Will post my GP Hartford analysis probably tomorrow. Ending up going 5-1-2 and missed day 2 by 1 point with G/W Elves. For my first time playing the deck in person it was a decent accomplishment, but my one lose came in the last round so not making Day 2 is disappointing.
Was a great deck choice, probably would change 1 card from my 75. The draws were against Mardu and Jeskai Control so grindy removal decks. I beat B/W Taxes, Humans, Mardu, and Blue Moon and had 1 bye. Lost to Bogles.
- caller of the claw
- Registered User
-
Member for 6 years, 3 months, and 23 days
Last active Sun, Nov, 24 2019 15:35:39
- 0 Followers
- 9 Total Posts
- 0 Thanks
- To post a comment, please login or register a new account.
-
2
lord_darkview posted a message on Merfolk3-4 Master of Waves, 2-3 Vapor Snag, 1-2 Kopala.Posted in: Aggro & Tempo -
1
FoodChainGoblins posted a message on The State of Modern Thread (B&R 10/02/18)Posted in: Modern ArchivesQuote from caller_of_the_claw »In which state are now grixis Death's Shadow? It's just me or this deck is not so popular right now?
I started buying cards for GDS 2 months ago. And now have almost everything unless 4x Snapcaster Mage and few lands.
I still think it's very good, but otherwise I've been playing a lot of Combo decks, so the consistency is nice to have from time to time. It's nice to make opponents discard their best cards and see if they can recover. I will admit that certain matchups are VERY tough to master. Right now, I cannot for the life of me find out how to beat Humans. I am about to give up, but I feel like I'm nearly there. It's just SO many different cards they can top deck to get there - Reflector Mage, Mantis Rider, Thalia's Lieutenant, blah blah blah.
On another point, Humans, that's a damn good deck and even though I thought so for the longest time, I actually think it may be in a Tier by itself (if ever so slightly). Tons of 50/50 matchups across the board. -
7
OrangeBarf posted a message on Collected Company ElvesAt GP phoenix I registered my first 4 red cards I've ever played in COMP Rel and went 12-3 in the main event. This was my first time going to a GP and it was a grind. Bloodbraid Elf is a blast to play, and here is the list of my matchups. Feel free to ask me anything and I will do my best to respond and answer any questionsPosted in: Aggro & Tempo
EDIT: Edited in the list and SB notes plus a reason why I ran the deck in the bottom of the write up.
Creature (36)
* 4 Llanowar Elves
* 4 Elvish Mystic
* 4 Heritage Druid
* 1 Elves of Deep Shadow
* 3 Nettle Sentinel
* 1 Elvish Visionary
* 4 Dwynen's Elite
* 4 Shaman of the Pack
* 3 Ezuri, Renegade Leader
* 4 Elvish Archdruid
* 4 Bloodbraid Elf
Sorcery (2)
* 2 Lead the Stampede
Instant (4)
* 4 Collected Company
Land (18)
* 4 Windswept Heath
* 4 Cavern of Souls
* 1 Stomping Ground
* 1 Overgrown Tomb
* 4 Gilt-Leaf Palace
* 1 Pendelhaven
* 3 Forest
Sideboard(15)
* 2 Lead the Stampede
* 2 Relic of Progenitus
* 2 Thought seize
* 2 Shaper's Sanctuary
* 2 Abrupt Decay
* 1 Essence Warden
* 1 Elvish Champion
* 2 Reclamation Sage
* 1 Fracturing Gust
**Round 1: vs Jeskai Control/Tempo, 2-1**
I went 2-1 to start off the day. Blood Braid Elf is fantastic in control matchups.
SB Out: -1 Nettle Sentinel, -2 Lead the Stampede, -1 Ezuri
SB In: +2 Shaper's Sanctuary, +2 Thoughtseize
**Round 2: vs Dredge, 2-0**
He stumbled turn 2 both games getting poor setups for lootings allowing me to vomit my hands out and get into the red zone.
SB Out: -2 Lead the Stampede, -1 Elvish Visionary
SB In: +2 Relic of Progenitus, +1 Elvish Champion
**Round 3: Eldrazi Tron, 2-0**
In game 1, I beat him through an X=1 Chalice of the Void on turn 2, and beat him the second game through a Grafdigger's Cage turn 1. Archdruid Ezuri feels good man.
