- OwnDemon
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Member for 13 years, 10 months, and 5 days
Last active Tue, Apr, 9 2024 07:42:18
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3
mjrsea posted a message on What are some ways to pimp the Cube experience?The first time they draft the cube, they sign a basic land from their deck. This land stays in the cube's basic land pool. Thus, they are forever apart of your cube's history.Posted in: The Cube Forum -
61
scoeri posted a message on Commander Decklist DatabasePosted in: Commander (EDH)
Special thanks to Nicol Bolas (January 2009 - October 2009), KingChewie (October 2009 - August 2012) and Dm225 (August 2012 - July 2013) for all of their work in maintaining version 1, 2 and 3 of this database.
The last updated date for each list is posted next to the link in MM/YY format.
Last updated on: 05/01/2019
No need to post request any more, this list is being updated automatically!
If you see any mistakes in the database, please notify me!
About this database
ALL TIME:
# Decklists: 15083
# Commanders: 821
# Users: 5720
LAST YEAR:
# Decklists: 737
# Commanders: 358
# Users: 311
TAGS:
[1v1] - This thread is posted in the 1v1 subforum
[DUEL] - This thread is posted in the Duel (French) subforum
[<$100] - This list is below the $100 budget according to tcgplayer mid prices
[XP] - This thread has X pages of comments
[PR] - This thread is a primer
FAQ
Q: How can I add my list to the database?
A: Just create a new thread under the 1 vs 1 Commander Decklists or Multiplayer Commander Decklists subforums. I update the database about once every 2 weeks. Do not forget to use [deck][/deck] tags. Only threads with a decklist in them are added to the database.
Q: I posted a new thread. How come my list is not appearing in the database?
A: Did you include a decklist using [deck][/deck] tags? Was the list posted under the 1v1 or Multiplayer decklist subforum? If this is the case you can try to manually request your list to be added by posting a reply in this thread.
Q: How can I remove my list from the database?
A: Just delete the thread and after some time the decklist should dissapear. If you do not want to delete the thread you can always manually request to remove the decklist by posting a reply here.
Q: I changed my commander but my decklist is still listed under the old commander. How can I change this?
A: Unfortunatelly, changes in the commander are not detected when I update the database. The only way for me to know you changed commander is by telling me here.
Q: The last updated date for my list in the database is not correct. When will this be updated?
A: About every two weeks the first few pages of the subforums are checked to add new decks to the database and update information of known decks. Bumping your thread to the first page will make sure your last updated date is updated as well. If you do not want to bump your thread to the first page you will have to wait a little bit longer. Every now and then the entire database is updated. As this process takes a lot longer I only do this about once every three months.
Q: Why was my list suddenly removed from the database?
A: This is a tricky question as some decklists are removed from the database or simply not shown because of various reasons. The most common one is that I only allow one decklist per commander per subforum per user. The reason I remove duplicates is because most of the time these are reposts of the same decklist.
I also filter some of the older lists to reduce the size of the database. For every commander the following decklists are shown:
- The 10 youngest decklists for every commander are shown. If a decklists is 5 years old but there is only one decklist for that commander, that list will be shown.
- Every list that was posted and/or updated in the last year is shown. If your list disapeared from the database you can always update it and bump your thread to the first page, that should make it appear again in the database.
- A primer is always shown, regarless of how old they are.
- Decklists with at least 3 pages of discussion are always shown, regardless of how old the are.
A: I currently want to keep the database as close to the official rules as possible. This might change in the future if enough people have a similar requests. I've had some requests to add the Nephilim or Genju of the Realm to the database. For these type of decks I would currently suggest starting a decklist database under the variant commander decklists subforum.
64 new lists added during the last update
W Akroma, Angel of Wrath by ISBPathfinder
U Unesh, Criosphinx Sovereign by JqlGirl
U Jace, Vryn's Prodigy by Ree Wicker
B Toshiro Umezawa by DirkGently
B Horobi, Death's Wail by joeyb11223
B Chainer, Dementia Master by tarotplz
R Lathliss, Dragon Queen by Dragonlover
R Neheb, Dreadhorde Champion by ISBPathfinder
R Ib Halfheart, Goblin Tactician by JqlGirl
R Ashling the Pilgrim by JqlGirl
G Rishkar, Peema Renegade by Abel88
G Yisan, the Wanderer Bard by Airithne
G Grothama, All-Devouring by Greenhamma
G Grothama, All-Devouring by Greenhamma
G Pir, Imaginative Rascal by Iansisle
G Mowu, Loyal Companion by WizardMN
G Omnath, Locus of Mana by lunde
C Traxos, Scourge of Kroog by 3drinks
WB Kambal, Consul of Allocation by NoNeedToBragoBoutIt
WB Aryel, Knight of Windgrace by fleshrum
WU Raff Capashen, Ship's Mage by OCPunisher
UB Rona, Disciple of Gix by DirkGently
UB The Scarab God by Hollow Prophet
UB The Scarab God by Hollow Prophet
UR Nin, the Pain Artist by ImAChampion
UR Okaun, Eye of Chaos & Zndrsplt, Eye of Wisdom by JqlGirl
BR Rakdos, the Showstopper by JqlGirl
BR Grenzo, Dungeon Warden by NoNeedToBragoBoutIt
BR Olivia, Mobilized for War by tstorm823
RW Feather, the Redeemed by DirkGently
RW Khorvath Brightflame & Sylvia Brightspear by DirkGently
RW Feather, the Redeemed by ISBPathfinder
RW Feather, the Redeemed by Kahboom0225
RW Feather, the Redeemed by Rumpy5897
RW Iroas, God of Victory by Rumpy5897
RW Feather, the Redeemed by darrenhabib
GU Arixmethes, Slumbering Isle by JqlGirl
GU Prime Speaker Zegana by djirving2015
GU Prime Speaker Zegana by djirving2015
GW Tolsimir, Friend to Wolves by NimBalor
GW Tolsimir, Friend to Wolves by SmauG
GW Shalai, Voice of Plenty by tranzeagle
WBR Edgar Markov by Whispering Empress
WUB Varina, Lich Queen by Weebo
UBR Nicol Bolas, the Ravager by Weebo
UBR Nicol Bolas, the Ravager by WizardMN
BGW Ghave, Guru of Spores by iMonsterEatCity
BRG Lord Windgrace by SilverWolf28
RGW Palladia-Mors, the Ruiner by coolkid
RWU Ruhan of the Fomori by Dragonlover
RWU Shu Yun, the Silent Tempest by SkyknightGamma
GUB Leovold, Emissary of Trest by schweinefett
GWU Estrid, the Masked by Dutch253
GWU Angus Mackenzie by JqlGirl
RGWU Bruse Tarl, Boorish Herder & Thrasios, Triton Hero by tstorm823
WUBRG Ramos, Dragon Engine by Black Raven
WUBRG Niv-Mizzet Reborn by DigitalFire
WUBRG Ramos, Dragon Engine by Dragonlover
WUBRG Jodah, Archmage Eternal by Hermes_
WUBRG Niv-Mizzet Reborn by Rosy Dumplings
WUBRG Niv-Mizzet Reborn by darrenhabib
WUBRG Jodah, Archmage Eternal by kallebratt
WUBRG Progenitus by materpillar
WUBRG The Ur-Dragon by materpillar
Latest Sets
Primers
Fblthp, the Lost
Unused
Feather, the Redeemed
By DirkGently (04/19)
By ISBPathfinder (04/19)
By Kahboom0225 (04/19)
By Rumpy5897 (04/19) [3P]
By darrenhabib (04/19) [2P]
God-Eternal Bontu
Unused
God-Eternal Kefnet
Unused
God-Eternal Oketra
Unused
God-Eternal Rhonas
Unused
Ilharg, the Raze-Boar
Unused
Krenko, Tin Street Kingpin
Unused
Massacre Girl
Unused
Mowu, Loyal Companion
By WizardMN (04/19)
Neheb, Dreadhorde Champion
By ISBPathfinder (04/19)
Niv-Mizzet Reborn
By DigitalFire (05/19)
By Rosy Dumplings (04/19)
By darrenhabib (04/19) [2P]
Roalesk, Apex Hybrid
Unused
Storrev, Devkarin Lich
Unused
Tolsimir, Friend to Wolves
By NimBalor (04/19)
By SmauG (04/19) [2P]
Tomik, Distinguished Advokist
Unused
Zegana, Utopian Speaker
Unused
Lavinia, Azorius Renegade
By Taleran (12/18)
Judith, the Scourge Diva
Unused
Nikya of the Old Ways
By Rasputin101 (03/19) [2P]
Rakdos, the Showstopper
By JqlGirl (04/19)
Teysa Karlov
By Taleran (04/19)
By WizardMN (04/19) [3P]
By SilverWolf28 (03/19)
Prime Speaker Vannifar
By darrenhabib (04/19) [8P]
The Haunt of Hightower
By Hazzenko (03/19)
Etrata, the Silencer
Unused
Izoni, Thousand-Eyed
By Artaud (01/19)
By Zordrath (10/18)
Aurelia, Exemplar of Justice
By Sylve (10/18)
Emmara, Soul of the Accord
By TheHiscock (12/18)
By Totentanzen (10/18) [1v1]
By SineroKirinashi (09/18)
Lazav, the Multifarious
By NoNeedToBragoBoutIt (04/19)
By darrenhabib (11/18) [2P]
Niv-Mizzet, Parun
By WizardMN (04/19) [2P]
By MrHadouken (03/19)
By TheRealLap (01/19)
Tajic, Legion's Edge
By Gabrielle Angelfire (10/18) [DUEL]
Trostani Discordant
By Weebo (12/18)
Bruna, Light of Alabaster
By Loozar402 (10/17)
By Coatracks (08/17)
By Carfentanil (07/16)
By jylichan (07/16) [PR]
By reltastic (04/16)
By SirGrizz (03/16)
By Jusstice (09/15)
By Broliver (07/15)
By EXOR41N (02/15) [<$100]
By TobyornotToby (01/15)
By mada7 (04/12) [3P]
Aminatou, the Fateshifter
By darrenhabib (04/19) [11P]
By Dies_to_Doom_Blade (01/19)
