|Have (23)||KevinLS , Comicalflop , Skulldrey , xGamer97x , swampertman8 , georgeegroeg2013 , Mutt5258 , deatn1342 , Didgeridooda , aebtoga18 , ZombieCat , DaxDeagle , wsurugby10 , Jelatinator , Nate_D , lucyfarrell , wallsh , attak , 2austin5 , Wolfninja , paxvobiscum , Sauron_ , soulwarden11|
|Want (8)||Chickentheo , Fairseas , KULiiA , fuckin_martians , Shotgunbunny , Wolfninja , blackar , TheFlish|
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you're too many cards for commander is the first problem I see. it woul dbe good if you added a more specific description, not necessarily card by card, but throw out some of the interactions and specifics in the deck you like to play/you see as good. help people realize how you play the deck instead of letting people wonder about how they would play the deck.
your deck isn't built well to use Howling Mine
effects efficiently. you would want a deck that will be playing multiple things a turn, so you can outplay your opponent and make their card advantage spells less valuable. if you /need/ the draw, Dictate of Kruphix
is better for you because flash. you would be better off running things like Harmonize
, Momentous Fall
, any blue draw spells really. you don't want to feed your opponent resources, you don't have a deck that can stop that.
urzatron feels unnecessary here, unless you get some lucky Tempt with Discovery
, you're unlikely to get it online and it's just colorless lands.
you'll want some form of board wipe. Cyclonic Rift
is awesome. Nevinyrral's Disk
is cool and fits any deck, worth having a copy. Windstorm
works if you don't have anything else around. possibly even Bonfire of the Damned
is even better than nothing.
creatures that could help: Woodfall Primus
, Acidic Slime
, dragons in general would be good for some evasion, or sphinx's. specifically: Hellkite Charger
, Utvara Hellkite
, Sphinx of Uthuun
, Consecrated Sphinx
(really dangerous. if someone has Notion Thief
then you auto-lose the game). Hoard-Smelter Dragon
, Arbiter of the Ideal
things that look sub-par. Hamletback Goliath
is just a big creature. as lame as it may sound, lacking evasion, protection, and trample it isn't the best thing to run. at 7 mana you could get a better creature with utility. Heroes' Bane
is in the same boat, potentially giant that has nothing to keep itself alive and nothing to make sure it isn't chump blocked. Fog Bank
just doesn't feel good. in the early game of commander you shouldn't have to worry about the blocking, and later on you should have enough board presence you shouldn't care. at that low mana you need something that produces mana (signets, banners, keyrunes, cluestones, Darksteel Ingot
, would all run better) to make it at all relevant in the late-game. I'm not seeing enough draw in the deck to make Kruphix, God of Horizons
ever too necessary for hand size. if he's for holding onto mana keep him. Master Biomancer
, as cool a card as he is, just doesn't seem to be filling out his role in the deck. he's a four-drop. you want an early threat, ramp, or not a four drop on turn four. By then you'll hopefully be at 5-6 mana for surrak or another threatening creature. Realm Seekers
might be sub-par. I've never played with it and only seen it in play once, where it was immediately stolen then used to kill the person who played it, so it didn't do much but be a /big/ creature (I was in the pod with zegana as a commander, so massive hand). Mana Bloom
seems worse than other ramp options because of the not always getting bonuses from it. your landbase looks very painful and very tapped. I haven't personally run tri-color commander in a while, but with ramp spells and color fixing mana rocks/creatures/ramp, I can't see that harmful a landbase being necessary. specifically the pain lands. I already mentioned I think tron is unnecessary, you don't have beasts. don't run Contested Cliffs
. unless it's important to where you're playing, Homeward Path
feels like nonbasic for no reason. more basics to tutor for and keep you on time with your plays. Thespian's Stage
probably isn't the best it could be. you could probably use another 3-4 lands. I like to be land-heavy in commander so I don't usually run without 37, but at least 35 for consistently getting to your creatures, especially in a deck that wants extra mana. you're in three colors. Caged Sun
just feels like the wrong card to have here. Fling
feels unneeded, Fog
is a card I personally don't like using, especially in commander. Maybe I just haven't played it enough or haven't used it as well as is possible, but it feels like it's a dead draw pretty often, or it just gives one extra turn. I love turbofog, but just a singleton fog seems like it would be better as a bigger creature or a land. Plasm Capture
is excessively color intensive. Sarkhan, the Dragonspeaker
might not be the best walker for you. he's a dragon sometimes and a removal sometimes, but I feel like the m15 chandra that gives card advantage and stops things from blocking could be better for you. can't remember the name to tag.
