|Have (20)||Valentine35 , Comicalflop , nemesis101 , meke , gruvyslushytruk , XxCataclysmiCxX , CharmedGeek , Metia , TheGreatSeamus , Mutt5258 , Kornjunky , KungPowBacon , Raistlin911822 , lucyfarrell , PrecintSix6Six , Sauron_ , agtbubblez74 , LSauce , zachi , Goody|
|Want (3)||Viaggro , -Logician , slagathor3|
Cut 4x Geth's Verdict and add 4x Devour Flesh because life loss through Geth's Verdict dosnt help me and life gain through Devour Flesh dosnt interesst me ;) but Devour Flesh cost one colorless and one black mana instead of 2 black mana.
Alright Josef, here ya go.
1) Signets are one of the single best mana-fixing artifacts in the history of MTG. When running a heavy-curve 3-color EDH deck, they're practically an auto-include. If I'm running more than one color, I run them. No questions asked. The ability on T1 to go land, Sol Ring , signet is miraculous and if you've not done it yet you haven't lived. Mana Crypt and something like Mana Vault are practically as good as Sol Ring is, but have their own places. In a very hardcore competitive EDH deck, you basically want to running all the ridiculous mana rocks in the game. Basically. If you're focused on multiplayer (I'm assuming you are), the metagame tends to be a bit slower and more focused on politics unless you're playing against a bunch of Spikes. In these situations, ramp is less important. Take that into consideration.
2) When playing in multis, spot removal is essentially at its worst. But does that mean it's bad? Board wipes are the best way to stabilize in a multiplayer game for obvious reasons, but going back to the politics mindset means that killing everyone's stuff puts a huge target on your head. Alternatively, choosing to pick off key threats in order to make deals with certain opponents can be better -- especially if you have your own permanents on board (and you should with this deck).
3) You basically hit the nail on the head there. Ramp is basically the best way to assure early tempo in EDH. Again, though, speed is less important in multi where you may not want to be the first one to get to a great boardstate. Remember, that means you're playing 3 v 1.
4) Moving on, indeed.
5) EDH is all about playing ridiculously powerful cards to either have fun or to overwhelm your opponent with crazy synegies/value. If you're playing multi, you can typically do well using what is essentially a "good-stuff" deck. I would rather play synergistic and creative stuff than just good stuff, so that explains my cards choices in something like my Karametra deck, for example. It can simply come down to "who has the most absurdly powerful bombs" sometimes, or it can come down to "who constructed the most absurd board position." Knowing when youre going to face the first or the second is part of playing the game, and can only be learned through experience.
Now for the playtesting. It seems you only have a 99-card deck on the site, so you should look to rectify that obviously. For playtesting purposes, I just added a basic swamp to the build. Here we go!
Riku wins the flip and is on the play.
Game one was very quick. Your opponent started off with a sol ring into an early Gilded Lotus and followed that up with a Terastodon when you had only just played yoru third land. Your lands were blown to pieces and you got elephant tokens, and then just as you were beginning to even have any mana again, Riku got off the combo of Biovisionary plus Rite of Replication 's kicker...all in one turn. You lost the first game.
You are on the play
This game was different. you got out early with your Sol Ring into top and used the top thenceforth to set up your draws amazingly, as well as use cards like Buried Alive and Reanimate to get out Elesh Norn, Grand Cenobite super early. Riku tried to keep up with cards like Decimate , Beast Within , and Krosan Grip , but once the reanimation train started it kept rolling. Riku lost to taking to much damage, simply put. You won game 2.
Riku is on the play
This was a bit of a nail-biter. Riku was able to get some early tutoring with Worldly Tutor , and Survival of the Fittest . Using this, he attempted to get out the combo of Biovisionary and Progenitor Mimic . Luckily for you, you had a Diabolic Edict to kill the visionary. After this, you played Buried Alive and tutored for a Reanimate . While the opponent was able to get a Terastodon out using a Quicksilver Amulet to destroy almost all your mana sources, it was not before you had an Elesh Norn, Grand Cenobite and Sheoldred, Whispering One on the field attacking with thanks to an Anger in the grave. At three life, riku top-decked a Cyclonic Rift to overload your board, but you top-decked an Animate Dead to reanimate his Terastodon and attack with haste for the win. You won game 3.