By Guerte (01/19)
By TheHiscock (01/19)
By FunkyDragon (08/18)
By Sorinn (08/18)
By Zordrath (07/18)
Arixmethes, Slumbering Isle
By JqlGirl (04/19)
By Unkown2 (04/19)
By DirkGently (02/19)
By amicdeep (08/18)
Brudiclad, Telchor Engineer
By Taleran (01/19)
By BibboTheFirst (12/18)
By UmieSawette (12/18)
By Driemer84 (09/18)
By GFireflyE (09/18)
By XeroxedFool (08/18)
By kingtuf (08/18)
By skorchdnite (08/18)
Dokai, Weaver of Life
Unused
Daxos of Meletis
By kewlguitarist (07/17)
By Beware (06/17)
By Mjh107 (06/17)
By danissimus (06/17)
By Tryno (01/17)
By SgtPepperjack (07/16)
By Hermes_ (03/16)
By bobthefunny (03/16)
By Droptimal (02/16)
By shrunkensumo (01/16) [1v1]
Estrid, the Masked
By Dutch253 (03/19)
By It's a Jungian Thing sir. (02/19)
By Weebo (01/19)
By darrenhabib (12/18) [3P]
By StasisMoat (11/18)
Gyrus, Waker of Corpses
Unused
Kestia, the Cultivator
By ConspicuousFlower (09/18)
By GFireflyE (09/18)
By ISBPathfinder (09/18)
Lord Windgrace
By SilverWolf28 (04/19)
By XeroxedFool (01/19)
By ISBPathfinder (12/18)
By OCPunisher (12/18)
By WizardMN (12/18) [4P]
By darrenhabib (09/18)
By Airithne (08/18)
By Quilt (08/18)
Saheeli, the Gifted
By darrenhabib (01/19)
By RocketBustos (11/18)
Tawnos, Urza's Apprentice
Unused
Thantis, the Warweaver
Unused
Tuvasa the Sunlit
By LEH (10/18)
By serrasin (08/18)
Varchild, Betrayer of Kjeldor
By Skios (07/18)
Varina, Lich Queen
By benjameenbear (04/19)
By toctheyounger77 (04/19) [4P]
By GFireflyE (03/19)
By Weebo (03/19)
By buddha84 (09/18)
Xantcha, Sleeper Agent
By Ken Carson (02/19)
By WolfWhoWanders (11/18)
By MooseMeesen (09/18)
By SlaveToPhage (08/18)
By zjep (08/18)
By sjsilver (07/18)
Yennett, Cryptic Sovereign
By WizardMN (10/18)
By Dies_to_Doom_Blade (08/18)
By chongsen (08/18)
Yuriko, the Tiger's Shadow
By plushpenguin (03/19) [7P]
By Dies_to_Doom_Blade (02/19) [2P]
By NimBalor (02/19)
By Taleran (11/18)
By Maximum_Intelligence (08/18)
By Schreckstoff (08/18)
Arcades, the Strategist
By benjameenbear (03/19) [4P]
By joemomma456 (11/18) [1v1] [<$100]
By Sword of the Morning (07/18)
Chromium, the Mutable
By ISBPathfinder (08/18)
By GrimoireDark (07/18)
By turtlerock (07/18)
Goreclaw, Terror of Qal Sisma
By Skios (09/18)
Isareth the Awakener
Unused
Lathliss, Dragon Queen
By Dragonlover (04/19)
Lena, Selfless Champion
Unused
Nicol Bolas, the Ravager
By Weebo (04/19)
By WizardMN (04/19)
By Grimblee (03/19)
By sjsilver (03/19)
By damwing (02/19)
By Guizee666 (09/18)
By GloriousGoose (07/18)
By Guerte (07/18)
Palladia-Mors, the Ruiner
By coolkid (05/19)
Sai, Master Thopterist
By XeroxedFool (09/18)
Vaevictis Asmadi, the Dire
By WizardMN (07/18)
Gorm the Great
Unused
Grothama, All-Devouring
By Greenhamma (04/19)
By ISBPathfinder (06/18)
By Rumpy5897 (06/18)
Khorvath Brightflame
Unused
Krav, the Unredeemed
By Taleran (01/19)
Mangara of Corondor
By sjsilver (07/18)
By AzamiLadyofTrolls (03/17)
By RedSocialKnight (02/15) [<$100]
By banalitybob (07/14)
By Daemion (04/13)
By happier (10/12)
By Damnosus (11/11)
By Perplexed (11/11) [1v1]
By equilibrium (02/11)
By The_Grey_King (02/10)
Najeela, the Blade-Blossom
By 7xPrototype (03/19)
By OneRingToGruulThemAll (09/18)
By Hail Peyton (08/18)
By darrenhabib (07/18) [5P]
By Airithne (06/18)
By Zordrath (06/18)
By TinyTera (05/18)
Okaun, Eye of Chaos
Unused
Pir, Imaginative Rascal
By Iansisle (04/19)
Regna, the Redeemer
Unused
Sylvia Brightspear
Unused
Toothy, Imaginary Friend
Unused
Virtus the Veiled
Unused
Zndrsplt, Eye of Wisdom
Unused
Adeliz, the Cinder Wind
Unused
Arvad the Cursed
By EonAon (04/18)
Aryel, Knight of Windgrace
By fleshrum (04/19)
By EonAon (04/18)
By GrimoireDark (04/18)
By DirkGently (03/18)
Baird, Steward of Argive
By ISBPathfinder (02/19)
Danitha Capashen, Paragon
Unused
Darigaaz Reincarnated
By GFireflyE (05/18)
Demonlord Belzenlok
By baldodavi (09/18)
Evra, Halcyon Witness
Unused
Firesong and Sunspeaker
By darrenhabib (02/19) [4P]
By DirkGently (10/18)
By Card Slinger J (05/18)
Garna, the Bloodflame
Unused
Grand Warlord Radha
By Airithne (09/18)
Grunn, the Lonely King
Unused
Hallar, the Firefletcher
By 0TShadowater0 (09/18)
By deadguydrew (07/18)
By Taleran (04/18)
Jhoira, Weatherlight Captain
By Kippy (01/19)
By GodoftheGrove (09/18)
By Ophidian Eye (07/18)
By Ertai Planeswalker (04/18)
Jodah, Archmage Eternal
By Airithne (04/19)
By Hermes_ (04/19)
By kallebratt (04/19)
By Taleran (01/19)
By Trailerparkdad (01/19)
By Quilt (12/18) [1v1]
By Trailerparkdad (12/18) [1v1]
By jonpb93 (07/18)
By Card Slinger J (05/18)
Josu Vess, Lich Knight
By TheDeathMessage (05/18)
Kazarov, Sengir Pureblood
Unused
Kwende, Pride of Femeref
Unused
Lyra Dawnbringer
By GFireflyE (03/19)
By baldodavi (02/19)
By XeroxedFool (06/18)
Marwyn, the Nurturer
By Gren08 (06/18)
Muldrotha, the Gravetide
By SkyknightGamma (02/19)
By LordRewind (01/19)
By Skitzafreak (01/19)
By Dies_to_Doom_Blade (12/18)
By GrimoireDark (11/18)
By Patryn (09/18)
By Phaenx (09/18)
By GFireflyE (08/18)
By Ddinos661 (07/18)
By NimBalor (07/18)
By Skios (06/18)
By FTWhiteRabbit (05/18)
By La Spammy (05/18)
By williamdesad11 (05/18)
Multani, Yavimaya's Avatar
By Mazyloron (07/18)
Naban, Dean of Iteration
By LivioC (08/18)
By DirkGently (04/18)
Naru Meha, Master Wizard
By Guerte (12/18)
By EmperorsHand (07/18)
By NimBalor (06/18)
By Carthage (04/18)
Niambi, Faithful Healer
By April (03/18)
Raff Capashen, Ship's Mage
By OCPunisher (05/19)
By Iansisle (04/19) [3P]
By Taleran (10/18)
Rona, Disciple of Gix
By DirkGently (04/19)
Shalai, Voice of Plenty
By tranzeagle (04/19)
By HorseCrab (01/19)
Shanna, Sisay's Legacy
By Zephynoir (06/18)
Slimefoot, the Stowaway
By edelbrand (09/18)
By Zahrim (08/18)
By GFireflyE (05/18)
By NimBalor (05/18)
Slinn Voda, the Rising Deep
Unused
Squee, the Immortal
By ISBPathfinder (03/19)
By Astro_Man (12/18)
By Tryno (07/18) [2P]
Tatyova, Benthic Druid
By FunkyDragon (12/18)
By Chief_of_Compliance (10/18)
By GFireflyE (10/18)
By WizardMN (09/18)
Teshar, Ancestor's Apostle
By NoNeedToBragoBoutIt (04/19)
By darrenhabib (03/19) [2P]
By SafetyValve (11/18)
By d0su (08/18)
By ISBPathfinder (05/18)
Tetsuko Umezawa, Fugitive
By ChaosNomad (12/18) [3P]
Tiana, Ship's Caretaker
By Tev (03/19) [2P]
Torgaar, Famine Incarnate
Unused
Traxos, Scourge of Kroog
By 3drinks (04/19)
By NoNeedToBragoBoutIt (04/19)
By Ulbana Microkey (06/18)
Urgoros, the Empty One
Unused
Valduk, Keeper of the Flame
By Kahboom0225 (04/18)
Verix Bladewing
Unused
Whisper, Blood Liturgist
Unused
Yargle, Glutton of Urborg
By turtlerock (05/18)
Zahid, Djinn of the Lamp
Unused
Ghalta, Primal Hunger
By amicdeep (11/18)
By ISBPathfinder (08/18)
By imdehaven (02/18)
Etali, Primal Storm
By Taleran (01/19)
By scourge of the kitchen table (01/19)
By DirkGently (09/18)
By XeroxedFool (08/18)
By kingtuf (02/18)
Azor, the Lawbringer
Unused
Elenda, the Dusk Rose
By Kelzam (07/18)
By ISBPathfinder (05/18)
By Rasputin101 (04/18)
By Smuttny (01/18)
Kumena, Tyrant of Orazca
By 6655321 (04/19)
By Rumpy5897 (04/19) [2P]
By EDHcam (12/18)
By ISBPathfinder (10/18)
By MaelstromX (01/18)
By Schreckstoff (01/18)
By ericbsmtg (01/18)
Nezahal, Primal Tide
By ISBPathfinder (02/18)
Tetzimoc, Primal Death
Unused
Zacama, Primal Calamity
By darrenhabib (04/19) [4P]
By Gridde (03/18)
By ISBPathfinder (01/18)
By LimDul945 (01/18) [2P]
By jenncertainty (01/18)
Zetalpa, Primal Dawn
By Rumpy5897 (01/18)
Admiral Beckett Brass
By mrdehring (12/17)
By BibboTheFirst (11/17)
Captain Lannery Storm
Unused
Gishath, Sun's Avatar
By Seth Dracovitch (06/18)
By Tryno (11/17)
By ISBPathfinder (10/17)
By nekorin (10/17) [2P]
Kopala, Warden of Waves
Unused
Mavren Fein, Dusk Apostle
Unused
Tishana, Voice of Thunder
By 6655321 (08/18)
By Card Slinger J (05/18)
By anosou (11/17)
By JDviant (09/17)
Vona, Butcher of Magan
By Jamnikon (06/18)
Most used commanders
Official list of all the Multiplayer Commander Primers: Link
U Arcum Dagsson by TheTrueNub
U Arcum Dagsson by rockondon
U Azami, Lady of Scrolls by Allanon
U Barrin, Master Wizard by foo_intherain
U Memnarch by benjameenbear
B Gonti, Lord of Luxury by Guerte
B Sheoldred, Whispering One by Artaud
R Daretti, Scrap Savant by Guerte
R Jaya Ballard, Task Mage by Weebo
R Krenko, Mob Boss by Jay13x
R Lovisa Coldeyes by Airithne
R Norin the Wary by Gaka
G Jolrael, Empress of Beasts by jenncertainty
G Nemata, Grove Guardian by bobthefunny
G Nissa, Vastwood Seer by toctheyounger77
G Nissa, Vastwood Seer by aslidsiksoraksi
G Omnath, Locus of Mana by Xaios
G Patron of the Orochi by Rumpy5897
G Polukranos, World Eater by DementedKirby
G Yeva, Nature's Herald by Iansisle
C Karn, Silver Golem by Burntgerbil
C Kozilek, Butcher of Truth by Rasputin101
C Kozilek, Butcher of Truth by Juwdah
WB Ayli, Eternal Pilgrim by Xenphire
WB Daxos the Returned by Rumpy5897
WB Selenia, Dark Angel by Ulka
WB Teysa, Orzhov Scion by Schondetta
WU Brago, King Eternal by gromgrom
WU Bruna, Light of Alabaster by jylichan
WU Ephara, God of the Polis by Pokken
UB Dralnu, Lich Lord by jenncertainty
UB Phenax, God of Deception by Wallabe
UR Niv-Mizzet, the Firemind by FireStorm4056
UR Niv-Mizzet, the Firemind by Rowan
BG Glissa, the Traitor by Woohah
BG Jarad, Golgari Lich Lord by razzliox
