EDIT: By mistake I wrote the wrong link, also my link in the sig has a typo, it was an extra / that it is now fixed, sorry
Quote from Outcryqq »I have a Yennet deck, but I typically do not have problems with creature-based decks since my creatures usually have bigger butts and vigilance. Are you having problem with token decks?
I didn't mean any offense by the section, although I'll admit to going a little over the top with the joke about not voting (although it was just a suggestion not a totalitarian demand). That was brought to my attention so I went ahead and removed it prior to your comment, along with some of the other stuff that was potentially antagonistic. I hope that improves the situation for you. Regardless of what you believe about climate change, I think we can agree that many people see it as a problem, yet despite a broad public desire to do something about it, very little of significant effect is actually being done (whether or not there's anything about which to be done).
I like this section because it's a good metaphor for how Phelddagrif operates - a long term, vague problem that is almost always outweighed by more immediate concerns and personal gain. I'm not really aware of anything else that compares to the effect quite as nicely, so I'd like to leave it in. It's just a single section in a very large primer though - I hope you can see past it.
I am glad people are actually reading all the way through this stuff, though. Sometimes this primer feels like shouting into the wind.
Ok, so Conqueror's Galleon.
I think galleon is kind of a litmus test for playing the deck. Because it's absolutely a powerful card. And it can absolutely win you games. When I was running it (in multiple decks) it frequently became "ok, well, the right play here is to recur this board wipe...again...and then destroy all your stuff...again...and then I have to replay my commander so I can eventually end this game..."
It slows the game down to a crawl, basically, a miserable crawl with all the focus on you, where you're going to win but it's going to take forever, and at the end people will not be thinking "huh, how weird, that game had so many powerful nasty things happening, but at the end it came down to just a derpy hippo beating face after doing nothing much all game, isn't commander funny?" No, they'll be thinking "Well, that Phelddagrif deck LOOKS innocent enough, but eventually it's going to pull off some lockdown combo so you'd better smash it when you've got half a chance."
So Conqueror's galleon is a sweet card, but it's not a card that fits with what we're trying to do. It's a card that fits into a normal control deck, one that's fine with becoming the threat and intends to do so when trying to win the game. Our goal is to avoid ever being the threat, right up until the game is over. Ideally, even when it's 1v1, your opponent should look like the favorite to an outside observer. Otherwise our opponents won't want to get into a 1v1 against you, and might try to eliminate you before the 1v1 game.
Dispel is debatable. Not definitely wrong, but I'd only include it if you're in a pretty heavy counterspell meta where you'll have to win a counter war to block someone's wincon. If that's you, though, go ahead and keep it in. If it's not, though, I usually prefer more flexibility in my counters.
Turn to frog is too combat-dependent imo. If you try to block the creature they could just use removal on phelddagrif and force a bounce, and then their creature lives. I'd put in something more reliable, like crib swap for example.
Hushwing Gryff is double trouble. It's a creature so our board wipes will kill it, it can absorb removal that we'd rather was pointed at our opponents, and even if it survives it's creating a scenario where your opponents may be motivated to kill you to prevent it impeding their plans in an ongoing way. I'd cut it in an instant.
Mystic Snake is a pretty weak counter imo since it's overcosted by 2 for a body we don't need and can't really use outside of chump blocking. It's not terrible or anything but I'd prefer something else, personally.
Selfless Squire is a fun card but I don't think I'd use it. Again, it gives a target for removal when we'd normally present none. Not terrible but 3 fogs is too many imo.
Sakura-tribe Elder I spend a bit of space in the guide on ramp - we don't really need it. We aren't ramping TO anything. One land per turn is plenty. As such, steve doesn't have much of a role in the deck. Doubly so for cultivate, Rampant Growth, and Kodama's Reach. Cut them all and add more lands instead. 38 is too few imo, I like over 40 myself but 40 would be as low as I'd go in most metas.
Steel of the Godhead is pretty random. Doesn't make much sense for the deck - Phelddagrif is great, in part, because he can bounce to hand so easily. Strapping him up with auras kind of negates this benefit - and anyway, it doesn't do anything useful for us. If you want lifegain, run pulse of the fields or sphinx's revelation.
Conqueror's Galleon I've experimented with and found it to be too threatening for what we're trying to do.
Land-wise I'd cut treva's ruins and reliquary tower. Reliquary tower I talk about in the guide so read that. Trevas is just bad imo. We want to play a land almost every turn. Setting ourselves back just for fixing is bad news. I like the karoo lands from ravnica block, though. They work just fine since they don't slow us down long-term and they give us a free extra card/man
Actually, I see that there is basically only pillow-fort and removal cards in your deck…
Quote from Jusstice »If you were in my group, we would target you on sight just for delaying the game this badly.
Off this topic but in relation to your deck, Phyrexian Unlife is another good one. Pros, it works well with Oloro since you can get your life back up above positive easily. Cons, doesn’t have any effect until you actually get to zero or less.