Had the first game of EDH League. It went decently! I love the way the deck works, but mine definitely needs some improvements. Props to IBSP and others for the help! I'll post a quick rundown of the games for those looking to see how this deck operates. Refer to the post of the previous page and this page's edits for my deck.
With 3 blue players, this was a counterwar for the most part. I stumbled a bit on mana early game (kept a weak hand), but wasnt targeted so it wasnt an issue. Prime Speaker and I had to gang up on the Melek deck to keep it from going off. The Geth player gained a ton of life from a 36 Exsanguinate, and was able to knock us down with Pestilence quite a few times. The Prime Speaker deck was able to stick Teferi, Temporal Archmage, Prophet of Kruphix, and Vorinclex, Voice of Hunger. Eventually, I killed the Prime Speaker deck with Jenara and was about to Time Warp to kill the Izzet deck, but he Cylconic Rifted my Sol Ring to keep me off 5 mana. I would have lost to the Geth player anyway, and Melek comboed off next turn to win. An amazing game of commander, very epic.
From these games, I changed the deck a bit. Here's the new list.
I realized my current deck setup is more voltron based. I was only able to kill people (killed 4 over three games) with commander damage from Jenara. To that extent, I'm making the following additions. I forgot what I took out, except in some cases
-1 Spike Weaver, +1 Rafiq of the Many - While I don't want to play Rafiq, I can't deny his power in this deck as a voltron enabler. Spike Weaver is too situational and completely useless against combo.
+1 Whispersilk Cloak - Not great, but I need more Jenara protection. Maybe a counterspell would be better in this place. EDIT: is Champion's Helm just better than this card? Any suggestions for better things to protect Jenara? Obviously I need a Stoneforge Mystic. What to cut for it? I will make the substitution when I get the chance to buy her. I also figured that I need a Scavenging Ooze somewhere. Suggestions on cuts?
Trinket Mage - Late game seems extremely underwhelming. What are people's thoughts on Fabricate over it? It can get Birthing Pod late game, or protection for Jenara. Same cost as the Mage
In one game, I was forced to tuck Jenara with Terminus because of a bad board state (cough cough Jin-Gitaxius, Core Augur). I found that it was very difficult to win without Jenara in this circumstance. Because of this, I have decided to replace Edric, Spymaster of Trest with Vorinclex, Voice of Hunger. This is a pretty heavy switch, what do you think about it?
Also, what should I cut for Path to Exile or Mystical Tutor? There were times when I really needed removal or a wrath, and these are the best answers.
Thanks to IBSP and the other great forum members, this deck has undergone quite an overhaul. The deck feels pretty smooth in playtesting (sometimes I get stuck on card draw), but I will test the deck out to see future changes to make.
Changes -
-1 Mistmeadow Witch, +1 Brago, Kintg Eternal. When I drew him in playtesting, he was nuts. An excellent birthing pod target as well. He may be a target, but we will see
-1 Mirror Entity, +1 Time Warp - Taking ISBP's suggestion and running extra time cards. i also cant count the number of times this card pissed me off when in my hand with no Lark or Guide
Thanks to all for the help! Another question I have is Walk the Aeons. Is it better than Temporal Mastery? Should I just run both? I was thinking of cutting Oblation for Walk the Aeons. Thoughts?
Also, now that the deck is ready to rumble (from my perspective at least, it still needs improvement), how to best pilot the deck? Some questions (which obviously depend on the game state, but hopefully some general answers will help)
1. How much is Jenara a priority? Do I run her out turn 3 over ramp? A common choice is Jenara or Cultivate
2. Do I want to ramp hard around T4 (ie use tutors for ramp creatures like Karametra, God of Harvests), or prepare for late game with Prime Speaker Zegana? This is a choice I often find myself forced to make.
Any comments or suggestions for game play would be great!
Hey ISBP and others, thanks for the help! I got the chance to playtest some of your suggestions in a multiplayer game, and here's what I think. I loved the way Jenara flowed, and she is definitely much faster than Roon. I might play him for nostalgia's sake, but I think the switch may be permanent
Coiling Oracle - A pretty good card. I'm a bit disappointed to see him not flip a land in the early turns, but I'm beginning to learn that I can't trust him fully to drop lands. He's a card draw spell, and is occasionally ramp.