BG Mazirek, Kraul Death Priest by DementedKirby
BG Meren of Clan Nel Toth by gromgrom
BR Grenzo, Dungeon Warden by snowfox54119
GU Edric, Spymaster of Trest by Donald
GU Momir Vig, Simic Visionary by GoldenCapitalist
GW Captain Sisay by jpw234
GW Rhys the Redeemed by Donald
GW Sigarda, Host of Herons by azn_cbc_1992
GW Trostani, Selesnya's Voice by bobthefunny
WBR Kaalia of the Vast by benjameenbear
WUB Oloro, Ageless Ascetic by Action_Mane
UBR Lord of Tresserhorn by Outcryqq
UBR Mishra, Artificer Prodigy by LordRewind
UBR Nicol Bolas by Netherknight
UBR Sedris, the Traitor King by ZenN
BGW Anafenza, the Foremost by Action_Mane
BGW Ghave, Guru of Spores by Dies_to_Doom_Blade
BGW Ikra Shidiqi, the Usurper & Tymna the Weaver by ISBPathfinder
BRG Kresh the Bloodbraided by Krimsonmask
BRG Kresh the Bloodbraided by OwnDemon
RGW Marath, Will of the Wild by Airithne
RGW Mayael the Anima by Blueteam5
RWU Ruhan of the Fomori by CoolSeedling
RWU Zedruu the Greathearted by Hunding Gjornersen
GUB Sidisi, Brood Tyrant by DementedKirby
GWU Jenara, Asura of War by ZenN
GWU Phelddagrif by DirkGently
GWU Roon of the Hidden Realm by Outcryqq
GWUB Atraxa, Praetors' Voice by XeroxedFool
GWUB Thrasios, Triton Hero & Tymna the Weaver by Myojiin
WUBRG Child of Alara by crimhead
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Jivanmukta posted a message on Best decks and strategies to play AGAINST kids.You must crush your children for if they never know the taste of failure and despair they can never choose to rise above it.Posted in: Commander (EDH) -
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Anara_of_the_Old_Ways posted a message on Combos so janky, tables can't even be madKorlash, Heir to Blackblade + Amulet of Vigor + Tortured Existence + Veilborn Ghoul + MirrorpoolPosted in: Commander (EDH)
Step 1: All of the above cards must be on the battlefield except Veilborn Ghoul who is in hand.
Step 2: Activate, sac, then copy Korlash, Heir of Blackblade with the Mirrorpool. Keep the token copy around and let the actual one go to the graveyard.
Step 3: Pay and activate Tortured Existence and discard Veilborn Ghoul in order to return Korlash, Heir of Blackblade to your hand.
Step 4: Discard Korlash, Heir of Blackblade from your hand to the graveyard by activating his token counterpart's Grandeur ability in order to bring in two swamps from your library into play tapped.
Step 5: Because two Swamps entered the battlefield, return Veilborn Ghoul to your hand.
Step 6: Amulet of Vigor untaps the two swamps.
Step 7: Rinse and repeat steps 3-7 until your library has no more swamps or until you have satisfied that Gravestorm count with the remaining available mana you have from untapped swamps.
Assuming the stars align, this go off as soon as Turn 6. Earlier with acceleration. -
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Donald posted a message on [Offtopic] Community ThreadPosted in: Commander (EDH)
I think your friend is right you suck at casual.Quote from Moxnix »poor wording it did Come In tapped I Meant I used the hero and my remaining 2 mana to draw it
Crying In my defense I did not put in mana vault and ran plenty of subpar cards . Perhaps your right I just can't be trusted to Play blue admittidly choosing to add T+N combo was a bad decision in hindsight. -
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You raise some interesting questions.Posted in: Casual & Multiplayer Formats
Do you align with your partner on deck choice when playing 2HG?
The green deck has 22 land and 4 mana dorks. So let's say 23 lands.
Someone once calculated average cc's, and came up with this:
First, Modern. For the Top 4 decks from the recent Grand Prix tournaments in Minneapolis and Richmond, the average mana curve was:
13 One-Drops
12 Two-Drops
6 Three-Drops
5 Four-Drops
1 Five-Drop
23 Lands
So yes. Basically it will depend whether 2HG meta is faster or slower than modern two years ago.
5cc spells can work. It will depend upon the speed.
Hence the question? Do you align? If your partner is also going for quick beatdown, it might indeed be too slow.
Syphon Mind
2HG allows coordination during play, not?
They are both four mana spells. Syphon Mind will discard 0-2 cards on the other side, 0-1 on your side, and draw you 0-3 cards.
If you can get your partner to discards something useless, it is an advantage of up to five cards. [card]
March of the Returned[/card] is at best a one card card advantage. And has some conditionality for casting.
I suggested Nylea because you seemed to have a green devotion thing going on.
Didn't know Rancor is this expensive again. That's a shame.
Yes. Liliana's Specter hits both players. But then you have a largely irrelevant 2/1. Nighthawk gets hits for four in the tempo-race, and trades with creatures a lot bigger.
If you communicate freely with your teammate, there is a lot to say about duress and the likes.
Btw. Dusk Urchins also suck. It looks better on paper, but then it gets exiled, or detained by an aura...
I'ld start by playing 4 hippies and 4 Nighthawks in the 3cc slot. Dark Imposter is cheap too. There is also Geralfs Messenger, a big friend of the gray merchant.
(I don't think Hymns will drop with EM. It would be cool though.)
For Azorius control, I would look at wall of omens over mnemonic wall. $$$
Court Hussar isn't bad either.
If those are your only creatures, you can also consider curfew.
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cryogen posted a message on [[Primer]] Dakkon Blackblade, Esper WarlordPosted in: Multiplayer Commander DecklistsWUBDakkon Blackblade, Esper WarlordBUW
As a mortal, Dakkon was a master blacksmith and a warrior. One day he was visited by the planeswalker Geyadrone Dihada, who offered to make him a planeswalker if he would make her the most powerful blade in existance, the Blackblade. He agreed and she shared with him the secret sorceries required to make the sword a soul-drinker, a blade capable of stealing the energy of those it killed. Dakkon claimed to have stood at his anvil every day for ten years, cooling the blade by killing a slave with it after each time he heated it. Finally the blade was completed, and Dakkon could not help but test it. He waded into battle and with each kill felt his strength grow. So ferocious was his assault that as tales spread of his slaughter, his name became Dakkon Blackblade. Dihada returned when she heard these stories and did make him a planeswalker, having sensed the spark within him when they first met, but immediately afterwards that she stabbed the sword into Dakkon's shadow and absorbed his soul, but not his life. Dakkon was left wandering the plane, wondering why Dihada would grant him so much power only to make him her enemy. (Source: Dakkon Blackblade wiki)
Table of Contents
- Why Should I Play Dakkon Blackblade?
- Reasons to Play Dakkon
- Reasons to not Play Dakkon
- Other Options in the Esper Shard
- Various Strategies to Use With Dakkon
- Other People’s Take on Dakkon
- Personal Bio and Deck History
- The Deck List
- Strategy
- Playing Dakkon – An Overview
- Esper Ramp 101
- Piloting the Deck
- Deck Synergies
- Dealing With an Unfavorable Meta
- Individual Card Discussion
- Card Options
- Change Log
- Cards I’ve Yet to Test
- Cards I’ve Tried
- Cards for Other Strategies
Legends, Y U NO match color and flavor?
(Alter by Galspanic)
Why Should I Play Dakkon Blackblade?I have no idea, to be honest. When you look at all the options for Esper, he ranks pretty low. All around him are some of the most badass control generals you could ever meet, and every one of them will put a target on your head. Hmm… well, maybe that’s a good reason to play Dakkon. I play him because Esper is my favorite color combination, and since he doesn't force me into a particular strategy, I can fluidly alter my deck between control and aggro as I feel. (One of these days I’m going to try and make this a Stax deck.) And despite his casting cost which is towards the upper end of playable, his unique ability and color identity makes this less of a concern because since you’re encouraged to get lands into play, so paying the extra General tax isn’t very hard to do.
Reasons to Play Dakkon Blackblade
- Colors – Because he’s basically a vanilla general, you’re probably pretty attached to white, blue, and black (it’s ok to admit it, I am too). But that’s fine, because those are three of the four strongest colors in Magic (suck it, red). You've got aggression, control, removal, and tutoring at your disposal.
- You like playing a “blank slate” general - Most of the other Esper options have rather unique abilities that are best served when you build around them. If you prefer having the freedom of building your deck as it suits your mood, this may be the general for you.
- You don’t like preemptive assumptions – Well, this is mostly true. The plus side is that most people I encounter think it’s cool that I’m playing an old-school general (those that actually recognize him). The down side is that I am in Esper, so there is a slight stigma towards control. This would be even worse with the other generals.
