|Commander / EDH||Legal|
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|Commander 2017 (C17)||Mythic Rare|
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- Does Metallic Mimic trigger Edgar Markov's ability?
- What does Cathar's Crusade trigger on first if I have Edgar Markov as my commander?
- Triggered abilities with "when you cast this spell" - order in the stack and their resolution
- edgar markov and horizon canopy?
- Humility and Eminence in the Command Zone
Legendary Creature — Vampire Knight
Eminence - Whenever you cast another Vampire spell, if Edgar Markov is in the command zone or on the battlefield, create a 1/1 black Vampire creature token.
First strike, haste
Whenever Edgar Markov attacks, put a +1/+1 counter on each Vampire you control.
Commander Recommendations Start Commander Deck
Latest as Commander
Edgar Markov Discussion
2 weeks ago
Yeah, I've just noticed a few new artifacts in your build - can't wait to hear out the results!
For Cultivate I'd personally love to see some 2 CMC ramp+draw spells but the best we have for now is Explore or Growth Spiral so for now I'm thinking about Worldly Tutor or Mystical Tutor - which one is more important in your opinion?
So overall - it's better to look for some cheaper and maybe one-time card draw rather than using Greater Good ? Here we don't have many "death matters" cards like other decks would and I don't like the idea of "draw 4, discard 3". A friend of mine recommended me Faithless Looting but it's more or less the same thing as we don't have much payoff off of graveyards.
Good point about board presence, however, I'm not too sure if it's worth it to cut 5-6 CMC dragons with powerful effects for 3-4 CMC vanillas or with weaker effects just for the sake of casting them early. Recently I focused my time on Edgar Markov deck so it'll take me a while to come back and remember every thought path that I had while I chose these cards.
2 weeks ago
This is a bit of a long one, but I'd like to respond to all the comments haha,
Love the deck name. The First Sliver is very fast and can be brutal when the opponent can't blow you out. Swarming the field can be enough to slaughter your opponent if its 1v1. It's definitely much harder if your partner has killed your commander 3 times and forced it to become 11 cmc! But of course, still very good.
In non 1v1 it could be harder, but then it could be still ok as well, depends on the meta and the politics in the play group. I never realised how important politics were until I played one of my other favourite decks: Queen Marchesa . Sometimes I face 1 control deck and 2 other aggro decks and I find that we all team up to take down the control deck because it can easily blow us all up with an Evacuation or Cyclonic Rift . In a meta full of other aggro decks, sometimes I find there are more threatening challengers, e.g. Edgar Markov which can start of WAY faster, Maelstrom Wanderer which can just win in a single turn, and Reanimator strategies which summon giant unstoppable threats. In a full combo meta, you might find that you get a lot of support if you make deals with people to assist in taking down a combo player. One of my friends was playing Kess, Dissident Mage storm and everyone countered his boardwipes so I could get in to finish him before he went off. Certainly where no one plays politics, you will seem quite threatening because you're the 'sliver' guy (definitely a dirty word). The First Sliver is very threatening, but it has some weaknesses (e.g. board wipes) and may be portrayed as more 'dirty' than it actually is. If you make it clear what your weaknesses are, play it patient + look for windows where you can surprise kill people, and make it clear that you play a role in keeping the peace (that you're valuable to keep alive), it won't be too bad and people won't see The First Sliver as THAT big of a threat (albeit still a threat haha). When you attack, share the love. When you go in for the kill, be sure u can kill them dead.
I hope you have fun at the LGS! I'm actually overseas on vacation at the moment, but in July I'll be back at my LGS and keen to slam some games with this deck.
Thanks for the constructive criticism; I don't think it's negative at all and very useful. I hope I get more comments like this. I'll try to address all the points, please let me know if I missed anything!
- Hitting 5 mana consistently
You'd be surprised at how often the deck is able to get to 5 mana. I based the land count off my predecessor sliver lists, though after play testing, I found that 35 was good myself. We don't really thin the deck of lands so we draw lands quite a lot. If worse comes to worse, you might need to mull, but as soon as you hit 5 lands you can do much of what the deck was designed to do.
We have ramp in the form of Manaweft Sliver , Gemhide Sliver , Cultivate , Kodama's Reach , Herald's Horn , Urza's Incubator and even 2 pseudo-power cards as ramp (as well as ways to search for them/draw them). But you're right about the lack of ramp. Hence, I've I mentioned in one of the previous comments (#10) that I'll be trying to add more "ramp/rocks to ensure consistency as well as enough mana in the late game". Ultimately, however, I do want to minimise the number of non-sliver cards. The gimmick of this deck just aims to cascade as much as possible and play the pseudo-power cards. We don't risk cascading into ramp by accident, which is what I didn't like about my Maelstrom Wanderer deck, so the ceiling is high, but there is the trade-off.
