Wow. Looks like a really hard deck to play against. Lot's of counter. Lot's of return to hand. Lot's of gain control. Lot's of card draw. I can only give you suggestions on deck build, not on specific cards (since I have not played magic long enough to have played with half of them on your list).
First off: What's your primary mechanic? By glance I would say 'Gain Control'. Once you're opponents creatures are on your side, it will make directly hitting your opponenet even easier. Almost every 'gain control' spell is like a creature in itself too so I don't think I would cut any of those.
That would mean you'd have to cut either 'return to hand' or 'counters', both of which I think you have MORE than enough of....especially since you're going to want to take those creatures over eventually. Perhaps if you're not really to handle a certain creature, then 'return to hand' is the better choice, especially if you do like what your opponent put down.
Leaning further, your 'gain control' cards are effectively 'counter spells', or more presicely, 'removal' spells in addition to creature build. Therefore, this is another reason to slash some of your counter spells out. Definately keep a few though....you never know when a Uril, the Mistalker will try drop and you wanna be prepared for that too.
I hope this logic of thought helps you determine what to cut. In truth, you making the specific card cuts would be better than me making specific card cuts...
You should add Crib Swap and Nameless Inversion. Both can be recurred with your general's ability.
Your absolutely right! I never even considered them as possibilities. Great suggestion and they'll be going in my deck forsure!
I'd run Slave of Bolas over Act of Treason so they don't get it back.
You're two for two with the goods! I've put Act of Treason in the deck to work with Fatal Frenzy or Rite of Consumption but Slave of Bolas will be just as effective. The down side of coarse is that I wouldn't have the added bonus of x2 strike or life gain, but the up side is that I only need 1 card to get rid of target creature instead of two. Will definately be adding this one to the mix!
Thanks for the tips! I've got some deck reworking to do now. If anyone else has some thoughts, don't hesitate to post!
Thanks in advance
i'd definitely include some stuff like glorious anthem, honor of the pure, crusade, divine sacrament, gerrard's battle cry, leyline of the meek, marshal's anthem, shared triumph, even angelic voices. even one of those in play will make a victory FAR easier. consider enlightened tutor and idyllic tutor to fetch them as well.
Unfortunately most of those cards leave my low budget price range (I know...I'm cheap), but I've been keeping my eye on several of those already....just in case a used copy or a sale happened. Thanks for listing them since I was unaware of some of them.
I really like the idea of the Mindstorm Crown you've suggested. It helps my deck in two ways:
First, my opponents don't attack me when Darien is out...it's near instant death via swarming. Therefore, doing damage to myself to increase my army is awsome!
Second, this card would be help with the card draw problem I've been having whenever it's not helping with my soldier building (I keep going into top deck mode with all the small creatures and spells I have). Any way to gain cards in this deck is good!
While there are several suggestions on cards that dmg myself already, I wish to explore more options with cards that deal dmg to me when I draw (or if I draw). Any ideas there?
I've been taking a look through some of the other soldiers that I own; deciding on whether or not I should attempt to make this deck more creature oriented (by taking out some spells). Since I'm going for speed it means that small creatures would go in while big spells would come out.
Some of the creatures that I've been looking at putting it: Mosquito Guard, Cenn's Heir, Kithkin Shielddare, Guardians of Akrasa, Veteran of the Depths
I also have four spells that I'm considering (exchange a more expensive spell for a cheaper one deal)
When I first built this deck, I thought I was on the right track for having a really good deck. It turned out to be my weakest deck out of the four I have. Designed as a tribal elf, low budget, 1 vs 1 deul deck, my focus was two fold: First was tokens, either elf or wolf. Second and primarily was counters. I wanted elves to stack +1/+1 as many times as possible so the bigger the army got, the stronger each unit got aswell.
I'm looking for better ways to obtain my counter (or simply +1/+1) strategy. Any suggestions on that?
Also, I've been having some trouble with flyers....since my deck doesn't have many. I've tried to balance that with some archers, but there doesn't seem to be enough. I've found Selesnya Sagittars to help, but are there any other archers that I should add?
Do I have too many non-creature spells in this deck? I've heard it said that elf decks want to be only elves and then they work better. Should I focus more on this route?
Any other thoughts and ideas would be appriciated.
Time for a revamp on my Horde of Notions deck. The deck will focus on being tribal, budget, and multiplayer oriented. This deck is meant to be in a casual enviroment...