all over I love the idea of the deck, these are just some ideas going off of no description for what's in the deck for what purposes and how you play it, generally in commander I like to kind of play with a toolbox deck. nothing exists for only one purpose. mana dorks are about the only exception there, where everything else has to be beater+ to make the share of nonmana creatures, or they have to have really powerful abilities like Prophet of Kruphix
sorry for the long response. put a bit more than I meant to when I started typing.
nessesity of Relic of Progenitus
depends on your playgroup, but worst case scenario, you can "cycle" it for 2 mana...
i think that a 100 cards deck can usually fit in 2 grave hate cards... ;)
I really feel that Cultivate , Kodama's Reach and Sol Ring are powerful and almost neccesary whenewer you play anything wih mana cost over 6
true, politics is important factor of Edric..
have fun :)
I do agree that I do think I need some more form of ramp like Cultivate and Kodama's Reach I love Edric, Spymaster of Trest early because it gives my opponents a reason not to swing at me and when you have that out with Bident of Thassa that is a lot of draw power. I had never thought of the Master Biomancer plus Glen Elendra Archmage combo I love it. I don't know what I think of Relic of Progenitus as I have Scavenging Ooze to eat graveyards. I know my land base is week and needs work for sure. thank you very much for the suggestions :)
Creakwood Liege is actually a nice option, especially if you also put Doubling Season in, or the poor man's option: Primal Vigor . You can combo that with a sac outlet, such as Altar of Dementia and Death's Presence for some pretty significant growth potential for Skullbriar, the Walking Grave !
As I mentioned too, you'll maybe want to tone down the Swampwalk subtheme, and focus on things like Trample / Deathtouch. I'd remove Mystic Compass , Nighthaze , Blanket of Night , Contaminated Ground , Funeral Charm , and Evil Presence . The use of things like Urborg, Tomb of Yawgmoth should be sufficient. Cards like Sylvan Scrying and Expedition Map can grab you the very land you want in a pinch. Even a desperate Demonic Tutor or something like that can net you what you need. If it means a major advantage over your opponents, then the tutor isn't wasted on that land! Consider cards like Rancor and such for a more consistent method of evasion.
I'd also suggest being very careful with Shroud effects, like Steely Resolve and Aspect of Mongoose , as that prevents you from targeting it yourself. Hexproof is typically a much better way to go, so things like Asceticism and Canopy Cover are excellent things to utilize.
For removal, I would suggest dropping Nature's Claim . Remember: The Gods can't be destroyed, so something like Unravel the Aether will be an amazing option. Krosan Grip and Bramblecrush are great options. Beast Within is also absolutely amazing.
Direct creature removal is typically nice to have as well, such as Go for the Throat , Victim of Night , or things like Fleshbag Marauder or Bone Shredder . A couple fun roundabout ways are through Grave Pact or Dictate of Erebos .
You'll want to find a few more mana acceleration options, such as Boundless Realms , Cultivate , Kodama's Reach , etc. There's tons of creatures that help in that department too for early game, like Sakura-Tribe Elder and Yavimaya Elder (among other options). For black, there's things like Nirkana Revenant , Crypt Ghast , and Liliana of the Dark Realms .
Recursion is also something to consider, as you'll want things back. Eternal Witness is a great choice, as you have. Also consider cards like Beacon of Unrest , Doomed Necromancer , Profane Command , or even things like Gravedigger . Mimic Vat can also be absolutely amazing, or equipment for Skullbriar, the Walking Grave , like Nim Deathmantle .
For the board wipes, you have a lot! I would recommend for this deck possibly 2 to 4. Some of my favorites you have listed are Pernicious Deed , Decree of Pain , and Black Sun's Zenith , and In Garruk's Wake . Another that is a pretty nice budget option is Gaze of Granite .
