The deck has more mana acceleration, more card draw, better tutoring, optimized control options and several ways to plunk in a win.
A bit heavy on the mana-accel, but in my meta, that is kind of essential to keep up.
It works like charm now and can be surprisingly powerful in the late game, while it is quite resistant to graveyard removal and flexible enough to adapt to many different situations.
And because it is less focused on comboing out, it appears to be less powerful than it can be.
[3 copycat spells] 1 Clever Impersonator [Copy nonland permanent & combos with Reveillark] 1 Rite of Replication [Copy creature or do it 5 times, nasty with Grey Merchant of Asphodel] 1 Body Double [Copy creature in a graveyard & combos with Reveillark]
[7 copycat spells] 1 Praetor's Grasp [Hijack and nullify their best card] 1 Dimir Doppelganger [Exile and copy threat in graveyard, recurse and copy Child, beat stick] 1 Clone [Best creature or boom Child, beat stick] (Needs to be Clever Impersonator) 1 Necrotic Ooze [Activated abilities in graveyards, beat stick] 1 Evil Twin [Best creature or boom Child, beat stick] 1 Body Double [The best creature in a graveyard, beat stick] 1 Supplant Form [Best creature and bounce it or reuse Child, beat stick]
[7 mass removal spells] 1 Curse of the Swine [Targeted multiple creature exile] 1 False Prophet [Exile creatures] 1 Devastation Tide [Bounce nonland permanents] (No Cyclonic Rift though, I do want to mass bounce my nonland permanents as well.) 1 Terminus [Tuck creatures] 1 Planar Cleansing [Destroy nonland permanents] 1 Merciless Eviction [Exile all of the chosen type] 1 Decree of Pain [Destroy creatures, card draw, cycle for a bit of fun]
The deck centers more around drawing cards, ramping up, doing synergistic shenanigans while occasionally clearing the board with Child of Alara and the included mass-removal spells and gaining some life until there is good and sufficient opportunity to combo out when the game is at its end stages.
This deck is much more consistent, has more pragmatic versatility and durdles less than the first version.
Some changes will be made over time, but this deck is great as it is now.
Churning out huge creatures and turning them sideways ain't my shtick, blue-based counter-control doesn't really make me happy, putting down locks was never meant for me, racing for nasty combos was fun while it was new, doing themes doesn't do it for me, the quirky stuff many claim is interesting fun is in my eyes just meh and i don't adhere to much flavour anyways.
I've always had a preference for 4 - 5 color decks with a Gift Rocks style since 2005 when i piloted one in a local Type 2 tournament. I just like playing with cheap and expensive replaceable creatures, good effects and some good spot and mass removal and a few infinites to finish up the game when needed.
In the past i did make GWB, GUB and 5 color green commander decks and they failed in their actual design phase. Don't misunderstand me, they were quite potent, even too potent decks, and i played with them as well. But the decks were too combo oriented and they relied on reaching the win too fast instead of enjoying the game and interacting more. The cards were too much tutors and too much good stuff that didn't work together other than being good cards. The basic premise, outset and goal of the decks was to combo out and win, which reflected in the choice of cards and also influenced the lack of finesse in card interactions and synergies.
Other players didn't really like playing against me with my decks, often gunning for me from the start and i eventually took a break from MTG and Commander as well.
After a pause of nearly a year, i have designed a new version of a 5 color gifts rock sytle deck after sudden inspiration and refining it several times. Synergy, mana curve, the deck being budget and a flexibly adaptive yet moderately powerful play experience were sought after and found in the following deck:
[8 Copycatting and hostile takeover spells] 1 Praetor's Grasp [Hijack their best card] 1 Phyrexian Metamorph [The best creature or artifact on the board] 1 Evil Twin [The best creature on board and maybe destroy it] 1 Rite of Replication [1 or 5 creature copies, potential win con] 1 Necrotic Ooze [Activated abilities of dead critters] 1 Body Double [The best creature in a graveyard] 1 Rise from the Grave [The best creature in a graveyard] 1 Insurrection [Hire all armies and swing with them, win con]
[9 Recursion and reuse spells] 1 Elixir of Immortality [Graveyard into library] 1 Tortured Existence [Exchange creatures from hand for better ones in graveyard] 1 Mistmeadow Witch [Delayed creature blink] 1 Riftsweeper [Exile into library] 1 Regrowth/Recollect [1 card from graveyard into hand] 1 Eternal Witness [1 card from graveyard into hand] 1 Loaming Shaman [Cards from a graveyard into library] 1 Dust Elemental [Reuse creatures, beat shtick] 1 Reveillark [Up two max 2 power creatures in graveyard to battlefield] (Use with Body Double and sac outlet for Reveillark combo]
[1 Good equipment] 1 Swiftfoot Boots [Hexproof better than shroud here]
As can be seen, each and every card does something significant and synergizes well with many others. 40 lands looks quite much, but with the lack of strong mana/land acceleration and more focus on utility with creatures, 40 land is about the right number.
Furthermore, the land base is budget minded and from land drop three forward, between 22 to 24 of the 40 lands can generate or get lands that generate an needed color of mana, meaning that any further color fixing is not that imminently needed, though some is added, to counteract randomness. It should be noted that while a significant amount of lands enter the battlefield tapped, thus slowing the overall speed of the deck, this land base's color fixing capabilities are only slightly lower than a land base using 10 fetchlands, 10 original duals, 10 ravduals, 8 five color producing lands and 2 colorless producing lands, which would result in about 26 lands being able to generate or fetch lands able to generate a color needed by turn 3 and onward. Thus I have proven that a budget mana base is capable of sufficiently sustaining a 5 color deck with different color requirements. Which means that no budget player, except those wanting to play ultrafast sliver, have any reason to complain about the supposed better color-fixing of an expensive land-base. The way to cheap 5 color hath been shown, now utilize it.
