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|Want (16)||MisterRoach , cwaugh , morimus , flyguy , Netherziel , cerberus8317 , Cobthecobbler , Alizer313 , leonardocrater , tman007 , seanzbc12gamez , WhatTheBleep , WUBRG... , Wolfninja , Comicalflop , Remyth|
Alright Josef, here ya go.
1) Signets are one of the single best mana-fixing artifacts in the history of MTG. When running a heavy-curve 3-color EDH deck, they're practically an auto-include. If I'm running more than one color, I run them. No questions asked. The ability on T1 to go land, Sol Ring , signet is miraculous and if you've not done it yet you haven't lived. Mana Crypt and something like Mana Vault are practically as good as Sol Ring is, but have their own places. In a very hardcore competitive EDH deck, you basically want to running all the ridiculous mana rocks in the game. Basically. If you're focused on multiplayer (I'm assuming you are), the metagame tends to be a bit slower and more focused on politics unless you're playing against a bunch of Spikes. In these situations, ramp is less important. Take that into consideration.
2) When playing in multis, spot removal is essentially at its worst. But does that mean it's bad? Board wipes are the best way to stabilize in a multiplayer game for obvious reasons, but going back to the politics mindset means that killing everyone's stuff puts a huge target on your head. Alternatively, choosing to pick off key threats in order to make deals with certain opponents can be better -- especially if you have your own permanents on board (and you should with this deck).
3) You basically hit the nail on the head there. Ramp is basically the best way to assure early tempo in EDH. Again, though, speed is less important in multi where you may not want to be the first one to get to a great boardstate. Remember, that means you're playing 3 v 1.
4) Moving on, indeed.
5) EDH is all about playing ridiculously powerful cards to either have fun or to overwhelm your opponent with crazy synegies/value. If you're playing multi, you can typically do well using what is essentially a "good-stuff" deck. I would rather play synergistic and creative stuff than just good stuff, so that explains my cards choices in something like my Karametra deck, for example. It can simply come down to "who has the most absurdly powerful bombs" sometimes, or it can come down to "who constructed the most absurd board position." Knowing when youre going to face the first or the second is part of playing the game, and can only be learned through experience.
Now for the playtesting. It seems you only have a 99-card deck on the site, so you should look to rectify that obviously. For playtesting purposes, I just added a basic swamp to the build. Here we go!
Riku wins the flip and is on the play.
Game one was very quick. Your opponent started off with a sol ring into an early Gilded Lotus and followed that up with a Terastodon when you had only just played yoru third land. Your lands were blown to pieces and you got elephant tokens, and then just as you were beginning to even have any mana again, Riku got off the combo of Biovisionary plus Rite of Replication 's kicker...all in one turn. You lost the first game.
You are on the play
This game was different. you got out early with your Sol Ring into top and used the top thenceforth to set up your draws amazingly, as well as use cards like Buried Alive and Reanimate to get out Elesh Norn, Grand Cenobite super early. Riku tried to keep up with cards like Decimate , Beast Within , and Krosan Grip , but once the reanimation train started it kept rolling. Riku lost to taking to much damage, simply put. You won game 2.
Riku is on the play
This was a bit of a nail-biter. Riku was able to get some early tutoring with Worldly Tutor , and Survival of the Fittest . Using this, he attempted to get out the combo of Biovisionary and Progenitor Mimic . Luckily for you, you had a Diabolic Edict to kill the visionary. After this, you played Buried Alive and tutored for a Reanimate . While the opponent was able to get a Terastodon out using a Quicksilver Amulet to destroy almost all your mana sources, it was not before you had an Elesh Norn, Grand Cenobite and Sheoldred, Whispering One on the field attacking with thanks to an Anger in the grave. At three life, riku top-decked a Cyclonic Rift to overload your board, but you top-decked an Animate Dead to reanimate his Terastodon and attack with haste for the win. You won game 3.
Overall, I really enjoyed having the chance to pilot both of these decks. I loved how both were able to combo out super easily due to the number of tutors available to them (yours especially). I fact that I was able to get an Elesh Norn, Grand Cenobite into the grave and then onto the field every game before you died is insane. The only game you lost was one where your opponent had access to an absolute ton of mana due to having a hand of mana rocks. Hopefully this is reason enough for you to start running more of them if you have them available. Run a Rakdos Signet and (if you can) a Mana Crypt . If not, Mana Vault is good as well. I think Fiendslayer Paladin is a bit lackluster here, along with Guttersnipe and Serra Avenger . There are better early threats. Like Serra Ascendant for example! (this card is actual BS on T1). Bloodsoaked Champion might actually even be better as a sac outlet here than other creatures (unless I'm missing a better one off the top of my head). And I love the interactions between Buried Alive and Anger . Soooo good.
I hope you enjoyed!
I only did a 3 game writeup for the time being due to time restraints. EDH matches tend to take much longer than standard because of all the interactions and just due to the nature of the game. I know I offered a 5 match game so if you feel shorted I can do the other 2 matches at another date (next week). From now on I think I'll have to limit EDH matches to best of 3...
Boza, you can't cast a 2nd Geosurge right? That said, you can hardcast a 9drop with Mountain , 4x Simian Spirit Guide , 1x Pyretic Ritual , Geosurge and the 9drop that you draw when you're on the draw.
Land + 4x Guide = 5 mana
Cast Ritual to make 5-2+3 = 6 mana
Cast Geosurge to to make 6-4+7= 9 mana
Alpha Birds of Paradise
Modern legal and $679. The most expensive modern legal T1.
Seriously though a friend of mine was asking me this. Storm (if given a god hand) is capable of having tons of mana on turn 1. (The following example isn't storm but you get the idea.)
In modern? Lets say you start the game with Gemstone Caverns in hand and opponent starts first. You draw for your turn and have 6 cards in hand. Play a Mountain , play a Memnite , cast a Infernal Plunge . Now you have 4 mana and 3 cards in hand. play 2x Geosurge . Now you have 10 mana. Cast Myojin of Infinite Rage as your last card.
I think Mountain s would serve you better than fetches, those are really just for dual colored fixing.
|0.02 TIX||0.04 TIX|
|Avg. cube pick||13.23|
|Commander / EDH||Legal|
|Quest Magic RPG||Legal|