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  • posted a message on Archanis the Omnipotent
    Appreciate the input. The deck draws a lot of hate if you aren't running some kind of hug, which is why the font and the mine are there. I'd consider running both of the tutors, but thats becoming to tryhard. In my playgroup, if you're taking the game 100% seriously and trying to win by turn 6 you're going to take the heat. We normally play lnger games, plus I find it personally more rewarding to dig for mind over matter, and even then like I said I rarely play it because it is a dickish move. I'm not trying to combo out turn 4.

    The artifact ramp cards are decent, but its not needed. The mana curve is low enough where I don't need a high ramp, and the only ramp I have are very powerful ones that are going to get me ahead. Furthemore, Ancient Grudge makes artifact ramp cry, when you spend 4 on a thran just for it to get blown up it hurts. Almost all of my playgroup is red, and artifact ramp is the first to get targeted. I can't be wasting my counters trying to protect my manabase when I have more important pieces to protect. land is also light because with the amount of draw generated I always get a land drop . if they get blown up its not a big deal because of Elixir of Immortality

    The medallion I would run if I had one, and I may get drift of phantasms again to tutor for the elixir.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Archanis the Omnipotent
    This was my first truly serious commander deck, and is likely still my best. My original goal was to simply make a mono blue deck capable of having complete control over 4-5 people, and this did that.

    Decklist


    The deck is straitforward. Utilizing tons of card draw, you're going to pull out your major wincons or beat them to death with one of your large creatures while controling the board. Let's break it down.

    Counterspells

    Counterspells are numerous, and many are better than others. I've had opposition against this deck from my friends Nim, the Pain Artist Deck and lost 16card high stacks due to not having the right equipment, but that is no longer an issue. This deck is expecting little opposition, but prepared for any number of it. That being said,

    Power Sink.
    Nothing is going to stop a person from trying to counter you if you force them to tap down first. If you play your cards right, you can also counter the first spell of their turn and pay a lot into it to shut down their turn. Acts as a mini Time Stop if you do it right.

    Turn Aside
    Easily one of my favorite counters for EDH. No one ever sees a 1 mana counter coming, and it is relevant enough to almost always get used. Arcanis is fragile, and he has to stick around a turn before he can see use. This provides excellent temporary shroud (sorta).

    Logic Knot
    Useful to test just how badly someone wants it. I'll normally make X exactly the amount of mana they can draw forcing them to tap out or let it happen. Delve is really useful to because it can be used even if you're almost out of gas, just be careful what you exile.

    Negate
    A classic, and for the most part a reliable way of simply saying no. Creatures can be dealt with after they hit for the most part anyways.

    Muddle in the Mixture
    Same story as negate, though a bit more restricted. It can also tutor a few things out of the deck, including Boomerang which might be better than a counterspell at the time.

    Counterspell
    We can't all be fancy. UU to say no.

    Stoic Rebuttal
    Strictly better than Cancel, and generally you will have no troubles getting metalcraft.

    Hinder and Spell Crumple
    Grouped together for being so similar. Hinder is better in that you could use it to deny someone's topdeck, but Spell Crumple can be dug for later. Either way, being able to tuck something is great for commanders.

    Voidmage Husher
    The only activated ability counter in the deck, and a Stifle would be nice but it hurts the bank a lot. This one is cheap, can bounce itself to hand, and provides a body in a pinch. You can block creature A, in response to damage unsummon creature B, and bounce the husher to kill two birds with one stone. Great utility.

    Mindbreak Trap
    If things really start to get out of hand, this flips the table and screams NO at the opposition. Even with little opposition, a 4 mana dissipate isn't too terrible either for its added utility.

    Rewind
    Not at good as it may seem, because it has to resolve before you can untap lands so it is not as free as everyone sees it, but with Extraplanar Lens it can easily become broken, and can be a game changer if used defensively during an important turn and you just profited in mana. Other than that, 4 mana to say no, not terrible.

    Time Stop
    The asprin of EDH. It's just an easy way to just shut a player down for a turn, and that is sometimes very needed. Depending on the time you can abuse that it exiles the stack also. If it has come down to 1v1, enjoy your Time Walk

    Glen Elendra Archmage
    Cheap, stops people from blowing off Rite of Replication or Time Stretch simply because of it inevitably being countered. Persist lets it happen twice, which is very nice, and its a wizard! so it can tap for Azami and you can do a bit of dirty play with Riptide Laboratory, bouncing it to replay after it has a -1/-1 on it.