Next is that the deck's mana curve is ultimately Sligh-styled, in such curving out at 8 mana. One of the reasons is the often occurring problem of having spells, but not being able to cast them because of lack of land. A related reason is the mana demand of activated abilities that some permanents have and extra costs for spells in order to make them more effective. Great care is taken to use low mana cost creatures that chump block most nonflying, nontrample creatures; an idea taken from playing many 60 card multiplayer games with only 20 life. Thing is that having a creature to block early on deters early attacks and thus increases one's survival chances.
A great deal of care is also dedicated to balance the power of the deck in such a way that it can both play proactive and reactive, both aggressive and defensive roles if necessary. In such, creatures and spells with significant power are chosen that underperform compared to stars like Consecrated Sphinx, Primeval Titan, Vorinclex Tooth and Nail, Survival of the Fittest, etc., yet on their own can more than stand their ground and even win games. The inclusion of a few cumbersome game-winning combos that best win within one's own turn and the relatively small amount of tutors is part of this philosophy.
Part of this philosophy is the inclusion of creatures and spells that utilize the resources of other players against them and in such add the strengths of other players, while to some extent avoiding their weaknesses. In such even win conditions of other players can be utlized through Praetor's Grasp and the various other cards that loan from the opponents.
Furthermore the deck has some vulnerability with such a land base of 10 basic lands, only 25 % of the total land count, in such making it vulnerable to nonbasic land hate and the delay in operation stemming from lands coming into play tapped can significantly hinder the deck as well. Yet the land base is a strength as wel, as it only has a few lands valuable enough to be targeted by destruction effects and in a playing filed that harbours many lands under the control of other players that do have more special functions and effects, the is often not much incentive for opponents to target the lands that the player controls.
A good strength of this deck is the varied palette of removal employable in different ways, handy to be used as a reset button for the board of necessary and also as a great bargaining tool for those moments when certain opponents would benefit from your removal and you could offer them help in return for a favour for you or just for (the impression of) being a nice guy.
Aand advantage and simultaneous disadvantage of this deck is it's (ab)use of subtle and more straightforward synergy, as not all players will be able to grasp the full potential of this deck and use it to the fullest and even seasoned and expert players will make many,many mistakes, including yours truly. Still this is a deck for anyone willing to play it, it has a basic and straightforward power, which increases with longer and longer play, making playing this deck (very) rewarding. Furthermore, while the basic operation of this in a x-way mirror match is somewhat narrow, due to the dependence on others to fuel some creatures and spells, players with different decks will add to the complexity, variability and play experience of the deck, making this an interesting deck for players who want different game experiences while not changing their decks all to often.
It is my conclusion that this is one of the more flexible nonlinear decks, that while harboring come infinite combos, doesn't depend on them that much to finish the game and is supposed to use them to either close off a long and boring game or to try to eek out a win when ganged upon. It has something for beginning to expert players and while flexible and adaptive is relatively powerful, yet not so powerful to attract too much attention. It also harbours enough variability in itself and uses other deck to add more variability to itself. Ultimately the player decides how to play it and playing in such a way as to accommodate to other player's play styles and preferences is possible. And as a juicy added bonus the deck is budget minded with a land base that should be usable in most other 5 color Commander decks.
I hope you have enjoyed the deck list and the explanation.
Any feedback, tips and criticism is welcome.
Stuff happens, i currently keep my cards away from my mug.
Had several incidents involving a mug of water or an open beer can, cards on my glass table and an arm that seems to move on its own.
The most nasty one was when i had decks in deckboxes in my backpack and cans of beer and cans of energy drink, i still call it the "Beer Incident".
It's horrible at the moment and afterwards cards get bent, but after some time you'll laugh about it, like i do.
RP is a really great card, i somehow traded one.
I know its potential and use the one i have.
Still i like TE as much, if not more.
Reasons?
Cheapness, able to get basics and good fixer.
Yes, the basic comes into play tapped, but in what i play that's not really a problem.
If you play casual or budget, then TE a good and cheap alternative.
Nice idea DragonoidUcarn, yet it's vulnerable due to the average high casting cost of your spells.
That makes it easy for all kinds of faster decks to kill you off in a jiffy when playing casual.
I'm currently trying to acquire 3 additional Conflux for the following deck:
It has weenie removal, good disruption and is reasonably fast.
Yes, a strong control deck should be able to defeat it, but hey, every deck has its weaknesses.
As a casual/multiplayer deck it's quite nice so i say.
when i play either at a FNM, MWS, or casual with my friends i usually listen to vocal trance or Jtrance. but thats just me trance helps me calm down, but people say im weird anyways.
I'm even weirder.
While not listening to any music while playing outside of my own house, i do listen to trance or watch anime while building decks or play-testing.
There are several stores i know of in Tokyo where they sell singles for reasonable prices.
There are four in Akihabara, one is Gamers, which is at the south-west side of the station.
Another is a Yellow Submarine in the building which also houses K-Books, the building faces Gamers.
Yet another is Future Bee, which is on the south side of the block where the arcade center Club Sega is in. [You can reach it by passing Gamers to the west, then by crossing the street under the railroad bridge, where you pass south of Club Sega.]
The fourth is in at the west side of the road where Club Sega is, but some 200 to 300 yards north of it, yet another Yellow Submarine.
In Shinjuku there are two Yellow Submarines, one is south of the glitzy district in the east of the station and one is west of the station in the more atmospheric entertainment and restaurant district.
Best to get a map of those in another Yellow Submarine and then to try to locate them.
In Ikebukuro there are 3 shops in the shopping district between the station and Sunshine 60, of which one is simple to find, it is called Ignis and its outdoors signs have a green-haired bespectacled girl on it drawn in a manga-style.
