Lastly, all those sac outlets are screaming for an Insurrection. Maybe could even invite Thermopod to the party.
So we actually did talk about Insurrection a little bit, I do think it fits in the deck fairly well. We might need to take a look at what could be cut for it at the moment. I think we might have to cut something like Helm of Possession for it though. Insurrection is a win condition that combines with our sacrifice effects well and Helm of Possession allows us control and the ability to steal a creature that generates value. ISBPathfinder and I will need to talk more on that one.
I did not know that card existed. With how much I have been whining about lacking colored mana from our sources, Thermopod looks somewhat decent. I am pretty concerned by his mana cost combined with the fact he is a creature though. We will need to mull that one over a bit as well.
Interesting concept! Seems like Mana Echoes is something you might want to be doing. Pair it with Gemstone Array and a couple goblins and you got all the red mana you'd ever need.
So when we were first making the list I mentioned Mana Echoes as a consideration but we determined that it didn't fit well for the following reasons:
1. It would push the deck towards combo, which is done better in other colors and we don't want to pursue
2. You need mana upfront to 'cheapen' spells
3. You need other goblins to generate mana
4. There are cheaper cost reducers
5. There are cost reducers that do more for the mana cost
Gemstone Array also wouldn't fit as it increases mana costs instead of reducing and most of the mana generated is colored. So beside pairing it with Mana Echoes, it would be a dead card.
Sadly, the two together is brittle. It requires a sac outlet, and at least 5 other goblins (ignoring mana producing sac outlets) to be fully infinite. Add that to the fact you need to add a win condition for the infinite to do anything means you need a minimum of 5 cards in total (Win condition + Ashnod's Altar + Siege-Gang Commander + Mana Echoes + Gemstone Array) to win at sorcery speed. Overall, it is just brittle.
This is a cooperative build between Tryno & ISBPathfinder.
From when Squee, the Immortal was spoiled, we were trying to figure out if there was a way to abuse and build him. It took a while to come up with a build concept that seemed like it would work but here we are and yes, it definitely seems to work. This deck functions like a combo (non infinties) deck with a secondary goal to control the game long enough to go off. Both of us prefer to not build for infinite combo and while you could build for infinites most of them are infinites that could go in any red deck and don't seem to be all that squee focused.
This build has a handful of concepts behind the build. Our focuses tend to be:
Looking at our objectives above, you can see our goal is really to chain gun Squee. Getting up to mana, reducing the cost per cast, and making him entering and leaving play matter is really the goal of this deck. Once you get spinning up its not unheard of to be able to loop squee on the upper end of 10+ times in a turn. In my meta this deck is known as the Squee Cannon.
Cloud Key -> Honor-Worn Shaku It is true that both could be run but I still think there is a diminishing return on an over abundance of cost reducers since we really only need one at a time. There is an advantage to Honor-Worn Shaku in that it can be used for mana for artifacts still and really should be at least a Worn Powerstone level artifact here with the possibility to be a cost reducer as well for looping squee. Great call from imdehaven.
5/19/18:
Hoarding Dragon -> Tormenting Voice: There was the question of how much we wanted any one artifact. Paying five mana and needing a sac outlet when we won't really be abusing creatures is a little awkward. Instead we wanted to move some cheap filter into the list and see if it helps move the list along.
Heirloom Blade -> Wild Guess: The blade proved to be kind of a lot of mana to play and then equip each time. There is some value to it but it is fairly specific in what it gets and we only have so many goblins in the list.
Godo, Bandit Warlord -> Cathartic Reunion: Godo was in here almost 100% to get skullclamp and we just were not sure that we could justify the cost to get just that one card. There are a few others like Sword of the Animist but by the time you get to 6 mana to cast godo it looks less appealing to pay 6 mana to go get it.
Vedalken Orrery -> Pirate's Pillage: Sometimes having mass flash / haste is huge. This list just did not seem to care as much as some of the other mono red projects we had done previously and giving up a card to have flash seems a little risky given how much hate it brings down on itself. I love Orrery but its a question of if it pulls the weight of the hate it brings to itself and in this list I was not sure that it would justify a card drawn. The fact that Pirate's Pillage costs 3R instead of RR like Wild Guess is actually an advantage as it means we can filter colorless mana and or store mana between turns. I think its one of the cooler filters of late and I want to give it a shot.
Ib Halfheart, Goblin Tactician -> Azor's Gateway: Ib is really cool and there are a lot of things where landing Ib can end the game for you. My problem was more that every time I drew him he was bad. He seems like a goblin that you tutor for when he is right and any other time I saw him he was just something that rotted in hand. There totally are times where you might be sitting on a boardstate where resolving him and his tokens ends the game I just had a hard time making room for him right now given that it was a very specific setup for him to work out.
