2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [[Competitive]] Roon of the Hidden Realm - Rhino Blink
    I've included meddling mage in my build.. Being able to turn off a low casting cost general or a bomb spell you know someone is building up for (example : green ramping into Genesis wave etc...). It can be played and then changed with a Roon flicker. I haven't used it in a game yet, but in my head it seems pretty awesome
    Posted in: Multiplayer Commander Decklists
  • posted a message on Roon of the Not-So-Hidden Value
    Unless you are really trying to win through combos, I think this deck is completely fair. I don't run a quick win so I load up on control and synergy to allow me to make it to the late game, which is where my deck shines.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Norin the Wary - Heads I win, Tails you lose.
    I ran my build this past weekend for a spree of 4 games with two designated chaos decks.. Boardstates got insane.. Coin flips were happening 3 or more times a turn, two copies of impulsive maneuvers after a warp world allowed me to kill a player with 4 goblins from 40 life.... So much hilarity
    Posted in: Multiplayer Commander Decklists
  • posted a message on Roon of the Not-So-Hidden Value
    Quote from moxiemag »
    Quote from JoeC »
    I personally like counter spells and scavenging ooze.. More counter is generally good, but depending on your playgroup, not so well received...


    i got called out for personally not being fun and ruining the fun of another player after countering him 2 turns in a row playing roon today.

    wasn't even a deadeye combo, just a mystic snake next turn restoration angel targeting mystic snake


    Not anywhere near as bad as my ghostly flicker /eternal witness /zegana /mana drain loop. ... Lol
    Posted in: Multiplayer Commander Decklists
  • posted a message on Roon of the Not-So-Hidden Value
    I personally like counter spells and scavenging ooze.. More counter is generally good, but depending on your playgroup, not so well received...
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Competitive]] Roon of the Hidden Realm - Rhino Blink
    My primary win is to lock the board up with spike weaver and perplexing chimera,or a recurring counter package and a big creature in play.. The chimera/spike lock is awesome.. Also, shaman of the forgotten ways and an overloaded cyclonic rift has won the game for me.. Shaman's mana ability suits the deck well and the formidable requirement isn't hard for this deck to get.. I strongly suggest trying it out.. It can catch people off guard
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Competitive]] Roon of the Hidden Realm - Rhino Blink
    Using rite on your opponents best creature is pretty snazzy.. Even using it in a pinch to copy duplicant or another utility dude is good in a pinch.. You really don't need to run something specifically for it to work with yourself... I run no instant win packages in my build either..
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Norin the Wary - Heads I win, Tails you lose.
    Descent of the dragons is definitely a strong choice... Outpost Siege is really solid in the deck as well, working as card advantage or a kill card. Impact tremors is definitely a mainstay in the deck.. I like the moon effects in the deck, but I am really thinking of dropping them, I would not be able to effectively tutor for then unless I imperial recruiter for magus, and they can shut someone out of the game, which is not what I am looking for I suppose.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Norin the Wary — I have a bad feeling about this
    Norin decks can have some sick openings.

    First 7:mountain, helm of possession, mana crypt, kher keep, mountain, outpost siege, haunted fengraf

    Draw for turn: stranglehold

    Turn 1 norin, turn 2 stranglehold, turn 3 outpost siege. By turn 6 I have warstorm surge and ogre battledriver in play. .fun times
    Posted in: Multiplayer Commander Decklists
  • posted a message on Shattergang Brothers
    I have a shattergang deck and honestly in larger games it's hard to keep up.. I run a token heavy theme with death cloud and planeswalkers, it can bust out some big openings but it never like it pulls it through in 4+ player games. ... Still waiting to play jokulhaups with Ugin in play
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Competitive]] Roon of the Hidden Realm - Rhino Blink
    I played my roon deck featuring Shaman of the forgotten ways, and cyclonic rift.. When I saw they printed the shaman card, I said to myself, it's biorhythm on a creature, and it's not that hard to have the formidable mechanic covered, just need to have no one else have any creatures.. An overloaded cyclonic rift takes care of that... I told my group I was hope to win that way that night, and in my opening hand, the pieces were all there, with ramp, and counter.... I laughed evilly at it.. I ended up making my dream come true
    Posted in: Multiplayer Commander Decklists
  • posted a message on Death to Llurgoyfs: The Saffi Recursion Deck, Part 2 (Now with mini-guide!)
    I'm not saying it's an amazing way to win slow, but depending on the game if they go long and people are out of resources the repeat damage can be relevant.. It can also keep several generals off the board. I'm not referring to is taking everyone down from 40 to 0 on its own.. This deck recovers from board wipe better than most, and if someone wipes the board to keep someone else at bay, then trike can put some work in if people are trying to rebuild a board... I play in a fairly strong group and a lot of smaller repeat effects like this sort of fly under the radar and do their work while not putting too much attention my way.. My group knows my deck is strong already so I try to play a slower game...
    Posted in: Multiplayer Commander Decklists
  • posted a message on Death to Llurgoyfs: The Saffi Recursion Deck, Part 2 (Now with mini-guide!)
    Quote from D3ad 2 R1ght5 »
    I keep looking at Triskelion and wondering how he ends games quick... the only use I see is with the karmic guide revlark loop


    It doesn't need to win right now to end games quickly. If you can recur trike at all (gift of immortality, cauldron of souls ) it's a slow murder engine that can just make people scoop because they can't break the cycle, or don't want to go through the frustration of fighting it. .I find the best games are won through grinding out wins, having some combo routes available are nice in case games go long (I've had larger games take 4+ hours) .. I only combo out if the game needs to end or if someone is likely to win on their next turn themselves
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Competitive]] Roon of the Hidden Realm - Rhino Blink
    I've tried to keep my deck resilient but "fair". I run a strong counter package and I can end up with a soft or hard lock on the game.. I could easily make it broken, but I'm not playing for prizes, just for fun..
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Competitive]] Roon of the Hidden Realm - Rhino Blink
    I have my roon deck set up as an aggro control deck that can win through attacking, but generally gets the "scoop" when I obtain a soft-hard lock.. I have no way to instantly win the game, in a four player game I cast tooth and nail entwined, my opponents pretty much think the game will end right there. . I tutor for and put into play perplexing chimera and spike weaver.. I had roon in play. . After 2 turns they realize they can't break the lock and concede...I am thinking I want to put equipment into the deck.. It helps speed up wins, and their abilities are mostly very relevant during gsmes
    Posted in: Multiplayer Commander Decklists
  • To post a comment, please or register a new account.