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
As a note, the number in front of the card will denote CMC of the creature/spell.
Also, as another note, our meta plays with 40 life totals and no general damage.
Cloudthresher Maelstrom Wanderer -- would need to cut down on the small creatures... Evershrike -- would need an enchantment package to go with this...
-- here is a persons enchant package to go with Evershrike
This is the second EDH deck I've ever made. This deck is designed for budget, 1 vs 1, casual play. I think I've got the mana fixing where I want it at, though I'm still having some trouble with the potency of the creatures and spells. My goal was to abuse the elemental's Evoke ability with lot's of graveyard recursion. Is there any "should have" and "should not have" cards to further abuse the mechanic? I've also sub-themed a steal mechanic as my control instead of the usual counter or burn. Should I be modifying this further to increase my control?
Any sugestions would be greatly appriciated!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
As a note, the number in front of the card will denote CMC of the creature/spell.
Also, as another note, our meta plays with 40 life totals and no general damage.
Awsome! Thanks for the responses. Will look into the combo now that I understand how it works. Also, neat card: Salvaging Station; with a little adjustment to my deck, I can make this card quite useful. It'll be on my wishlist forsure. (the I'm going to get, but just don't quite know when yet list).
Anymore advice would be totally appriciated.
Cheers!
Thanks for the clarification. Both cards seem pretty situational then, especially since the takeover isn't a repetitive act (unless you have a way to dig up the Avarice Totem from your library. Still, seems slow. Anyone play with the Tel-Jilad Stylus + Avarice Totem combo and let me know how effective it is? Also, considering the deck I have, I'd probably need a few more artifact tutors to make this combo more effective, correct?
I've been looking at Solemn Simulacrum for a little while now. It seems like it would work well in my deck. I also have seen Duplicant in pretty much every artifact deck out there, so I guessed it was an important card; just haven't obtained it yet.
I like your idea in using Trinket Mage or Artificer's Intuition to help dig up some early board control. Will take a closer look into that.
Could you explain that Tel-Jilad Stylus + Avarice Totem combo a bit? I'm looking at it and I see how you steal your opponents card. I'm just not sure how you'd get it to the bottom of your deck since you don't own the card you've stolen...
This is an edit of my entire first post (EDH deck list priorities).
My Sharuum the Hegemon deck has had a great deal of tinkering throughout it's making. I would like to thank all those who have offered suggestions on its build and on what to cut; if anyone wants to improve on my v2.0, feel free to suggest your changes. I'm always on the lookout for some cost effective improvements.
The deck is for 1 vs 1 play, tribal themed around artifact creatures, and is a low budget deck. Magister Sphinx was the first card I ever owned from a draft pick, and while not the greatest card for the regular formats, in EDH, I've read that it's the second most hated card out there.
First off: What's your primary mechanic? By glance I would say 'Gain Control'. Once you're opponents creatures are on your side, it will make directly hitting your opponenet even easier. Almost every 'gain control' spell is like a creature in itself too so I don't think I would cut any of those.
That would mean you'd have to cut either 'return to hand' or 'counters', both of which I think you have MORE than enough of....especially since you're going to want to take those creatures over eventually. Perhaps if you're not really to handle a certain creature, then 'return to hand' is the better choice, especially if you do like what your opponent put down.
Leaning further, your 'gain control' cards are effectively 'counter spells', or more presicely, 'removal' spells in addition to creature build. Therefore, this is another reason to slash some of your counter spells out. Definately keep a few though....you never know when a Uril, the Mistalker will try drop and you wanna be prepared for that too.
I hope this logic of thought helps you determine what to cut. In truth, you making the specific card cuts would be better than me making specific card cuts...
Your absolutely right! I never even considered them as possibilities. Great suggestion and they'll be going in my deck forsure!
You're two for two with the goods! I've put Act of Treason in the deck to work with Fatal Frenzy or Rite of Consumption but Slave of Bolas will be just as effective. The down side of coarse is that I wouldn't have the added bonus of x2 strike or life gain, but the up side is that I only need 1 card to get rid of target creature instead of two. Will definately be adding this one to the mix!
Thanks for the tips! I've got some deck reworking to do now. If anyone else has some thoughts, don't hesitate to post!
