I don't think Affinity is as prevalent these days and I like the bolt tacked onto Smash, so I brought that in and the Spree out. Blue is the most common colour in the format and the look on a blue player's face when you counter their spell or destroy their Counterbalance is delicious. Finally, Cage is handy against any reanimation deck.
I've found Top a little disappointing so far, but I like the synergy with fetches. If I do take it out of the main, I feel like I'd probably cut it entirely. If I make the switch, I'd probably drop all the GLM and Top for a playset of Swiftspear and switching 1 Vortex from main to side.
Looking to get back into 1v1 magic after a long run as a mostly EDH, occasional drafter. I started with a casual burn deck and I recently discovered Top was Legacy Burn viable, so I'm getting sucked back in.
I'm on a list that got mentioned a page or so back, inspired by a well-placed SCG Classic finish, decklist below
I'd love if anyone would put a list of cards they board in and out (in their decks, I don't expect you do so for mine) against the most common match ups. I just played a couple matches against Standstill and OmniTell where I won the pre-board and lost the post-, so I can definitely use the help!
I'd been looking for a good Big Mana Maga deck, glad to see I'm not the only one who sees her potential as a game-ender. A few questions and ideas:
1. Are you able to consistently get large amounts of mana, after cutting Revenant, Ghast, and Magus, or are you relying on drawing/tutoring for Bubbling Muck before going off?
2. Have you got room for Toshiro Umezawa? You play a lot of instants/sorceries, he seems like he'd be valuable.
3. You're missing a couple black staples. Necropotence, for one, but also Vampiric Tutor in your tutor category and Grave Pact/Dictate of Erebos for decks more dependent on creatures than yourself.
4. Your deck is currently half categorized by type, half by function. Might I suggest two lists, one that is purely by type, the other with the functions? As well, indicate which cards are for early ramp (Thought Vessel, for example) and which are to power out a big fat Maga or other mana dump kill spell.
5. Some suggested cuts:
- Worn Powerstone is straight up awful. Get it outta here. Mana Crypt or Vault (and preferably both) belong here instead.
- Staff of Domination only works with infinite mana. Even if you generate 50 mana, you do what? Draw 5 cards? Gain 15 life? And then nothing else that turn. Nah, you can do better than that.
Razzliox, I've been scoping this deck forever and I've decided to jump in with both feet. I largely borrowed from your list and a couple others on tapped out, but I am in a bit more of a casual meta (no MLD, but infinite combos are fine) and am more enamoured with Jarad's fling ability than most people here appear to be.
I've got a deck that's technically at the official 99, but after going back through your list, there are another 13 I want to include. If you could make some suggestions on which 13 to cut from the deck to add the following cards
I'd greatly appreciate it. I'm aware I've probably got too much removal and not enough ramp, draw, or reanimation effects, but I'm not sure how much to cut and how much to add. Additionally, if any of the prior 13 themselves don't deserve to make the cut, feel free to cut them too.
I keep goldfishing it, but it feels too slow, either in land or in Apostles and without the ability to drop its infinite combos in a single turn. So, uh, help, please?
Some ideas I'm unsure about are if the current removal package I have is worth it, if I should bother with the lifegain, whether I need more/different demons, and whether I have the right amount of land. I recognize that this is a deck that must be aggressively mulliganed, but I'd like to be able to win even if I don't have a god first hand
The only person I play in 1v1 and I really try and keep the costs down, since we're both students, but when I brought an $85 Edric deck against him that I had built for multiplayer, it wrecked house. Now, I'd like to make a second deck to complement the other 1v1 deck I have, Kaalia of the Vast.