Goblin Welder -> Faithless Looting: Most of our artifacts are good but they are value over time artifacts. Some of them are better than others but the welder is slow and a big target. I found him to be slow and rather reactive in this list where I tend to like him more when there are proactive things I want to be doing with him. The way I was trying to use him here made it a question of if something like Daretti, Scrap Savant.
Knollspine Dragon -> Bontu's Monument: Knollspine was just so expensive to cast and very winmore in that he usually seemed good if the deck was doing good. Bontu's Monument should act like another Impact Tremmors with the difference being its interaction with tokens to which we only have Krenko and Siege Gang left in the list that make tokens. Overall I think it should be a similar effect and the little bit of lifegain on the monument might make a difference.
Expedition Map -> Aetherflux Reservoir: I just found that there was not as much utility to the landbase as I wanted to play the map. When I run the map I generally want there to be a high priority land like a big mana land or something to speed me into action faster and I am not convinced that there is a nonbasic we need enough to run the map. Nykthos is probably the biggest hit we have and even when I was doing well this last week it was never tapping for more than like 6 I think at its highest. I think there is room to play sort of a Squee storm based plan with the Reservoir. We don't have much to recover life and the ability to fire up a bunch of lifegain and then fire the cannon off to kill players is a real thing for this deck.
Helm of Possession -> Scrabbling Claws: Overall, we had some concerns with how much mana it was for the helm as well to use it. Beyond that we need something to sac and something to sac the creature we steal to because most of my experiences with this card is that it gets answered the turn it gets played. We have lots of goblin sac outlets but lots of those won't transfer all that well to a card like this. Scrabbling Claws is a cheap cantrip that also serves an important role.
Golden Guardian -> Thermopod: I love Golden Guardian and I think its a really cool card. That said, the fact that our creatures are small means we need a small creature to fight and kill and then a sac outlet to throw it to. Its an interesting card but this might not be the best list for it. Thermopod seems a bit expensive to cast but its an effect I find myself wanting more of.
Divergent Transformations -> Tuktuk Scrapper: when we brought in the transformations I thought that I would want to use it on squee more than it turned out I did. We run a lot of funky little goblins that sometimes need the right timing. Overall I just found myself not that impressed with it. Tuktuk Scrapper might not seem huge but we have a ton of ways to tutor for it which I think I am more interested in than the ability to value shatter multiple artifacts.
City of Shadows -> Scavenger Grounds: I drew and had some issues with the city. Early in the game I had other things I was trying to do and city requires a lot of attention to bring up to speed. The turn you play it you can't get any mana out of it and given we are not really a token deck it has the problem that every time you use it you need to cast another creature (probably squee). The amount of negative tempo it has is actually sort of staggering when I actually had it in hand I found I could never play it over another land. The one time I got it early I also happened to have Squee equipped up with a Sword of the Animist and the additional cost to re equip to trigger my land there was just not going to happen. I had thought that City would be better early but I found that its just overall too much negative tempo without a commander like Derevi, Empyrial Tactician who can untap it to use it multiple times in a turn. I was a bit surprised that there really seemed to be very little graveyard dependence that I had with hits deck so adding Scavenger Grounds takes up very little room in the list but it gives me an emergency answer to graveyard abuse.
Mountain -> Flamekin Village: I think there is a little bit of wiggle room to toy with some different land configs. The village does ETB tapped but it still gives red and we have three creatures (Goblin Sharpshooter, Krenko, Mob Boss, and Moggcatcher) that care about haste. I noticed in some situations I was hesitant to play them without haste or flash. I think its a small concession to make this swap as the ETB tapped doesn't hurt me much as I don't have much of it and being a nonbasic land only matters slightly on 2/3 of the mana doublers.
5/29/18:
Tuktuk Scrapper -> Shard Phoenix I saw the scrapper a few times and while yes, there are artifacts that need to die, I seemed to never be able to cast it instead of wheeling it for something else and it was never appropriate for me to tutor the card. There are artifacts that need to die, the problem is partially that the way in which we win is so rarely reliant on an artifact going away. Grafdigger's Cage is one of very few artifacts I could name that would be a big problem for this deck to get past but I see it so rarely (essentially never) that I would have a hard time making room for an answer until and unless someone started countering me with it.
