Sefenvold the whole premise of the deck is to actually know big threats that will have one player dominate the game. I normally play in 4 player games no larger. Remember commander is a political format. You don't need to blow up every permanent/ counter every spell, pick and choose your battles. There is a reason this deck runs around 15 ramp cards. If this deck can make it to mid game you are pretty much set. The greatest weakness of my build is its hard to deal with aggro decks that come out fast such as krenko. Once you make it to late game which is around 15+ mana you can respond to almost every major threat.
Also, remember, this deck is very permanent light so your opponents will be aiming their destruction spells at other players because they are dead against you. You will want to protect your lands with this deck. Save counterspells for people you know are playing combos/LD unless its in late game and you are in full control. You are aiming at getting winding canyons or alchemist's refuge out then playing at the end of the player before your turn's end phase to essentially give your fat monsters haste.
I have updated my decklist adding 7 new cards from the previous decklist.
The idea is based off of control and cantrips. I stick to most of the list myself, but I have about five or six differences in card choice.
I'd be happy to explain some card choices if you'd like.
hey that is my deck. Anyway i find that its beneficial to run creatures such as ramp creatures and other win cons. Eldrazi can help protect your grave. The deck is totally viable. The main weakness of my child deck is it is an uphill battle 1v1 vs super aggressive decks. My child deck is very politics and i believe the ratios are well balanced for different types of removal. Lastly the cycling resounding cards especially wave is good vs teferi or even dovescape. Take a look some cards are easily replaced with other similar spells or cards.
Lys Alana Huntmaster and Prowess of the Fair seem cute and all but there might be better options. i see fauna shaman but no survival. Grave pact effects might also be good in this deck.
any shuffle eldrazi will do. I prefer koz because he can draw cards, I can see using ulamog as he can be cast and blow up stuff like humility which can be problematic.
Yea, I realized that I have too many equipment. I removed eater of the dead, sewer nemesis, overtaker, and bonehoard in favor of extra draw and utility creatures. I will be adding the King card and the u/b transmute guy on untap as they seem solid choices for repeated removal and getting the right cards at the right time.
As for lands the comes into play tapped fetches are fine. I mainly use the fetches as added land drops with rings of brighthearth. Also, I prefer the Kederekt Leviathan because of previous use in other decks. It is amazing with Necromancy turning it into a 3 mana cyclonic rift.
As for the sacrifice outlets. I believe nearly all of my decks need them in my meta where a simple chaos warp or tuck spell could put my general in my deck. They are just plain good, plus gaining life can be good.
I tried the grimgrin and gravecrawler its cool but easily disrupted, and in blue black its hard to get both pieces out. I also had the primordial in the early version along with grave titan. The main problem I found this to be was that I had no early game. I would get hands that seemed to curve out well and then after 5 draw steps my hand was full of 6-8 drops and I had 4 mana. I chose to cut some of those for card draw that way I can build to the 7 and 8 drops properly.
On a latter note I will try and find an intruder alarm it seems to be good with this kind of deck.
Diabolic intent may be a good tutor worth investing in. maximizing tutors to get pieces of your combo out would be helpful. I personally prefer tutors which go to your hand or in play.
33 land seems very low I would never play a deck with less than 37 mana producing lands. Also technically only 22 of your lands produce colored mana the others are dependent on having colored mana or some other requirement.
As for cuts I would remove sorin markov, remembrance, cover of darkness, conspiracy, Kokusho just doesn't belong in this theme, academy rector since we cut the majority of the enchantments, akroma's memorial since it is really expensive and not in your gameplan, mimic vat is alright but it can be cut, and finally you may need to cut down on the shadowborn apostles. I all that is 8 cuts + some shadowborn apostles.
Depending if this is a 1v1 or multiplayer deck you can cut strip mine, wasteland, and kor haven for extra colored sources. I would think about adding sol ring, w/b signet, and coalition relic to the deck which helps get to your game plan faster but doesn't hinder too much from destruction.
maybe go up to 36 lands with 3 artifact mana which would mean 6 extra cuts.
It sounds like you are playing vs control and aggro and you are playing into the control players hand. They have a lot of cheap spot removal. The best idea would be to blank your opponent on their removal spells(i.e. play control). If your opponent has a ton of removal in their hand they will not point it at your tiny 1/1 or 2/2 but at an opponents Roon. The way to beat control is with better control. I prefer my Child of Alara deck it can handle anything. It is particularly weak to weenie swarm such as edric but handles most other decks with ease. As for the Obliterate play a simple Time stop prevents the card from seeing play.
If playing a control deck is not your cup of tea. I would say play a voltron Thrun the last troll deck.
Considering I am removing most of their graveyards I prefer living death as more of a board wipe in case I get behind. As for enchantments I prefer equipment which stay in play if a creature dies as opposed to an enchantment which will basically get 2 for 1 with any type of removal. In my meta committing too much to the board can cost you the game, so it is a tug of war between permanents and spells.
