Caldera Hellion
The first deck I made was a Kresh the Bloodbraided EDH deck, made up from the BRG intro packs from Shards and Conflux and the RG intro pack from Reborn. Eventually, I realized that a functional EDH deck would require a bit more than that (as it turns out, Goblin Piker is not good in EDH), so I made my first singles order.
Caldera Hellion was in that order. And while so much of that deck has changed over time, it's still in there. Still clearing the board of small obstacles for Kresh, still making sure Kresh is big enough to deal with the big obstacles.
-3 Yavimaya Elder
-1 Bone Splinters
-2 Deglamer
-3 Eyeblight's Ending
-1 Mountain
-1 Bojuka Bog
+5 Mitotic Slime
+7 Balefire Dragon
+2 Talisman of Indulgence
+2 Talisman of Impulse
+1 Rootbound Crag
+1 Forgotten Cave
I find that with each update to this deck, I'm pushing the CMC higher and higher. Think I should be adding in more cheap creatures and spells to the mix? I toyed with the idea of putting in aggro cards like Diregraf Ghoul, but unless you get that down turn one, it's pretty suboptimal in EDH.
EDIT: Minor update:
-1 Kird Ape
-5 Acidic Slime
-5 Ant Queen
-6 Fangren Pathcutter
-2 Lightning Greaves
-8 Insurrection
-1 Swamp
-1 Forest
+4 Lord of Shatterskull Pass
+2 Deglamer
+1x Red Sun's Zenith
+2x Comet Storm
+4 Pyrohemia
+2 Swiftfoot Boots
+1 Lavaclaw Reaches
+1 Raging Ravine
Mostly lowering the CMC curve, and also having a few cards stolen for other decks.
EDIT:
-1x Banefire
-4 Garruk Wildspeaker
-1 Vivid Crag
+1x Devil's Play
+3 Hunter's Insight
+1 Mountain
-2 Wall of Omens
-3 Wall of Denial
-1 Forbidding Watchtower
-1 Spawning Pool
+2 Talisman of Progress
+2 Talisman of Dominance
+4 Divine Reckoning
+5 Evacuation
Divine Reckoning and Evacuation are two needed midrange cards. I've taken out the walls; I think some of the cards in my last couple updates are less needed, but I want to see them in action before I pull them out. I also pulled out two come-into-play-tapped lands and put in mana accelerators instead.
I was considering putting in the Onslaught cycle lands. On the one hand once Zur has enough lands, I can just cycle them away. On the other hand, lands that come into play tapped really slow the deck down; I want Zur working as soon as possible. Thoughts?
EDIT:
-1 Plains
-1 Island
-1 Swamp
+1 Secluded Steppe
+1 Lonely Sandbar
+1 Barren Moor
EDIT: Swapped an Island for Tolaria West. Also: Blighted Agent for this deck?
EDIT:
-3 Auramancer
-4 Hokori, Dust Drinker
-4 Glen Elendra Archmage
-5 World Queller
-1 Conjurer's Bauble
-1 Plains
+2 Blighted Agent
+4 Magus of the Moat
+5 Thran Golem
+0 Slaughter Pact
+1 Inquisition of Kozilek
+1 Mistveil Plains
-2 Jace's Erasure
-2 Convincing Mirage
-2 Armillary Sphere
-1 Island
-1 Swamp
+4 Undead Alchemist
+3 Curse of the Bloody Tome
+2 Talisman of Dominance
+1 Lonely Sandbar
+1 Temple of the False God
-6 Karona, False God
-3 Vastwood Animist
-4 Joraga Bard
-5 Seascape Aerialist
-3 Vow of Duty
-3 Vow of Flight
-3 Vow of Malice
-3 Vow of Lightning
-3 Vow of Wildness
-1 Krosan Verge
+5 Horde of Notions
+5 Cairn Wanderer
+4 Evil Twin
+5 Body Double
+3 Crib Swap
+3 Mortify
+3 Putrefy
+3 Cackling Counterpart
+5 Cauldron of Souls
+6 Back from the Brink
Karona has been more trouble than she's worth, so I'm switching to Horde of Notions. This means I can recur my Changelings. Crib Swap is also thrown in; it's good removal even when the general isn't out.
