Killian, Ink Duelist + Unburial Rites. Does this work with Killian's cost reduction? My brain wants to tell me it does but I've been wrong with graveyard shenanigans before. Also, if it does work, how would the cost reduction interact with Nullpriest of Oblivion?
In our example, Renegade Freighter will be crewed whilst Hofri is on the board. The Freighter dies, enters the graveyard as an artifact creature.
I should be able to use Hofri's second ability to exile Freighter and make a token, correct?
If so, the vehicle now has the 'spirit' creature type, does this mean that I no longer have to crew the vehicle to turn it into a creature? Or does the 'spirit' keyword only come into play once Freighter is crewed?
Egon, God of Death has been close to the chopping block in all honesty. One card I have been considering replacing him with is Pharika, God of Affliction. A more control exile, and more deathtouchers. A win-win. Although if I do throw in that trampling packing I'd have to think hard on what to cut anyway.
They'd synergise well with the draw on opponent damage package as well!
Also I never considering equipping Thornbite Staff and Viridian Longbow to the same creature. Nor did I truly comprehend just how flexible that untap trigger was. I was apprehensive about putting the staff in but with that renewed outlook I think I should find a slot for it.
With the release of Commander Legends came a flood of new and exciting possibilities. Decks to be brewed, synergies to be discovered. Amongst these new prospects a new collection of partners were unleashed upon the masses, hundred of combinations just waiting to be discovered. While some flourished, many have been left by the wayside, here is where the tale of Halana, Kessig Ranger begins.
The majority of her use would see her placed alongside the very partner she was designed too, Alena, Kessig Trapper. It was a safe choice, an easy choice, a route that was bathed in bloody Gruul goodness. Fun was to be had. But in another life she was destined for a different path, forming a friendship with another to explore a new world of capabilities outside of guiding a stomping rampage.
One that favoured tact, one that saw advantage with stealth, waiting for the opportune time to strike. This path was arguably more suited for a Ranger, opting to assail her opponents when they could muster no counter, vanquished before they could draw their blade or cast their spells.
This path saw her bond formed with a curious man, Silas Renn, Seeker Adept. In this strange reality he too had strayed from his typical path, shifting his focal point from his exploration into Etherium toward what he himself could bring to the table. Sure, at times his Clockworker's heritage would prove to be beneficial, but alongside Halana his lethality increased, he need not hide behind his machinations any longer.
The Ranger and the Seeker, the leaders of the T.o.D, the Touch of Death.
So getting past all the that delicious, delicious flavour, let's look into the gameplay side of things! The deck has a simple core premise, utilizing deathtouch creatures outside of the combat step first and foremost to gain value before they even have to lay their lives on the line. Halana is arguably the core card here, able to effectively remove an opposing creature for a poultry two generic mana whenever another creature joins her ranks.
However I chose to not go with the method that saw one stuffing every one-drop deathtoucher into the deck, instead opting to go with as many options that provided an additional utility as I could. Flash, card advantage and additional lethality were all traits that held much more preference to me than a cheap CMC. See Winged Coatl, Baleful Strix and Hooded Blightfang for prime examples of the creatures I was drawn towards.
Alongside a suite of cards that garnered benefit whenever I deal direct damage to an opponent, my goal in combat is to force the opposing players into as many inopportune blocks as I can, or if need be to mount a defensive line that few creatures would actually want anything to do with.
Sprinkle in some other control spells, some Sultai good-stuff and a couple of cards I simply love, it's a decklist that I look forward to building physically once I feel the list is tuned enough!
However I gladly wish to open this deck up to any critique, suggestion or other kinds of discussion. I hardly venture outside of mono-coloured decks in any serious fashion, so any help one could offer would be greatly appreciated!
While I do appreciate the highly valid criticism against Valduk, if he's cut from the deck it'd absolutely drain most, if not all, of my enthusiasm to play the archetype. If he's not worth the slot then I'd likely just want to play a different deck. Again, thank you for the input, I appreciate it.
So, I'm not going to lie, outside of pre-releases and commander I am not the best at magic. And on various days I could argue that I'm not good at those! Hence why I've come to request help on building a deck. I want this deck to be centred around one creature, and some lieutenants that would serve as secondary wincons. So without further ado, here he is;
That's it for two and a red you can successfully scream out your win condition to whomever you're playing against, only to have your dreams bolted away. Though in the 25% of cases where he isn't bolted, or bounced, or oblivion ringed, you can rain down an army of trampling elemental bois upon your enemy.
But here's the thing. I can't decide whether or not I want to go Boros or Izzet... so I want to know if Jeksai is viable! Boros gives some fantastic creature options such as Danitha Capashen, Paragon and the new Swiftblade Vindicator but Izzet gives me access to evasive auras like Arcane Flight, Aether Tunnel and Curator's Ward! (Also maybe some counterspells?)