SB Out: -1 Elvish Visionary, -1 Llanowar Elves
SB In: +1 Abrupt decay, +1 Thoughtseize
**Round 4: Storm, 1-2**
This matchup goes with them sculpting their hand and bolting our dorks early to just cast Past in Flames for the win around turn 4/5. I kept a 1-lander with a Heritage Druid plus a dork. I need the dork to survive the Bolt he most likely had, since he decided to snap keep his first draw of 7. So I play Palace, revealing the Heritage druid, but I play Llanowar Elves instead, to show him what will happen if he wastes what I hope is his only Bolt in hand on my turn 1 play. It works he doesn’t Bolt it, so I vomit my hand turn on 3 with what proves to be lethal the following turn. It didn't matter since he won the match in the end, but I sure do love mind games.
SB Out: -1 Elvish Visionary, -1 Llanowar Elves, -2 Lead the Stampede, -1 Ezuri
SB In: +2 Thoughtseize, +1 Abrupt Decay, +2 Relic of Progenitus
**Round 5: vs Breach Moon, 1-2**
Game one is quick, I just do the elf thing. In game 2 he Breaches me, leaving me at 3 life, but I have 2 dudes on field. He gets Anger of the Gods and clears the last 2 dudes, and I can’t draw enough gas to close it out from that point. In game 3 he Madcaps me and I don’t have Reclamation Sage, so that will end that.
SB Out: -1 Elvish Visionary, -1 Llanowar Elves, -1 Nettle Sentinel
SB In: +2 Thoughtseize, +1 Shaper's Sanctuary
**Round 6: Burn, 2-0**
I feel like I got a bit lucky on this one. I barley squeak out game 1, and he mulls to 4 cards in game 2.
SB Out: -1 Elvish Visionary, -2 Lead the Stampede
SB In: +1 Essence Warden, +2 Reclamation Sage
**Round 7: Grixis Control, 2-0**
This write-up is really showing how tired I am with only 12 hours of sleep the last 72 hours. In my notes I made before writing this I totally thought he got a game off me but according to the DCI I got it 2-0. I end up getting him to 1, but he cleans up my elves, then lands a Tasigur. I’m sitting there with no black source with a Shaman of the Pack in hand after landing 3 during the game. I top deck a Cavern of Souls, slam the Shaman, and he extends the hand.
SB Out: -1 Nettle Sentinel, -1 Ezuri, -1 Lead the Stampede, -1 Llanowar Elves
SB In: +2 Relic of Progenitus, +2 Thoughtseize
**Round 8: Jund, 2-0**
Finally! This is the matchup I've wanted to play all day. Elf on elf violence! Who can Bloodbraid harder?! Turns out I can. Cascading into a Lead the Stampede is usually lights out for the 1-for-1 deck. With that, I'm off to play day 2 in my first ever GP.
SB Out: -1 Elvish Visionary, -1 Ezuri, -1 Nettle Sentinel
SB In: +1 Elvish Champion, +2 Lead the Stampede
**Round 9: vs Jund, 2-0**
Day 2 starts off vs. what I assumed was a decent matchup for me. Turns out with Lead the Stampede and Bloodbraid Elf, I was correct with my choices. Sideboarding went the same as in round 8.
SB Out: -1 Elvish Visionary, -1 Ezuri, -1 Nettle Sentinel
SB In: +1 Elvish Champion, +2 Lead the Stampede
**Round 10: Burn 0-2**
I met this guy late at registration for a 3-round Modern event after the day 1 main event. He's a super nice guy and the matchup goes as I expect. He Bolts my mana dorks, then got in with his creatures. He used Searing Blaze and Lightning Helix to clean up my blockers. It was quick, and it was painless. At least he was a super nice guy, and I hope he did well for the rest of the event.
SB Out: -1 Elvish Visionary, -2 Lead the Stampede
SB In: +1 Essence Warden, +2 Reclamation Sage
**Round 11: Mono Red Prison, 2-1**
In game one, he basically only shows me a foil Snow-Covered Mountain. I closed it out so quickly, I assumed he was on Skred Red, but I was wrong. In game 2 he gets Chalices of the Void and Ensnaring Bridges on board, (so I'm locked out of doing anything) with a Chandra about to ult and clean it up. Game 3 is a grind, but I eke it out in the end with some solid CoCo casts. Turns out he plays Elves, so he gave me some advice on the deck. Nice guy. I hope he sees this. I want his Abzan list he was telling me about.