- You like getting there with general damage – With this deck you won’t miss land drops, and you’ll have no trouble making Dakkon one of, if not the biggest guy on the field. Dakkon is usually a two hit general, and you have plenty of ways to capitalize on this. It’s rare, but if the game goes long, you can kill people with one hit from him.
Reasons to Not Play Dakkon Blackblade
- You need focus during deck construction – Sometimes building a deck from scratch can be intimidating, and having a theme or innate synergy can alleviate that. Unfortunately Dakkon can’t help you there.
- Playing a silly aggro deck is so uncouth – No one’s saying you have to play straight aggro, but you’re missing out on some options if you don’t.
- You have an advanced meta – At the risk of getting flak for that statement, if your meta is full of mass land destruction and tight mana curves, you’ll have a harder time winning with commander damage. You can survive them if you’re prepared, but they certainly can mess up your plans. Similarly, because this is a slower deck with limited control elements, fast decks and dedicated control decks will probably out-pace you.
- You like to ramp – Don’t misunderstand me, the ramp is still present, but you have to work a lot harder at it than you would if you had access to green.
Other Options in the Esper Shard
- Chromium – The original Esper general, back when the format was new. Nowadays, he’s an expensive flyer with a nasty upkeep, and Rampage 2. I’ll wait while you look up what Rampage does. Does anyone actually run these guys outside of flavor, barring Nicol Bolas?
- Dromar, the Banisher – The fixed legendary dragon cycle. Pretty cool, but limited, ability. Like Dakkon, he’s useless unless he connects. One of the just-a-little-bit-of-control choices that doesn’t scream build around. I am a bit jealous that he can fly. (StyxOfTolaria’s Stax Primer)
- Ertai, the Corrupted – Counterspell on a stick. You might as well wear a sign on your shirt that says you’re playing control.
- Halfdane - Cute, but like Dakkon and Chromium, there isn’t a lot to go off of.
- Lady Evangela – Targeted Fog is certainly political. Help a player, encourage someone to attack elsewhere. Another solid choice for the Esper non-control player, but thanks to some of our fellow forum members, she's slowly getting some play in a Stax build.
- Merieke Ri Berit – Steals AND exiles creatures? Hmm… She can make players nervous, and people tend to play control with her. Expect people to be watching you.
- Oloro, Ageless Ascetic – Although your early game will be similar, with the goal to be slow down and drag the game out until you have a clear advantage, Oloro seems better suited for a lifegain deck or one where the general does not need to be played. (url=http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/511413-oloro-combo-control-ascetic-draw-for-the-win]Oloro, by bigbearlyke[/url)
- Sen Triplets – Expect hate. This screams control, and if that’s your thing and you love messing with people’s hands, great. (Sen Triplets, by EZ19)
- Sharuum the Hegemon – Do I really need to tell you? You’re playing a bunch of artifact combos inside a sick control package. (Sharuum the Hegemon, by Jack from NC)
- Sydri, Galvanic Genius – The Esper artifact general when you don’t want to run Sharuum. Make no mistake, she can be a combo general like the kitty, but she typically draws less hate. She is also pretty fun to play. (Sydri, by Dtrain)
- Zur the Enchanter – Why are you still reading this? You already know what Zur does, just skip this and keep reading. (Zur, the Enchanter by BaconoftheArk)
Different Strategies for Dakkon
Although I’ve chosen to take this deck in a slower direction, there are various things you can do with Dakkon:
- Tribal – Hey, he’s a Human Warrior, after all. Grab your Obsidian Battle-Axe, call Stonehewer Giant and friends, and charge into combat.
- Traditional Esper Combo – Personally, if you want to make a cookie-cutter combo deck, Sharuum the Hegemon is the place to put Sword of the Meek, Thopter Foundry, and Time Sieve. To each their own, though.
- Lifegain – Want to win with Felidar Sovereign? How about casting Exsanguinate for a lot and follow it up with a plethora of pegasi (or just killing the table thanks to Urborg, Tomb of Yawgmoth and Cabal Coffers)? You’re in the best colors to gain a lot of life and win on your upkeep.
- Pillowfort – Neener neener, can’t get me!!!! Does the thought of grabbing a roll of scotch tape and making a giant fort out your little pieces of cardboard excite you? Don’t like to get attacked? Great! Now, go next level with….
- Stax – As Stax have become more popular just about every Esper general has been represented. Although using a general that wants a lot of land seems counter-intuitive when you’ll probably be the one blowing them up, Dakkon could theoretically be a nice fallback if things aren’t going your way. (If the thought of not being invited back to play Commander with your group interests you, or you don’t know what Stax is, look here for the unofficial Stax primer.
Other People’s Take on Dakkon
You didn’t think that I was a trailblazer did you? Other people have some damn fine taste in Generals too, and here they are:
- Aggro, by Monkmiroku
- Lifelink, by Scruberaser
- Pillowfort, by Prometheus5429
- Solar Flare, by Voxplayer
- Budger Esper Control, by DimitrisAvatar
- Walk the Aeons/Planar Birth, by Incanur
- Landfall, by grades
- Voltron/Control, by DarklightWalsh
Personal Bio and Deck HistoryMy first introduction to Magic was through my step-brother when I was just a wee little cryo in middle school. By high school I eventually found a group of kids who also played, and we played sporadically through high school (about three years, if you’re curious). Even though I saw other people playing in the LGS I’d drop by every once in a while, I never approached them, and I remained a naive kid who thought Shivan Dragons and Will-o’-the-Wisps were the coolest creatures around. My brother and friends were all older than me, so when they left for college I had no one to play with and ended up packing away my cards. Fast forward to late 2011, on a military base in Kuwait. I had just started a deployment that was going to last for almost a year, didn’t have any friends, and nothing to do. I was exploring the rec center and found a group of guys who were playing Magic. They invited me to join them, and after a crash course in drafting, I found a new way to rid myself of all that excess deployment income. Once EDH was explained to me I was hooked, and the rest is history.
My first deck was Brion Stoutarm, but after learning that noncombat damage can’t kill people, I built a Doran, the Siege Tower rock deck. This proved too powerful for most of the group, which was very casual, so I dismantled it and decided to give Esper a try. It started off as a Sen Triplets control deck, but I quickly found out two things. First, I was getting targeted as a threat very early on, and more importantly, I really didn’t enjoy playing the role of a strict control player. Sure, there was nothing like building your little pillow fort and countering a ton of spells, but it just didn’t feel productive unless I was getting in there with damage. More often than not, I was playing the trio of lovely wizards as a figurehead and not using their ability because it drew even MORE hate. Still, I loved the flexibility that the color shard offered, so I looked into other options. Hmm… control, control, weak, really high mana cost, and hello, what’s this? A big dumb beater that gets bigger as the game goes longer? That won’t draw any hate.
I needed a game plan though, because Dakkon didn’t really offer me a strategy other than “drop a land, I get bigger”. I still had a sour taste in my mouth from playing control, so out went the Ghostly Prisons, Oblivion Rings, counterspells and pretty much all disruption. Question is, how am I going to win? Being short in the green department, the usual ramp was going to be a problem. In went every on-color critter and artifact that could fetch lands to my hand and the battlefield. If I couldn’t ramp, I’d sure as heck never miss a land drop. That Primeval guy sure was popular, so in went the Clones. I still had that pesky problem of getting blocked by some random dork token so I grabbed ways to give him trample and make him unblockable. I rounded the deck out with more dumb beaters, a little lifelink, and a Storm Herd for giggles. A bunch of play-testing showed me two things, people seldom took the deck seriously, and it did one of two things: crush a player or stall out and just sit there. I was fine with this, because at this point I was the targeted player with anything I sleeved up, simply because I had the best cards overall.
My next playgroup at school had a new meta which was both graveyard heavy (B/G/x was huge) and worse, a LOT better than my old one. Additionally, there was another Dakkon player, but that deck almost ran him as an afterthought, sticking to a control deck that wanted to combo with Time Sieve. All of a sudden my dorky little beatdown deck wasn’t going to cut it. As an aside, I had started getting more invested into Commander on MTGO, which exposed me to all manner of playstyles and decks as well more deck testing. Out went a lot of the chaff, in went a lot of graveyard hate and Ulamog, the Infinite Gyre (I got hit with Hinder/Tunnel Vison once and swore never again). I also tested out the multitude of options for non-basic mana fixing (storage lands, Mirrodin’s Core, etc.) and found that the lowered basic count really didn’t justify running Scrying Sheets, so I replaced the snow lands with pretty Zendikar and Unhinged lands. The deck fared better, but still wasn’t all I felt it could be.
School stopped and MTGO became my go-to source of EDH until I got found a league at my LGS. MTGO has a very broad meta and it’s all but pointless to tune for it, and my LGS required siding in specific hate (like Jester’s Cap to extract combo pieces, lots of tuck, and extra graveyard hate). I reflected back on what worked and what didn’t over the previous couple of years, and decided bring back some of the control, as well as the snow land package. It played well, but I needed to bring the level of competition up a notch to do better in the league. The snow came back out, and in its place was a recursion package centered around Academy Ruins and Crucible of Worlds.
What you see now is the result of constantly playing and tweaking this deck. It is at the point now where I am mostly satisfied with the way it plays, and the win rate is decent enough. I’m not going to reliably own the game, but I don’t feel outclassed when I play it, I can hold my own, and most importantly, I have fun with it and don’t stop anyone else from having fun. If I had to rate the deck on a competitive scale from 1 to 10, where 1 is Norin the Wary with 99 Mountains, and 10 was a $2,000 Five-Color Hermit Druid deck, I'd give it around a 6. My goal is to raise that, but unless you want to do a cookie-cutter Esper combo/control decklist with Dakkon as just another card, I don't see it getting any higher. The deck itself occasionally runs some odd meta choices, but for the most part it is ready for any meta.
Update: In 2014 I disassembled all of my decks (including this one) and traded off most of my excess collection in order to build a cube, which I now build EDH decks from to play in my weekly league. I still track cards for this deck and play it from time to time, but it is no longer a fixed deck in my collection.
The Deck
A quick note about the decklist. Everything is catagorized by type and cmc, with subcategories for functions (as best they fit).