Eladamri's Call - Got the chance to playtest this from a friend and it's amazing. I will definitely be picking up a copy, it's great early and late.
Mistmeadow Witch - an underperforming card. I'd like to keep the bant blink shenanigans going, but I've skullclamped this card more often than used the ability. I want to switch it to something that helps strengthen the blink effects or a utility creature (Stoneforge Mystic obviously belongs here, but oh well). Can you think of any replacements?
Mirari's Wake - It drew a lot of hate when I did play it. I played it 3 times, and it only made it back to me once (at which point I did win the ga
-me). What are your thoughts on Chromatic Lantern in this spot? My manabase isn't spectacular, since I'm not running the original duals or as many fetches.
Overall I felt like the deck improved a lot. I also felt like it was lacking some late game punch. How often do you rely on the extra turn cards to help win games? They're another combat step for Jenara. I was thinking of throwing in a Rafiq of the Many or a Finest Hour to push through some combat damage, but then I feel like I'm getting away from the ETB effects.
Swift2210: Maybe it just seems like I always draw Mystic Remora turn 1 :). I'll keep testing it and see what happens.
As for Bane of Progress, I'm a tad uncomfortable running it with 10 artifacts + enchantments, although it goes in my old Roon deck. If I get the feeling that the league has a lot of artifacts I'll definitely bring it in. I also haven't been able to secure a copy of Venser, Shaper's Servant yet, it will probably go in eventually.
Hey ISBPathfinder! You and some of the posters here are the experts on Jenara decks, and I'm looking to make the switch from Roon of the Hidden Realm to Jenara for an EDH League my LGS is setting up. Roon just feels too slow and is a giant target. I love Jenara's late and early game value. I like the ETB build so I'm going towards that, hence Ghostway, Mistmeadow Witch, Prophet of Kruphix.
With that said, I'm running a bit of a budget build. Hence no Sword of Fire and Ice, original duals, Elesh Norn, Grand Cenobite etc. I'm also missing expensives like Stoneforge Mystic. Snapcaster Mage, etc. I also usually run a few counterspells to protect from wraths and the like. I'll discuss a few details of my list and potential cuts. I'd love to hear some suggestions! Keep in mind this is a multiplayer list. I'd really like this to be resistant to wraths and be ready for a long haul game.
Bottom line is this deck needs to be more all round. Hopefully it can be resilient to combo, voltron, etc.
Some Possible Cuts Coiling Oracle - Sometimes he just really underperforms. In the early game I need to pay life (because of a bad manabase) to cast him and he only has a 35% chance to hit lands. Thinking about switching him for some more expensive ramp Skyshroud Claim comes to mind. The Sun Titan/Reveillark replay value is nice though.
Mystic Remora - Havent drawn it in a game yet, but in playtesting he is awful in the opening hand, since I want to ramp but need to pay the upkeep cost. But I need more card draw. Possible swap in Ephara, God of the Polis? She needs some ETB enablers to really get good though.
Congregation at Dawn - A poor man's Eladamri's Call. I just hate seeing it early game because I often can't cast it (again poor manabase) and it cuts me off lands for 3 whole turns. Hopefully I can switch this to Eladamri's Call, but what now?
Bear Umbra - A nice Voltron test. It performs amazingly in playtesting (surprise!), but in a real game it risks getting two for oned. Also can't be recurred via Sun Titan. Should I swap this for sorcery based ramp, or perhaps another ETB enabler like Cloudstone Curio?
If I was perfectly honest, I think I might be trying to do too much. Running counterspells + ramp + ETB enablers is pretty hard for consistency and a lot of times I can't get off the ground. From a multiplayer standpoint, should I cut counterspells for more ramp and ETB creatures/enablers? Perhaps Brutalizer Exarch for his versatility or Praetor's Counsel for late game value? I'm unsure if I'm comfortable cutting counterspells, I'm a diehard blue player. But maybe it's best to cut the counterspells for more ramp.
TL;DR - I need to focus the deck and make it run more smoothly. Suggestions for any cards that under performed for you or good sources of card draw are great! Too often I run out of steam without Skullclamp, Fact or Fiction, etc.
