I like Planeswalkers. They walk on planes. In honor of this I built a 5 color deck that attempts to use every walker within reason. It has a counters matter theme and a don't attack me theme.
Play this deck if you like to
-Live the dream
-Play with walkers
-Don't care if your general never sees play.
Don't play this deck if you like to
-have money
-play with your general
-like to play at instant speed (honestly wild ricochet is in here just because people forget this deck can to anything at instant speed, so I make them pay for it)
I can see Lightning Bolt gazing upon all the pathetic Red cards that have come out during its absence...
Lightning Bolt: "This color is afraid of me. I have seen it turned face-up. The Mountains are extended gutters and the gutters are full of Blood Feuds and when the drains finally scab over, all the chaff will drown. The accumulated jank of all their overcostedness and lack of board impact will foam up around their typelines and all the Dragons and Devils will look up and shout 'Save us!'... and I'll look down and deal 3 damage to target creature or player."
Quoted for great Justice. Justice for the mountains and the Watchmen reference.
1) Don't play any combo. None. Nada. Nihil. Nope. Chuck Testa. It will make it more casual, your friends won't have to worry about you combong out.
2) Remember, you don't need to teach them to play hardcore competitive edh. Let them teach you how to play more casually.
3) Find a bad General. Use him. Love him. In the same vein try a tribe. Restricting deck building will make it more challenging for you.
4) Drop a few of your staples from your deck. Just because you have better cards does not mean you need to use them.
5) Play a game where you have a goal other than winning or win in an interesting way. Like kill the guy who killed my Khalni garden token even if it means suicide. Steal every primeval titan. Win with a lightning bolt to the dome.
My Johnny has been demanding lately. I think it is feasible to build a deck with the theme of cantrips and spells in the izzet colors.
-The deck plays at instant speed
-Its spells cost very little (1-3 cmc where possible)
-Spells cantrip
-creatures flash
-creatures get CA like Charmbreaker Devils, Izzet Chronarch
It seems weak, but the idea is that if the deck can shuffle the graveyard back into the library several times and you have enough (infinite mana) you should be able to cycle your deck as many times as you want, and if you built it right win.
This is an inefficient combo, but it would be hilarious to win with it.
comments, critiques and suggestions are encouraged.
I've had the idea of making a five color deck that runs an obscene (20ish) amount of planeswalkers for fun. Has anyone tried this or know of any preexisting resources for this particular brand of shenanigans? Also where do you start when building a five color deck?
I was looking to increase the bomb density of my deck and I was wondering, what cards do you run that normally mean dead player or game over when they resolve? Some of my favorites are:
Chaos Warp and Savage Beating also should go on red list. The warp is superbly effective and versatile removal in red that can tuck a general and often whiffs on a land or discards one of their best spells. Even when it does hit a permanent it is often less threatening then the major threat you just removed. Savage beating often insta-gibs a player with sub par board position turning a 6/6 into 24 damage. I suggest removing Wildfire which doesn't remove the most dangerous creatures, is semmetrical and draws hate for being LD, and Decree of Annihilation for the sacrifice all your friends clause.
Play this deck if you like to
-Live the dream
-Play with walkers
-Don't care if your general never sees play.