Overall, I really enjoyed having the chance to pilot both of these decks. I loved how both were able to combo out super easily due to the number of tutors available to them (yours especially). I fact that I was able to get an Elesh Norn, Grand Cenobite into the grave and then onto the field every game before you died is insane. The only game you lost was one where your opponent had access to an absolute ton of mana due to having a hand of mana rocks. Hopefully this is reason enough for you to start running more of them if you have them available. Run a Rakdos Signet and (if you can) a Mana Crypt . If not, Mana Vault is good as well. I think Fiendslayer Paladin is a bit lackluster here, along with Guttersnipe and Serra Avenger . There are better early threats. Like Serra Ascendant for example! (this card is actual BS on T1). Bloodsoaked Champion might actually even be better as a sac outlet here than other creatures (unless I'm missing a better one off the top of my head). And I love the interactions between Buried Alive and Anger . Soooo good.
I hope you enjoyed!
I only did a 3 game writeup for the time being due to time restraints. EDH matches tend to take much longer than standard because of all the interactions and just due to the nature of the game. I know I offered a 5 match game so if you feel shorted I can do the other 2 matches at another date (next week). From now on I think I'll have to limit EDH matches to best of 3...
Devour Flesh was common last season.
One of the main reasons i have Devour Flesh is so i can send a Gray Merchant of Asphodel to the grave yard and then return it to my hand and then hit them again with it, will probably be a finisher at the point in the game with my devotion
Don't forget about Last Breath ! That card has been really good for me in my Junk midrange deck, since Doom Blade , Devour Flesh , and Ultimate Price aren't in standard and when you just need to cast spells early in the game to not die. I would try to play more card draw, because if you're one for one-ing your opponent a lot like Esper likes to do, a big draw spell can be crippling. Jace's Ingenuity and Divination are good options =)
I think Sylvan Caryatid fits well because it fixes your mana and can mill with phenax. Otherwise I think you should streamline your mana so less lands come into play tapped. Might be hard on a "budget" but I'm pretty sure Drowned Catacomb , Hinterland Harbor , and Woodland Cemetery aren't too hard on the wallet. You could also run some of the pain lands (which are awesome) and I think the black/blue one wasn't reprinted in m15 so it should still be cheap.
I'd cut Thoughtbind , Urban Evolution , and Reap Intellect because they cost too much for what they do. Instead I'd run more things like Diabolic Edict to hose your friend's boggles deck. :) For modern that would be Devour Flesh or Far / Away . Conversely you could simply run Back to Nature and cut Shielding Plax and Fertile Ground , the latter of which I consider too slow and a poor substitute for better land. Replace these cards with a more defensive strategy and things that make people sac creatures/break enchantments like Fleshbag Marauder and Reclamation Sage .
I really like Time of Need and here's some suggestions: Thrun, the Last Troll for straight beating/blocking/immunity to removal, Ashling, the Extinguisher to make people sac creatures, Braids, Cabal Minion to make people sac stuff, Glissa, the Traitor to block and kill big hexproof creatures, etc. Cards like Attrition are good too.
Rakdos Charm will wreck an artifact but not a great card....
Hope I was helpful!
Lol it's all good. Kiora's Follower serves the purpose of untapping lands, as well as untapping a creature for a surprise block (yes, people actually forget that I can do that, it's hilarious). I figure the Voyaging Satyr would be overkill in that department. Mirror matches I suppose I just hope I get the better draws to tell you the truth lol. Interpret the Signs helps with this as nobody runs that card (even if it was in the "mirror") and I can overflow my hand with it very easily. Since it would be a mirror match, just having more cards in general should provide a win. Control is always a hard matchup, and there's not much I can do about my stuff being countered (other than Mistcutter or Surrak) or them making me sacrifice (thank the All that Devour Flesh and Far / Away are gone). Mardu aggro I honestly am unsure of as I don't really know what they will be running, but this deck usually doesn't have a problem with aggro if I get my Caryatids and Coursers. Any suggestions? Please also note that I have not playtested this deck extensively against the newer decks, so I suspect a rocky road for me until I know what I'm up against.
|0.05 TIX||0.11 TIX|
|Avg. draft pick||4.14|
|Avg. cube pick||2.51|
|Commander / EDH||Legal|