|Commander / EDH||Legal|
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|Shards of Alara (ALA)||Uncommon|
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Choose one Destroy target artifact; or put target creature on the bottom of its owner's library; or counter target instant spell.
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Bant Charm Discussion
2 weeks ago
- Danitha Capashen, Paragon makes your auras and equipments cheaper
- Giltspire Avenger has exalted and is also removal/protection
- Bant Charm, one of the better charms, gives you removal and interaction
- Eladamri's Call is a good creature tutor
- Simic Charm gives protection and buffs Rafiq
- Sigil of Valor is basically exalted on an equipment
- Aqueous Form
- Spirit Mantle
4 weeks ago
Looks good! Most of the obvious recommendations are already there in your sideboard; with Lantern, Corrupted Conscience, the Wraths, and Gambit at the top of the list.
A big hole I notice is zero graveyard hate. Bojuka Bog is an easy land slot solution. Scavenging Ooze is on point thematically, and Angel of Finality is a lot of value in a 4 drop if you can find a slot for it. The graveyard is a major resource in EDH, if you consider what a force Muldotha could be you know you need answers for those shenanigans.
You're also a little light on card draw. These games can go long and you need to keep that hand full. If you wanna stay on theme there's always Jin-Gitaxias, Core Augur, but I might not run Jin without a lot more ramp or many ways to cheat him in. Consecrated Sphinx is such an absolute force you can just throw it in anywhere you have blue, and most treat Rhystic Study the same way. Coiling Oracle, Urban Evolution, and Prime Speaker Zegana are all respectable cards I'd consider as well.
I don't think you wanna run counter magic without committing to it. Odds are you won't have it when you need it, and when you have it you'll have to hold back 3 or 4 mana you could have spent to advance your board. Being a multiplayer format weakens counter magic since you can't go card for card against 3 opponents, it's important if you need to protect a game winning combo but this isn't a combo deck.
As for cuts, Evolution Charm is pretty underwhelming for a slot, as is Glistener Elf. Vorel is a commander of mine, and he's slow enough that I'm not sure he'll be much help to you, especially since he can't target players and doesn't play into your infect strategy. Esper Charm isn't great, but Bant Charm is pretty spicy.
There are a lot of options for the mana base, I'm sure you know most of them already so I won't bore you listing all the filters and shocks and all that. I just wanted to mention the Vivids since they work with proliferate and turn on Reflecting Pool. I'm not a fan of the bounce lands, they tend to be really slow and losing them hurts that much more.
Hope that helps!
2 months ago
Hi, it's me, another Rafiq-player
So, I took a look into your deck. I see you have gone more equipment/aura-heavy approach than me, and so way more straight forward voltron-tactic. I really like how you utilize many of the new creatures and equipments from latest commander sets.
Here are couple of my observations from you deck:-You have very little card draw/cantrips-You have very little removal and protection (you are playing blue, play couple of counterspells)-You play multiple cards that give +1/+1 for your creatures, but you actually play just couple of creatures and very little token creation. You also want to attack only with one creature so i find this irrelevant (yes, you need blockers aswell, but with more control (removal, counterspells, cantrips) this could be solved)
Also option is to go kinda creature-heavy Rafiq deck and play stuff like Avenger of Zendikar but it just seems worse.
Lets start with Balan. I kinda see why he is in there. I mean, he is 2nd Rafiq if you cant get him out on the field but otherwise first strike and doulbestrike are pointless abilites. Yes, attathcing all equipments is nice, but in my opinion he is just not generally worth.
Second, as I mentioned in my decks comment section, I generally think that playing card only for the exalted trigger is bad and you shouldn't do it. This applies to both Rhox Charger, Sigiled Paladin.
Then there is Venser. Yes, he can give unblockable, but is there any other reason to play him? You don't seem to get enough value from his blink-ability to make him worth.
Lastly Sigil of Valor. Again, you play very little amount of creatures. Yes, this could pump creature a ton, but it is so called winmore-card: you need to have something else on the board in addition to this and equipped creature for this to work.
