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May 9, 2018I like that last list a lot as the rare deck that offers a powerful beatdown while also staving off other early aggressive decks to an almost comical degree. It does do absolutely nothing without Assault Formation though... Perhaps Muddle the Mixture would be appropriate, as it tutors for half the deck as well as the critical card, and can counter a Wrath if necessary? Also, since the deck has effectively no 1-drops it is basically a free-roll to put in a few Ponder or Preordain effects to smooth draws and dig for Formation/Tetsuko. As a final note, Wall of Tanglecord and Wall of Junk are nice beaters in addition to the ones Prid3 listed.Posted in: Multiplayer
Mar 8, 2018I think Peer Through Depths and/or Pieces of the Puzzle may be good fits to increase consistency of finding the right balance of ramp and payoff, as well as providing more low-mana options to ensure the deck doesn't stall out early. The rate on both starts looking excellent with a Goblin Electromancer effect in play and the increased card churn will flip Curious Homunculus faster as well.Posted in: Multiplayer
I just need to figure out the right mix of the two (or whether one is just better) and what cuts to make. Probably Steam Augury and a couple duplicate copies of expensive or situational cards, as those will become easier to dig for when needed.
Mar 3, 2018Great suggestions! I had not even thought of Spell Swindle and I think you're spot-on that dropping green altogether is the way to go. The mana is incredibly easier when you don't have Plasm Capture and Mana Geyser trying to coexist. I'm currently testingPosted in: Multiplayer
The splashy plays are absolutely hilarious and the ramp system works pretty well, as hardcasting the 7+ mana spells isn't even hard with the mana dorks but there are ample ways to spend big when you get supercharged by a Mana Geyser. The only issues remaining here are that the early to mid-game defenses are anemic and there's still a risk of not drawing both ramp and payoff in a given game. Burning Wish absolutely would crank the consistency way up and generally be an all-star but I think it would be frowned on.
Curious Homunculus and Steam Augury are probably the weakest links here, I wonder if something else could provide better defense and/or consistency while still contributing to the gameplan of ramp -> spell-based absurdity. Fact or Fiction has been an all-star at digging for whatever I need on turn 3 after a mana dork, but I haven't found other plays as effective at that point on the mana curve.
Mar 1, 2018I'm trying to build a deck that casts enormous Epic Experiments off Plasm Capture and/or Mana Geyser. The Experiment then hits various absurd sorceries and hilarity ensues. My current list isPosted in: Multiplayer
The game plan is to ramp and draw early until you're ready to pop off with a ramped-up payoff spell. It works reasonably well, but there's an issue with mana colors, as Mana Geyser produces only red which can be hard to work with. Ramp with no payoff and payoff with no ramp can also be rough. I have a number of cards in consideration and I'm trying to figure out the best, most consistent build.
Card considerations include Curious Homunculus, Nivix Guildmage, Regrowth, Howl of the Horde, Chandra, the Firebrand, Devastation Tide, Pyromancer's Goggles, Kessig Wolf Run. I'm also on the lookout for another good mana dump for the 15+ generated by Mana Geyser. Additional help with ramping, fixing, or spending big from the mana base would be great, but getting UU, GG, and RR consistently is tough enough as it is.
Notably, I'm trying to stick to a budget with minimal cards over $2-3.
Apr 22, 2017I think the strongest build is a Balance-centric one, this was my take for maximum power:Posted in: Multiplayer
8 Moxen and plenty of draw and tutor to push for a turn 1-2 As Foretold, then hopefully string free card draw into your 8 Balances. With almost every land able to sacrifice you strand everyone with no creatures, 0-1 lands, and no hand until you eventually kill them with Luminarch Ascension. This kind of list is definitely capable of horribly broken games but I doubt it's very consistent, and I imagine it's vulnerable to people simply top-decking enough mana + answers and threats to lose even after setting up and Balance-nuking. Kind of just a flashier but worse Limited Resources deck.
Apr 8, 2017Some thoughts on As Foretold...Posted in: Multiplayer
With no help it is quite slow. Even a Thrummingbird can't actually proliferate it until it's been around for a turn so you'd better be doing something powerful with all that setup time.
I think it will be dramatically stronger if it's accelerated out on turn 2 which would require either high-powered artifacts (Chrome Mox, Mox Diamond, Mox Opal, Sol Ring) or the color green (Wild Growth, Utopia Sprawl, any mana elf). Prid3's suggestion of Timecrafting does seems like a pretty sweet alternative for getting to the powerful part ahead of schedule.
As for using the thing, the costless suspend cards are certainly great. Ancestral Vision is a shoe-in but Restore Balance could work nicely as well if you're already playing a deck based heavily on artifacts and enchantments. It's probably possible to use As Foretold in a workable Wheel of Fate or Living End deck too.