SB Out: -1 Elvish visionary, -1 Nettle Sentinel
In: 2 Thoughtseize
I got locked out in Game 2 and figured out he was on Mono Red Prison so for game 3 I went with:
SB Out: -1 Ezuri, -1 Llanowar Elves, -1 Thoughtseize
SB In: +2 Reclamation Sage, +1 Abrupt Decay
**Round 12: Jund, 2-1**
Oh boy, Jund again. Oh crap! He gets game 1 off me. Maybe it was a fluke beating Jund all those times. Nope! Turns out CoCo, BBE, and Stampede are great cards. I get the next two.
SB Out: -1 Elvish Visionary, -1 Ezuri, -1 Nettle Sentinel
SB In: +1 Elvish Champion, +2 Lead the Stampede
**Round 13: Hollow One, (vs. Eric Severson) 2-0**
Eric is a super nice guy and I recognized the name right away as a high end magic player. He plays Goblin Lore, but ends up with nothing but air after. I slam in with the boys, and we're off to game 2. He fires off several Faithless Lootings and find some phoenixes and a Gurmag Angler. However, Shaman of the Pack is a hell of a drug, and I end up draining him for the win. The dream is alive! I'm off to round 14; can I prize my first GP?
SB Out: -1 Elvish Visionary, -1 Nettle Sentinel
SB In: +2 Reclamation Sage
I thought about going with 2 Relics, but it felt like it would be way to slow. I would rather snipe a Hollow One with a Sage while adding a body to the board, rather than worry about trying to pop Relics.
**Round 14: Jund, 2-0**
At this point I’m super excited to see turn 1 Raging Ravine tapped, then a pass. I do elf things he does elf things. My elf things hurt more and now I’m 11-3.
SB Out: -1 Elvish Visionary, -1 Ezuri, -1 Nettle Sentinel
SB In: +1 Elvish Champion, +2 Lead the Stampede
**Round 15: Goblins, 2-1**
GOBLINS! We finally get to answer the age old question of which tribe is on top. Game one he savages me with a Bushwhacker swing for 10. I whiff on a CoCo (seeing 5 lands and a BBE) to make enough blocks. On the next turn he closes it out with Goblin Grenade and a swing for lethal. In Game 2 I do elf things and get the win. I open Game 3 with a nutty hand of Shaman of the Pack into making 4 green same turn. I cast CoCo and find 2 more Shamans, which is enough to seal the deal. He extends the hand, and I’m super excited! This is also the same guy who Goblin Grenade'd my buddy out of Day 2. It was also super cool to see another tribe in contention for Top 32. My goblins opponent was also a super nice guy as well. Go tribal violence!
SB Out: -1 Elvish Visionary, -2 Lead the Stampede
SB In: +1 Essence Warden, +1 Elvish Champion, 1 Reclamation Sage (I didn’t want to get caught with my pants down vs. a Blood Moon.)
My tie breakers were okay. I managed to squeeze into 25th place for my first GP.
There are some things I would change going forward. I don’t like Elvish Visionary in this list, as it felt weak in most Matchups. I even boarded it out vs Jund lists. BBE is amazing in against Control and Midrange, and is wildly okay versus Aggro. I found it was not so great against Combo Decks. Overall, it seems like a meta dependent call on GBr versus straight GB with Chords of Calling.
Things of note: I left my 4th Nettle Sentinel at home for some reason, otherwise I would have ran it over the first Visionary. I don’t like it in the list with BBE. It just feels bad to play for some reason. It’s no Silvergill Adept. (I’m a dirty Fish player as well.) The Deep shadow was fine for casting the black sideboard cards, but was also not really needed most of the time. It should probably have been main deck Reclamation Sage. The second Lead the Stampede in the mainboard could be pretty much anything you wanted it to be.
I ended up running Jund elves because I went to a modern staples event a week before the GP with a few friends. One of them plays a janky Enchantress pillow fort deck and he went to time at the lower table’s vs. an elves player. I watched him cast a BBE and I stopped for a moment and went yeah I’m going to try that too. I borrowed 4 Bloodbraid Elves and 1 stomping ground from a buddy. We played in 8 matches at two small weekday events before deciding it was good enough to take to the GP.
During the weekday events I played against:
* Breach Moon (Loss)
* Jund Gitrog/Loam/Seismic Assault Brew (Win)
* Humans (Loss)
* Intruder Alarm/Jace Jank Brew (Win)
* Mill (Win)
* Counters Company (Win)
* RG Christmas Skred (Loss)
* RG Tron (Win)
As you can see I didn’t do to well, but the deck felt fine. I cut a land from 19 and added in the Deep Shadow, and here we are.