    Commandeer
    the butt of many jokes in Commander, for obvious reasons. It's no Force of Will, but I'm a college student making barely over minimum wage. Plus, its kinda nice to be able to say "That's a nice thing your casting there, I think I'll take it.". Especially if it happens to be a Nicol Bolas, Planeswalker. Exiling two blue cards from your hand normally isn't a big deal anyways. Combos with Storm Crow.

    Next, we come to the defense. Control is normally wide open, which means our defenses must be top knotch. Many of the "other answers" pile is also defensive, as are counterspells, but these are odd ducks that don't fit in either side but are critical to the equation.

    Defense

    Darksteel Myr
    Yes, it does to Tragic Slip with no morbid, but most of my playgroup is red, which is hapless against indestructibles. 3 drop reliable way to chump any non-trample creature.

    Propaganda
    Doesn't make it impossible to attack, but it does make it a hassle, which is enough to make them go for someone else.

    Venser's Journal
    You're going to have a huge hand, no exception. Can't find the Reliquary Tower, or the [/CARD]Expedition Map[/CARD]/[/CARD]Tolaria West[/CARD] to go fetch it? this will also fix your problem. That aside, unless your stacking on commander damage, this makes you a bonafide tank, gaining easily 20+HP every turn. Its nuts!

    Archaeomaner
    Recurring spells is awesome. There are a few choices, and Mnemonic Wall is probably the best one, but this is control/wizards, and I don't mind doing UU instead of U if it can cost 1 less. Could be a infinite combo if I threw in Time Warp, with Riptide Laboratory, but I don't really want to be that guy.

    Darksteel Sentinel
    a bit on the pricy side, but survives petty -1/-1 counters, has flash for a surprise block, and has vigilance making it easy to put on some beats. He's a winner in my book.

    Meishin, the Mind Cage
    I see it as an inverted Ensnaring Bridge. This demands an answer or no combat damage is likely ever going to happen without a Thormuk or a Kresh on the field. 7drop hurts, but its worth it.

    Next we come to the non-counter answers. Counters are nice and all, but don't do anything after a spell has already hit the table. For that, we have supplements.


    Gigadrowse
    Can easily save your life, or lock out a player by tapping their lands down at upkeep. This is one of the reason's I've cut a lot of nonbasics, because colored mana is important despite it being a monobrow deck.

    Vapor Snag/[CARD[Unsummon[/CARD]
    Grouped for being similar. The snag is strictly better, though the ping is normally irrelevant. I must admit though the snag is hilarious on an Isochron Scepter

    Boomerang
    Bounce anything. ANYTHING, including lands. Do this turn two to player D's land if you're feeling vindictive. on an isochron scepter with a voltaic key out this can become really mean.

    Frost Breath
    Torn between this and Downpour, but I feel the extra turn tapdown is probably better than just getting one more creature. The downpour is isochronable though...

    Crippling Chill
    I should probably change this out for Downpour, but being able to tap down a titan for more than just their turn is nice. You can lock something out for two turns if you do it right. The cantrip is candy.

    Deluge
    I generally don't see a lot of flyers other than big ticket dragons and what not. This is enough to stunt a Ghave, Guru of the Spores deck a turn, and that's enough for me.

    Back to Basics
    Do not play this turn 3 or you WILL be ganged up on. This is more of a late game ticket to victory, when you're the one who's mana is almost all nonbasics meanwhile progenitus has like 12 dual lands. Do not play this without a plan,or it will spell death.

    Venser, Shaper Savant
    Could be a pseudo counter, could be a boomerang, and still provides a body! use with Riptide Laboratory for extra fun.

    Evacuation
    Instant speed Day of Judgement? Don't mind if I do. This and Devastation Tide are the closest things blue has to a board wipe.

    Curse of Echoes
    I'm not certain why this isn't played more. It 100% shuts down any spell deck in its tracks. Against burn, all of their burn hurts them self. Against control, you counter their counter with their own spell, and draw when they draw, take extra turns when they take extra turns. It is a may trigger, so you don't have to worry about the downside you find with Hive mind. Try it before you knock it.

    Blatant Thievery
    Blue can't handle artifacts or enchantments much outside of bounce them then counter it, but there is an easier way. Just take it, and while your taking player B's Aura Shards, why not take Player C's Nicol Bolas, Planeswalker and Player D's Spawnwrithe while your at it?

    Between those and counters you should have little trouble controlling the board. But wait, if I'm constantly use these things wont I burn out of cards quickly? Of course you will. Problem is, one time draw spells won't do the trick. To supplement this, we Did add a handful of powerful -everybody draws- cards. Why? because to be reactive with counters you have to have mana open, and being greedy doesn't cut the bill mana wise. Giving everyone draw provides you with cheap, reusable draw sources to keep your hand filled. Just don't let Niv Mizzit, the Firemind hit play.