Thanks in advance
Unfortunately most of those cards leave my low budget price range (I know...I'm cheap), but I've been keeping my eye on several of those already....just in case a used copy or a sale happened. Thanks for listing them since I was unaware of some of them.
I really like the idea of the Mindstorm Crown you've suggested. It helps my deck in two ways:
First, my opponents don't attack me when Darien is out...it's near instant death via swarming. Therefore, doing damage to myself to increase my army is awsome!
Second, this card would be help with the card draw problem I've been having whenever it's not helping with my soldier building (I keep going into top deck mode with all the small creatures and spells I have). Any way to gain cards in this deck is good!
While there are several suggestions on cards that dmg myself already, I wish to explore more options with cards that deal dmg to me when I draw (or if I draw). Any ideas there?
Thanks in advance
Some of the creatures that I've been looking at putting it:
Mosquito Guard, Cenn's Heir, Kithkin Shielddare, Guardians of Akrasa, Veteran of the Depths
I also have four spells that I'm considering (exchange a more expensive spell for a cheaper one deal)
Coordinated Barrage, Raise the Alarm, Curtain of Light, Righteousness
If I could have some opinions/suggestions/ideas on how or even if I should be editting this deck, that would be great.
Thanks in advance
When I first built this deck, I thought I was on the right track for having a really good deck. It turned out to be my weakest deck out of the four I have. Designed as a tribal elf, low budget, 1 vs 1 deul deck, my focus was two fold: First was tokens, either elf or wolf. Second and primarily was counters. I wanted elves to stack +1/+1 as many times as possible so the bigger the army got, the stronger each unit got aswell.
1 Tolsimir Wolfblood
//Creatures
1 Bramblewood Paragon
1 Changeling Hero
1 Devoted Druid
1 Drove of Elves
1 Elven Riders
1 Elvish Branchbender
1 Elvish Champion
1 Elvish Harbinger
1 Elvish Hexhunter
1 Elvish Visionary
1 Farhaven Elf
1 Gilt-Leaf Seer
1 Greatbow Doyen
1 Immaculate Magistrate
1 Imperious Perfect
1 Jagged-Scar Archers
1 Leaf Gilder
1 Llanowar Elves
1 Lys Alana Bowmaster
1 Lys Alana Huntmaster
1 Mirror Entity
1 Nath's Elite
1 Rhys the Redeemed
1 Rune-Cervin Rider
1 Safehold Elite
1 Scattershot Archer
1 Seedcradle Witch
1 Viridian Joiner
1 Wildslayer Elves
1 Wilt-Leaf Cavaliers
1 Wilt-Leaf Liege
1 Winnower Patrol
1 Wolf-Skull Shaman
1 Wren's Run Packmaster
1 Wren's Run Vanquisher
1 Saltcrusted Steppe
1 Sapseep Forest
1 Shimmering Grotto
1 Vivid Grove
1 Vivid Meadow
21 Forests
10 Plains
//Artifacts
1 Coat of Arms
1 Wanderer's Twig
//Spells
1 Asha's Favor
1 Barkshell Blessing
1 Condemn
1 Dawnglow Infusion
1 Elvish Promenade
1 Entangling Vines
1 Filigree Fracture
1 Flourishing Defenses
1 Fog
1 Forfend
1 Gift of the Gargantuan
1 Gilt-Leaf Ambush
1 Gleeful Sabotage
1 Heal the Scars
1 Howl of the Night Pack
1 Hunt Down
1 Incremental Growth
1 Lace with Moonglove
1 Luminescent Rain
1 Mercy Killing
1 Oblivion Ring
1 Overrun
1 Pollen Lullaby
1 Presence of Gond
1 Prison Term
1 Reins of the Vinesteed
1 Safe Passage
1 Shield of the Oversoul
1 Shields of Velis Vel
1 Sigil of the Nayan Gods
1 Tower Above
1 Wildsize
I'm looking for better ways to obtain my counter (or simply +1/+1) strategy. Any suggestions on that?
Also, I've been having some trouble with flyers....since my deck doesn't have many. I've tried to balance that with some archers, but there doesn't seem to be enough. I've found Selesnya Sagittars to help, but are there any other archers that I should add?
Do I have too many non-creature spells in this deck? I've heard it said that elf decks want to be only elves and then they work better. Should I focus more on this route?
Any other thoughts and ideas would be appriciated.