Reforge the Soul -> Chandra, Flamecaller I had a slow start one game and I had to spend most of my turn casting Reforge the Soul not as a miracle and it was literally.... the slowest and worst feeling I had. Chandra, Flamecaller feels a little better in that if I am behind and getting trained by my opponents I can cast her as a psudo sweeper. The fact that she is a little versatile between sweeper and draw / filter seems nice.
Blasting Station -> Blasphemous Act Blasting Station was one of my lower tier sac outlets and I found that maybe I didn't need it. Its still a decent card I just felt it was lower tier for me in my needs right now and the tempo of Blasphemous Act seems great as I can sweep the board for cheap and keep moving.
Faithless Looting -> Ensnaring Bridge - I do like Faithless Looting but it is technically card disadvantage in favor of filter. I need more ways to slow the game down and Ensnaring Bridge seems like a great way to do that. There is still some concern about the bridge conflicting with Door of Destinies or to a lesser degree Homura, Human Ascendant but I would say 95% of the time the way this deck does its damage and kills people is not through means of combat damage.
1 Mountain -> Thawing Glaciers I realized that I need to just keep hitting my land drops as the game goes on and Thawing seems like a good way to do that. It seems like I often have some trouble hitting lands when it gets to 5+ sometimes just due to not drawing enough cards and I think the value of thawing will be good. I like how in an opening hand I can use T1 and T2 on it and still land squee on curve. It just gives me another means of stretching my value for this deck which tends to be more of a mid - late game combo that requires a bunch of mana to work.
6/1/18:
Krenko, Mob Boss -> Thaumatic Compass - I noticed a continued trend that I always felt that Krenko was too slow for the list. Really I don't run haste or flash for the most part and without having either of those I have not wanted it most every time I have drawn this card. I don't really have a lot of ways to boost my goblin count either so it really came down to a question of if I could opening hand it or not which every time I saw it I found I had better things to do. Thaumatic Compass can be handy in that when it flips, it flips to be ramp and a potential removal tool. The cost to use the maze effect seems very affordable. I tried out Mysifying Maze even though it never made the list my issue was constantly the fact that the cost to use it was too high given how many threats constantly come my direction.
Moggcatcher -> Vance's Blasting Cannons moggcatcher has the same issue as Krenko in being that he is something that people should panic remove and I don't have much to haste / flash to enable him to the point that he feels like a good play. Vance's Blasting Cannons is a card that made a very early list of ours for squee but we cut it not knowing if we could chain cast well enough. I like that if its drawn early its card advantage and as it makes it later it turns into ramp / removal. Being that we repeat cast squee as part of what we do I think we have the consistancy to flip this like I want. It seems like a really cool card and I would love to see what it can do.
Shard Phoenix -> Ugin, the Spirit Dragon - so, really I love everything about ugin other than his cost. Everything else about him seems like what I want for my removal suite. His flexibility and the fact that he often stays in play after you use him the first turn as a sweeper is the reason I am running him over All is Dust. We are also cutting a lot of the creatures in this change so our colorless effects are a bit higher with this change and things like Managorger Hydra make me want to just punt it through the window when I am playing squee.
Siege-Gang Commander -> Inspiring Statuary I have seen siege gang show up in my hand a few times now and I have yet to cast it. Given that we often use squee as blast fodder it seems like the bodies to block and clog up the field is kind of covered to some extent by squee already. The cost to play and use the gang in a turn is kind of high as well not to mention that its 2 mana to do 2 damage which feels a little so so on top of the cost to cast them upfront. I just have not been finding myself liking the gang that much right now. Inspiring Statuary seems interesting to me because so few of our artifacts actually tap to do things so this seems like a potential to provide quite a bit of mana in a turn. I want to try this out at least but its also possible that something like Thran Dynamo might be a little more stable but I want to test this out and see how it runs. I can think of a lot of games where I sit with 2-4 artifacts in play and need to cast some sort of squee enabler before looping squee.
Kher Keep -> Thespian's Stage Kher Keep has been..... not really what I need given that most of the time that a token might do anything I can loop suqee for less mana than the keep. I want to try out the stage in part because it can still copy basic lands in a pinch but there is the remote chance that I copy Lost Vale which is non legendary. There is also the chance that I copy someone else's Nykthos or Coffers if an Urborg is in play.
Flamekin Village -> Mountain being that we are cutting a lot of our things that would have cared about haste, we are also moving to a basic land which has the potential to double off a mana doubler. It also removes an ETB tapped land which is probably not the end of the world for a control / combo list but I guess every little bit of efficiency I will take.
