
1x Sphinx's Revelation
1x Stroke of Genius
1x Summary Dismissal
1x Swords to Plowshares
1x Unwind
Land (40)
1x Ancient Den
1x Buried Ruin
1x Command Tower
1x Glacial Fortress
17x Island
15x Plains
1x Port Town
1x Prairie Stream
1x Reliquary Tower
1x Seat of the Synod
1x Arcanis the Omnipotent
1x Dragonlord Ojutai
1x Ertai, Wizard Adept
1x Kefnet the Mindful
1x Kozilek, Butcher of Truth
1x Metalworker
1x Solemn Simulacrum
1x Ulamog, the Ceaseless Hunger
1x Ulamog, the Infinite Gyre
1x Yosei, the Morning Star
Sorcery (2)
1x Rout
1x Urza's Ruinous Blast
Enchantment (1)
1x The Antiquities War
Changelog: Rebuilt ground-up 5/2/18, changelog to track from then.
5/16/18: -Burnished Hart, Unwinding Clock // +Capsize, Brainstorm
5/23/18: -Nezahal, Primal Tide, -Medomai the Ageless, -Brainstorm, +Ulamog, the Infinite Gyre, +Ulamog, the Ceaseless Hunger, +Blackblade Reforged
Thanks for reading, and any suggestions are welcome!
Edit: just one question...how does this deck win the game?
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I suppose it could probably use a bit more/beefier threats. What do you think about replacing some of the control-oriented creatures (Thalia, Ertai, Aven Mindcensor) with some of the more substantial beaters that can be flashed in? Maybe Ulamog, the Infinite Gyre, Kozilek, Butcher of Truth, and Blightsteel Colossus? (I do own the two Eldrazi titans, but not Blightsteel. God, look at his cost...)
If the deck really really has problems winning, it shouldn't be too hard to turn it into a combo shell, but I'd rather not.
EDIT: Wrong Kozilek. Though I suppose Kozilek, the Great Distortion wouldn't be bad either..
Maybe some of the other mono blue or mono white artifact commanders might have some other way to win...
Edit: you could always just flash in a Wurmcoil Engine or The Immortal Sun.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Luckily, the fact that historic includes artifacts can really change Raff's potential. To better understand my meaning, try thinking a bit like a Ephara, God of the Polis deck. We end up playing permanents in response to opponents' spells, making them act like psuedo-counterspells.
For example, if your opponent casts Mindslaver, we can flash in Null Rod. If an opponent tries to combo off of storm, or casts Aetherflux Reservoir, we play Damping Sphere in response. Opponent makes a cheeky attack? Batterskull, Ensnaring Bridge. Token swarm? Cataclysmic Gearhulk, Crawlspace/Norn's Annex. Creature combos? Cursed Totem, Damping Matrix,Torpor Orb. Graveyards? Grafdigger's Cage. Overwhelming board? Nevinyrral's Disk. All seems lost? Flash in Lich's Mirror.
This can become incredibly dynamic and political, and also very pressuring and strong.
Skysovereign, Consul Flagship for an instant-speed Inferno Titan, Claws of Gix for an instant speed sac outlet to counter Control Magic, Duplicant as instant-speed removal, Mind's Eye in response to a draw spell, Pithing Needle/Sorcerous Spyglass as powerful spot removal, Sphere of Resistance/Lodestone Golem to make everyone's life tougher, Ankh of Mishra to punish green decks, Mana Web to punish other blue decks, Witchbane Orb for protection, Phyrexian Metamorph as an instant speed flexible clone, Spine of Ish-Sah for instant speed removal.
Weatherlight is a must in this deck. Gets crewed by your commander and brings you a guaranteed flash spell when it connects.
I would also include some straight-up artifact support.
Inspiring Statuary seems disgusting with a big amount of artifacts, especially if you're thinking about Winter Orb, Static Orb, Trinisphere, Howling Mine, etc.
Blinkmoth Urn is obnoxious with a good artifact count, especially if you can tap it.
Cards like Junk Diver, Myr Retriever, Scrap Trawler can be triggered immediately if you flash them in as chump blockers.
Kuldotha Forgemaster is pretty good.
Metalwork Colossus becomes hilarious if you have enough noncreature artifacts.
Metalworker as a classic.
Mycosynth Lattice to give everything flash.
Trading Post is good.
Lastly, I have a few pet cards that I might suggest.
Conqueror's Galleon is a bummer to crew, but if you have 1 more power other than your commander it's one of the best value lands you could get for a draw-go deck.
Cultivator's Caravan as a mana-rock and a flash blocker.
Thaumatic Compass - mana sink that transforms into a form of defense.
Teshar, Ancestor's Apostle can bring back stuff like Hope of Ghirapur, Burnished Hart, Junk Diver, etc.