    Dedicated Draw

    Howling Mine
    I use the old one that lacks the "as long as it is untapped" clause for extra security, though someone could bust out oracle text. It is normally not a problem. 2 mana for extra draw every turn, sounds like a deal. If Voltaic Key is out I can be greedy, though I rarely am. A bit of group hug keeps people off your back.

    Jace Beleren
    Baby Jace eventually will get bumped up to a Mind Sculptor, but that whole budget thing comes into play again.. Either way, 3 mana for reusable hug draw which survives most sweepers and as long as you play nice and are not greedy with his -1 most players will let him stay on the field. the -10 is irrelevant, unless someone is really burning through their library.

    Temple Bell
    Same story as baby jace, though you can use this at instant speed, which has it's uses at times, especially when Teferi's Puzzlebox is out. People like drawing post-puzzlebox rather than before, since it all dumps away.

    Font of the Mythos
    SUPER HOWLING MINE! I'm surprised it rarely sees play considering the bang you get for it. Good in anything like a Sedris, the Traitor King deck where you want to go through your deck fast to reanimate fatties. This is normally the breaking point where draw advantage is nice and where draw advantage is choking you. I'd run Forced Fruition if I could benefit from it also.

    Archivist
    Nothing fancy, just a mini Arcanis for a reasonable price. Not hugsy, but reusable and that is just as good for me.

    Otherworld Atlas
    A temple bell I can charge up to spew cards everywhere. Its one of the reasons I'm tempted to put Fuel for the Cause in, as a supplement to the few charge counter things in the deck.

    and lastly,
    Trade Secrets
    If at any point you're on the receiving end of this, draw two and let it be. Don't go crazy because you'll just hand them the victory, which this will do. This deck has zero tutors aside from a few transmutes and the map, because you can dig everything out. If at any point I find Mind Over Matter, have 6 lands and 6 cards in my hand, I likely have just won the game. But we'll get to that later. Honestly, this card is lolbusted only because idiots don't understand card advantage, another reason I don't mind using hug draw.

    Taking a step back on the list, since I skipped this part for better continuity, Utility. Utility is an important part in any deck. Most of these are good cards that can win the game but likely won't on their own, or cards that are just fun and useful.
    Utility/Beat Sticks

    Galvanic Alchemist
    Useful with so many of the creatures in the deck, Arcanis especially. other notables are Archivist,Azami, Kaho, and Jace's Archivist. Plus, its a wizard for Azami!

    Echo Mage
    Normally serves as a lightning rod, since I've nothing worth twincasting really, but its always nice when you can pull it off. nothing hurts more than a triplecasted boomerang on your landbase twice in one turn. Plus, its a Wizard!

    Niblis of the Breath
    Yet another underrated card. Same uses as Galvanic Alchemist, but cheaper to use, but requires a tap. Can be used to tap down enemy creatures too as a bonus.

    Jace's Archivist
    He's the plan C of the deck. Originally included to just help me comb my deck faster and still reliably find my Elixir of Immortality for cycling, he can be used to mill. "Everybody count your hands. Oh, mines the biggest at 36. Everyone discard and draw 36. I'm going to pop my Elixir, untap him and do it again. What? you Milled out? my bad." He can be dangerous though, make sure you have enough cards before doing it!

    Trinket Mage
    Fetches out our trinkets. Your main target will be Expedition Map, to get Reliquary Tower, but other than that you've got a few others situationally. He's a wizard too.


    Talrand, Sky Summoner. He's being tested currently but I don't see why he would be bad. It's not uncommon to have 2-3 spells fly off in one go around the table, and three 2/2 flyers is nice for that price. I doubt he's a win condition, but if nothing else he provides chump blockers, and that always helps.

    Kaho, Minamo Historian
    The most important thing to remember about Kaho is she DOES NOT HAVE HASTE. It took me a while to remember that, for whatever reason. I'd avoid using her unless you can protect her and actually get to use her. Once she sticks and you have some nice stuff under her belt, she is great especially when you can untap her with various cards. Best part, if she dies and comes back you can use any cards she's exiled, not just the 3 from that go. Its worth noting you also are not required to get all 3, its up to 3. She's better used as a utility than a wincon. She is a fun alternate commander, though if I used her I'd do things a lot different (like include lightning greaves and long term plans.).

    Sturmgeist
    I doubt I have to explain this cards place in this deck. He can get really big, and draw cards and has relevant evasion. call him the plan D of the deck, though he can also provide a great blocker. As said before, the majority of my playgroup is Red, and burn only goes but so far.

