I wanted a deck that could have all the cool intractions that most artifact based decks can't have due to color restrictions. The interaction of goblin welder and sharuum has a hard time happening. I'm looking for some of the best cards that interact with artifacts. Let's get brainstorming!
I dont remember where I originally heard about this but the basic premises is its normal commander but you pick one of the gods as your commander. However you get the corresponding weapon also in your command zone and your deck size is -1 for having the god weapon in your command zone. The weapon may be put the command zone under the same circumstances as the commander.
However it doesnt seem like the multicolor gods will be getting a weapon. Should they be allowed to play one of the weapons in their color? But the problem with that is it gives the multicolor decks even more of an advantage of being able to chose which weapon they get.
Moorland Haunt is also good for getting Child out from the GY to be cast again. You are playing stacks of lands so you should be able to afford to cast it(?) multiple times.
Can you put her back in the command zone when she gets exiled from yard? i thought it was a replacement effect from play to grave or exile.
I have always been intrigued by the decks that are meant to grind you to death just by playing a multitude of lands and eventually killing you with man lands. Playing something like this in EDH would be pretty rough considering there is little to no way to ensure that you can play a large amount of lands quickly. Originally I wanted to make it a 1v1 deck for my LGS's duel commander league. But then i started to thinking of how it would interact with each specific deck. Then I slowly started to realize there was to many aggro decks that could just kill me before i could ever be able to stabilize especially considering that key cards for the lands deck's stabilization like crucible of worldsand the tabernacle at pendrell vale are banned.
After careful deliberation i decided that the deck would need to be five colors. Considering that five color has the best commander for this kind of strategy. Child of alara, allows the deck to be able to get out of sticky situations when its paired with things like high market or miren, the moaning well.
The only downfall to this is that child has to go to the graveyard which makes it hard to abuse her. Normally unburial rites would be the best way to recur her. Sadly this card gets ten times worse because of the lack of creatures. Which has lead me to want to play a gifts ungiven/intuition reanimation package. To be for us that one of the best targets to reanimate is banned, so no griselbrand for us. However we do get elesh norn, grand cenobite which is amazing because it helps us win the constant stabilization war. And it doesnt feel bad to reanimate her when we already have pendrell vale in play. Other great reanimation targets for us are Iona, shield of emeria, Jin-Gitaxias, Core Augur, Novablast Wurm and Blazing Archon. And the best things about these is that there is nearly no way for these to hurt us with bribery effects especially since we can easily tutor for homeward path or Mystifying Maze. Besides not being able to attack one player or not being able to cast cards of a single color wouldnt really hurt us much. And we would much rather have someone novawurm blasting the field than other people progressing their board state. Especially since we can just continually maze it. So not only does the reanimation package give us a way to win but it also helps us stay alive.
If i decide i like the reanimation package ill maybe add more to it at a later date.
STABILIZE STABILIZE STABILIZE
The stabilization war is probably going to be the most important part of this deck. The good news is we have all five colors to do it! The best thing we have in our arsenal is honestly probably the combination of mazes and the pendrell vale, especially considering how easily accessible they are. Especially considering that we are going to be playing as many tutors as possible. Now i know some people like to play the the gentlemen rule of playing with as little of tutors as possible but i dont think we really have a choice with this one.
The next best way to stabilize is to continually wrath the board. Seems pretty obvious what cards we want to play and why. But for starters like i have already talked about, we have Child of Alara sadly she kills all of our utility enchantments. Next on the list we have oblivion stone and nevinyrral's disk which are both reusable with academy ruins. Next on the list we have Wrath of god, all is dust, terminus, rout, and supreme verdict.
The next most important thing is to generate overwhelming card advantage. There's more ways of doing this than what i originally had thought there would be. Especially considering lands have a CMC of zero -- To start off we have Dark confidant and ad nauseam. Dear lordy, can you imagine?! Ad nauseam could easily draw us over 10 cards for little to no life. I actually get to live in magical christmas land when i play that card in this deck! More good ways to generate insane amounts of advantage is cards like mulch, life from the loam,Treasure Hunt, sphinx's revelationand seer's sundail (i knew that this card would eventually be good somehow.) I am also on the fence about Genesis Wave.