Thanks in advance
Time for a revamp on my Horde of Notions deck. The deck will focus on being tribal, budget, and multiplayer oriented. This deck is meant to be in a casual enviroment...
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
As a note, the number in front of the card will denote CMC of the creature/spell.
Also, as another note, our meta plays with 40 life totals and no general damage.
Here's what I have put together so far:
5 Horde of Notions
//Planeswalker (1)
4 Garruk Wildspeaker
//Utility Elementals (10)
2 Brighthearth Banneret
2 Ashling the Pilgrim
2 Smokebraider
3 Incandescent Soulstoke
3 Animar, Soul of Elements
3 Mirror Entity
4 Forgotten Ancient
6 Soul of the Harvest
8 Living Inferno
9 Magmatic Force
//ETB Elementals (12)
1 Flamekin Harbinger
3 Fertilid
3 Flickerwisp
3 Wispmare
3 Shriekmaw
4 Briarhorn
4 Clone
5 Mulldrifter
5 Ingot Chewer
6 Tar Fiend
6 Foundry Champion (ntby)
7 Avenger of Zendikar
//Aggro Elementals (10)
2 Skullbriar, the Walking Grave
3 Spawnwrithe
4 Nova Chaser
4 Timbermare
4 Changeling Berserker
4 Dust Elemental
5 Thunderblust
6 Spitebellows
7 Hateflayer
7 Supreme Exemplar
2 Bloom Tender
//Artifacts (3)
2 Kaleidostone
3 Cloudstone Curio
5 Minion Reflector
//Ramp (need more)
3 Cultivate
3 Kodama's Reach
3 Search for Tomorrow
4 Explosive Vegetation
4 Shard Convergence
//Draw + Recur (need more)
5 Torrent of Souls
5 All Suns' Dawn
//Control Spells (13)
2 Nameless Inversion
2 Terminate
3 Ego Erasure
3 Bant Charm
3 Crib Swap
3 Mortify
3 Putrify
3 Maelstrom Pulse
4 Wrecking Ball
4 Chain Reaction
5 Evacuation
7 Disaster Radius
9 Blasphemous Act
//Buff Spells (11)
2 Prismatic Omen
2 Fists of the Demigod
2 Momentary Blink
2 Rite of Consumption
3 Fatal Frenzy
3 Ghostway
3 Shield of the Oversoul
4 Rite of Replication
4 Elemental Mastery
4 Shard Convergence
5 Maelstrom Nexus
1 Command Tower
1 Mosswort Bridge
1 Kessig Wolf Run
1 Akoum Refuge
1 Sejiri Refuge
1 Graypelt Refuge
1 Jwar Isle Refuge
1 Kazandu Refuge
1 Mirrodin's Core
1 Primal Beyond
1 Rupture Spire
1 Terramorphic Expanse
1 Evolving Wilds
1 Bojuka Bog
1 Halimar Depths
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
7 Mountain
2 Swamp
4 Plains
1 Island
3 Forest
Currently at 102 cards, but some obvious shifts towards draw and ramp still need to be done.
Hateflayer + Elemental Mastery = beats
Cloudthresher
Maelstrom Wanderer -- would need to cut down on the small creatures...
Evershrike -- would need an enchantment package to go with this...
-- here is a persons enchant package to go with Evershrike
1 Runes of the Deus
1 Clout of the Dominus
1 Shield of the Oversoul
1 Edge of the Divinity
1 Favor of the Overbeing
7 Omnath, Locus of Rage - really good R/G tribal elemental - could be General even....
6 Greenwarden of Murasa
6 Bane of Progress - another copy
5 Titania, Protector of Argoth - really good with lands that are meant to be sac'd
3 Fertilid - another copy
7 Regal Force
6 Rubblehulk
5 Torrent Elemental
4 Day of Judgement (x2 copies)
2 Cyclonic Rift - another copy??
5 Perilous Forays
0 Command Tower
0 Canopy Vista
0 Cinder Glade
0 Prairie Stream
0 Smoldering Marsh
0 Sunken Hollow
6 Aethersnipe
3 Wispmare
5 Skullmulcher
4 Slithermuse
2 Nameless Inversion
3 Congregation at Dawn
Body Double
Eternal Witness
Solemn Simulacrum
Acidic Slime
Urabrask the Hidden
Deadeye Navigator
For reference sake...