    Teferi, Mage of Zhalfir
    His ability to play creatures with flash is moot for the most part, but he can also work as a counterspell if someone is trying to do stuff on your turn. He's also a flash blocker, which is always nice. he's also a WIZAAARDDD

    Azami, Lady of Scrolls
    An original idea for the commander, but so many people play Azami the busted way that It didn't seem like a great idea, so I avoided it. Still, there are so many good wizards that are in the deck simply because they are good that I felt Azami still had a home in the deck. If nothing else, she draws off herself, at instant speed, which is still very nice. A 1 extra for instant speed Archivist with the potential to be more? don't mind if I do. I'd never tap Arcanis to her though, unless I was stuck hasteless and at that point may as well.

    Mind over Matter
    The Plan A of the deck. This + Archanis, Azami, or Archivist will pretty much result in a win. with 6 cards in hand and no opposition, if mind over matter lands, you win basically. discard six, untap 6 lands, play Arcanis, then its over. you can tap Arcanis to draw 3 and discard 1 for an untap, net gain of 2. comb as much as you want to find your Psychosis Crawler and drain their Hp to 0. Azami and Archivist can do it too, its just much slower. I normally hold onto this card in case games run stupid long, but normally don't use it. Infinite combos are frowned upon where I play, but if the game runs long, and with a control player it likely will, it can give an air of finality to the game. The deck runs fine without it, and even without machine gun drawing with this, you have 4 or 5 sources to untap your creatures, that's 18 cards per turn with Arcanis, setting aside all other sources of draw.

    That's it for utility, only two sections left but for simplicity I'll group them, since mana rocks is so small.

    Combo Rocks & Mana Rocks

    Combo Rocks

    Voltaic Key
    There are a lot of artifacts in the deck, and untapping them is normally nice. It can be extra mana from a Sol Ring, or more cards from a Otherworld Atlas. Normally its to untap Thousand-Year Elixir to untap Arcanis again though. And as a 1 drop, I don't think it effects tempo much.

    Expedition Map
    There are a lot of good lands to grab, and this does just that. Reliquary Tower is normally first priority, then Minamo, School at Water's Edge, then Riptide Laboratory. past that is moot, but grabbing a Temple of the False God with extra mana you cant use anyways is nice. Again, its a one drop which rarely affects tempo, and you can always wait to activate it if need be. its a EOT type thing.

    Elixir of Immortality
    I was going to put Kozilek, Butcher of Truth in as the cycling mechanic, because it is impervious to mill, and has a relevant effect should I actually hard cast it (which isn't terrible, since its probably one of the cheapest eldrazi) but the elixir gets the job done on a budget. I'll likely take out something later for Kozilek, but for now this will do. The 5 life is nice also.

    Empyrial Plate
    It makes creatures X bigger where X is the # of cards in your hand, which will average at 20. Hm. 4 mana for +20/+20? Don't mind if I do.

    Isochron Scepter
    Unnecessary in every way, but fun enough to make it worth it. Can be mean and put Counterspell on it or be annoying with Boomerang Just a good tool in the arsenal.

    Thousand-Year Elixir
    Just as important as the other elixir, this one gives pseudo haste which is much needed for Arcanis, since he is very prone to removal. This normally is the point at which I start winning.

    Diviner's Wand
    A wizard tribal equipment that equips to my commander for free, provides a mana dump for card draw, automatically gives +1/+1 from turn draw, and gives evasion? I can voltron with Arcanis with this if I can draw 18 cards in a turn, which normally can be done. Seems legit.

    Teferi's Puzzle Box
    Cycling through the deck just helps in generally. normally I'm flipping from Hand A to hand B since I'm holding about half my deck, which doesn't really matter to me. This just gets through it a lot faster without the need for Thousand-Year Elixir

    Psychosis Crawler
    Part B of Plan A. This guy turns draw into damage, and gets bigger for my hand size. Moreover, the loss of life is EACH OPPONENT, not just one. If he sticks, I will win within one or two turns, no questions asked. Mind Over Matter + Arcanis's ability to give me a indefinitely high amount of mana and ridiculous card draw to find any answer all in response to any given situation makes it almost unstoppable once it starts. Except for Krosan's Grip, which makes Arcanis cry.

    Sphinx-Bone Wand
    Plan...E I think it is? I cast a lot of instants and sorceries, and after 4 turns it'll likely turn counterspells into 8 or 9 damage, which is a bit obscene. With that kind of damage floating around it becomes hard to lose.

    Mana Rocks

    Sol Ring
    Duh.

    Walking Atlas
    Don't underestimate a turn 2 Walking Atlas. With the card draw you generate you'll be wishing you had Exploration to get all the land out of your hand, but this is the closest we've got. He can also be machine gunned later at instant speed once you get your stuff going for fast ramping.