Isochron Scepter seems much more useful when you can use it instantly to get value from the card you exiled.
Sensei's Divining Top becomes even more flexible.
Elspeth, Sun's Champion is a good card. So is Teferi, Hero of Dominaria, and so is Narset Transcendent.
Giving Ishai, Ojutai Dragonspeaker or Isperia, Supreme Judge flash is interesting. Same for Linvala, the Preserver.
Urza's Ruinous Blast doesn't kill your commander and could be very interesting at instant speed.
EDIT: Suggested cuts:
AEthersprouts, Brainstorm, Unwind, Negate, Return to Dust, Nezahal, Primal Tide, Ancestral Vision, Medomai the Ageless, Prismatic Lens, possibly Ertai, Wizard Adept and Empress Galina.
I'm afraid we may have to agree to disagree here. I thought about the approach you're suggesting, similar to how Yeva, Nature's Herald can provide instant-speed graveyard hate with Loaming Shaman or instant-speed big draw with a Regal Force. The problem is that those sort of effects in a mono-green deck are nearly impossible to replicate, while most of the effects you mention are easily replicated in a U/W deck - and in fact I run most of their equivalents.
For example, flashing in a Null Rod in response to Mindslaver is about the same as Negateing it. Spine of Ish Sah is a Swords to Plowshares that doesn't exile, doesn't work without the commander, and costs 7x as much mana. Same thing with Duplicant. Nevinyrral's Disk is actively worse than Rout, as it can't be used until it untaps. Token swarms can be bounced with Evacuation. Summary Dismissal hoses storm. Counterspell solves almost any problem for the low, low cost of UU and one deckslot.
The fact is that U/W is inherently very, very good at answering problems. What it doesn't do as well is CAUSE problems.
The biggest reason for this, and especially for a deck that wants to operate at instant speed, is that dropping a mana rock means spending a full cycle with no answers if someone gets up to shenanigans. U/W decks have to moderate the extension of their boardstate lest they get caught with defenses down and booted out of the game. I'm a big believer in using the commander to shore up holes in a color-identity's game-plan.
I'm also a huge Timmy, so causing problems is my trade.
That's why I'm not interested in making "Ephara, God of the Polis, but more different" deck. Raff Capashen, Ship's Mage offers an entirely different paradigm to play U/W, one that focuses on building up to big mana and dropping threats to beat face. It might not be the most competitive build, but then there are better commanders available for the most competitive versions of U/W. (Presumably Brago, King Eternal and Grand Arbiter Augustin IV)
On that note, I'm not interest in stax pieces. I've tried playing stax in the past, and my inner Timmy hated every moment of it. Both of my attempts got stripped down and changed. (Titania, Protector of Argoth stax became The Gitrog Monster value, Nath of the Gilt-Leaf stax became elvish tribal)
As for your particular suggestions on cards, there are quite a few I like, and some I don't. Here are my thoughts on many of them:
I'd be interested in taking a look at your proposed list, but as I mentioned above I think we might be building at cross-purposes.
Cheers!
I'm not trying to sell to you that Spine is a good card, but I did have some much more interesting suggestions.
Another card that just crossed my mind is As Foretold. If this little card makes it for two rounds, you get a free mana rock every single turn. If it reaches 4 you can cast your commander while only paying its commander tax.
Other than that, I guess if you're not looking to go stax my direction of thought might not be that great, but it was still worth mentioning, and some of those cards are still very effective at controlling the board.
Last but not least, can you blame me for wanting to see Lich's Mirror in a deck? That card can be hilarious.
EDIT: Isperia could be cast at the beginning of combat, but yeah there's not much difference. I'd still consider her far before Medomai.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
(probably worth noting as well that the various oaths are all legendary enchantments, so they could be flashed in if I veer superfriends)
shermanido37, I'm glad that you did repost that list of control artifacts, because I had intended to reply to them one by one but forgot by the time I got to the end of the post.
I do think you're right that this deck could use some more card draw. I'd like to keep it all instant-speed if possible, which I realize means I might be wasting mana occasionally, but this deck can take it. Overwhelming Intellect is a pet card of mine, especially in a format where almost every deck has at least one creature during every game. There's Opportunity, of course, and Dragonlord's Prerogative. Dismantling Blow might be a good replacement for Disenchant. I do own a Jin-Gitaxias, Core Augur, but I also like my friends not punching me. Ooh, Arcanis the Omnipotent? He'd be good at instant speed, and it's easy to leave mana up to save him.
Thanks for all the thoughts!
Control wincons, however, need to be sturdy and inevitable, like planeswalkers. Budget wincons could be AEtherling, Sphinx of the Final Word, Prognostic Sphinx, Sphinx of Jwar Isle, etc.
