|Commander / EDH||Legal|
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|Betrayers of Kamigawa (BOK)||Rare|
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Hokori, Dust Drinker
Legendary Creature — Spirit
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land he or she controls.
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Hokori, Dust Drinker Discussion
4 days ago
Depending on which angle of control you want to take, I can offer different suggestions.
Some staples for Derevi you'll want to consider no matter what build you end up going for: Swords to Plowshares, Edric, Spymaster of Trest, Birds of Paradise, Tamiyo, Field Researcher, and Counterspell.
From your description, you could consider running a pillow-fort strategy. It's kind of like an extremely watered-down version of Stax that really just prevents opponents from attacking you, while they still have the resources to attack each other. It's definitely a politics-heavy strategy, making deals with opponents to convince them that other people are better targets until you start laying down wincons.
Your wincons are going to be big fatties that also lock down the board or take advantage of your protection: Stormtide Leviathan (can't recommend this one enough), Azor's Elocutors, Isperia, Supreme Judge, and Blazing Archon.
If you want more traditional control that utilizes tapping/untapping, the general good all-arounds are: Aven Mindcensor, Thalia, Heretic Cathar, Hokori, Dust Drinker, Trygon Predator, Bant Charm, Supreme Verdict, and Winter Orb.
For blink abuse, I suggest Deadeye Navigator.
As a general structure for your EDH deck, try to follow the pattern of 10 mana accelerators, 10 card draw effects, 5 spot removal, 5 boardwipes, and 4 tutor effects.
There's a few filler cards that don't fall in any of those categories, and don't necessary synergise. I recommend removing: Djinn of Infinite Deceits, Hada Spy Patrol, Kazandu Tuskcaller, Phantom Nantuko, Winged Coatl, Wonder, Curse of Predation, Pyramid of the Pantheon, Thunderstaff, AEthermage's Touch, Biomass Mutation, and Sprouting Vines.
1 week ago
Are you looking to attack a lot? The anthems seem to say yes but your creature selection seems to disagree. May I suggest Hokori, Dust Drinker for higher levels of losing friends? Sure, you might need to up the amount of mana rocks you have should you play it, but it's annoying as all hell. I should know-I played him as my commander.
2 weeks ago
first off, two things
mizzix is a combo general, not control, and "control" and "fun" arent really the same thing, if by fun control you mean YOU have fun and nobody else does, then you're talking control!
there's a million options for good control commanders, but for edh multiplayer the most common and reliable control are stax builds, where you ramp out very fast into stuff like Smokestack, Winter Orb, Torpor Orb and Sphere of Resistance which then slows everyone down immensely with you being in the lead, problem is most of the good ramp that gets you very far ahead very fast to be able to handle the effects of such cards on your own board state are pricy.
keranos because it combines the above stax with Counterspells galore and the ability to cast Jokulhaups/Obliterate/Wildfire without keranos dying, and he just draws you into more lands and counters and bolts creatures
meren because she can easily ramp early by stacking Arbor Elf type cards and then playing stax or cards like Living Plane, Grave Pact or Contamination to not let opponents do much of anything while getting a free creature to sacrifice every turn, abusing stuff like Sidisi, Undead Vizier, Gray Merchant of Asphodel or Eternal Witness
stax is the cornerstone of edh control, but many other commanders do it well,
the most fun but least competitive form of staxcontrol is chaos, where silly things occur and lots of dice rolls of chance, for these you want my favorite general, Nekusar, the Mindrazer, or other chaos generals like Norin the Wary
nekusar uses chaos to win in the form of mass draws via Teferi's Puzzle Box or Wheel of Fortune effects, which is like casting a bunch of global mulligans and can either win you games or feed your opponents based on what cards are drawn when you force draw
theres plenty more but those are the most common i can think of
3 weeks ago
Okay, brace yourself. I'm going all out.
- P.S. Sorry that my inner spike ignores price...