    Extraplanar Lens
    Mana doublers help any control deck, but I was careful in which one I chose. I'm low on Creatures, so the Gauntlet of Power seemed risky because if someone was playing say, an [/CARD]Oona, Queen of the Fae[/CARD] deck, then I'd be buffing all of their tokens and hurting myself. Caged Sun is okay, but doesn't leave me an opportunity to actually do anything else after it normally, and leaving myself tapped down is when everyone jumps on playing their big spells. In the future, I plan to switch out my Islands for Snow-Covered Islands, which dramatically lowers the chances that others will be benefiting from it. For now though, the group hug helps because it is a bit of a dickish deck at times, policing the whole game.

    Semblance Anvil
    Always chuck an artifact creature if you can. You have lots of artifacts and a a solid number of creatures. Your spells, yes, they are important and should be cheaper but Arcane Melee is for that, and most of your spells don't cost retarded. generally speaking, artifacts are the most important for this.

    Arcane Melee
    Another semi-hugsy card, since it affects all instants and sorceries. But with a plump hand and now most of your counterspells are either U or UU, it becomes hard to lose control.

    Now for the big man himself. Arcanis, the Omnipotent was chosen due to the sheer fact he's awesome. His tap ability is one of the best in the game, giving you a free Concentrate every turn at instant speed. Though its powerful, its not broken and I don't like playing decks that break your back in fear just because they are broken (we're looking at you, Azami.) He has a decent structure, at 3/4, and the ability to scoop in a punch. Furthermore, look at him! He's all around a badass, and his flavor is amazing. If you can, get him in foil. It looks amazing.

    That being said, there is other commanders that are great for this deck, already installed, and changing it up is important because decks can get boring sometimes, and this keeps it fresh. Here's a list of why they're still viable. They're listed in range of most potent substitute to least.

    -Azami, Lady of Scrolls
    There are a total of 14 wizards in the deck, including Azami. The benefit of Azami is she can be used the second she hits the field, vice Arcanis having to wait a turn. But, she does not generate the kind of ridiculous draw that Archanis does, though she certainly has the potential to if you get a lot of wizards out. She promotes a bit faster play than Arcanis, and generally if you're using her you're tring to combo out. There's a lot of hate surrounding Azami because she is capable of being easily broken, so I'd only play her when you want to be "that guy".

    -Talrand, Sky Summoner
    M13 brought this guy out and he seems like he could be busted. Considering all the countermagic to protect him, which might I add will reward you with a 2/2 flyer. control's "draw, say go" playstyle got it's wincon. I wouldn't doubt that it will translate to EDH gloriously. He is best if you want to be a bit more aggressive, rather than sit back and watch all the time.

    -Kaho, Minamo Historian this card is capable of being busted easily, if you so chose. If a deck were made around it, throw in the boots for protection and fetch out instants easily, one of which would be a unsummon to replay him after you've exhausted the other two. Long Term Plans would be awesome for Kaho. In this deck however, it more fits the niche of making public knowledge of what you have available, and forcing them to play different with that in mind. He's fun to play if you're feeling vindictive.

    -Venser, Shaper Savant
    He is a counterspell and a bounce, and can be played at instant speed. He's not ideal, he's not flashy(well, he is, he has flash!) but he still fits the niche of a control deck. He is best if you're wanting to maximize the fun of the deck by bouncing your own stuff to retrigger ETB.

    To recap

    Plan A: Psychosis Crawler, supplemented by Mind Over Matter, to spew loss of life all over the table.

    Plan B: Diviner's Wand, and Voltron Arcanis or any other creature to a kill.

    Plan C: Jace's Archivist for a mill out. This can also work against the legendary Eldrazi because with no discard source, it wont matter.

    Plan D: Sphinx-Bone Wand, flinging damage at everything.

    All input is highly appreciated, and comments will be responded to, but before that here's a list of cards that didn't make the cut.

    Lightning Greaves
    YES, it protects Arcanis. YES, it gives him haste. But it gives him SHROUD, which is gross because none of my untap mechanisms will work. I could use Swiftfoot boots, but then it becomes clunky and not worth the effort. This would be more beneficial in other decks that don't have ways to protect their cards by themselves, but this deck has more than enough of those.

    Force of Will/Jace, the Mind Sculptor
    Money.

    Time Warp
    yeah, I could combo out with it but I don't find it necessary. One infinite combo is enough for this deck and even then I don't need or crutch on it.

    Merchant Scroll,Long-Term Plans
    Eh, its good to have tutors in any given deck, no doubt but with the ludicrous amount of draw I generate I feel using draw would be sort of tryhard, and this deck tries to keep things fair. Diplomacy is the reason I win a lot of games because I will often help players kill each other just to kick them down when their tired later.