Other changes include dropping my more lackluster allies, and putting in more removal. A few more clone effects; I'm excited about Cackling Counterpart. Cauldron of Souls and Back from the Brink act as anti-sweep cards.
I've got a Lurking Predators on its way, not sure what I'll cut for that. Cards that I was considering but decided against were Bramblecrush and Kaleidostone. Thoughts?
EDIT: Swapped out Shard Convergence for Mimic Vat. If it works out, I might shell out for more copies.
EDIT:
-4 Evil Twin
-3 Chaos Warp
+3 Descendants' Path
+5 Conjurer's Closet
+1 World Queller
+1 Saltblast
+1 Ninja of the Deep Hours
-1 Mark of Eviction
+1 Pongify
-1 Copy Enchantment
+1 Ophidian Eye
+1 Sleep
+1 Deathgreeter
+1 Throat Slitter
+1 Goblin Ruinblaster
-1 Ryusei, the Falling Star
+1 Flame Jab
-1 Dragon Breath
+1 Goblin Assault
+1 Manabarbs
+1 Quirion Elves
+1 Rude Awakening
-1 Vithian Renegades
+1 Kird Ape
-1 Stun Sniper
+1 Brion Stoutarm
-1 Pilgrim's Eye
-1 Clockwork Hydra
-1 Triskelion
-1 Expedition Map
-1 Synod Sanctum
+1 Wayfarer's Bauble
-1 Armillary Sphere
-1 Trip Noose
-1 Puppet Strings
-1 Titan Forge
-1 Bonehoard
+1 Icy Manipulator
-1 Serrated Arrows
-1 Skullcage
I bought a bunch of cards for my EDH decks a while back, and some of them could see some use in the cube as well. The big change with this update, though, is cutting ten artifacts from the cube and bumping each single colour section from 48 to 50 cards. 50 artifacts was too much, I think. Is 40 too little?
EDIT:
-1 Etherium Sculptor
+1 Vedalken Mastermind
-1 Esperzoa
+1 Mistblade Shinobi
-1 Phyrexian Plaguelord
+1 Okiba-Gang Shinobi
Speaking of anti-sweepers, one card I wanted to pick up for this deck but wasn't in stock when I made the last purchase is Cauldron of Souls. Most of my allies will get +1/+1 counters on them when they re-enter the battlefield, which works really well with the Cauldron granting persist.
Induce Paranoia was one of the possibilities I considered when I first built the deck. I used to run a lot more one-time mill effects in the deck, but I've found that repeatable effects are a lot better in EDH. At the moment, I only run three one-time mill effects in the deck (Mind Funeral, Archive Trap, and Traumatize), and that's because these are more powerful than the usual mill effect. Glimpse the Unthinkable would be in if it wasn't ten bucks.
I used to run Bojuka Bog and other graveyard hate cards in this deck. Oddly enough, they were never that useful. I think this is only due to the decks I play against; only one of them really uses the graveyard. Were I to play against more people, and start seeing more graveyard abuse in other decks, I would definitely put Relic of Progenitus and Bojuka Bog (and Tolaria West) back in the deck.
EDIT: Zur stole Sol Ring again, so Armillary Sphere is back in.
