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  • posted a message on Players you target on first sight
    for me any deck that can either ramp really hard (green), control the play (blue), or become an end game mad house (any high octane general) will get more attention than other decks. but the green player is most often the first to die for me as they have the most removal for non creature permanents which is what my deck piles onto the field.
    Posted in: Commander (EDH)
  • posted a message on Captain Sisay heading an Enchantress deck with Theros Legendaries?
    sisay is more built for a token enchantress than a voltron enchantress build.

    one of my friends ran sisay against my sigarda enchantress and he could reliably get serra's sanctum and cradle out reliably to set him up for big plays. the fact that the deck can function without the commander is also good as sisay is just there to make your day better if you need her. worth running if you can but becareful of the hate that sisay already gathers.
    Posted in: Commander (EDH)
  • posted a message on [[Primer]] Sigarda, the Enchantress
    Quote from WhatControl »
    Have you tried Hunter's Insight in this deck? Maybe the guys in my group are low on flying dudes to block Sigarda, but I consistently get to draw at least five cards at instant speed for 2G.


    I've tried hunter's insight before and i haven't really liked it. i don't really like one shot drawing effects that much and insight isn't recurrable. your draw spells are your choice as different play groups allow more or less leeway for certain cards.

    Quote from Life1ess »
    I recently added Sage's Reverie and I've been very happy with it even without any other enchantress elements in play. I'd say on average I draw 3 cards.


    sages reverie is a card that i like in theory but in practice i feel that it trips up slightly. the problem that i have with it is the power for each aura part. the draw is nice and is very abusable with flicker form. its a card you can consider but im not sure what you would cut out of the deck.

    Quote from ajprokos »
    I am drawing too much heat way too fast - and it might be a little bit of incorrect threat assessment.

    Turn 2 Stony Silence
    Turn 3 Gaddock Teeg
    Turn 4 Linvala, Keeper of Silence

    And I'm pretty much dead turn 4 - due to 1-2 aggro decks (that see this boardstate as a threat even though non of it affects them).


    if you are facing aggro decks focus more on the creature lock down rather than locking the other decks. linvala, teeg, and silence all stop people from playing wraths and acceleration into answers for these aggro decks. instead of fetching these cards, consider fetching cards like dueling grounds and moat to stop the attacks and then build up your board position from there.
    Posted in: Multiplayer Commander Decklists
  • posted a message on unlimited planeswalker usage.
    alternatively venser + ral zarek + doubling season = basically infinite turns/all the walker activations you want assuming that the RNGods arent being tools
    Posted in: Commander (EDH)
  • posted a message on Sigarda Angel Enchantress - input needed
    yeah i was thinking of winds of rath and Sterling grove is what i was thinking of.

    as for rancor its a good buff on its own and you can abuse it with a sac outlet like auratog or with faithhealer

    Posted in: Multiplayer Commander Decklists
  • posted a message on Help Me Build an Anti-Army Deck


    are some that havent been mentioned. since your buddy masses his army and doesnt chip away, i recommend using a voltron general and just killing him early. alternatively use ashling with a basilisk collar or some sort of death touch and kill the board
    Posted in: Commander (EDH)
  • posted a message on Sigarda Angel Enchantress - input needed
    i feel that you should have some anti artifact cards since you only have sol ring (i would remove sol ring as well) consider using stony silence, and null rod.

    missing nylea to grant mass trample
    crucible of worlds and exploration are insane with knight of the reliquary

    Consider using magus of the moat or moat

    miraculous recovery is a bit of a waste i feel however if you want to keep it in i recommend defy death instead

    you dont have any guaranteed way of getting eldrazi conscription through counter magic. its a good game ender but its cost is really high

    other angels you can consider:


    other cards to also think about


    there are alot of other cards you can consider. these are just an example. if you want more ideas go check out my primer and if you have any question feel free to ask
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Sigarda, the Enchantress
    exploration and burgeoning arent there for mid game where you will be drawing fewer lands. they are there for the early game to land a turn 2-3 sigarda or for the endgame when you are drawing alot of cards with a draw engine.

    i have considered land tax but after play testing it I find that i always have the most lands unless someone is playing something like an azusa or heavy green ramp. and i always use exploration in conjunction with land tax not one or the other.

    as for mana bloom its a nice card and can be considered as a mana stockpile but i don't like like the fact that it only gives one mana per turn. the core of the deck is to power out sigarda as soon as possible and then start landing enchantments to suit her up. if i have to repetitively cast a card every couple of turns then it slows down my plan.

    as for mana rocks, i have mentioned them in the primer as to why i dont use them.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Krond the Dawn-Clad (videos)
    i have no idea that the thread was necroed ... i never look at dates Slant
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Sigarda, the Enchantress
    the problem with frontier siege is the mana cost. I try to keep most ramping spells less than 4 so i can power out a turn 4 sigarda which is almost un removable once i make it indestructable
    Posted in: Multiplayer Commander Decklists
  • posted a message on Krond the Dawn-Clad (videos)
    since you only have swiftfoot boot as your only artifact i would recommend swapping that out and adding artifact hate such as stony silence, and null rod. i would also add damping matrix if you can play around it. take a look at my primer for cards that you might have missed or not know about.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jenara Enchantress, Recursion, Shenanigans -- Moderately competitive
    I feel like you are missing the green god whos name escapes me right now. giving jenara trample is very useful. Dueling grounds is a very useful tool to stop people from rushing you or from blocking you with alot of creatures. the minefield you can forgo i would rather use moat or magus of the moat

    look at my sigarda primer for an idea of what green and white cards you could use in your deck.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Sigarda, the Enchantress
    Well its been a while since I updated the primer. I kinda burned out on magic for a bit and then family issues got in the way of me review the newest set. but families aside and the fire rekindled, let us look at the FATE REFORGED.