    Recurring Insight
    Yes, it draws a lot of cards, and yes, it does it twice, the second of which is for free. But, it isn't reusable past that unless I waste Mnemonic Wall on it, which I"d rather use on an answer to a given problem. This deck is kinda weird in that it runs on draw but isn't reliant on it so much that I need more than I have. Plus, my commander draws 3 every turn, that's retarded even without being abused.

    Ponder,Preordain,Brainstorm
    Eww. Yeah, they are 1 mana to draw and manipulate your top deck, but the only one of the three I'd even CONSIDER is Ponder, because you can shuffle your Library. I've been considering putting Thought Reflection in for some time, and if I did that then I might consider getting Brainstorm, to draw 6 off it, but its unnecessary. They don't have enough impact to be worth a precious spell slot in EDH.

    Phyrexian Metamorph
    I need to get another one, but it is really good in this deck.

    Rite of Replication
    WAY too high of man cost to be in a total control deck. Its great in others, but its too fragile in being countered. Plus, all it does is force a board whip. Clone goes similarly, getting too many threats scares people and just causes them to boardwipe. This deck sits back and watches the game develop, having nothing else on its mind than later game and getting going.

    Blue Sun's Zenith
    Yes, it's instant speed, and yes, it can draw an assload of cards. It even cycles back into the deck, which is awesome. but it only starts being worth it after like 7 mana. IUUU to draw 1 is terrible in comparison to U, Reach Through Mists. 2UUU to draw 2 is terrible 2U, Divination. 3UUU for 3 is terrible in comparison to 2UU, Concentrate or at instant speed 3UUJace's Ingenuity. paying 4UUU for 4 is also bad, in comparison to 3UU for Tidings or 4UU at instant speed, Opportunity. You could argue that paying 1 extra in any situation is for the cycling, but that's not good enough. I'd rather run Recurring Insight any day, which is 6 for like 15 cards on average. No thanks.

    Spin Into Myth
    It's good. I'd use it if you can find a way to fit it in, and its one of the only ways to basically remove a creature, since bottomdecking is in most cases worse than exile. I'm just having a hard time finding a place for it in my deck, and it is a bit expensive. I'd say its probably better for decks that need removal more, but this deck doesn't have an issue with the classic bounce and counter, or just counter it in the first place.


    Change Log

    8/14/12:

    -Edited the land base, due to a miscount in total # of cards making it appear as though I had only 30 lands when in fact I had 34, which is still more than enough considering how much we draw into.

    -Switched Mnemonic Wall for Archaeomancer. Achaeomancer is cheaper, but more color demanding, but that really doesn't matter in mono color. More to the point, its a Wizard, meaning Azami will draw off of it, and Riptide Laboratory can do some shenanigans with it.

    -Counterlash replaced with Glen Elendra Archmage. Counterlash requires a huge mana investment, which is a pain early game and rarely does it's second ability matter, seeing as most of the fatties or high drop cards are gone, and enchantments aren't used enough to try and cheat out Meishin. The Archmage is a 2x counterspell, provides a body for blocking if need be, and is a Wizard for Azami to draw off, since it's ability isn't a tap ability. Using Riptide Laboratory after it persists can also lead to some dirty play.

    -Thieving Magpie for Trinket Mage though it almost always functions as a free Reach Through Mists each turn, and people don't mind getting hit for 1 for it, it don't fit the style of play this deck has. Instead, we have Trinket Mage. Fetches Sol Ring, Voltaic Key, Elixir of Immortality and Expedition Map. Chances are it will mostly go for the map, to ensure [/CARD]Reliquary Tower[/CARD] hits as fast as possible. The rest can be fetched situationally, but there is enough trinkets to make it worth it. Once again, a Wizard for Azami and wizard shenanigans with Riptide Laboratory

    -Echo Mage removed for Willbender. Krosan's Grip is the bane of this deck, but Willbender is a giant middle finger in its face. Echo Mage was high maintenence before it actually did anything, and even the he just ate removal. Willbender is still a wizard, so its fine. More foul play opportunites with Riptide Laboratory

    -Added a Changelog (duh)

    -Added an Alternate Commander section

    -A few more of the "didn't make the cut" cards.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Sedris, the Looter King: Reanimator EDH
    Always, and I must go to tell you how much I appreciate the speedy replies. I hadn't realized just how drastically different our playgroups were though. In my play group, we generally play with 4 people and each have 3-5 decks each. Except for my decks, only 4 of all of the other decks in my playgroup are red. White barely sees play, and green does but its normally only for its ramping values.