I'd suggest considering some protection, such as Counterspell, Lightning Greaves and Hinder, some removal, such as Swords to Plowshares, Beast Within, Capsize and Trygon Predator, some catrips, such as Think Twice, Ponder, Preordain, Mystic Remora, some ulitity, such as Bant Charm and maybe some control, such as Wrath of God and Day of Judgment.
3 months ago
It may be a meme, but it's a meme for a good reason - Ramos as the head of charms.dec is incredibly strong. I'd heartily recommend leaning more towards draw-go and slapping a few more in like Bant Charm, and do a quick search on Gatherer for others, seeing as how the X spells you like to cast can be suddenly slapped down out of nowhere on other people's turns after a charm adds three counters. The ability to make all the mana you need like this can turn your commander into Vedalken Orrery with upside if you build it right, and the more of these multicolored instants you pack, the better.
3 months ago
So first things first, I think that Vryn Wingmare and Thalia, Guardian of Thraben are questionable additions, as you have 40 noncreature spells. However if you can reliably untap lands or cast spells while your opponents can't then more power to you.
Also, a blink undertone would be great for this deck.
Path to Exile auto white include
There is also this stax staple that you should NEVER exclude: Grand Arbiter Augustin IV
Another One: Paradox Engine
Some other cards I would recommend are:
Willbreaker, you can consistently take your opponents threats
Solemn Simulacrum, a commander staple.
Venser, Shaper Savant, very good card overall for blue
Birthing Pod, oh baby
Reclamation Sage, auto green include
Thousand-Year Elixir, untap something you need (a mehhhh include but still worthy of note)
3 months ago
Hi, I have My own Rafiq deck and it actually works quite consistently (at least in my meta of kitchen table magic) Rafiq of the mostly himself.. Rafiq is an amazing commander because he needs really little help to destroy your enemies wich leaves you a lot of slots open in the deck to oil the engine of the deck. On top of that he has a really nice color identity.
I Use 39 lands which may be a bit more than enough, but at least you don't get stuck.
To pump Rafiq I focus mainly on evasion so they dont just chump-block him, Cartouche of Knowledge, Rancor, Shield of the Oversoul, Steel of the Godhead, Unquestioned Authority, Whispersilk Cloak Shroud can be a hinder but this card is just bananas.
When I find an opening or I have a counter in hand I use Might of Oaks (if he hasn't been blocked) or Enlarge to one shot a player (7+3+1)x2= 22.
All those auras you use that give Rafiq just a super big body are a bit overkill in my opinion. If you just give him +2/+0 and some evasion he will only need two attacks to kill someone. Leave you mana open and brag about all the counterspells in your hand.
Forgotten Ancient: Almost forgot about this guy. Gives no evasion, but makes anyone super big.
It looks like you are lacking serously in card draw. Card draw is crucial in Commander because you won't be able to kill and fend from all other players just with your starting seven cards. If you are the player that's drawing one card each turn then you are most likely not going to win.
Hunter's Insight will draw you 8 cards for three mana just attacking with a butt naked Rafiq that happens to be unblocked.
Hunter's Prowess is a heavier version of the previous, with a sexy +3/+3 and trample. I hope you draw the Reliquary Tower.
Snake Umbra: Up to two cards per turn and protection from death.
Pull from Tomorrow: instant braingeiser, nuff said.
Fact or Fiction, Concentrate, Secrets of the Golden City: just flat card draw with a moderate cost, gotta keep the cards comming.
Rush of Knowledge an underated spell. will get you easily four or more cards.
And seven more cards that are cantrips.
Counters: Stubborn Denial, Swan Song, Arcane Denial, Disdainful Stroke as cheap counters. Faerie Trickery, Hinder because there are stuff that you just don't want to leave in a graveyard. This spells should be Dissipate and Void Shatter instead, It's in my "to do" list. Bant Charm one of the most versatile card in the game, the three options are good.
Blossoming Defense: protection/boost, Shelter: protection/evasion, Valorous Stance: Protection/removal.
