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  • posted a message on Shattergang Brothers, looking for suggestions
    Ramp such as nature's lore and farseek can help you by replacing some of the higher cmc ramps spells. Aslo rakdos signet and fellwar stone. fallen ideal allows you to pull a voltron strike out of no where and also can be saced and brought back.
    Posted in: Commander (EDH)
  • posted a message on Kaalia and Avacyn
    there are worse. master of cruelties or rakdos the defiler on turn 4 sucks....
    Posted in: Commander (EDH)
  • posted a message on Selenia, Dark Angel - Life Swapping

    8-01-15: Update with a Thread update!
    1 Plains
    2 Swamps
    1 Temple of the False God: it kinda a weak ramp cards and the fetches seemed like a better upgrade.
    1 Felidar Sovereign: Had some upgrades so I cut the sovereign as it was one of the weaker cards.
    1 Mortify: Direct upgrade to Vindicate

    1 Mirror Universe: I was down a card for some reason. Mirror Universe has been needed for a while and I had to pull some overtime.
    1 Vindicate
    1 Crucible of worlds: I added the Khans fetches so i figured i'd finally add my crucible to the deck.
    4 Khans fetches: I finally have all 4 so might as well toss them in now.

    5-19-15: I put the deck back together after taking it apart last fall.
    Fellwar stone: I needed to get rid of some of the ramp and this made the cut for some other cards as Land Tax is just better overall.
    Orzhov Keyrune: Needed to get rid of ramp. I will miss the adjusting life of the animated form but I need space for the Scroll rack and land Tax combo.
    Rune-Scarred Demon: The Demonic tutor on a stick was great but I wanted to try something new. I also threw Demonic Tutor back in as I got my hands on one finally.
    Nefarious Lich: I'm just tired of the card. It was good but i was just bored of it.
    Phyrexian Arena: Smaller draw spells I found have been better in the long run.
    Unmake: Utter End is just better
    Liliana Vess: I picked up a Karn Liberated and I only used Liliana for tutor so I felt more removal better and just more fun int he long term.
    Promise of Power: Smaller draw spells.
    Rout: picked up a Wrath of God and its just better as less mana is involved.
    Esper Panorama: Just better lands are available
    Evolving Wilds: Just better lands are available
    Terramorphic Expanse:Just better lands are available
    Orzhov Guildgate:Just better lands are available

    Commander's Sphere: I changed some of my ramp so I can draw instead once I need to win.
    Scroll Rack: Allows me to dig more in my deck once I need to combo.
    Felidar Sovereign: Another Wincon
    Land Tax: Ramp that combos with Scroll tax to make a draw spell.
    Utter End: Universal Removal is better than exile a creature.
    Karn Liberated: Universal removal is always good.
    Demonic Tutor: Universal tutors are good. I had mine stolen a while back but finally got my copy back form he store the kid sold it to.
    Night's Whisper: Small draw spells are faster and easier to use than the larger spells.
    Sign in Blood: Small draw spells are faster and easier to use than the larger spells, Also works as a kill spell if I get an opponent low enough in life
    Wrath of God: Low CMC wrath is always good when the deck is mana hungry.
    Boseiju, Who Shelters All: Allows me to combo without someone countering the spell.
    Temple of Silence: Scry is better than a nomral tap land. It is best early game.
    Maze of Ith: I picked one up and this deck seemed like the best home for it.
    Urborg, Tomb of Yawgmoth: Allows me not worry amount mana costs as much.

    Æther Vial- Got stolen. So figured Im not going to replace it for what it costs currently.
    Day of Judgement - Needed space and this was on the cutting block already.
    Night's whisper - was always underwhelming.
    Winter orb- was needed in a different deck.
    Righteous Aura - I'm not sure what happened but the voltron decks disappeared from my meta.... hmmm Im okay with this.
    Demonic tutor - Another stolen card..... Getting one soon so it will go back in.

    Ivory tower- Added more combo orrented wincons so this works quite well with Lich
    Mox Diamond - Was able to pick one up from a friend for some smaller trades. Not complaining about minimal cost ramp.
    Skirge Familiar and Rain of filth - Going for the full-out combo win now so were needed for a while.
    Lich - a key engine to the deck and finally got a copy at a decent price.
    Nefarious Lich - a second lich.
    Toxic Deluge - Finally got my hands on one.

    Sorin Markov - He has been lacking recently. Yes he can put someone at 10 life but normally when he is drawn I normally always wish it was something else. So Im dropping him for more ramp.
    bloodgift demon- The drawing was useful as was the kill ability but the 5 mana was killing me after several games of artifact hate.
    Culling Sun - Readding Ad Nausaem to the deck and this card was the card I figured I'd miss least.
    wound reflection- Im cutting sorin and trying to drop my curve a tad. so this card was on the chopping block and now has been cut free.
    Debtors' Knell Never had mana to use it. Too much combo in my meta and the mayael deck has be decomissioned so it lost a lot of its power.
    Kirtar's Wrath - Cutting some boardwipes. Haven't been needing them nearly as much anymore, don't know if it is a meta-change or what but it hasn't been performing properly.
    debt to the deathless - Used this once in the past 20 games and it was only for x=3. Sure it helped me offset my lifetotal but wasn't working how it should so Figured should upgrade for less mana.

    Chrome Mox- found one on sale and figured why not. I need 0 cost artifact ramp and I don't want to drop money on a mana crypt.
    Dismember- Found I needed more spot removal. Dismember is just too good not to include as it normally just cost 1 mana.
    Winter Orb - Because Combo has become too prevalent in my meta and I need to slow it down. This shouldn't effect me nearly as bad as it effects others with the large amount of rocks I run.
    Ad Nausaem- Back in as I am dropping my curve as much as I can so I can abuse this.
    Boseiju, Who Shelters All & 1 Plains - Finally came in the mail. Figured I'd up my land count with this and one more plains due to getting color screwed a few games now.
    Swords to plowshares - one of my copies became free now that I took apart a different deck. I needed more spot remvoal so hopefully this will help.

    Star compass- Just too underwhelming and as much as i love mana rocks this one just wasn't as much fun to see when I would draw it.
    Killing Wave - just too situational and never did exactly what I wanted. Was used more as a bait the counterspell card but with 3 new boardwipes it has been cut.
    Spoils of the Vault - was very underwhelming in my testing of it. Only once performed how I was wanting it to drop me to 0 life to swap life totals with an opponent. I found I would prefer to rely on Selenia, Dark Angel instead to drop my life.
    Dark Ritual - enabled a faster start but would rather make room for something else. Its testing didn't go as well as planned and I've accepted my altered art one will have to sit in my binder.
    gift of the estates- Never really needed it. Deck always hand land in hand and could just be another wrath.

    grand abolisher - Protect my life when dropping to 0 to kill someone. a poorly timed lightning bolt really ruins my day in this deck.
    Debtors' Knell- Everyone keeps wanting em to try reanimation and I just realized i had one of these in my binder. this card is one that I am planning on testing to see if it actually does enough work to keep it or if it will make space for other cards.
    Rout- Instant speed boardwipe with an elesh norn, grand cenobite art. whats not to love? I have a feeling this will earn a more permanent spot in my deck and that day of judgment might be getting dropped later for this.
    Austere command- figured out I had one sitting around and I figure i'd play it again now that my freinds fork deck is no longer a thing. was a meta choice to cut it originally.
    kirtar's Wrath - Another boardwipe however this one is just a place holder until I get Wrath of God.

    Wishlist for card That I can't afford Yet
    Mana Crypt
    Mox Opal
    Leyline of Sanctity

    Cards I Need to Get
    Mirror universe
    Æther Vial

    B:Angels Tribal Variant
    W:Voltron Variant
    B:Doomsday Combo Exploration and Thoughts
    W:Budget List
    B:Notable Exclusions

    If you want another example of the deck that runs a tad differently, look at HardCasting's Deck.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Selenia, Dark Angel - Life Swapping

    Selenia Dark Angel Life Swapping

    White and Black have always been colors that deal with life totals. But more recently in magic they have been colors that push tokens very heavily especially since the Original Commander sets came out with Ghave, Guru of Spores . But it is finally time to say no to the tokens. Tokens are not the way to victory. White and Black have some of the best boardwipes and tokens can’t deal with these balancing spells. They lose too much tempo to these boardwipes. So if you came here to look at a token strategy, you can hit the back button on your web browser now. This deck list is meant to deal with what Black and White truly do best: abuse life and death.
    For most Magic the point is to drop everyone's life to 0. And any deck can do this but what deck does this by first killing yourself? To kill someone with this deck, you must die first, except for the fact you don't lose for being at 0 life. This might seem like madness and it really is. The deck is a very interesting way of playing magic that blindsides most people who play against it. The fact that they are hitting you with all their spells and creatures actually help you achieve your goal is something that most opponents don't get in the first time that they play against this.