Hey all! I'm new to the forums. For a bit of information about me - I'm a casual player who likes EDH, has a bad UR Delver modern list that is missing Delvers, and love value creatures. And I'm a sucker for card draw. I'll upload a preliminary decklist soon! Also for those looking to make suggestions about commanders.
With that said, my LGS is looking to start up an EDH league. I already have a Roon of the Hidden Realm that is moderately competitive (it can hold its own on the multiplayer stage - You can search Tjornan on Tappedout for it, can't post links yet). However the format involves picking commanders before the tournament begins, and we have a few local Roon players, so I'm looking to tune up a Surrak Dragonclawdeck. The reason im picking this deck is
a) My meta is counterheavy and having value creatures uncounterable is amazing
b) Commander is a UGx format, no?
c) I believe he is the most underrated Temur Commander. Who likes playing against Maelstrom Wanderer, Riku of Two Reflections, or Animar, Soul of Elements? No one. I want this deck to be competitive but not make me a target. It needs to make memorable games.
d) The most important reason - he punches bears. Nuff said.
I'm looking to build this deck in a blink shell because it allows me to use cards I already have (I have a relatively small collection) and it is how I best know how to play. So here's what I'm thinking in terms of autoincludes.
Blinkers - This is where the problem is! Deadeye Navigator - Of course I wouldnt forget him Birthing pod - the list of blinkers is so weak im calling this card a blinker Mimic Vat - a poor, easy to remove blinker Kiki-Jiki, Mirror Breaker - excellent blinker, but I have yet to secure a copy. The $25 price tag makes me balk. Although I suppose if I really want the blink shell, I'll have to just buy him.
Basically use Blink Creatures for support and preparation, swing with massive tramply creatures. Or so that's the plan.
Most of the deck seems to be solid. The only problem is - all the blink engines require white. I can't play mistmeadow witch, Reveillark, or Venser, the Sojourner in RUG. I obviously also don't get to use Roon. The blink engines I have so far are either subpar or mediocre (with the obvious exception of Deadeye Navigator
So here's where I need help - You'll notice my list ostensibly lacks red creatures and spells. I've only played UWG, so my knowledge of good red cards is limited. What cards would fit well in this deck? They should either synergize with the blink shell or with the creature heart.
More importantly - I'm a little scared of running such a heavy blink shell without access to well...blink. I'm looking for some good consistent blink engines. I could run Nephalia Smuggler and Ghostly Flicker, but I have found them limited in the Roon deck. Maybe this deck necessitates them, however.
TL;DR - I need awesome red creatures and RUG blink engines. Help!
v. Melek, Izzet Paragon, Prime Speaker Zegana, Geth, Lord of the Vault
With 3 blue players, this was a counterwar for the most part. I stumbled a bit on mana early game (kept a weak hand), but wasnt targeted so it wasnt an issue. Prime Speaker and I had to gang up on the Melek deck to keep it from going off. The Geth player gained a ton of life from a 36 Exsanguinate, and was able to knock us down with Pestilence quite a few times. The Prime Speaker deck was able to stick Teferi, Temporal Archmage, Prophet of Kruphix, and Vorinclex, Voice of Hunger. Eventually, I killed the Prime Speaker deck with Jenara and was about to Time Warp to kill the Izzet deck, but he Cylconic Rifted my Sol Ring to keep me off 5 mana. I would have lost to the Geth player anyway, and Melek comboed off next turn to win. An amazing game of commander, very epic.
From these games, I changed the deck a bit. Here's the new list.
