Mathas, Fiend Seeker
Legendary Creature — Vampire
MenaceAt the beginning of your end step, put a bounty counter on target creature an opponent controls. For as long as that creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life."
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Mathas, Fiend Seeker Discussion
5 days ago
I like the new Mathas, Fiend Seeker. Unfortunately cant be reanimated by Alesha, and the card draw is sorta slow, but it makes people spend resources on eachother instead of you.
1 week ago
The best strategy with Mathas, Fiend Seeker is to run him in a 4-5 colour deck with Leech Bonder. Then you make a bunch of creature tokens and use mathas's ability to put a bounty counter on an enemy creature, move the token to your creature with Leech Bonder, proliferate the crap out of the bounty counters, redistribute them to all your creature tokens and the sac the tokens, making each opponnet deck themselves as Mathas, Fiend Seeker's ability is a must.
totally legit the best way to play him.
1 week ago
1 week ago
So, as far as that red enchantment above goes, it likely is made as a "trap build" card, because there is a black enchantment at 5 mana Wotc spoiled that lets you just win the game when you have like 10 treasures. However I can see a rather off the wall grixis build that works along the lines of a "reverse Zedruu" deck that actively plays chaotic and/or board altering cards in tandem with specific types of control effects as a test in the politics of EDH. It likely would run many other cards that seem to give away advantage, or force cards to be played against you, but you would supplement those cards with punisher/prison type of effects that boils the deck down to exactly that; A chaos prison build that generates creatures for opponents, only to force them to fight each other through self protection/hex-proofing and turns the entire EDH political landscape into that of a gladiatorial arena for your own amusement! BWAHAHAHAHAHAH!
Incidentally this is actually probably better run as Mardu with Mathas, Fiend Seeker at the helm to further reward the players that provide you with entertainment. That all further segways into how I was meaning to suggest somebody try out Mairsil, the Pretender as a stand-in for either Inspector Gadget or Doctor Claw. I'll leave it up to the discretion of whomever knows the characters best to tell me that doesn't sound like the perfect analogy, but if not I'd love to lend a hand in making said deck.
2 weeks ago
Hey, my advice is to the try to decrease the avg cmc. Right now it's 4.0, this is too high because you want to have a some what established board state with Vamps before you cast Edgar from the Command Zone.
You're currently playing 9x six drops, this is too many because you already have your six drop play which is Edgar. Clogging up this spot on the mana curve takes away from being able to play Vamps before you want to cast Edgar.
Consider these five cards to cut to make 100 cards:
Continuing my advice, all I've suggested is to cut 4x six drops and 1x seven drop. This will decrease the avg cmc in return allow you to get more Vamps on the battlefield quicker.
You're using several cards in the sideboard that I consider premium cards with Edgar:
- Drana, Liberator of Malakir
- Gifted Aetherborn
- Indulgent Aristocrat
- Sorin, Lord of Innistrad
- Vampire Nocturnus
- Yahenni, Undying Partisan
If you have these cards I would add all of them to the main deck in place of five drops. 13x five drops is too many I would cut this to five or six this includes both Vamps and other spells. Five drops I would cut are:
- Fell the Mighty
- Increasing Ambition
- Crimson Honor Guard
- Liliana Vess
- Sanguine Bond
- Blood Baron of Vizkopa
- Bloodline Necromancer
One thing I see that might happen and can be frustrating when playing an aggressive deck in Commander is running out of gas. To prevent this I would include more draw. Mentor of the Meek, Night's Whisper, Sign in Blood. Menor is great even though he isn't a Vamp with the Vamp tokens from Edgar's eminence. Paying one mana to draw a card when a token is created. Take advantage of black spells which let you draw two cards for only two mana they're very good.
You're playing artifact ramp which is great especially when paying a Commander who costs six mana. Consider two drop artifact ramp instead of three drop? I suggest this because the three drop spot has the majority of Vamps and you want to play one of these Vamps not ramp at this stage of a game. The two drop spot has Vamps, but they are less powerful or plentiful as the three drop Vamps. Because of this you can use this opportunity in a game to cast some ramp. I suggest three Signets: Rakdos Signet, Boros Signet and Orzhov Signet. In fact I would cut the majority of non-Vamp three drop cards with the exceptions being draw and a couple of removal spells.
My advice for the manabase is you're much better off playing basic Swamps in place of a lot of the come into play tapped lands such as Wind-Scarred Crag and Orzhov Basilica. Black mana is very important here so much that I would limit the amount of red and white cards you play and really only use those two colors to cast Edgar, a few Vamps and a few removal spells, but only as a splash. Another option that's less budget is to play lands that can make any color of mana: Exotic Orchard, Forbidden Orchard, City of Brass, Reflecting Pool.