    I am a college student at NDSU. (Go Bison) Besides the point is I have been play magic since Zendikar and have been play EDH since the week I started playing magic. I have made over 50 some EDH decks and have lists for nearly every I am very much a Timmy/Johnny Player. I play a Mono-green Aggro Deck in Legacy so this this next piece of info shouldn’t be a surprise: I dislike playing already made decks. I really enjoy finding long janky combos or trying to adapt an old idea into something new. But more on Selenia.

    The Deck's History and Origin
    This deck started as Selenia, Dark Angel with the same style in 2012. I realized I had both Selenia and Phyrexian Unlife in a binder sitting next to each other. It took me a week or so of theorizing how I could make an effective deck from both and since then it went from a junky 40 dollar budget fun deck to one of my most fun and competitive decks but this change wasn't overnight or even close to it, heck its taken me about 2 years since I made it to coem to this list and It still changes every few months. It use to have a Voltron Package that I will be adding as optional playstyle ideas in the later parts of the thread. Some pieces have stayed the same since the decks creation while many others have changed wheter it was upgrades that I could afford or completely . Greed became Phyrexian Arena which eventually became Night's Whisper, Unburial rites became Debtors' Knell which became Lich. Many upgrades have happened over the 2 year I have been playing her. She is the only one of the original 4 commander deck I built that has remained the whole time in full construction and is still my favorite deck to pilot.

    The deck has been heavily influenced by Hardcasting's List. It was only through talking with HardCasting that the deck went from swap life totals as a janky combo to a very cutthroat combo deck that I still enjoy playing way too much to this day so many thanks to Hardcasting.

    Why Play Selenia
    Selenia is a very interesting angel. She ends up dying in the story but ironically she almost never actually dies in a game with this deck. To start off the analysis of Selenia: her body. She has a wings and a wicked ponytail... Just kidding she is a 3/3 Flying Angel. She has a decently relevant creature type and a fairly decent attack and defense, however it does take 7 swings with her to get a voltron kill so no one expects it much the the Spanish inquisition. Selenia plays a key piece to this decks’s obscure life loss strategies. She has the ability that states: Pay 2 life: Return Selenia to owner’s hand. This ability allows you to have Selenia never die. In the game of EDH, 2 life is almost nothing and to be able to pay that to prevent having to pay 2 more each time someone tries to kill her would get tiresome furthermore we can stack her ability.

    So you might be asking why not play anyone of the other legends and I’ll tells you why: You can’t drop your life to 0 at the tip of your hat with anyone else in the B/W Commanders. Selenia allows you to stack her bounce ability and drop your life in increments of 2. However we can only drop our life to 0 if we are at an even life total.

    But the other Commanders regardless:

    Ghost Council of Orzhova & Obzedat, Ghost Council – The Ghost Councils like almost every other W/B Commander screams token. Both minorly tick away life which can be very good in standard but unless your deck is all life taxes, your games are going to go very long.

    Teysa, Orzhov Scion- Another token deck but rather a token combo deck. We may combo in the deck but we run nearly no creatures so not our #1 choice.

    Teysa, Envoy of Ghosts- This girl is one who I’ve loved since she was revealed. She has so much potential as a voltron or pillow fort commander but not many people attempt her due to her high cmc.

    Triad of Fates- Man slow to set up but can be deadly but not dealing with life so going to have to take a pass.

    Vish Kal, Blood Arbiter- Tokens that go voltron. He is really powerful when built right but as we aren’t tokens he is missing a key element if he commanded our deck. Found out he is really fun with Dark Mike. This is another deck that enthuses the Johnny inside of me.

    And the others that aren’t W/B:
    Oloro, Ageless Ascetic – Oloro is the only commander that has interested me as an alternative commander. He allows for the control aspect of blue to be added on top of the life swapping. He has a life gain ability which is useful but Selenia allows us to drop life so rapidly that she ends up winning out in my opinion for the spot.

    And finally the commander who would be the most realistic as another option to Selenia, her lover:

    Crovax, Ascendant Hero. Man, this guy is lore filled. He ends up killing Selenia originally in the story and then becoming a vampire from it. But in the Planar Chaos, Mirri ends up killing Selenia and he becomes all cool with his feather cape. But for the function of the deck besides flavor copying, it also can be a monowhite version of this deck. I have wanted to make a list for him but as my little brother plays him as his weenie commander so I haven’t yet.

    Now that I’ve given the other possible commanders for W/B here is why you should play Selenia:

    Play Selenia if you:
    W:If you like bizarre combos
    B:You dislike creatures
    W:If you love drawing cards
    B:You are okay with mass land destruction.
    W:You like long games

    Don’t Play Selenia if you:
    B:Hate comboing off to win
    W:Love creatures
    B:Hate keeping track of life
    W:Dislike mana rocks.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    The Commander
    1 Selenia, Dark Angel

    Artifact (17)
    1 Chromatic Lantern
    1 Chrome Mox
    1 Coldsteel Heart
    1 Commander Sphere
    1 Crucible of Worlds
    1 Darksteel Ingot
    1 Ivory Tower
    1 Mana Vault
    1 Mind Stone
    1 Mirror Universe
    1 Mox Diamond
    1 Noetic Scales
    1 Orzhov Signet
    1 Pristine Talisman
    1 Scroll Rack
    1 Sensei's Divining Top
    1 Sol Ring
    1 Soul Conduit
    1 Tainted Sigil

    Creature (11)
    1 Children of Korlis
    1 Desolation Angel
    1 False Prophet
    1 Grand Abolisher
    1 Magus of the Mirror
    1 Magus of the Tabernacle
    1 Skirge Familiar
    1 Sun Titan
    1 Vizkopa Guildmage
    1 Weathered Wayfarer

    Enchantment (11)
    1 Aura of Silence
    1 Blind Obedience
    1 Exquisite Blood
    1 Ghostly Prison
    1 Land Tax
    1 Lich
    1 Near-Death Experience
    1 Necropotence
    1 Phyrexian Unlife
    1 Sanguine Bond

    Instant (8)
    1 Ad Nauseam
    1 Angel's Grace
    1 Dismember
    1 Enlightened Tutor
    1 Hatred
    1 Necrologia
    1 Path to Exile
    1 Rain of Filth
    1 Return to Dust
    1 Swords to Plowshares
    1 Utter End

    Planeswalker (1)
    1 Karn Liberated

    Sorcery (12)
    1 Ancient Craving
    1 Armageddon
    1 Austere Command
    1 Decree of Pain
    1 Demonic Tutor
    1 Exsanguinate
    1 Final Judgment
    1 Night's whisper
    1 Repay in Kind
    1 Reverse the Sands
    1 Sign in Blood
    1 Terminus
    1 Toxic Deluge
    1 Vindicate
    1 Wrath of God

    Land (34)
    1 Bloodstained Mire
    1 Bojuka Bog
    1 Boseiju, who shelters all
    1 Caves of Koilos
    1 Command Tower
    1 Flooded Strand
    1 Glacial Chasm
    1 Godless Shrine
    1 Isolated Chapel
    1 Maze of ith
    8 Plains
    1 Polluted Delta
    1 Reliquary Tower
    1 Seraph Sanctuary
    8 Swamp
    1 Tainted Field
    1 Temple of silence
    1 Urborg, Tomb of Yawgmoth
    1 Windswept Heath

    By FunctionMagic OnlineOCTGN2ApprenticeBuy These Cards
    The Commander (1)
    1 Selenia, Dark Angel

    Ramps (15)
    1 Chromatic Lantern
    1 Chrome Mox
    1 Coldsteel Heart
    1 Commander Sphere
    1 Darksteel Ingot
    1 Land Tax
    1 Mana Vault
    1 Mind Stone
    1 Mox Diamond
    1 Orzhov Signet
    1 Pristine Talisman
    1 Rain of Filth
    1 Skirge Familiar
    1 Sol Ring
    1 Weathered Wayfarer

    Draw and Tutors (9)
    1 Ad Nauseam
    1 Ancient Craving
    1 Demonic Tutor
    1 Enlightened Tutor
    1 Lich
    1 Necrologia
    1 Necropotence
    1 Night's whisper
    1 Sign in Blood

    Boardwipes (9)
    1 Armageddon
    1 Austere Command
    1 Decree of Pain
    1 Desolation Angel
    1 False Prophet
    1 Final Judgment
    1 Terminus
    1 Toxic Deluge
    1 Wrath of God

    Combo Pieces (13)
    1 Angel's Grace
    1 Children of Korlis
    1 Exsanguinate
    1 Exquisite Blood
    1 Magus of the Mirror
    1 Near-Death Experience
    1 Phyrexian Unlife
    1 Repay in Kind
    1 Reverse the Sands
    1 Sanguine Bond
    1 Soul Conduit
    1 Tainted Sigil
    1 Vizkopa Guildmage

    Defensive Pieces (9)
    1 Aura of Silence
    1 Blind Obedience
    1 Boseiju, who shelters all
    1 Glacial Chasm
    1 Ghostly Prison
    1 Grand Abolisher
    1 Magus of the Tabernacle
    1 Maze of Ith
    1 Noetic Scales

    Spot Removal (7)
    1 Dismember
    1 Karn Liberated
    1 Mortify
    1 Path to Exile
    1 Return to Dust
    1 Swords to Plowshares
    1 Utter End
    1 Vindicate

    Good Stuff (6)
    1 Hatred
    1 Ivory Tower
    1 Scroll Rack
    1 Sensei's Divining Top
    1 Sun Titan

    Mana Land (31)
    1 Bloodstained Mire
    1 Bojuka Bog
    1 Caves of Koilos
    1 Command Tower
    1 Flooded Strand
    1 Godless Shrine
    1 Isolated Chapel
    8 Plains
    1 Polluted Delta
    1 Reliquary Tower
    1 Seraph Sanctuary
    8 Swamp
    1 Tainted Field
    1 Temple of silence
    1 Urborg, Tomb of Yawgmoth
    1 Windswept Heath

    Individual Card Breakdown: The Short Version

    Chromatic Lantern: Our land base has quite a few basics which this card helps us deal with that but further helps us deal with the monored decks that use Blood Moon effects to slow us down. Further it allows our Fetch Lands to tap for mana if we don't want to adjust our life from an even number to an odd number or vice versa.