Removals, if I'm not unblockable I will open a way myself!. My phylosophy with removals is "exiling matters" if I use a card slot in a deck in a removal, I want that thing gone for sure, gone forever and not triggering anything:
Bant Charm, Selesnya Charm, Crib Swap, Reality Shift, Curse of the Swine, Valorous Stance. Also Snakeform and Polymorphist's Jest get the job done against indestructible creatures. Provoke is a pet card of me, you gotta see their faces when you meddle in combat between opponents getting one or both of the creatures dead.With the naturalize effects I also want stuff exiled, too many gods and indestructible artifacts. Sylvan Reclamation, Return to Dust, Forsake the Worldly and then those that don't ecile but are too good not to use: Acidic Slime the ooze with deathtouch is quite unwelcomming for big attackers, Qasali Pridemage too on theme with the deck, Trygon Predator reusable naturalize and can destroy two each attack.
My decks are usually low on board wipes, they are boring because they set everyone back, you included. They are only a last resort for me, it works better for me removal of strategic targets but I still run three of them Cyclonic Rift as you, AEtherspouts set one player back to stone age and he'll become the punching bag of the table, Tragic Arrogance board wipe that you lets your main guy live and the worst creature of your opponents.
I have a card slot in the deck (I think I lost a card somewhere), one of the cards I may put is Cataclysmic Gearhulk
What I think you are doing wrong:
Yes, you land count is low, it is not 35 but even lower: Maze of Ith doesn't give you mana and Serra's Sanctum in your opening hand wont give you mana either. Then you have the three fetchlands that will take another land from the deck you may need to draw later. The moment you play first time Rafiq everybody will have have their hand overflowing with removals and there will be fewer targets more deserving of removal than him, it will take you forever to get back on your toes.
You lack awfully on card draw, you only have Rhystic Study, Betrayal, Enchantress's Presence, I you don't happen to draw one of them or they get detroyed, the deck will lag and you will lose. In a blue and green deck is a crime to be low on card draw, you need many cards to be sure you get to draw some of then and then they will call to each other, the more you draw the more draw cards you'll get to keep the drawing going. About ten to fifteen cards to draw is a nice number. If you put too many you will find yourself drawing only draw spells, not good either.Rhystic Study is a great card, works on its own and in the worst case slows your opponents, keep it.
Betrayal unless you find a card with a crazy ability that may get abused untapping several times, this card is a bit weak, It's better in a control deck that is already tapping the opponents' creatures.
Enchantress's Presence You have to make up your mind, is this an enchantress deck? because if it is you better be including all the enchantress (Argothian Enchantress, Femeref Enchantress,Mesa Enchantress and Verduran Enchantress) Eidolon of Blossoms, Kor Spiritdancer, Sram, Senior Edificer, and swap several of the cards for enchantments that do something similar (I.E. mana rocks for land auras like Wild Growth). Then you will have a decent card engine.
Eldrazi Conscription big flashy card that's more than Rafiq actually needs, it will be a dead card in your hand until you finally get some way to cheat it to the battlefield. You may at one point be able to cast it but you will run out of mana and expose yourself to removals. You could wait until you have 10 mana, but do you really want to? I would take it out of the deck unless I could consistently cheat it to the battlefield (like having Bruna as commander).
Flickerform Tried this card a lot of times, 90% of the times you won't have four mana available when you need it, that's a lot. also it gives nothing else to Rafiq.
Tooth and Nail: The same, you say you want to push voltron to the limits, but you can't help but including the nine mana cost spell that puts the combo in the battlefield.
The point of having a voltron commander is that he is the win condition.
Your deck want's to be too many things (a voltron deck, an enchantress deck, a control-combo deck), but at the end of the day is none. Try to focus on your game plan, you can't just fill a deck with good stuff and expect it to work consistently.
4 months ago
Well at a glance I can see that you have only two creatures below 4 CMC and they're Birds of Paradise and Urborg Elf, so depending on what kind of decks you play against, that might be an issue.
Is mana/ramp/color fixing a problem you encounter? The three-color tap lands (Jungle Shrine, Mystic Monastery, etc. might be good for you, or perhaps the lairs (Rith's Grove, Treva's Ruins, etc.). Sylvan Caryatid is better than Urborg Elf in that respect. Commander's Sphere is mana and card draw. Oh, Command Tower will help. There's also Cultivate and Rampant Growth, for more Kodama's Reach-type effects.