Here's a few more cards to consider adding. Most of these I consider upgrades to what you're already using:
Good luck with your deck.
2 weeks ago
Nice deck. I would love to hear how Mathas, Fiend Seeker is working for you. I play Queen Marchesa: Politics, Aikido, and Control, and I don't think that he has a home in my deck. I would love to see someone use him well, though.
3 weeks ago
I'm doing this from my phone, so please pardon any parsing errors.
A few things jump out at me immediately when skimming your list. One: You're not running nearly enough dudes to really capitalize on Edgar's abilities. Two: Your Black count is dangerously low.
Edgar's token ability procs with each vampire you cast, so you'll want to add in a substantial number more critters to ensure that your average draw value is maxed. His secondary ability of growing his squad also pushes this incentive even further. I'd be aiming to have close to 50 blood-suckers running around in your deck somewhere to truly keep the warmachine rolling.
The second point centers mostly around the card Vampire Nocturnus. The card is an animal, and absolutely worth building around. Yes, he isn't a legend so you won't have him every game, but with even a moderate field he can pack a potent punch. To earn this reward though requires you warping your card pool a bit to make certain that he reaches his formidable potential consistently. If there's a card or effect that you run that doesn't have a black symbol, try looking for a substitute card that might be close enough and does contain a black casting cost. Currently, 63 of the 99 cards in your deck are whiffs, so he's online just over once every three turns.
A few card notes:
Blood Artist is a good card, and while it synergizes with Edgar's tokens as a pseudo Goblin Bombardment, I believe that he's better in an Olivia Voldaren-style deck that utilizes sac outlets more freely and effectively. Don't feel bad to run him, but the roster spot could be spent on something else.
Similarly, Bloodthrone Vampire is better in Olivia as well, though I approve of keeping some sac-outlets in the list. I'd suggest Viscera Seer as an alternate, as scry is typically superior to a buff when pitching creatures (usually in response to a board clear).
The Gorger is just a Savannah Lions in a cape enough of the time that I don't believe he merits inclusion. He improves some if you really work to get a madness theme going, but I think the dropoff in overall card quality to meet that goal isn't worth it. If you're hellbent on running him, then I'd possibly look at Sire Of Insanity and Rix Maadi, Dungeon Palace to bolster the rest of the discard outlets. Also, you just don't have enough vampires in the deck to take advantage of the free madness reliably anyways.
Olivia, Mobilized for War is pretty mediocre when not paired with Falkenrath Gorger or Oversold Cemetery. Your general already has haste, and there aren't many other vampires that I'd consider powerful enough with haste to discard for. Maybe Necropolis Regent or the specter-style vampires. Her ability to make creatures into vamps is irrelevant in your deck, and the +1/+1 bonus isn't anything too exciting. I'd cut her for something else.
Stromkirk Condemned: pretty much everything I said about Olivia applies here, though he at least is better with the tokens that Edgar makes.
Stensia Masquerade: it's neat that this has madness and the effects aren't terrible, but the enchantment suffers from not being black, and by being largely outclassed by cards like Cathars' Crusade. At the end of the day, the counters from this are too slow to make the cut.
Speaking of slow, playing Guul Draz Assassin is just asking for sadness. Level Up is one of the most feel-bad mechanics when things go wrong. Finally investing enough in your guy, only to have him Swords'ed in response is quite deflating.
Mathas, Fiend Seeker is too group-huggy for my tastes. Assuming that you play multiplayer, letting two or more opponents draw while you draw one is card disadvantage. View the table as one large, cohesive enemy, and not several smaller ones.
Mirri the Cursed is sweet, but overall not very strong. Most opponents won't block unless they can kill her. Running some additonal sabateur effects (other than Necropolis Regent and Rakish Heir) such as Larceny or Pain Magnification would help, but still probably not enough. That said, she is a cat vampire, so that's worth something.
Shadow Alley Denizen is pretty small-game. Intimidate isn't particularly strong with multicolor creatures, and even on the monoblack ones it's still not worth running. A good number of your monsters already fly, which is a better form of evasion.
Stromkirk Noble and Vampire Lacerator are just too low impact to run. They don't do anything besides attack, and topdecking one of them in the late game is nauseatingly painful. The noble suffers from being non-black as well.