    Chrome Mox: One of the "free" mana rocks that allow us to land a turn 1 Selenia if we so choose but i don't recommend. This is one mana rock that we often should shuffle away in our opening hand if we can choose to depending on our groups mulligan rules. We prefer this mana rock to pop up once we pull off the Ad Nauseam Combo so we can cast other spells to win. The loss of a card really hurts at times but often doesn't matter too much if we want to get an early start with a defensive card or an early threat.

    Coldsteel Heart – The first of our 2 converted mana costed mana rock. This one does tap to snow mana which is largely irrelevant int he current build of our deck. If you so choose to run snow lands and Scrying Sheets then this card becomes even more important but otherwise it just is another mana rock. Sidenote: we only get to choose 1 color to produce with this mana rock, so if you are evenly split choose W as the Ad Nauseam Combo needs white for Angel's Grace and will produce copious amounts of B.

    Commander's Sphere: Its like an upgraded Mind stone as it makes colored mana and it's draw effect is free. The draw effect normally only matters late game if a control deck has you top-decking and you need more gas otherwise I normally keep it as a rock,as it adds more to our game plan as a mana rock however normally.

    Crucible of Worlds: This allows us to play lands from our graveyard. This is incredibly useful with our fetch lands that allow us to filter our lands out of our deck so we can draw more gas. This card is not needed for the deck if you are trying to build a budget version of the deck and could be replaced with either more card draw or

    Darksteel Ingot: A mana rock that is indestructible is always nice as no one can remove it (well you can exile it) with a board wipe. Again mana rocks are the key to this deck as we are racing everyone and even if that Red deck does go on a Shattering Spree you can rest semi-easy as this one will withstand.

    Ivory tower: With Lich and this out, we often draw a large compounding amount of cards. Otherwise with Land Tax out, it also generates us a lot of life which is quite useful to keep up our resource of life.

    Mana Vault: Sol Ring 2.0. Its downside of losing life doesn’t bug us nearly as much as most other decks as losing life is this decks specialty. It ramps above and beyond a normal mana rock and is an exceptional turn one drop. However it doesn't untap so we often want to save the mana until we NEED the mana to win or prevent someone from winning. If we have to manually untap it, it slows us down a turn so we need to make sure we plan carefully when using it.

    Mind Stone – A mana rock that can be played turn one off of a sol ring. the fact that this can be played off of Sol ring turn one is huge and it along with the other 2 CMC mana rocks are very important due to this. Having these rocks early game is key to a good game for the deck. Further like Commander's Sphere it can also be turned into a draw spell at the cost of 1 mana . Like with sphere, we often want to wait until late game to use the draw spell as the rock provides crucial ramping to our deck.

    Mirror Universe:The original life swapping effect. It is kind of an expensive card but an Italian legend version only runs for about 22 bucks so its not the worst but in a budget version shouldn't be included right away. The sad part of the card is that we can't us it except from on our upkeep phase.

    Mox Diamond: Another 0 costed mana rock. This is one rock that like Chrome Mox we often will shuffle away in our opening hand if we get the choice unless we have 3-4 lands as we prefer the rock to pop up once we pull off the Ad Nauseam Combo so we can cast other spells to win. The loss of a land doesn't really hurts in the long run but early game it can be devastating if it causes us to miss a land drop. If we do keep this in our opening hand, make sure that we have at least 3 lands minimum as our first 3 turns we must hit our land drops to keep pace for our combo attempt.

    Noetic Scales: A very defensive card for us. Scales helps us keep creature based decks under control. Our deck has no problem keeping its hand filled but the G/X decks can't keep up and often overextend. Be wary however of ETB effects such as Terastodon that can be abused from this.

    Orzhov Signet: It's our filtering mana rock. It it another 2 cmc rock that loves early play when the filtering is most useful.Often this rock will help us but we need to remember that you must have an open 1 mana to filter through it otherwise it can't be used at all.

    Pristine Talisman: The most important mana rock to our combo. This mana rock can up our life total by 1 which in several cases can win you the game as you need to be at an even number of life to drop to 0 life to kill someone with repay in kind.

    Sensei's Divining Top: This helps us control what we draw. I really shouldn’t need to go too indepth on why this card is great. It helps us filter our draws and gives us info on when we should use our shuffle effects. It is a really useful card however if you are trying to keep a budget when first building this deck it can be cut for a cheaper Crystal Ball.

    Scroll Rack: when combined with Land Tax it makes a very nice draw engine. Otherwise it allows us to dump cards that we don't need before we use a shuffle effect. Again a card that is ridiculously powerful with the fetches but isn't needed for our deck and could be replaced with more ramp if budget is an issue.

    Sol Ring: the debatablely best card in Magic as it ramps you ahead 2 mana for 1 mana. That is a net total of 1 mana on that turn you play it unlike more mana rocks where you invest 1 mana or 2 mana into getting the ramp for the next turn. It is a fantastic early game card and with it we can keep some 1 land opening hands but like most cards that are great early game, it is often unwanted if we hit topdeck mode. However it is a staple none the less and is always welcome when we cast our Ad Nauseam combo.

    Soul Conduit: Finally to of of the very important pieces of the Selenia puzzle. Soul Conduit switches the life totals of 2 players. Now this is catastrophic when we are able to drop our life to 0 life and live to swap with others as 0 life causes an immediate loss of the game if they can't stop the activated ability. Now this ability can't be stopped if we can tap to use the ability as even if they destroy Soul Conduit, the ability goes on the stack and still resolves. This will cause the other person to lose while we gain their life total. This huge swap in life totals counts for both loss of life and lifegain triggers for cards that these effects are relevant.

    Tainted Sigil: Man does this trinket do work. It gains life from all players who lost life this turn. Its great after bouncing Selenia to kill someone, if someone had a huge attack phase, or after an Exsanguinate to gain even more life. Overall a very key piece to the deck.that shouldn't be forgotten. To make it even more valuable to us it can be recurred with Sun Titan which means we can use it more often.[/left]

    Children of Korlis: These kids are the worst card in Magic, ethically. "Why?" you might ask and the reason is this the first two words on the card are “Sacrifice Children” which is kind of a taboo in a majority of cultures. But the reason these kids are in the deck is after those two horrible words. They allow us to gain back all life we lost this turn. This is extremely powerful after a Selenia life drop or a life total swap or even after we take a beating from an opponent's creatures.

    Desolation Angel: This winged beauty is actually a 7 drop. It might not seem like that but this angel is an Armageddon on a 5/4 beatstick. She does a lot of work especially if you have 2-3 mana rocks in play and 2 lands in hand, which really isn’t hard in this deck. However we MUST pay the kicker on her otherwise only we lose all of our lands and our opponents get to keep theirs making it a 7 drop.

    False Prophet: Our #1 attack deter-er. Basically no one with creatures on the field ever wants to attack us on the ground when we have him out. Basically there is one rule to him and that is: if we like our creatures on the field DO NOT cast him but if we have no creatures cast away.

    Grand Abolisher – He is a guy who likes to lets us play by ourselves on our turn. He provides a lot of protection so we can combo out without people interrupting us with a fatal lightning bolt, which if we play with a playgroup a lot, they often will add in a couple burn spells to kill us mid combo. He also provides us with a nice chump blocker who can be returned by Sun Titan.

    Magus of the MirrorMirror Universe on a stick. It switches life totals but only on upkeep which is a bummer but is honestly worth the spot as it saves us 20 dollars. If you have money to spend on the deck by all means buy Mirror universe too but this wizard serves as a nice budget replacement.

    Magus of the Tabernacle – Once again is a card on a stick but this time it is a The Tabernacle at Pendrell Vale on a stick. Really powerful as it helps with the no creatures theme. However if you choose to run a more creature heavy version of the deck I would recommend cutting this guy. But either way he really hoses token decks.

