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Dissenter's Deliverance Discussion
1 month ago
Welcome to the party :)
Creeping Mold and Slice in Twain are basically the same except Mold gives you the option to destroy a land and Slice draws you a card so I'd say either one is good. Instant speed might be better? I usually have all of my mana sunk into Faith so I don't think I'd ever use it on their turn. The reason I have Mold over Slice is that drawing a card isn't as useful for most situations because of the added draw I already get from Midnight Oil and with so many mid range decks running three or more colors the land destruction can be devastating to their color pie. I do already have the ability to destroy non-basics like dual lands with Field of Ruin and then replay the Ruin with Ramunap Excavator to keep doing it as often as I want to, but I don't know if that's enough reason to change it out. At the end of the day I'd probably be bringing in Mold for the Enchantment removal more than anything else so you could go with either card and probably be just fine. I don't remember why I went down to just one though, I should probably go up to two three and get rid of Dissenter's Deliverance because it has more choices for just two more mana which is no big deal. Originally the entire sideboard was made up of cards with Cycling to give me more ways to Discard on purpose, but since adding Key to the City I can do that for free while making something unblockable.
Gonti's Machinations I'm not a huge fan of. It's probably sweet in multiplayer which is a format I play pretty regularly, but the need for energy just isn't there. I'd say a better generator of energy and use for it all in one card is Demon of Dark Schemes since it would wipe out all of my tokens and generate a ton of energy that can be used to buy creatures back from the graveyard while also being on a big flying body. Even still, I don't think it's the right deck. I could get behind a deck that generated tokens for that specific purpose, in fact I have a few, but the loss of Zulaport Cutthroat from Standard pretty much neutered the strategy. In a duel I'm not sure the 3 life gain after 2 turns of losing life is enough. Although, for one black mana it is sort of like an Alms of the Vein with Suspend 2. This deck would benefit greatly from a playset of Alms... too bad... I see what you were going for there, a pair on the field in the late game gives you a 6 damage bomb to edge in lethal damage if you need it. Could be nice against Ramunap Red to mitigate some damage early on as well. I'll consider that one. I still like it better in a deck that already has an energy package to be able to pop it right away, but I can see its usefulness I suppose.
Honored Hydra I like. Discard = Discount, love it. Great against removal as you said since it takes two shots to kill it for good. I also like that it has Trample. He reminds me of Penumbra Wurm which I ran in a green deck back in the day along with his other Penumbra friends. I can definitely get behind this one over the Monitor. I thought I'd have more reanimation and the Cycling for ramp/trigger was enough reason to run the Monitor but I haven't really used him either. The Hydra would be great in a lot of situations and since I could play him by turn 5 pretty easily it should be a larger threat than what my opponent would be able to play. It does suck that the flip side can just get Pushed and either side can Walk the Plank, but again that's just drawing out my opponent's removal and tying up their mana. If they don't have it then it should provide some pretty hefty beats.
Thank you for your suggestions! I'm never super attached to sideboards since they are always situational and meta dependent and there are always things that might work better. I definitely should upgrade the Monitor the the Hydra, and I'll retool the numbers for access to more Enchantment hate. I'm still on the fence about Machinations. Sometimes I'll have an auxiliary sideboard with a few extra cards for multiplayer and I could certainly toss a few of these in the box for that without hesitation.
1 month ago
Sorry for the late reply! Didn't see the comment, evidently.
Let's start off with your Merfolk!
1.) I would remove Jungle Delver. It's just not good enough in my opinion to main deck. I see your strategy is about going wide and that's good because that's the only way Merfolk can win in this Standard. I would recommend changing it with Chart A Course in all honesty to get you some extra card draw, which your deck is lacking aside from the Branchwalkers.
2.) See what you can do about adding more hexproof stuff. Dive Down and Blossoming Defense are good, Spell Pierce and Negate are good out of the sideboard. You need to able to protect your creatures as they are vital to you, especially River Sneak as that baby gets pretty big when you have Deeproot Waters out. Protect your fish!
Otherwise, it looks great! You could branch your sideboard out a bit more too, adding things like Appetite for the Unnatural, Dissenter's Deliverance, Crook of Condemnation, Perilous Voyage, River's Rebuke, Spell Pierce, Negate, and Heroic Intervention. I usually put most of my protection in the sideboard in case I run against a control deck.
2 months ago
Maybe you should consider adding Overgrown Battlement or Traproot Kami in place of Wall of Roots. I would definitely take Cenn's Enlistment out and replace it with another Commune with Nature and whichever defender you decide on. I would also recommend getting rid of Selesnya Sanctuary and replacing it with more basic lands of each kind simply for the sake of speed. Scatter the Seeds is nice, but it has a high mana cost. I would replace it with Oblivion Ring or Sigil Blessing.
You might also want to look into:Night Soil, Sprout, Sprout Swarm, Vitality Charm, Rending Vines, Explore, Elvish Visionary, Dissenter's Deliverance, Triplicate Spirits, Silverchase Fox, Revoke Existence
2 months ago
For interaction, Demystify/Forsake the Worldly/Fragmentize, Impeccable Timing, (maybe) Legion's Judgment, Sandblast, Settle the Wreckage, Slash of Talons, Cast Out, and Ixalan's Binding all have uses.
For , there's Appetite for the Unnatural/Dissenter's Deliverance, Crushing Canopy/Stinging Shot, Blossoming Defense/Heroic Intervention, and Pounce/Savage Stomp/Prey Upon as various forms of interaction.
2 months ago
3 months ago
Check out my deck: Golgari Budget -1/-1
Think about Fatal Push, Nest of Scarabs, Hapatra's Mark, Dissenter's Deliverance, Prey Upon / Nature's Way (works with your Deathtouch snakes), and Natural State//Appetite for the Unnatural (if your meta has lots of monuments, and Gate to the Afterlife, the formal is cheaper).
3 months ago
Your response was correct, and for the correct reason. Just a detail - the stack doesn't resolve, individual items on the stack resolve. Once the last item on the stack resolves (aka the first item to be put on the stack), then the active player gets priority. Anyways, it wouldn't matter either way, because if your opponent cast an instant like Dissenter's Deliverance (basically anything but split second spells like Krosan Grip), you could use Key to the City's activated ability once you got priority again, in response.