The deck seems to do fine in getting to 5 from what I've seen, though I'll report back after further tests. Even if it doesn't hit 5 lands on 5, it doesn't mean doom. The deck is admittedly quite glass cannon regarding lands, though by virtue, it also has a high ceiling. Maybe after testing more, I'll go up to 36, but I will need to find room for that extra land. I'm considering even putting in utility lands (see comment #10) which will grind us advantage while also adding to the land count.
Much of the lands come in tapped yes, but in the guide I wrote that this was a budget mana base. I also suggested to use fetches, shocks (and even duals) if you had them available to you. The lands will come in tapped in this build, though if you sequence correctly it should not be too much of a hindrance.
Ultimately, I keep my low land count because: As you said I mentioned, the deck is fast. For the most part, 5 mana is all you need to go off because you'll be casting multiple slivers off each trigger (we also have acceleration cards that allow free casting, such as Descendants' Path and the hideaway lands, so we can do more with less mana). This low count also ensures you draw as most slivers as possible.
- Recasting the commander
You are completely correct in noticing the weakness in The First Sliver being removed and being hard to be recasted. In comment #4 I stated that after play testing the The First Sliver became widely feared and was likely to be removed. Therefore I suggested to add in Diffusion Sliver . The idea is to either have enough lands or play protection before you cast The First Sliver (for now, but, as I mentioned, I definitely would like to try tech in more ramp, though what we have now is not too bad). Also, you have to be aware that as soon as you cascade a few times after, you're very likely to hit Mox Tantalite and Lotus Bloom which will keep you in the game until you hit more lands and the card draw engines (including Ancestral Vision ) will draw you into more.
As for protection, I consider cards that leave The First Sliver 's casting cost at 5 as protection as well (I probably should have been more clear about this). As long as you can replay your commander, it can do its job. These include: Crypt Sliver , Hibernation Sliver , Frenetic Sliver , Pulmonic Sliver , Sliver Hivelord , Ward Sliver , Crystalline Sliver and ways of searching. Sometimes these slivers will be situational (e.g. some cannot defend against exile effects), though patience and not presenting yourself as a threat before getting these cards out is the key. Sometimes you just need to play without The First Sliver abit. You can also let your commander go to the grave and use Graveshifter or Volrath's Stronghold .
Again, there are also other utility lands which I want to tech in (see comment #10) which will act as recursion after The First Sliver dies. In saying this, I avoid non-sliver protection spells for the same reason I try minimise ramp spells: ending the cascade chain. Also, I would rather draw slivers or non-sliver cards that accelerate us in the late game + while some of the slivers I mentioned account for board-wipes, the non-creature shroud/hex proof cards will leave you with no slivers to protect after a wrath.
Thanks for the feedback! I'll definitely test with more ramp and lands for sure.
This is an interesting suggestion, I haven't really considered it. Though there seem to be some downsides.
Aetherflux Reservoir could be good as we cast so many spells off cascade. This can lead to finishing opponents off early. However, we don't cast enough spells to gain us up to 111 life (assuming this is a standard game with 4 players and everyone at 40 life, leaving us at 1 after Aetherflux Reservoir ). Based on the triangle number sequence, if we cast 4 creatures we will deal 10 damage. If we cast 5 (the average) we will deal 15 damage. If we cast 6, we will deal 21 damage. This will take at least 6 turns to get to 111 life, by which the opponents will have destruction for the Aetherflux Reservoir and we can't protect it, lacking any counters in the deck (a bit too glass cannon?). We are also so aggressive that we can normally already kill under 6 turns when we do go off. Because the lack of defensiveness this deck has, we will also be taking a lot of damage from other aggro decks. This will be worse for us if we play Aetherflux Reservoir , because we will likely become more archenemy than we already are; we can definitely take out 1 or 2 players, but our life will be too at risk from the last player. This also encourages going all out with casting our hand, which may cause us to over-extend and blow out.
This may be assisted by Essence Sliver though such may be a bit inconsistent. Furthermore, it's a risk to cascade into it and is a card that we don't necessarily want in the late game, having cast everything we have already.
Though again, my theorising is all on paper and I might give it a try? In practice who's to say it won't work? With aggression from our deck we may not even need to reach 100 life. Very interesting suggestion.
- Thank you all for the feedback! I like constructive criticism and will continue to improve this build.
2 weeks ago
Thank you for your thoughts noahbaine21 and IceIceJay. I keep Coat of Arms because I've yet to be outnumbered by other tribes when the vampires are on curve. Several new 1 and 2 CMC vampires have just been released to bolster the early game. Keep in mind that Edgar Markov provides you an additional vampire token every time you cast a vampire, which means you could attack with 10 or more vampires and have Coat of Arms out by turn 4 or 5. Other good options are Radiant Destiny , Obelisk of Urd , Eldrazi Monument , and Reconnaisance.