    Skirge Familiar: With Ad Nauseam's combo this card allows us to discard our whole deck in order to cast Exsanginate for a large amount. Basically this imp is a combo piece that lets us use unwanted card in our hand as mana for a non-infinite kill spell.

    Sun Titan: This titan does work. He recurs land after a MLD, brings mana rocks back, and several enchantments. He recurs and beats. Basically at my last count he recurs 60 out of our 99 cards which means he provides too much utility for us not to run him.

    Vizkopa Guildmage: A replacement Sanguine Bond that allows us to use the Sanguine Bond and Exquisite Blood combo that everyone knows and loves. He also grants lifelink to any creature so we can use that effect for political shenanigans to save certain players if we can get something from having them at the table still.

    Weathered Wayfarer:Our litt;e Land tutor. He is a sudo-Land Tax but can grab non-basic lands which makes him often much more vital to our game plans. He is incredibly powerful if you decide to run the Cabal Coffers + Urborg, Tomb of Yawgmoth combo that I have decided not to run currently.

    Aura of Silence: This card does a lot of work for a 3 cmc enchantment. With artifacts being a core to many EDH decks this card helps slow those decks down while allowing us an opportunity to remove an artifact or enchantment that becomes too much of an issue later on.

    Blind Obedience: Extort is a powerful thing but the even more powerful thing: is it slows creatures down that would have haste and also slows mana rocks. Both of these effects allow us to combo out easier.

    Exquisite Blood: A notorious combo piece that will be often used to offset our lifeloss through out the game. It does get used with Sanguine bond or thwe second ability of Vizkopa Guildmage but I personally try to not use that combo too often as it is so common for a black deck to use it to win it feels so boring but both serve a unique purpose in our deck so I include both.

    Ghostly Prison: only needs two word to describe this card: Attack Prevention. But in reality it helps us from becoming too much of a target as hitting us with a lot of creatures is a pain with this card out. However it doesn't prevent voltron or cawblade style hits. It also doesn't prevent attacks to any Planeswalkers we may run.

    Near-Death Experience: This is one of my favorite win cons in the deck. the only thing is that ist can be difficult to pull off because at the beginning you must have 1 life. You can’t just drop to 0 life with Selenia to win at upkeep but rather you drop during the untap step or end of turn. Angel’s Grace is this cards best friend as it allows us to stay at 1 life without having us worrying about someone pinging us. Normally we just drop this mid-game while setting up another combo and just use it as a contingency plan in case our combo doesn't work.

    Lich: Our riskiest way to survive at 0 life but it offers us a way to gain an absurd amount of cards assuming we have either tainted Sigil or Children of Korlis out when we cast Lich. However be warned we can't sacrifice non-token permanents so just keep that in mind when you cast it. However there is another thing to note on Lich: if you have Phyrexian Unlife out in addition you can exile Lich if it was to be removed to not die as Lich must go to the graveyard for its last effect to take effect.

    Land Tax: This little beauty allows us to nearly every turn search our library for 3 basics assuming we are behind on land drops as we run no way of hitting more land drops than the 1 a turn. It also combos with Scroll Rack to make a nice draw engine.

    Necropotence: The best draw engine in the deck. Normally I draw about 30 cards and then pop Tainted Sigil or Children of Korlis to gain all of the life right back. But otherwise it is a great draw engine that will often times be the reason we can combo out. However be warned this card raises our threat level considerably to majority of players.

    Phyrexian Unlife – A key piece to killing someone with a life swap. It allows you to drop to 0 life then swap your life away to kill someone as only damage gives you infect counters. It is a key piece to majority of our combos that's effect can only be replaced with Lich.

    Sanguine Bond – See Exquisite Blood for more on that combo but can be paired with either tainted Sigil or Children of Korlis and Selenia, Dark Angel to drop to 1 or 2 life and go back up to kill a player.
    Angel's Grace – This deck’s saving grace. Pun Intended. But it does actually saves us quite regularly with the fact it can stop combo decks dead in their tracks along with being able to save us from being milled out for a turn. The card allows us to interact with nearly every our wincon opponents use and gives us a chance to both postpone their win but also stop it depending on what is needed to do that.

    Dismember: Cheap efficient removal. Sure it might not kill some of the larger targets but it deals with small indestructible commanders. Also the fact we can pay 4 life and 1 mana is a great thing for keeping mana open to keep other plans open in case our opponents do something else that needs to be responded to.

    Enlightened Tutor – This is probably our most fair tutor in the deck as it is a Mirage tutor meaning it puts the card on top of the deck. Typically we will use this at end of turn or right before a draw spell. This is the reason we play both draw mana rocks because it enables this tutor to go to hand rather than the top of our library.

    Hatred – Selenia’s Voltron Package. The card enables us to pay 18 life to get her to 21 commander damage after she is unblocked. However we may need to faint attacks semi regularly to allow someone to just let us hit them. Basically just swing 2-3 times before we cast this card to make sure they aren't expecting it. However when needed don't worry about that and just swing to win.

    Necrologia – a mini necropotence. This card often will win the game for us as we can easily pay 20 life for 20 cards normally and it often is more efficient than Ad Nauseam as our average cmc is 3.35 compared to the 1 life per card. (the Average CMC with Lands is 2.2)

    Path to Exile – Removal for the pesky creature for 1 mana but does give a land so early game its not nearly as good as Swords to Plowshares but late game normally giving a land never hurts as much as their threat would.

    Rains of Filth: One of our combo ramp cards. It normally gives us 5-10 extra mana when we really need it. This card is only for when we combo off or blow up lands with Armageddon otherwise it is too risky. Often times we use this card to make enough mana to cast Skirge Familiar to then make more mana for a win.

    Return to Dust– Removes 2 artifacts or enchantments from the game on your turn for 4 mana. It enables us to 2 for 1 someone or just 1 for 1 if the threat needs to be dealt with immediately. But more often i save this to remove our Lich if we have Phyrexian Unlife out in case someone tries to destroy it was its last clause only goes off if it goes to the graveyard.

    Utter End– Remove a nonland permanent from the game seems like a decent deal for 4 mana. The fact we can do it end of turn or in response to something means this card is miles ahead of Vindicate in most cases.
    Karn Liberated:Karn is some of our removal as he just exiles things left and right. We almost never use his ult but if we plan on using his ult we normally exile cards from our own hand in preparation so we can deal with the new game.

    Ancient Craving: Smaller draw spells have proven to be more useful in this deck over the few years of playing it. This is here as we get the cards immediately instead of cards like Phyrexian Arena were we have to wait until our upkeep. This speed on the draw is extremely important as it allows us to plan ahead sooner and that always helps us when we need to combo off. However the downside is that these spells can't be returned by Sun Titan.

    Armageddon: Mass land destruction to buy more time for the combo to set up or just to bait out the Counterspell that the blue mana player has sitting in their hand. It often also secures our win especially if Sun Titan and a couple mana rocks are on the field. We should normally only use this if we can win directly after as most players frown upon MLD and not winning a few turns after but I am still willing to use it turn 4 if we have 2 mana rocks out and a land in hand as we have Crucible of worlds to return lands.

    Austere Command: Our swiss army knife of boardwipes. Hits everything but Land and Planeswalkers which we can deal with in otherways. It also enables us to keep some of our utility guys if the board is too scary this allows us to wipe the enchantress deck and the giant voltron deck off the field in one swipe. Or vice versa if a army of tokens is sitting across from us we can whip those tiny tokens and then take out something else too. The possibilities are endless (well actually there are six combinations).

    Decree of Pain: This card has two of the main things this deck loves: boardwipes and draw in one. However it does cost a lot of mana which can be a problem at times. This is one that we often don't use before our first combo attempt as we normally attempt for the first time between turns 5-7. This card is for if the first attempt doesn't work as it allows us to clean the board up and draw to set up our second attempt.

    Demonic Tutor: Our deck loves this card. It is unconditional searching for a combo piece or for an answer to another deck. It is a fantastic card but if some prefer to not play with tutors which is understandable which then replace this card with another draw spell.

    Exsanguinate: Our main wincon post Ad Nauseam combo. However it can be used very successfully with tainted sigil or one of the other cards that deal with life totals changing ie Exquisite blood. Overall it is a kill card that if used should turn the game in our favor drastically.

    Final Judgment: Creatures are this deck's bane and exiling these problems just seems logical in this case. Exiling all creatures seems to deal with them as it reduces grave-based decks advantages from getting the field wiped but also prevents a deck with high tutoring from dumping the creatures back out if we tuck them all.

    Night's Whisper: Draw power is key to this deck and with this card we can draw early on to ensure land drops or dig for a combo piece late game. How it compares to its "twin" Sign in blood is basically this: it is much easier to cast but can't be used as a damage spell on opponents if we can only drop to 1 life before swapping life totals. They are about equal in power and ability due to these differences.

    Repay in Kind: This beauty of a card sets all life totals equal to lowest life total which is our's, 99% of the time but if it isn't we can always use Selenia's ability to make it such. This is typically one of the 3 ways how our deck will pull off the combo win with Phyerxian Unlife as we can then set our life to 0 life.