1x Acidic Slime
1x Body Double
1x Brago, King Eternal
1x Clever Impersonator
1x Consecrated Sphinx
1x Eternal Witness
1x Farhaven Elf
1x Fierce Empath
1x Glen Elendra Archmage
1x Ixidron
1x Jenara, Asura of War
1x Karametra, God of Harvests
1x Karmic Guide
1x Mulldrifter
1x Oracle of Mul Daya
1x Phyrexian Metamorph
1x Prime Speaker Zegana
1x Prophet of Kruphix
1x Qasali Pridemage
1x Rafiq of the Many
1x Reclamation Sage
1x Reveillark
1x Sakura-Tribe Elder
1x Solemn Simulacrum
1x Sun Titan
1x Trinket Mage
1x Wood Elves
Enchantment (2)
1x Aura Shards
1x Mystic Remora
1x Venser, the Sojourner
Land (37)
1x Adarkar Wastes
1x Alchemist's Refuge
1x Azorius Guildgate
1x Breeding Pool
1x Brushland
1x City of Brass
1x Coastal Tower
1x Command Tower
1x Exotic Orchard
5x Forest
1x Glacial Fortress
1x Hinterland Harbor
5x Island
5x Plains
1x Reliquary Tower
1x Seaside Citadel
1x Sejiri Refuge
1x Sunpetal Grove
1x Temple Garden
1x Temple of Mystery
1x Temple of Plenty
1x Temple of the False God
1x Transguild Promenade
1x Vivid Creek
1x Yavimaya Coast
Artifact (8)
1x Birthing Pod
1x Chromatic Lantern
1x Lightning Greaves
1x Skullclamp
1x Sol Ring
1x Swiftfoot Boots
1x Sword of Feast and Famine
1x Whispersilk Cloak
1x Arcane Denial
1x Bant Charm
1x Beast Within
1x Chord of Calling
1x Counterspell
1x Cyclonic Rift
1x Disdainful Stroke
1x Eladamri's Call
1x Fact or Fiction
1x Hinder
1x Krosan Grip
1x Spell Crumple
1x Swan Song
1x Swords to Plowshares
1x Voidslime
Sorcery (10)
1x Austere Command
1x Cultivate
1x Explore
1x Green Sun's Zenith
1x Supreme Verdict
1x Temporal Mastery
1x Terminus
1x Time Warp
1x Walk the Aeons
1x Wargate
Played a few more side games, and noted some general trends. They are posted below. The landbase needs some work, I'm planning to pick up Hallowed Fountain, Windswept Heath, Flooded Strand, Wooded Bastion, and Academy Ruins. What are people's thoughts on Boseiju, Who Shelters All? I felt like he would be extremely useful in the matches I played.
I realized my current deck setup is more voltron based. I was only able to kill people (killed 4 over three games) with commander damage from Jenara. To that extent, I'm making the following additions. I forgot what I took out, except in some cases
-1 Spike Weaver, +1 Rafiq of the Many - While I don't want to play Rafiq, I can't deny his power in this deck as a voltron enabler. Spike Weaver is too situational and completely useless against combo.
+1 Whispersilk Cloak - Not great, but I need more Jenara protection. Maybe a counterspell would be better in this place. EDIT: is Champion's Helm just better than this card? Any suggestions for better things to protect Jenara? Obviously I need a Stoneforge Mystic. What to cut for it? I will make the substitution when I get the chance to buy her. I also figured that I need a Scavenging Ooze somewhere. Suggestions on cuts?
+1 Oracle of Mul Daya - this card is too good not to run
Trinket Mage - Late game seems extremely underwhelming. What are people's thoughts on Fabricate over it? It can get Birthing Pod late game, or protection for Jenara. Same cost as the Mage
In one game, I was forced to tuck Jenara with Terminus because of a bad board state (cough cough Jin-Gitaxius, Core Augur). I found that it was very difficult to win without Jenara in this circumstance. Because of this, I have decided to replace Edric, Spymaster of Trest with Vorinclex, Voice of Hunger. This is a pretty heavy switch, what do you think about it?
Also, what should I cut for Path to Exile or Mystical Tutor? There were times when I really needed removal or a wrath, and these are the best answers.
Changes -
-1 Mistmeadow Witch, +1 Brago, Kintg Eternal. When I drew him in playtesting, he was nuts. An excellent birthing pod target as well. He may be a target, but we will see
-1 Mirror Entity, +1 Time Warp - Taking ISBP's suggestion and running extra time cards. i also cant count the number of times this card pissed me off when in my hand with no Lark or Guide
-1 Progenitor Mimic, +1 Consecrated Sphinx. A no brainer really. We already have clone effects so this is just overkill
-1 Bear Umbra, +1 Chromatic Lantern - Should fix my bad manabase and provide some early ramp
-1 Congregation at Dawn, +1 Eladamri's Call - An easy swap. Call is just so great at all points of the game.