Good Morning
This is the second EDH deck I've ever made. This deck is designed for budget, 1 vs 1, casual play. I think I've got the mana fixing where I want it at, though I'm still having some trouble with the potency of the creatures and spells. My goal was to abuse the elemental's Evoke ability with lot's of graveyard recursion. Is there any "should have" and "should not have" cards to further abuse the mechanic? I've also sub-themed a steal mechanic as my control instead of the usual counter or burn. Should I be modifying this further to increase my control?
Any sugestions would be greatly appriciated!!
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
As a note, the number in front of the card will denote CMC of the creature/spell.
Also, as another note, our meta plays with 40 life totals and no general damage.
5 Horde of Notions
//Elementals (28)
1 Flamekin Harbinger
2 Brighthearth Banneret
2 Smokebraider
2 Shapesharer
3 Briarhorn
3 Fertilid
3 Flickerwisp
3 Incandescent Soulstoke
3 Spawnwrithe
3 Wispmare
4 Changeling Berserker
4 Nova Chaser
4 Spitemare
4 Timbermare
4 Dawnfluke
5 Mulldrifter
5 Reveillark
5 Shriekmaw
5 Ingot Chewer
5 Skullmulcher
6 Aethersnipe
6 Spitebellows
6 Tar Fiend
7 Faultgrinder
7 Hateflayer
7 Mournwhelk
7 Supreme Exemplar
8 Living Inferno
2 Bloom Tender
4 Clone
//Buff Spells (15)
2 Fists of the Demigod
2 Momentary Blink
2 Prismatic Omen
2 Rite of Consumption
2 Dawn Charm
3 Fatal Frenzy
3 Mayael's Aria
3 Ghostway
3 Scourge of the Nobilis
3 Heat Shimmer
4 Shard Convergence
5 Maelstrom Nexus
5 All Suns' Dawn
5 Torrent of Souls
8 Conflux
//Control Spells (15)
1 Condemn
2 Lignify
2 Nameless Inversion
2 Terminate
3 Crib Swap
3 Mortify
3 Oblivion Ring
3 Unwilling Recruit
3 Act of Treason
3 Ego Erasure
4 Wrecking Ball
5 Maelstrom Pulse
5 Slave of Bolas
5 Word of Seizing
2 Armillary Sphere
2 Kaleidostone
5 Minion Reflector
//Land (37)
1 Akoum Refuge
1 Sejiri Refuge
1 Graypelt Refuge
1 Jwar Isle Refuge
1 Kazandu Refuge
1 Mirrodin's Core
1 Primal Beyond
1 Rupture Spire
1 Terramorphic Expanse
1 Evolving Wilds
1 Bojuka Bog
1 Halimar Depths
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
10 Mountain
2 Swamp
4 Plains
1 Island
3 Forest
Currently 101 cards in decklist.
//Deck Mods
Aug 15 2009 update
Meadowboon >> Fool's Demise
Stigma Lasher >> Putrefy
Spawnwrithe >> Mortify
Cauldron Haze >> Wrecking Ball
Changeling Titan >> Word of Seizing
Disentomb >> Hateflayer
Death Denied >> Terminate
Ponder >> Channel the Suns
Swamp >> Bojuka Bog
Revive the Fallen >> Mayael's Aria
Graceful Reprieve >> Rings of Brighthearth
Wild Ricochet >> Act of Treason (using it in Wort)
Dust Elemental >> Maelstrom Pulse
Jan 10, 2011 update
Doomgape (using it in Sisters of Stone Death) >> Living Inferno
Putrefy (using it in Sisters of Stone Death) >> Evolving Wilds
Maelstrom Pulse (using it in Sisters of Stone Death) >> Spawnwrithe
Channel the Suns >> Fertilid
Volcanic Fallout (using it in Wort, the Raidmother) >> Conflux
Kulrath Knight >> Dawnfluke
Ashenmoor Liege >> Skullmulcher
Slithermuse >> Shapesharer
Stir the Grave >> Lignify
Island >> Halimar Depths
May 9, 2011 Update
Fool's Demise >> Ego Erasure
Din of the Fireherd >> Heat Shimmer
Any suggestions would be greatly appriciated!
Thanks in advance
Here's my soldier theme'd EDH deck. It's designed for, low budget, 1 vs 1 duels.