There are plenty of other ways to grind massive amounts of value with cards like raven's crime and Worm Harvest. Forbid could also prove to be very powerful once you have started to gain control of the game.
Winning is where it gets tricky. We dont have many options. Yeah we will win plenty of games off the backs of man lands and child. But there are very few cards in this deck that actually can usually win us a game when they resolve. The best three ways i can think of is avenger of zendikar, maze's end and the dreaded inkmoth nexus/Kessig Wolf Run. These cards are all deadly. Especially when paired with forbid. I'm not sure how powerful Seismic Assault is in this deck, however it could prove to be a very powerful tool as removal and a powerful finisher. It does however, seem to interact with a lot of other cards in the deck.
Anyways I havent put this deck into actual testing yet, however it is an interesting deck building exercise... that i am interested in building someday. Im just unsure of how easy it will be to pull off. Let me know what you guys think or what kind of packages are worth playing.
Am i the only person that thinks this card is completely overrated?
Dont get me wrong the protection from a player is extremely strong and isn't something to be ignored and it will change legacy forever. Well as long as it doesnt get banned, even though i dont think it deserves the ban hammer. There are so many cards that kill this that are good against many other cards anyways. All of the -x/-x effects not only kill this but they can be very good against mother, bob, goyfvgoyf, goblins, strix, lingeringsouls tokens and much much more. Its not really a hindrance to be playing most of these cards, especially since hardly any of these cards actually hinder their respective decks game plans.
And in my opinion its to slow and clunky for the delver decks, thats just me tho.
Hey guys this is my first real post on the salvation forums so bear with me on this post! Side note im not an english major and i have terrible terrible grammar and punctuation.
My local game store is going to be starting a 1v1 edh league on thursdays and i love me some edh so the second i found out about this i started trying to figure out what i wanted to play. My only real experience with 1v1 edh was our commanders arsenal event that our store had a while back which i ended up chopping the prizes with a friend of mine(i played ub sygg), but i am fairly educated how the format plays out. When i was picking my general this time around i knew i wanted to be playing blue or black, reasons being discard like Thoughtseize and Duress seemed to be some of the most powerful cards when i was playing sygg, also the tempo that blue offers is just too hard to pass up. How ever i did not like that sygg was overly creature based so i wanted to try and get away from that.
So i started looking into Wydwen, the Biting Gale decks. And while i loved this style of deck i felt like a resolved Xantid Swarm could very easily be the end of me! And I just didnt like the sweepers that the deck had to offer and i still wanted to play control, so i decided that Thraximundar was the general for me!
However it doesnt seem like the multicolor gods will be getting a weapon. Should they be allowed to play one of the weapons in their color? But the problem with that is it gives the multicolor decks even more of an advantage of being able to chose which weapon they get.
Any ideas for this format?
Can you put her back in the command zone when she gets exiled from yard? i thought it was a replacement effect from play to grave or exile.
you should do that then get back to me i would really appreciate that!
I know, i was just mentioning that was the reason i wouldnt play it in 1v1 and only in multiplayer.
What are some cards he uses?
Ooooo! Spicy meatball!
Its only banned in 1v1, and it slows some decks down too much and some zoo/elf/token based decks simply cant beat it.
After careful deliberation i decided that the deck would need to be five colors. Considering that five color has the best commander for this kind of strategy. Child of alara, allows the deck to be able to get out of sticky situations when its paired with things like high market or miren, the moaning well.