6/17/18:
Impact Tremors -> Gate to the Afterlife I do like impact tremmors but my concern is often that its impact is such that it needs to live for somewhat of a long time for me to feel it pays off so the impact is slow to add up and often it needs to live a long time or be added onto another card for it to add up. Gate to the Afterlife is really really strong filter and the bit of lifegain. The difference to me is that Gate can stall and get me to a stronger card while Impact Tremmors needs to live a long time and or be combined with another effect.
Inspiring Statuary -> Mana Geyser I am just trying out a few ramp options. I think the potential of the burst of mana with Geyser could be strong for a big play turn.
Wild Guess -> Outpost Siege I have had some conflicting results with Outpost Siege in the past but I can actually see both sides of it being potentially appropriate in here. The draw seems a bit better than the pings but I want to test it at least.
6/20/18:
Tormenting Voice -> Chain Reaction I wanted to pick up another wrath effect and it seems like right now Chain Reaction might be more appropriate from the standpoint of casting cost and effect. I just need to slow people down more and I am not seeing the wraths I run quite frequent enough right now. I have been noticing with my cheap filter that often they are not quite good enough in that a lot of my deck has the same kind of function and I don't gain benefit from my graveyard much with this deck.
Thoughts on Blackblade Reforged? It probably at least doubles your power and it seems like it could bring you to the point of 2 shotting people fairly easily.
Helm of the Host could potentially curve with your commander and it would be hilarious to see an army of Akroma running about.
So I really like Blackblade Reforged, the main issue I have with it is it only works with my commander. If I was running more legendaries, I would consider it more, especially if I had more 4 mana legends. Otherwise, it seems like a spot that True Conviction does better. I will keep an eye on it, but I feel like Blackblade is better for mid range evasive voltron. I will keep an eye out for scenarios where it would be good however.
Helm of the Host just looks funny. Akroma party just sounds horrifying. That one is farther up on my list of I should try this. Its just pretty expensive. It would be amusing to me, to jam it on a Protector of the crown though.
In Lyra Dawnbriger: Baneslayer Angel (minus the protection) that helps deal with clones. Sounds solid.
Out Ranger of Eos: The 1 drops in the current build are strong enough on their own without the tool box. Ranger ends up feeling really clunky most of the time and doesn't threaten the board at all.
Cyclonic Rift / Oblivion Stone are both very strong cards as well. You cant cast them once he is completely set up with all of that but that said.... they tend to be strong cards against teeg in general.
But cyclonic doesnt count as 7cmc when we cast with overload?
Overload is an alternative cost, the CMC of the card is still 2. Think about how cycling works. The card has another ability that lets you discard and draw. The CMC doesn't change because the ability costs mana. Which is why even though you can cast Cyclonic Rift for 7 mana, it's CMC is still 2.
My name is Donald, I am 25 years old, I live in South Dakota as a Computer Engineer. I started playing Magic when I was 15, but was addicted to World of Warcraft and didn't really start until College in 2011. I never got into Standard due to money and didn't get into Modern due to proximity to a store. When I found a group in college playing Commander however, it clicked. My current play group is roughly 8 players, who get together once a week and play for 4+ hours.
Disclaimer
My meta allows split color cards to be played in any deck where all aspects of the card can be paid for with basic lands.
Example:
Out Nahiri, the Lithomancer: Too reactive sadly. I need to be able to run at people and this tries to recover after we have been dealt with. Instead of pushing forward. Knight-Captain of Eos: Same as Nahiri.
In Dictate of Heliod: This makes Brimaz a 5/6 and his tokens 3/3's. By the time we would be able to flash it out, it would give a minimum of 6/6 power on board. Angel of Invention: If we have enough bodies it gives me a decent creature with an anthem. If we are setting back up, if gives me a bunch of bodies with an anthem. Overall solid.
Out Court Street Denizen: Is just cute, it doesn't really do much on it's own. Martyr's Cause: This is less impressive the more I thought about it, as I am not a dedicated token deck. Reconnaissance: This was a cute add, but I realized it basically does nothing. Fanatical Devotion: Same as Recon Anointed Procession: Doesn't push the right part of the strategy. Tokens are just okay, I'd rather use them as value or chump blockers as I run at people Rune-Tail, Kitsune Ascendant: Same as Recon Hero of Bladehold: The deck has become less about tokens and more about running at people with Brimaz, while using the tokens to generate value.