*Edited because my teacher friend read the post and asked if his seventh graders wrote it for me. We are both working off four hours of sleep.
*Edited again, because my friends are anal-retentive.
-
2
Fossil Firebird posted a message on Territorial AllosaurusNot the best Dinosaur, but the fact is that they're willing to print Dinosaurs even after Ixalan. So this means possibility of getting more cool Dinosaurs. This is a good thing.Posted in: Territorial Allosaurus -
3
6655321 posted a message on Rakdos Aggro PiratesAfter a month of evolution which is still continuing there’s a lot to be said about Pirates in general and R/B pirates in specific. Though technically I’ve got a single (currently two-of), blue manna cost at this point I still think of this deck as a R/B affair and while I’m not particularly committed to this ratio there probably won’t be much blue in this deck in the future but I’ll touch on that more in bit.Posted in: Standard Archives
While constant changes to the deck makes these numbers a bit blurry since no week has been played with the same exact look. Out of four weeks, I have gone 10-6 in total rounds and 21-14 in individual games, reduced I’m at 5-3 (60%) rounds won vs. loss and just a little better 3-2 (about 67%) in individual games . None of these numbers are terribly amazing but three out of four weeks I’ve gone 3-1 and that’s at least pretty good.
Getting to the meat and potatoes, there are a lot of really great Pirates, support cards for Pirates and a lot of different ways to play pirates (and I’m thinking I’m not even seeing all of them at this point). I’m not even going to attempt to cover them all. I would say that at their core, Pirates in general are a pretty aggressive group with highly cost efficient creatures. If you want to play a straight forward aggro with Pirates I would probably suggest mono red. It’s been said before, there are enough good red pirates to go that route. But then again… the same can probably be said in general (that one can make pretty fierce mono blue or black) pirates as well. While Raid is super common trigger amongst pirate-y things suggesting, a level of aggression across the board. Pirates also come equipped with a wide range of really useful abilities at great value. Ok, so maybe that came off as a bit vague and hype-y but there’s a bit of a warning here too. There are so many (mostly cheap,) useful pirates that it creates a bit of a dilemma at first (especially at 3 colors), figuring out what to do with such a swiss-army tribe as pirates. Since we’re brewing standard we can only reasonably fit so many pirates into our decks.
I’m having a bit of a hard time identifying this build with an archtype (other than “tribal”) which isn’t a big deal but presents a bit of an issue here when describing the hows and whys of playing it.
The heart of this deck is an aggro philosphy; the curve is pretty low to the ground for the most part, while the highest cmc card in here comes in pretty high at six, most of the cards can come out at two. While deck works under a fundamentally aggressive creature concept (use cheap, efficient creatures to smash your opponent’s life down to 0) there’s a number of rogue elements in this deck (that’s a joke… since pirates are rogueish… which really begs the question if there was a human pirate wizard why not a goblin pirate rogue… oh, the Breeches, card that should have been, I lament thee, in my heart of hearts you’ll always be a legendary goblin pirate rogue that works like legion loyalist but only affects pirates or something along those lines… I digress...) and it’s constructed with an eye a bit more towards responsiveness and some other stuff slightly less straight forward than just straight ahead face bashing. That said, there’s still a good bit of face-bashing to be had.
Without anymore preambling, here’s the card breakdown for my current build.
Creatures:
1 Mana
4 Daring Buccaneers might be a little vanilla but a 2/2 for 1 is pretty good value. This might be the worst creature in the deck but it’s the best thing to put down on turn one. There are tons of Pirates in this deck so revealing the next one you’re about to put out is not too hard to make happen.
4 Rigging Runners can pass for a round one drop down (especially if you’re pretty certain you’re going to get a Neckbreaker or you’ve got a Poisoner up your sleeve), a 1/1 first striker for 1 isn’t bad (it beats Bomat Currier and most creatures with */1) , but generally speaking you want it to come out with its raid trigger activated because a 2/2 first striker for 1 is great (once again, especially if you’re pretty certain you’re going to get a Neckbreaker or you’ve got a Poisoner up your sleeve... the good Admiral doesn’t hurt either).
2 Mana
4 Dire Fleet Captain , this card is an all star here for a pretty uncomplicated reason; all your creatures are pirates so it’s going to get +1/1 for every other body swinging with it. Most of the time, when you swing the DFC will be your biggest guy and he only costs 2 mana.