So this guy,Omnath, Locus of Rage, just screams fun. When I read about him, I knew he'd be all kinds of shenanigans in a way that only battlecruiser magic can be. It seems a bit slow for 1v1, but we're on a budget, so I don't have to worry about any T3 wins or anything. If anybody has suggestions on how to either
Lower the cost or
Speed up the ramp or
Protect Omnath without impeding goals 1 and 2
I'm all ears. Without further ado, here's the deck
As an aside, some of the more expensive ones, like Garruk Wildspeaker, Mana Echoes, Parallel Lives, and Purphoros, God of the Forge are either owned by me already or are cards I want for other decks anyway, but even so, the deck tops out at under $140 with them.
This deck seems like just a riot to play with. Any idea on how it would be modified for 1v1? Double points if you can do it for under say, $50
EDIT: So I put on my big boy pants and did a little bit of fiddling myself. I took the original list at the top of this thread and cut all the cards over 5$, save for a few I thought really had value 1v1 (and even those are all under $10). Also, some of the more expensive ones, like Garruk Wildspeaker, Mana Echoes, Parallel Lives, and Purphoros, God of the Forge are either owned by me already or are cards I want for other decks anyway. Here's what I ended up with
Thank you tremendously, everybody, for the welcome and the advice.
I've added nearly everything suggested, with the exception of Somnophore (since he didn't fit the deck's theme, though I am dropping Tideforce Elemental, @schweinefett) and Oblivion Sower (currently out of my price range for what it does. Maybe once it cycles out of Standard it'll drop), much appreciated. A couple of them were even cards I already had, so that was nice. I also added Nephalia Smuggler and Cloudshift to add to the flickering.
Dropping cards was of course, as painful as actively murdering my (hypothetical) firstborn child. I dropped all the ETBT land cards, except Arcane Sanctum, Glacial Fortress, Halimar Depths, and the three Temples, replacing them with the recommended lands above and basic lands to fill the rest of the slots (though I did drop down by one to 37 lands). My other drops were as follows:
- Dismal Failure (Too highly costed
- Dissipate (Not enough people play with their graveyards in my meta)
- Rewind (Too highly costed)
- Diabolic Tutor (I don't have enough tutors to make this one worthwhile, I think)
- Grim Discovery (I don't intend to have too many creatures in the graveyard, frankly)
- Merchant Scroll (Instead of having a card that finds me counterspells, I added more counterspells)
- Drogskol Reaver (He'd get hated out, methinks, as well as tell other players that I'm ready to attack and should be attacked myself)
- Necropolis Regent (I wouldn't attack enough to make her worth it. I don't plan to attack until I'm ready to bring Dakkon out and end the game)
- Tideforce Elemental (Just not really a very good card)
- Armillary Sphere (Burnished Hart, which @tombstone312 recommended, was already in there, but I tossed this one per their recommendation anyway)
That's where it stands now, I continue to appreciate further input if anyone is interested, on the list as a whole or on the drops specifically. Other cards in there that aren't necessary would be taken under advisement gladly, as it's always easier to add than take out. Currently I'm a bit worried about not having a back up win-con or enough creatures to protect myself, so if you agree or disagree with me, let me know!
First off, I'm new to this forum and relatively new to Magic in general (less than a year of playing very casually and infrequently), so my apologies if this post isn't in the right place or if I'm missing out on regular nomenclature and/or obvious cards.
I was looking for a control deck and upon realizing that Esper would probably be my best bet. When looking through generals, I got super excited by an older card by the name of Dakkon Blackblade. The playgroup I'm rather fond of at my LGS enjoys games that last as long as possible, so I thought Dakkon would be a good fit as a commander who can come in and end a game. He also has plenty of land, so he can even be recast a couple times.
I'd love to get some more experienced players' opinions on what this deck needs more of (I feel like I'm neglecting my card draw, but that's just me), but I'd ask you to keep a couple things in mind:
I'm a casual player. I'm not adverse to spending money, but if an individual card is more than $10, it's going to take some serious justification to sell me on it
I play both in a group formats and 1v1
As a casual player, I aim to follow Wheaton's law. As such, no MLD please. However, I'm quite happy to play plenty of counterspells and removal. It's been done to me enough, I'd like to get in on the action.