In Azor's Gateway: Mono white, needs as much positive value as possible. Filtering will help the deck to continue to progress. This card should be good at all stages of the game by making our hand better cheaply early, or filtering dead cards out of hand late game. If somehow, the card flips it should result in as much mana as I would ever need. Konda's Banner: I was more scared to add this initially, but I think it is very strong, and pretty cool. Expedition Map: Card advantage is nice High Market: With the removal of some of our sac outlets, killing tokens with skullclamp might be hard. So adding a land sac to help. Eldrazi Conscription: Brimaz needs a evasion and stats, this gives both. Stonehewer Giant: I run a lot of equipment. True Conviction: This card, is always amazing
Metallic Mimic doesn't generate a token off of Edgar Markov. Mimic's creature type is triggered on its ETB trigger so it misses Edgar's cast trigger. Mimic also requires to be played before other vampires. So drawing it after turn 2 means you lose a lot of it's power. I think these are the reasons it isn't in ISBPathfinder's list.
I like Azor's Gateway a lot for deck's that are starving for draw. IE. Mono Red. It loots and gets dead cards out of your hand very cheaply. Remember, an 8 mana card at turn 1 is a dead card.
The flip side of the artifact is only amazing if you can use all of the mana, which isn't always possible. Overall, I like it and I think it will find a spot in a few decks. I kind of want to look at a Kumano, Master Yamabushi deck with it, as it would work very well with both sides.
I think Vindictive Lich/Archon of Justice have a lot of potential in this list, but you look light on non-creature interaction (I know archon does this, but it just seems expensive for one removal).
Oketra the True might be kind of cool as well given that its a mana sink and attacking with it should be somewhat reasonable. I normally like Heliod, God of the Sun somewhat too but given the natural vigilance of the commander and the tokens he makes I actually like Oketra a little more here.
Captain of the Watch could possibly be swapped out for Marshal's Anthem which could still give you the anthem but I just don't think I would value the burst of dudes as much from the captain as much as the anthem.
Odric, Master Tactician might also be an interesting thought for evasion / value trading. I guess the worry is that he lacks haste and needs to attack. Given your commander also cares about attacking though its possible that Lightning Greaves is also something to consider.
EDIT: I could also see dropping the land count down to 36 or 37 just given that your curve doesn't seem super high that you need to hit every land drop as your curve out.
Ohh jeeze, these are all really good suggestions. First off, I want to mention that these changes have all been added to the list. The reason these were excluded is due to the list initially being a soldier tribal that shifted to a token deck. When I didn't feel that these two strategies were good enough, I shifted to using the tokens to generate value while pumping with equipment/auras.
As such, the listed cards were more tenuous includes that I avoided. I removed some remnant cards that were remnants of the previous two strategies to include these. Overall, I expect these additions to make the deck a lot stronger.
In Kjeldoran Outpost: Spits out chump blockers, helps rebuild. Solid addition Oketra the True: Her negative is countered by my commander, she curves well, and she carries buffs like a champ Legion's Landing: I should be able to flip this fairly easily at any point of the game, and it will spit out blockers for me fairly well. Marshal's Anthem: 4 mana anthem with the option of returning creatures for 2 mana a pop. Sounds great. Odric, Master Tactician: He is like a better anthem, because I can use him as removal or as a kill condition Lightning Greaves: Attacking is important and since my commander generates tokens, I can move the greaves fairly easily if I need to buff him.
Out Plains: Low enough mana curve to deal with removing some lands Temple of the False God: Colored mana is more important, plus I run a low curve. Dowsing Dagger: This seems like a short sighted attempt for value. As blockers will bother me in the future Captain of the Watch: Not as good as I would hope as it is vulnerable to creature removal, which is fairly prevalent. Mistveil Plains: I didn't see that this enters tapped Wall of Omens: I am not really abusing it, nor do I need the extra defense.
Opinion
I fully support Targeted Land Destruction (TLD), examples being Strip Mine, Stone Rain, etc.
I don't support Mass Land Destruction (MLD), examples being Ruination, Armageddon, etc.
Reasoning
As previously stated, there are busted lands that need to die (Gaia's Cradle, Cabal Coffers, etc.) which die to TLD. However, when you start pushing for MLD, you push the game out of casual and start approaching a meta focused around quick wins. MLD limits the amount of Commanders that you can play as you either need something you can play and then MLD, help you combo quickly, or helps you rebuild quickly.
MLD kills a lot of my desire to play Commander for myself, as I choose commanders that are cool and try to make a solid deck around them. I do believe that MLD would add a lot of strength to both Red and White (arguably Commanders worst mono colors). I just don't think MLD is a healthy place to push Commander as a default for the format. I think that Wizards of the Coast (WotC) should just add cards that push Red/White in a more healthy direction (these colors really, just need more net positive draw. Blue: Just has draw. Black: Draw for life. Green: Expensive power draw).
