|Commander / EDH||Legal|
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|Commander Anthology (CM1)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
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Creature — Dwarf Shaman
When Duergar Hedge-Mage enters the battlefield, if you control two or more Mountains, you may destroy target artifact.
When Duergar Hedge-Mage enters the battlefield, if you control two or more Plains, you may destroy target enchantment.
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|Have (3)||bakunet , Reliva , itheoryz|
|Want (12)||umbertobomba , Furiosto , buildingadeck , cardgolf , kodie53 , Poggy , wants2belink , PUfelix85 , Feyd-Rautha , RoninH3RO , kovellen , zephyrmoth|
Duergar Hedge-Mage Discussion
2 weeks ago
I do not believe you can have Duergar Hedge-Mage in a mono-red edh deck. Color identity for a hybrid card is both colors printed on the card. Cool deck though, I am thinking of building a Kiki-Jiki edh deck.
2 months ago
Fixing mana issues and other changes.
I always found Pilgrim's Eye to be kind of lame. I'm replacing it a Trophy Mage. It can search for Steel Golem, Burnished Hart, or Sunforger. A threat, a ramp-card, or the most powerful equipment in EDH. (I know this is kind of ironic, because Pilgrim's Eye, if it were to remain in the deck, could be tutored with Trophy Mage. But why would I do that?)
2 months ago
Changes which might be made as I acquire cards, for my own reference: 1. Pyromancer's Swath for Form of the Dragon 2. Hanna, Ship's Navigator for Marshal's Anthem 3. Duergar Hedge-Mage for Cinder Giant 4. Supreme Verdict for Terminus 5. Tragic Arrogance for Evacuation 6. Izzet Signet for Coalition Relic 7. Azorius Signet for Knight of the White Orchid 8. Boros Signet for Jinxed Choker 9. Delaying Shield for Island Sanctuary 10. Phyrexian Metamorph for Fog Bank
2 months ago
I really dislike Aerial Modification: paying 5 mana just to make one of your vehicles a creature and buff it a tad just feels very weak to me. In addition, you seem to have 2 Reliquary Towers in your deck.
I feel like the deck is a bit lacking in ramp, especially since you can sink mana into your commander's ability to refuel after you empty your hand. A few more 2-cmc rocks would probably be a good idea, and there's also Myriad Landscape, which gives you ramp in a land slot.
You seem to be missing what is (in my opinion) the best dwarf of them all: Duergar Hedge-Mage. Artifacts and enchantments are some of the most powerful cards in EDH, and it can destroy both. And just after I finished typing out that sentence, I found a better dwarf: Mirror Entity. Since you should have a bunch of mana anyways to sink into Depala, you should be able to pump up your team a ton with it.
Lastly, I'm not sure how heavily you want to commit to the dwarf theme, but there are some powerful non-dwarves that can support the strategy very well. Goblin Welder can help recur some of your powerful vehicles that got killed. Iroas, God of Victory gives your team menace and stops them from dying to blockers. Jor Kadeen, the Prevailer should pretty much always give your team a huge buff from metalcraft.
3 months ago
SenseiRamen Here I come again! I'm glad some of my suggestions were helpful, I hope you're doing well with this version. It seems really cool, well done. :)
I tried a Mathas, Fiend Seeker's deck on my own those last week, with some cards I had left on my collection (so it's far from being optimized), and it's been a hell of good fun. I love the dilemma it causes on the game's state as even if you aren't the greatest tread everyone will play around your decisions and beware your control tools. This commander has surely a lot of serious potentials to exploit.
Before anything else, let me excuse myself for a mistake, I hadn't understood the interaction between the Kulrath Knight and Mathas at first sight... gosh, it's just insane! I really have to give a closer look at those cards I've nearly never seen. That's well thought!
Let's see now what we can improve once again. The etb sub-theme you choose to explore is definitely interesting, and as it goes I would suggest you replacing some creature over 4 mana cost (in order to make the Sun Titan even more reliable) with smaller ones with powerful etb effects. You could maybe, for the example, run something like a Bone Shredder, a Fleshbag Marauder, a Shivan Emissary (nice card but it will only trigger if you play it from your hand. The same is true for the Gatekeeper of Malakir, which is not a good idea there as its mana cost it 3B), a Duergar Hedge-Mage, a Ghitu Slinger (meh card though, the Bone Shredder is like...thousand times better), a Tooth Collector (delirium seems complicated to trigger, so I don't know if it could be that great), a Tidehollow Sculler, a Mesmeric Fiend, etc. I will give you further replacement's ideas for some of those.
Speaking of creatures around 3 manas, you could also play Kambal, Consul of Allocation, which is powerful and flavorful in a political meaning. For more cards with a cruel synergy with Mathas, you could even consider playing the Rampaging Ferocidon.
You may give a try to the Panharmonicon, or even to the Conjurer's Closet, if you do some changes this way, but I can't assure you it'll be that effective. The Cloudstone Curio, that I already suggested you in my first message, is certainly better (but a little more expensive), as it combines absurdly well with Tetzimoc, Primal Death and actually better with cards with Echo (if you decide to go for the Shredder).