3 weeks ago
TypicalTimmy There are plenty of counterspells, and ways to protect your pieces. Generally, the deck moves so quickly that most opponents either don't have enough mana to interact or they are countered and then I combo off.
I plan on adding more wincons as I acquire them such as Walking Ballista and Codex Shredder , Brain Freeze , and maybe a Deadeye Navigator . I dont build lists with cards I don't own though. The idea is to win with infinite mana as fast as possible. It can even be turn one, or two.
I lost the dice roll so I went second. Opponent 1 played a swamp and, Indulgent Aristocrat and passed turn. Start my first turn. I drew into Mystic Remora Played my Island. Played Chrome Mox with Frozen AEther imprinted on it. Tapped my Island to play Mystic Remora Tapped my Chrome Mox to cast my Sol Ring . Passed turn. Oppenent 2 played an Island and, then Sol Ring , didn't pay the 4, I drew a card. Card Drawn was Mana Crypt . Oppenent 2 passed turn. Opponent 3 played a Plains and Sigarda's Aid , didnt pay the 4, I drew a card. Card Drawn was Dramatic Reversal Opponent 3 passed turn. Opponent 1 Draws, and plays a Temple Garden , taps Swamp, and Temple Garden to play Legion Lieutenant . Swings with 2 creatures at Opponent 3. Opponent 1 ends turn. Start my turn 2 Didn't pay the mana for the Mystic Remora , so it was gone now. Drew my card for turn. Memnite Played my land Ancient Tomb Played Mana Crypt Tapped Ancient Tomb , and two Islands to cast Urza, Lord High Artificer Put ** Construct into play. Tap Mana Crypt to play Isochron Scepter with Dramatic Reversal imprinted. Tap Sol Ring to tap Isochron Scepter and untap all nonland permanents. Tap all my artifacts for blue mana, generating 4 Blue Mana. Use 2 Blue Mana to tap Isochron Scepter . Repeat into infinity. Exile my whole library. Play Laboratory Maniac without paying its mana cost. Play Brainstorm without paying it's mana cost. Game won. Turn two. Opponent 2 had an Arcane Denial in hand but couldn't cast it. Only had colorless mana available. Opponent 3 was had no mana, and no response.
4 weeks ago
In: Champion of Dusk
Even though I like the over-time generated value of Phyrexian Arena , it's really slow. If you play it in turn 8, it will maybe only draw you 2 cards, because the game will maybe end by turn 10. Champion of Dusk on the other hand gives you the opportunity for an explosive turn. Sure, he is quite expensive with 5 mana, but you will at least draw 2 cards because of Edgar Markov 's eminence trigger. And often, you will draw more like 4-6 cards, depending on your current board state.
Door of Destinies
In: Cordial Vampire
Not gonna lie, this one hurts. Because Door of Destinies is a funny tribal support card. But the new Cordial Vampire is just so much better. He costs less mana, he comes in with a token, because of Edgar Markov 's eminence trigger and he can pump the whole board even faster then Door of Destinies . Also, Door of Destinies often felt like it was too slow in the past games I played it. Because you have to cast vampires afterwards, to really make it shine. Cordial Vampire will bring the value and buffs way faster to the table. It even gives you somewhat of protection, because if your enemys attack you and your vampires die blocking, the rest of your army will get even bigger.
1 month ago
No problem, I just thought some changes might help. Also I'm looking myself for an inspiration to complete my own build of Edgar Markov so we both benefit from exchanging thoughts and ideas :)
I personally also use Bloodchief Ascension + Mindcrank and Oathsworn Vampire + Phyrexian Altar + any of Blood Artist effects as infinite combos to win in case plan A (Aristocrats) or B (Battalion) are struggling to do this.
1 month ago
I personally tried to focus on 1 CMC vampires and Aristocrats subtheme, since we generate so many bodies with Edgar Markov . That's why I also run Pawn of Ulamog and Carrier Thrall for more of them and because I want to focus as much on black as possible.
1 month ago
You run out of gas very fast, because of the low mana curve. Ad Nauseam is a very good refiller and allows you to keep the pressure up after a board wipe for example (same like Bolas's Citadel ). Life is a resource ;)
With Forerunner of the Legion you can tutor for Champion of Dusk to refill your hand or Captivating Vampire for more control on the board, it is a very flexible Card. The Second ability can pump up your vampires for massiv damage. The effect is always doubled because of Edgar Markov .
Mavren Fein, Dusk Apostle is a good card if you draw it early. When he hits the field their will be nearly always a other vampire creature on the field to activate the ability right away. More Vampires more fun :D
Edgar Markov occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
RBW (Mardu): 0.71%