    I'd agree on Evil Twin over Cryptoplasm. I originally was using it instead, but I took it out because it was so similar to Phyrexian Metamorph. Cryptoplasm was a placeholder for the Doomed Necromancer and in the past few games it has been underwhelming. I'll likely keep the Puca for now, however, until i find something better.

    one of the monored decks in my group at one point was running a LOT of land destuction, and was consistently land-whiping every turn 6, it was annoying. Luckily, he's discarded that deck. I don't see much land hate in my group, but I am wary of running any crutch lands. Urborg to me serves as a mana fixer primarily, and a swamp second. I don't mind if it gets blown up because it is at best a minor fix and one swamp isn't a big deal. Cabal Coffers will be coming out though, along with Tolaria West.

    I never once realized Entomb said any card, I thought it was strictly creatures similar to Buried Alive. Chaos Warp I got when I purchased the Zhedruu Commander deck, and they are hard to find and its quickly becoming a Legacy Staple because it is THE red enchantment removal.

    People generally avoid the Kamigawa block because it suffered "Kamigawa Syndrome", or overtly high mana costs. Still, a very large number of awesome cards can be found there. One of the most flavorful cards I know of is Choice of Damnations, which is so black it is not even funny. (late game when HP is running low it becomes very vindictive if you have It That Betrays out. Thumb through the block on the gatherer if you ever get a chance, some of its types of cards are truly unique.

    You're probably right in terms of Increasing Ambition, but considering its easier to cast color wise (only requiring B instead of BB), which may be more attractive now that you've removed your mana rocks (and thereby removing the only way for you to manafix). It is a personal opinion I suppose. Anything over 2color i commander I'm always wary of running double color cards like 2BB if I can get away with 3B or close to it.

    I fully agree with Living Death, and it has been underwhelming. Even in the best of situations I think Sedris does it better. and Victimize does seem rather busted, a lot of Urza block cards are.



    A few questions about your changes though.

    1. Removal of the mana rocks:
    I do agree you didn't need all of the mana rocks you had. The Coalition Relic and Darksteel Ingot are great in 5 color, or if you're running a lot of color demanding cards, but you aren't and I agree on the cut. The Talismans intrigued me though. 2for1 mana rocks are great in my opinion, whether it be for fixing colors or just dumping the left over mana you have at end of turn. What contingency plan did you have considering you no longer have a plan for mana fixing other than Solemn Simrulacrum?

    2. Enclave Cryptologist
    I get that you're trying to get rid of extra mana at the end of turn, but I don't think this is the way to do it. It would be better to include Merfolk Looter in its place, or even Archivist It takes 1UU before you can loot with it, already inferior to the merfolk, or 2UUU for a draw, inferior to archivists 2UU. Thers also a faerie with flash that does the looter's ability, which could be used to dump mana before your next turn. Do you feel you need more consistent looting?

    3. Attunement
    Seems good, but it makes me worry. the Magus of the Bazaar already hurts to use due to loss of draw advantage, but this hurts even more when your hand is running low. Again, I think a Merfolk Looter would be better, or some other creature with a similar effect. One of my favorite new psuedo-looting spells is Midnight Bargain. You get to hand pick what you want, dump the rest, and its all at instant speed. Seems like a winner to me.

    4. Artisan of Kozilek
    The artisan is good, no doubt. Especially if you can hard cast him. I'm not really challenging or questioning his addition, but more inquiring on how its doing. You said you playtested him, how did it go? Did it earn its keep?

    5. Inconsistencies in the primer.
    I still don't see Victimize or Dance of the Dead on the decklist, and just wanted to point that out. A few of the descriptions in the card choice explanations are also old, not there, or incorrect(grave titan/torrent of souls is still there as if it worked). No worries, just wanted to let you know.


    I REALLY appreciate all the time you've taken with your reply, by the way. I started building Sedris only a few weeks ago and it is already ascending to become easily one of my best decks.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Sedris, the Looter King: Reanimator EDH
    Love the list, build a similar deck with a few of my own variations. I fully agree about having a consistent threat level and relevancy throughout the game, and gimmicks are generally unwanted, but there are a few things I'd like to explore and discuss with a more experienced Sedris player.

    Creatures:
    For the most part, I love your list of creatures and stuck by it very carefully. But 3 creatures are well worth the mention.

    1: Palinchron, while it may not be a huge beater being only a 4/5, it does untap a ton of lands. One of my favorite things to do around turn 10 when I have about 11 mana is to drop Sedris for 6, unearth for 3 with 2 mana left, to bring out Palinchron and get 7 lands back in to unearth with, which with Rakdos Carnarium, Dimir Aqueduct, and Izzet Boilerworks which I include anyway as mana fixers (even though they you down a bit coming in tapped) it can potentially get back 10 mana, which is normally enough for 2-3 more unearths. Now you have 3 beaters, and an extra 4/5 which enabled earlier carnage.