MLD is just as bad as Infinite Combo to me, because you can't nicely walk into a new meta of casual players and expect to not just slaughter them.
Example: Uril, the Miststalker + some cheap enchantment + one of the many mld. You basically just win.
So we actually did talk about Insurrection a little bit, I do think it fits in the deck fairly well. We might need to take a look at what could be cut for it at the moment. I think we might have to cut something like Helm of Possession for it though. Insurrection is a win condition that combines with our sacrifice effects well and Helm of Possession allows us control and the ability to steal a creature that generates value. ISBPathfinder and I will need to talk more on that one.
I did not know that card existed. With how much I have been whining about lacking colored mana from our sources, Thermopod looks somewhat decent. I am pretty concerned by his mana cost combined with the fact he is a creature though. We will need to mull that one over a bit as well.
So when we were first making the list I mentioned Mana Echoes as a consideration but we determined that it didn't fit well for the following reasons:
1. It would push the deck towards combo, which is done better in other colors and we don't want to pursue
2. You need mana upfront to 'cheapen' spells
3. You need other goblins to generate mana
4. There are cheaper cost reducers
5. There are cost reducers that do more for the mana cost
Gemstone Array also wouldn't fit as it increases mana costs instead of reducing and most of the mana generated is colored. So beside pairing it with Mana Echoes, it would be a dead card.
Sadly, the two together is brittle. It requires a sac outlet, and at least 5 other goblins (ignoring mana producing sac outlets) to be fully infinite. Add that to the fact you need to add a win condition for the infinite to do anything means you need a minimum of 5 cards in total (Win condition + Ashnod's Altar + Siege-Gang Commander + Mana Echoes + Gemstone Array) to win at sorcery speed. Overall, it is just brittle.
This is a cooperative build between Tryno & ISBPathfinder.
This build has a handful of concepts behind the build. Our focuses tend to be:
1x Squee, the Immortal
CREATURES (19)
1x Skirk Prospector
1x Dark-Dweller Oracle
1x Goblin Recruiter
1x Arms Dealer
1x Burnished Hart
1x Goblin Matron
1x Goblin Sharpshooter
1x Goblin Warchief
1x Imperial Recruiter
1x Goblin Ringleader
1x Goblin Trashmaster
1x Purphoros, God of the Forge
1x Solemn Simulacrum
1x Goblin Assassin
1x Neheb, the Eternal
1x Thermopod
1x Flayer of the Hatebound
1x Homura, Human Ascendant
1x Stalking Vengeance
ARTIFACT (27)
1x Relic of Progenitus
1x Scrabbling Claws
1x Skullclamp
1x Sol Ring
1x Wayfarer's Bauble
1x Azor's Gateway
1x Dowsing Dagger
1x Gate to the Afterlife
1x Ruby Medallion
1x Sword of the Animist
1x Ashnod's Altar
1x Bontu's Monument
1x Desecrated Tomb
1x Ensnaring Bridge
1x Hazoret's Monument
1x Herald's Horn
1x Honor-Worn Shaku
1x Phyrexian Altar
1x Aetherflux Reservoir
1x Door of Destinies
1x Gauntlet of Might
1x Batterskull
1x Gauntlet of Power
1x Mind's Eye
1x Vanquisher's Banner
1x Caged Sun
1x The Immortal Sun
1x Goblin Bombardment
1x Burning Vengeance
1x Vance's Blasting Cannons
1x Warstorm Surge
1x Vicious Shadows
INSTANT (3)
1x Commune with Lava
1x Starstorm
1x Chaos Warp
SORCERY (5)
1x Wheel of Fortune
1x Chain Reaction
1x Fiery Confluence
1x All is Dust
1x Blasphemous Act
PLANESWALKER (2)
1x Chandra, Flamecaller
1x Ugin, the Spirit Dragon
LAND (38)
1x Buried Ruin
1x High Market
1x Myriad Landscape
1x Nykthos, Shrine to Nyx
1x Path of Ancestry
1x Scavenger Grounds
1x Strip Mine
1x Tectonic Edge
1x Thawing Glaciers
1x Thespian's Stage
1x Valakut, the Molten Pinnacle
1x Winding Canyons
26x Mountain
5/10/18:
5/19/18:
5/29/18:
6/1/18:
6/17/18:
6/20/18:
1x Ugin, the Spirit Dragon
1x Smuggler's Copter
So I really like Blackblade Reforged, the main issue I have with it is it only works with my commander. If I was running more legendaries, I would consider it more, especially if I had more 4 mana legends. Otherwise, it seems like a spot that True Conviction does better. I will keep an eye on it, but I feel like Blackblade is better for mid range evasive voltron. I will keep an eye out for scenarios where it would be good however.