Another really good option to never run out of removals is the creation of a Sunforger package. It generally consists of playing Mistveil Plains and something like 7-8 targetable removals. If you bought the Markov EDH deck (which contains Mathas), you could add in the Teferi's Protection (absurd and unfun card, but it's just so strong that you'll always appreciate it). I will, if you're ok with investing in just one card, replace Ob Nixilis Reignited with a Scroll Rack. If you plan to go to some Battlebond's drafts, try to get a Land Tax. It's certainly not a necessity if you play in a casual group, but it will give your global deck a lift - Scroll Rack / Land Tax interaction is what makes the Boros decks viable, as you play black in addition to those colours, you should be able to generate an excellent consistency between draw / ramp / control.
As it stands, you play the Rocky Tar Pit with only basic lands tutorizable, so it's basically just an Evolving Wilds that etb tapped. ^^' Smoldering Marsh and Canyon Slough are both affordable and very good for budget decks. If you decide to invest in a Scroll Rack or get the chance to get it by trading, Madblind Mountain is also a nice option as it enables you to re-shuffle a band hand in your library and to draw a brand new one.
A few suggestions (including replacement ideas) :
Duergar Hedge-Mage IN > Cataclysmic Gearhulk OUT (the CG (worst abbreviation of all times) is interesting, but most of the times it will put you in really uncomfortable situations. You play a bunch of artefacts and enchantments, so you'll often end sacrificing too many cards to inverse the course of the game. I understand the idea that it enables you getting rid of your opponents' enchantments/artefacts... but they can choose which one they keep so it's not even that good in the best scenarios.
Bone Shredder IN > Fountain Watch OUT (Having protection for your cards is always great, but the FW feels just way too weak. It's expensive to cast and have a minimal impact on the board state. It doesn't offer you any interaction with your other cards that can justify it... you will just prefer something that offers you more control on the game and which works well with Sun Titan.)
Cloudstone Curio IN > Ambition's Cost OUT (Draw is pretty important in this kind of deck, so why did I chose to cut the Ambition's Cost? It's not a bad card on its own, it's even fairly good tbh, but I feel you just don't need it. With Mathas' ability, Phyrexian Arena (and maybe later Scroll Rack), you're still gonna draw a lot of cards - you won't need it. The Cloudstone provides you with a powerful grip for the late game. Being able to recast your etb tread is just insane.
Scroll Rack IN > Indulgent Tormentor OUT (Again, the Tormentor is not that bad... but it's not that great either. It's slow and understated. Most of the time, your opponent will just pay the 3 life needed, if the Tormentor doesn't die to any blast since then. The Scroll Rack is godlike but I could understand your reluctance about the investment it symbolizes. Go for a Sunforger in this case (honnestyl I'll play both of them in a optimized list).
Land Tax IN > Bonfire of the Damned OUT (The Bonefire is strong, but it only gains a miracle cost if it's the first card you drew this turn. It's not that unreliable but it's still is a bit. I will prefer an effective and sure board clear over it. You will find one just there below ^^)
Fire Covenant IN > Void Winnower OUT (The Winnower is surely a funny card. It's big, it locks a bit the game and gives you the initiative... but I think that in an optimized decklist you just don't need it. It competes for a slot with cards that synergizes better with Mathas, so that's why I would cut it.)
Teferi's Protection IN > Swamp OUT
Terminate is also a powerful card to consider with Mathas, but I can't actually find which card to cut for it. I hope those suggestions will be helpful, let me know how does it evolved and worked out! Have fun brewing, mate. :)
3 months ago
If you're hankering for more dwarves, Dwarven Miner and Dwarven Blastminer are both excellent for punishing nonbasic lands, which most players have a healthy number of in EDH. Since you're running plenty of basics yourself, you could also try Duergar Hedge-Mage - no harm having some handy removal on top of a pilot for your vehicles! Duergar Mine-Captain can untap himself, letting him pilot multiple vehicles at once (somehow... try not to think about it too hard, ha ha.) Taurean Mauler might kind of feel like cheating, but it's useful in multiplayer games since it can get so large and does still count as a dwarf.
No suggestion I can stress as much as Dwarven Recruiter, however. He lets you put all the dwarves you want on top of your library - and if you immediately attack with Depala, you can scoop them all up into your hand! Talk about card advantage.
4 months ago
9 months ago
Switching to English, thanks Tappedout.
None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.
You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.
Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.
Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.
Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.
I would recommend going for either aggro-control or combo-control.
Utter End - being able to target anything is very strong
Duplicant - one of the best creature-based removal cards
Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win
Painful Truths - very good card draw in 3 colors
Toxic Deluge - the best creature board wipe in the game
Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else
Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land
Clifftop Retreat - only checkland you're missing
Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong
Ankle Shanker - good for getting damage past blockers
Harsh Mentor - very strong hatebear, can stop some game plans entirely
Mirror Entity - strong anthem when most of your deck is power 2 or less
Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal
Drana, Liberator of Malakir - decent anthem for cheap
Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha
Cathars' Crusade - very strong anthem when going wide
Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through
Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state
Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB
Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker
Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks
Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries
Feldon of the Third Path - slow without haste but a very strong effect once online
Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else
Vampiric Rites - one of few sac outlets that provide solid value from its own effect
Flameshadow Conjuring - lots of extra value for only one mana per creature
Panharmonicon - doesn't work with some of your creatures, but solid value when it does
Assemble the Legion - decent wincon when your opponents are running out of gas
Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state
Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins
Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable
Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return
Enlightened Tutor - another tutor for finding wincons
Archetype of Finality - way too expensive
Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place
War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets
Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack
Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks
Angel of Invention - anthems don't really do much outside of aggro
Big Game Hunter - you don't need that much spot removal
Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place
Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.