    Reverse the Sands: This card also give us the ability to switch life totals but also allows for full table’s life to change, meaning time to pay back those who have been mean to you. However just note that if we are at 0 life when we do this, we can only kill 1 opponent and then everyone will be very wary of the deck.

    Sign in Blood: Our other 2 cmc draw spell. While compared with Night's Whisper like mentioned above it can kill opponents low in life, However is more difficult to cast due to the BB cost and it plays a bit better to our decks themes as it allows us to if we aren't able to drop to 0 life go to 1 or 2 and still kill someone when we swap life totals.

    Terminus: Boardwipes are a key part of this deck and this one is just as important. It started from a different era of commander, back when tucking a commander kept it in the deck. Most of the old tuck cards were removed from many decks but for our purposes Terminus is fantastic as we are playing Sensei's Divining Top which can enable the miracle cost at any given point through the draw aspect of Top. Otherwise it still is a great boardwipe for 6 mana. It also helps us hate on grave-based decks and also gets around indestructible and regeneration.

    Toxic Deluge: Another boardwipe but this one gets by the dreaded Gaddock Teeg. Furthermore it has a fixed mana cost of 3 which means we can cast it early in case of explosive aggro decks. The life part can be a hindrance if we are planning on drawing a lot later but our life is like water, it just keeps flowing and changing.

    Vindicate: Our go-to remove anything card. Budget wise Mortify works if you cant drop the cash for one but I really enjoy being able to remove lands and planeswalkers with this.

    Wrath of god: The last of our boardwipes and its a classic. The 4 CMC is fantastic and the no regeneration clause is great if we have a problem Thrun, the last troll deck on the other side of the table. otherwise it can be replaced with day of Judgment if budget is a concern.

    Bloodstained Mire:one of our fetch lands. Helps us thin our deck and gives us a shuffle effect for Scroll rack and Sensei's divining top
    Bojuka Bog: A great way of dealing with a pesky graveyard based deck. Often times bog is a card I will shuffle away in my openning hand unless i am sitting across from a know grave based commander such as Karador, Ghost Chieftain.

    Boseiju, Who Shelters All: The easiest way to stop our combos is to counter the spells we cast which majority of them are sorceries. Boseiju prevents opponents from countering our spells which means we have one less thing to worry about when setting up our combo. However it doesn't tap for mana unless its for its uncounterable ability.

    Caves of Koilos: Our painland really helps us fix our colors. The life per mana can hurt if we get this land too early and need the fixing but more often than not we don't need the mana fixing in late game. But it also doubles as a life adjuster so we can be at an even or odd life total for things that we need to adjust our life total for.

    Command Tower: My favorite land for mana fixing. Its a true staple for any commander deck that plays more than one color.

    Flooded Strands: one of our fetch lands. Helps us thin our deck and gives us a shuffle effect for Scroll rack and Sensei's divining top

    Glacial Chasm: Prevent a token horde from killing you or damage just in general. Normally this land is just a 2-3 turn card but occasionally it goes for up to 8 turns in my experience. Basically just remember we have to sacrifice a land to use this so if we can cast sun titan around when we play this, our tempo for mana doesnt diminish to drastically.

    Godless Shrine: Our shockland doesn’t get much better as it is tutorable with any search effect that searches for a plains or swamp. The Shock it gives us hurts at times but we don't have to worry about it as our life will be gone at some point.

    Isolated Chapel: a nice land that taps for both colors but it does check our lands before coming in so ideally we want to have either a plains or swamp out first.

    Maze of Ith: This beauty stops voltron decks directly in their path. It can also be used to attack with Sun titan and prevent him from dying in combat. The main problems with this land are that it doesn't tap for mana and must target the creature to stop it so hexproof can be an issue at times.

    8 Plains: Basics are the flesh and blood of most decks. Great in case a Ruination or Back to Basics show up.

    Polluted Delta:one of our fetch lands. Helps us thin our deck and gives us a shuffle effect for Scroll rack and Sensei's divining top

    Reliquary Tower: No maximum hand size is a fantastic thing and with how much this deck draws. It is the best thing to have out before paying 20 to necropotence as then we get to keep our cards to discard to Skirge familiar.

    Seraph Sanctuary: Helps offset how much life is lost with Selenia and can help adjust life total by 1 making it possibly to go to 0 or 1 exactly.

    8 Swamp:Our other basic land that is a staple fo the deck as it withstands nonbasic hate.

    Tainted Field: There are enough swamps in the deck that this is normally online by atleast turn 3 if it was in our opening hand.

    Temple of silence: Our scry Land. Typically this is the best turn 1 land unless we have either Sol ring or Land tax in our hand. The coming into play tapped can effect our tempo later so it is less welcome in our mid game when we are racing to combo off the first time. However it is a great late and early game land due to the scry aspect.

    Urborg, Tomb of Yawgmoth: This legendary land makes all of our lands swamps which in particular really helps our mana fixing. However we need to remember that it makes ALL lands swamps so if a player who is using black is color screwed for B that we don't give it to them.
    Windswept heath: one of our fetch lands. Helps us thin our deck and gives us a shuffle effect for Scroll rack and Sensei's divining top.
    Felidar Sovereign: This cat beast is a wincon that never survives. It normally takes too long as it needs a full turn cycle at 40 life or more to pull of a win. This card was in a flex spot which was later replaced with the Crucible of world + fetches which made cards such as Sensei's divining top and Scroll Rack more useful. I still love tha card as it provides us with an alternative wincon.

    Mortify – Versatile removal that is good but is not as great as Vindicate which I am trying to get my hands on as a replacement. The card however still hits two very relevant forms of permanents and atleast its at instant speed.

    Temple of the False God: a budget version of ancient tomb. Our deck really wants an ancient tomb but until then this has to work until I have the fund to drop on one.

    More will be added later.

    How to Pilot the Deck

    Early Game Turns 1-3: The main thing to remember when piloting the deck is that our life total is a resource. If we forget this it can often lead to losing our cool when playing the deck. For the early game make sure our hand holds some early ramp such as Orzhov Signet, Sol Ring or Land Tax and at least 2 lands but no more than 4. We need to get our land drops as soon as possible and our rocks out just as quickly as we are on a clock almost immediately as we run less creatures than nearly every other deck. By doing this it allows us to have mana to set up a defensive piece or two. Defensive pieces include Grand Abolisher, Boseiju, Who Shelters All, Ghostly prison ect. These defensive pieces are key to us being able to combo off as our combo is fragile and can be interrupted easily if the opponents know what’s going on.
    Midgame (turns 4-6): This is when people start to focus us with attacks. Most opponents start to realize we don’t carry a ton of creatures and they like to poke us with attacks. This isn’t a huge worry as remember the attacks chip at our resource that we want to hit zero eventually. However this is the time period we will have our first attempt at comboing out.

    Our Combos Are:

    B: Angel's Grace or Phyrexian Unlife + Ad Nauseam: This combo allows us to draw our whole deck. It is followed with Chrome Mox or Mox Diamond onto a black card for Chrome Mox so we can cast Rain of filth and sac our lands down so we can cast Skirge Familiar and then discard cards until we can Exsanguinate for enough to kill everyone. We can typically pull this off turn 4 or 5 assuming we have the cards and at least 2 pieces of ramp in hand but is much more fragile as it requires more pieces.

    W: Phyrexian Unlife +Selenia, Dark Angel: This allows us to drop to 0 life as Selenia's ability is an activated one we can stack it as much as we want and drop to 0 life. And then if we add in Repay in Kind, Soul Conduit, Magus of the Mirror or Reverse the Sands we can swap life totals with another player and kill them and then gain a ton of life. Again note that when we change life totals we both lose and gain that amount of life so that effects card like Vizkopa Guildmage's ability. This combo needs more set up than our Ad Nauseam previously mentioned. We often need to cast Selenia, Dark Angel the turn previously so that we have more mana for the life swapping ability. This combo goes off turn 5 or 6 but much more stable and resilient than the previously mentioned combo.

    B: Exsquisite blood + Sanguine bond or Vizkopa Guildmage's second ability: When we gain life or an opponent loses life it creates an infinite amount of each opponent losing life and us gaining life. This combo is our slowest and often goes off turn 7 or 8 and typically is the most threatening in opponents eyes as it much more common of a combo.

    Any of these combo may not work the first time we attempt them but that is why we have the 3 main combo shells. Each of these combos have cards that can be replaced if need be, for example if sanguine bond gets removed we can use Vizkopa Guildmage as a substitute card. But don't worry if you can't pull off any of the combos as that's why we pack a late game so we don't become one of those combo decks that is too much like a glass cannon.

    Late Game (Turns 7+): At this point in the game we should have attempted a combo at least once and failed or killed atleast one person. Here is where we have to start playing defensively again. We should be wrathing the board quite regularly and playing more reactively as we set up our second combo attempt but this time more slowly than before. We can't go all in like we do in turns 4-6 as now others will have a stronger board presence while we will be sitting with a very small board. This is why we pack so many board wipes. This is also the time to start resorting not to our combos as much but rather our alternative wincons.