The other way to really break the effect is free-casting instants on each opponent's turn. You can brute-force this with draw engines like Rhystic Study or Mystic Remora with a high concentration of instants. You can play a critical mass of instants which draw cards themselves and permanents to get value from it like Gutternsipe or Young Pyromancer. You can grind out value with recastable cards like Life from the Loam and Forbid. You can also give non-instants flash with Leyline of Anticipation, Prophet of Kruphix, Shimmer Myr, Vedalken Orrery, or Yeva, Nature's Herald. Alchemist's Refuge and Winding Canyons can help too.
Overall the effect is undeniably powerful but requires significant setup and deck construction requirements, and all your synergy can be shut down with a simple disenchant effect, and too much narrow deck building can really hurt if you just don't draw the thing. I'd expect occasional flashes of dominance with a fair bit of frustration in between in trying to break this one.
Apr 1, 2017Grand Architect gives you infinite activations (with infinite mana left over) once you've assembled the combo, as well as doubling the P/T of thopter tokens. You can play a relatively generic artifact ramp deck with Architects and Etherium Sculptors bringing out cards like Sharding Sphinx, Steel Hellkite, and Memnarch and have a combo finish as backup. Or just play cards like Glint-Nest Crane, Fabricate, Muddle the Mixture, Impulse etc. if you want to go in heavy on the combo angle.Posted in: Multiplayer
If your play group frowns on infinite combos, you can play the combo in a Cloudpost or Urzatron shell to pay for loads of activations.
Mar 13, 2017Thanks for the good suggestions! Upon some Gatherer searching, it appears Vault Skirge really is the best one-drop for wearing somewhere between 3 and 30 +1/+1 counters. The reason I originally had only 3 in though is because they're quite useless in multiples, a 1/1 with no effect outside combat is embarrassing in multiplayer. I think the answer is to keep around 3 Skirges and add a few more one-drops that can make use of +1/+1 counters when needed but have independent value without them.Posted in: Multiplayer
The best candidates:
Birds of Paradise is obviously strong for ramping and fixing and features evasion for delivering the beatdown when it must. It's slightly pricey though and there's an awkward tension between tapping for mana and actually attacking/blocking if it does get the counters.
Taunting Elf can act as pseudo-removal in the first few turns of the game if it has 3-6 counters, and a pseudo-board wipe if it collects a lot. Perhaps more importantly, it opens up opponents to be killed by your ginormous Spike Cannibal or Thief of Blood once it's counters get "borrowed".
Ulvenwald Tracker is slightly mana-intensive to use repeatedly, but offers repeated removal in a deck that could really use more interaction. It serves as a capable fighter itself if it's your Evolutionary Escalation receiver or will happily make critical utility creatures fight an oversized Cannibal. If you have a pumped Vault Skirge it even lets you activate the lifelink more often!
Honorable mentions include Experiment One, Mold Adder, and Scute Mob as big dumb beaters that add counters to the table, and Essence Warden and Thrull Parasite as generically useful one-drops if not great beaters.
I also love the idea of one or two Kulrath Knights! I hadn't remembered that they work on any counter and not just -1/-1!
At this point I'm actually looking for what cuts I can make to accommodate 3-5 new cards. I'm comfortable losing the Forgotten Ancient and probably shaving one Thief of Blood but not sure what else to cut. What do you guys think of the one drop choices? Potential cuts?
Mar 12, 2017When Commander 2016 added Parting Thoughts and Thief of Blood as payoffs for opponents having +1/+1 counters as well as enablers like Evolutionary Escalation and Orzhov Advokist, I assumed they were seeding a new casual strategy of giving your opponents power for your own profit- something players have been trying to do since Sheltering Ancient. It looks pretty janky at first but when I looked for other people's takes on the strategy I couldn't find anyone who actually put together a list. This is my attempt.Posted in: Multiplayer
Spike Cannibal and Aku Djinn are the forgotten old treasures that give the new toys a real shot. Vault Skirge and Devoted Druid are your happy recipients of counters from Evolutionary Escalation and Fate Transfer. Meanwhile Lightning Greaves, Jarad, Golgari Lich Lord, and Rogue's Passage work to convert enormous Spike Cannibals and Thief of Bloods into actual game wins.
I've been pleasantly surprised at how well it actually works, Parting Thoughts and Devoted Druid are very effective at supercharging you on cards and mana when supported, and you get to wield a lot of political influence through your "gifts". In particular, cards like Evolutionary Escalation give you the power to team up with other creature decks to crush more threatening control and combo decks early.
The weakness here is that the deck struggles to survive against repeated mass removal and can run out of gas if you don't draw your Parting Thoughts. More damning is the fact that it features minimal interaction, so if other decks bring a stronger and/or faster proactive plan they can simply outrace or overpower you and there are no answers.