-1 Knowledge Exploitation, +1 Temporal Mastery - not a great time walk, but decent. Can't be recurred, which sucks, but better than nothing.
-1 Nature's Lore, + 1 Explore - Much better late game value.
Thanks to all for the help! Another question I have is Walk the Aeons. Is it better than Temporal Mastery? Should I just run both? I was thinking of cutting Oblation for Walk the Aeons. Thoughts?
Also, now that the deck is ready to rumble (from my perspective at least, it still needs improvement), how to best pilot the deck? Some questions (which obviously depend on the game state, but hopefully some general answers will help)
1. How much is Jenara a priority? Do I run her out turn 3 over ramp? A common choice is Jenara or Cultivate
2. Do I want to ramp hard around T4 (ie use tutors for ramp creatures like Karametra, God of Harvests), or prepare for late game with Prime Speaker Zegana? This is a choice I often find myself forced to make.
Any comments or suggestions for game play would be great!
Coiling Oracle - A pretty good card. I'm a bit disappointed to see him not flip a land in the early turns, but I'm beginning to learn that I can't trust him fully to drop lands. He's a card draw spell, and is occasionally ramp.
Eladamri's Call - Got the chance to playtest this from a friend and it's amazing. I will definitely be picking up a copy, it's great early and late.
Mistmeadow Witch - an underperforming card. I'd like to keep the bant blink shenanigans going, but I've skullclamped this card more often than used the ability. I want to switch it to something that helps strengthen the blink effects or a utility creature (Stoneforge Mystic obviously belongs here, but oh well). Can you think of any replacements?
Mirari's Wake - It drew a lot of hate when I did play it. I played it 3 times, and it only made it back to me once (at which point I did win the ga
-me). What are your thoughts on Chromatic Lantern in this spot? My manabase isn't spectacular, since I'm not running the original duals or as many fetches.
Halimar Depths - Swapped for a basic island. Thinking of switching Mosswort Bridge to a Plains to make better use of Jenara.
Explore - Thanks for the suggestion, I have found this very useful.
Recurring Insight - Will be swapped for Consecrated Sphinx when I get the chance.
Crystal Shard - was not that great when in play. Thoughts on running Cloudstone Curio over it? Maybe a Green Sun's Zenith
Overall I felt like the deck improved a lot. I also felt like it was lacking some late game punch. How often do you rely on the extra turn cards to help win games? They're another combat step for Jenara. I was thinking of throwing in a Rafiq of the Many or a Finest Hour to push through some combat damage, but then I feel like I'm getting away from the ETB effects.
Edit: What's your feeling on Buried Ruin for those without access to Academy Ruins? Could replace Mosswort Bridge or Halimar Depths and give me a bit of resilience to artifact removal.
As for Bane of Progress, I'm a tad uncomfortable running it with 10 artifacts + enchantments, although it goes in my old Roon deck. If I get the feeling that the league has a lot of artifacts I'll definitely bring it in. I also haven't been able to secure a copy of Venser, Shaper's Servant yet, it will probably go in eventually.
It makes me sad, but Elesh Norn is just too expensive for my rather budget build :/ I was thinking of Tooth and Nail + Avenger of Zendikar instead
With that said, I'm running a bit of a budget build. Hence no Sword of Fire and Ice, original duals, Elesh Norn, Grand Cenobite etc. I'm also missing expensives like Stoneforge Mystic. Snapcaster Mage, etc. I also usually run a few counterspells to protect from wraths and the like. I'll discuss a few details of my list and potential cuts. I'd love to hear some suggestions! Keep in mind this is a multiplayer list. I'd really like this to be resistant to wraths and be ready for a long haul game.
Bottom line is this deck needs to be more all round. Hopefully it can be resilient to combo, voltron, etc.