So please, I implore those more skilled at standard deck-building than I... Help! I've thrown together a structure, a starting to point to build off of, and if you think I should just straight out cut out either white or blue, please tell me why! Here's the v0.1 Alpha List;
First off, thank you for the reply! If you don't mind I'd like to discuss some of the changes with you, if you have the time.
The thing that hurt the most with playing Sultai was my inability to go into white. White is such a good Superfriends colour. No Sphere of Safety hurts. Though I'll probably drop those other pillowfort cards now that I realise their lack of use in a deck such as this.
Now I completely agree with the Planeswalker write-offs, especially the Nissa and Kiora ones. As for the Tezzeret, I mainly had him for the first two abilities but looking over how few Artifacts I have I realise he's not too efficient. Do you feel there are any Planeswalkers I've shafted in my decisions?
Onto Torment of Hailfire, could you give me a quick explanation of why its bad? I imagine if I cast it for X=8 it could lead to quite the amount of damage! And with this deck being at least moderately adept at getting lands out, I don't see that being too much of a problem.
And the fetch land situation, I feel they would just eat up valuable slots (as you can see I'm already having problems cutting it down to 100) for large amounts of money! And what would I take out? Basics?
Lastly, Villainous Wealth is just fun. Though I might just add Genesis Wave as well! And on the pro side of V. Wealth I do have the chance to be playing against Dragons, 5-colour Superfriends or Big Stompy Karametra so I figure it couldn't be too bad to keep.
Greetings to the Planeswalkers of MTG Salvation! Gem-Knight Dante here, looking for some help on a Sultai Superfriends deck I've been brewing. Its yet to be playtested at all, its purely in the first stage of being put together, the 1.0 Decklist and I'm already running into a wall!
... There are 106 cards and I can't decide what to cut. So below you'll find the list, and I'll happily accept any suggestions and/or advice regarding this deck!
(And to note; Yes, I do know I'm not running doubling season. Our group is mostly casual so I've chosen to avoid such a card.)
Thank you for the help!
Renegade Freighter
In our example, Renegade Freighter will be crewed whilst Hofri is on the board. The Freighter dies, enters the graveyard as an artifact creature.
I should be able to use Hofri's second ability to exile Freighter and make a token, correct?
If so, the vehicle now has the 'spirit' creature type, does this mean that I no longer have to crew the vehicle to turn it into a creature? Or does the 'spirit' keyword only come into play once Freighter is crewed?
I have a silly commander deck hinging on this.
Having a quick look, if I was to add a board-wide trample package I think these would do great;
Brawn
Dragon Throne of Tarkir (On Halana, preferably)
Thunderfoot Baloth
Overwhelming Stampede
They'd synergise well with the draw on opponent damage package as well!
Also I never considering equipping Thornbite Staff and Viridian Longbow to the same creature. Nor did I truly comprehend just how flexible that untap trigger was. I was apprehensive about putting the staff in but with that renewed outlook I think I should find a slot for it.
Thank you for the suggestions!
The majority of her use would see her placed alongside the very partner she was designed too, Alena, Kessig Trapper. It was a safe choice, an easy choice, a route that was bathed in bloody Gruul goodness. Fun was to be had. But in another life she was destined for a different path, forming a friendship with another to explore a new world of capabilities outside of guiding a stomping rampage.
One that favoured tact, one that saw advantage with stealth, waiting for the opportune time to strike. This path was arguably more suited for a Ranger, opting to assail her opponents when they could muster no counter, vanquished before they could draw their blade or cast their spells.
This path saw her bond formed with a curious man, Silas Renn, Seeker Adept. In this strange reality he too had strayed from his typical path, shifting his focal point from his exploration into Etherium toward what he himself could bring to the table. Sure, at times his Clockworker's heritage would prove to be beneficial, but alongside Halana his lethality increased, he need not hide behind his machinations any longer.
The Ranger and the Seeker, the leaders of the T.o.D, the Touch of Death.