Helm of the Host just looks funny. Akroma party just sounds horrifying. That one is farther up on my list of I should try this. Its just pretty expensive. It would be amusing to me, to jam it on a Protector of the crown though.
Lyra Dawnbriger: Baneslayer Angel (minus the protection) that helps deal with clones. Sounds solid.
Out
Ranger of Eos: The 1 drops in the current build are strong enough on their own without the tool box. Ranger ends up feeling really clunky most of the time and doesn't threaten the board at all.
Overload is an alternative cost, the CMC of the card is still 2. Think about how cycling works. The card has another ability that lets you discard and draw. The CMC doesn't change because the ability costs mana. Which is why even though you can cast Cyclonic Rift for 7 mana, it's CMC is still 2.
Introduction
About the Author
My name is Donald, I am 25 years old, I live in South Dakota as a Computer Engineer. I started playing Magic when I was 15, but was addicted to World of Warcraft and didn't really start until College in 2011. I never got into Standard due to money and didn't get into Modern due to proximity to a store. When I found a group in college playing Commander however, it clicked. My current play group is roughly 8 players, who get together once a week and play for 4+ hours.
Disclaimer
My meta allows split color cards to be played in any deck where all aspects of the card can be paid for with basic lands.
Example:
Why play Rhonas the Indomitable
Pros:
Deck List
1x Rhonas the Indomitable
Creature (26)
1x Caustic Caterpillar
1x Ulvenwald Tracker
1x Scavenging Ooze
1x Courser of Kruphix
1x Eternal Witness
1x Selvala, Heart of the Wilds
1x Tireless Tracker
1x Wayward Swordtooth
1x Forgotten Ancient
1x Golden Guardian
1x Nylea, God of the Hunt
1x Oracle of Mul Daya
1x Solemn Simulacrum
1x Surrak, the Hunt Caller
1x Kalonian Hydra
1x Majestic Myriarch
1x Silklash Spider
1x Titania, Protector of Argoth
1x Wolfir Silverheart
1x Bane of Progress
1x Duplicant
1x Endbringer
1x Shefet Monitor
1x Ulvenwald Hydra
1x Woodland Bellower
1x Vorinclex, Voice of Hunger
1x Relic of Progenitus
1x Sol Ring
1x Oblivion Stone
1x Boompile
1x Batterskull
Enchantment (6)
1x Exploration
1x Sylvan Library
1x Cartouche of Strength
1x Greater Good
1x Lurking Predators
1x Sandwurm Convergence
Instant (9)
1x Berserk
1x Crop Rotation
1x Nature's Claim
1x Deglamer
1x Pounce
1x Beast Within
1x Chord of Calling
1x Hunter's Insight
1x Momentous Fall
Sorcery (14)
1x Green Sun's Zenith
1x Prey Upon
1x Explore
1x Sylvan Scrying
1x Cultivate
1x Kodama's Reach
1x Riding the Dilu Horse
1x Harmonize
1x Skyshroud Claim
1x Hunter's Prowess
1x Soul's Majesty
1x Traverse the Outlands
1x Rishkar's Expertise
1x Boundless Realms
1x Garruk, Primal Hunter
Land (38)
1x Blighted Woodland
1x Homeward Path
1x Inkmoth Nexus
1x Mosswort Bridge
1x Myriad Landscape
1x Nykthos, Shrine to Nyx
1x Scavenger Grounds
1x Strip Mine
1x Temple of the False God
1x Wasteland
28x Forest
Strategy
Opening Hands:
Piloting
Game Reports
TODO
Changelog
TODO
Card Explanations
TODO
Thanks!
Nahiri, the Lithomancer: Too reactive sadly. I need to be able to run at people and this tries to recover after we have been dealt with. Instead of pushing forward.
Knight-Captain of Eos: Same as Nahiri.
In
Dictate of Heliod: This makes Brimaz a 5/6 and his tokens 3/3's. By the time we would be able to flash it out, it would give a minimum of 6/6 power on board.
Angel of Invention: If we have enough bodies it gives me a decent creature with an anthem. If we are setting back up, if gives me a bunch of bodies with an anthem. Overall solid.
Court Street Denizen: Is just cute, it doesn't really do much on it's own.
Martyr's Cause: This is less impressive the more I thought about it, as I am not a dedicated token deck.