Cards to Cut: Show
- You don't need two 8 drops. She doesn't give global support like Avacyn, and Avy is your commander so she's already better. I say choose one (and we all know which 8 drop you should keep).
- I get the value of Shepherd, but it comes down to the same thing. You should only have one 7 drop. Pick one.
- Both are good. Just cut one. This will help curve out better and play more aggressively.
- So this card is okay, but not as good as it looks at a glance. The player has to draw 2+ cards at once, or in a similar fashion. Collector's replacement effect does not apply if a player cantrips after their draw step, or something of that sort.
- Life is not that important. Really. I get that he blocks, but Jubilation or Tithes can block too and they are overall better cards for a Staxy build.
- Great, great card. Super Stax. Only issue, is you need to have your artifacts. Tabernacleing your artifacts hurts you significantly worse than your opponents.
Maybe Mother of Runes
I know you love her, but really she doesn't contribute to the Stax theme. She "helps" curve, but I think we can do better here.
- This hurts you equally or more so than opponents. Yeah, this shuts down aggro token decks, but you need to swing with your fat fatties. The goal of this deck is to lock everybody in the game down, but giving yourself a slight advantage to get big creatures out to swing with.
- This is essentially a worse version of Aurification.
- Really this doesn't do that much. It could, but it's not worth it. A mana rock would be a better slot in, really.
This absolutely needs to go. This literally destroys everything that you set up from turn 1-10. It is such a nonbo that there is no real justifiable reason or "synergy" to include this card.
I get that this can grab any land, but it really is a waste of a turn. A lock hurts your opponents and gives you an advantage that is similar to ramp, but also makes you more and more likely to win the game. Serra's Sanctum doesn't win you the game. Make sense?
- Pseudo Stax because of the exile effect, but really I still don't think you need this. I cannot stress enough how you will always have the better and stronger creatures, so 6 mana to equip this for such a small ability isn't worth it, in my opinion.
- Cool, you get to draw some cards, but you help everyone else too!? No! This is the opposite of what you want to do. Deprive, deprive, deprive. You will have the upper hand enough that this meager card draw is irrelevant.
- This or Weathered Wayfarer needs to go. Reason being is that they counteract each other. You can keep both if you think you can play around it, but really I don't think it would hurt to let go of one or the other. Your call.
- Im sorry man, but this card is not very good. I can show you so many lands that would be better. Scrap this one.
- Really, games won't go on so long that you will have to recast Avy enough times to worry about this. Plains would just be better.
- I know this has a decent ceiling, but there will be games where you have 10 lands out and still don't get this trigger.
- This is a good card, but really I don't think it will be all that relevant. Your call, but a basic would be just as good, really.
- Really I don't know what this does for the deck, besides coming in tapped. Not trying to harp, but I don't see you using this ability hardly at all.
- This card is sooooo baaaad. It's very overrated, and it's too slow. You want to just outrun your opponents long enough until they trip. This makes you trip and your opponents catch up.
This is up to you. It can whiff hard, even more than Sky Ruin. Especially with the land destruction in the deck. I say pass on this, and I'll find you a better but similar replacement.
Cards to Add: Show
With all the artifacts you should be running, this card is great. Even without a ton of artifacts, this just tells your opponents "no".
- You might want to get rid of Ghostway, but this is great. It shuts down flicker/blink decks, shuts down Worldgorger Dragon combo, and so much more. All of my goblin cheaters, everything. This is a good card.
- Winter Orb on a creature. This should go in (all of this land hate will make sense in a little bit).
- Basically Pithing Needle on a critter. Both of those are almost as good as Nevermore, but cheaper. So they balance out.
Maybe Sanctum Prelate
- Almost Trinisphere. Again, both of those are good.
- Needs. More. Thalia.
Good graveyard hate. It does have the chance to nonbo with Emeria and maybe some others, but again, you control when to cast things. Also, you can play RIP years before Emeria. So think about what can get you more use: A card that sticks around for 8 turns, or one that sticks around for a few?
