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Jul 24, 2018Posted in: Commander (EDH)Quote from Gashnaw »Did some plotting with hydra. I see great potential now. And those who do not means less decks with him meaning I can be original.
There is no potential here unless your entire playgroup is Centaur tribal and vorthos decks built based on card art. Playing coy about some "grand strategy" does nothing but showcase your obvious inability to recognize how bad the card design is.
Jul 24, 2018Posted in: Commander (EDH)
A) They exile themselves, so they don't give you death triggers on their own
B) You can't use anything sorcery speed or even make use of stuff like Ashnod's, since its at end of combat.
Jul 24, 2018> Hates your own graveyardPosted in: Commander (EDH)
> Doesn't give you attack triggers
> Can't sacrifice the token or use death triggers
This is easily the clunkiest and most awful commander design we've seen.
May 20, 2018Last year I took some time to turn this thread into this spreadsheet.Posted in: Commander (EDH)
I personally find multi page forum post awful to navigate, and massively prefer a spreadsheet form. Mad props to the guy who maintains this thread, but I wanted to create something more universally navigable and editable.
I basically forgot about this spreadsheet until today, when someone commented on it. I don't play EDH as much as I was back then (it comes and goes), so I've opened up Edit access to the general public. Feel free to add combos as you please, just please try to maintain the formatting you see on there currently.
Dec 5, 2017I have an idea to make a deck themed after the Horde in World of Warcraft. As best as I can tell, the Horde would naturally be Jund, although possibly Naya or Mardu. For reference, the Horde is comprised of Orcs, Goblins, Trolls, Blood Elves, Undead, and Tauren (minotaur-esque).Posted in: Commander (EDH)
I was thinking Sekkuar, Deathkeeper would be most on point as the commander, though I would really like a creature that mimics Thrall. Conversely, within Jund, maybe Tana the Bloodsower & Vial Smasher the Fierce.
Does anyone have any ideas for what else would work in this theme? Card-wise, I'm looking at a creature heavy deck that is basically tribal within the creature types aligned with the Horde in the Warcraft canon.
Dec 2, 2017I currently run the following:Posted in: Commander (EDH)
-Gitrog Lands Matter
-Mizzix Spellslinger Storm
-Queen Marchesa PillowPolitics
-Rashmi, Eternities Crafter
I'm looking at rebuilding my Rashmi deck to be something with more focus than "get lots of value and ramp hard". I usually try not to duplicate themes or copy the same color combinations too many times across my decks. I've been thinking of either an ETB deck or a Tap abilities deck in Bant, but I was hoping the forum would have some ideas for deck themes that don't conflict with any colors/themes I already run. I usually like themes that let me do lots of things on one turn, and that let me interact with the game frequently.
Oct 22, 2017Posted in: Commander (EDH)Quote from Acrocalypse »I run a Damia deck that sounds like it’s exactly what you’re looking for. It’s a little bit of combo, control and aggro, effectively a good stuff deck. I run multiple tutors but more for ways to get out of sticky situations than to just combo out and win on the spot. I’ve found the right mix of spot removal, board wipes, ramp and effecient creatures to be quite effective, with some splashy spells and planeswalkers thrown in. It reminds of the old Rock archetype and is quite fun to play, you don’t always win the same way which keeps it fresh and because it’s really just goodstuff it’s hard for your opponents to shut you down.
List? Your signature has no links.
Sep 27, 2017Posted in: Commander (EDH)Quote from nekorin »Quote from ilovesaprolings »
The debate is going in circles because combo players won't accept other point of views. Not everyone want to win every time. Not everyone want to have the best deck possible. Not everyone want to end the game as soon as possible. Not everyone is competitive.
Maybe is just me but I find that players who don't mind combos & infinites are generally more accepting on all types of strategies, playstyles and opinions of other players as compared to players who advocate restrictions placed on what to play and what not to in playgroups?
This has generally been my experience in playing with the variety of people you find on Cockatrice/xMage. When you join a game titled "No inf/mld/extra turns", it's almost inevitable that SOMETHING you do is going to get the creator salty - they're super picky about what they want to play against. Then when you join a cEDH game or a game with no restrictions, you get way more "good play dude" even when you're crushing people/getting crushed.
Sep 20, 2017Break3r posted a message on Grand Arbiter Augustin IV - Taxation Without RepresentationHow would you feel about the deck had you went less into tax and more into control and more interactive effects?Posted in: Multiplayer Commander Decklists
Sep 20, 2017Posted in: Commander (EDH)Quote from Drain Life »I don't mind combos that fit the theme of the deck. By that, I mean that Sanguine Bond + Exquisite Blood is no big deal in a vampire deck, but it doesn't belong in my Ghoulcaller Gisa zombie/good stuff deck. Instead, you will find Nim Deathmantle + Ashnod's Altar + Other stuff to go infinite. This can be her brother's zombie, Geralf's Messenger to win on the spot, or Grave Titan, which can make infinite zombies and infinite colorless mana.
I don't pack my deck with tons of combos, but I am also not afraid to have them in my deck. going back to my example, Ashnod's Altar is the only card which doesn't do anything on it's own in my deck, though it still fits the flavor quite well.
Regarding "tutor tutor tutor I win" combos, I kind of have something like that with Mizzix of the Izmagnus. It is not storm, but rather a spell slinger combo deck that can go infinite with Reiterate + a red ritual, or with Mystic Retrieval + Runic Repetition + time magic. It can also just win with raw value. It has Guttersnipe and Talrand, Sky Summoner for raw value.
It can use Firemind's Foresight and Intuition as basically 1 card combo, because what they get wins the game if unchecked.
I just find that deck to be fun in flavor and execution.
It uses XU & XRU counterspells as a backup plan to support itself. It just tires to durdle and dig in the early turns, get some experience counters and protect the commander, then find a win condition and go off.
My build isn't that fast, as it tends to go off when goldfishing by turn 5 or 6 when left unchecked, but really turn 7 or later with counter magic and Lightning Greaves effects to back it up/protect the commander. it doesn't have a high win %, but it is fun to play and try to dig out a win sometimes.
I agree that a good game ended by a combo is anti-climatic, yet it is part of the game. Not every combo can be stopped easily, but most can be put in check by having instant speed targeted removal and graveyard hate. losing to an infinite combo because your deck wasn't ready for the common combos is your problem and you need to "git gud son."
This is basically what my Kess, Dissident Mage deck has become. I wanted a Grixis spellslinger, and Izzet seems to be the core spellslinger identity and Black just adds a bit of utility. This has resulted in a Dualcaster Mage/Reiterate/Turnabout/Rite of Replication/Tidespout Tyrant combo deck that does nothing but protect itself from threats through control until it can go off.
This is fun for me, but entirely anti-climatic for everyone else, and as a result the deck ends up being pretty lame to play with.
Sep 20, 2017Posted in: Commander (EDH)Quote from RedGauntlet »
It depends of the threat level. Is a Karn deck has dangerous as an infinite combo focused deck that wins on the spot? Dangerous enough that you are forced to multiple artifact hate on my deck?
Does it matter? If you regularly come to my table with a strong Karn/Daxos/Atraxa deck, I'm going to find slots that can specifically remove artifacts/enchantments/planeswalkers. An EDH deck doesn't become good until it's willing to sacrifice adherence to it's theme for enough removal to make the deck viable in a variety of matchups, and one of those matchups is combo.
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