3 Dire Fleet Poisoner , a deathtouch grizzly bear with flash that if you flash in during an attack you can also use as a combat trick is hard to beat. If I could sneak in four of these I would, and I might at some point. Obviously, you get the most mileage off of this card if you flash (especially if someone tries to block one of your first strikers with a big body) it in but it’s not bad on its own.
3 Kitesail Freebooter , this card isn’t quite as aggressive as the rest of the deck but there are lots of great reasons to play it on turn two or whenever. A 1 /2 flier isn’t bad, especially if your opponent has no fliers but being able to see what they have in their hand and possibly keeping them from holding something that can be very useful against this deck.
3 Fathom Fleet Captain , this is another card I would run more of if I had the room. This card is pretty straight forward 2/1 menace will either eat up some of their removal or allow you to start pumping out pirates. If they decide to double block, that’s a great time to flash out a Poisoner if you’ve got one. This guy might not be the one who does the big hits but he and the crew he helps summon will help those big hits get through. It’s also great to have on the board later as a place to spend mana if you’re low on cards or holding back because you know your opponent has board-wipes.
3 Mana
3 Captain Lannery Storm, I’ve sometimes questioned if 3 is the right number for a legendary creature in this deck but in this case, I think it is. She’s a very useful lady. Obviously, haste is nice, there’s not a lot of haste in this deck. If she comes out on turn 3 you could feasibly (Daring Buccaneer, Dire Fleet Capitan, Captain Lannery Storm) be swinging for 8 and getting a treasure which can be applied well in a number of ways (only 3 land and a neckbreaker? Neckbreaker comes out next turn, you can maybe swing for 15. Got another land and a Vanquisher’s Banner? You’re swinging for 12 next turn and setting yourself up for a lot of card draw. Got a Rigging Runner? Pop it in post-combat and next turn you’re swinging for 11… the point is, treasure is handy). Sure, at 3 you’re likely to get more than one of her sometimes so if you do, just keep swinging with her as is reasonable because only one can be out at a time and if you have a second, she becomes a body you don’t need to bring back with March of the Drowned or a problem for your opponent. Her +1 for spending treasure can also be important at times.
2 Forerunner of the Coalition, this lady is a new addition so I’m not sure how she’s gonna work with the rest of my crew. She’s not an amazing body for attacking or blocking but she’s got a few features which help you leap from the bulk of your crew to some of your more fancy tricks. While there are reasons to tutor for most pirates in this deck. depending on what your hand looks like your best bet is either Capitan Lannery Storm, Dire Fleet Neckbreaker or Admiral Becket Brass. This is her primary reason for being here, (like Lannery) she’s a 3 drop that helps you bring out your guys that’ll make your little guys a bit bigger. Her point of damage for each pirate cast is undoubtedly useful on some level at any point but this gets super crazy with your artifacts in play.
4 Mana
2 Dire Fleet Neckbreaker, this guy is a force of nature, generally speaking you don’t even have to attack with him. That he gives +2/0 to all of your attacking creatures is pretty great but this is doubly true for all of your first strikers. While it can be a pretty nasty attacker too it’s probably best not to use him as such unless you are pretty sure that there is no way your opponent can kill him (blockers, combat tricks, Settle The Wreckage) when you do so because his bonus to all other attackers will do you a lot more good in the long run. As is also the case with Brass, the reason there’s only two of these guys in the deck is trying to keep the curve low but with two Forerunners they’re both effectively four ofs if you want them to be, which take up half the number of slots.
2 Admiral Beckett Brass, Brass was a bit of an experiment that went well. By the time you can cast her, chances are you’ll have come across an unclaimed territory or Capitan Lannery Storm, so that blue mana should be no problem. Generally speaking, the Neckbreaker will help you win faster but in some situations you may find yourself better served stealing their stuff or making your other bodies a little tougher.
Instants
1 Mana
2 Fatal Push, it’s pretty good at killing things. There’s only 2, if you get one use it wisely.
2 Mana
2 Lightning Strike, is decent at killing things and a swell way to dish out a final blow to an opponent. Once again, there’s only 2, use them wisely.
Sorcery
3 March of the Drowned , this card has the potential to be a real back breaker in this deck. Clearly, it’s always good to be able to bring back guys from the dead but all of these creatures can come back from the dead at a rate of 2 creatures for 1 mana with this card. That’s a better value than many, if not most removal out there. Most of your pirates are pretty cheap so it’s not unreasonable to have them back on the battlefield pretty soon after getting them out of your graveyard.