I'm thinking it needs more sweepers, some protection, and probably something to give Dakkon haste, as well as get more land drops. I could also get more basic lands into the mix, to take better advantage of the cards that fetch them. Please let me know what you think!
In
1 Grafdigger's Cage
1 REB
1 Pyroblast
1 Smash to Smithereens
Out
1 Relic of Progenitus
3 Shattering Spree
I don't think Affinity is as prevalent these days and I like the bolt tacked onto Smash, so I brought that in and the Spree out. Blue is the most common colour in the format and the look on a blue player's face when you counter their spell or destroy their Counterbalance is delicious. Finally, Cage is handy against any reanimation deck.
I've found Top a little disappointing so far, but I like the synergy with fetches. If I do take it out of the main, I feel like I'd probably cut it entirely. If I make the switch, I'd probably drop all the GLM and Top for a playset of Swiftspear and switching 1 Vortex from main to side.
Looking to get back into 1v1 magic after a long run as a mostly EDH, occasional drafter. I started with a casual burn deck and I recently discovered Top was Legacy Burn viable, so I'm getting sucked back in.
I'm on a list that got mentioned a page or so back, inspired by a well-placed SCG Classic finish, decklist below
1x Arid Mesa
1x Barbarian Ring
4x Bloodstained Mire
8x Mountain
1x Scalding Tarn
4x Wooded Foothills
Creature (10)
4x Eidolon of the Great Revel
4x Goblin Guide
2x Grim Lavamancer
4x Fireblast
4x Lightning Bolt
4x Price of Progress
2x Searing Blaze
Sorcery (14)
4x Chain Lightning
2x Exquisite Firecraft
4x Lava Spike
4x Rift Bolt
Enchantment (2)
2x Sulfuric Vortex
1x Sensei's Divining Top
2x Exquisite Firecraft
1x Grim Lavamancer
3x Pyrostatic Pillar
2x Relic of Progenitus
2x Searing Blaze
1x Searing Blood
3x Shattering Spree
1x Vexing Shusher
I'd love if anyone would put a list of cards they board in and out (in their decks, I don't expect you do so for mine) against the most common match ups. I just played a couple matches against Standstill and OmniTell where I won the pre-board and lost the post-, so I can definitely use the help!
1. Are you able to consistently get large amounts of mana, after cutting Revenant, Ghast, and Magus, or are you relying on drawing/tutoring for Bubbling Muck before going off?
2. Have you got room for Toshiro Umezawa? You play a lot of instants/sorceries, he seems like he'd be valuable.
3. You're missing a couple black staples. Necropotence, for one, but also Vampiric Tutor in your tutor category and Grave Pact/Dictate of Erebos for decks more dependent on creatures than yourself.
4. Your deck is currently half categorized by type, half by function. Might I suggest two lists, one that is purely by type, the other with the functions? As well, indicate which cards are for early ramp (Thought Vessel, for example) and which are to power out a big fat Maga or other mana dump kill spell.
5. Some suggested cuts:
- Worn Powerstone is straight up awful. Get it outta here. Mana Crypt or Vault (and preferably both) belong here instead.
- Staff of Domination only works with infinite mana. Even if you generate 50 mana, you do what? Draw 5 cards? Gain 15 life? And then nothing else that turn. Nah, you can do better than that.
Razzliox, I've been scoping this deck forever and I've decided to jump in with both feet. I largely borrowed from your list and a couple others on tapped out, but I am in a bit more of a casual meta (no MLD, but infinite combos are fine) and am more enamoured with Jarad's fling ability than most people here appear to be.
