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  • posted a message on Daretti, Scrap Savant - Degenerate Artifacts
    Quote from Guerte »

    Lands: I'm not the biggest fan of CIPT lands, as they slow us down, and hinder us from using mana rocks to accelerate out. You want Daretti out as fast as you can. I don't feel like we run enough Mountains to make Valakut very viable. I would try out the Urza lands as they can make a buttload of mana. Command Beacon is another good land to run, as Daretti can get quite expensive. Geier Reach Sanitarium is another nice land to have as it lets us loot.


    I dislike the Urza lands in EDH as it's too fragile a combo to pull off. I run so few CIPT lands that Valakut seems appropriate in this case. I used to run Command Beacon but I decided to drop it as I cannot recur lands and therefore can't exploit it.

    Creatures: Creature choices are fine; I'd maybe run a few good ones like Myr Battlesphere or Wurmcoil Engine, but that's my opinion. Quicksmith Genius is a pretty decent card as well, as he acts like a mini Daretti anytime an artifact enters.


    I do run Wurmcoil Engine. I will try Quicksmith Genius, seems like an interesting addition.

    Artifacts: You're definitely running some interesting artifacts, ones that I probably wouldn't play. However, I highly suggest running Alhammarret's Archive and Oracle's Vault. Both cards are amazing, but Archive is definitely a must as you will be able to draw a lot more cards with it. I also see you run some elements of Stax, so I would suggest Winter Orb/Static Orb to slow everyone else down. As long as you have a Clock of Omens, you will be left unscathed.


    I used to run Oracle's Vault but found it too slow to be useful. I also ran Winter Orb and Static Orb, but found that opponents wouldn't let me have both Clock of Omens and an Orb at the same time.

    Sorceries: I think you need more early draw spells. Faithless Looting, Tormenting Voice, and Pirate's Pillage would make fine additions. Maybe some wheel effects as well. If Wheel of Fortune is out of the question, maybe Wheel of Fate or Reforge the Soul?

    Instants: I haven't felt the need to run counters in my deck, but if your meta is counter-heavy, these are fine. I would even consider running Defense Grid to help deter.

    Enchantments: Stranglehold is good if your meta has a lot of extra turns or searching, but otherwise, I would consider dropping.


    I find that while small spells are useful, they have little impact late in the game. Seeing as this deck often survives into the later stages, it is more useful to use other bigger spells. Which is why I run counters and other damage prevention things. Also, I used Stranglehold because of an infinite combo player, but he left so I won't run it anymore.

    Planeswalkers: Chandra, Flamecaller should definitely find a home in here; she's amazing. Karn Liberated would also be good, although the price tag can be daunting.


    I find that Planeswalkers are too difficult to defend in this deck. I used to run both Chandra and Karn but they usually only went off once and didn't do much. I run Ugin because his second ability is like a second All is Dust. Thanks for the feedback, I'll be making some changes.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daretti, Scrap Savant - Degenerate Artifacts
    Hey guys, I was wondering if you could please give me some advice on my deck. Our playgroup has a rule against going infinite and mass land destruction, which is why I don't play Karn, Silver Golem, Basalt Monolith, Staff of Domination, etc.

    https://deckstats.net/decks/28248/577888-daretti-commander-v2

    Thanks in advance!
    Posted in: Multiplayer Commander Decklists
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