BG rock will raise for sure, as well as 4c jund will fall for sure. This is i think more 4c Jund players will move to rock EXCEPT they play huntmaster of the fells, but i really don't know how much incidence has in the current meta.
Considering these facts, EVERYONE playing GREEN will play scavenging ooze(maybe 4 main, maybe 3+1, maybe 2+1), considering the huge amout of uwr, uwr geist lists. And also, they will be more Hatebears players cause voice of resurgence and noble hierach prices have fallen in the recent times. remeber here, damping matrix hits the late aether vial.
On a glance, I more eager on damping matrix cause of the color restriction on jund charm BUT i like more the versatility of the charm. I think playtesting is the key here, and i dont have much time to play local and i don't have a mtgo account to test :(.
Other option is leyline of the void, but it must be a 4 of in the sideboard, and i dont know how much u need it to be on the opening hand, which makes u mulligan hard to find it.
The problem i find on Shriekmaw, is it's duality. Sometimes it's a HELL and sometimes just GARBAGE (especially on Robots Matchup). Pre-seething song bans, playtesting made me decide for dismember over him, still i really don't know if it's influence has changed that much.
Twisted abmomination over jungle weaver, is because sometime u NEED to fetch the swamp in order to T3 combo BUT it "dies" to the lightning bolt. Still i think i will have eventually B to regenerate, but it wont provide a killing blow. Also a 2 cycling is CLUNKY sometimes, if u're cycling u need to play what u draw as a resolution of the ability, and u sometimes end short on mana. Land cycling on the other hand, provides land clearing on the deck, so u can hit on the draw whatever u're looking for instead of a land. Still jungle waver in combat is WAY BETTER.
I plan to Go this list on a local important tournament; i am concerned about scavenging ooze as hatebears and BG rock use 3-4 copies.
faerie macabre slots are wide open to discussion, on all the rest i feel they are the right number. Sideboard is temptative, i would like to know if anyone could test this on mtgo?.
My previous commander was Oona, still i found very difficult to abuse her without going infinite, or playing pure combo. So i moved on Wydwen and i found it gerat for playing the control style i wanted for my deck.
Mechanics:
a) Bounce ETB Creatures: The idea is to constantly bounce using
b) Use Urborg tomb of yawgmoth+cabal coffers+everflowing chalice to abuse Oona, Queen of the Fae
c) Heavy Equipments for Wydwen
d) Steal/Reuse Stuff from Graveyards
e) Play god, use countermagic
f) Some mass removal and Bounce, Tons of card drawing
Hi guys, as the title says i'm going on X spells theme. I'm going on a budget, so don't expect Sphinx's Revelation, for now, until their prices lower (if ever).
I'm looking now for the best ways to generate big amounts of mana, but without going infinite, let's say as an example, Rosheen Meanderer, as well as juicy X spells to exploit.
It's known that gy hate shall warn us, as our main combo uses the graveyard. still u can think livng end not as a pure combo deck, but a midrange one with a combo enabler. based on this view, i consider the real problem are things that affect this gameplan, such as heavy early pressure and countermagic. RDW(burn), American Delver (Boreomandos, UWR delver(pressure + countermagic)) and infect, NLU (fae), are threats that might diserve some specfic slots.
well have to face that oppponents will sb gy hate, so i think the best way to counter that is to play arround them, not hating their hate.
I really like this deck i really don't know why it itsn't tier nowadays. here it's the list i think might work. still i have my doubts about 4 kalastria highborn+ 4 blood artist. i love the effect it seems to make, but is so theoretical. have anyone tested it yet??
So, I plan on running RB Vampires for GP Toronto in December. So far my list resembles on posted a ways back, but I took out the Overgrown Tomb for Ancient Grudge in the side and substituted Rakdos charm, given that it has more versatility against graveyard/combo decks. It also crushes Kiki-Combo or Splinter Twin, however rare they are. It's basically a RB burn. Honestly, it's a bit like a bad but more focussed Jund. Just my opinion. Here's the list.
The maindeck is all about getting in damage while establishing a boad with Highborn. Viscera Seer enable Brimstone Volley. The deck is all about being able to swing in with creatures and react to removal/blocking with sacrificing or just gaining 2 life/dealing 2 with Highborn. The sideboard is more geard toward dealing with Tron, Goyfs, and UW decks. Any suggestions would be super helpful.
I belong to a small commander community on my local city where we play 2 times per month, sometimes once a week. We've doing this for a year right now, so we've learned a lot about picking cards to include in a cmd deck. At first, when we were discovering the format, the games were highly agressive. Now that we know "how" to play the game, we're playing too defensive and matches are starting to last long.
We're regularly between 6-8 players, and we like to play free for all.
The last one we played took 4 hours until we agreed to scoop.