Some advice: Consider your play progression. You'll want both creature spells and other spells to progress into. Make sure you have some creatures in each CMC spot, as you want to make sure you can play something each turn, whether it be a creature or some other spell. Having all your creatures in the high CMC range will leave you open to attack, unless you have some crazy way to deter attackers!
With this deck, you'll want to keep the pressure on your opponent's by ensuring their side of the board is clear, while ensuring that Skullbriar (and his friends) are able to swing through easily. Lots of removal will be your friend, as well as being able to recur your creatures.
Hope that helps!
You're right, I don't abuse mana banking. I do use it, though. It's how I get away without running Cultivate , etc. Whenever the board is locked down, or I'm not pulling my heavy card draws, I bank and make up for lost time when it improves.Worldly Tutor is a good call, but Green Sun's Zenith is a bit pricey for me.
Negate was kind of an afterthought. It's basically in there to counter a boardwipe or in case someone spot-removes Laboratory Maniac while I'm milling out. I'll definitely look at other 2-mana options.
I cant believe I don't have Drumhunter in here already. Thanks!
The soul and/or spellbreaker protecting Prophet of Kruphix sounds like my oponents' worst nightmare lol.
thanks for the input! It really helps. I think I'll try subbing zegana in for a hand or three and see how it goes . . .
Hi, I went over your deck as I promised and here are few tips:
I'd suggest lowering your overall CMC and/or add Cultivate and Kodama's Reach , the deck seems soo mana heavy now. I also think that Edric, Spymaster of Trest works better with small creatures, so I'd add a few or remove him for Master Biomancer (who combos nice with Glen Elendra Archmage )Also for situations, where you have no creatures when you cast your commander or want to just draw one more cards, I'd consider lands like Okina, Temple to the Grandfathers , Opal Palace , Oran-Rief, the Vastwood and Llanowar Reborn
also Relic of Progenitus and Sol Ring are in my opinion must haves.
Cards to Consider: Increasing Ambition - Useful whether you mill it or not. Living Death - A board wipe that also gives you an army or creatures. Twilight's Call - Similar to Living Death . Deadbridge Chant - Self-mill and much needed card advantage. Thornling - Indestructible is always helpful. Evolution Vat - Makes The Mimeoplasm very big, if you have the mana. Shared Trauma - It might as well be an X spell since people won't help you but it's still decent. Increasing Confusion - Mill, even if it gets milled. Nephalia Drownyard - Mill in a land for any player. Whispersilk Cloak - For The Mimeoplasm to kill people, undisrupted. Genesis - Pretty obvious. Decree of Pain - This deck has so little card draw...
Cards I would take out: Butcher of Malakir - It's more of a graveyard deck then a deck where you are sacrificing creatures so it won't help much. It That Betrays - Does not fit the theme. You are not forcing people to sacrifice their creatures. Dark Ritual - This won't be useful very often. You would rather draw more cards. Summer Bloom - Cultivate and Kodama's Reach are better.
I think that card draw and more field wipes like Plague Wind would help this deck. Also 1-2 more lands.
If you're playing three colors and have the ABUR duals and fetches, then you should absolutely be running Three Visits and Nature's Lore . Skyshroud Claim is optional, but strong. Many people also run Farseek .
If you aren't playing an optimized land base, you can get away with Rampant Growth , Cultivate , Kodama's Reach , and some mix of other spells. Many decks in this category also play Sakura-Tribe Elder and Yavimaya Elder .
I tend to favor Burgeoning , Exploration , and Azusa, Lost but Seeking as the best exploration effects (in no particular order). Oracle of Mul Daya is also good. I don't like Courser of Kruphix because you can't actually secure an additional land drop (although you can more often use your existing land drop).
Carpet of Flowers is extremely powerful in the right meta.
Birds of Paradise and other mana dorks are sometimes worth playing, but only if your deck needs to be as fast as possible. Otherwise, you're gambling against sweepers.
|Avg. draft pick||4.46|
|Avg. cube pick||6.95|
|Commander / EDH||Legal|
|Planechase 2012 Edition||Common|
|2011 Core Set||Common|
|Promo set for Gatherer||Common|