|Commander / EDH||Legal|
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|Seventh Edition (7ED)||Uncommon|
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Whenever a player plays a spell, that player returns a land he or she controls to its owner's hand.
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Mana Breach Discussion
2 weeks ago
After reading Trinisphere again, it makes sense that it doesn't combo with cards like Sanctum Prelate or Chalice of the Void effects. It doesn't change the CMC, rather the mana cost and cost alone. Duly noted!
You have definitely given me some good feedback and inspiration to push this deck into a dedicated Stax deck, Wurmlover, so thank you for that and all of your suggestions/advice!
As for your questions:
A: I think Land Tax is a possible keeper, but at the same time I don't know if it is truly needed. This deck runs a looooot of artifact ramp (which you obviously know) so odds are better than even that you don't have to rely on your lands for mana as much as your artifacts. I'd say that it could either stay or go, but if you have to open a slot, it could go.* (See footnote)
A: That combo is not a bad one, but I don't know if it is as oppressive as the other synergies / packages in your deck. Mana Web on its on is alright, increasingly so with your Winter Orb/Static Orb effects, but it doesn't completely shut down your opponents. The way that Stax decks naturally play out does what you are looking for well enough/better than this in my opinion. (ex. T1 Mana rock(s), T2 Sphere of Resistance/Thorn of Amethyst, T3 Winter Orb/Static Orb, etc.)
2 weeks ago
Thanks Odysseus_97 for suggestions!
Faithless Looting doesnt seem to add much to the deck. I might add some draw cards, but probably in form of enchantments rather than spells.
As for CMDR2017 curses, I might try them in the future, at least the blue one. They are fun but Im not really into curses in this deck.
Furnace of Rath was replaced by Dictate due to flash. I like using it as surprise doubler, even when Im not directly involved in damage. Doubling damage also often means that Im losing faster.
Pandemonium isnt really helping me and there is always someone in my local meta that have token deck. Too risky.
Sands of Time - I was considering it. Gonna try it out for sure in the future.
Fatespinner / Meekstone / Price of Glory / Pendrell Mists and any other stax card - I dont want to go this path. While people mostly like chaos, noone likes stax and it will make me targeted I guess. At least I wont use such cards for now.
Confusion in the Ranks it is really asymetrical for token decks. Ends with them having all better creatures.
Riptide Laboratory is expensive but might add it to bounce Arjun when needed.
Mana Breach was included in first version of this deck but it doesnt really do much.
Fevered Visions might be added as additional draw.
Guttersnipe wont really work since I dont go storm way and am not casting many spells. Typicall Arjun deck would surely use it, but its not that deck.
Frenetic Sliver may be not bad but still not worth excluding any other card that there already is in here.
Feel free to comment and ask about help with building Your deck.
2 weeks ago
I am in the middle of rebuilding my own EDH Chaos deck replacing Jhoira of the Ghitu with Arjun, the Shifting Flame just as you did. My new chaos deck will draw a lot of inspiration from this build. Have to say i have fallen in love with this chaos build of yours wished i had seen it before building the one i have now.
But now that i am retooling the deck, i find some cards that have done some good work and thought i would list them.
Faithless Looting: Might work pretty well in this deck, it lets you draw cards and filter your selection and you can cast it later from your graveyard when you might need a trigger from Arjun, the Shifting Flame
Curse of Verbosity & Curse of Opulence: As the chaos player i often am the target for "Not making the game fun" the curses can help by giving people rewards for attacking other ones than you. The ramp is always nice in commander, also for us with our expensive hard cast cards. The blue gives card draw which will refill our hand and make a larger draw amount occur when triggering Arjun, the Shifting Flame.
Pandemonium: A pretty fun enter the battlefield trigger for every creature.
Sands of Time: Dont know how many tap abilities you have in this deck. But this card is one i really love for people always considering every tap they make during their turns.
Fatespinner: Sadly only works on our opponents, but honestly we will almost always skip combat in our turns anyway. Another fun card, can see why it wont fit but sadly its really fun.
Silent Arbiter: Good way to keep yourself alive if becoming the target, and good way to see some swarm decks becoming completely shut down. Silent Arbiter is a decent blocker itself with the 5 toughness which can keep you safe.
Illicit Auction: I think the auction cards are really fun.
Price of Glory: In my old deck there were almost no instant speed cards, there is a good amount in here so this might be a nonbo, but still worth mentioning.
Meekstone: This might be really good in this deck, you only have 7 creatures and only 3 with power greater than 2. And non of those creatures need to be untapped.
Confusion in the Ranks: Another exchange control of special types of cards.
Riptide Laboratory: This is good protection for wizards for board wipes or things like it, this effect is only protection for your commander, but it is a pretty important piece so it might be worth to consider.
Pendrell Mists: A good way to slow down your opponents big army of creatures. You will have a low amount of creatures, making it cheap for you to keep them around.
Mana Breach: Not sure how this will work, haven't really got to playtest it, but seems pretty fun.
Fevered Visions: There seem to be a little card draw theme, maybe this will be there as a small win condition or just a way to help with giving out damage.