Sometimes when agree to play in 2 v 2 teams, playing 1 turn per team such as it's done in 2 HGiant. I slightly dislike this idea, cause i feel it limits the vast posibilities of things u can do in commander format which is, in my opinion, the best thing about the format.
Any ideas of avoiding this? is there any article wrote yet?
Considering these facts, EVERYONE playing GREEN will play scavenging ooze(maybe 4 main, maybe 3+1, maybe 2+1), considering the huge amout of uwr, uwr geist lists. And also, they will be more Hatebears players cause voice of resurgence and noble hierach prices have fallen in the recent times. remeber here, damping matrix hits the late aether vial.
On a glance, I more eager on damping matrix cause of the color restriction on jund charm BUT i like more the versatility of the charm. I think playtesting is the key here, and i dont have much time to play local and i don't have a mtgo account to test :(.
Other option is leyline of the void, but it must be a 4 of in the sideboard, and i dont know how much u need it to be on the opening hand, which makes u mulligan hard to find it.
The problem i find on Shriekmaw, is it's duality. Sometimes it's a HELL and sometimes just GARBAGE (especially on Robots Matchup). Pre-seething song bans, playtesting made me decide for dismember over him, still i really don't know if it's influence has changed that much.
Twisted abmomination over jungle weaver, is because sometime u NEED to fetch the swamp in order to T3 combo BUT it "dies" to the lightning bolt. Still i think i will have eventually B to regenerate, but it wont provide a killing blow. Also a 2 cycling is CLUNKY sometimes, if u're cycling u need to play what u draw as a resolution of the ability, and u sometimes end short on mana. Land cycling on the other hand, provides land clearing on the deck, so u can hit on the draw whatever u're looking for instead of a land. Still jungle waver in combat is WAY BETTER.
thank you for the feedback, ande KEEP COMMENTING.
faerie macabre slots are wide open to discussion, on all the rest i feel they are the right number. Sideboard is temptative, i would like to know if anyone could test this on mtgo?.
4 Copperline Gorge
4 verdant Catacombs
1 Overgrown Tomb
1 Stomping Ground
1 Temple Garden
1 Blood Crypt
1 Dryad Arbor
1 Kessig Wolf Run
Cratures
4 Fulminator Mage
2 Avalanche Riders
4 Street Wraith
4 Deadshot Minotaur
4 Monstrous Carabid
4 Pale Recluse
2 Twisted Abomination
2 Faerie Macabre
3 Living End
4 Beast Within
3 Demonic Dread
4 Violent Outburst
3 Damping Matrix
2 Ingot Chewer
3 Slaughter Games
3 Spike Feeder
1 Dismember
3 Jund Charm
LAST KNOWN META:
4 Gravecrawler
4 Lolleth Troll
4 Geralf's Messenger
4 Snapcaster Mage
4 Delver of Secrets
20 Spells
3 Tragic Slip
3 Ultimate Price
4 Abrupt Decay
3 Negate
3 Essence Scatter
4 Thought Scour
20 Lands
4 Watery Grave
4 Overgrown Tomb
4 Drowned Catacombs
4 Woodland Cementery
4 Breeding Pool
Mechanics:
a) Bounce ETB Creatures: The idea is to constantly bounce using
b) Use Urborg tomb of yawgmoth+cabal coffers+everflowing chalice to abuse Oona, Queen of the Fae
c) Heavy Equipments for Wydwen
d) Steal/Reuse Stuff from Graveyards
e) Play god, use countermagic
f) Some mass removal and Bounce, Tons of card drawing
1 Wydwen, The Biting Gale
Creatures
1 Chancellor of the Spires
1 Kederekt Leviathan
1 Rune-Scarred Demon
1 Aethersnipe
1 Phyrexian Metamorph
1 Crypt Angel
1 Venser, Shaper Savant
1 Oona, Queen of the Fae
1 Ink-Eyes, Servant of Oni
1 Sphinx of Uthuun
1 Trinket Mage
1 Grave Titan
1 Glen Elenda Archmage
1 Cavern Harpy
1 Solemn Simulacrum
1 Puppeteer Clique
1 Slithermuse
1 Mulldrifter
1 Consecrated Sphinx
1 Gatekeeper of Malakir
Bounce Artifacts
1 Erratic Portal
1 Crystal Shard
Mana Artifacts
1 Talisman of Dominance
1 Dimir Signet
1 Executioner's Capsule
1 Worn Powerstone
1 Thran Dynamo
1 Expedition Map
1 Elixir of Immortality
1 Relic of Progenitus
1 Everflowing Chalice
1 Liliana Vess
1 Liliana of The Dark Realms
1 Sorin Markov
1 Jace Beleren
Enchantments
1 Phyrexian Arena
1 Polluted Bonds
Equipments
1 Empyrial Plate
1 Sword of Feast and Famine
1 Loxodon Warhammer
1 Umezawa's Jitte
Instants
1 Vex
1 Fact or Fiction