Here's a picture of it, taken by me:
You'll have to find the other two by yourself, but considering their nearness and the smallness of the district, it'll be done in a jiffy.
Otherwise ask around in Ignis.
And in Nakano you can find one store in the middle of Nakano Broadway on the ground floor.
I'm a fundamental christian who play MtG.
I've had two times i quit the game.
First time was in the beginning of 1996, when i had traded cards of a friend of mine, my parents told me to give him all of our cards and a pastor told me to stop playing magic because it was occult.
Which i did.
In 2005 i picked up the game again.
In 2006 i ripped apart all of my rares and threw all my cards away, after having a fellow christian tell me about these cards being a contract with demonic forces[he was a former pagan].
In 2007 i started yet again and slowly realized that:
1. Magic cards are just that, cards.
2. The occult/demonic flavour of many cards is not associated with real occultism and demons.
3. The magic in the game and the whole fantasy scenario are not just fake, they're totally fictional and do not apply to the real world. [You'd be better and richer off reading real occultic books.]
4. WotC/Hasbro mostly care about cash, hence the changes in the past and present.
5. In the core magic is more of a game about all kinds of mechanics, strategies and tactics, that it is about the flavour.
6. The biggest dangers is that of addiction, the same applies to most other pastimes as well.
Summed up, magic is as innocent or dastardly as World of Warcraft.
Just be careful not to spend too much time and cash on it, cause it's expensive and consumes vast amounts of time if you want to.
And with regards to fundamental christians that do hate MtG, tell them next time that there are other, more urgent matters than some fantasy card game.
The same people who quit because uberboys are "pwning" them, probably destroyed the uberboys when they were noobs. The difference is, uberboys built better decks while the people who quit still play the same old crap.
The uberboys talked about are jerks, not just any uberboys.
Let's call them uberjerks then, for simplicity, convenience and clarity as whom we mean.
How do you handle uberjerks then?
Beating them, ok, but how to get players back that left because of the uberjerks?
I'm lucky that my local competitive area has real competitive players who are nice, so nu uberboys or uberjerks, just many pro players who help other people out and some less successful players grumbling over losses.
1 Child of Alara
[40 lands]
1 Command Tower
1 City of Brass
1 Forbidden Orchard
1 Mirrodin's Core
1 Rupture Spire
1 Transguild Promenade
1 Vivid Grove
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Crag
1 Evolving Wilds
1 Terramorphic Expanse
1 Arcane Sanctum
1 Crumbling Necropolis
1 Frontier Bivouac
1 Jungle Shrine
1 Mystic Monastery
1 Opulent Palace
1 Sandsteppe Citadel
1 Savage Lands
1 Nomad Outpost
1 Flooded Strand
1 Breeding Pool
1 Canopy Vista
2 Forest
2 Plains
2 Island
1 Bojuka Bog
2 Swamp
1 Mountain
1 Alchemist's Refuge
1 Kessig Wolf Run
1 Grim Backwoods
1 Reliquary Tower
1 Sunhome, Fortress of the Legion
1 Viscera Seer
1 Fauna Shaman
1 Sakura-Tribe Elder
1 Zulaport Cutthroat
1 Vexing Shusher
1 Eternal Witness
1 Farhaven Elf
1 Loaming Shaman
1 Reclamation Sage
1 Sea Gate Oracle
1 Trinket Mage
1 Cadaver Imp
1 Nighthowler
1 Etched Oracle
1 Solemn Simulacrum
1 Clever Impersonator
1 Dimir House Guard
1 Disciple of Bolas
1 Mystic Snake
1 Flame-Kin Zealot
1 Acidic Slime
1 Reveillark
1 Body Double
1 Mulldrifter
1 Kagemaro, First to Suffer
1 Sidisi, Undead Vizier
1 Xenagos, God of Revels
1 Warden of the Eye
1 Duplicant
1 Baloth Null
1 Hornet Queen
1 Nihil Spellbomb
1 Skullclamp
1 Sol Ring
1 Wayfarer's Bauble
1 Farseek
1 Life's Legacy
1 Altar's Reap
1 Diabolic Intent
1 Commander's Sphere
1 Darksteel Ingot
1 Primal Growth
1 Hedron Archive
1 Explosive Vegetation
1 Momentous Fall
1 Reap and Sow
1 Foresee
1 Diabolic Tutor
1 Utter End
1 Supreme Verdict
1 Devastation Tide
1 Jace's Ingenuity
1 Bring to Light
1 Urban Evolution
1 Akroma's Vengeance
1 Planar Cleansing
1 Merciless Eviction
1 Praetor's Counsel
The deck has more mana acceleration, more card draw, better tutoring, optimized control options and several ways to plunk in a win.
A bit heavy on the mana-accel, but in my meta, that is kind of essential to keep up.
A 4/4 for 4 if you have the right colors of mana and then you can spend 1 little mana more to net you 3 cards.
A tad expensive, but not as expensive as Fauna Shaman.
But otherwise a terrific choice, can deal good damage, has evasion and is reasonably costed.
Thanks for the tip, I'll be on the lookout for that.