1 Halana, Kessig Ranger
Partner
1 Silas Renn, Seeker Adept
Creature
1 Nighthawk Scavenger
1 Winged Coatl
1 Sakura-Tribe Elder
1 Ice-Fang Coatl
1 Tomebound Lich
1 Chevill, Bane of Monsters
1 Hooded Blightfang
1 Toski, Bearer of Secrets
1 Fynn, the Fangbearer
1 Acidic Slime
1 Vampire Nighthawk
1 Gonti, Lord of Luxury
1 Gifted Aetherborn
1 Poison-Tip Archer
1 Reclamation Sage
1 Ambush Viper
1 Varragoth, Bloodsky Sire
1 Teferi, Mage of Zhalfir
1 Nightveil Predator
1 Yarok, the Desecrated
1 Grimdancer
1 Damia, Sage of Stone
1 Yeva, Nature's Herald
1 Harvester of Souls
1 Muldrotha, the Gravetide
1 Egon, God of Death
Enchantment
1 Psionic Gift
1 Phyrexian Arena
1 Grave Betrayal
1 Leyline of Anticipation
1 Reconnaissance Mission
1 Coastal Piracy
4 Snow-Covered Island
1 Bojuka Bog
1 Drowned Catacomb
1 Alchemist's Refuge
1 Watery Grave
1 Llanowar Wastes
1 Simic Growth Chamber
1 Dimir Aqueduct
1 Golgari Rot Farm
1 Exotic Orchard
1 Opulent Palace
1 Hinterland Harbor
1 Woodland Cemetery
1 Prismatic Vista
1 Command Tower
1 Temple of Deceit
1 Zagoth Triome
1 Temple of Malady
1 Temple of Mystery
1 Rejuvenating Springs
1 Undergrowth Stadium
5 Snow-Covered Swamp
6 Snow-Covered Forest
Artifact
1 Viridian Longbow
1 Sol Ring
1 Swiftfoot Boots
1 Wayfarer's Bauble
1 Lightning Greaves
1 Bolas's Citadel
1 Arcane Signet
1 Commander's Sphere
1 Baleful Strix
1 Worldly Tutor
1 Counterspell
1 Wing Puncture
1 Sultai Charm
1 Swan Song
1 Beast Within
1 Golgari Charm
1 Archmage's Charm
1 Ram Through
1 Heroic Intervention
1 Cyclonic Rift
Sorcery
1 Harmonize
1 In Garruk's Wake
1 Nature's Way
1 Driven // Despair
1 Farseek
1 Cultivate
1 Skyshroud Claim
1 Kodama's Reach
1 Call of the Death-Dweller
Planeswalker
1 Vraska, Swarm's Eminence
1 Vivien, Champion of the Wilds
So getting past all the that delicious, delicious flavour, let's look into the gameplay side of things! The deck has a simple core premise, utilizing deathtouch creatures outside of the combat step first and foremost to gain value before they even have to lay their lives on the line. Halana is arguably the core card here, able to effectively remove an opposing creature for a poultry two generic mana whenever another creature joins her ranks.
However I chose to not go with the method that saw one stuffing every one-drop deathtoucher into the deck, instead opting to go with as many options that provided an additional utility as I could. Flash, card advantage and additional lethality were all traits that held much more preference to me than a cheap CMC. See Winged Coatl, Baleful Strix and Hooded Blightfang for prime examples of the creatures I was drawn towards.
Alongside a suite of cards that garnered benefit whenever I deal direct damage to an opponent, my goal in combat is to force the opposing players into as many inopportune blocks as I can, or if need be to mount a defensive line that few creatures would actually want anything to do with.
Sprinkle in some other control spells, some Sultai good-stuff and a couple of cards I simply love, it's a decklist that I look forward to building physically once I feel the list is tuned enough!
However I gladly wish to open this deck up to any critique, suggestion or other kinds of discussion. I hardly venture outside of mono-coloured decks in any serious fashion, so any help one could offer would be greatly appreciated!
Valduk, Keeper of the Flame
That's it for two and a red you can successfully scream out your win condition to whomever you're playing against, only to have your dreams bolted away. Though in the 25% of cases where he isn't bolted, or bounced, or oblivion ringed, you can rain down an army of trampling elemental bois upon your enemy.
But here's the thing. I can't decide whether or not I want to go Boros or Izzet... so I want to know if Jeksai is viable! Boros gives some fantastic creature options such as Danitha Capashen, Paragon and the new Swiftblade Vindicator but Izzet gives me access to evasive auras like Arcane Flight, Aether Tunnel and Curator's Ward! (Also maybe some counterspells?)
The only reason I think this is at all possible is because of the combination of the lands Clifftop Retreat,Glacial Fortress,Sulfur Falls,Sacred Foundry andSteam Vents!