1 Acidic Slime
1 Body Double
1 Clever Impersonator
1 Coiling Oracle
1 Deadeye Navigator
1 Eternal Witness
1 Farhaven Elf
1 Fierce Empath
1 Glen Elendra Archmage
1 Ixidron
1 Jenara, Asura of War
1 Karametra, God of Harvests
1 Karmic Guide
1 Mirror Entity
1 Mistmeadow Witch
1 Mulldrifter
1 Phyrexian Metamorph
1 Prime Speaker Zegana
1 Progenitor Mimic
1 Prophet of Kruphix
1 Qasali Pridemage
1 Reclamation Sage
1 Reveillark
1 Sakura-Tribe Elder
1 Solemn Simulacrum
1 Spike Weaver
1 Sun Titan
1 Trinket Mage
1 Wood Elves
Enchantment (3)
1 Aura Shards
1 Bear Umbra
1 Mystic Remora
1 Birthing Pod
1 Crystal Shard
1 Lightning Greaves
1 Skullclamp
1 Sol Ring
1 Swiftfoot Boots
1 Sword of Feast and Famine
INSTANTS (16)
1 Arcane Denial
1 Bant Charm
1 Beast Within
1 Chord of Calling
1 Congregation at Dawn
1 Counterspell
1 Cyclonic Rift
1 Delay
1 Disdainful Stroke
1 Fact or Fiction
1 Ghostway
1 Hinder
1 Krosan Grip
1 Oblation
1 Spell Crumple
1 Swords to Plowshares
SORCERY (7)
1 Austere Command
1 Knowledge Exploitation
1 Nature's Lore
1 Rite of Replication
1 Supreme Verdict
1 Terminus
1 Wargate
1 Venser, the Sojourner
LANDS (37)
1 Adarkar Wastes
1 Alchemist's Refuge
1 Breeding Pool
1 Brushland
1 City of Brass
1 Command Tower
1 Flooded Strand
1 Forbidden Orchard
6 Forest
1 Glacial Fortress
1 Halimar Depths
1 Hallowed Fountain
1 Hinterland Harbor
4 Island
1 Mosswort Bridge
3 Plains
1 Reflecting Pool
1 Reliquary Tower
1 Seaside Citadel
1 Sunpetal Grove
1 Temple Garden
1 Temple of Enlightenment
1 Temple of Mystery
1 Temple of Plenty
1 Temple of the False God
1 Windswept Heath
1 Yavimaya Coast
Some Possible Cuts
Coiling Oracle - Sometimes he just really underperforms. In the early game I need to pay life (because of a bad manabase) to cast him and he only has a 35% chance to hit lands. Thinking about switching him for some more expensive ramp Skyshroud Claim comes to mind. The Sun Titan/Reveillark replay value is nice though.
Mystic Remora - Havent drawn it in a game yet, but in playtesting he is awful in the opening hand, since I want to ramp but need to pay the upkeep cost. But I need more card draw. Possible swap in Ephara, God of the Polis? She needs some ETB enablers to really get good though.
Congregation at Dawn - A poor man's Eladamri's Call. I just hate seeing it early game because I often can't cast it (again poor manabase) and it cuts me off lands for 3 whole turns. Hopefully I can switch this to Eladamri's Call, but what now?
Bear Umbra - A nice Voltron test. It performs amazingly in playtesting (surprise!), but in a real game it risks getting two for oned. Also can't be recurred via Sun Titan. Should I swap this for sorcery based ramp, or perhaps another ETB enabler like Cloudstone Curio?
Halimar Depths - I agree this card is awful. I'm getting a Tolaria West to help fetch Academy Ruins and Tormod's Crypt when I get these cards.
If I was perfectly honest, I think I might be trying to do too much. Running counterspells + ramp + ETB enablers is pretty hard for consistency and a lot of times I can't get off the ground. From a multiplayer standpoint, should I cut counterspells for more ramp and ETB creatures/enablers? Perhaps Brutalizer Exarch for his versatility or Praetor's Counsel for late game value? I'm unsure if I'm comfortable cutting counterspells, I'm a diehard blue player. But maybe it's best to cut the counterspells for more ramp.
I'm also a little afraid I don't have many finishers. Sure I have the Lark + Entity + Guide combo, but beyond a game ending Knowledge Exploitation, Rite of Replication or Deadeye Navigator + Anything, there aren't many ways to end it. Should I run more voltron? Cut 2 for Tooth and Nail and Avenger of Zendikar?