Reconnaissance: This was a cute add, but I realized it basically does nothing.
Fanatical Devotion: Same as Recon
Anointed Procession: Doesn't push the right part of the strategy. Tokens are just okay, I'd rather use them as value or chump blockers as I run at people
Rune-Tail, Kitsune Ascendant: Same as Recon
Hero of Bladehold: The deck has become less about tokens and more about running at people with Brimaz, while using the tokens to generate value.
In
Azor's Gateway: Mono white, needs as much positive value as possible. Filtering will help the deck to continue to progress. This card should be good at all stages of the game by making our hand better cheaply early, or filtering dead cards out of hand late game. If somehow, the card flips it should result in as much mana as I would ever need.
Konda's Banner: I was more scared to add this initially, but I think it is very strong, and pretty cool.
Expedition Map: Card advantage is nice
High Market: With the removal of some of our sac outlets, killing tokens with skullclamp might be hard. So adding a land sac to help.
Eldrazi Conscription: Brimaz needs a evasion and stats, this gives both.
Stonehewer Giant: I run a lot of equipment.
True Conviction: This card, is always amazing
Metallic Mimic doesn't generate a token off of Edgar Markov. Mimic's creature type is triggered on its ETB trigger so it misses Edgar's cast trigger. Mimic also requires to be played before other vampires. So drawing it after turn 2 means you lose a lot of it's power. I think these are the reasons it isn't in ISBPathfinder's list.
The flip side of the artifact is only amazing if you can use all of the mana, which isn't always possible. Overall, I like it and I think it will find a spot in a few decks. I kind of want to look at a Kumano, Master Yamabushi deck with it, as it would work very well with both sides.
What do you think of cards like Merciless Eviction and Leonin Relic-Warder?
Ohh jeeze, these are all really good suggestions. First off, I want to mention that these changes have all been added to the list. The reason these were excluded is due to the list initially being a soldier tribal that shifted to a token deck. When I didn't feel that these two strategies were good enough, I shifted to using the tokens to generate value while pumping with equipment/auras.
As such, the listed cards were more tenuous includes that I avoided. I removed some remnant cards that were remnants of the previous two strategies to include these. Overall, I expect these additions to make the deck a lot stronger.
In
Kjeldoran Outpost: Spits out chump blockers, helps rebuild. Solid addition
Oketra the True: Her negative is countered by my commander, she curves well, and she carries buffs like a champ
Legion's Landing: I should be able to flip this fairly easily at any point of the game, and it will spit out blockers for me fairly well.
Marshal's Anthem: 4 mana anthem with the option of returning creatures for 2 mana a pop. Sounds great.
Odric, Master Tactician: He is like a better anthem, because I can use him as removal or as a kill condition
Lightning Greaves: Attacking is important and since my commander generates tokens, I can move the greaves fairly easily if I need to buff him.
Out
Plains: Low enough mana curve to deal with removing some lands
Temple of the False God: Colored mana is more important, plus I run a low curve.
Dowsing Dagger: This seems like a short sighted attempt for value. As blockers will bother me in the future
Captain of the Watch: Not as good as I would hope as it is vulnerable to creature removal, which is fairly prevalent.
Mistveil Plains: I didn't see that this enters tapped
Wall of Omens: I am not really abusing it, nor do I need the extra defense.
I fully support Targeted Land Destruction (TLD), examples being Strip Mine, Stone Rain, etc.
I don't support Mass Land Destruction (MLD), examples being Ruination, Armageddon, etc.
Reasoning
As previously stated, there are busted lands that need to die (Gaia's Cradle, Cabal Coffers, etc.) which die to TLD. However, when you start pushing for MLD, you push the game out of casual and start approaching a meta focused around quick wins. MLD limits the amount of Commanders that you can play as you either need something you can play and then MLD, help you combo quickly, or helps you rebuild quickly.
MLD kills a lot of my desire to play Commander for myself, as I choose commanders that are cool and try to make a solid deck around them. I do believe that MLD would add a lot of strength to both Red and White (arguably Commanders worst mono colors). I just don't think MLD is a healthy place to push Commander as a default for the format. I think that Wizards of the Coast (WotC) should just add cards that push Red/White in a more healthy direction (these colors really, just need more net positive draw. Blue: Just has draw. Black: Draw for life. Green: Expensive power draw).
MLD is just as bad as Infinite Combo to me, because you can't nicely walk into a new meta of casual players and expect to not just slaughter them.
Example: Uril, the Miststalker + some cheap enchantment + one of the many mld. You basically just win.