The only downfall to this is that child has to go to the graveyard which makes it hard to abuse her. Normally unburial rites would be the best way to recur her. Sadly this card gets ten times worse because of the lack of creatures. Which has lead me to want to play a gifts ungiven/intuition reanimation package. To be for us that one of the best targets to reanimate is banned, so no griselbrand for us. However we do get elesh norn, grand cenobite which is amazing because it helps us win the constant stabilization war. And it doesnt feel bad to reanimate her when we already have pendrell vale in play. Other great reanimation targets for us are Iona, shield of emeria, Jin-Gitaxias, Core Augur, Novablast Wurm and Blazing Archon. And the best things about these is that there is nearly no way for these to hurt us with bribery effects especially since we can easily tutor for homeward path or Mystifying Maze. Besides not being able to attack one player or not being able to cast cards of a single color wouldnt really hurt us much. And we would much rather have someone novawurm blasting the field than other people progressing their board state. Especially since we can just continually maze it. So not only does the reanimation package give us a way to win but it also helps us stay alive.
1 Gifts ungiven
1 intuition
1 unburial rites
1 necromancy
1 sun titan
1 blazing archon
1 elesh norn, grand cenobite
1 Jin-Gitaxias, Core Augur
1 avenger of zendikar
If i decide i like the reanimation package ill maybe add more to it at a later date.
STABILIZE STABILIZE STABILIZE
The stabilization war is probably going to be the most important part of this deck. The good news is we have all five colors to do it! The best thing we have in our arsenal is honestly probably the combination of mazes and the pendrell vale, especially considering how easily accessible they are. Especially considering that we are going to be playing as many tutors as possible. Now i know some people like to play the the gentlemen rule of playing with as little of tutors as possible but i dont think we really have a choice with this one.
The next best way to stabilize is to continually wrath the board. Seems pretty obvious what cards we want to play and why. But for starters like i have already talked about, we have Child of Alara sadly she kills all of our utility enchantments. Next on the list we have oblivion stone and nevinyrral's disk which are both reusable with academy ruins. Next on the list we have Wrath of god, all is dust, terminus, rout, and supreme verdict.
Other interesting ways to stabilize is with constant mists when its paired with either life from the loam or crucible of worlds. Another good way is with manabond and upheaval. Especially when paired with Jin-Gitaxias, Core Augur or sire of insanity. It gets even better when we have land destruction back up for their Reliquary Tower.
The next most important thing is to generate overwhelming card advantage. There's more ways of doing this than what i originally had thought there would be. Especially considering lands have a CMC of zero -- To start off we have Dark confidant and ad nauseam. Dear lordy, can you imagine?! Ad nauseam could easily draw us over 10 cards for little to no life. I actually get to live in magical christmas land when i play that card in this deck! More good ways to generate insane amounts of advantage is cards like mulch, life from the loam,Treasure Hunt, sphinx's revelationand seer's sundail (i knew that this card would eventually be good somehow.) I am also on the fence about Genesis Wave.
There are plenty of other ways to grind massive amounts of value with cards like raven's crime and Worm Harvest. Forbid could also prove to be very powerful once you have started to gain control of the game.
Winning is where it gets tricky. We dont have many options. Yeah we will win plenty of games off the backs of man lands and child. But there are very few cards in this deck that actually can usually win us a game when they resolve. The best three ways i can think of is avenger of zendikar, maze's end and the dreaded inkmoth nexus/Kessig Wolf Run. These cards are all deadly. Especially when paired with forbid. I'm not sure how powerful Seismic Assault is in this deck, however it could prove to be a very powerful tool as removal and a powerful finisher. It does however, seem to interact with a lot of other cards in the deck.
Anyways I havent put this deck into actual testing yet, however it is an interesting deck building exercise... that i am interested in building someday. Im just unsure of how easy it will be to pull off. Let me know what you guys think or what kind of packages are worth playing.
Dont get me wrong the protection from a player is extremely strong and isn't something to be ignored and it will change legacy forever. Well as long as it doesnt get banned, even though i dont think it deserves the ban hammer. There are so many cards that kill this that are good against many other cards anyways. All of the -x/-x effects not only kill this but they can be very good against mother, bob, goyfvgoyf, goblins, strix, lingeringsouls tokens and much much more. Its not really a hindrance to be playing most of these cards, especially since hardly any of these cards actually hinder their respective decks game plans.
And in my opinion its to slow and clunky for the delver decks, thats just me tho.