1 Child of Alara
[39 lands]
1 Exotic Orchard
1 Forbidden Orchard
1 Mirrodin's Core
1 Rupture Spire
1 Transguild Promenade
1 Vivid Grove
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Crag
1 Evolving Wilds
1 Terramorphic Expanse
1 Arcane Sanctum
1 Crumbling Necropolis
1 Frontier Bivouac
1 Jungle Shrine
1 Mystic Monastery
1 Opulent Palace
1 Sandsteppe Citadel
1 Savage Lands
1 Blossoming Sands
1 Elfhame Palace
1 Thornwood Falls
2 Forest
1 Plains
1 Snow-Covered Plains
3 Island
1 Bojuka Bog
2 Swamp
1 Mountain
1 Alchemist's Refuge
1 Kessig Wolf Run
1 Grim Backwoods
1 Reliquary Tower
1 Sunhome, Fortress of the Legion
1 Viscera Seer
1 Elvish Visionary
1 Fauna Shaman
1 Riftsweeper
1 Sakura-Tribe Elder
1 Viridian Emissary
1 Omenspeaker
1 Palace Familiar
1 Surveilling Sprite
1 Bloodthrone Vampire
1 Zulaport Cutthroat
1 Dimir Infiltrator
1 Farhaven Elf
1 Loaming Shaman
1 Eternal Witness
1 Trinket Mage
1 Grim Haruspex
1 Nighthowler
1 Solemn Simulacrum
1 False Prophet
1 Clever Impersonator
1 Dimir House Guard
1 Disciple of Bolas
1 Entomber Exarch
1 Smothering Abomination
1 Acidic Slime
1 Reveillark
1 Body Double
1 Kagemaro, First to Suffer
1 Phyrexian Plaguelord
1 Sidisi, Undead Vizier
1 Prophet of Kruphix
1 Xenagos, God of Revels
1 Warden of the Eye
1 Destructor Dragon
1 Netherborn Phalanx
1 Nihil Spellbomb
1 Skullclamp
1 Sol Ring
1 Brainstorm
1 Phyrexian Reclamation
1 Tortured Existence
1 Vampiric Rites
1 Life's Legacy
1 Rally the Ancestors
1 Telling Time
1 Curse of the Swine
1 Altar's Reap
1 Death Denied
1 Primal Growth
1 Momentous Fall
1 Faith's Reward
1 Jarad's Orders
1 Supreme Verdict
1 Rout
1 Dictate of Erebos
1 Akroma's Vengeance
1 Planar Cleansing
1 Merciless Eviction
1 Praetor's Counsel
It works like charm now and can be surprisingly powerful in the late game, while it is quite resistant to graveyard removal and flexible enough to adapt to many different situations.
And because it is less focused on comboing out, it appears to be less powerful than it can be.
1 Child of Alara [Destroy nonlands, beat stick]
[39 lands]
1 Command Tower
1 Forbidden Orchard
1 Mirrodin's Core
1 Vivid Grove
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Crag
1 Rupture Spire
1 Transguild Promenade
1 Terramorphic Expanse
1 Evolving Wilds
1 Exotic Orchard
1 Arcane Sanctum
1 Sandsteppe Citadel
1 Mystic Monastery
1 Opulent Palace
1 Crumbling Necropolis
1 Savage Lands
1 Jungle Shrine
1 Bant Panorama
1 Elfhame Palace
2 Plains
4 Island
2 Swamp
1 Bojuka Bog [Graveyard removal]
1 Mountain
4 Forest
1 Volrath's Stronghold [Creature recursion]
1 Grim Backwoods [Sac outlet & card draw]
1 Reliquary Tower [Infinite handzise]
1 Sakura-Tribe Elder [Land ramp]
1 Commander's Sphere [Artifact ramp & card draw]
1 Primal Growth [Land ramp & sac outlet]
1 Farhaven Elf [Land ramp]
1 Yavimaya Elder [Land search & card draw]
1 Solemn Simulacrum [Land ramp & card draw]
1 Krosan Tusker [Land search, card draw, beat stick]
[13 card advantage spells]
1 Skullclamp [Card draw]
1 Nihil Spellbomb [Card draw & graveyard removal]
1 Elvish Visionary [Card draw]
1 Palace Familiar [Card draw]
1 Surveilling Sprite [Card draw]
1 Impulse [Card selection]
1 Telling Time [Card Selection]
1 Altar's Reap [Card draw & sac outlet]
1 Grim Haruspex [Card draw]
1 Etched Oracle [Card draw]
1 Momentous Fall [Card draw, sac outlet, life gain]
1 Disciple of Bolas [Card draw, sac outlet, life gain]
1 Mulldrifter [Card draw]
[7 tutors]
1 Fauna Shaman [Creature tutor]
1 Trinket Mage [0-1 CMC artifact tutor]
1 Dimir House Guard [4 CMC tutor & sac outlet]
1 Diabolic Tutor [Tutor]
1 Jarad's Orders [Creature tutor]
1 Sidisi, Undead Vizier [Tutor & sac outlet]
1 Increasing Ambitions [Tutor]
[10 recursion spells]
1 Elixir of Immortality [Graveyard into library]
1 Riftsweeper [Get good spells back from exile]
1 Death Denied [Creatures back in hand]
1 Loaming Shaman [Graveyard into library]
1 Eternal Witness [Card into hand]
1 Temur Sabertooth [Bounce your creature]
1 Archaeomancer [Instant or sorcery into hand]
1 Entomber Exarch [Creature back in hand, discard noncreature card]
1 Reveillark [Combos well with Clever Impersonator & Body Double]
1 Havengul Lich [Play creatures in graveyards]
1 Clever Impersonator [Copy nonland permanent & combos with Reveillark]
1 Rite of Replication [Copy creature or do it 5 times, nasty with Grey Merchant of Asphodel]
1 Body Double [Copy creature in a graveyard & combos with Reveillark]
[3 creature sac outlets]
1 Viscera Seer [Scries]
1 Bloodthrone Vampire [Pumps iron]
1 Dross Hopper [Flies]
[9 Utility creature spells]
1 Nighthowler [Big beatstick]
1 Undergrowth Scavenger [Big beatstick]
1 Wickerbough Elder [Destroy artifact or enchantment] (A metagame choice)
1 Wonder [Your creatures fly]