StrategyUsing Dakkon Blackblade
It should go without saying, but Dakkon is less than impressive in the early to midgame. Sure you can bring him out by turn six, but he won’t be very big and will probably just sit there waiting to get blown up without attacking. That’s not to say you can’t or shouldn’t bring him out when you’ve only got a handful of lands out, but once a player has general damage from Dakkon, they know they’re on a short clock and may respond appropriately. On that note, one advantage to him is that even though he costs more every time you bring him out, that just means he’ll just come out bigger and more threatening each time. Anyway, what I tend to do is wait until I have the rest of my board set up to support him, and only when I’m fully prepared to attack a player that turn (or if I’m fairly certain he’ll make it back around to my next turn) will I bring him into play. The only exception to this is when I need a threatening blocker, or he’s useful for some other interaction with the board state (not as much anymore, but for a time I ran Wall of Reverence). At the very least, try to be able to protect him before you bring him out. Because this build leans more towards control than aggro, the density of big creatures are limited. You may be tempted to over-extend, but in the long run, you'll be in a better shape if you only play one or two creatures at a time. Similarly, even if land destruction isn't heavy in your meta, since it's pretty rare to be able to kill with Dakkon in one hit, once you hit 11 lands, hang on to some unless you absolutely need the extra mana.
Esper Ramp 101
This is totally a manpurse.
Ramp outside of green is pretty rare, and is mostly achieved through the use of artifacts rather than the traditional green methods of cheating land into play. This is doubly problematic, because for one, Dakkon doesn't want mana rocks, he wants to feel the surge of power through the soil, and also because artifacts are prone to removal. Thankfully, ramp has improved over the years, and at worst, you should be able to consistently hit land drops. Druidic Satchel can be an absolute all-star in this deck, and having a high land count helps it reveal a land most times you activate it. Combine it with Sensei's Divining Top, scrylands, and Brainstorm effects, and you'll be able to keep up with or outpace green decks. There's also Burnished Hart and Solemn Simulacrum, both of which can be exploited and reused. White has other effects like Kor Kartographers and the less reliable Knight of the White Orchid, and black can make your swamps more useful with doubling effects such as Crypt Ghast. This ramp, rounded out with Thawing Glaciers and Land Tax, will ensure you hit most of your land drops each turn. There are many other options available for land tutoring that I don’t run, mainly because I have enough ways to ramp, so there truly are a plethora of options available if you think outside the box. They all have solid potential though, and are worth considering dep[ending upon your preference, budget, and style.
Piloting the Deck
The Opening Hand (Mulligans) – When I evaluate my opening hand, the first thing I look at is the quantity of lands. With a few exceptions, three is the bare minimum number of lands I want to see. After that, I want to know the quality of them. Lands that tap for colorless are usually less than stellar and I'd rather shuffle them back in than get stuck waiting for a certain color mana. If I have two or less lands, I better have a clear game plan. For instance, if I'm holding Land Tax, I'm perfectly happy if my only land is a fetchland or can tap for W. Similarly, if I've got Druidic Satchel and two lands I'll most likely keep it. Heck, I've kept a zero land hand because it had a Ring, Satchel, a Signet, and a Top in it. After evaluating how my mana looks, I want to have a general idea of what I'm going to do for the first few turns and what my board state may look like by turn 4-5. Being able to dump your hand on the table doesn't do much if you don't have anything to show for it (and yes, being able to hardcast Emrakul, the Aeons Torn by turn seven but having no cards in hand sucks). Also, keep in mind what the game may look like based on the other generals that are being played. You’ve got a broad spectrum of disruption, so plan accordingly.
Early Game – The first few turns largely go by unnoticed, and this is to our advantage. There's not many cards that should scare your opponents early on, but there's a few cards, such as Sensei's Divining Top, Land Tax, and Rhystic Study that some people attack out of ignorance. I generally don't run many permanents that I can cast early which I won't, but I'll hold on to my equipment until I'm ready to start attacking (the last thing you want is to drop an early sword only to have it eat removal). Ideally, the first few turns will consist of playing a land and a Rhystic Study/Phyrexian Arena to keep your hand stocked, Thassa to filter, or a ramp creature, then passing turn. At this stage you are preparing yourself for the midgame and prepping your hand accordingly (counterspells, removal, and perhaps a tutor).
Mid Game – Stick to playing control and trying not to stall out. Hopefully your first few turns gave you the setup to either consistent land drops or minor card draw so you aren't falling behind. There are is enough counters and spot removal in the deck to help you get some early and make players assume you're holding some, but not so much that you can use them on everything. Try to save them for something powerful that will directly impact you or the game. Other than that, just keep playing quiet control, and disrupt the board when necessary. People tend to retaliate against that kind of thing like crazy, but if you play politics you might not make enemies. By turn 7 you should be planning to bring out Dakkon or one of his aggressive friends (hopefully your hand and board is developing towards that goal). There are a few creatures that want to attack, so don’t be afraid to swing away if you have the chance. You can also use creatures like Bloodgift Demon and Drogskol Reaver to bait out removal. Sure, it stinks when they die, but better them than Dakkon and ultimately that's what they're there for.
Late Game – By now you should have an idea of how you want to end the game. Did you blow up the world and can swing freely with Dakkon? Grind out attrition with Sun Titan? Or maybe snipe a player with Hatred or Tainted Strike? By the time Dakkon’s ready to come out, he should be able to hit a player twice to kill them. If at all possible, you want to be able to bring him out, protect him with equipment, and swing right away. He’s slow, so try not to cast him when he will just sit on the field without doing anything unprotected. Proper threat assessment and politics are key, so take out the biggest threat, and attempt to get the other players to forget that you're an enemy while your defenses are down. If Dakkon gets too expensive to recast you've still got tutors to find some help, or if all else fails you can fall back on the manlands with some equipment to make them beefier until you can stabilize or find a more powerful attacker.
Deck Synergies
The deck runs a fair number of fetchlands and tutors, so Sensei's Divining Top will keep the top of your library with something you want to draw. 3
Sun Titan pulls a lot of weight in this deck, so I've tried to keep as many of the permanents 3cmc and under whenever it didn't lower the quality of the deck.
There are a fair number of ETB and reset effects such as Sun Titan and Mystic Remora, so Venser will turn into long-term advantage if your opponents don’t do something to any of them. You can also use Archaeomancer and Time Warp for infinite turns, provided you have the mana.
(The lack of) Reliquary Tower and card draw: I felt it was important to mention this by itself. Yes, you can draw double digits with the numerous card draw engines in the deck, but I personally try to avoid this unless I’m digging. There’s nothing that makes people more nervous than a blue player with a full grip of cards and a Reliquary Tower in play. I personally try to keep my hand as close to seven as possible and make a point of not getting greedy. If you choose to run it, keep eight or nine cards if you really like what you have, but don’t go overboard and make people realize that you have a lot of cards if you can help it.
Dealing With an Unfavorable Meta
As stated in the Why Shouldn’t You Play Dakkon section earlier, this deck is weak against three things: MLD, tuck, and fast decks. However, these aren’t the only problems you may encounter:
Against Mass Land Destruction: Sacred Ground and Fath's Reward are musts, and I'd probably alter the basic/nonbasic distribution even if Ruination wasn't the only MLD so that you could run Planar Birth. Other options include Terra Eternal and Equinox. In a dedicated MLD meta, you'll have to tune the deck appropriately. Holding back land drops is key, and you can't rely on getting Dakkon as big as normal. Overall, the curve will have to lower. If your meta likes to randomly play MLD (such as on MTGO where there is the occasional Cataclysm and friends), I wouldn't adjust the deck too much, other than maybe lowering the curve slightly, but I'd play as if I expected it and hold back my land drops accordingly.
Fast Decks: This deck is slow, so your best defense against fast decks is to counter a key card if possible, or barring that, try to stay under the radar as long as possible. If token swarm decks are bad, add Ghostly Prison, Propaganda, Collective Restraint, and/or Sphere of Safety. I'd start with the first two, simply because of Sun Titan.
Against Token Strategies: Swarms go down hard against Massacre Wurm, and if Netherborn Phalanx isn’t needed, you can transmute it for any number of useful cards.
Against Dredge (and other Grave-centric Decks): Bojuka Bog, Nihil Spellbomb, and Withered Wretch pull their weight against minor recursion, but if you need to stock up on graveyard hate, consider Leyline of the Void, Ravenous Trap, Tormond’s Crypt, Weathered Wayfarer (to find your Bog and bouncelands), and Relic of Progentis. Even though the last one replaces itself, I don’t like exiling my own graveyard if I can help it.
Individual Card DiscussionThis section is dedicated to in-depth analysis of each card I’m running. Mana is never a problem for this deck, so I’m not as worried about having a smooth mana curve (although I definitely try to somewhat limit the higher cmc cards). When it comes down to making cuts and comparing two different cards for one slot, the two main factors I look at are converted mana cost, and spell speed. Sun Titan pulls a lot of weight in the deck, so whenever possible I like to make my permanents cost 3 or less. Speed is a factor because I tend to leave mana untapped, and anything I can do at instant speed means less I’m forced to do during my turn.
Lands
so i herd you liek landz
Because you don’t want to miss a land drop, I’d recommend running around 38-40 lands, with as much color fixing as you can. However, that shouldn’t come at the price of slowing you down with a lot of lands that come into play tapped. After having played with cheaper versions of dual lands and fetchands, I've come to the conclusion that having a basic come into play untapped is better than a dual that unconditionally comes into play tapped (with some exceptions). Even though I’ve lowered the reliance on searching basic lands, I still feel like in need to run at least 10 to make Thawing Glaciers and Land Tax a worthwhile inclusion, and the longer the game goes, the higher that number should be.
- Academy Ruins – I don’t run many artifacts, but they’re all important, so being able to recur them is handy.
- Ancient Tomb – An upgrade to Temple of the False God because it won’t hurt your opening hand. Obviously the two life will be relevant over time, but played wisely, it shouldn't pose too much of a problem.
- Arcane Lighthouse - With the increase in hexproof creatures that Wizards prints, this works nicely with how much removal the deck runs. And it is good politics if an opponent has a way to remove a mutually beneficial target.
- Dimir Aqueduct - A lot of people don't like them because they slow you down, but they’re useful for reusing Bojuka Bog, Halimar Depths, and the scrylands, or for bouncing Thawing Glaciers after you've activated it. I do find that I can get clunky opening hands, however, so I only run one of the three. Your mileage may vary.
- Bojuka Bog – Free graveyard removal that can be reused with the bouncelands.
- Creeping Tar Pit - The manlands can be a late game attacker if you start stalling for creatures. (I’ve won long games before with nothing more than Tar Pit and a sword.) They also dodge the various board wraths in the deck. I used to run Celestial Colonnade, but the activation cost is pretty high.
- Flooded Strand/Marsh Flats/Polluted Delta – Finds the ABU and Ravnica dual lands, shuffle your library for Sensei’s Divining Top, and work great with Crucible of Worlds.
- Strip Mine – For a long time I was running Dust Bowl, but I rarely need to blow up more than one or two utility lands in my current group, so I prefer not having to pay to use this. Your results may vary, however.
