I'd like to approach this subject from three angles that hopefully will be insightful.
1) Decks as combat sports.
Some of us play Commander because we want to box. We want to slug it out with grand hammer-blows until someone cracks (battlecruiser). Others of us want to wrestle. We want to steadily pin our opponent down until they are utterly helpless (stax). I'm sure someone could come up with analogies for other deck types. What I hope the comparison does is show that all these deck styles have a legitimate appeal. The problem arises when someone enters the ring expecting to throw punches and their opponent puts them in a pin. For this reason, we default to EDH rule no. 1: 'Talk to your opponents!'
2) Decks as power trips.
Seriously. You play your deck because something about it grabs you, right? Since this is a game about fighting, it's probably something about the deck's perceived fighting power. That can manifest as anything from Vorthos's admiration of the sleek forms of dragons in his cards' art boxes to Timmy's mad cackle as his creature swings for 40 to Spike's smug satisfaction as his opponents wriggles around with two mana under the tightening death-vice. By playing Magic, we're probably engaging in some sort of power trip. If we're not allowed to revel in our power trip at least some of the time, our enjoyment of the game will decrease. This could result from a player with a more powerful deck or mismatched archetype keeping us from competing or someone attacking our playstyle and refusing to play with us if we use such an 'unfair' deck. I don't know what a complete solution to this problem is, but I think the empathy of understanding and respecting your opponents' way of enjoying the game is the start.
3) Gameplay as agency.
I don't know much game theory, but if I had to guess, I'd say a big part of the appeal is the ability to do things that have consequences, or agency. (For a clearer example, why do I play as Master Chief in Halo? Because I get to do things I can't do normally.) If I ever feel that I can't do anything (meaningful) in the game, my enjoyment will plummet. A related concept is frustration. Frustration occurs when we want to do something or feel we should be able to do something but can't. I think this is why many players dislike facing countermagic or stax decks. As I've said above, I think countermagic and stax decks are legitimate. But I think it behooves players to consider how their playstyle may affect their play partners' enjoyment of the game. I think those play partners should reciprocate by considering how very much their opponents may enjoy their particular deck types as well. Then, hopefully, you can reach a compromise - or agree, cordially, to seek different playgroups if your styles really are incompatible.
None of this, of course, will be helpful if you don't choose to care about your opponent. I hope, as such, that it was indeed helpful in understanding other players' mindsets and sources of enjoyment in the game.
Ramos, Dragon Engine -- Someone pointed out this is the ideal commander for the five-colour charms deck (Grixis Charm et al). It's more the, er, charm of that deck idea than the commander in particular, but he seems fun.
Wasitora, Nekoru Queen -- I've been looking for a commander for a Jund deck I've been building and this might be the one. Random strong creature along the axes I like (evasion, killing stuff) that doesn't distract from the deck's core strategy.
Ashling the Pilgrim -- The one with all the Mountains. What an off-the-wall deck. Did you know you can play the basic (heh) version of the deck without any cards?
Jeleva, Nephalia's Scourge -- I have it sitting around 'cause I think it looks cool. Would use a lot of other cool cards I have sitting around too. Might lead to some fun choices.
Kolaghan, the Storm's Fury -- I loved that deck in Standard; it'd be interesting to see if it'd work in Commander.
Korlash, Heir to Blackblade -- Nice, simple commander in my favourite colour. Could replace Skithiryx if I ever needed to replace him due to power level.
Skullbriar, the Walking Grave -- Just a cool and clean design. I personally would enjoy the waiter's game of trying to balance all the tokens on the card as I moved it from zone to zone.
I like Forgotten Creation plus Shadow of the Grave. I wasn't sure on the balance of noncreature spells, though, or if it'll work at all. I might have a chance to test it tonight.
@HolyProxyBatman: I can't see that image or any other image you posted up until now... What happened?
I have no clue. I've literally changed nothing. Those are all Dropbox links. And if I input the actual link into my browser, it brings up the correct image. So I suppose that means something changed with the way this forum handles links.