1 Darien, King of Kjeldor
//Soldier Creatures
1 Ballynock Trapper
1 Ballyrush Banneret
1 Benalish Commander
1 Captain of the Watch
1 Cenn's Tactician
1 Conclave Phalanx
1 Goldmeadow Harrier
1 Kinsbaile Borderguard
1 Loxodon Gatekeeper
1 Mirror Entity
1 Patrol Signaler
1 Preeminent Captain
1 Rhox Pikemaster
1 Stormfront Riders
1 Thoughtweft Trio
1 Veteran Armorer
1 Veteran Armorsmith
1 Veteran Swordsmith
//Other Kithkin
1 Brigid, Hero of Kinsbaile
1 Galepowder Mage
1 Kithkin Harbinger
1 Kithkin Rabble
1 Knight of Meadowgrain
1 Wizened Cenn
1 Celestial Crusader
1 Cloudgoat Ranger
1 Crovax, Ascendant Hero
1 Knight-Captain of Eos
1 Soul Warden
1 Twilight Shepard
//Artifacts
1 Farsight Mask
1 Illuminated Folio
1 Paradise Plume
1 Veteran's Armaments
1 Whispersilk Cloak
//Buff Spells
1 Armored Ascension
1 Endless Horizons
1 Fortify
1 Heroes Remembered
1 High Ground
1 Indestructibility
1 Marshaling Cry
1 Militia's Pride
1 Mine Excavation
1 Mobilization
1 Safe Passage
1 Spirit Loop
1 Surge of Thoughtweft
1 Swell of Courage
1 Condemn
1 Crib Swap
1 Faith's Fetters
1 Gaze of Justice
1 Hour of Reckoning
1 Leave No Trace
1 Oblivion Ring
1 Pacifism
1 Planar Cleansing
1 Prison Term
1 Recumbant Bliss
1 Solar Tide
1 Solemn Offering
1 Weight of Conscience
//Lands
1 Eiganjo Castle
1 Emeria, the Sky Ruin
1 Forbidding Watchtower
33 Plains
I've also purchased a few updates to this deck, consisting of the following cards:
Jade Monolith *A must for Darien
World Queller
Marshal's Anthem *Excellant graveyard recursion
Return to Dust
Mindstorm Crown
Retaliate
Pentrach Paladin
Hallowed Burial
Would love some suggestions for for what to take out of my deck in order to add my new cards. (Or whether I should even be adding them)
Thanks in advance.
Thanks r3p for the Voyager Staff suggestion.
I'm hoping that Twisted Justice will come in handy for card draw and agaist Uril, the Miststalker.
Should I add Mind Funeral to the deck to get some of my artifacts into the graveyard for my recursion? Are their other cards that could work better?
Anymore advice would be totally appriciated.
Cheers!
I've been looking at Solemn Simulacrum for a little while now. It seems like it would work well in my deck. I also have seen Duplicant in pretty much every artifact deck out there, so I guessed it was an important card; just haven't obtained it yet.
I like your idea in using Trinket Mage or Artificer's Intuition to help dig up some early board control. Will take a closer look into that.
Could you explain that Tel-Jilad Stylus + Avarice Totem combo a bit? I'm looking at it and I see how you steal your opponents card. I'm just not sure how you'd get it to the bottom of your deck since you don't own the card you've stolen...
Thanks for the input.
This is an edit of my entire first post (EDH deck list priorities).
My Sharuum the Hegemon deck has had a great deal of tinkering throughout it's making. I would like to thank all those who have offered suggestions on its build and on what to cut; if anyone wants to improve on my v2.0, feel free to suggest your changes. I'm always on the lookout for some cost effective improvements.
The deck is for 1 vs 1 play, tribal themed around artifact creatures, and is a low budget deck. Magister Sphinx was the first card I ever owned from a draft pick, and while not the greatest card for the regular formats, in EDH, I've read that it's the second most hated card out there.