Also, in 5 colors you have access to all the awesome modal charms like Boros Charm and Naya Charm and Bant Charm (obviously there's a lot of options, but those are some good ones for starters). They offer utility in a very flexible way.
You've got a bunch of cards that kind of want an to do different things. I'd suggest taking a look at what you want your deck's win condition to be and tailor it a bit more towards achieving it specifically. For example, is Revel in Riches an important part of your strategy, because if you aren't going specifically for treasures, there's better ways of fixing your mana. I realize you also have Hellkite Tyrant, so if you play against a lot of Pirate decks, that might actually be a pretty ok strategy.
By the way, your list currently has 2 Cyclonic Rifts.
4 months ago
Allow me to provide context so you guys can better understand my question.
I know my Roon, Mayor of Value Town deck is a good stuff control deck, but I have a friend who constantly makes new decks and wants to test them out. But sometimes he can't make it to the cardshop and he has to settle for 1v1 to see what his decks need to work on. My Roon deck is made for 4 player EDH with its control aspect stemming from the toolbox which is the rest of the deck, Roon is for gaining me more value with my creatures to gain advantage or control the board, politics (such as blinking an opponents value creature for favors), and blanking blockers/attackers for extra control. The deck runs counterspells and also has some cards that serve multiple purposes but primarily serve to hate out Torpor Orb and Hushwing Gryff/Tocatli Honor Guard, a perfect example: Bant Charm.
My other two decks are Nekusar and Krenko so he chooses to face Roon since Roon is not as fast as Krenko, but not as vicious as Nekusar. Whenever he does play against Roon, no matter what deck he plays I find some way to stabilize the board and gain victory. My win cons can be: creating enough tokens with Trostani's Summoner/ Avenger of Zendikar sometimes paired with Cathars' Crusade, Meadowboon or Gavony Township, having a bunch of creatures and dropping Craterhoof Behemoth, or having an infinite combo with Reveillark, Karmic Guide, Ashnod's Altar and a creature that can draw me cards like Mulldrifter or Cloudblazer to get Minion Reflector to make an infinite army of creatures to win the game, or a creature that can remove things like Nevermaker, Trostani's Summoner or Hornet Queen to make an infinite army of creatures to swing with on my next turn, or using Acidic Slime to destroy pesky artifacts and enchantments or lands.
The most common occurrence is that I hose his creature based aggressive decks with Stonehorn Dignitary until I get a threat online or I draw into removal I can abuse, or he scoops. Nevermaker to stall his board when he can't draw more cards to lock him in place until I drop a threat, or he scoops. Or the previously mentioned infinite combo, recently and more specifically, destroying his lands in response to a board wipe that would reanimate him a threat to make him scoop (I mention this because if he didn't wipe the board I wouldn't have blown up his lands, thus I gave him the option to take back the wipe, he didn't, so I blew up his lands and he scooped). The way Roon wins in these scenarios isn't shocking since I'm only facing my friend instead of 3 opponents dividing up my resources to maintain defense while being relevant in a subtle fashion, and 1v1 speeds up the game of EDH tremendously.
After losing so hard to Roon under these conditions (8 times mind you) he is convinced that my Roon deck is a hate deck, or at least in 1v1, and will never 1v1 it again because I can stop his decks so easily (which is completely fair). I think the thought that my Roon deck is not a control deck but a hate deck is utterly preposterous since I don't have cards like Gaddock Teeg or Ethersworn Canonist or Aven Mindcensor making up a good chunk of the deck. The only real hate cards in the deck are Thought-Knot Seer, Angel of Finality, and Stonehorn Dignitary but their effects aren't passive and that I need to commit resources to them to keep using their abilities, and that Stonehorn is more considered control than hate in a 4 player game. But I think I need more opinions to further solidify what archetype my deck is.
My question to all of you is can you look at my EDH deck and tell me what my deck's archetype actually is?