|Commander / EDH||Legal|
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|Seventh Edition (7ED)||Rare|
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Whenever you play a creature spell, you may pay . If you do, return target creature to its owner's hand.
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1 day ago
Jonas_Poponas I agree, that 1-mana evasion creatures are better most of the time and help get turn 2 youriko, which is what this decks wants. What I don't agree with is playing 2-cmc guys that most of the time don't have anything but bad evasion.
Yeah, i get, that Notorious Throng is really good - but 50% of games you will not even get it, but your evasion guys are worse every game (and some just don't work against some colors). IMHO just swap Throng with Time Warp and try owls - they work really well in my playtests, you almost never hit lands with Yuriko triggers.
Dowsing Dagger is suuuper dope - gilded lotus, that is much harder to remove.
Does Vela the Night-Clad work out for you? 6 cmc is a lot for 4/4.
1 day ago
@lamocomp1 I appreciate your enthusiasm for the deck already.
First of all: Sleep is a new addition to the deck, so I don't have any experience with the card. Someone in my playgroup played it last week and I totaly forgot about the powerful effect of this card in multiplayer. ATM I swapped it for Equilibrium, which is a far more lategame-card. Sleep fits more into the tempo playstyle of the deck. I like the functions of letting you go through for 1-2 combats at one single player and protecting you from the strongest boardstate (which also opens the doors for other players, who are interessted in killing the specific opponent). But that's just in theory.
The thing with Prickly Boggart or even Vampire Cutthroat, which are obviously worse evasive creatures, is Notorious Throng. I just wanted to be sure, that I can get the Prowl-cost active any time. But after a few games, I already came to the point, where these guys stayed back, because they weren't evasive anymore. Also Notorious Throng is most of the time bad at generating tokens, because the aggressive amount of damage, the deck wants to provide, is lifeloss from our commander. It functioned more like a bad Time Warp. Maybe I'll try alternative cards for the Throng, so I can fix my evasive guys, because I won't need rogues anymore.
I'm honestly not a big fan of all the cmc2 dorks. Yes, they have the better utility effects and synergize better with the Ninjutsu - no doubt. But I want to swarm my board with little evasive guys much more than this "enter the battlefield-shenanigans". So the difference between cmc1 and cmc2 is a lot for the deck, because for 2 mana I am more likely to cast 2 creatures. The bigger the evasive board, the bigger is the blowout with triggers, like under a Arcane adaption or similar. Also Opposition and definitely Inkfathom Witch benefit.
I totaly agree with you on Looter il-Kor. It's gonna be changed into a Nightveil Sprite after the release of Guilds of Ravnica. I also think about playing the new split cards due to it's high total converted mana cost. The owl-plan is very innovative and funny with Yuriko. Though I'm unsure if I really want to cut other creatures. The deck isn't very interactive and has problems to disrupt high value lategame-cards or combos, most commander decks are try to reach out for. So my thought was to put pressure on the opponents as high and early as possible. So the amount of evasive 1-drops effectively secure me a turn 2 attacking unblocked Yuriko. More 2 drops would slow down the game-plan while making the deck more versatile. I'm not already interessted into that right now, while my first attempt worked out very juicy so far.
The only 2 drop I'm repine with since building the deck is indeed Tetsuko Umezawa, Fugitive, because of making Yuriko and itself unblockable. I didn't miss the effect that much in the games so far. Cavern Harpy (which is very good in my opinion) and the other guys like Shrieking Drake are fullfilling a similar use. You can't cast them early, that's the drawback, but later you reactivate Yuriko (or other Ninjas) with them, while beeing evasive themselves. But maybe I'll trade Faerie Impostor with Tetsuko (because it's the worst one of these, because it doesn't combo as good with Vela the Night-Clad or in the past with Equilibrium, which remains on the "Maybeboard"].
I watched your list and also liked your ideas. I think yours is more a control-heavy build with the ramp and sweepers. Dowsing Dagger Flip on the other hand sounds very fun to me, because it is a sustained and effective ramp (and also so much flavor...). I'd keep this one in mind - maybe I can find space for this one.
1 month ago
Thanks for your reply, Azusa, Lost but Seeking need a real synergies with land, she can't make a deal herself, 36 land is not enough. Selvala, Heart of the Wilds need too play Huge creature, In Ezuri a play small creature who become big with marker, same with azusa, she need a play a lot of creature too become powerful. Wash Out is not a good card, is sorcery and if you play against Green or Blue, you can return your own creature, you can't choose. Equilibrium is slow but can be powerful you need too test it if you like. I play with a very agressive still so i have creature to control or card like Rapid Hybridization but if my opponent clear the board and i don't counter, is generaly a loose. A play a lot of tuto for this, too search the creature a need to counter my opponent for that, i will have generaly a chance to defeat all deck againts because of that.
1 month ago
Nice recomendations Lebleu1806 thanks! yeah actually Iam already using the Trinketmage, Hope of Ghirapur is interesting option, is not a counter but can work, I will update the list after some playtest Iam thinking in add Azusa, Lost but Seeking and Selvala, Heart of the Wilds and add one more land I'm still reluctant to use elves, but I've noticed that I have to accelerate the mana a Lot! What do you think about Wash Out and Equilibrium? the deck need's more removal and control,Curse of the Swine is good but is a double edge sword another card that Iam thinking isCrawlspace maybe Iam going to far but my meta is so agressive, another card not so good but surprisingly effective wasSilklash Spider
1 month ago
Well. In the case of budget battle cruisers I feel like Show and Tell effects would be lots of fun. Also, running hand attack and bounce spells would be fun, in order to maximize the upside for "symmetrical" effects on your side.
Blink of an Eye, Boomerang, Capsize, Clutch of Currents, Compelling Deterrence, Consign to Dream, Cryptic Command, Cyclonic Rift, Equilibrium, Expel from Orazca, Man-o'-War and then I got tired of looking at all possible bounce spells but there are some good ones.
2 months ago
3 months ago
One thing is that Animar is great for infinite combos. Your play group might not appreciate it, but if they are ok with it cards like Cloudstone Curio, Ancestral Statue, and Equilibrium can all get you into loops that make Animar infinitely large. I would also highly recommend some card draw like Soul of the Harvest and Primordial Sage to make sure you don't run out of gas. Add some color fixing like the signets and Commander's Sphere because Animar decks in general really struggle if they can't play him on time. Finally, (I could be wrong about this) I don't think any of the Bringers are legal in this deck because you can only have cards that only share color identity with your commander, and color identity includes the oracle text (text box), so since Bringer has all 5 colors it can't be played.
4 months ago
I was hoping for more Equilibrium type effects. What do you think the cut would be for it? Thanks!