(and yes, a Darksteel Forge is still on my wishlist)
1 Sharuum the Hegemon
//Creatures (24)
1 Arsenal Thresher
1 Enigma Sphinx
1 Esper Battlemage
1 Etherium Sculptor
1 Ethersworn Adjudicator
1 Ethersworn Canonist
1 Ethersworn Shieldmage
1 Faerie Mechanist
1 Filigree Angel
1 Glassdust Hulk
1 Inkwell Leviathan
1 Magister Sphinx
1 Master of Etherium
1 Master Transmuter
1 Metallurgeon
1 Parasitic Strix
1 Sanctum Gargoyle
1 Scornful Aether-lich
1 Sharding Sphinx
1 Sphinx Sovereign
1 Sphinx Summoner
1 Tidehollow Strix
1 Vectis Agents
1 Windwright Mage
//Artifacts (15)
1 Armillary Sphere
1 Azorius Signet
1 Courier's Capsule
1 Darksteel Ingot
1 Dimir Signet
1 Etherwrought Page
1 Esper Charm
1 Executioner's Capsule
1 Farsight Mask
1 Fieldmist Borderpost
1 Mistvein Borderpost
1 Obelisk of Esper
1 Scourglass
1 Welding Jar
1 Voyager Staff
1 Cranial Plating
1 Mask of Riddles
1 Nemesis Mask
1 Quietus Spike
1 Shield of the Righteous
1 Whispersilk Cloak
//Spells (22)
1 Condemn
1 Countersquall
1 Fabricate
1 Freed from the Real
1 Hinder
1 Oblivion Ring
1 Open the Vaults
1 Pacifism
1 Path to Exile
1 Ponder
1 Punish Ignorance
1 Reshape
1 Resounding Wave
1 Ritual of Restoration
1 Roar of Reclamation
1 Solar Tide
1 Soul Manipulation
1 Spirit Loop
1 Tidings
1 Time Warp
1 Twincast
1 Twisted Justice
1 Arcane Sanctum
1 Calciform Pools
1 Dreadship Reef
1 Esper Panorama
1 Mirrodin's Core
1 Terramorphic Expanse
1 Unstable Frontier
13 Island
7 Plains
5 Swamp
1 Sharuum the Hegemon
//Creatures
1 Arsenal Thresher
1 Cloudheath Drake
1 Esper Battlemage
1 Etherium Sculptor
1 Ethersworn Adjudicator
1 Ethersworn Canonist
1 Ethersworn Shieldmage
1 Faerie Mechanist
1 Filigree Angel
1 Glassdust Hulk
1 Inkwell Leviathan
1 Magister Sphinx
1 Master of Etherium
1 Master Transmuter
1 Metallurgeon
1 Parasitic Strix
1 Sanctum Gargoyle
1 Scornful Aether-lich
1 Sharding Sphinx
1 Sludge Strider
1 Sphinx Sovereign
1 Sphinx Summoner
1 Tidehollow Strix
1 Vectis Agents
1 Windwright Mage
1 Armillary Sphere
1 Azorius Signet
1 Courier's Capsule
1 Dimir Signet
1 Etherwrought Page
1 Executioner's Capsule
1 Farsight Mask
1 Fieldmist Borderpost
1 Obelisk of Esper
1 Orzhov Signet
1 Scourglass
1 Welding Jar
1 Voyager Staff
//Equipment
1 Cranial Plating
1 Mask of Riddles
1 Nemesis Mask
1 Neurok Stealthsuit
1 Quietus Spike
1 Shield of the Righteous
1 Vorrac Battlehorns
1 Whispersilk Cloak
//Spells
1 Cancel
1 Condemn
1 Countersquall
1 Fabricate
1 Freed from the Real
1 Hinder
1 Oblivion Ring
1 Open the Vaults
1 Pacifism
1 Path to Exile
1 Ponder
1 Punish Ignorance
1 Resounding Wave
1 Ritual of Restoration
1 Solar Tide
1 Soul Manipulation
1 Spirit Loop
1 Steelshaper's Gift
1 Tidings
1 Time Warp
1 Twincast
1 Twisted Justice
1 Unsummon
1 Arcane Sanctum
1 Calciform Pools
1 Dreadship Reef
1 Esper Panorama
1 Terramorphic Expanse
1 Unstable Frontier
13 Island
10 Plains
7 Swamp
How I expect this deck to function:
The primary strategy in this deck is recursion. I won't be afraid for cards to go into my graveyard, because of all the cards that can bring them back out again: Sharuum the Hegemon, Ritual of Restoration, Open the Vaults and Roar of Reclamation (to name a few).
The secondary strategy is to tutor for Master Transmuter and attach Freed from the Real to it. This will allow many fatties to be played for cheap mana costs: Magister Sphinx, Sphinx Sovereign, Enigma Sphinx, Inkwell Leviatian (to name a few).
Let me know what you think...