3 weeks ago
Assuming you want to go more stax than combo:
- Spirit of the Labyrinth
- Arcane Laboratory
- Blasphemous Act
- Dream Tides
- Pendrell Mists
- Aura of Silence
- Thalia, Guardian of Thraben
- Frozen AEther
- Lodestone Golem
- Vryn Wingmare
- Thalia, Heretic Cathar
- Grand Arbiter Augustin IV
- Ghostly Prison
- Sphere of Resistance
- Thorn of Amethyst
- Brago, King Eternal
- Leonin Arbiter
- Suppression Field
- Karmic Justice
- Salvaging Station
- Aven Mindcensor
- Mindlock Orb
- AEther Flash
- Porphyry Nodes
- Ethersworn Canonist
- Blind Obedience
- Authority of the Consuls
- Orb of Dreams
- Mist of Stagnation
- Tangle Wire
- Cursed Totem
- Mana Breach
1 month ago
At Ruby_Rule Thanks for all the suggestions. I am already running Rampaging Baloths it is one of my main win cons. I need to pick up a copy of Crucible of Worlds and Ramunap Excavator now that I am running all the Onslaught fetch lands I can and most of the Zendikar fetch lands I can. Once I get the chance I will add them to the deck. I don't like lands that ETB tapped so I will pass on Simic Growth Chamber, Terramorphic Expanse, and Evolving Wilds. I ran Seer's Sundial for awhile but cut it for Tireless Tracker as tracker lets you chose when to pay the to draw a card. My playgroup is somewhat casual and don't like cards that mess with other player's land (this deck is on the limits of what they will allow). However I am thinking of making a sideboard for this deck (once I pick up Crucible of Worlds and Ramunap Excavator) with the "unfun" cards in it when I'm playing more try-hard EDH players. I was thinking of putting Sunder, Wasteland Mana Breach, and Strip Mine in it. Sunstone and Constant Mists seem very situational as I have played against and played plenty of decks that can win without ever using it's creatures to attack. However I might put them with other situational cards in the sideboard too. Thanks for giving me so many new ideas for the direction of this deck.
2 months ago
I'm not a fan of the tapping and doesn't untap strategy because it leaves the permanents intact (if one of the pieces gets removed everything works again) and doesn't do anything in the early game. Winter orb in the opening hand is pretty much dead and if you do play it, it can backfire really bad. If you want to play that way, you definitely shouldn't play stuff that lets players take back lands to their hands, such as Overburden.
In my own deck Augustin's $t4ks (Primer) I do play the bounce stuff and I focus on that. Mana Breach and Words of Wind is in that package as well and Land Equilibrium is the piece to keep the lands from coming back. You don't have a clear strategy as for what you want to do with the lands...it works either way but bouncing/tapping doesn't work together well.
I would strongly suggest having at least one combo to end the game. Rest in Peace and Helm of Obedience are always fine, just as Basalt Monolith and Rings of Brighthearth (what else do you have trophy mage for?) with either Sensei's Divining Top or any other outlet for infinite mana. Sundial of the Infinite is a great lock with Smokestack or Mana Vortex.
...and I don't think you really want to run Kataki in an artifact heavy deck like Stax?
3 months ago
I think you could remove some of the creatures and replace them with noncreature cards that have the same or a similar effect and don't cost much money either. For example Torpor Orb instead of Hushwing Gryff, Words of Wind instead of Vedalken Mastermind. You can then use Humility and Cursed Totem to shut down other players' creatures without hindering your own play too much.
The great aspect of Smokestack is that it is not limited to lands and that the counters can become more each turn. It's one turn slower than mana vortex but it's less risky. I played both but have recently replaced the vortex when I stuffed more card draw and counterspells in the deck. I still have Sundial of the Infinite in the deck to end my turn after putting a counter on smokestack...it works with mana vortex too but that one only removes all opponents' lands and leaves other permanents intact.
As for the mass LD, I think the biggest problem with catastrophe is the mana cost. I'd rather play Sunder if you don't have ravages of war because that's an instant! If you play that EOT and in your turn get to play Windfall you got rid of all lands and draw a huge lot of cards as well. I don't use Sunder anymore but rather rely on the constant effect of Mana Breach and Overburden. In your case it could be the land removal you need. Bouncing works a bit against the tapping strategy though...
You see, one change often requires other changes because cards are likely part of a package that has a certain purpose in the deck. The more you remove of such a package the less it makes sense to keep the rest in the deck, especially cards that are not really strong on their own. If you want to keep the tapping strategy I would say you should focus on that and add destruction/sacrifice and not bouncing. My list is about bounce/destruction and prevention of land drops. Unless you use Land Equilibrium (or Ward of Bones as the cheaper option) and have a reliable way to find it in your deck, you shouldn't look too much at the bouncing stuff because they don't go along well with tapping. That's the problem with trying to combine elements of different builds.
3 months ago
Looks great, a bit like I used to play augustin a while ago. I'm not very fond of the tapping strategy as it leaves the permanents intact and has little to no impact when played very early. I'd rather suggest preventing lands from even coming into play with Land Equilibrium (with the manabase here it can possibly be cast on turn 1!) and punishing people for casting spells and creatures with Mana Breach and Overburden.
Maybe you want to have a look at my Augustin's $t4ks (4000$ Solution/Stax) so you see in which shell I play these cards. I've recently removed Mechanized Production although I had great expectations...what is your experience with that card? Is it worth playing or too often too slow or a dead card?