I've got a deck that's technically at the official 99, but after going back through your list, there are another 13 I want to include. If you could make some suggestions on which 13 to cut from the deck to add the following cards
- Beast Within
- Buried Alive
- Crop Rotation
- Graveborn Muse
- Greater Good
- Greenwarden of Murasa
- Lignify
- Living Death
- Mana Confluence
- Mindslicer
- Reanimate
- Song of the Dryads
- Survival of the Fittest
I'd greatly appreciate it. I'm aware I've probably got too much removal and not enough ramp, draw, or reanimation effects, but I'm not sure how much to cut and how much to add. Additionally, if any of the prior 13 themselves don't deserve to make the cut, feel free to cut them too.1x Jarad, Golgari Lich Lord
Land (36)
1x Bojuka Bog
1x Cabal Coffers
1x Command Tower
1x Crypt of Agadeem
1x Dakmor Salvage
1x Evolving Wilds
6x Forest
1x Golgari Rot Farm
1x Llanowar Wastes
1x Mosswort Bridge
1x Myriad Landscape
12x Swamp
1x Tainted Wood
1x Temple of Malady
1x Temple of the False God
1x Terramorphic Expanse
1x Urborg, Tomb of Yawgmoth
1x Vivid Grove
1x Vivid Marsh
1x Woodland Cemetery
Creature Removal (10)
1x Acidic Slime
1x Avatar of Woe
1x Devour in Shadow
1x Disembowel
1x Hero's Downfall
1x Killing Glare
1x Murder
1x Putrefy
1x Stinkweed Imp
1x Victim of Night
Draw (5)
1x Disciple of Bolas
1x Greed
1x Harvester of Souls
1x Necropotence
1x Phyrexian Arena
1x Dawn of the Dead
1x Eternal Witness
1x Sepulchral Primordial
1x Victimize
Ramp (5)
1x Sakura-Tribe Elder
1x Yavimaya Elder
1x Chromatic Lantern
1x Golgari Signet
1x Sol Ring
Fatty (15)
1x Avatar of Woe
1x Bonehoard
1x Doomgape
1x Ghoultree
1x Golgari Grave-Troll
1x Lord of Extinction
1x Lotleth Troll
1x Mortivore
1x Nighthowler
1x Phyrexian Devourer
1x Phyrexian Dreadnought
1x Rune-Scarred Demon
1x Sewer Nemesis
1x Wreath of Geists
1x Xathrid Demon
Yard fill (12)
1x Dakmor Salvage
1x Extractor Demon
1x Golgari Grave-Troll
1x Grisly Salvage
1x Hermit Druid
1x Life from the Loam
1x Lotleth Troll
1x Mulch
1x Nyx Weaver
1x Satyr Wayfinder
1x Sewer Nemesis
1x Stinkweed Imp
1x Acidic Slime
1x Golgari Charm
1x Krosan Grip
1x Naturalize
1x Putrefy
1x Reclamation Sage
1x Woodfall Primus
Tutor (3)
1x Diabolic Revelation
1x Diabolic Tutor
1x Rune-Scarred Demon
WinCon (9)
1x Hatred
1x Kessig Cagebreakers
1x Magus of the Mirror
1x Mikaeus, the Unhallowed
1x Necrotic Ooze
1x Phyrexian Delver
1x Triskelion
1x Wall of Blood
1x Woodfall Primus
NecOoze Combo (5)
1x Bloodghast
1x Mikaeus, the Unhallowed
1x Phyrexian Delver
1x Phyrexian Devourer
1x Triskelion
Utility (2)
1x Exsanguinate
1x Witchbane Orb
That one has a few cards in multiple places, such as Dakmor Salvage in Land and Yard fill, so here's a version that is purely by type:
1x Jarad, Golgari Lich Lord
Creature (35)
1x Acidic Slime
1x Avatar of Woe
1x Bloodghast
1x Disciple of Bolas
1x Doomgape
1x Eternal Witness
1x Extractor Demon
1x Ghoultree
1x Golgari Grave-Troll