That being said, can someone tell me how I should be linking images. I've been using this (without the spaces of course):
[spoiler ][IMG ]image-link-goes-here[/IMG ][/spoiler ]
This is a thread from another forum on this topic. You may find it useful, especially the last page (I haven't tested the method described, however).
Hi. I have a quick question. I built a budget R/b Burn deck (no Guides, 8 fetches) a couple years ago. If I were to upgrade it, would you suggest adding white or green first, if I don't shell out for Paths?
The Nephilim names are cool, but those cards aren't very well-etched in my memory, so there's no way I'd remember them. I've been saying 'non-blue,' etc.
Thanks for the thoughts! I was afraid you would say Noxious Gearhulk was too good. Surprised about the Greenwardens, but I didn't think of that interaction.
Let us know if you play it any more or make any changes!
Hey, glad to see there's a thread for this! I'm interested in putting this deck together. There seems to be some room for flexibility in the deck's lineup (SaffronOlive played a version with 4 Eldritch Evolution on stream!). Here's my tentative take on it:
I thought one of the deck's strengths was the ability to cast Bring to Light with five colours and tutor (and cast) any one of a number of potent five-drops: in addition to the Cataclysmic Gearhulk, Arborback Stomper, Verdurous Gearhulk, and Cloudblazer of the original list, we have a full sweeper in Fumigate and a mass-token-generator in Angel of Invention (good with Westvale Abbey?), as well as Confiscation Coup in the 'board as a catch-all and energy sink. I went up to the fourth Reflector Mage, dropping Pilgrim's Eye, and cut the more difficult-to-cast black and red Gearhulks and Greenwarden of Murasa, which can't be tutored by Bring to Light since they cost six. The sideboard needs serious work and the mana base tuning. I would welcome comments and would love to hear from you, Cappuccinojak, and any others as to what you're finding to be the strongest and weakest cards in your lists, and what is needed to go up against the Pro Tour meta.
I really like this idea. Frank Karsten wrote about a somewhat similar deck here: 20 Standard Brews with Kaladesh. In particular he points out Sanctum of Ugin might be useful to you. Keep us posted on how this deck goes!
Edit: Also, I don't know if this would fit in at all, but you could reanimate milled dudes with Refurbish.
1) Decks as combat sports.
Some of us play Commander because we want to box. We want to slug it out with grand hammer-blows until someone cracks (battlecruiser). Others of us want to wrestle. We want to steadily pin our opponent down until they are utterly helpless (stax). I'm sure someone could come up with analogies for other deck types. What I hope the comparison does is show that all these deck styles have a legitimate appeal. The problem arises when someone enters the ring expecting to throw punches and their opponent puts them in a pin. For this reason, we default to EDH rule no. 1: 'Talk to your opponents!'
2) Decks as power trips.
Seriously. You play your deck because something about it grabs you, right? Since this is a game about fighting, it's probably something about the deck's perceived fighting power. That can manifest as anything from Vorthos's admiration of the sleek forms of dragons in his cards' art boxes to Timmy's mad cackle as his creature swings for 40 to Spike's smug satisfaction as his opponents wriggles around with two mana under the tightening death-vice. By playing Magic, we're probably engaging in some sort of power trip. If we're not allowed to revel in our power trip at least some of the time, our enjoyment of the game will decrease. This could result from a player with a more powerful deck or mismatched archetype keeping us from competing or someone attacking our playstyle and refusing to play with us if we use such an 'unfair' deck. I don't know what a complete solution to this problem is, but I think the empathy of understanding and respecting your opponents' way of enjoying the game is the start.
3) Gameplay as agency.
I don't know much game theory, but if I had to guess, I'd say a big part of the appeal is the ability to do things that have consequences, or agency. (For a clearer example, why do I play as Master Chief in Halo? Because I get to do things I can't do normally.) If I ever feel that I can't do anything (meaningful) in the game, my enjoyment will plummet. A related concept is frustration. Frustration occurs when we want to do something or feel we should be able to do something but can't. I think this is why many players dislike facing countermagic or stax decks. As I've said above, I think countermagic and stax decks are legitimate. But I think it behooves players to consider how their playstyle may affect their play partners' enjoyment of the game. I think those play partners should reciprocate by considering how very much their opponents may enjoy their particular deck types as well. Then, hopefully, you can reach a compromise - or agree, cordially, to seek different playgroups if your styles really are incompatible.