1 Gray Merchant of Asphodel [Life drain, Reveillark combo target, Rite of Replication target]
1 Prophet of Kruphix [Untap creatures and lands, flash creatures]
1 Lord of Extinction [Big beatstick]
1 Xenagos, God of Revels [Double P/T & haste for a creature]
1 Surrak Dragonclaw [Uncounterable trampling creatures]
[8 mass removal spells]
1 False Prophet [Exile creatures]
1 Supreme Verdict [Uncounterable destroy creatures]
1 Rout [Flashable destroy creatures]
1 Devastation Tide [Bounce nonland permanents]
1 Kagemaro, First to Suffer [-X/-X for all creatures]
1 Planar Cleansing [Destroy nonland permanents]
1 Merciless Eviction [Exile all of chosen type]
1 Decree of Pain [Destroy creatures, card draw, cycle for a bit of fun]
1 Child of Alara [Destroy nonlands, beat stick]
[39 lands]
1 Command Tower
1 Forbidden Orchard
1 Mirrodin's Core
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Grove
1 Rupture Spire
1 Transguild Promenade
1 Terramorphic Expanse
1 Evolving Wilds
1 Thespian's Stage [Copy best land]
1 Exotic Orchard
1 Shimmering Grotto
1 Seaside Citadel
1 Arcane Sanctum
1 Sandsteppe Citadel
1 Mystic Monestary
1 Nomad Outpost
1 Opulent Palace
1 Crumbling Necropolis
1 Frontier Bivouac
1 Savage Lands
2 Plains
3 Island
3 Swamp
1 Bojuka Bog [Graveyard removal]
1 Mountain
6 Forest
1 Sakura-Tribe Elder [Land ramp]
1 Viridian Emissary [Land ramp]
1 Darksteel Ingot [Artifact ramp]
1 Burnished Heart [Land ramp]
1 Farhaven Elf [Land ramp]
1 Solemn Simulacrum [Land ramp, card draw]
[15 card advantage spells]
1 Skullclamp [Card draw]
1 Nihil Spellbomb [Card draw, graveyard removal]
1 Surveilling Sprite [Card draw]
1 Skulltap [Card draw, sac outlet]
1 Life's Legacy [Card draw, sac outlet]
1 Compulsive Research [Card draw]
1 Grim Haruspex [Card draw]
1 Etched Oracle [Card draw, beat stick]
1 Disciple of Bolas [Card draw, sac outlet, life gain]
1 Momentous Fall [Card draw, sac outlet, life gain]
1 Jace's Ingenuity [Card draw]
1 Urban Evolution [Card draw, extra land drop]
1 Opportunity [Card draw]
1 Harvester of Souls [Card draw, beat stick]
1 Sphinx of Uthuun [Fact or Fiction on a beat stick]
[4 tutors]
1 Fauna Shaman [Creature tutor]
1 Trinket Mage [0-1 CMC artifact tutor]
1 Insidious Dreams [Instant multi-tutor]
1 Diabolic Tutor [Tutor]
[12 recursion spells]
1 Elixir of Immortality [Graveyard into library]
1 Phyrexian Reclamation [Creatures back in hand]
1 Rally the Ancestors [Creatures back to battlefield, great with sac outlet]
1 Death Denied [Creatures back in hand]
1 Riftsweeper [Get good spells back from exile]
1 Stonecloaker [Bounce own creature, exile graveyard card]
1 Loaming Shaman [Graveyard into library]
1 Eternal Witness [Card into hand]
1 Archaeomancer [Instant or sorcery into hand]
1 Entomber Exarch [Creature back in hand, discard noncreature card]
1 Reveillark [Max 2 power creatures to battlefield, beat stick]
1 Havengul Lich [Creatures in graveyards are part of hand, beat stick]
1 Praetor's Grasp [Hijack and nullify their best card]
1 Dimir Doppelganger [Exile and copy threat in graveyard, recurse and copy Child, beat stick]
1 Clone [Best creature or boom Child, beat stick] (Needs to be Clever Impersonator)
1 Necrotic Ooze [Activated abilities in graveyards, beat stick]
1 Evil Twin [Best creature or boom Child, beat stick]
1 Body Double [The best creature in a graveyard, beat stick]
1 Supplant Form [Best creature and bounce it or reuse Child, beat stick]
[5 creature sac outlets]
1 Viscera Seer [Scries]
1 Bloodthrone Vampire [Pumps iron]
1 Disciple of Griselbrand [Gains life]
1 Dross Hopper [Flies]
1 Bloodflow Connoisseur [Pumps iron]
[7 mass removal spells]
1 Curse of the Swine [Targeted multiple creature exile]
1 False Prophet [Exile creatures]
1 Devastation Tide [Bounce nonland permanents] (No Cyclonic Rift though, I do want to mass bounce my nonland permanents as well.)
1 Terminus [Tuck creatures]
1 Planar Cleansing [Destroy nonland permanents]
1 Merciless Eviction [Exile all of the chosen type]
1 Decree of Pain [Destroy creatures, card draw, cycle for a bit of fun]
[4 Utility creature spells]
1 Gray Merchant of Asphodel [Life drain]
1 Acidic Slime [Destroy utility]
1 Prophet of Kruphix [Untap creatures and lands, flash creatures]
1 Duplicant [Exile creature, beat stick]
The deck centers more around drawing cards, ramping up, doing synergistic shenanigans while occasionally clearing the board with Child of Alara and the included mass-removal spells and gaining some life until there is good and sufficient opportunity to combo out when the game is at its end stages.
This deck is much more consistent, has more pragmatic versatility and durdles less than the first version.
Some changes will be made over time, but this deck is great as it is now.