    Our alternative win cons consist of:
    W: an alpha Hatred strike with Selenia, dark angel or another players commander paired with either Children of Korlis or Tainted Sigil to hit someone for lethal commander damage. The Children and Sigil are optional but they help us stay alive after such a risky move.

    B: Near-Death Experience is one of our other alternative wincon. It nearly never works but if you can pair it with Angel's Grace it can lead to a surprise win out of nowhere.

    W: Felidar Sovereign is our last alternative wincon and relies on us getting sovereign out and being below 40 life before our turn. Yes I did say below 40 life because if we are above 40 life Sovereign will get auto-targeted by every opponent alive. We get above 40 life before our turn by using stuff such as tainted sigil, Sanguine Bond, or Sword to plow sharesing our own creatures.

    Otherwise late game the name of the game is survive to the best of our ability by removing threats and by trying to maximize on our synergies in the deck that draw us the most cards so we can combo out. These synergies are:

    B: Land Tax + Scroll Rack Allows us to search for 3 basic lands then swap those 3 lands with our top three cards then shuffle the deck when we do it again the next turn.

    W: Lich + Ivory Tower With this synergy we are walking the edge of the knife but its risk pays of drastically if it survives. Basically we gain life with Ivory tower which when Lich is out makes us draw cards which in turn will draw us more cards next turn.

    Strengths and Weakness of the Deck

    As a combo deck our main weakness is getting our peices out and actually comboing off. We have a decent amount of tutors and draw spells to help us with this but we could always add more if we can afford it. The other main weakness as a combo deck is we are creatureless or nearly so. We have a hard time with decks that are an all-in aggressive deck such as some versions of Edric, spymaster of trest or Lovisa Coldeyes as examples. We play plenty of wraths but often these decks we won't be able to stop their steady output of creatures. We also has a life swapping combo have issues with direct damage cards such as Lightning bolt if we don't have Phyrexian Unlife out and even then they still hurt. Two noteable commanders we are at a disavantage against are:
    Heartless Hidetsugu: His ability to kill everyone at an even lifetotal with a damage doubler is scary and is why we have to play so much even/odd life total adjusters. Basically any Red deck wins deck we will have issues with but he is the most notable.

    Edric, Spymaster of trest: The tempo of this deck is often backbreaking for us and they have so much counterspell and enchantment removal that we often can't keep up with them. Other decks that tempo well are an issue for us but this is the most notable commander.

    Our last weakness is one about playgroups. We are a deck that the more our playgroup sees our deck the more comfortable and difficult it is for us to combo just like every combo deck but more so for us as we rely on the element of surprise to swap life totals out of nowhere. we also prefer smaller playgroups and are at a bigger disadvantage for most of our combos when the playgroup gets larger.

    Our strengths come from the element of surprise like I just mentioned. When a pod of players is small and have never played against our deck we are almost ensured the win unless another deck gets one of their god hands. We also have a huge advantage over hard control or stax decks as often times we can abuse their engines just as much as they can.

    Non-Combo Variants

    Now here is where I will discuss variants of our deck list and offer various options for how we play. The colors are very versatile in how we play and often times playing a bit from a variant style and the main combo shell will end with the best results. So enjoy and I plan to expand more and more on each variant style as I get more experience play each one.
    Angels Tribal
    Angels have always been an interesting creature type. From Serra Angel from Alpha to Selenia, Dark Angel of Tempest, Angels have ruled magic. They are iconic and powerful and why not throw these beautiful slayers into the mass of our Deck. The core of our deck swaps life and angels unlike most creatures types, play with life total fairly well as a creature type. However if you choose to run angels I’d recommend dropping some of the anti-creature tech that I run to allow for some more sweet angelic flavor.
    One note for those thinking of using angels is that often times angels cost a bit of mana and we normally don’t have the mana for that so if you do want angels I’d recommend thinking about using reanimation as a way to pump out the angels.
    So this list is not all inclusive but covers what I would run in my Selenia list.

    Angel of Despair: A Vindicate on an angelic stick. This beater is terrifying if we can ramp her out early or use reanimation to return her to the field early. Being able to solve any problem permeant is very worth of an inclusion.
    Angel of Finality: Gravebased decks are quite a common thing in most metas, mine especially. I have found exiling their graveyard is often a really strong move at stopping these gravebased decks and lets us combo out faster. Well worth a spot if you make an angels list.
    Archangel of Thune: We gain a lot of life in our deck so getting +1/+1 counters each times allows us to play a bit more aggressive than the combo deck plays. However I know of no combos with it in Orzhov colors which is slightly saddening.
    Archangel of Tithes: A very large Ghostly Prison that I have been considering in the non-angle version of the list as it protects us from large token swings. In an angel version of the deck this card is almost an auto include.
    Indomitable Archangel: We play a lot of artifacts in our combo such as mirror universe and our ramp is oftentimes artifact based so giving them shroud seems like it is a good choice to consider.
    Linvala, Keeper of Silence: Linvala helps slowdown a lot of EDH decks and would allow us to combo out faster as other decks are slower in comparison.
    Resolute Archangel: Resetting life totals is what this deck loves. It helps use after a life drop to get our life back and with all of our effects that mess around with this there are ways to kill people with this effect.

    Cavern of Souls: making our angels uncounterable seems like a very powerful effect if you so choose to play the tribal version of the list.
    Harsh Mercy: A tribal boardwipe that allows us to keep our angels. Yay however if you are playing against another tribal deck this can be risky.

    If you would like a more in-depth play by play for how to pilot the deck feel free to ask. I am more than willing to go more in depth if people would like it. Otherwise Thanks for reading my thread on Selenia and I hope you enjoyed it.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Is Aggro Fair?
    Personally, I am the aggro player in my metas, I find that is a perfectly decent way to play. I play a tempo Rafiq deck that uses no MLD but rather than just packing it full of glass cannons aims to wipe 1 person before turn 7 and then from there abuse the living hell out of frost titan ( yes he is a pet card) But point being, I could runt this deck which aggros perfectly fine or play a turn 3 or 4 win combo deck. Atleast with Aggro there is some interaction. In a combo deck all they do is say" hey I'm just going to sit back and try to build a nuke" where as Aggro is soldiers in the trenches. Multiplayer games of EDH are like World Wars, there are many ways to win. Sure Aggro can make games go fast but so do 5 combo decks just sitting back and building their boards.
    Posted in: Commander (EDH)
  • posted a message on Golgari Rats - any holes?
    Vraska, the unseen could maybe see a spot in here? she is a maelstrom pulse on a stick speaking of which could also be in here...

    Otherwise, Verdant Succession is really fun.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Cards to stop yourself being burnt out.
    Righteous Aura is one of my pet cards that just rocks. It stops mass damage shots, commander's damage even if they are shrouded, its great!
    Posted in: Commander (EDH)
  • posted a message on To ramp or not in Bant?
    I would also ramp with Nature's lore, Farseek, and if you can afford it Three Visits. They all allow the grab of a shockland or original duel land. Harrow might not get you as far in the game with your current land base but if you are willing to drop terramorphic expanse and evolving wilds for 2 more basics then you might actually find some decent use out of it.
    Posted in: Commander (EDH)
  • posted a message on [[Competitive]] Grimgrin's Zombie Apocalypse
    Have you ever Thought about using Arena of the Ancients? As Grimgrin doesn't normally untap on untap step,this hoses everyone else's commander hard.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Mishra, Lord of Middle Earth
    Mishra, Lord of Middle Earth
    Intro into the Dark Lord
    Mishra to the unknowing eye looks like a completely useless commander but he is not all that he seems. He may seem just like a shuffle effect when an artifact spell is cast but rather he is so much more. He with Possibility Storm becomes a every artifact spell has cascade for an artifact spell. This allows for a massive board state of artifacts for a cranial plating strike.

    Mishra, Artificer Prodigy has been one of my oldest decks and has become my signature deck for play at my game store. I have always loved playing unusual decks such as my Selenia, Dark angel or He who Hungers deck. I am avoiding playing this deck as a stax deck as nether void is expensive and I already have one stax deck.

    Why Play Mishra?
    [Mishra, Artificer Prodigy is an interesting choice for a commander. To an unexperienced eye he is a worthless card in EDH as it is a singleton format. To a more experienced eye, he is a shuffle effect every time you play an artifact spell. To one that understands stax, Mishra becomes absolutely insane with several cards including possibility storm. Further discussion and explanations on this can be found in the piloting section.