1x Harvester of Souls
1x Hermit Druid
1x Kessig Cagebreakers
1x Lord of Extinction
1x Lotleth Troll
1x Magus of the Mirror
1x Mikaeus, the Unhallowed
1x Mortivore
1x Necrotic Ooze
1x Nighthowler
1x Nyx Weaver
1x Phyrexian Delver
1x Phyrexian Devourer
1x Phyrexian Dreadnought
1x Reclamation Sage
1x Rune-Scarred Demon
1x Sakura-Tribe Elder
1x Satyr Wayfinder
1x Sepulchral Primordial
1x Sewer Nemesis
1x Stinkweed Imp
1x Triskelion
1x Wall of Blood
1x Woodfall Primus
1x Xathrid Demon
1x Yavimaya Elder
1x Bojuka Bog
1x Cabal Coffers
1x Command Tower
1x Crypt of Agadeem
1x Dakmor Salvage
1x Evolving Wilds
6x Forest
1x Golgari Rot Farm
1x Llanowar Wastes
1x Mosswort Bridge
1x Myriad Landscape
12x Swamp
1x Tainted Wood
1x Temple of Malady
1x Temple of the False God
1x Terramorphic Expanse
1x Urborg, Tomb of Yawgmoth
1x Vivid Grove
1x Vivid Marsh
1x Woodland Cemetery
Instant (12)
1x Devour in Shadow
1x Disembowel
1x Golgari Charm
1x Grisly Salvage
1x Hatred
1x Hero's Downfall
1x Killing Glare
1x Krosan Grip
1x Murder
1x Naturalize
1x Putrefy
1x Victim of Night
1x Bonehoard
1x Chromatic Lantern
1x Golgari Signet
1x Sol Ring
1x Witchbane Orb
Sorcery (6)
1x Diabolic Revelation
1x Diabolic Tutor
1x Exsanguinate
1x Life from the Loam
1x Mulch
1x Victimize
Enchantment (5)
1x Dawn of the Dead
1x Greed
1x Necropotence
1x Phyrexian Arena
1x Wreath of Geists
I've been batting around an Athreos, God of the Passage deck based around the Shadowborn Apostle mechanic, rather than studying for exams, but I'm in a bit of a rut.
I keep goldfishing it, but it feels too slow, either in land or in Apostles and without the ability to drop its infinite combos in a single turn. So, uh, help, please?
Some ideas I'm unsure about are if the current removal package I have is worth it, if I should bother with the lifegain, whether I need more/different demons, and whether I have the right amount of land. I recognize that this is a deck that must be aggressively mulliganed, but I'd like to be able to win even if I don't have a god first hand
1x Archfiend of Depravity
1x Grand Abolisher
1x Harvester of Souls
1x Lord of the Void
1x Mentor of the Meek
1x Mirror Entity
1x Ob Nixilis, Unshackled
1x Reaper from the Abyss
1x Rotlung Reanimator
1x Rune-Scarred Demon
36x Shadowborn Apostle
1x Soul Warden
1x Sun Titan
1x Zulaport Cutthroat
Enchantment (6)
1x Exquisite Blood
1x Greed
1x Necropotence
1x Phyrexian Arena
1x Sanguine Bond
1x Underworld Connections
1x Lifeline
1x Skullclamp
1x Thrumming Stone
Land (30)
1x Bojuka Bog
1x Cabal Coffers
1x Command Tower
1x Evolving Wilds
1x Forbidden Orchard
1x Isolated Chapel
1x Nykthos, Shrine to Nyx
1x Plains
18x Swamp
1x Tainted Field
1x Temple of Silence
1x Terramorphic Expanse
1x Urborg, Tomb of Yawgmoth
1x Diabolic Revelation
1x Diabolic Tutor
1x Exsanguinate
1x Immortal Servitude
1x Sign in Blood
1x Tendrils of Agony
Instant (4)
1x Mortify
1x Swords to Plowshares
1x Unmake
1x Victim of Night