Artifacts
5 Mana & 6 Mana
1 Vanquisher's Banner / 1 the Immortal Sun.
I have these two gems together on this list for a reason. They weren’t in my earliest drafts and when I show off my deck these two cards cause the most head scratching. While earlier versions seemed to work pretty well, there seemed to come a point pretty early (in test games) where, if I didn’t win by my Pirates would be getting outclassed (they might be really efficient one and two drops but most of my creatures are still one and two drops). Obviously, they’re a bit heavy on the casting cost. While I love what it looks like when they can get out there I’m not feeling brave enough to put more than one of either one in more than once (not only because you don’t want to get stuck with two cards like this early game but because there’s not much room in the deck but still, getting these two out together feels good enough to make me want to run them both as two-ofs) but I do tend to think of them as a two of rather than two one ofs.
The idea is this, the deck is pretty efficient. There’s very little haste but it’s pretty easy to fill up the board and your “worst” Pirate is a 2/2. Unfortunately, by the time you could play a card with 5-6 cmc you’ll probably find yourself with a mostly (if not entirely) empty hand and that your creatures are starting to get outclassed by midrange decks or getting the clampdown put on you by control. Both of these cards help out by making your guys a bit bigger and helping out with card advantage and they both do so in slightly different ways which in combination (which, admittedly involves a great deal of luck but I’ve had it happen more than a few times) makes this deck into a machine that’s probably going to win you the game provided you can live long enough to reap the benefits. In both cases, +1/1 is useful to all but exceptionally useful to all your first strikers.
The Immortal Sun is situationally very useful against all walkers which factors differently game to game but it’s never a bad thing for you.
If you get both of these cards out your “worst” Pirate is 4/4 (and if you have a neck breaker too your worst is a 6/4, add a Brass and you’re at 7/5…. which costs 1 mana and gives you a draw). Your creature curve becomes even lower, and you can cast most of your deck for 1 manna. You draw twice on your draw step and once per pirate you drop down (and most of the deck is pirates). If you have a Forerunner of the Coalition on board, each pirate entering the battlefield does a point of damage to your opponent. Even without trample (though early versions of this deck utilized Crash Through (and Fell Flagship) , I sacrificed the slots to more creatures, which it needed but they were both situationally very useful and may be good sideboard options). These cards work great here because they help the deck do what it does (being cheap and efficient) better (cheaper and more efficient) with more draws and so more chances to play cards that are super cheap and crazy efficient but they’re only both one ofs. They’re not something useful to have in an opening hand but in an ideal world, by the time you can cast either one you’ll have drawn one of the two and either one can help you get to the other a bit faster (but you probably won’t need it).
….
That was more than I thought it would be… This report will come in installments. That’s part I…. Next I’ll delve into my sideboard.
-
5
Silver_Spellthief posted a message on Challenger Decks ListsDamn, my doubts are pretty much gone. Whoever the team was that put these together needs a raise. All home runs.Posted in: The Rumor Mill -
1
Gutterstorm posted a message on What is Draconic Dominance Missing?If you like Where Ancients Tread do I have an enchantment for you. However I'm just not sure there's enough room in the deck. They're definitely not going into mine.Posted in: Commander (EDH) -
1
lord_darkview posted a message on MerfolkSeems their advantage, generally. They're a creature-based combo deck that frequently goes off by turn 3, and we don't pack the type of disruption that impacts them much. The advantage isn't that large though, and we tend to improve relative to them in games 2 and 3, but the advantage is still slightly theirs.Posted in: Aggro & Tempo -
1
Gutterstorm posted a message on What is Draconic Dominance Missing?Posted in: Commander (EDH)Quote from caller_of_the_claw »Few more tips. For this deck must lands are Mana Confluence and City of Brass. This one is also great Reliquary Tower (because have more than 7 cards in hand in commander is great). If you have money Cavern of Souls (bought one because my modern elfs) is real deal.
Must enchantment in this deck is Temur Ascendancy..I have Asceticism (helped me so many time).
Igzex about Decimate (first time saw this card) Can i destroy only opponents creature and land if they don't have any artifact or enchantment on the field?
Nope. Decimate requires a target for each category. If they don't have an artifact you have to target one of yours. If no one has an enchantment then you can't cast the spell at all. - To post a comment, please login or register a new account.
1