    You’d Enjoy this deck if:
    - You enjoy artifact based strategies.
    - You enjoy having a huge board state.
    - You like a mix of control, aggro, and stax.
    - You enjoy a less competitive deck that still can compete

    You might not like this deck if you:
    - Dislike Artifacts
    - If you like playing blue only for the saying “No, I counter that”
    - Like combing out every game
    - Dislike attacking
    - Dislike lots of card advantage

    Mishra, Lord of Middle EarthMagic OnlineOCTGN2ApprenticeBuy These Cards
    Artifact (21)
    1 Basalt Monolith
    1 Clock of Omens
    1 Coldsteel Heart
    1 Cranial Plating
    1 Darksteel Ingot
    1 Dimir Signet
    1 Dreamstone Hedron
    1 Fellwar Stone
    1 Izzet Signet
    1 Mana Vault
    1 Nevinyrral's Disk
    1 Oblivion Stone
    1 Prototype Portal
    1 Rakdos Signet
    1 Rings of Brighthearth
    1 Sensei's Divining Top
    1 Sol Ring
    1 Spine of Ish Sah
    1 Strionic Resonator
    1 Trading Post
    1 Unwinding Clock

    Artifact Creature (17)
    1 Baleful Strix
    1 Darksteel Colossus
    1 Etched Champion
    1 Etherium Sculptor
    1 Etherium-Horn Sorcerer
    1 Inkwell Leviathan
    1 Lodestone Golem
    1 Moltensteel Dragon
    1 Myr Retriever
    1 Phyrexian Metamorph
    1 Sharding Sphinx
    1 Shimmer Myr
    1 Solemn Simulacrum
    1 Soul of New Phyrexia
    1 Sphinx Summoner
    1 Steel Hellkite
    1 Wurmcoil Engine

    Creature (15)
    1 Chief Engineer
    1 Consecrated Sphinx
    1 Disciple of the Vault
    1 Geth, Lord of the Vault
    1 Goblin Artisans
    1 Goblin Welder
    1 Grand Architect
    1 Guardian Beast
    1 Hellkite Tyrant
    1 Phantasmal Image
    1 Priest of Yawgmoth
    1 Slobad, Goblin Tinkerer
    1 Treasure Mage
    1 Trinket Mage
    1 Vedalken Archmage

    Enchantment (3)
    1 Leyline of Anticipation
    1 Possibility Storm
    1 Rhystic Study

    Instant (2)
    1 Cyclonic Rift
    1 Fact or Fiction

    Planeswalker (2)
    1 Tezzeret the Seeker
    1 Tezzeret, Agent of Bolas

    Sorcery (5)
    1 Beacon of Unrest
    1 Demonic Tutor
    1 Fabricate
    1 Reforge the Soul
    1 Trash for Treasure

    Land (34)
    1 Academy Ruins
    1 Blood Crypt
    1 Bloodstained Mire
    1 Buried Ruin
    1 Command Tower
    1 Crumbling Necropolis
    1 Darksteel Citadel
    1 Darkwater Catacombs
    1 Dragonskull Summit
    1 Drowned Catacomb
    1 Great Furnace
    5 Island
    4 Mountain
    1 Polluted Delta
    1 Seat of the Synod
    1 Steam Vents
    1 Sulfur Falls
    4 Swamp
    1 Tainted Isle
    1 Tainted Peak
    1 Temple of Deceit
    1 Temple of Malice
    1 Vault of Whispers
    1 Watery Grave

    1 Mishra, Artificer Prodigy

    Individual Card Breakdowns
    Mana Rocks are a key piece to this deck. The deck is based off of artifacts and their interaction with Mishra and these little guys are a fantastic key top the deck as they allow you to accelerate very efficiently early game while still allowing you to not have dead draws late game as this still enable shuffle effects of in the best case turn into a inkwell leviathan in addition to getting a tad more gas. Now time to talk about each mana rock more indepth.
    Basalt Monolith: With Rings of brighthearth creates infinite colorless mana. This is a key part of the deck as with a Sensei’s Divining Top
    Coldsteel Heart: This two drop rock allows you to make any color. This can be very powerful as this gives us colors early on. This coming off a turn 1 sol ring can be extremely powerful.
    Darksteel Ingot: Indestructible mana rock. The amount of mass artifact removal my group now runs due to this deck and another artifact deck that tend to wreck the playgroup.
    Dimir Signet: The guild rocks. These allow use to manipulate all the colorless mana this deck makes and filter it into colored mana.
    Dreamstone Hedron: The most expensive mana rock in the deck. Its mana when you need it, a divination when you don’t.
    Fellwar Stone: Normally in a tricolor deck this taps for at least 2 colors. I have only had 1 game were it tapped for one color or less.
    Izzet Signet: The guild rocks. These allow use to manipulate all the colorless mana this deck makes and filter it into colored mana.
    Mana Vault: typically a worse sol ring but with Unwinding clock it becomes a much powerful mana rock.
    Rakdos Signet: The guild rocks. These allow use to manipulate all the colorless mana this deck makes and filter it into colored mana.
    Sol Ring: One of the most controversial card in EDH. It’s a great card that I should need to explain too much in why it is in here.

    Clock of Omens: Untaps various artifacts while tapping down mana rocks when not needed. With the rings of brighthearth and basalt monolith you can infinitely untap every artifact on your side.
    Cranial Plating: one of the decks obscure win cons but can be really entertaining to swing with a 23/4 Mishra. Otherwise one on a wurmcoil engine leads to a large gain in life.
    Nevinyrral's Disk: Disk is the old school artifact boardwipe. However it does take an untapping and 1 mana to activate; it still remains a gold standard for artifact wipes. With guardian beast or darksteel forge it becomes a very fun time.
    Oblivion Stone: another artifact based boardwipe. It isn’t as good as disk as it requires a l
    Prototype Portal: This is an easy token producer for the deck. As the deck loves to dump itself onto the field this card tend to become a very fun and key piece to deck’s functionality. From a darksteel citadel to a spine of ish sah to a Sharding Sphinx the possibilities are endless and each one a bit more absurd than the last.
    Rings of Brighthearth: Allows us to abuse the excess of colorless mana this deck produces to copy activated abilities. Goes infinite with Basalt Monolith
    Sensei's Divining Top: Sensei’s Divining top is a very key card to the deck. It allows for us to manipulate the top 3 cards for possibility storm. Top is the best at what it does for this deck as it often is free due to it only costs 1 and with Etherium Sculptor is a common thing to see in the first 5 turns. In addition, Top allows us to draw our entire deck if you want when you the rings Basalt Combo.
    Spine of Ish Sah: Spine is a piece of universal removal that is located on an artifact. Can’t really ask for more.
    Strionic Resonator: Allows for multiple triggers of possibility storm and Mishra which can be devastating as our artifact spell become 3 for 1’s rather than the typical 2 for 1’s that we are normally used to.
    Trading Post: Utility post. It’s our swiss army knife at recurring artifacts and drawing cards when needed. As good as it is it doesn’t seem to be overly relevant at times but can be game changing at other times.
    Unwinding Clock: One of my favorite cards in the deck. It enables us to with flash, to take turns on everyone else’s turns which can be amazing as most would assume. Otherwise It allows our artifact creatures to attack and then be able to defend our life and planewalkers afterwards.

    Baleful Strix: a small deathtoucher that comes down early on, providing us with a really easy defense. The card draw it gives also can be really useful at times but isn’t always the key piece like it is in legacy.
    Darksteel Colossus: It’s no blightsteel colossus for 1 reason alone: Bribery. Darksteel is a powerful beatstick that when equipped with cranial plating more often than not becomes fatal.
    Etched Champion: I often have metalcraft by the time I drop Champion. This gives us protection from all colors so it can block a non-trampling ground beater without any worry.
    Etherium Sculptor: one of my favorite 2 drops in the game. He enables us to drop our artifacts for 1 less. This means free Sol ring or a mana vault which can accelerate the game significantly.
    Etherium-Horn Sorcerer: repeatable cascading attached to a mechanized body. What’s not to love? Even without our Possibility Storm out, he enables easy board state growth as he starts grabbing smaller things and setting it up for the big beaters to come in afterwards.
    Inkwell Leviathan: A large beat stick with evasion and is very hard to remove.
    Lodestone Golem: This guy slows down opponent’s plans typically as I seem to be the main artifact player in my battlecruiser meta. He enables us to apply a tiny bit of stax without fully dedicating towards stax.
    Moltensteel Dragon: A nice little dragon that with a Priest of Yawgmoth can be abused as a ramp spell but more often than is just a large flying beatstick that we can pump to deal the final blow.
    Myr Retriever: Artifact recursion attached to an artifact! I love this little guy as I love all myr. Although he is known for an infinite combo it is not useable in this deck as much as I want it to be.
    Phyrexian Metamorph: best clone in the game for this deck. I nearly always pay the life for it and often it copies with sol ring, cranial plating, or Etherium-Horn Sorcerer.
    Sharding Sphinx: This guy snowballs like none other. Each artifact creature creates an artifact thopter token when they do damage and yes the thopters make more thopters. This give us artifacts for stuff like Cranial plating or Slobad, Goblin Tinkerer.
    Shimmer Myr: This shiny little guy enables falsh for us. This means we can start to mess around and durdle on other people’s turns which typically leads to us winning a few turns afterwards.
    Solemn Simulacrum: Mr. Crums is an all-star in non-green strategies for ramping but also has the draw stapled onto his death which can really help us perform and provide more threats.
    Soul of New Phyrexia: Soul of New Phyrexia is like a Darksteel forge on a stick. With the copious amounts of mana this deck makes, we are able to often use its ability several times in a turn cycle.
    Sphinx Summoner: A tutor that grabs anyone of these great 17 creatures for a nice cost of 5. It also has a decently large flying body which always helps.
    Steel Hellkite: So this maybe one of my favorite cards from when I started playing standard the second time around. I love nuking out people’s resources so this guy normal hits to wipe a sol ring or Signets.
    Wurmcoil Engine: Wurmcoil doesn’t really need too much of an explanation other than it’s a lifelinking beater that we have many ways to tutor up or cheat out.