    Overall this sets mechanic is interesting to say the least. Dash, Manifest and Bolster are all great mechanics but they have little in the way of helping out our deck.

    Legendaries in the set:
    Humans:
    Daghatar the Adamant - not that scary compared to the other GWB commanders. Be more wary of the deck itself rather this card.
    Shu Yun, the Silent Tempest - Heralded as the "fairer" (if there is such a thing) version of rafiq of the many, Shu Yun requires alot of mana to do his thing. He has the potential to become dangerous very fast. While losing green means that there are some buffs that Shu Yun is losing, red has enough support and buffs to dampen the blow. Be wary of MLD and chaos abilities.
    Tasigur, the Golden Fang - Overall, this card is better suited for 60 card whether it be in modern where people are trying figure out how to abuse it with grave troll, or in standard where it is in an interesting spot right now. Delve is a decent although not needed ability as i never like to get rid of the graveyard as it is basically a second hand for you especially since you are playing black. The second ability is what makes Tasigur borderline playable as it allows you to fill your yard/hand.
    Alesha, Who Smiles at Death - Potentially a very scary commander. The deck can go different routes. whether it be ETB/LTB shenanigans with cards like Gray merchant of asphodel, or the on hit effects like master of cruelties.
    Yasova Dragonclaw - Yasova's ability has potential to do to crazy things. However it is better to buff her power up by at least 3-4 more points to steal ridiculous things. As there are better commanders in the same colour as her, I would put her in the same catagory as Daghatar

    Dragons: (overall these guys are better in a dragon tribal deck with the exception of one or two)
    Atarka, World Render - very dangerous as a commander and in dragon tribal decks. Dueling grounds + chump blockers is your best line of defense if you cant remove him.
    Dromoka, the Eternal - I feel that this card is kind of lack luster. While 3 unblocked attacks does kill a player, the condition is that Dromoka must be the lowest toughness on your field.
    Kolaghan, the Storm's Fury - Dash is hilarious. If you can find a way to reduce costs to cast creatures, you have the potential to have 5 dmg in the air for 2 mana per turn. The scary part of Kolaghan is the "Whenever a dragon" so this isn't restricted to just Kolaghan himself. With conspiracy in his colours, a Goblin token army becomes very scary.
    Ojutai, Soul of Winter - In a dragon tribal deck this ability also has the potential to be game ending as you can tap down blocking creatures when you alpha strike a player. Otherwise you tap down annoying permanents with need to untap.
    Silumgar, the Drifting Death - Kills all of the defending player's creatures if you have enough creatures attacking. If you don't have a heavy dragon count it is only useful against tokens (screw Freyalise druid tokens)

    Cards I'm considering for the deck:
    Abzan Runemark - Vigilance is nice but it isnt required.
    Sage's Reverie - I feel like this is more of a win more card. If I can draw a large amount of cards off reverie, then I should be in a position that I am killing people. Eidolon of countless battles might be better here if you want a buff


    Interesting cards and other things to look out for:
    Ugin, the Spirit Dragon - Mono brown decks are gonna have a hayday with this card ... there isn't much you can do to stop this other that hoping that Teeg comes down fast enough that he can't be cast. Pithing needle is another card you can consider.
    Dragonscale General - Makes things big fast in weenie decks. hopefully they are tapping their creatures through attacking meaning that dueling grounds should be the answer, however if cards like Catapult Master is what they are using to tap their creatures, better have removal ready.
    Monastary Mentor - Spell Slinging decks will love this card.
    Soulfire Grand Master - this card is ridiculous. I'm not sure if it will be banned or not but im leaning more to the side of yes as it makes time magic too strong.
    Sieges - The sieges are decent although not all of them are that strong. I like Monastary siege the best although I can't use it though.
    Archfiend of Depravity - Brutal card against most decks but not a problem for Sigarda
    Ghastly Conscription - Combine this with cards which flicker for fun results.
    Arcbond - add pariah/guilty conscience on an indestructible creature and you can kill all other players the moment the creature takes damage.
    Flamerush Rider - it has the potential to abuse etb and ltb abilities, unfortunately it has to attack so its life might be shortlived
    Shaman of the Great Hunt - not exactly something that Animar can abuse however it has potential for more interesting results in riku and maelstrom wanderer.
    Shamanic Revelation - as if token decks needed more help getting pieces they needed ... this card is accelerant to decks like elfball and other token regurgitation decks.
    Harsh Sustenance - 3 mana wincon for ghave
    Posted in: Multiplayer Commander Decklists
  • posted a message on khans rare in fate reforged booster
    the basic lands in this set have been replaced with the dual colour lands and fetch lands. this is similar to what was seen in dragons maze where you had a chance to pull a shock or a guild gate.
    Posted in: Magic General
  • posted a message on [[Primer]] Sigarda, the Enchantress
    @jonas 8.5 tail is a big mana sink and you have to becareful with what auras you put onto your creatures. flickering ward is a good draw engine if you can afford it. I recommend using something that gives flash (look in the optional cards area in the primer) so you can use the mana eot on other peoples turns

    @boss sure saffi can protect an early enchantress but if we look at the core enchantresses that we want to pull out (argothian, presence and eidolon) of the 3, 2 of them are well protected against spot removal and even if you get saffi out, its called spot removal, it removes from game meaning that saffi is useless in that case. i feel that saffi is better left to a combo deck.
    Posted in: Multiplayer Commander Decklists
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