Don't play this deck if you like to
-have money
-play with your general
-like to play at instant speed (honestly wild ricochet is in here just because people forget this deck can to anything at instant speed, so I make them pay for it)
1 Cromat
Lands
1 Arcane Sanctum
1 Bojuka Bog
1 Cascade Bluffs
1 Celestial Colonnade
1 Command Tower
1 Creeping Tar Pit
1 Crumbling Necropolis
1 Exotic Orchard
1 Fetid Heath
1 Fire-Lit Thicket
1 Flooded Grove
1 Forest
1 Graven Cairns
1 Inkmoth Nexus
1 Island
1 Jungle Shrine
1 Kor Haven
1 Lavaclaw Reaches
1 Maze of Ith
1 Mountain
1 Mystic Gate
1 Plains
1 Raging Ravine
1 Rugged Prairie
1 Rupture Spire
1 Savage Lands
1 Seaside Citadel
1 Stirring Wildwood
1 Strip Mine
1 Sunken Ruins
1 Swamp
1 Tectonic Edge
1 Twilight Mire
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Wooded Bastion
1 Figure of Destiny
1 Baneslayer Angel
1 Frost Titan
1 Grave Titan
1 Inferno Titan
1 Primeval Titan
1 Sun Titan
Spells
1 Life from the Loam
1 Realms Uncharted
1 Wild Ricochet
1 Bribery
1 Chronomantic Escape
Enchantements
1 Land Tax
1 Aura Shards
1 Awakening Zone
1 Ghostly Prison
1 Propaganda
1 Collective Restraint
1 Parallel Lives
1 Doubling Season
1 Inexorable Tide
1 Maelstrom Nexus
Aritfacts
1 Sensei's Divining Top
1 Sol Ring
1 Contagion Clasp
1 Crucible of Worlds
1 Rings of Brighthearth
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Lux Cannon
1 Gilded Lotus
1 Norn's Annex
1 Contagion Engine
1 Jace Beleren
1 Liliana of the Veil
1 Ajani Goldmane
1 Ajani Vengeant
1 Chandra, the Firebrand
1 Elspeth, Knight-Errant
1 Garruk Relentless
1 Garruk Wildspeaker
1 Jace, the Mind Sculptor
1 Sarkhan Vol
1 Sorin, Lord of Innistrad
1 Tezzeret, Agent of Bolas
1 Chandra Nalaar
1 Elspeth Tirel
1 Garruk, Primal Hunter
1 Gideon Jura
1 Jace, Memory Adept
1 Liliana Vess
1 Sarkhan the Mad
1 Tezzeret the Seeker
1 Venser, the Sojourner
1 Sorin Markov
1 Karn Liberated
1 Nicol Bolas, Planeswalker
In short the manabase is: 5 Basics, 5 Vivids, 5 Trilands, 5 WWK Man-lands, 10 Filters, Strip Mine, Maze of Ith, Kor Haven, Inkmoth Nexus, Bojuka Bog, Command Tower, Rupture Spire, Exotic Orchard, and Tectonic Edge
-Koth of the Hammer,Chandra Ablaze, and Nissa Revane are not in here because they don't play well with others. Their loss.
-Shocks and fetches aren't in here because even I have a budget.
-Baneslayer Angel and Figure of Destiny are in because I like swinging with them more than winning.
-Crucible of Worlds and Land Tax are in here because of strip-lock and vanity.
-Cromat is the general because of reasons. BECAUSE OF REASONS.
Quoted for great Justice. Justice for the mountains and the Watchmen reference.
No, Savage Beating is a pretty savage beating.
2) Remember, you don't need to teach them to play hardcore competitive edh. Let them teach you how to play more casually.
3) Find a bad General. Use him. Love him. In the same vein try a tribe. Restricting deck building will make it more challenging for you.
4) Drop a few of your staples from your deck. Just because you have better cards does not mean you need to use them.
5) Play a game where you have a goal other than winning or win in an interesting way. Like kill the guy who killed my Khalni garden token even if it means suicide. Steal every primeval titan. Win with a lightning bolt to the dome.
Just some ideas.
-The deck plays at instant speed
-Its spells cost very little (1-3 cmc where possible)
-Spells cantrip
-creatures flash
-creatures get CA like Charmbreaker Devils, Izzet Chronarch
It seems weak, but the idea is that if the deck can shuffle the graveyard back into the library several times and you have enough (infinite mana) you should be able to cycle your deck as many times as you want, and if you built it right win.
This is an inefficient combo, but it would be hilarious to win with it.
comments, critiques and suggestions are encouraged.
I agree with you as a point of theory. However this thread is about cards not decks.
Also:
Praetor's Counsel
Blatant Thievery
I was looking to increase the bomb density of my deck and I was wondering, what cards do you run that normally mean dead player or game over when they resolve? Some of my favorites are:
Insurrection
Knowledge Exploitation
Savage Beating
Amen brother.
Chaos Warp and Savage Beating also should go on red list. The warp is superbly effective and versatile removal in red that can tuck a general and often whiffs on a land or discards one of their best spells. Even when it does hit a permanent it is often less threatening then the major threat you just removed. Savage beating often insta-gibs a player with sub par board position turning a 6/6 into 24 damage. I suggest removing Wildfire which doesn't remove the most dangerous creatures, is semmetrical and draws hate for being LD, and Decree of Annihilation for the sacrifice all your friends clause.