    The Alters
    I made this deck as a themed deck for Lord of the Rings. The deck has made no sacrifices in power for theme but rather embraces the theme and is making it fit within the deck. As the picture in the beginning shows Mishra is Sauron, Lord of Mordor.
    The other alters will be shown here:

    Link to a more competitive stax style Msihra can be found Here by the fantastic Bur

    Here is a link to my Altarist's Facebook page if you want to ask him something:Here
    Posted in: Multiplayer Commander Decklists
  • posted a message on Esper Zombies
    I do really like those especially Pontiff of Blight I will make sure to pick one up because man he sure makes a good reanimation target on top of just another zombie.

    I don't know if I am going to play Gray Merchant of Asphodel, I haven't payed attention to what my devotion has been but I'll pay attention next time I play.

    I don't know why Vengeful Dead didn't make the list. I have one and he was in the pile of cards I went through for the deck. I don't know why he didn't make the list.

    And I also haven't really found soulless one good or bad but he just ended up in the deck. So when I adjust I will make sure to drop him for Vengeful Dead.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Esper Zombies
    So I have always wanted a Zombie EDH and really really hate Megrim... So I decided to go with the living wizard controlling a bunch of zombies and Erati seemed like the most logical choice since I really want to play Necromancer's Covenant, Rooftop Storm, and Lich Lord of Unx. Currently I am hunting for improvements to the deck as this is the first draft.

    Personally I am trying to avoid spending out the butt on the deck as this is a more for fun Deck and I really am trying to keep flavor in the deck and a decent reanimator package. So if anyone has good suggestions for reanimation parts let me know.

    and the deck list:

    Ertai, the Corrupted

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creature (20)
    1 Angel of Despair
    1 Bloodghast
    1 Cemetery Reaper
    1 Corpse Harvester
    1 Diregraf Captain
    1 Dralnu, Lich Lord
    1 Dreamscape Artist
    1 Elesh Norn, Grand Cenobite
    1 Fleshbag Marauder
    1 Grave Titan
    1 Gravecrawler
    1 Havengul Lich
    1 Lich Lord of Unx
    1 Lim-Dul the Necromancer
    1 Phantasmal Image
    1 Phyrexian Metamorph
    1 Soulless One
    1 Sun Titan
    1 Tidehollow Sculler
    1 Weathered Wayfarer

    Artifact (4)
    1 sol ring
    1 azorius sigent
    1 dimir signet
    1 orzhov signet

    Enchantment (13)
    1 Blind Obedience
    1 Endless Ranks of the Dead
    1 Grave Pact
    1 Karmic Justice
    1 Martyr's Bond
    1 Martyr's Cause
    1 Mental Discipline
    1 Mind Slash
    1 Necromancer's Covenant
    1 Phyrexian Arena
    1 Rhystic Study
    1 Rooftop Storm
    1 Zombie Infestation

    Instant (14)
    1 Arcane Denial
    1 Brainstorm
    1 Counterspell
    1 Cyclonic Rift
    1 Enlightened Tutor
    1 Fact or Fiction
    1 Forbidden Alchemy
    1 Frantic Search
    1 Memory Lapse
    1 Moonlight Bargain
    1 Mortify
    1 Path to Exile
    1 Perplex
    1 Return to Dust

    Enchantment Artifact (1)
    1 Whip of Erebos

    Sorcery (11)
    1 Buried Alive
    1 Death Cloud
    1 Demonic Tutor
    1 Dread Return
    1 Innocent Blood
    1 Ponder
    1 Preordain
    1 Soulquake
    1 Unburial Rites
    1 Victimize
    1 Zombie Apocalypse

    Land (35)
    1 Adarkar Wastes
    1 Caves of Koilos
    1 Celestial Colonnade
    1 City of Shadows
    1 Command Tower
    1 Drowned Catacomb
    1 Esper Panorama
    1 Exotic Orchard
    1 Glacial Fortress
    1 Godless Shrine
    1 Hallowed Fountain
    4 Island
    1 Isolated Chapel
    4 Plains
    6 Swamp
    1 Tainted Field
    1 Tainted Isle
    1 Underground River
    1 Unholy Grotto
    1 Vault of the Archangel
    1 Vivid Creek
    1 Vivid Marsh
    1 Vivid Meadow
    1 Watery Grave

    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Competitive]] Nekusar: Mindwheeling Pain
    If i may, I didn't read every one of the 16 pages. I read several a week or two ago but I have a few sugestions from my Old Crosis deck that I ran 2 years ago:

    Breathstealer's Crypt: Stops everyone from gaining creatures and as you are running very few, this guy will help. Vile Consumption also helps when going creature less/ few creatures.

    Insidious Dreams: set up a kill combo for next turn or just order the top 20% of your deck.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Witches EDh
    This is my first deck posted on here so forgive me if I do things wrong.

    Okay so I am getting tired of my competitive EDH decks because as much fun as winning is my group has become a bit overpowered and I want to help us take a step in the fun direction. So After looking through my binder i found Curse of Misfortunes. This card made me realize with the new Commander set that just came out they added more curses and that This could be a really fun mechanic to mess with. And then later that night I ended up watching Monty Python and the Holy Grail and Bam! I had the Idea for a Witch EDH. (If you haven't seen The witch scene of Monty python or just want to watch it again here is the link:Witch Scene

    But all jokes aside, this deck is made to make jokes and be overly thematic even if it takes away from game play. So right now I am looking for as much help as I can get Making this Witch EDH better and more fun and themed.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    1 Damia, Sage of Stone

    Artifact (7)
    1 Ashnod's Altar
    1 Bubbling Cauldron
    1 Cauldron of Souls
    1 Crystal Ball
    1 Jar of Eyeballs
    1 Plague Boiler
    1 Spellbook

    Creature (26)
    1 Augury Owl
    1 Bitterheart Witch
    1 Black Cat
    1 Blightcaster
    1 Bog Initiate
    1 Bog Witch
    1 Bogbrew Witch
    1 Brine Hag
    1 Cuombajj Witches
    1 Deadly Recluse
    1 Deadwood Treefolk
    1 Desecrator Hag
    1 Elves of Deep Shadow
    1 Festering Newt
    1 Hag Hedge-Mage
    1 Headless Horseman
    1 Lord of the Pit
    1 Malakir Bloodwitch
    1 Nether Shadow
    1 Noxious Toad
    1 Omenspeaker
    1 Plague Witch
    1 Reassembling Skeleton
    1 Rune-Scarred Demon
    1 Thoughtpicker Witch
    1 Urborg Elf

    Enchantment (17)
    1 Curse Artifact
    1 Curse of Death's Hold
    1 Curse of Echoes
    1 Curse of Inertia
    1 Curse of Misfortunes
    1 Curse of Oblivion
    1 Curse of Predation
    1 Curse of Shallow Graves
    1 Curse of the Bloody Tome
    1 Curse of Thirst
    1 Dark Heart of the Wood
    1 Lost in the Woods
    1 Oath of the Ancient Wood
    1 Season of the Witch
    1 Vernal Equinox
    1 Vow of Malice
    1 Witch's Mist

    Instant (5)
    1 Dark Ritual
    1 Forbidden Alchemy
    1 Harrow
    1 Read the Runes
    1 Turn to Frog

    Planeswalker (1)
    1 Liliana Vess

    Sorcery (9)
    1 Bramblecrush
    1 Commune with the Gods
    1 Curse of the Swine
    1 Diabolic Tutor
    1 Divination
    1 Forbidden Ritual
    1 Ponder
    1 Read the Bones
    1 Sign in Blood

    Land (34)
    1 Alchemist's Refuge
    1 Bad River
    1 Bog Wreckage
    1 Bojuka Bog
    1 Breeding Pool
    1 Command Tower
    1 Darkwater Catacombs
    1 Drowned Catacomb
    5 Forest
    1 Golgari Rot Farm
    1 Grim Backwoods
    1 Halls of Mist
    3 Island
    1 Overgrown Tomb
    1 Polluted Mire
    1 Salt Marsh
    9 Swamp
    1 Tainted Wood
    1 Watery Grave
    1 Woodland Cemetery

    So any help would be great
    Posted in: Multiplayer Commander Decklists
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