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Creature — Ouphe
, : For each counter on target permanent, put another of those counters on that permanent.
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Gilder Bairn Discussion
2 days ago
Ah, a fellow kraj player what a wonderful thing to see!
infinite Mana&infinite counters!
1 week ago
A full playset of Hardened Scales is a must. Some other cards to consider are: Champion of Lambholt, Gavony Township, Juniper Order Ranger, Scavenging Ooze, Spike Feeder, Kalonian Hydra, and Gilder Bairn. Also, make sure you cut this down to 60 cards, and try to lower your curve a bit too.
1 month ago
viveter Myriad blade wouldn't work since Kraj is legendary, but I gotta be honest I feel like I have enough ways to get around creatures that it'd be a unnecessary to ad more options; AEtherling, Cephalid Inkshrouder, Pemmin's Aura, Whispersilk Cloak, , Thornling and Morphling both work really well since they protects both Kraj and themselves while also offering evasion, Beguiler of Wills, Simic Manipulator and Cytoplast Manipulator allow me to take my opponents' blockers while getting board advantage, and Ethereal Usher gives me the option to get unblockable while also letting me get cards like Arcanis the Omnipotent if I want.
The thing with this deck is that I am trying to aim for a lot of cards with multiple purposes, so for example most of my evasion cards double as protection. If I add too many cards like Blade of Selves or cards that just give unblockable, then I have a much lower chance of drawing into a combo piece that I need. The idea is that it's supposed to be as much of a Johnny deck as possible, so if I win it is by some crazy combo, but if I lose it's fine. I don't really want to make the deck unstoppable since then it wouldn't be that fun to play against if that makes any sense.
Anyways, thanks for the suggestions! I'm not entirely saying no to them, I'm just trying to reason out how I feel like the deck should work as a whole. I'll definitely be looking into mass protection cards (maybe Heroic Intervention?) as I do see some creatures that I could remove (specifically Somberwald Sage since it doesn't work for any combos, Gilder Bairn possibly because the ability costs a fair amount although untap abilities are very nice, and Beguiler of Wills/Simic Manipulator since they draw too much attention for what they are worth), so it is good to know what other people think I could work on to make the deck work better.
1 month ago
If you want to do a competivite one you might want to take out Gilder Bairn because it's not allowed since it's green.
2 months ago
Thank you for the suggestions.
My playgroup has a house rule which doesn't allow taking more than one extra turn in a game, so sadly Sage of Hours isn't going to be in the deck. The combo does work, and goes infinite as long as Experiment Kraj can get five counters each turn (the copied ability of Sage of Hours on Kraj gives Kraj the ability to remove five +1/+1 counters from himself to take an extra turn, so that gets pretty devastating really fast).
Viridian Joiner is a really nice one! I'll go playtest it, and it probably is going to make it in the deck (it's better than most mana dorks that are already in it).
Kruphix, God of Horizons is a really good card, but I wonder if he does enough in the deck. Although he's never really a dead card, most of the time the effect is not as great as I first thought it would. Maybe he goes in the deck sometime, but for now, he's not going to make it in.
Jodah's Avenger and Elvish Aberration were both considered for the deck once (Elvish Aberration even was in the first version of the deck), but both didn't make it to the deck ultimately because they are too expensive for what they do. They have nice abilities, but I prefer cheap creatures with scaling power through the game or more expensive ones with big, splashy effects. Also, at the time, there were way too much 6-drops in the deck, so only the best could stay (more than 20 cards were 6-drops, of which one was my commander).
Training Grounds doesn't do as much in the deck as you would think at first. Most activated abilities are very cheap and have no generic mana. The creatures that do get affected are Gilder Bairn, Arcanis the Omnipotent, Duskwatch Recruiter Flip, Fertilid, Heroes' Bane, Jolrael, Empress of Beasts, Knacksaw Clique, Pili-Pala, Plaxcaster Frogling, Shaman of Forgotten Ways, Simic Guildmage, Spike Tiller, Spike Weaver, Ulvenwald Tracker and Vigean Graftmage. Those seem like a lot, but it's only a small third of the creatures (15 total), and some of the affected abilities are either only reduced by , or not used that much. If Training Grounds would be cheaper prise-wise though, it would easily have made the deck.
Again, thanks for the time you took to help me with the deck.
2 months ago
Hello! I saw your comment on my deck and had a quick look here...
Obviously it all depends on your budget, but here's what you could (or rather should) change to improve the deck:
mana rocks - you play some good ones but leave out the best ones. before putting mox opal in a deck you should use Mox Diamond, Chrome Mox, probably even Lotus Petal. Mana Crypt is also missing and that's a must play. Instead of Darksteel ingot you can play Coalition Relic because of the synergy with atraxa. Everflowing Chalice and Astral Cornucopia are also fine here, as is Crystalline Crawler.
counterspells - cut the spells that cost double blue or even 3 blue, such as cryptic command. you will have problems with casting these in a 4 colour deck and it's hard to save double blue at the end of your turn. Play stuff like swan song instead, counters that cost either just U or 1U. For example Spell Pierce, Mental Misstep, Flusterstorm, Arcane Denial, Negate...the only counter for UU that makes sense is Mana Drain. Check if muddle the mixture is really an important card in your deck - I only play that because it can eventually search for Rest in Peace or Transmute Artifact if I'm in search for a combo piece.
Stax pieces - honestly I don't think you can consistently avoid your own tapping stuff with what is included in your deck. remember, you are not playing teferi as the commander, so cards like winter orb, stasis and even root maze will often be dead draws because you can't immediately break parity under these effects. bear umbra and sword of feast and famine aren't too good with only a few creatures in the deck either. what works well with atraxa is Tangle Wire and Smokestack. also reconsider your choice of planeswalkers and include Doubling Season and maybe Gilder Bairn too. I would say you definitely need Tezzeret the Seeker , Tezzeret, Agent of Bolas and Jace, the Mind Sculptor. dovin baan is not really good, Tamiyo is ok but difficult to cast with 3 colours, teferi is great as a commander but not so much in the 99 because he's expensive. Elspeth is only good to keep up a Smokestack and to go into beatdown mode when the commander is out. Not sure if you need that but it's probably solid. Not sure if you need Ugin because you already have quite a few expensive spells.
I have tried to build an Atraxa Stax as well but I haven't worked on it for a while, it's far from optimized. the biggest problem is to use the colours well but not play too many spells that are difficult to cast because of their high cmc and coloured mana costs.
2 months ago
2 months ago
the volleys are terrible, and this deck wont be fast unless you get a perfect opening hand. Call the Gatewatch is better for searching out planeswalkers than Diabolic Tutor. you need better removal than just "deal 3 damage" type cards. attacking with Gilder Bairn is too risky. an opponent will just block and kill it.