TL;DR - I need to focus the deck and make it run more smoothly. Suggestions for any cards that under performed for you or good sources of card draw are great! Too often I run out of steam without Skullclamp, Fact or Fiction, etc.
Also ISBPathfinder, why Harmonic Sliver over Reclamation Sage?
With that said, my LGS is looking to start up an EDH league. I already have a Roon of the Hidden Realm that is moderately competitive (it can hold its own on the multiplayer stage - You can search Tjornan on Tappedout for it, can't post links yet). However the format involves picking commanders before the tournament begins, and we have a few local Roon players, so I'm looking to tune up a Surrak Dragonclawdeck. The reason im picking this deck is
a) My meta is counterheavy and having value creatures uncounterable is amazing
b) Commander is a UGx format, no?
c) I believe he is the most underrated Temur Commander. Who likes playing against Maelstrom Wanderer, Riku of Two Reflections, or Animar, Soul of Elements? No one. I want this deck to be competitive but not make me a target. It needs to make memorable games.
d) The most important reason - he punches bears. Nuff said.
I'm looking to build this deck in a blink shell because it allows me to use cards I already have (I have a relatively small collection) and it is how I best know how to play. So here's what I'm thinking in terms of autoincludes.
Blink Support
Ramp - wood elves, farhaven elf, Yavimaya dryad, Solemn Simulacrum
Card Draw - Prime Speaker Zegana, Mulldrifter
Finishers - Craterhoof Behemoth, Avenger of Zendikar
Utility - Eternal Witness, Reclamation Sage, Acidic Slime, deadwood treefolk, bane of progress
Creature Heart
Vexing Shusher - I don't have to say why this card is good
Stonebrow, Krosan Hero - excellent synergy
Xenagos, God of Revels - allows for voltron or massive guys
Edric, Spymaster of Trest - politics, anyone? Not at his best, but I've never been sad to see him
Nylea, God of the Hunt - a double trample dude
Shaman of the Great Hunt (who else is super excited for this in Commander. Shame he's not legendary)
Mossbridge Troll - one of my favorite cards. Synergizes well with my commander
Bow of Nylea - trample + deathtouch? yes please
Overwhelming Stampede - one of the main win conditions
Temur Ascendancy - card draw
guided passage - a great politics card. Althoughs you to get answers for a common opponent's threats while allying with a "friend"
Blinkers - This is where the problem is!
Deadeye Navigator - Of course I wouldnt forget him
Birthing pod - the list of blinkers is so weak im calling this card a blinker
Mimic Vat - a poor, easy to remove blinker
Kiki-Jiki, Mirror Breaker - excellent blinker, but I have yet to secure a copy. The $25 price tag makes me balk. Although I suppose if I really want the blink shell, I'll have to just buy him.
Basically use Blink Creatures for support and preparation, swing with massive tramply creatures. Or so that's the plan.
I typically run a suite of about 8 counterspells, including Commander Staples like Hinder, Voidslime, and Spell Crumple
Obviously the deck will include premium removal like Chaos Warp, Beast Within, and krosan grip
I also run your basic tutors - chord of calling, wordly tutor
Obvious UG goodstuff like Prophet of Kruphix (that card wins games), spike weaver, rite of replication
Most of the deck seems to be solid. The only problem is - all the blink engines require white. I can't play mistmeadow witch, Reveillark, or Venser, the Sojourner in RUG. I obviously also don't get to use Roon. The blink engines I have so far are either subpar or mediocre (with the obvious exception of Deadeye Navigator
So here's where I need help - You'll notice my list ostensibly lacks red creatures and spells. I've only played UWG, so my knowledge of good red cards is limited. What cards would fit well in this deck? They should either synergize with the blink shell or with the creature heart.
More importantly - I'm a little scared of running such a heavy blink shell without access to well...blink. I'm looking for some good consistent blink engines. I could run Nephalia Smuggler and Ghostly Flicker, but I have found them limited in the Roon deck. Maybe this deck necessitates them, however.
TL;DR - I need awesome red creatures and RUG blink engines. Help!