None of this, of course, will be helpful if you don't choose to care about your opponent. I hope, as such, that it was indeed helpful in understanding other players' mindsets and sources of enjoyment in the game.
Wasitora, Nekoru Queen -- I've been looking for a commander for a Jund deck I've been building and this might be the one. Random strong creature along the axes I like (evasion, killing stuff) that doesn't distract from the deck's core strategy.
Ashling the Pilgrim -- The one with all the Mountains. What an off-the-wall deck. Did you know you can play the basic (heh) version of the deck without any cards?
Bruna, Light of Alabaster -- Between this and Celestial Mantle, the magpie instinct is kicking in.
Jeleva, Nephalia's Scourge -- I have it sitting around 'cause I think it looks cool. Would use a lot of other cool cards I have sitting around too. Might lead to some fun choices.
Kolaghan, the Storm's Fury -- I loved that deck in Standard; it'd be interesting to see if it'd work in Commander.
Korlash, Heir to Blackblade -- Nice, simple commander in my favourite colour. Could replace Skithiryx if I ever needed to replace him due to power level.
Skullbriar, the Walking Grave -- Just a cool and clean design. I personally would enjoy the waiter's game of trying to balance all the tokens on the card as I moved it from zone to zone.
4 Asylum Visitor
4 Shadowstorm Vizier
4 Curator of Mysteries
4 Forgotten Creation
4 Archfiend of Ifnir
2 Shadow of the Grave
2 Murder
2 Ruinous Path
3 Hieroglyphic Illumination
4 Evolving Wilds
4 Fetid Pools
6 Island
7 Swamp
I like Forgotten Creation plus Shadow of the Grave. I wasn't sure on the balance of noncreature spells, though, or if it'll work at all. I might have a chance to test it tonight.
This is a thread from another forum on this topic. You may find it useful, especially the last page (I haven't tested the method described, however).
Aw yiss.
Let us know if you play it any more or make any changes!
4 Glint-Nest Crane
4 Servant of the Conduit
4 Filigree Familiar
4 Reflector Mage
1 Angel of Invention
1 Cataclysmic Gearhulk
1 Arborback Stomper
1 Verdurous Gearhulk
1 Cloudblazer
Non-creature spells
4 Prophetic Prism
2 Eerie Interlude
4 Panharmonicon
1 Fumigate
4 Bring to Light
Lands
4 Aether Hub
1 Botanical Sanctum
4 Evolving Wilds
2 Forest
1 Hissing Quagmire
1 Inspiring Vantage
1 Island
1 Lumbering Falls
1 Mountain
1 Needle Spires
1 Plains
1 Shambling Vent
1 Spirebluff Canal
1 Swamp
1 Wandering Fumarole
2 Westvale Abbey
2 Ceremonious Rejection
4 Harnessed Lightning
2 Commencement of Festivities
4 Radiant Flames
2 Appetite for the Unnatural
1 Confiscation Coup
I thought one of the deck's strengths was the ability to cast Bring to Light with five colours and tutor (and cast) any one of a number of potent five-drops: in addition to the Cataclysmic Gearhulk, Arborback Stomper, Verdurous Gearhulk, and Cloudblazer of the original list, we have a full sweeper in Fumigate and a mass-token-generator in Angel of Invention (good with Westvale Abbey?), as well as Confiscation Coup in the 'board as a catch-all and energy sink. I went up to the fourth Reflector Mage, dropping Pilgrim's Eye, and cut the more difficult-to-cast black and red Gearhulks and Greenwarden of Murasa, which can't be tutored by Bring to Light since they cost six. The sideboard needs serious work and the mana base tuning. I would welcome comments and would love to hear from you, Cappuccinojak, and any others as to what you're finding to be the strongest and weakest cards in your lists, and what is needed to go up against the Pro Tour meta.
Edit: Also, I don't know if this would fit in at all, but you could reanimate milled dudes with Refurbish.