|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Common|
|Commander 2013 (C13)||Common|
|Duel Decks: Ajani vs. Nicol Bolas (DDH)||Common|
Combos Browse all
Creature — Zombie
Blue spells and red spells you cast cost 1 less to cast.
1B: Regenerate Nightscape Familiar.
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Nightscape Familiar Discussion
5 days ago
3 weeks ago
I've got more time now so here are my thoughts. First and foremost, Kess, at it's best, is often the head of a dedicated Kiki-Jiki, Mirror Breaker combo deck. If you're playing vs pretty decent players who understand a thing or two about the format and are ok playing at a pretty high level of power, this isn't something to worry about. On the other hand, if you're just playing at your local shop and people frown on combos, especially fast and resilient ones in decks with basically no other win cons, you might not want to go extra turns and some control stuff. After all, you really don't want to sever relationships or drop a ton of money into a deck only to find out people at your store plan to shank you in the parking lot.
Anyway, I'm going to assume your group is ok with high levels of power an will be pitching Kess to you as a dedicated fast combo general. When I say that, I mean as a general who aims to win very quickly through some minor disruption but will often struggle vs groups that pack tons of efficient and early hate. The reason Kess is such a great general is because the Kiki Jiki combo is incredibly resilient. As long as your yard is open to you, you can push the combo live from both your hand and from your yard. This opens up a ton of different lines of play for you and makes it incredibly difficult for your opponents to tell how they should react to you.
Still, because you're on budget, you're going to have to build a little bit on the slower side. I recommend going more control heavy than the average Kess list. For a great example of a kess deck, check out this list..
As for your combo package, limit it to just this:
Keep in mind that with kiki and deceiver in the yard, just using Phyrexian Delver is good enough to combo for the win.
For your deck, you want about 10 to 14 sources of ramp. Unlike in most decks, rituals like Cabal Ritual and Dark Ritual are fine, but I wouldn't go beyond those two. The rest of your ramp needs to be cheap and preferably untapped. The signets and Talismans are awesome, Fellwar Stone, Everflowing Chalice, Mind Stone, etc. I also really like Nightscape Familiar.
Your best bets for reanimation are;
Finally, since you're on a reanimate plan anyway, it pay to have like one really good fatty that you can bring out. I like Jin-Gitaxias, Core Augur. In my group, I've stolen away so many games by flashing in Notion Thief, going to my turn, reanimating Jin-Gitaxias, Core Augur, and casting Wheel of Fortune.
Overall, kess is a blast to play. The games tend to be short because you either assemble the combo fast or die. Every game feels like a mad rush to assemble a contraction through some ridiculous means and since you have so many different lines of play and avenues to push for the win, the deck never gets old for me.
BTW, the competitive meter on tappedout is a joke, don't trust it.
These are my general thoughts. Feel free to ask questions.
1 month ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here
1 month ago
1 month ago
Is there a reason you don't include the medallions? They don't inherently go against the things you are purposefully not including. For the colors, this would be Emerald Medallion, Sapphire Medallion, Jet Medallion, Pearl Medallion, and Ruby Medallion.
Other cost reducers that would be good would be Seal of the Guildpact, and The Immortal Sun. There's also creatures like Nightscape Familiar (there was a cycle of these creatures, but I'm blanking on the others).
I understand not wanting to list all the creatures and cards that work for tribes specifically, but the ones that reduce the cost of spells base don color work super well, and while they're not technically ramp, they do end up producing a lot of mana for you.
2 months ago
DRACULA150704 lol I WISH I had $5000 laying around for a Black Lotus. I like the idea of cheating out creatures, except the only problem is that I could cast the creatures normally either for the same cost as the Amulet (thanks to Nightscape Familiar), or I'd be wanting to actually cast the creature to get the on-cast bonuses (ex: Emrakul). Counterspell is good, hands down, no doubt about it, but I always believed Mana Drain had a leg up on it, which is why if I'm ever going to put in a hard-counter spell, it'll be Mana Drain. The reason I always try to cut back on my non-creature counters and save them for the sideboard is because almost every deck I face runs enough creatures that removal and creature-counters become top priority. Sure, there are some sorceries and such that can be quite scary, but they're never such an issue as to warrant packing the deck with hard counters.
3 months ago
Master of the Feast and Viseling are kind of low impact cards in my opinion. Viseling just deals damage too slowly, and Master of the Feast is basically just an undercosted beater. Giving your opponents cards, even if it will ping them for some damage, isn't enough to justify running a card that does nothing else. In addition, I don't really agree with running Wheel of Fate without ways to cheat it out. If you have to wait around for 4 turns before it does anything, your opponents can plan heavily around it, killing all your damaging stuff going into the turn it will resolve.
I would consider playing some of the more powerful damaging enchantments and spells. Megrim, while often worse than Liliana's Caress, definitely should find a spot in the mainboard for its ability to deal 2 damage at a time and kill off planeswalkers. Phyrexian Tyranny hits people for 2 for each draw, or just greatly taxes their mana. Spiteful Visions is symmetrical card draw, and pings everyone for 1 on each draw.
I would also add some more cheap mana rocks. Nekusar is a very fast and consistent deck because it can run lots of ramp, dump your hand and then refill with a wheel. Obelisk of Grixis is a pretty mediocre mana rock. There are lots of better ones on 3, and even some more great rocks at 2. Fellwar Stone, Talisman of Dominance, and Talisman of Indulgence are great 2-cmc rocks. Nightscape Familiar can stall against big beaters and costs down a good chunk of your spells.
Next, there are some great wheel effects that you're not currently running. Magus of the Wheel is a tad bit slow, but still a strong card. Memory Jar and its creature counterpart Magus of the Jar are also insanely powerful. They're definitely some of the best wheels in my opinion, letting you refill your hand for a turn and making your opponents discard a ton.