- Temple of Deceit/Temple of Enlightenment/Temple of Silence - I've heard many people who don't like running these because they are CIPT, but I have never once been upset to draw one.
- Thawing Glaciers - This isn't really ramp, but like a few other cards in the deck, it gives you long term fixing and consistent land drops. [Blinking it with Venser, the Sojourner resets it and is totally ramp.)
Creatures
I try to cram as much utility in to every card that I run in order to lessen the chance of drawing a card I don't want to see. As such, I've tried to cut every creature that doesn't impact the board or further my agenda enough.
- Archeomancer – A beater that gets back your instants and sorceries.
- Baleful Strix - For a long time I ran Mulldrifter, and then as a suggestion I swapped the two. Strix is so much better since it cost way less and is a deterrent. It can be recurred with Sun Titan or Academy Ruins if needed, so if you don't run both I would definitely run Strix.
- Bloodgift Demon – Card draw on an impressive body that can swing for some damage.
- Dragonlord Ojutai - See above.
- Drogskol Reaver –You may want to cut this depending on how you want your curve to level out or on how much you value your life total. Overall I’m pleased having it in my deck, but everyone has different opinions on it.
- Duplicant – More removal on a stick that can be reused with Academy Ruins.
- Phyrexian Metamorph – Another useful clone that can also become an artifact. The downside of costing more than 3 is mitigated by being able to recur it with Academy Ruins.
- Serra Ascendant – Ah, the turn 1 6/6 flying lifelink. This can really set the pace for the game, but even midgame she’s usually decent to draw. Be careful though, because the deck does eat through your life total.
- Solemn Simulacrum – Ramp, card draw, clone target. The sad robot does it all with a
smilefrown on its face. - Snapcaster Mage - If you can stomach the price tag, this is a worthwhile addition to any control deck. And since it has flash, it can be used as an emergency chump blocker.
- Stoneforge Mystic – Grabs the Sword du jour, or a pair of boots.
- Sun Titan - Despite the high curve of the deck, there's always something for him to bring back into play.
- Thassa, God of the Sea – My replacement for Rogue’s Passage. She cost less to make a creature unblockable, she gives me repeatable scry, and she can occasionally attack (or block).
Artifacts
The next best thing to the actual Black Blade.
Pretty self-explanatory. Artifacts basically come in the variety of basic mana ramp and utility. As I tried to do with all permanents, everything is 3cmc and under for Sun Titan friendliness.
- Crucible of Worlds – This comes and goes, so I'll just mention it anyway. Between three fetchlands and Dust Bowl, Crucible is pretty useful. The fact that cards like Rogue’s Passage like to get blown up makes it even better.
- Druidic Satchel – The more I use this card, the more I'm convinced that Wizards made it so that decks that lacked green could ramp. Despite the fact that I flip-flop between running it, I feel that it is important enough to be included in this list regardless, so no matter whether I am running it this second, it will always be a part of this section.
- Sensei’s Divining Top – a near indestructible way to cheaply stack the top of your deck.
- Swiftfoot Boots – Haste and shroud are good, from what I’ve heard. Boots are slightly better since they grant hexproof.
- Sword of Feast and Famine – Evasion, protection, disruption, and more mana.
- Sword of Fire and Ice - Like F&F, it helps me and hurts you.
- Sword of War and Peace – Pro-white helps against StP and Path, and the lifegain has synergy with Drogskol Reaver.
- Umezawa's Jitte - It took me a while to get this and even longs to seriously test it, but it has lived up to the hype. And at least in my meta, as long as you don't get obnoxious with it people tend to forget it's there.
Enchantments
Here's where I stick most of my card draw and utility. I'm not usually upset when anything gets blown up, because that means less removal for things I really want to keep (like the Swords).
- Ghostly Prison/Propaganda - I flip-flop between running these because of creature count and deck slots. Basically when I feel like I am leaving myself too open I'll try to make room for these.
- Land Tax – Unless you're against a dedicated ramp deck this becomes a dead draw midgame (hopefully because you've ramped yourself), but it helps early game or when you get an iffy opening hand.
- Mystic Remora – I prefer this over Rhystic Study for a couple of reasons (even though I run both). For one, it’s harder to pay the cost, so you’ll net more cards. For two, having the cumulative upkeep means opponents are less likely to destroy it, and will wait for you to sac it. If I have it in my opening hand, I’ll usually wait until around turn 3 to cast it, when more people have mana to start casting spells.
- Necropotence – The big bad daddy of card draw.
- Phyrexian Arena- Slow card draw that doesn't draw too much attention to you.
- Rhystic Study - "Did you pay one?" gets pretty annoying after a while, but it forces players to slow down or give you cards.
Instants
One benefit of getting so many lands out is that I always have untapped mana. Anything that I could get away with doing at instant speed instead of sorcery speed is preferred, and that helps my image as a blue mage and keeps people wary of a counterspell. Some of it is straight forward so I won't discuss it, but it can be boiled down to "does it remove stuff draw stuff or tutor for stuff?"
- Anguished Unmaking - The card that made Vindicate collectors cry.
- Arcane Denial/Counterspell/Force of Will/Mana Drain/Negate/Swan Song - Your counterspell package will vary based on your budget, but I can tell you that Mana Drain is absolutely worth the money (Force of Will not so much but it is still very good). Basically, what I look for in a counterspell is cheap CMC and flexibility. I run a lot of creature removal also, so I'm not too worried about being able to counter everything, hence the lack of 3cmc counters.
- Brainstorm/Impulse – Instant speed card draw. There are plenty of varieties available, so use as you see fit.
- Cyclonic Rift – It can bounce something in a pinch, but it truly shines when it bounces everyone else’s stuff.
- Disenchant - Clean and simple removal.
- Enlightened Tutor - Pretty self-explanatory. Early game it gets card draw and later on it can grab a sword.
- Fact or Fiction - Sure, your opponent gets to make the split for you, but with such a high density of good cards, you'll probably get something nice.
- Hatred - It seems like a cute trick that you might like, but after being able to kill players out of nowhere a few times I decided that this is a keeper. Beyond Dakkon, the allstar is Drogskol Reaver with this, followed closely bySerra Ascendant.
- Hero's Downfall - Ran Go for the Throat, but I like this because it isn't conditional and it can hit planeswalkers.
- Mystic Confluence - I actually like this over Cyrptic Command because it isn't as mana intensive.
- Mystical Tutor – Not as versatile as Vampiric Tutor, but it can set up a a kill with Hatred, grab Cyclonic Rift, or any other instant/sorcery that I need at the moment.
- Path to Exile/Swords to Plowshares – Cheapest removal available that exiles.
- Tainted Strike – With Dakkon it can be an instant kill. Other times it can be an instant kill depending on what an opponent attacks with, or it can kill an indestructible creature out of nowhere.
- Tithe - This really helps opening hands that are light on lands or have the wrong kind, and later on it will help avoid missed land drops.
- Utter End - My catchall piece of removal. Pricey at 4 mana, but still worth it.
- Vampiric Tutor – More tutors mean more ways to get what I’ll need to win the game.
Planeswalkers
Jace, the Mind Sculptor - I's still not entirely sold, but so far I feel that this slot could be better utilized unless you can protect him. Brainstorming and Unsummoning is really good in the deck, so if you have or can afford him, test it out.
Venser, the Sojourner - Like Jace, if you can't protect him you are spending a lot of mana for a one-time effect. Blinking your ETB creatures, scrylands, tapped creatures for blocking is still strong, and his minus ability helps Dakkon kill someone.
Sorceries
Only high impact spells that I can't get a worthwhile instant substitute are here.
- Damnation/Supreme Verdict/Wrath of God – Board wipes. Pretty self-explainatory.
- Demonic Tutor – Self-explanatory.
- Time Warp – Gives you an extra turn when you need it (usually an extra combat step to kill a player), and every once in a while you can go infinite with it.
- Unburial Rites - There's probably better cards out there, but this two-for-one is perfect for me.
Card Options
Everything in this list is cards that I played at some point and either didn't like or upgraded, as well as some cards that various builds may enjoy.
Lands
- All Color Lands:
- City of Brass/Mana Convergance - If you build a deck that is very demanding of your mana with double and triple color requirements, you will need lands like this. The life payment is in my opinion worth not having a tempo loss for coming into play tapped.
- Arcane Sanctum/Rupture Spire/Transguild Promenade - I dislike these because they are ETBT (and may require a payment). If you can afford it, get rid of them.
- Dual Lands
- Drowned Catacomb/Glacial Fortress/Isolated Chapel - Probably the best of the best if you can't afford ABUR duals (shocks have dropped in price to be affordable again).
- Adarkar Wastes/Caves of Koilos/Underground River - I ran these for a while when I was trying to speed up my deck. They aren't bad, but not necessary.
- Calciform Pools/Dreadship Reef - I liked these batteries as a way to dump unused mana for later on. They're nice in a more casual group, but they do make juicy Strip Mine targets, so beware.
- Single Color and Colorless Lands:
- Maze of Ith/Mystifying Maze - Deterrents from attacking you. They both target so you can't get past hexproof/shroud without additional cards, and Mystifying Maze has the downside of benefiting ETB creatures.
- Myriad Landscape - Not a bad option for mana fixing, but it's slow and it isn't much work to get better options. I don't like this card so much in three color decks because often I want two different lands.
- Prahv, Spires of Order - The upside to this card is that it doesn't target, so it can shut down voltron decks that rely on getting there with their general (like this one). The downside is that it has a huge mana activation cost, so it's not useful until later in the game, and even then you still need to hold up a lot of mana every turn.
Artifacts:
- Azorius Keyrune/Dimir Keyrune/Orzhov Keyrune - I ran the W/U and U/B ones because they had evasion and dodged most creature wraths while giving a slight ramp.
- Elixir of Immortality - With the amount of cards that this deck sends to the graveyard it is nice to be able to redraw them again, even if you aren't metagaming against mill decks.
- Expedition Map - Not much to say about this card. It does exactly what it says it does well even if the land goes to your hand.
- Journeyer's Kite - Slow but consistent way to ensure you hit every land drop.
- Oblivion Stone - Very good reset button, but with as many permanents as we run, this is often times going to be a card you only play when you're already losing.
- Obsidian Battle-Axe - Since Dakkon is a Warrior, this will give him a boost and haste for free. Certainly a good budget card or tribal option.
- Sword of Vengeance - Better than the Battle-Axe in terms of stats, but it has an equip cost. Still a good card though.
- Whispersilk Cloak - I don't like this because even though it give Dakkon evasion, it also gives him shroud so you can't equip anything else without first removing the Cloak.
Change Log
7/10/15
After too long of neglect, the deck and thread has been given a major overhaul. Too many changes to list, but many changes were made, mainly because I've acquired big stuff like Vindicate, Snapcaster Mage, as well as new cards in recent sets. I also updated the thread in light of the tuck rule change.