1 Child of Alara
[40 lands]
1 Command Tower
1 City of Brass
1 Forbidden Orchard
1 Mirrodin's Core
1 Rupture Spire
1 Transguild Promenade
1 Vivid Grove
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Crag
1 Evolving Wilds
1 Terramorphic Expanse
1 Arcane Sanctum
1 Crumbling Necropolis
1 Frontier Bivouac
1 Jungle Shrine
1 Mystic Monastery
1 Opulent Palace
1 Sandsteppe Citadel
1 Savage Lands
1 Nomad Outpost
1 Flooded Strand
1 Breeding Pool
1 Canopy Vista
2 Forest
2 Plains
2 Island
1 Bojuka Bog
2 Swamp
1 Mountain
1 Alchemist's Refuge
1 Kessig Wolf Run
1 Grim Backwoods
1 Reliquary Tower
1 Sunhome, Fortress of the Legion
1 Viscera Seer
1 Fauna Shaman
1 Sakura-Tribe Elder
1 Zulaport Cutthroat
1 Vexing Shusher
1 Eternal Witness
1 Farhaven Elf
1 Loaming Shaman
1 Reclamation Sage
1 Sea Gate Oracle
1 Trinket Mage
1 Cadaver Imp
1 Nighthowler
1 Etched Oracle
1 Solemn Simulacrum
1 Clever Impersonator
1 Dimir House Guard
1 Disciple of Bolas
1 Mystic Snake
1 Flame-Kin Zealot
1 Acidic Slime
1 Reveillark
1 Body Double
1 Mulldrifter
1 Kagemaro, First to Suffer
1 Sidisi, Undead Vizier
1 Xenagos, God of Revels
1 Warden of the Eye
1 Duplicant
1 Baloth Null
1 Hornet Queen
1 Nihil Spellbomb
1 Skullclamp
1 Sol Ring
1 Wayfarer's Bauble
1 Farseek
1 Life's Legacy
1 Altar's Reap
1 Diabolic Intent
1 Commander's Sphere
1 Darksteel Ingot
1 Primal Growth
1 Hedron Archive
1 Explosive Vegetation
1 Momentous Fall
1 Reap and Sow
1 Foresee
1 Diabolic Tutor
1 Utter End
1 Supreme Verdict
1 Devastation Tide
1 Jace's Ingenuity
1 Bring to Light
1 Urban Evolution
1 Akroma's Vengeance
1 Planar Cleansing
1 Merciless Eviction
1 Praetor's Counsel
Actual first post:
Churning out huge creatures and turning them sideways ain't my shtick, blue-based counter-control doesn't really make me happy, putting down locks was never meant for me, racing for nasty combos was fun while it was new, doing themes doesn't do it for me, the quirky stuff many claim is interesting fun is in my eyes just meh and i don't adhere to much flavour anyways.
I've always had a preference for 4 - 5 color decks with a Gift Rocks style since 2005 when i piloted one in a local Type 2 tournament. I just like playing with cheap and expensive replaceable creatures, good effects and some good spot and mass removal and a few infinites to finish up the game when needed.
In the past i did make GWB, GUB and 5 color green commander decks and they failed in their actual design phase. Don't misunderstand me, they were quite potent, even too potent decks, and i played with them as well. But the decks were too combo oriented and they relied on reaching the win too fast instead of enjoying the game and interacting more. The cards were too much tutors and too much good stuff that didn't work together other than being good cards. The basic premise, outset and goal of the decks was to combo out and win, which reflected in the choice of cards and also influenced the lack of finesse in card interactions and synergies.
Other players didn't really like playing against me with my decks, often gunning for me from the start and i eventually took a break from MTG and Commander as well.
After a pause of nearly a year, i have designed a new version of a 5 color gifts rock sytle deck after sudden inspiration and refining it several times. Synergy, mana curve, the deck being budget and a flexibly adaptive yet moderately powerful play experience were sought after and found in the following deck:
1 Child of Alara [Destroy nonlands, no regen]
[40 Lands]
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Jungle Shrine
1 Seaside Citadel
1 Arcane Sanctum
1 Crumbling Necropolis
1 Savage Lands
1 Naya Panorama
1 Bant Panorama
1 Esper Panorama
1 Grixis Panorama
1 Jund Panorama
1 Forest
1 Plains
1 Island
1 Swamp
1 Mountain
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Bojuka Bog [Graveyard removal]
1 Tolaria West [Land search]
1 Okina, Temple to the Grandfathers [Pump a legend]
1 Shimmering Grotto
1 Unstable Frontier
1 Mirrodin's Core
1 Rupture Spire
1 Grand Coliseum
1 Exotic Orchard
1 Forbidden Orchard
1 Command Tower
1 Terramorphic Expanse
1 Evolving Wilds
1 Reliquary Tower [Hold all you want]
1 Alchemist's Refuge [Everything has flash]
1 Expedition Map [Land tutor]
1 Wild Cantor [Mana storage/filtering, infinite mana with Reveillark combo]
1 Pili-Pala [Mana filtering, infinite mana with Grand Architect]
1 Sakura-Tribe Elder [Land ramp]
1 Grand Architect [(2) per blue creature, pump blue creatures]
1 Darksteel Ingot [Artifact ramp]
1 Krosan Tusker [Land ramp, card draw, beat shtick]
[12 Draw spells]
1 Skullclamp [Card draw]
1 Surveilling Sprite [Card draw]
1 Azure Mage [Card draw]
1 Alchemist's Apprentice [Card draw]
1 Elvish Visionary [Card draw]
1 Nihil Spellbomb [Card draw, graveyard removal]
1 Sea Gate Oracle [Card draw]
1 Etched Oracle [Card draw, potential win con]
1 Mulldrifter [Card draw]
1 Sphinx of Magosi [Card draw, beat shtick]
1 Sphinx of Uthuun [Card draw, beat shtick]
1 Bringer of the Blue Dawn [Card draw]
[4 Tutors]
1 Trinket Mage [0-1 CMC artifact tutor]
1 Fierce Empath [6+ CMC creature tutor]
1 Diabolic Tutor [Tutor]
1 Diabolic Revelation [Multi-tutor]
[4 Targeted removal spells]
1 Necrotic Sliver [Destroy permanent]
1 Duplicant [Exile creature]
1 Phyrexian Ingester [Exile creature]
1 Legacy Weapon [Exile permanen, win con]
[7 Mass removal spells]
1 Oblivion Stone [Destroy nonlands, no regen]
1 Evacuation [Bounce ALL the creatures]
1 Rout [Destroy creatures, no regen]
1 Akroma's Vengeance [Destroy creatures, artifacts & enchantments]
1 Austere Command [Destroy 2 choices]
1 Planar Cleansing [Destroy all nonlands]
1 Kederekt Leviathan [Mass bounce all other nonlands]
1 Viscera Seer [Also scries]
1 Dross Hopper
1 Bloodthrone Vampire
1 Bloodflow Connoisseur
[8 Copycatting and hostile takeover spells]
1 Praetor's Grasp [Hijack their best card]