I also have a list of cards I have considered and cut, but if someone wants to re-sell me on them, I'm all ears
1x Ambition's Cost
1x Ancient Craving
1x Blood Artist
1x Drain Life
1x Gray Merchant of Asphodel
1x Hero's Downfall
1x No Rest for the Wicked
1x Orzhov Signet
1x Remembrance
1x Shirei, Shizo's Caretaker
1x Abhorrent Overlord
1x Bloodgift Demon
1x Demon of Death's Gate
1x Demon of Wailing Agonies
1x Eater of Hope
1x Elbrus, the Binding Blade
1x Havoc Demon
1x Infernal Denizen
1x Kothophed, Soul Hoarder
1x Kuro, Pitlord
1x Liege of the Pit
1x Lord of the Pit
1x Minion of Leshrac
1x Necropolis Fiend
1x Overseer of the Damned
1x Pestilence Demon
1x Pit Spawn
1x Ravenous Demon
1x Spirit of the Night
So any advice, speeding up or otherwise, would be greatly appreciated
So this guy,Omnath, Locus of Rage, just screams fun. When I read about him, I knew he'd be all kinds of shenanigans in a way that only battlecruiser magic can be. It seems a bit slow for 1v1, but we're on a budget, so I don't have to worry about any T3 wins or anything. If anybody has suggestions on how to either
1x Avenger of Zendikar
1x Burnished Hart
1x Courser of Kruphix
1x Elvish Pioneer
1x Eternal Witness
1x Fertilid
1x Generator Servant
1x Ingot Chewer
1x Ogre Battledriver
1x Paleoloth
1x Purphoros, God of the Forge
1x Rakka Mar
1x Rampaging Baloths
1x Sakura-Tribe Elder
1x Skullmulcher
1x Skyshroud Ranger
1x Spearbreaker Behemoth
1x Spellbreaker Behemoth
1x Titania, Protector of Argoth
1x Xenagos, God of Revels
1x Yavimaya Elder
1x Young Pyromancer
Artifact (6)
1x Chromatic Lantern
1x Horn of Greed
1x Lightning Greaves
1x Sol Ring
1x Swiftfoot Boots
1x Sword of the Animist
1x Garruk Wildspeaker
Land (42)
1x Buried Ruin
1x Command Tower
1x Evolving Wilds
1x Flamekin Village
21x Forest
1x Ghost Town
1x Gruul Turf
1x Karplusan Forest
1x Kessig Wolf Run
1x Mosswort Bridge
5x Mountain
1x Myriad Landscape
1x Rootbound Crag
1x Slippery Karst
1x Temple of Abandon
1x Temple of the False God
1x Terramorphic Expanse
1x Vivid Grove
Enchantment (10)
1x Elemental Bond
1x Evolutionary Leap
1x Fires of Yavimaya
1x Goblin Bombardment
1x Greater Good
1x Mana Echoes
1x Parallel Lives
1x Perilous Forays
1x Warstorm Surge
1x Where Ancients Tread
1x Animist's Awakening
1x Cultivate
1x Explosive Vegetation
1x Genesis Wave
1x Green Sun's Zenith
1x Kodama's Reach
1x Nissa's Pilgrimage
1x Primal Growth
1x Shamanic Revelation
1x Skyshroud Claim
1x Sylvan Scrying
1x Tempt with Vengeance
1x Triumph of the Hordes
Instant (5)
1x Beast Within
1x Comet Storm
1x Crop Rotation
1x Krosan Grip
1x Momentous Fall
Maybeboard (4)
1x Destructive Force
1x Hammer of Purphoros
1x Impact Tremors
1x Wave of Vitriol
As an aside, some of the more expensive ones, like Garruk Wildspeaker, Mana Echoes, Parallel Lives, and Purphoros, God of the Forge are either owned by me already or are cards I want for other decks anyway, but even so, the deck tops out at under $140 with them.
