Great ideas! I've been running a Kefnet deck for a little while now with limited success. I'm using many of the same cards, but the fact that you're running Sunder along with some extra turn spells, both of which my friend recommended for my deck, drew me to your list. I do have a few questions for you, though.
First of all, while I wanted to avoid a Palinchron combo since I use it in my Vela the Night-Clad deck, I'm wondering how exactly you win with it. You mentioned Labman in the primer, but he's not in your list.
Also, correct me if I'm wrong, but the only thing Trinket Mage seems to grab is Sol Ring. I've been running Trophy Mage instead since she can grab a wider variety of things, including equipment, ramp, and even Oblivion Stone.
I wanted to get your thoughts on something else as well. I recently added Vedalken Orrery and Leyline of Anticipation to my deck because I found that I often didn't have enough mana on my turn to both play and equip my equipment while leaving enough mana open for countermagic. I thought flashing out the equipment at the end of the previous player's turn might work better--especially if the equipment is something costly like Worldslayer.
Speaking of Worldslayer, I don't see it in your list. Any particular reason for this?
I think the hardest part of playing Kefnet for me is keeping a full hand. I'm almost exclusively running counterspells that replace themselves and a lot of card draw like Blue Sun's Zenith in addition to some of the cards in your list, but even so I tend to run out of cards quickly--especially if I'm the one tasked with stopping other players from winning the game. Any advice on playing that aspect of this commander?
Again, great primer! I'm considering using some of your ideas in my own deck.
First of all, while I wanted to avoid a Palinchron combo since I use it in my Vela the Night-Clad deck, I'm wondering how exactly you win with it. You mentioned Labman in the primer, but he's not in your list.
Also, correct me if I'm wrong, but the only thing Trinket Mage seems to grab is Sol Ring. I've been running Trophy Mage instead since she can grab a wider variety of things, including equipment, ramp, and even Oblivion Stone.
I wanted to get your thoughts on something else as well. I recently added Vedalken Orrery and Leyline of Anticipation to my deck because I found that I often didn't have enough mana on my turn to both play and equip my equipment while leaving enough mana open for countermagic. I thought flashing out the equipment at the end of the previous player's turn might work better--especially if the equipment is something costly like Worldslayer.
Speaking of Worldslayer, I don't see it in your list. Any particular reason for this?
I think the hardest part of playing Kefnet for me is keeping a full hand. I'm almost exclusively running counterspells that replace themselves and a lot of card draw like Blue Sun's Zenith in addition to some of the cards in your list, but even so I tend to run out of cards quickly--especially if I'm the one tasked with stopping other players from winning the game. Any advice on playing that aspect of this commander?
Again, great primer! I'm considering using some of your ideas in my own deck.