I don't know if I'll actually build this with physical cards but I thought it was worth getting a list up on the site for reference, plus I'd love to see if it could get more competitive with some feedback! (Note: budget is a consideration)
Mar 7, 2017My favorite ramp in token decks is Cryptolith Rite. It works especially well with mana-sink token generators like Sylvan Offering or Jade Mage since each successive use generates more creatures and mana exponentially if left unchecked.Posted in: Multiplayer
Feb 4, 2017I think it's worth noting that all the expertise cards can not only cheat in the costless suspend cards, they can cast the Fused form or expensive side of split cards if either side fulfills the CMC requirement. Beck // Call, Breaking // Entering, and Boom // Bust are the most relevant.Posted in: Multiplayer
Dec 1, 2016Trophy Mage is probably best pulling strategy-defining pieces so your deck can run virtually 8 copies.Examples include Ensnaring Bridge, Trinisphere, Fist of Suns, Crucible of Worlds, Dynavolt Tower, Spellweaver Helix, and Static Orb. Also qualifying would be game-winning combo pieces like Cloudstone Curio or both halves of Metalworker + Staff of Domination. Of course he's not bad for just getting generically strong cards like Worn Powerstone, Extraplanar Lens, Oblivion Stone, Vedalken Shackles, and Swords of X&Y.Posted in: New Card Discussion
Yahenni's Expertise looks amazing. To use it optimally you'll want to make sure you have enough card advantage that the tempo is invaluable and you always have options remaining in hand. Phyrexian Arena, Compulsive Research, Thirst for Knowledge, and Trade Secrets are great at keeping the hand full for exactly 3 CMC. It also has excellent synergy with 3 mana planeswalkers since you can clear the field of potential attackers and safely drop the walker in one turn. Honestly though, any strong card at 2-3 mana goes well with it...
Quicksmith Rebel could be a fun casual build-around with artifacts that untap themselves repeatedly. Pili-Pala and Staff of Domination stand out immediately but Grinding Station, Blasting Station, Honor-Worn Shaku, and Phyrexian Ironfoot could all lead a deck in interesting niche directions.
Oct 27, 2016I think Tymna the Weaver can actually do a lot of work. WB Tokens naturally has hordes of flyers so she draws you multiple cards per turn which is insane at 3 mana. In commander she can provide a pseudo-Edric effect and pair with Ludevic, Necro-Alchemist, Sidar Kondo of Jamuraa, or Kydele, Chosen of Kruphix to make a 3-4 color variant of the classic 1-drop aggro deck.Posted in: Multiplayer
Manifold Insights and all the Undaunted cards are obviously insane with 4-6 opponents to the point of being overpowered must-plays once you get to 5+.
100% agree that Faerie Artisans is the most generically powerful card here. Great with the playable Populate cards, great with sacrifice outlets, and great just to throw out and reap value. Primordials, Titans, Gearhulks, and Gray Merchants beware.
Some of the legends are seriously disappointing. Thrasios, Ravos, Tana are way underpowered and don't even make up for it with a unique interesting effect like Vial Smasher or Kynaios of Tiro.
Yidris, Maelstrom Wielder strikes me as one of the best value commanders ever printed, and can do some serious work in the 60 card world as well. 4 Ancestral Visions and a healthy dose of 1 drops anyone? For the outrageously greedy you can even use cards like Anurid Scavenger, Bow of Nylea, and Conjurer's Bauble to repeatedly recycle said Visions.
Oct 27, 2016Sidar Kondo of Jamuraa does have a good ability to pair up and would actually let you run loads of utility 1-drops instead of inherently evasive 1 drops, but losing access to blue hurts. Blue provides all the Negate and Time Warp effects that let your army push through in the mid-game. It might still work with cards like Selfless Spirit, Rootborn Defenses, and Wrap in Vigor though.Posted in: Commander (EDH)
Kydele, Chosen of Kruphix would give you access to both Blue and Green and could easily tap for 4-5 mana when your gameplan is working, but a 4 mana ramp card is tricky to fit into a 1-drop aggro strategy no matter how powerful it may be,
Oct 26, 2016Tymna the Weaver offers an inferior but still powerful version of Edric, Spymaster of Trest while allowing you to go into any 4 colors via Partner. Access to White, Black, and Potentially Red opens many possibilities classic Edric decks didn't have. The first cards I came up with that could upgrade the existing Blue/Green shell are:Posted in: Commander (EDH)
Mother of Runes
Soltari Foot Soldier
While a few are just minor upgrades to the standard Cloud Pirates style filler, cards like Serra Ascendant and Selfless Spirit are fantastic additions. These alone likely do not justify stretching your mana base and losing Edric's superior drawing potential but I'm sure there are more great R/W/B cards I'm missing! My first instinct for Tymna's partner would be Ludevic, Necro-Alchemist since he provides two new colors including the essential blue that drives the strategy, and his ability complements the gameplan.
Does anyone else have ideas for W/R/B cards that upgrade the one-drop blitz strategy? Perhaps a different partner for Tymna that could work better?
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