EDIT: So I put on my big boy pants and did a little bit of fiddling myself. I took the original list at the top of this thread and cut all the cards over 5$, save for a few I thought really had value 1v1 (and even those are all under $10). Also, some of the more expensive ones, like Garruk Wildspeaker, Mana Echoes, Parallel Lives, and Purphoros, God of the Forge are either owned by me already or are cards I want for other decks anyway. Here's what I ended up with
1x Avenger of Zendikar
1x Burnished Hart
1x Courser of Kruphix
1x Elvish Pioneer
1x Eternal Witness
1x Fertilid
1x Generator Servant
1x Ingot Chewer
1x Ogre Battledriver
1x Paleoloth
1x Purphoros, God of the Forge
1x Rakka Mar
1x Rampaging Baloths
1x Sakura-Tribe Elder
1x Skullmulcher
1x Skyshroud Ranger
1x Spearbreaker Behemoth
1x Spellbreaker Behemoth
1x Titania, Protector of Argoth
1x Xenagos, God of Revels
1x Yavimaya Elder
1x Young Pyromancer
Artifact (6)
1x Chromatic Lantern
1x Horn of Greed
1x Lightning Greaves
1x Sol Ring
1x Swiftfoot Boots
1x Sword of the Animist
1x Garruk Wildspeaker
Land (42)
1x Buried Ruin
1x Command Tower
1x Evolving Wilds
2x Flamekin Village
20x Forest
1x Ghost Town
1x Gruul Turf
1x Karplusan Forest
1x Kessig Wolf Run
1x Mosswort Bridge
5x Mountain
1x Myriad Landscape
1x Rootbound Crag
1x Slippery Karst
1x Temple of Abandon
1x Temple of the False God
1x Terramorphic Expanse
1x Vivid Grove
Enchantment (10)
1x Elemental Bond
1x Evolutionary Leap
1x Fires of Yavimaya
1x Goblin Bombardment
1x Greater Good
1x Mana Echoes
1x Parallel Lives
1x Perilous Forays
1x Warstorm Surge
1x Where Ancients Tread
1x Animist's Awakening
1x Cultivate
1x Explosive Vegetation
1x Genesis Wave
1x Green Sun's Zenith
1x Kodama's Reach
1x Nissa's Pilgrimage
1x Primal Growth
1x Shamanic Revelation
1x Skyshroud Claim
1x Sylvan Scrying
1x Tempt with Vengeance
1x Triumph of the Hordes
Instant (5)
1x Beast Within
1x Comet Storm
1x Crop Rotation
1x Krosan Grip
1x Momentous Fall
Maybeboard (4)
1x Destructive Force
1x Hammer of Purphoros
1x Impact Tremors
1x Wave of Vitriol
I've added nearly everything suggested, with the exception of Somnophore (since he didn't fit the deck's theme, though I am dropping Tideforce Elemental, @schweinefett) and Oblivion Sower (currently out of my price range for what it does. Maybe once it cycles out of Standard it'll drop), much appreciated. A couple of them were even cards I already had, so that was nice. I also added Nephalia Smuggler and Cloudshift to add to the flickering.
Dropping cards was of course, as painful as actively murdering my (hypothetical) firstborn child. I dropped all the ETBT land cards, except Arcane Sanctum, Glacial Fortress, Halimar Depths, and the three Temples, replacing them with the recommended lands above and basic lands to fill the rest of the slots (though I did drop down by one to 37 lands). My other drops were as follows:
- Dismal Failure (Too highly costed
- Dissipate (Not enough people play with their graveyards in my meta)
- Rewind (Too highly costed)
- Diabolic Tutor (I don't have enough tutors to make this one worthwhile, I think)
- Grim Discovery (I don't intend to have too many creatures in the graveyard, frankly)
- Merchant Scroll (Instead of having a card that finds me counterspells, I added more counterspells)
- Drogskol Reaver (He'd get hated out, methinks, as well as tell other players that I'm ready to attack and should be attacked myself)
- Necropolis Regent (I wouldn't attack enough to make her worth it. I don't plan to attack until I'm ready to bring Dakkon out and end the game)
- Tideforce Elemental (Just not really a very good card)
- Armillary Sphere (Burnished Hart, which @tombstone312 recommended, was already in there, but I tossed this one per their recommendation anyway)
That's where it stands now, I continue to appreciate further input if anyone is interested, on the list as a whole or on the drops specifically. Other cards in there that aren't necessary would be taken under advisement gladly, as it's always easier to add than take out. Currently I'm a bit worried about not having a back up win-con or enough creatures to protect myself, so if you agree or disagree with me, let me know!