That's if we ignore legendary status.
If we look at both budget and legendary status, you can go for Iona, Shield of Emeria, Akroma, Angel of Wrath, Azor, the Lawbringer, Dragonlord Ojutai, Eight-and-a-half-tails?, Gideon, Champion of Justice, Kefnet like we said, Oketra and Heliod as indestructible mana sinks, Zetalpa.
A few unrelated goodies are Myojin of cleansing Fire as Rout and Linvala the Preserver as a stabilizer, and Thada Adel to give you an instant speed artifact when she hits, and Thassa as an unblockable outlet and topdeck filter.
I was suggesting things for a Teshar, Ancestor's Apostle deck when I happened to remember Metalworker is legal. Then I thought how it could be so amazing here, especially since we can flash it in and considering how many X draw spells we have. What do you think?
I'm also curious to see how this idea is coming along. I hope I haven't been too aggressive with my suggestions... Sorry if I can get annoying at times.
This pretty much sums up my frustration with Raff, and other U/W commanders before him (her?). Hope you're having better luck than I am.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I would consider playing a good number of walkers. Maybe chain veil too.
Ones I would consider:
Both Teferi
Elspeth, Sun's champion
Big Tezzeret
Gideon, AOZ
Gideon Jura
Any of the cheaper Jaces are reasonable
Narset (especially if you cut down on creatures)
I would also very strongly consider Unwinding Clock in this deck.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Monkey Cage - Cast it in response to an opponent's creature spell and you get beaters. If the creature costs 6, you get 12 power for 5 mana at instant-speed. As you said, U/W sometimes struggles to create problems for your opponents and for less than a dollar this does it surprisingly well. The instant-speed really changes how good the card is; it doesn't get "baited" by weenies anymore.
Oath of Teferi - This is more for if you do add some Planeswalkers down the road. Otherwise, there are better flicker cards.
Aligned Hedron Network - Can remove big threats from the board. For big creatures, this is Banishing Light but colorless and only costs 1 more mana.
Filigree Familiar - I am putting this in my version mainly because I always wanted to run it in EDH but never found the right place for it, and here it is "ok". Not sure if you want to pay 3 mana for an instant-speed chump blocker that draws a card and gains 2 life. There are better options.
Stuffy Doll - Drop an indestructible blocker that turns damage to whomever you want
Some Sagas:
Fall of the Thran - Instant Speed land destruction. Obviously good vs decks that ramp without any fear of reprisal and overextend.
The Antiquities War - For 4 mana, get an artifact in your hand. Expensive if it was only that, but to then do it again for free on your next turn is some good value. The third counter helps your deck beat down your opponents.
Time of Ice - Another card that is changed by the instant-speed casting. When a player declares his combat, tap a creature and it stays tapped next turn. That basically stops it for two turns. And you can do it to another on your turn. Very disruptive but fun.
Some Legendary creatures:
Avacyn, Angel of Hope - I usually dislike this card as I find it dull, but playing it in response to a boardwipe (preferably a Jokulhaups or Obliterate) makes it much funner.
Braids, Conjurer Adept - Play it right before your turn and get to use it first! Maybe not your cup of tea, but definitely a card people like seeing hit the board. Its fun and helps bring games to a close.
Lorthos, the Tidemaker - Paying 8 mana for this guy on your own turn sucks when you know he always draws removal. Play it right before your turn and you have not only a big beater, but now your 8 mana on your turn is tapping down threats and actually working for you right away.
Rune-Tail, Kitsune Ascendant - Make your creatures the best blocker they can be. Then on your turn you can attack with no fear of losing creatures from combat damage.
Yosei, the Morning Star - Punish someone wiping the board, or make a dangerous blocker out of nowhere.
Well, that's all I can think of right now that you aren't already running.
Hopefully you find at least one of them playable in your version.
If you add Monkey Cage to your deck, though, I am sure you won't regret it
Everything combos with Tombstone Stairwell.
First off, you haven't been anything other than helpful. Please don't worry, more suggestions are always better than fewer.
Secondly, Metalworker is an intriguing suggestion and I happen to have one laying around, so it doesn't break my bank. The only problem I forsee is that the deck can run through the artifacts in its hand pretty quickly, leaving it as a dead draw late in the game. Still, I think the early burst potential is worth it over a 3-mana rock (which is similarly useless as a late draw).
I don't disagree that planeswalkers are a great suggestion, but I'm going to wait and try the deck in live games (my Raffy just arrived in the mail yesterday, so I can actually start putting it together now) before I commit to the financial strain of planeswalkers. Currently, the only U/W color-identity 'walkers I own are Elspeth, Sun's Champion, [c]Dovin Baan[c], and Jace-the-one-from-Shadows-guy. Consequently, I'm looking at $50+ to really make this a planeswalkers deck.
