What are the best generals with abilities that give your opponents a reason not to attack you? Michiko Konda, Truth Seeker is the best I've found, but are there any others you know of?
Has anyone had any dealings with this website? They seem to be the only place with free shipping on the new commander decks, but I haven't really heard of them before so I'm hesitant.
My playgroup is all about killing whatever I put onto the battlefield, especialy if Geth steals it, so I always like to get some value out of things that are on the way out. Krark-Clan Ironworks is on the list of things to maybe come in, as I have fewer sac outlets for artifacts, and more free Geth mana is always good.
Minion Reflector is kinda expensive, but getting a second free Primeval Titan is never bad. Massacre Wurm is always good, and especially since most of my local competition plays green decks. Chainer is situational: there are a lot of times when he is better than Geth, and a lot of times when he is worse. Since they are almost functional reprints and both synergize well with the rest of the deck, it's nice to have both in there for redundancy.
I've used Nezumi Graverobber for that purpose, although admittedly it can be anti-synergetic and can be a much worse top-deck than the Chainer. At worst, it's a poor man's Withered Wretch, at best it reanimates splashy creatures on the cheap and serves as flagbearer-esque protection for Geth.
and another main card you might be missing which is good for a geth deck is Amulet of Vigor .
The recurring guys were generally underwhelming when I played them, as they did basically nothing (especially bloodghast) when I didn't have a skullclamp. Nether Traitor is the most useful of the bunch because it wears Lashwrithe well, but still. My deck is much more about playing big mana spells and straight card draw than a little draw engine including otherwise mediocre cards. Maybe, but there aren't enough card slots.
I run a lot of sac outlets because I've found that my opponents will generally try to destroy the things that I reanimate, and it's always nice to have a way to make sure that they return to their graveyards where I can reanimate them again if necessary. Sac outlets are nice because the sacrifice is part of the activation cost, so they can't respond by casting Swords to Plowshares or the like. It's also nice because Grave Pact is far and away the best source of removal in this deck.
That being said, I did notice that I had a few too many sac outlets in the last few games. I could see myself cutting Viscera Seer because scry1 is not all that exciting. Spawning Pit is kinda nice because it's free and makes more bodies to sacrifice. Malevolent Awakening is nice because it allows me to dump their stuff and get back my own stuff, although I am a little light on actual creatures, and 1BB is a fairly steep cost, so that one could maybe get cut. Krovikan Horror is awesome - it usually recurs itself and it's good at keeping planeswalkers honest or picking off smaller dudes like Oracle of Mul Daya and Eternal Witness (two of the best targets for Geth).
Seems reasonable. I just see sac outlets getting exponentially worse the more that you have. Isn't much of a problem when you can recast Geth as much as you want though.
How have Minion Reflector, Massacre Wurm, and Chainer, Dementia Master worked for you? Minion Reflector seems like a Rings of Brighthearth for ETB effect creatures, looks like fun, but kind of expensive. Pawn of Ulamog is an interesting idea. How effective has it been without a Grave Pact out?
(Just a heads up: I just noticed you didn't mark the altars as sac outlets in your decklist.)
Awesome card, too bad it's in the BGW deck and seemingly not in the others. Is especially good on those pesky smaller creatures that maybe don't warrant a hard removal spell.
I usually like Hallowed Burial, but in this deck, almost without exception you want your creatures going to graveyard instead of getting tucked, even at the cost of not getting to tuck an opposing commander. True, you may save your commander, but GCO is usually nothing but a good sac outlet for the other creatures. He's not at all necessary for a strong game.
At least, that's my take on it.
Makes sense. Its just, Hallowed Burial has more blowout potential than a Damnation.
Maybe you could clarify, but why doesn't Hallowed Burial fit into this deck? It seems like being able to sac a creature and blink your general right beforehand would mean you could gain a major advantage with it.
7 in mono white aggro without ramp is different than 7 in a G ramp deck, that can consistently get that much by turn 4-5. 6 shouldn't be a problem though.
Maybe, but 2G is a big upgrade over 4G. Also, redundancy is good in EDH right?
Called it.
I'm open to suggestions.
I was only planning on buying one, maybe two of the decks.
I've used Nezumi Graverobber for that purpose, although admittedly it can be anti-synergetic and can be a much worse top-deck than the Chainer. At worst, it's a poor man's Withered Wretch, at best it reanimates splashy creatures on the cheap and serves as flagbearer-esque protection for Geth.
The recurring guys were generally underwhelming when I played them, as they did basically nothing (especially bloodghast) when I didn't have a skullclamp. Nether Traitor is the most useful of the bunch because it wears Lashwrithe well, but still. My deck is much more about playing big mana spells and straight card draw than a little draw engine including otherwise mediocre cards. Maybe, but there aren't enough card slots.
Seems reasonable. I just see sac outlets getting exponentially worse the more that you have. Isn't much of a problem when you can recast Geth as much as you want though.
How have Minion Reflector, Massacre Wurm, and Chainer, Dementia Master worked for you? Minion Reflector seems like a Rings of Brighthearth for ETB effect creatures, looks like fun, but kind of expensive. Pawn of Ulamog is an interesting idea. How effective has it been without a Grave Pact out?
(Just a heads up: I just noticed you didn't mark the altars as sac outlets in your decklist.)
Makes sense. Its just, Hallowed Burial has more blowout potential than a Damnation.