1 Phyrexian Metamorph [The best creature or artifact on the board]
1 Evil Twin [The best creature on board and maybe destroy it]
1 Rite of Replication [1 or 5 creature copies, potential win con]
1 Necrotic Ooze [Activated abilities of dead critters]
1 Body Double [The best creature in a graveyard]
1 Rise from the Grave [The best creature in a graveyard]
1 Insurrection [Hire all armies and swing with them, win con]
[9 Recursion and reuse spells]
1 Elixir of Immortality [Graveyard into library]
1 Tortured Existence [Exchange creatures from hand for better ones in graveyard]
1 Mistmeadow Witch [Delayed creature blink]
1 Riftsweeper [Exile into library]
1 Regrowth/Recollect [1 card from graveyard into hand]
1 Eternal Witness [1 card from graveyard into hand]
1 Loaming Shaman [Cards from a graveyard into library]
1 Dust Elemental [Reuse creatures, beat shtick]
1 Reveillark [Up two max 2 power creatures in graveyard to battlefield] (Use with Body Double and sac outlet for Reveillark combo]
[3 Life gain spells]
1 Bottle Gnomes [Life gain]
1 Brindle Boar [Life gain]
1 Exsanguinate [Life drain, win con]
[1 Good equipment]
1 Swiftfoot Boots [Hexproof better than shroud here]
Furthermore, the land base is budget minded and from land drop three forward, between 22 to 24 of the 40 lands can generate or get lands that generate an needed color of mana, meaning that any further color fixing is not that imminently needed, though some is added, to counteract randomness. It should be noted that while a significant amount of lands enter the battlefield tapped, thus slowing the overall speed of the deck, this land base's color fixing capabilities are only slightly lower than a land base using 10 fetchlands, 10 original duals, 10 ravduals, 8 five color producing lands and 2 colorless producing lands, which would result in about 26 lands being able to generate or fetch lands able to generate a color needed by turn 3 and onward. Thus I have proven that a budget mana base is capable of sufficiently sustaining a 5 color deck with different color requirements. Which means that no budget player, except those wanting to play ultrafast sliver, have any reason to complain about the supposed better color-fixing of an expensive land-base. The way to cheap 5 color hath been shown, now utilize it.
Next is that the deck's mana curve is ultimately Sligh-styled, in such curving out at 8 mana. One of the reasons is the often occurring problem of having spells, but not being able to cast them because of lack of land. A related reason is the mana demand of activated abilities that some permanents have and extra costs for spells in order to make them more effective. Great care is taken to use low mana cost creatures that chump block most nonflying, nontrample creatures; an idea taken from playing many 60 card multiplayer games with only 20 life. Thing is that having a creature to block early on deters early attacks and thus increases one's survival chances.
A great deal of care is also dedicated to balance the power of the deck in such a way that it can both play proactive and reactive, both aggressive and defensive roles if necessary. In such, creatures and spells with significant power are chosen that underperform compared to stars like Consecrated Sphinx, Primeval Titan, Vorinclex Tooth and Nail, Survival of the Fittest, etc., yet on their own can more than stand their ground and even win games. The inclusion of a few cumbersome game-winning combos that best win within one's own turn and the relatively small amount of tutors is part of this philosophy.
Part of this philosophy is the inclusion of creatures and spells that utilize the resources of other players against them and in such add the strengths of other players, while to some extent avoiding their weaknesses. In such even win conditions of other players can be utlized through Praetor's Grasp and the various other cards that loan from the opponents.
Furthermore the deck has some vulnerability with such a land base of 10 basic lands, only 25 % of the total land count, in such making it vulnerable to nonbasic land hate and the delay in operation stemming from lands coming into play tapped can significantly hinder the deck as well. Yet the land base is a strength as wel, as it only has a few lands valuable enough to be targeted by destruction effects and in a playing filed that harbours many lands under the control of other players that do have more special functions and effects, the is often not much incentive for opponents to target the lands that the player controls.
A good strength of this deck is the varied palette of removal employable in different ways, handy to be used as a reset button for the board of necessary and also as a great bargaining tool for those moments when certain opponents would benefit from your removal and you could offer them help in return for a favour for you or just for (the impression of) being a nice guy.
Aand advantage and simultaneous disadvantage of this deck is it's (ab)use of subtle and more straightforward synergy, as not all players will be able to grasp the full potential of this deck and use it to the fullest and even seasoned and expert players will make many,many mistakes, including yours truly. Still this is a deck for anyone willing to play it, it has a basic and straightforward power, which increases with longer and longer play, making playing this deck (very) rewarding. Furthermore, while the basic operation of this in a x-way mirror match is somewhat narrow, due to the dependence on others to fuel some creatures and spells, players with different decks will add to the complexity, variability and play experience of the deck, making this an interesting deck for players who want different game experiences while not changing their decks all to often.