-5 Cromat
-1 Noble Hierarch
-2 Quirion Elves
-2 Mistmeadow Witch
-3 Yavimaya Elder
-4 Galepowder Mage
-2 Naturalize
-2 Momentary Blink
-3 Shared Animosity
-3 Behemoth Sledge
-1 Esper Panorama
-1 Grixis Panorama
-1 Jund Panorama
+6 Karona, False God
+4 Tuktuk Scrapper
+1 Pongify
+2 Deglamer
+3 Eyeblight's Ending
+1 Wayfarer's Bauble
+3 Vow of Duty
+3 Vow of Flight
+3 Vow of Malice
+3 Vow of Lightning
+3 Vow of Wildness
+3 Cloudstone Curio
+1 Ancient Ziggurat
--
Swapped generals, let's see how Karona likes the new Vow cycle.
I've cut down on mana-fixing and utility creatures (the decks seems to fix fine). A thematic plus, as now the deck only runs allies, changelings, and clones.
Ancient Ziggurat is something I'll keep an eye on. I run a lot of creatures, and most of my non-creature spells are at a higher CMC, so hopefully it functions as Command Tower Mark II.
One card I wanted to pick up but wasn't in stock was Lurking Predators. Next update, I hope.
I welcome any comments or criticisms!
-7 Szadek, Lord of Secrets
-8 Scion of Darkness
-1 Steel Wall
-2 Agony Warp
-2 Armillary Sphere
-3 Sudden Spoiling
-1 Bojuka Bog
+3 Riddlekeeper
+2 Nezumi Graverobber
+4 Sewer Nemesis
+1 Pongify
+2 Mindcrank
+1 Sol Ring
+1 Swamp
--
Pulled my copy of Sol Ring from my Zur deck to here; let's see what happens. This update cut high CMC cards and other cards that just weren't pulling enough weight. Added some cards I picked up from the Commander release and by trading.
I was considering putting in Phyresis and Grafted Exoskeleton into this deck: attach them to Wrex and win in two swings. But I'm usually doing well if I can get a couple swings by Wrex in anyway.
I welcome any comments or criticisms!
-2 Fog Bank
-3 Guard Gomazoa
-3 Wall of Frost
-3 Trinket Mage
-3 Cage of Hands
-3 Ophidian Eye
-2 Luminarch Ascension
-2 Muddle the Mixture
-3 Faerie Trickery
-3 Stoic Rebuttal
-1 Condescend
-1 Sol Ring
-3 Fieldmist Borderpost
-3 Mistvein Borderpost
-6 Austere Command
-6 Open the Vaults
-1 Swamp
-1 Seat of the Synod
-1 Azorius Chancery
-1 Dimir Aqueduct
-1 Orzhov Basilica
+3 Auramancer
+4 Hokori, Dust Drinker
+5 World Queller
+6 Auratouched Mage
+6 Sovereigns of Lost Alara
+7 Magister Sphinx
+2 Arcanum Wings
+2 Phyresis
+3 Steel of the Godhead
+1 Pongify
+1 Wayfarer's Bauble
+1 Conjurer's Bauble
+4 Retether
+4 Grafted Exoskeleton
+5 Worldslayer
+8 Eldrazi Conscription
+1 Plains
+1 Hall of the Bandit Lord
+1 Vivid Meadow
+1 Vivid Creek
+1 Vivid Marsh
--
The deck is in a very transitional state right now. I'm trying out a bunch of new cards, and in order to test them all at once, I'm cutting down on my defense cards. Once I know what does and doesn't work, I can began rebuilding the deck.
Luminarch Ascension is a tricky cut; it's good, but not as much in 1v1, and paints a target on my head in multiplayer.
Evacuation wasn't in stock; it might go in for the next iteration.
I took out Sol Ring simply because another deck needed the fast mana more. Without Sol Ring, Trinket Mage wasn't really needed, and without Trinket Mage, the artifact lands weren't really needed.
Other cards I was considering for this update that haven't been mentioned previously in this thread:
I welcome any comments or criticisms!
EDIT: I've been misreading Flickerform: the ability costs 2WW, not 1W. Duh. This limits the effectiveness of the Worldslayer combo, which was questionable to begin with. Anyway, those two cards are out, Sol Ring is back in, and I also threw in Beseech the Queen as another tutor to find Zur when he's tucked.