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5/24/14
Out: Dust Bowl, Rogue’s Passage, Ulamog, the Infinite Gyre, Return to Dust, Scout’s Warning, Venser, the Sojourner
In: Island, Strip Mine, Sol Ring, Sword of War and Peace, Thada Adel, Acquisitor, Thassa, God of the Sea
Thoughts: Dust Bowl -> Strip Mine was a direct swap because I don’t actually need to constantly blow up utility lands, so not having to pay to do it seems better. Rogue’s Passage -> Thassa was also a direct swap because she’s cheaper to make a creature unblockable, has the scry bonus, and can become a creature. Minor anti-synergy if Dakkon has a Sword of F&I, but c’est la vie. The rest are just trying out different cards and trying to lower my curve some.
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4/12/14
Out: Dakkon Blackblade (Chronicles), Caves of Koilos, Underground River, Faerie Trickery, Rite of Replication
In: Dakkon Blackblade (Legends), Swamp, Burnished Hart, Leyline of Anticipation, Force of Will
Thoughts: First things first. I finally got a proper original Dakkon from Legends (yay for black borders!). I also traded off a bunch of random cards that I don’t use which had jumped in price to a guy at my LGS and got a Force of Will. I really don’t have a desire for one, but why not, right? Anyway, as to the other changes. The painlands are nice, but my basic count is actually lower than I had realized, so I got rid of the least needed pains for another Swamp and a Burnished Hart. Rite of Replication is a good card, but once I hit 9 mana I should be doing other stuff, so I’m cutting it to bring the Leyline back in.
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3/29/14
Two changes in one update.
Out: Guardian Seraph, Runed Halo
In: Tomorrow, Azami’s Familiar, Scout’s Warning
Thoughts: The latter two were meta changes I made that just didn’t pan out. Trying out these two. Tomorrow lets me dig deeper, and Scout gives me instant speed Dakkon and pseudo haste.
Out: Thespian’s Stage, Evil Twin, Deadeye Navigator
In: Winding Canyons, Damnation, Divine Reckoning
Thoughts: These two guys and land were never impressive, so I’m cutting them for more board wipes and instant speed dudes.
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1/15/14
Well I’m not sure of the actual date, because I made a couple of changes and forgot to document them.
In: Archeomancer, Brainstorm, Tainted Strike
Out: Mnemonic Wall, Druidic Satchel, Recurring Insight
Thoughts: Archeomancer is pretty straight forward. Tainted Strike is a result of the discussion in this thread regarding the card, so I’m trying it out. Brainstorm is a no-brainer, and with Terminus in the deck, I should have been running it long ago.
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12/28/13
In: Adarkar Wastes, Caves of Koilos, Underground River, Guardian Seraph, Runed Halo, Ulamog, the Infinite Gyre
Out: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Sphinx of the Steel Wind, Trinket Mage, Withered Wretch
Thoughts: Swapped the checklands for painlands because I don’t want to ever have to mulligan due to CIPT lands. Slimming down to six total should ensure that this almost never happens. The rest are meta decisions (the Guardian Seraph is the most meta call).
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8/28/13
In: Ancient Tomb
Out: Reliquary Tower
Thoughts: The extra hand size is less often relevant than the extra mana, and because I try my best to limit the colorless mana, I needed to cut a colorless to add Tomb.
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7/10/13
Out: Pithing Needle, Kor Cartographer
In: Pact of Negation, Knight of the White Orchid
Thoughts: Swayed by all the discussion of KotWO on the Top 50 thread, I’ve swapped him back in. As Pithing Needle was always a meta call, I replaced it with Pact.
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7/5/13
Out: Crypt Ghast, Ethersworn Adjudicator
In: Evil Twin, Necropotence
Thoughts: These two haven’t impressed me enough, so I added some more card draw and am testing out Evil Twin with the M14 rules change.
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4/5/13
Out: Homeward Path, Necromancy
In: Relequary Tower, Crucible of Worlds
Thoughts: Removed some situational cards that really don’t do anything most of the time for a couple of oldies that I want to give a second chance.
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3/31/13
Out:Ixidron, Treasury Thrull, Dismantling Blow
In: Crypt Ghast, Ethersworn Adjudicator, Time Warp
Thoughts: Trading one type of removal for another, we’ll see how it goes. Also added Time Warp for the infinite turn combo, and I like Ghast in another deck, so I’ll see if it’s worth it (although outside of the small boost in mana and Capsize, I don’t really see much use for it.)
3/6/13
I feel like I need to explain this change. First, I have finally obtained the ABU duals for my paper deck, and now my paper deck actually is more powerful than the MTGO version. So change number one is that this primer now tracks the paper one. Secondly, I think the list was slightly off before. TL;DR: This update is part corrections, part updates.
Out: Tectonic Edge, Lightning Greaves, Sheoldred, Whispering One, Wurmcoil Engine, Soothsaying, Brainstorm, Ashes to Ashes, Animate Dead, Lat-Nam’s Legacy, Divine Reckoning, Hallowed Burial, Temporal Mastery
In: Dust Bowl, Pithing Needle, Ixidron, Necrotic Sliver, Treasury Thrull, Trinket Mage, Withered Wretch, Necromancy, Vampiric Tutor, Demonic Tutor, Merciless Eviction, Terminus
Thoughts: Most of these are just upgrades. As for the rest, Ixidron, Withered Wretch, and Pithing Needle worked so well in my LGS league that I’ve made them permanent additions
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2/18/13
Out: Temple of the False God, Orzhov Keyrune, Consecrated Sphinx, Necrotic Sliver, Wall of Denial, Ulamog, the Infinite Gyre
In: Thespian’s Stage, Deadeye Navigator, Mnemonic Wall, Mulldrifter, Recurring Insight, Temporal Manipulation
Thoughts: Temple of the False God is briefly coming out while I test Thespian’s Stage. I like the Azorius and Dimir Keyrunes because they have evasion, but Orzhov just doesn’t cut it. Necrotic Sliver is really good, but without being able to reliably get Sun Titan, it’s a six mana Vindicate, and I’ve already got Angel of Despair at seven mana. Why not start abusing my excess mana with Deadeye Navigator? Going with that theme, I swapped walls, added some time magic, and replaced Consecrated Sphinx with Recurring Insight. Ulamog is a sad swap, because he’s one of my big finishers. I had to make a late game cut somewhere, and he got the short end of the straw.
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1/28/13
Out: Azorious Signet, Dimir Signet, Sword of Vengeance, Whispersilk Cloak, Archon of Justice, Knight of the White Orchid, Serra Ascendant, Weathered Wayfarer, Dauthi Embrace, Leyline of Anticipation, Balancing Act, Mystic Speculation
In: Dimir Keyrune, Orzhov Keyrune, Elixir of Immortality, Sword of Fire and Ice, Kor Cartographer, Sphinx of the Steel Wind, Land Tax, Soothsaying, Supreme Verdict, Venser, the Sojourner
Thoughts: The no-brainers were Signets -> Keyrunes, Sword for Sword, and Knight for Kor. Serra -> Sphinx was because I want the power of Serra but playing her early game before I have a board position is usually wrong. Wayfarer became Land Tax because Tax usually lasts longer. As for the rest, they just didn't consistently perform as well as I need them to.
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12/13/12
Out: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Gift of Estates
In: Scrubland, Tundra, Underground Sea, Tithe
Thoughts: Everything is an upgrade. The ABU duals provide more tutoring power for the tutors which search out a Plains as well as never coming into play tapped, and Tithe is superior to Gift of Estates for many reasons (lower casting cost, instant speed, not reliant upon having fewer lands). The only downside is that it searches out less lands, but I found that I almost always only grabbed two in order to prevent discarding at the end of my turn.
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12/10/12
Out: Arcane Sanctum, Deep Analysis
In: Reflecting Pool, Lat-Nam's Legacy
Thoughts: Reflecting Pool is almost a strict upgrade, and I'm really trying to cut as many ETBT lands as possible. Lat-Nam's Legacy isn't as powerful as Deep Analysis, but I like having the option to shuffle away a card when it's not helping me at the moment.
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12/03/12
Out: High Market, Orzhov Basilica, Crucible of Worlds, Decree of Pain
In: Homeward Path, Druidic Satchel, Fact or Fiction, Hallowed Burial
Thoughts: High Market became Homeward Path, because the only reason I was running it in the first place was to prevent people from taking my dudes. The lifegain was irrelevant, and Homeward Path is a much better card overall. Running all three bouncelands led to some clunky draws and slowed me down in the early game, so Orzhov Basilica was cut because it lacked blue. Crucible of Worlds didn't perform as I had expected, and I never should have cut Druidic Satchel ever. Decree of Pain got swapped for Hallowed Burial to help lower the curve.
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11/25/12
Out: Plains, Swamp, Mind's Eye, Orzhov Signet, Weathered Wayfarer, Drift of Phantasms
In: Celestial Colonnade, Creeping Tar Pit, Arzorius Keyrune, Knight of the White Orchid, Phyrexian Arena, Rhystic Study
Thoughts: Added the manlands for some more backup attackers. Experimented enough with the Keyrune to decide I like it for the same reason as the manlands. Fingers crossed that Gatecrash gives Dimir and Orzhov something good (my hunch is that Dimir Keyrune will be similar to Creeping Tar Pit). Mind's Eye is a little to costly and paints a bulls-eye, so I swapped it out for some cheaper enchantments. Drift of Phantasms seemed like a good idea, but I've almost never transmuted it, and usually it just sits in my hand. Weathered Wayfarer it situational because unless there's a player ramping hard, he has limited effect.
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11/07/12
Holy huge deck update, Batman! This is actually a couple of updates in one. Basically, I made some changes, but since I was expecting some money and had big ideas, I held off on updating until the second update.