It is my conclusion that this is one of the more flexible nonlinear decks, that while harboring come infinite combos, doesn't depend on them that much to finish the game and is supposed to use them to either close off a long and boring game or to try to eek out a win when ganged upon. It has something for beginning to expert players and while flexible and adaptive is relatively powerful, yet not so powerful to attract too much attention. It also harbours enough variability in itself and uses other deck to add more variability to itself. Ultimately the player decides how to play it and playing in such a way as to accommodate to other player's play styles and preferences is possible. And as a juicy added bonus the deck is budget minded with a land base that should be usable in most other 5 color Commander decks.
I hope you have enjoyed the deck list and the explanation.
Any feedback, tips and criticism is welcome.
Had several incidents involving a mug of water or an open beer can, cards on my glass table and an arm that seems to move on its own.
The most nasty one was when i had decks in deckboxes in my backpack and cans of beer and cans of energy drink, i still call it the "Beer Incident".
It's horrible at the moment and afterwards cards get bent, but after some time you'll laugh about it, like i do.
I know its potential and use the one i have.
Still i like TE as much, if not more.
Reasons?
Cheapness, able to get basics and good fixer.
Yes, the basic comes into play tapped, but in what i play that's not really a problem.
If you play casual or budget, then TE a good and cheap alternative.
That makes it easy for all kinds of faster decks to kill you off in a jiffy when playing casual.
I'm currently trying to acquire 3 additional Conflux for the following deck:
4x Terramorphic Expanse
3x Forest
2x Plains
2x Island
2x Swamp
3x Mountain
1x Murmuring Bosk
2x Temple Garden
1x Breeding Pool
1x Overgrown Tomb
1x Sacred Foundry
1x Watery Grave
1x Yavimaya Coast
1x Caves of Koilos
1x Volrath's Stronghold
4x Sakura-Tribe Elder
4x Elvish Visionary
2x Wood Elves
1x Eternal Witness
3x Etched Oracle
Other spells:
1x Mystical Tutor
4x Glittering Wish
1x Research/Development
1x Lim-Dul's Vault
3x Firespout
1x Lobotomy
2x Cranial Extraction
1x All Suns' Dawn
4x Dream Halls
3x Conflux
1x Lim-Dul's Vault
1x Research/Development
1x Darkheart Sliver
1x Grapeshot
1x Vexing Shusher
1x Firespout
1x Harmonic Sliver
1x Bant Charm
1x Fulminator Mage
1x Loaming Saman
1x Lobotomy
1x Cromat
1x Evacuation
1x Realm Razer
1x Coalition Victory
Yes, a strong control deck should be able to defeat it, but hey, every deck has its weaknesses.
As a casual/multiplayer deck it's quite nice so i say.
I'm even weirder.
While not listening to any music while playing outside of my own house, i do listen to trance or watch anime while building decks or play-testing.
There are four in Akihabara, one is Gamers, which is at the south-west side of the station.
Another is a Yellow Submarine in the building which also houses K-Books, the building faces Gamers.
Yet another is Future Bee, which is on the south side of the block where the arcade center Club Sega is in. [You can reach it by passing Gamers to the west, then by crossing the street under the railroad bridge, where you pass south of Club Sega.]
The fourth is in at the west side of the road where Club Sega is, but some 200 to 300 yards north of it, yet another Yellow Submarine.
In Shinjuku there are two Yellow Submarines, one is south of the glitzy district in the east of the station and one is west of the station in the more atmospheric entertainment and restaurant district.
Best to get a map of those in another Yellow Submarine and then to try to locate them.
In Ikebukuro there are 3 shops in the shopping district between the station and Sunshine 60, of which one is simple to find, it is called Ignis and its outdoors signs have a green-haired bespectacled girl on it drawn in a manga-style.
Here's a picture of it, taken by me:
You'll have to find the other two by yourself, but considering their nearness and the smallness of the district, it'll be done in a jiffy.
Otherwise ask around in Ignis.
And in Nakano you can find one store in the middle of Nakano Broadway on the ground floor.
I hope that helps.
I've had two times i quit the game.
First time was in the beginning of 1996, when i had traded cards of a friend of mine, my parents told me to give him all of our cards and a pastor told me to stop playing magic because it was occult.
Which i did.
In 2005 i picked up the game again.
In 2006 i ripped apart all of my rares and threw all my cards away, after having a fellow christian tell me about these cards being a contract with demonic forces[he was a former pagan].
In 2007 i started yet again and slowly realized that:
1. Magic cards are just that, cards.
2. The occult/demonic flavour of many cards is not associated with real occultism and demons.
3. The magic in the game and the whole fantasy scenario are not just fake, they're totally fictional and do not apply to the real world. [You'd be better and richer off reading real occultic books.]
4. WotC/Hasbro mostly care about cash, hence the changes in the past and present.
5. In the core magic is more of a game about all kinds of mechanics, strategies and tactics, that it is about the flavour.
6. The biggest dangers is that of addiction, the same applies to most other pastimes as well.
Summed up, magic is as innocent or dastardly as World of Warcraft.
Just be careful not to spend too much time and cash on it, cause it's expensive and consumes vast amounts of time if you want to.
And with regards to fundamental christians that do hate MtG, tell them next time that there are other, more urgent matters than some fantasy card game.
Him murdering her.
And her affair triggering the snapping of his insanity.
The uberboys talked about are jerks, not just any uberboys.
Let's call them uberjerks then, for simplicity, convenience and clarity as whom we mean.
How do you handle uberjerks then?
Beating them, ok, but how to get players back that left because of the uberjerks?
I'm lucky that my local competitive area has real competitive players who are nice, so nu uberboys or uberjerks, just many pro players who help other people out and some less successful players grumbling over losses.