    Even without comboing with Sedris's unearth, it can turn Animate Dead into an untap 5, which is nice. It just fits nicely into the support class. I put it in there as a test and now its one of my favorite support cards to just abuse.

    2:Cemetery Puca I originally put in as a substitution for Body Double, since its hard to find, but I doubt I'd get rid of it (still going to get body double). At at first it seemed underwhelming, but when a flayer dies and you copy it and have to flayers it becomes very hard to lose. If nothing else, it serves as a second life for your fatties, or even steal theirs. If you play your cards right you can have two of the same card on the field (three, if you include body double shenanigans.) Also, some people may recognize it as a second life and remove it instead of a fatty, due to this flexibility, which that alone is a good reason to include it.

    3:Cryptoplasm The ultimate lightning rod. For whatever reason, people flip tables if this is on the field, regardless of what is out. His utility is decent, seeing as you can flip it around if it actually manages to stay. I had Dimir Doppelganger as a cheap way to recur(sorta) fatties faster, but was underwhelmed due to its color demanding nature and more importantly that it exiles, and tossed this in instead. Just another good utility for cheap.

    That's it for Creatures, and I'd like your opinion on them. A lot of these things were found just by substituting for things I don't own yet as placeholders.

    Lands:
    Lands can always use pimping out, and I agree your mountain count needs to stay high for Anger. Still, you can change a few things around to keep the flow a bit better I feel.

    1/2: Urborg, Tomb of Yawgmoth is strictly better than a swamp, because it is a swamp! I like it most for the property that it fixes my mana (nothing is more annoying than not having black mana for recursion) and doesn't come in tapped, and Sheoldred gets a free swampwalk. Of course, if you run Urborg, you may as well run Cabal Coffers for obvious reasons, though I'm not sure if i'll keep it, seeing as if Urborg isn't out that the coffers can be a bit underwhelming.

    3: Tolaria West is just another utility, and almost never gets played as a blue mana source if I can help it. It's there primarily to fetch Urborg or the coffers, but getting Volrath's is sometimes nice

    4/5: Lonely Sandbar and Barren Moor I find helpful because they can thin out your deck and help in late game when top-decking a land at a vital moment can kill you. They're good deck thinners that just help smooth out a deck. Its a personal choice.


    Spells:

    1:Entomb Duh. I'm highly shocked this hasn't even been mentioned in all 3 pages of the primer! Expensive(money wise, not mana), but damn good.

    2: Chaos Warp I'm surprised you didn't have it in to start with, seeing as it is the only red enchantment removal around. I had Reweave in, but this was much cheaper and more likely landed in something useless for them.

    3: Liliana Vess at first she was put in just as a potentially reusable tutor, but her -8 is quite relevant to your play style. Recurring everything at once under your control could be a game winner. Her +1 is mean, and can dethreaten a combo player fairly quickly, but that can draw more aggro. One unique thing is it's target player, not opponent. Got a fatty in the hand? Chuck it for a +1 Loyalty and no aggro given. On paper it seems good. Plus, you can Chaos Warp it into a Nicol Bolas, Planeswalker, which is a strict upgrade.

    4. Through the Breach is just a one time Sneak Attack basically, and the splice is moot, though it interacted with Reweave when I used it, but allows for a nice hit and a discard in one. My favorite to use is Avatar of Slaughter for obvious reasons.

    5.Dance of the Dead I don't like it that much, and Necromancy is strictly better, but it is a cheap way to recur things for their ETB or state effects. (its currently my placeholder for Exhume). Whats your opinion? I feel it slows things down a bit much..

    6.Increasing Ambition opted this instead of Diabolic Tutor, since it is less color demanding and has a awesome flashback. I also don't feel bad about chucking it to a loot since it can be reused. Just another card that goes the extra mile.

    7Living Death I'm sure you've heard about this before, and it is devastating. If nothing else it can completely mess up the board for less prepared opponents. I'm not sure if I'll keep sing this or not, but it is powerful. The biggest problem is it can land into Kederekt Leviathan and ruin your day, or other problems. I feel that the amount of resulting ETB that would go off could potentially be worth it though.


    That's the major changes I made. I also intend to include Footsteps of Groyo and Ideas Unbound due to them both being great spells and a subtle synergy with Trough the Breach. I've also thought about including Victimize, because what it does for its mana cost is nuts. Midnight Bargain also caught my eye. What are your thoughts?
    Posted in: Multiplayer Commander Decklists
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