I think ill probably change it to key rune here soon.
My local game store is going to be starting a 1v1 edh league on thursdays and i love me some edh so the second i found out about this i started trying to figure out what i wanted to play. My only real experience with 1v1 edh was our commanders arsenal event that our store had a while back which i ended up chopping the prizes with a friend of mine(i played ub sygg), but i am fairly educated how the format plays out. When i was picking my general this time around i knew i wanted to be playing blue or black, reasons being discard like Thoughtseize and Duress seemed to be some of the most powerful cards when i was playing sygg, also the tempo that blue offers is just too hard to pass up. How ever i did not like that sygg was overly creature based so i wanted to try and get away from that.
So i started looking into Wydwen, the Biting Gale decks. And while i loved this style of deck i felt like a resolved Xantid Swarm could very easily be the end of me! And I just didnt like the sweepers that the deck had to offer and i still wanted to play control, so i decided that Thraximundar was the general for me!
Lets get into my starting list!
1 Thraximundar
Card Selection
1 Thoughtseize
1 Inquisition of Kozilek
1 Duress
1 Hymn To Tourach
1 Sleight of Hand
1 serum Visions
1 Preordain
1 Ponder
1 Brainstorm
1 Impulse
1 Forbidden Alchemy
1 Night's Whisper
1 Sign in Blood
1 Think Twice
1 Ancestral Vision
1 Phyrexian Arena
1 Mystical Teachings
1 Fact or Fiction
Counterspells
1 Remand
1 Memory Lapse
1 Condescend
1 Mana Leak
1 Miscalculation
1 Counterspell
1 Cryptic Command
Spot Removal
1 Doom Blade
1 Go for the Throat
1 Terminate
1 Ghastly Demise (pet card)
1 Hero's Downfall
1 Snuff Out
1 Dismember
1 Far/Away
1 Innocent Blood (another pet card)
1 Mizzium Mortars
1 Fire/Ice
1 Electrolyze
1 Pyroclasm
1 Volcanic Fallout
1 Anger of the Gods
1 Rolling Earthquake
1 Damnation
1 Black Sun's Zenith
1 Engineered Explosives (i have a foil/trinket mage target)
Utility
1 Grim Lavamancer
1 Snapcaster Mage
1 Isochron Scepter (13 "real" targets)
1 Vedalken Shackles (I dont think some decks can beat this card?)
1 Nihil Spellbomb
1 Crosis's Charm (i'd feel bad for playing a shatter effect over this)
1 Izzet Charm
1 Dimir Charm
1 Demonic Tutor
1 Trinket Mage
1 Expedition Map (cavern of souls #2)
IMO too good not to be playing
1 Liliana of the Veil
1 Tamiyo, the Moon Sage
1 Jace, the Mind Sculptor
Mana
1 Mind Stone
1 Grim Monolith
1 Izzet Signet (maybe should be cluestone?)
1 Dimir Signet (maybe should be cluestone?)
1 Rakdos Signet (maybe should be keyrune??)
1 Polluted Delta
1 Scalding Tarn
1 Bloodstained Mire
1 Marsh Flats
1 Arid Mesa
1 Misty Rainforest
1 Wooded Foothills
1 Underground Sea
1 Badlands
1 Volcanic Island
1 Blood Crypt
1 Watery Grave
1 Steam Vents
1 Drowned Catacomb
1 Dragonskull Summit
1 Sulfur Falls
1 Darkslick Shores
1 Blackcleave Cliffs
1 Underground River
1 Temple of Deceit (prolly not worth playing since i have so much filter already)
1 Creeping Tar Pit
1 crumbling Necropolis
1 Command Tower
1 Cavern of Souls
1 Seat of the Synod (trinket mage trgt)
1 Bojuka Bog
1 Shiza, Death's Storehouse
1 Urborg, Tomb of Yawgmoth
1 Desolate Lighthouse
1 Wasteland
1 Tectonic Edge
2 Mountain
1 Swamp
2 Island
Let me know what you guys think