So please, I implore those more skilled at standard deck-building than I... Help! I've thrown together a structure, a starting to point to build off of, and if you think I should just straight out cut out either white or blue, please tell me why! Here's the v0.1 Alpha List;
3 Skirk Prospector
3 Champion of the Flame
4 Swiftblade Vindicator
2 Danitha Capashen, Paragon
4 Valduk, Keeper of the Flame
Enchantment
3 See Red
2 Curator's Ward
1 On Serra's Wings
4 Arcane Flight
3 Frenzied Rage
2 Aether Tunnel
2 Glacial Fortress
3 Clifftop Retreat
3 Sulfur Falls
2 Island
2 Mountain
2 Plains
4 Sacred Foundry
4 Steam Vents
3 Negate
4 Opt
Welcome! Until the full set is spoiled, this should be in New Card Discussion. Moving. Thanks! - hoser2
The thing that hurt the most with playing Sultai was my inability to go into white. White is such a good Superfriends colour. No Sphere of Safety hurts. Though I'll probably drop those other pillowfort cards now that I realise their lack of use in a deck such as this.
Now I completely agree with the Planeswalker write-offs, especially the Nissa and Kiora ones. As for the Tezzeret, I mainly had him for the first two abilities but looking over how few Artifacts I have I realise he's not too efficient. Do you feel there are any Planeswalkers I've shafted in my decisions?
Onto Torment of Hailfire, could you give me a quick explanation of why its bad? I imagine if I cast it for X=8 it could lead to quite the amount of damage! And with this deck being at least moderately adept at getting lands out, I don't see that being too much of a problem.
And the fetch land situation, I feel they would just eat up valuable slots (as you can see I'm already having problems cutting it down to 100) for large amounts of money! And what would I take out? Basics?
Lastly, Villainous Wealth is just fun. Though I might just add Genesis Wave as well! And on the pro side of V. Wealth I do have the chance to be playing against Dragons, 5-colour Superfriends or Big Stompy Karametra so I figure it couldn't be too bad to keep.
... There are 106 cards and I can't decide what to cut. So below you'll find the list, and I'll happily accept any suggestions and/or advice regarding this deck!
(And to note; Yes, I do know I'm not running doubling season. Our group is mostly casual so I've chosen to avoid such a card.)
1x Damia, Sage of Stone
Lands
1x Alchemist's Refuge
1x Bojuka Bog
1x Breeding Pool
1x Cabal Coffers
1x Command Tower
1x Dimir Aqueduct
1x Drowned Catacomb
1x Exotic Orchard
1x Fetid Pools
4x Forest
1x Golgari Rot Farm
1x Hinterland Harbor
4x Island
1x Mana Confluence
1x Misty Rainforest
1x Opulent Palace
1x Overgrown Tomb
1x Polluted Delta
1x Reflecting Pool
1x Reliquary Tower
1x Simic Growth Chamber
1x Strip Mine
4x Swamp
1x Temple of Deceit
1x Temple of Malady
1x Temple of Mystery
1x Temple of the False God
1x Urborg, Tomb of Yawgmoth
1x Verdant Catacombs
1x Watery Grave
1x Woodland Cemetery
1x Collective Restraint
1x Crawlspace
1x Propaganda
1x Silent Arbiter
The 'Loyal' Army
1x Ashiok, Nightmare Weaver
1x Freyalise, Llanowar's Fury
1x Garruk, Apex Predator
1x Garruk Wildspeaker
1x Jace Beleren
1x Jace, Memory Adept
1x Jace, the Mind Sculptor
1x Jace, Unraveler of Secrets
1x Jace, Vryn's Prodigy Flip
1x Kiora, Master of the Depths
1x Kiora, the Crashing Wave
1x Liliana of the Dark Realms
1x Liliana of the Veil
1x Liliana Vess
1x Nissa, Nature's Artisan
1x Nissa, Steward of Elements
1x Nissa, Vital Force
1x Nissa, Worldwaker
1x Ob Nixilis of the Black Oath
1x Ob Nixilis Reignited
1x Sorin Markov
1x Tamiyo, the Moon Sage
1x Teferi, Temporal Archmage
1x Tezzeret the Schemer
1x Tezzeret the Seeker
1x Ugin, the Spirit Dragon
1x Vraska, Relic Seeker
1x Vraska the Unseen
1x Burgeoning
1x Cultivate
1x Exploration
1x Kodama's Reach
Token Generation
1x Awakening Zone
1x Bitterblossom
Tools Of The Sage
1x Commander's Sphere
1x Deepglow Skate
1x Dimir Signet
1x Eternal Witness
1x Gilded Lotus
1x Golgari Signet
1x Lightning Greaves
1x Oath of Nissa
1x Rhystic Study
1x Scroll Rack
1x Sensei's Divining Top
1x Simic Signet
1x Sol Ring
1x Sylvan Library
Tricks Of The Sage
1x Counterspell
1x Dark Petition
1x Disallow
1x Putrefy
1x Swan Song
1x Torment of Hailfire
1x Villainous Wealth
The Gorgon's Curse
1x Black Sun's Zenith
1x Damnation
1x In Garruk's Wake
1x Pernicious Deed
1x Spreading Plague
1x Toxic Deluge