Out: Snow land, Shinzo, Death’s Storehouse, Rupture Spire, Scrying Sheets, Strip Mine, Terrain Generator, Winding Canyons, Flood Plain, Bad River, Baneslayer Angel, Bloodgift Demon, Clone, Deadeye Navigator, Enigma Sphinx, Kor Cartographer, Mnemonic Wall, Mulldrifter, Rune-Scarred Demon, Sphinx of the Steel Wind, Trinket Mage, Walking Atlas, Wall of Reverence, Withered Wretch, Druidic Satchel, Expedition Map, Journeyer’s Kite, Mimic Vat, Aura of Silence, Ravenous Trap, Rout, Liliana of the Dark Realms, Venser, the Sojourner
In: Non-snow basic lands, Calciform Pools, Dreadship Reef, Tolaria West, Academy Ruins, Buried Ruins, [c]Dust
Bowl[/c], High Market, Rogue’s Passage, Vesuva, Flooded Strand, Polluted Delta, Azorius Signet, Dimir Signet, Orzhov Signet, Crucible of Worlds, Sword of Feast and Famine, Drift of Phantasms, Phantasmal Image, Phyrexian Metamorph, Sheoldred, Whispering One, Stoneforge Mystic, Animate Dead, Leyline of Anticipation, Mystic Remora, Brainstorm, Cyclonic Rift, Balancing Act, Decree of Pain, Deep Analysis, Gift of Estates
Thoughts: Where to begin? Well, essentially I got a Crucible of Worlds, and to better exploit it and protect the growing quality of artifacts I’m running, I wanted Buried Ruin, Academy Ruins, and Dust Bowl. The number of colorless lands was too high, so out went the snow. The overall count of basics was dropped by a couple, but it didn’t feel like Journeyer’s Kite was still pulling its weight. Some cards got swapped out, like Shinzo, Death’s Storehouse for Rogue’s Passage, and Winding Canyons for Leyline of Anticipation. I’m also experimenting with running more specific tutors, such as the Transmutes and Stoneforge Mystic. Overall, I’m trying to keep a lot of the utility lower than 3cc for Sun Titan.
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9/22/12
Out: Obsidian Battle-Axe
In: Sword of Vengeance
Thoughts: Obsidian Battle-Axe was cute, but it didn’t give any evasion, and in the end, Dakkon is useless without evasion. Upgraded to the slightly more expensive but better Sword of Vengeance.
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9/21/12
Out: Keiga, the Tide Star, Ghostly Prison, Propaganda, Crib Swap, Deep Analysis
In: Mnemonic Wall, Oblivion Stone, Ravenous Trap, Mystical Tutor, Oblation
Thoughts: Keiga, the Tide Star was iffy. Either she’d meet her demise in the exile zone or during a board wipe. She wasn’t enough of a deterrent to be useful, and when I got to steal creatures, they weren’t stellar. The rest came out to support better removal and the Mystical Tutor I finally got.
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8/31/12
Out: Treasure Mage, Spine of Ish Sah, Rings of Brighthearth
In: Clone, Obsidian Battle-Axe, Aura of Silence
Thoughts: Rings of Brighthearth was fun and abusable, but not useful enough. Ditto with Spine of Ish Sah. I enjoyed the repeatable Vindicate effect with Venser, the Sojourner, but became too expensive otherwise. Once that came out there was less use for Treasure Mage.
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3
4Lark posted a message on [[Competitive]] Ruhan SCHIZOPHRENIA (#TimeToChange how we think about mental health)Posted in: Multiplayer Commander DecklistsYOU DON'T HAVE TO BE AN EXPERT TO TALK ABOUT MENTAL HEALTH.
Ward 5-West B: An Experience in SCHIZOPHRENIA
__________________________________________________________________________
- Talk, but listen, too: simply being there will mean a lot.
- Keep in touch: meet up, phone, email, or text.
- Don't just talk about mental health: chat about everyday things as well.
- Remind them you care: small things can make a big difference.
- Be patient: ups and downs can happen. (source: TimeToChange)
This theme deck is based on my partner's schizophrenic break a few years ago. I'm introducing them to EDH and they wanted me to design a deck for them based on their schizoaffective disorder. Like all of my theme decks, this one's heavy on flavor yet I hope to make it more competitive without sacrificing the original vision. Suggestions are much appreciated. This should go without saying, but please be respectful of the theme and folks with a mental illness. Humor helps, derision does not. THANK YOU!
AVG CMC = 3.21
"Ward 5-West B: An Experience in SCHIZOPHRENIA"Magic OnlineOCTGN2ApprenticeBuy These Cards GENERAL
The Crosser of Rubicons Distant
1 Ruhan of the Fomori
STRANGE WORLDS WITHIN
1 Adarkar Wastes
1 Battlefield Forge
1 Boseiju, Who Shelters All
1 Cavern of Souls
1 Clifftop Retreat
1 Command Tower
1 Desolate Lighthouse
1 Flagstones of Trokair
1 Hallowed Fountain
1 High Market
11 Island
6 Mountain
1 Mystic Gate
6 Plains
1 Rugged Prairie
1 Sacred Foundry
1 Steam Vents
1 Sulfur Falls
"I DIDN'T KNOW WHAT WAS REAL."
1 Kozilek, Butcher of Truth
"THE PERSON IN THE MIRROR,
EXACTLY THE SAME, BUT…
I FELT DIFFERENT."
1 Reforge the Soul
"AT FIRST, I WAS SCARED THAT
I MIGHT HURT SOMEBODY."
1 Sunforger
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of War and Peace
DELUSIONS OF GRANDEUR
1 Mind Over Matter
1 Spirit Mantle
1 Unquestioned Authority"I WAS SEEING THINGS."
1 Palinchron
1 Phantasmal Image
1 Tidespout Tyrant
"I THOUGHT I COULD PREDICT
WHAT WAS GOING TO HAPPEN."
1 Sensei's Divining Top
"THE END IS NIGH!"
1 Armageddon
1 Terminus
"I WAS ANGRY,
I BROKE THINGS."
1 Return to Dust
"I LASHED OUT…"
1 Aurelia's Fury
"MY FRIENDS AND FAMILY…
THEY DIDN'T KNOW WHAT TO DO."
1 Render Silent
"I JUST WANTED EVERYONE AND
EVERYTHING TO JUST GO AWAY."
1 Cyclonic Rift
"I DECIDED TO CHECK MYSELF IN."
1 Solitary Confinement
BILLING THE INSURANCE
1 Land Tax
THE DIAGNOSIS
Negative Symptoms
1 Amnesia
1 Chaos Warp
1 Stranglehold
1 Vengeful Dreams
Positive Symptoms
1 Compulsion
1 Desperate Ravings
1 Psychic Vortex
1 Shattered Perception
1 Stroke of Genius
1 Thoughtflare
"MY OLD WORLD WAS GONE;
I WAS LEFT WITH MEMORIES,
BURNING WITH RESENTMENT."
1 Past in Flames
TRYING TO FIND A BALANCE
1 Balancing Act
"THEY GAVE ME THIS
TOKEN WHEN I GOT OUT."
1 Izzet Charm
"I COULDN'T GET OUT
OF THERE FAST ENOUGH!"
1 Lightning Greaves
1 Swiftfoot BootsTHE STIGMA OF
MENTAL ILLNESS
1 Condemn
1 Path to Exile
1 Swords to Plowshares
"THE MEDICATIONS AND
ALL THE POSSIBLE
SIDE EFFECTS…
IT WAS A CRAP SHOOT."
1 Wheel of Fortune
"BE YOUR OWN ADVOCATE!"
1 Curiosity
1 Deep Analysis
1 Scroll Rack
1 Wild Research
"I WENT ONLINE TRYING
TO FIND OUT MORE, BUT
IT WAS HARD KNOWING
WHAT TO BELIEVE."
1 Faithless Looting
"I JUST WANTED
SOMETHING TO
WORK; I WAS
READY TO TRY
JUST ABOUT
ANYTHING."
1 Oblation
"ABILIFY HELPED KEEP
THE VOICES AT BAY."
1 Counterflux
"ADDERALL HELPED, TOO."
1 Azorius Signet
1 Boros Signet
1 Caged Sun
1 Izzet Signet
1 Mana Vault
1 Sol Ring
SO MANY THERAPISTS
1 Enlightened Tutor
1 Idyllic Tutor
"THIS ONE SHRINK
HAD SOME OUTDATED
IDEAS ABOUT LOBOTOMY!"
1 Karn Liberated
"ANOTHER ONE WAS
WELL-INTENTIONED,
ALBEIT FREUDIAN…"
1 Jace, Memory Adept
"I FINALLY FOUND
ONE THAT I LIKED…"
1 Snapcaster Mage
"HE HELPED ME
LINK MY PAST
AND MY PRESENT."
1 Mystic Retrieval
"ANOTHER THERAPIST
HELPED ME DISTINGUISH
BETWEEN MY THOUGHTS
AND THE VOICES IN MY
HEAD. HE ALSO TAUGHT
ME TO BUILD UPON
MY STRENGTHS."
1 Nivix Guildmage
"I MET SOMEONE
ELSE LIKE ME; THEY
TAUGHT ME THE MORE
I LEARN ABOUT IT,
THE MORE I CAN
BEAT THIS."
1 Niv-Mizzet, the Firemind -
1
meadowsatsunshine posted a message on Commanders You Wish ExistedPosted in: Commander (EDH) -
1
XeroxedFool posted a message on The Commander In YouXeroxedFool :2mana::symb::symb:Posted in: Commander (EDH)
Legendary Necromancer
Whenever a creature an opponent controls dies, you may put a creature card from your graveyard into play under their control. If you do, put a creature card from their graveyard under your control.
When Terastodon enters the battlefield...
2/2
____
Pretty awesome thread. Really like this idea and all the generals so far. Except Jivans. I cant imagine anything that goes against the spirit of EDH more than that. - To post a comment, please login or register a new account.
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Like the others before me, the top 50 list is probably the best place.
Are you searching for staples of a specific color or color combination?
Do you already have a legendary or deck idea in mind?
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The abilities aren't too bad, but imho they're overcosted. (2 mana - 2 artifacts)
I would've prefered some form of cycling like Thirst for Knowledge instead of 3 damage to a player/lifegain.
Ichor Wellspring and Mycosynth Wellspring seem pretty good with Breya.
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New EDH/Commander spoilers!
*pops out*
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The lands are indeed a mystery. They might reprint the Vivid lands, perhaps cipt fetches?
I hope they start with spoilers soon, it has been a long wait ^^.
1
Rise of the Eldrazi only come out in 2010...
The user hasn't even been active in 2 years, etc.
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The original dual lands, fetchlands, etc have all been added. But I personally don't have these.
I can test the deck on Cockatrice however. I'm still gonna play the deck in real life, but it will be a version that's less powerful.
I also added a "Visual Spoiler" of my personal decklist, but the pictures have been taken with my phone. The quality of the pictures isn't really that good, but still..
I found it a nice addition =). I hope you enjoy them!
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Doubling the use of all your spells seems pretty good to me! ^^
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My 4/5-pod would be:
- Cryogen with his 'Dakkon Blackblade' deck
- ISBPathfinder with his 'Marton Stromgald'
- Weebo with his 'Selvala, Explorer Returned'
- 4Lark/ChimericP. with his 'Joker'/'Alice' or 'Dune' (Riku version) deck
- Myself with 'Kresh the Bloodbraided'
(Honorable mention to Dosu's 'Dreamcrusher - Child of Alara')