|Have (20)||APPLE01DOJ , xlebec , Icarus79 , much-doge , Comicalflop , BlueSlime , sleepy104 , Fatred , Sauron_ , XxCataclysmiCxX , CommanderOfBolas , Raistlin911822 , CharmedGeek , bloodrayne03 , lucyfarrell , attak , Nines19 , Timocalypse , Braxlyon , astroglide1|
|Want (2)||Xwright , Macka|
Fog , so I don't get hit with the Pestermites
if you want things on separate lines hit enter twice on tappedout.
you're too many cards for commander is the first problem I see. it woul dbe good if you added a more specific description, not necessarily card by card, but throw out some of the interactions and specifics in the deck you like to play/you see as good. help people realize how you play the deck instead of letting people wonder about how they would play the deck.
your deck isn't built well to use Howling Mine
effects efficiently. you would want a deck that will be playing multiple things a turn, so you can outplay your opponent and make their card advantage spells less valuable. if you /need/ the draw, Dictate of Kruphix
is better for you because flash. you would be better off running things like Harmonize
, Momentous Fall
, any blue draw spells really. you don't want to feed your opponent resources, you don't have a deck that can stop that.
urzatron feels unnecessary here, unless you get some lucky Tempt with Discovery
, you're unlikely to get it online and it's just colorless lands.
you'll want some form of board wipe. Cyclonic Rift
is awesome. Nevinyrral's Disk
is cool and fits any deck, worth having a copy. Windstorm
works if you don't have anything else around. possibly even Bonfire of the Damned
is even better than nothing.
creatures that could help: Woodfall Primus
, Acidic Slime
, dragons in general would be good for some evasion, or sphinx's. specifically: Hellkite Charger
, Utvara Hellkite
, Sphinx of Uthuun
, Consecrated Sphinx
(really dangerous. if someone has Notion Thief
then you auto-lose the game). Hoard-Smelter Dragon
, Arbiter of the Ideal
things that look sub-par. Hamletback Goliath
is just a big creature. as lame as it may sound, lacking evasion, protection, and trample it isn't the best thing to run. at 7 mana you could get a better creature with utility. Heroes' Bane
is in the same boat, potentially giant that has nothing to keep itself alive and nothing to make sure it isn't chump blocked. Fog Bank
just doesn't feel good. in the early game of commander you shouldn't have to worry about the blocking, and later on you should have enough board presence you shouldn't care. at that low mana you need something that produces mana (signets, banners, keyrunes, cluestones, Darksteel Ingot
, would all run better) to make it at all relevant in the late-game. I'm not seeing enough draw in the deck to make Kruphix, God of Horizons
ever too necessary for hand size. if he's for holding onto mana keep him. Master Biomancer
, as cool a card as he is, just doesn't seem to be filling out his role in the deck. he's a four-drop. you want an early threat, ramp, or not a four drop on turn four. By then you'll hopefully be at 5-6 mana for surrak or another threatening creature. Realm Seekers
might be sub-par. I've never played with it and only seen it in play once, where it was immediately stolen then used to kill the person who played it, so it didn't do much but be a /big/ creature (I was in the pod with zegana as a commander, so massive hand). Mana Bloom
seems worse than other ramp options because of the not always getting bonuses from it. your landbase looks very painful and very tapped. I haven't personally run tri-color commander in a while, but with ramp spells and color fixing mana rocks/creatures/ramp, I can't see that harmful a landbase being necessary. specifically the pain lands. I already mentioned I think tron is unnecessary, you don't have beasts. don't run Contested Cliffs
. unless it's important to where you're playing, Homeward Path
feels like nonbasic for no reason. more basics to tutor for and keep you on time with your plays. Thespian's Stage
probably isn't the best it could be. you could probably use another 3-4 lands. I like to be land-heavy in commander so I don't usually run without 37, but at least 35 for consistently getting to your creatures, especially in a deck that wants extra mana. you're in three colors. Caged Sun
just feels like the wrong card to have here. Fling
feels unneeded, Fog
is a card I personally don't like using, especially in commander. Maybe I just haven't played it enough or haven't used it as well as is possible, but it feels like it's a dead draw pretty often, or it just gives one extra turn. I love turbofog, but just a singleton fog seems like it would be better as a bigger creature or a land. Plasm Capture
is excessively color intensive. Sarkhan, the Dragonspeaker
might not be the best walker for you. he's a dragon sometimes and a removal sometimes, but I feel like the m15 chandra that gives card advantage and stops things from blocking could be better for you. can't remember the name to tag.
all over I love the idea of the deck, these are just some ideas going off of no description for what's in the deck for what purposes and how you play it, generally in commander I like to kind of play with a toolbox deck. nothing exists for only one purpose. mana dorks are about the only exception there, where everything else has to be beater+ to make the share of nonmana creatures, or they have to have really powerful abilities like Prophet of Kruphix
sorry for the long response. put a bit more than I meant to when I started typing.
Nice start. I needs something though. I was look at at Parallel Lives and Garruk Relentless Flip . If you need some removal [dismember] can be worth it. Might consider sideboarding some Fog and some Windstorm to prevent those pesky flyers.
haysmafia1 there are two basic ways to go with infect: fast and control. I prefer control, because if ur tatic fail in the begining (like use most of ur hand in one attack and the opponent simply play Fog or Geth's Verdict and u re done!). I think this is the same problem of some red decks, if u can delay ir for 2-3 turns, u win the match.
So, after all, I prefer a little bit more control. So I prefer to equip my creatures to give them buff and protection than fast instants, to discard cards and to destroy permanents as control. The cards u suggested are only for fast decks, what is not this case. Take a look on a very good and cheap fast infect deck (its not mine) $10 Infect
I think Mardu aggro or at least Mardu tempo is going to be a thing post rotation but I feel you want to be curving out with your Butcher of the Horde , sac'ing a creature to give him haste and potentially finish the match. With Goblin Rabblemaster and Mardu Ascendancy you should be able to consistently generate tokens to help to this end.
Not sure about Elspeth, Sun's Champion . Sure, she's a cool card, but I just feel like this deck wants to be running faster than her. Given my above comment, the same goes for anything 4 mana plus. You might simply be better off swapping them for Lightning Strike or Magma Jet or something like this. I'd keep Deflecting Palm though as it can act like a pseudo-Fog , which in turn gives pseudo protection for your creatures (i.e., they don't have to chump block).
Lastly in my experience in running a tri-colour deck (I ran Junk after Journey Into Nyx was released for a bit) I'd recommend not playing any cards that require two of any particular mana that cost less than 4. In other words, I'd try and find replacements for Brimaz, King of Oreskos and Master of the Feast . Course, with the plethora of fixing we can do these days you might be OK.
If infect is that much of a problem you could run Fog and variants of it.
|Avg. draft pick||8.32|
|Avg. cube pick||13.36|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Classic Sixth Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|