Best,
Snarglefrazzle
First off, I'm new to this forum and relatively new to Magic in general (less than a year of playing very casually and infrequently), so my apologies if this post isn't in the right place or if I'm missing out on regular nomenclature and/or obvious cards.
I was looking for a control deck and upon realizing that Esper would probably be my best bet. When looking through generals, I got super excited by an older card by the name of Dakkon Blackblade. The playgroup I'm rather fond of at my LGS enjoys games that last as long as possible, so I thought Dakkon would be a good fit as a commander who can come in and end a game. He also has plenty of land, so he can even be recast a couple times.
I'd love to get some more experienced players' opinions on what this deck needs more of (I feel like I'm neglecting my card draw, but that's just me), but I'd ask you to keep a couple things in mind:
Without further ado, let's get to the deck:
1x Dakkon Blackblade
Lands (38)
1x Ancient Spring
1x Arcane Sanctum
1x Azorius Chancery
1x Azorius Guildgate
1x Bojuka Bog
1x Bottomless Vault
1x Command Tower
1x Dimir Aqueduct
1x Dimir Guildgate
1x Dismal Backwater
1x Drowned Catacomb
1x Esper Panorama
1x Evolving Wilds
1x Glacial Fortress
1x Halimar Depths
1x Icatian Store
8x Island
1x Isolated Chapel
1x Orzhov Guildgate
1x Plains
1x Reliquary Tower
1x Rogue's Passage
1x Sand Silos
1x Scoured Barrens
2x Swamp
1x Temple of Deceit
1x Temple of Enlightenment
1x Temple of Silence
1x Terramorphic Expanse
1x Tranquil Cove
1x Ior Ruin Expedition
1x Mystic Remora
1x Oblivion Ring
1x Propaganda
1x Soothsaying
1x Telepathy
Instants (22)
1x Blue Sun's Zenith
1x Brainstorm
1x Capsize
1x Counterspell
1x Cyclonic Rift
1x Dawn Charm
1x Death Denied
1x Dismal Failure
1x Dismantling Blow
1x Dismiss
1x Dissipate
1x Dissolve
1x Fact or Fiction
1x Forbid
1x Ghostly Flicker
1x Hatred
1x Murder
1x Redirect
1x Rewind
1x Swords to Plowshares
1x Tainted Strike
1x Victim of Night
Sorceries (10)
1x Diabolic Tutor
1x End Hostilities
1x Grim Discovery
1x Merchant Scroll
1x Ponder
1x Preordain
1x Supreme Verdict
1x Terminus
1x Treasure Cruise
1x Wrath of God
1x Admonition Angel
1x Arcanis the Omnipotent
1x Archaeomancer
1x Burnished Hart
1x Drogskol Reaver
1x Herald of Leshrac
1x Mulldrifter
1x Necropolis Regent
1x Ob Nixilis, the Fallen
1x Pilgrim's Eye
1x Roil Elemental
1x Thassa, God of the Sea
1x Tideforce Elemental
1x Weathered Wayfarer
Artifacts (9)
1x Armillary Sphere
1x Darksteel Ingot
1x Druidic Satchel
1x Eternity Vessel
1x Explorer's Scope
1x Jayemdae Tome
1x Seer's Sundial
1x Sol Ring
1x Wayfarer's Bauble
I'm thinking it needs more sweepers, some protection, and probably something to give Dakkon haste, as well as get more land drops. I could also get more basic lands into the mix, to take better advantage of the cards that fetch them. Please let me know what you think!