On the other hand, Unwinding Clock is absolutely brilliant. I love that suggestion. Probably worth slotting in the artifact lands too. Thank you so much for that!
Yes. There will be a Monkey Cage in my deck. I wish there could be ten. That may be one of the greatest cards I've ever seen and I love that this deck makes it playable.
Many of your other suggestions are also great, and some of them I'll be taking, but I have to run for now.
Thanks again, everyone!
Now that's the kind of high impact answer/threat I can get behind! *runs to check the price of a foil copy*
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
The list in the OP is updated. If anyone else has any suggestions, I'm glad to hear them, and I can't wait to let you guys know how it did.
Who knows? Maybe I'll enjoy it enough that Raff will earn himself some planeswalker buddies.
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsCan't speak for others, but in my group infinite combos with no other outside applications are pretty heavily frowned upon. For example, I can get away with Karmic Guide and Reveillark together because they work well without being looped. Rest in Peace has some decent benefits outside of combo, but there's really no other purpose for the Helm besides insta-winning. If your group is OK with that, then it's probably a great combo to have.
Why Book of Rass over something like Mind's Eye, any of the usual Jaces, or something classic like Fact or Fiction?
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I do actually already own a Helm and several RiPs. I'm just not sure that either one would be especially good in a vacuum - Helm of Obedience especially - and I don't really have any way to tutor for both halves. I'm not currently interested adding Enlightened Tutors or the like, so I'm going to shy away from combo kills for now. Still, like you said, it's a good thing to keep in the back pocket.
I've also kept Approach of the Second Sun bouncing around in my brain. It's just...seven mana at sorcery speed doesn't seem like what this deck wants to be doing. It'll be interesting to see how the deck does for actually closing out games.
Good question! For each alternative:
I've been thinking about him. I have one sitting around in the binder. I worry a bit about my playgroup reacting negatively; of course, with no way to cheat him out, maybe he wouldn't be so hated? I'll keep him in mind.
The Antiquities War did end up making the cut. In goldfishing, it's mostly been useful for its "draw" ability, with me usually having more interesting things to do with the mana rocks than bonk somebody. Still, it's nice to have a bit of backup in case of problems. Tezzeret the Seeker is alright, I just don't think his +1 for several turns of protecting him is worth the ult. Not enough immediate impact on the board. The Tinker ability is more interesting, but I don't think my current build is set up to handle it. More combo-based versions, sure. (though I do think the best combo versions of Raff will be along the lines of "drop Paradox Engine/something that tutors for it EOT, untap, win.")
Blackblade Reforged - the equipment itself is dirt cheap, so casting it won't be a problem. On top of that, 99/100 times you'll be equipping this onto a legendary creature - either Raff, Medomai, Ojutai, etc. so the last ability is mostly flavor text at that point. To me, in the late game, this reads: 3: cut target player's life total in half.
Traxos, Scourge of Kroog - this card's name is seriously weird, but I think it's awesome. Play him for 4 at opponent's EOT, then cast a mana rock on your turn to untap him and beat face. Not to mention you're running Unwinding Clock which will break him wide open. To be honest, I would personally prefer him over Nezahal, considering he's cheaper, less color demanding, and evasive, and also because the can't be countered clause is completely irrelevant in my meta.
EDIT: also Overwhelming Denial seems really good with your ability to cast mana rocks before it, and if you like Tinkers Whir of Invention has served me well.
The cards I felt did the most work or were my biggest threats were Weatherlight, Monkey Cage, and Blackblade Reforged (as suggested by shermanido37 above). The Blackblade can make even a 1/1 swing for 6-12 damage easily, especially with some control making the game go a bit longer.
Everyone at the table seemed to enjoy the games, and it did not devolve into anything that stalls too much. What has your experience been with the deck so far, lansisle?
Everything combos with Tombstone Stairwell.
I'm coming around to Blackblade Reforged. My biggest objection was that, for some reason, I thought it was an expensive card. But, no, turns out it's only like a dollar. I'll try to pick one up before Friday, but I'm not sure if I'll be able to. I might proxy it if I can't find one.
SweetZombijesus, I'm glad to hear the deck was performing well and not causing frustration in your playgroup. I certainly hope I have a similar experience!
Traxos, Scourge of Kroog I'm not so sold on. Best case scenario, he's a 7/7 vanilla trample. That's a good deal for four mana, but I'm not sure this is the deck where we should be looking for bargains - in most of my goldfishing, I haven't had trouble getting to 10+ mana by about T6 or T7.
Overwhelming Denial does have a fun interaction with the mana rocks, but I'm not sure it's better than anything in the current counter/removal suite. What would you recommend replacing?