Bloodbraid Elf --> Kird Ape
Sylvan Ranger --> Viridian Emissary
Kamahl, Fist of Krosa --> Fangren Pathcutter
Gleeful Sabotage --> Deglamer
Volcanic Fallout --> Firespout
Necrogenesis --> Eyeblight's Ending
Mage Slayer --> Fires of Yavimaya
Rakdos Carnarium --> Vivid Marsh
Gruul Turf --> Vivid Crag
Golgari Rot Farm --> Vivid Grove
--
Not that much happened in this update: made some switches to cards that seem better in EDH, got rid of some colour-intensive cards, dropped the average CMC a little.
One card I forgot to buy for this update was Mitotic Slime, something that would be able to 'survive' board wipes and still put counters on Kresh. Other cards I was considering were Hull Breach, Phyresis, Grafted Exoskeleton, and Triumph of the Hordes. Again, my group doesn't play with general damage, so perhaps granting Kresh infect would 'fake' it.
I welcome any comments or criticisms!
Hello!
This was my fourth deck, a casual tribal deck using Zendikar's and Worldwake's allies. It came together quite easily, and I was pleased at how inexpensive the deck was. When I first uploaded the list to a price aggregator site like TCGPlayer, I got under ten cards that cost over a dollar (most of which I already owned before building). I've added cards since then, including all shocklands and the allied fetchlands, but cut those and it's a budget build.
Some assorted notes:
5 General Tazri
Creatures (Allies):
2 Ondu Cleric
2 Kazandu Blademaster
2 Beastcaller Savant
2 Harabaz Druid
2 Oran-Rief Survivalist
3 Kabira Evangel
3 Lantern Scout
3 Umara Raptor
3 Agadeem Occultist
3 Veteran Warleader
4 Talus Paladin
4 Bala Ged Thief
4 Chasm Guide
4 Tuktuk Scrapper
4 Bruse Tarl, Boorish Herder
5 Hero of Goma Fada
5 Sea Gate Loremaster
5 Hagra Diabolist
5 Kazuul Warlord
5 Tajuru Warcaller
5 Turntimber Ranger
5 Resolute Blademaster
6 Murasa Pyromancer
Creatures (Other):
2 Jwari Shapeshifter
2 Bloom Tender
3 Mirror Entity
3 Taurean Mauler
4 Chameleon Colossus
4 Brago, King Eternal
6 Deadeye Navigator
1 Swords to Plowshares
2 Terminate
2 Hull Breach
3 Oblivion Ring
3 Mortify
3 Putrefy
4 Utter End
5 Murderous Cut
Spells (Mana Fixing/Acceleration):
1 Sol Ring
1 Wayfarer's Bauble
2 Fellwar Stone
3 Cultivate
3 Kodama's Reach
3 Coalition Relic
3 Commander's Sphere
3 Darksteel Ingot
Spells (Other):
2 Captain's Claws
2 Lightning Greaves
3 Eerie Interlude
3 Ghostway
3 Cackling Counterpart
3 Shifting Shadow
3 Mimic Vat
4 Retreat to Emeria
4 Join the Ranks
4 Rite of Replication
4 Splinter Twin
4 Panharmonicon
5 March from the Tomb
5 Bring to Light
5 Cauldron of Souls
6 Wild Pair
2 Plains
2 Island
2 Swamp
2 Mountain
2 Forest
Vivids:
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Crag
1 Vivid Grove
Shocklands:
1 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
1 Temple Garden
1 Godless Shrine
1 Steam Vents
1 Overgrown Tomb
1 Sacred Foundry
1 Breeding Pool
Fetches:
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
Other Lands:
1 Terramorphic Expanse
1 Evolving Wilds
1 Reflecting Pool
1 Exotic Orchard
1 Command Tower
1 Ally Encampment
1 Path of Ancestry
Thank you for your comments and criticisms!