Cathartic Reunion and Tormenting Voice would likely be better as actual draw spells than rummaging spells. I know they work with madness and the Cemetery, but I like things that net you cards a lot more. If you wanted, Kheru Mind-Eater and Fiend of the Shadows are tribal means of getting ahead on cards, and both black (even if they aren't great cards otherwise).
Cover of Darkness: fear is better than intimidate, but this still isn't impactful enough to run.
Necropotence is one of the most busted cards ever printed in Magic, and in Commander is a complete trap. The downsides are too steep in a multiplayer format, and only a handful of decks are set up to wield it properly. Look elsewhere for advantage. Look at your mana base and the casting cost while you're at it too.
I don't see the reason for running Expedition Map- is there an interaction I missed?
Boros Charm, Teferi's Protection, and Rootborn Defenses: These cards are all reasonable, but may be superfluous. One of Edgar's strengths is being able to churn out an army quickly, and doesn't even need to be in play to do so. It gives you a small hedge against Wrath effects; nobody at the table should be able to recover as well as you do. The rhetoric against non-black cards applies here as well. You know your meta better, so it might be right to play them, but if you really need the protection then Eldrazi Monument or Avacyn, Angel of Hope might do the job better.
Swords to Plowshares is the single greatest spot-removal spell in the format, so I'm never going to tell someone that it's wrong to play it. However, it might not be the "most right" to play it here either. It being white is a powerful strike against it, and revealing it to your opponents doesn't feel great either. You're sitting on 14 pieces of removal at the moment, which leans on the high end. Again, it could be a good meta call, but even if that number is what you want, perhaps some upgrades could be found. A black instant perhaps, such as Terminate or Silence the Believers; Vindicate as another means to deal with enchantments; or vampires that kill: Shauku, Endbringer, Vish Kal, Blood Arbiter, Dark Impostor, or Olivia Voldaren count. So would Butcher of Malakir in some circumstances, Gatekeeper of Malakir in others, and Kalitas, Bloodchief of Ghet. There are a lot of vampires that kill things dead, so maybe start there for your removal, and cut the Swords and Path to Exile.
I like mana rocks as much as the next man, but your curve is fairly low, and their colorless identity is less than stellar. Perhaps trim down to the best five, and go from there?
On the subject of mana, your mana base needs an overhaul. I know this is like the Magic version of being told to eat your vegetables, but it's so true: if you're going to spend money anywhere in your deck, start with the lands. I understand ABUs (Badlands etc) aren't in everyone's budget, but at least pick up the fetch lands (e.g. Marsh Flats) and the filters (Graven Cairns). You probably don't need any Red/White duals, but the ones that produce black will prove invaluable. If you discover that you hate paying vampires or something like that, you'll always be able to play the lands in a different deck. They aren't flashy, but they are the most important part of Commander.
Well, that's about all I have for you at first blush. If you want a list to cross-examine, I've been playing vampires since Worldwake and converted my Olivia list into Edgar when he was first spoiled. Here's the link if you'd like: http://tappedout.net/mtg-decks/formerly-olivia/
Feel free to send me an ask if you have any questions, I usually respond within a week. God bless, and good luck out there. McDeity.
3 weeks ago
That sounds very positive MegaMatt13. I was anticipating Mathas, Fiend Seeker not doing what people were saying he would do. I feel like he could be exploited as a commander, but likely he will not fit in a lot of 99s.
I can't wait to see Disrupt Decorum in action. I have high hopes. It is not quite Insurrection, but it is close, and actually has a slightly different effect in that the attacks come on other people's turns, sequentially exposing them to counter attacks. It will be a player in both our decks.
I have looked at Underworld Connections several times. It is obviously very close to Phyrexian Arena, but you have to activate it, alleviating the danger of accidentally killing yourself while imposing a small price to use. I still think that it doesn't have the raw power of Necropotence, but it is probably a great incremental card draw, and may be better than most other options.
I should probably add a section into my deck description detailing cards like Erebos, God of the Dead, Dread, Rune-Scarred Demon, Teysa, Envoy of Ghosts, or other big bomb wincons with added value that can be subbed in depending on meta. Erebos, God of the Dead is probably a total beast against lifegain decks, and adding it simply as a bomb with added card draw is reasonable enough. I traded for one at one time specifically for adding into Queen Marchesa's army, but I never played it.
I love that the core of our decks are super similar, but the trim around the edges is quite different. I am going to put your deck into my inspirations section. Anyone looking to make a Queen Marchesa political control deck should probably look at both decks for a more complete understanding of the archetype.