One of my main combos I look for are Thousand year elixir, phenax, and undead alchemist. The other night I was able to mill someone for 14 with phenax and thousand year elixir hit 5 creatures. Then used alchemist and the 5 zombies to mill another 12 and hit 4 more but missed after that, which totaled to 32 cards off three permanents.
Also, remember, this deck is very permanent light so your opponents will be aiming their destruction spells at other players because they are dead against you. You will want to protect your lands with this deck. Save counterspells for people you know are playing combos/LD unless its in late game and you are in full control. You are aiming at getting winding canyons or alchemist's refuge out then playing at the end of the player before your turn's end phase to essentially give your fat monsters haste.
I have updated my decklist adding 7 new cards from the previous decklist.
hey that is my deck. Anyway i find that its beneficial to run creatures such as ramp creatures and other win cons. Eldrazi can help protect your grave. The deck is totally viable. The main weakness of my child deck is it is an uphill battle 1v1 vs super aggressive decks. My child deck is very politics and i believe the ratios are well balanced for different types of removal. Lastly the cycling resounding cards especially wave is good vs teferi or even dovescape. Take a look some cards are easily replaced with other similar spells or cards.
1x Attrition
1x black market
1x dark prophecy
1x grave pact
1x infernal tribute
1x phyrexian arena
1x phyrexian reclamation
1x polluted bonds
1x caged sun
1x expedition map
1x Gauntlet of power
1x lashwrith
1x nightmare lash
1x nihil spell bomb
1x nim deathmantle
1x rings of brighthearth
1x whip of erebos
1x ashes to ashes
1x consume spirit
1x consuming vapors
1x damnation
1x decree of pain
1x demonic tutor
1x drain life
1x exsanguinate
1x living death
1x tendrils of corruption
1x tribute to hunger
1x vampiric tutor
1x karn liberated
1x liliana of the dark realms
1x bone shredder
1x burnished hart
1x butcher of malakir
1x crypt ghast
1x dark confidant
1x disciple of bolas
1x fleshbag marauder
1x gatekeeper of malakir
1x graveborn muse
1x grave titan
1x gray merchant of asphodel
1x harvester of souls
1x kagemaro, first to suffer
1x kokusho, the evening star
1x kuon, ogre ascendant
1x massacre wurm
1x mikaeus, the unhallowed
1x mindslicer
1x necropolis regent
1x nezumi graverobber
1x nirkana revenant
1x puppeteer clique
1x riever demon
1x rune scarred demon
1x sheoldred, whispering one
1x solemnsimulacrum
1x merciless executioner
1x sol ring
1x coalition relic
4x fetches
1x terramorphic expanse
1x evolving wilds
1x cabal coffers
1x petrified field
1x nykthos, shrine to nyx
1x urborg, tomb of yawgmoth
1x phyrexian tower
1x high market
1x vesuva
1x terrain generator
1x diamond valley
1x volrath's stronghold
1x thespian's stage
1x miren, the moaning well
1x bojuka bog
18x swamp
As for lands the comes into play tapped fetches are fine. I mainly use the fetches as added land drops with rings of brighthearth. Also, I prefer the Kederekt Leviathan because of previous use in other decks. It is amazing with Necromancy turning it into a 3 mana cyclonic rift.
As for the sacrifice outlets. I believe nearly all of my decks need them in my meta where a simple chaos warp or tuck spell could put my general in my deck. They are just plain good, plus gaining life can be good.
I tried the grimgrin and gravecrawler its cool but easily disrupted, and in blue black its hard to get both pieces out. I also had the primordial in the early version along with grave titan. The main problem I found this to be was that I had no early game. I would get hands that seemed to curve out well and then after 5 draw steps my hand was full of 6-8 drops and I had 4 mana. I chose to cut some of those for card draw that way I can build to the 7 and 8 drops properly.
On a latter note I will try and find an intruder alarm it seems to be good with this kind of deck.
As for cuts I would remove sorin markov, remembrance, cover of darkness, conspiracy, Kokusho just doesn't belong in this theme, academy rector since we cut the majority of the enchantments, akroma's memorial since it is really expensive and not in your gameplan, mimic vat is alright but it can be cut, and finally you may need to cut down on the shadowborn apostles. I all that is 8 cuts + some shadowborn apostles.
Depending if this is a 1v1 or multiplayer deck you can cut strip mine, wasteland, and kor haven for extra colored sources. I would think about adding sol ring, w/b signet, and coalition relic to the deck which helps get to your game plan faster but doesn't hinder too much from destruction.
maybe go up to 36 lands with 3 artifact mana which would mean 6 extra cuts.
If playing a control deck is not your cup of tea. I would say play a voltron Thrun the last troll deck.
One of my main combos I look for are Thousand year elixir, phenax, and undead alchemist. The other night I was able to mill someone for 14 with phenax and thousand year elixir hit 5 creatures. Then used alchemist and the 5 zombies to mill another 12 and hit 4 more but missed after that, which totaled to 32 cards off three permanents.