1 Dream Fracture
1 Negate
1 Cyclonic Rift
1 Hinder
1 Twincast
1 Arcane Denial
1 Grim Harvest
1 Capsize
1 Counterspell
1 Lim-Dul's Vault
1 Clutch of the Undercity
Sorceries
1 Ancestral Visions
1 Praetor's Grasp
1 Devastation Tide
1 Yawgmoth's Will
1 Fabricate
1 Diabolic Tutor
1 Barter in Blood
1 Diabolic Intent
1 Black Sun's Zenith
1 Damnation
1 Faerie Conclave
1 Creeping Tar Pit
1 Dreadship Reep
1 Terramorphic Expanse
1 Evolving Wilds
1 Tainted Isle
1 Petrified Field
1 Jwar Isle Refuge
1 Temple of The False God
1 Underground River
1 Buried Ruin
1 Secluded Glen
1 Seat of the Synod
1 High Market
1 Dimir Aqueduct
1 Frost Marsh
1 Vault of Whispers
1 Ancient Tomb
1 Polluted Delta
1 Cabal Coffers
1 Salt Marsh
1 Bojuka Bog
1 Reliquary Tower
1 Urborg, Tomb of Yawgmoth
1 Drowned Catacomb
1 Darkwater Catacombs
1 Tolaria West
4 Island
5 Swamp
I'm looking now for the best ways to generate big amounts of mana, but without going infinite, let's say as an example, Rosheen Meanderer, as well as juicy X spells to exploit.
any ideas appreciated
Very Concerned about the clunky mana curve... HELP.
3 Path To Exile
4 Tidehollow Sculler
4 Wall of Omens
4 Castigate
4 Lingering Souls
4 Ghostly Prison
3 Oblivion Ring
3 Phyrexian Arena
3 Sun Titan
2 Identity Crisis
3 Runed Halo
4 Kitchen Finks
4 Fulminator Mage
1 Night of Souls' Betrayal
Sideboard against current meta?
i think we should be discussing if we should board dismember, shriekmaw, sudden death or another random card that does the job to deal with pressure of a t1 steppe lynx or t2 goblin guide + vexing devil + burn, or t1 glistener elf or t2 blighted agent.
or if gnaw to the bone is better than brindle boar or we should play kitchen finks or maybe obstinate baloth
all this instad of talking about tormod's crypt, relic of progenitus, rest in peace or leyline of the void that we already know, we are going to face one, two or maybe all of them.
other tiny question that troubles me:
how weak is our deck to a blood moon, runing ONLY 1 swamp and 1 forest??
It's known that gy hate shall warn us, as our main combo uses the graveyard. still u can think livng end not as a pure combo deck, but a midrange one with a combo enabler. based on this view, i consider the real problem are things that affect this gameplan, such as heavy early pressure and countermagic. RDW(burn), American Delver (Boreomandos, UWR delver(pressure + countermagic)) and infect, NLU (fae), are threats that might diserve some specfic slots.
well have to face that oppponents will sb gy hate, so i think the best way to counter that is to play arround them, not hating their hate.
4 Stromkirk Noble
4 Viscera Seer
4 Bloodghast
4 Blood Artist
4 Kalastria Highborn
4 Lava Spike
4 Rift Bolt
3 Phyrexian Arena
3 Verdant Catacombs
3 Marsh Flats
2 Blood Crypt
4 Blackcleave Cliffs
3 Lavaclaw Reaches
8 Swamp
I prolly play Magma spray, insteadof pillar of flame
I've played the 5 pentagram variant once, and i really like it, although it's limited to a 5 player table.
I also like the idea of turn/time penalties. The idea i was shuffling was to loose x life on each upkeep, played the first 2 hours.
About grand Melee, sounds really interesting, can u give more and detailed information about it.
Keep brainstorming on.
Lavos
I belong to a small commander community on my local city where we play 2 times per month, sometimes once a week. We've doing this for a year right now, so we've learned a lot about picking cards to include in a cmd deck. At first, when we were discovering the format, the games were highly agressive. Now that we know "how" to play the game, we're playing too defensive and matches are starting to last long.
We're regularly between 6-8 players, and we like to play free for all.
The last one we played took 4 hours until we agreed to scoop.
Sometimes when agree to play in 2 v 2 teams, playing 1 turn per team such as it's done in 2 HGiant. I slightly dislike this idea, cause i feel it limits the vast posibilities of things u can do in commander format which is, in my opinion, the best thing about the format.
Any ideas of avoiding this? is there any article wrote yet?
Discussion is open. Any suggestions accepted.