- Good combo card with RIP. I know you think it's confusing, but all it says when paired with RIP is, ", : Mill all cards in target opponent's library."
- Great taxers. You should have enough artifact ramp to negate this effect.
- This might be better than, equal, or mutually good compared to Quicksilver Amulet. Lower CMC, easier to get benefit from, but takes time to set up. This is up to you, but it is not mana intensive, meaning you can lock up the board and play stuff for free each turn. Thats huge.
- You know tons of cards to name with this card. Lands, booger creatures, etc. Plus, if you see your opponent has their commander with an activated ability, name that!
Maybe Grafdigger's Cage
- This is more graveyard hate, but really might just be a worse card than RIP. Both might be good, but really this is just a suggestion for you to see at the very least.
- Might as well deter your opponents from attacking you as much as possible. This is not a great card, but paired with all of your locks and Prison effects it nearly stops your cold.
- Hurts your opponents for playing without any repercussions on your behalf. This wrecks against mono-colored or when paired with Winter Orb
- Both this and Hokori, Dust Drinker. You will see why lands dont matter as much in this deck.
- Maybe also the moxen (Mox Diamond, Chrome Mox, Mox Opal) because theyre free ramp
- These all are abusable mana rocks. They generate tons of mana, bypass all of the taxers you set up, and can let you get Avy, or really any of your high drops, out super early.
- I think this is a must. This lets you reuse any mana rock that generates more than 1 mana.
This is a little gimmicky, but it can turn off Winter Orb and the likes, plus it lets you reuse mana rocks again. If it had a little lower CMC then this would be an auto-include.
Remember when I said that I would suggest a better Temple of the False God? Well, here ya go. Right out of the gate it works. Yes, sac it if you play a land, but the tempo this skips you ahead is justifiable without a doubt.
- Dude, come on. Run this. Hell, maybe even run Wasteland.
This is not all that great, but after an Armageddon you get an extra body, and every bit of a lead you get makes it harder and harder for your opponents to win.
1 month ago
did you read the first part of Hokori, Dust Drinker? because if the rules worked as you tried to suggest, hokori's first effect would negate his second effect.
1 month ago
I have Vorinclex, Voice of Hunger & Hokori, Dust Drinker in play. At the beginning of my opponent's upkeep, if they had tapped a land when Vorinclex is in play (which means they can't untap them during their next untap step), does Hokori's "untap one land" ability allows them to bypass Vorinclex's stipulation?
1 month ago
This is a pretty neat Sisay build, I like your win-con though I think there are some far simpler combos available to you. I use Cloudstone Curio + Bontu's Monument with Paradox Engine out, used to use engine to play all my legendary creatures and swing table for lethal but this is far more effective and I still have the swing ftw option. It's also simpler to set up than aetherflux as monument is tutorable with sisay so the only piece that isn't is curio which you just grab with Inventors' Fair.
I highly recommend you run some rocks and Gaddock Teeg should be in every sisay list, he just shuts down so much and with yisan in your list you have a great means to break parity. Toss in Kamahl, Fist of Krosa, Seedborn Muse, and Quirion Ranger you'll have all the pieces you need to setup a quick win through yisan e.g. v1: ranger; v2 Grand Abolisher or Gaddock Teeg; v3 Eidolon of Rhetoric or my fav Shaman of Forgotten Ways (for the spicy bio win); v4 Hokori, Dust Drinker; v5 muse; v6 kamahl; v7 elesh norn; next untap destroy all lands and if you have shaman bio to knock everyone down/kill. This is usually pretty easy to pull off once you get a cradle on field and you have a forest to use to untap yisan. I am usually able to win in 2 turns once yisan hits the field. I only take this path if I am unable to combo-off by t4 by either not having the necessary pieces and needing to play out stax.