|Commander / EDH||Legal|
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|Commander 2017 (C17)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Khans of Tarkir (KTK)||Uncommon|
|Duel Decks: Speed vs Cunning (DDN)||Uncommon|
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Nomad Outpost enters the battlefield tapped.
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Nomad Outpost Discussion
3 weeks ago
Here's some land recommendations, because playing 5 colors is hard without the right lands:
Ancient Ziggurat, Command Tower, Crystal Quarry, Frontier Bivouac (run all 10 of the tri-colored tap lands, they're cheap and good), Mystic Monastery, Nomad Outpost, Opulent Palace, Rupture Spire, Sandsteppe Citadel, Savage Lands, Seaside Citadel, Shimmering Grotto, Sliver Hive, Transguild Promenade.
You should drop all your basic lands down to 1 of each type. Running 5x Vivid lands and 10x Tri-color lands, and 1 of each basic land takes up 20 land slots. The rest should be land that some how taps for all colors.
I run a pretty low budget Slivers list, with Hivelord as the commander as well. Here's some cards that could up the power level of your deck without crazy monetary investment:
Primal Rage and Shared Triumph offer buffs to all of your Slivers. Spirit of Resistance makes you invincible if you have Sliver Hivelord in play. Unearth is a solid way to return some of your best Slivers to play after removal. Harsh Sustenance is solid removal with the added benefit of life gain. Obelisk of Urd is a good way to pump up your Slivers. Domri Rade is a planeswalker that works really well with Slivers. Gives you consistent removal as well as draw. The ultimate makes it real difficult to lose games.
3 weeks ago
OK... lets start with the creatures. u only want big hitters or stuff that do things while entering/attacking (Avacyn, Angel of Hope, Balefire Dragon, Gisela, Blade of Goldnight, Lord of the Void, Demonlord Belzenlok). If you want some cheap creatures play stuff like Stoneforge Mystic to get ur hexproof equipments or Mother of Runes/Grand Abolisher for protection. The small creatures you have, like Monastery Swiftspear, Knight of Infamy basically dont do anything. Anger: there are way better ways to give ur stuff haste.Serra Angel: doesnt do enough.- The Manabase is fine. u can allways upgrade it with some shock or fetch lands, maybe Nomad Outpost, Path of Ancestry .- Boros Signet, Orzhov Signet, Rakdos Signet are pretty much must have.- As for removal spells, try to go for unconditional stuff like Vindicate, Anguished Unmaking. Also try to get in at least one mass revival like Primevals' Glorious Rebirth, Faith's Reward can be game ending after an board wipe.- You also want some haste givers like Dragon Tempest or Fervor.- The most important thing for this kind of deck is to keep ur commander around. Whispersilk Cloak is fine, but the boots are cheaper and also give haste Swiftfoot Boots Lightning Greaves.- Another important thing is card draw. u already have Rune-Scarred Demon, but its by far not enough. Bloodgift Demon, Phyrexian Arena, Necropotence is pretty much my first tutor target in almost every game, Vampiric Tutor, Demonic Tutor. there are also cheaper alternatives like Diabolic Tutor.- Just look around other kaalia decks and see what theyre doing and of course playtest alot.
3 weeks ago
maybe try the 8 tri-tap lands? just a suggestion, and if you dont know them they are Arcane Sanctum Seaside Citadel Jungle Shrine Crumbling Necropolis Savage Lands Mystic Monastery Nomad Outpost Sandsteppe Citadel Opulent Palace Frontier Bivouac
1 month ago
2 months ago
I've played with Nomad Outpost in the past and found it usually just slows it down. Pillar of the Paruns is a bit pricey but I could see it working. I'm gonna maybeboard it for now. I appreciate the help!
2 months ago
Also, i see that you want to keep it budget, and that a lot of your spells are 3 colored. So you should add 3x Nomad Outpost. Else, you wont be able to cast Crackling Doom or Mardu Ascendancy with easy.
Pillar of the Paruns may also be helpful.
JuQ on Pillow Fight!
2 months ago
First thing, commander is a multiplayer game where every player has 40 life, that is a ton of damage to be done. You wont be able to succeed with just a bunch of fast creatures and burn spells to the head of your oponents, you have to be ready for a longer game with bigger creatures and spells than in the 20 life formats.
You need a game plan that synergize with your commander, If you just chose a commander for its colour identity you ahould think again what you wanna play and find a legend that supports that game plan or find a legend you like and build a game plan around it.
With Zurgo you can capitalize in his huge power (you can kill a player by deling him a total of 21 points of combat damage with your commander) and him being indestrutible during. Yo can stuff your deck with a lot of Wrath of God like spells to clear the way during your turn, you can give him some equipments that gives him trample like Loxodon Warhammer or fin some other way to overcome his lack evasion.
Zurgo is quite vulnerable when it's not your turn, some spells to protect him will be needed. Lightning Greaves and Swiftfoot Boots were really wise choices, but those are only two cards, I would include some reactions to save Zurgo (Apostle's Blessing, Otherworldly Journey) and some recursion to get him back from the graveyard, every time you cast him from the command zone his cost is increased by 2, so Zurgo's cost will go to 10 in no time.
Most of the removal you included underperforms in commander because creatures are bigger (or at least the ones you care about). To say some of them Death Wind, Gideon's Reproach, Lightning Bolt are not nearly as good in commander as they are in 20 life formats, the most popular removals are stuff like Swords to Plowshares, Path to Exile, Go for the Throat, Murder. But if you are going to use a lot of Wrath of God spells you should only use a few targeted removal spells that exile the creature, if something is surviving your board wipes it's because it is indestructible. If Swords to Plowshares and Path to Exile are out of your budget there are cheaper alternatives like Crib Swap or Silence the Believers.
You will want to draw a lot of cards to keep you game on. You are not on the best colours for card draw, but you still have many good options Phyrexian Arena, Underworld Connections, Painful Truths, Syphon Mind and many others (mostly in black).
Finally you need more lands. It depends on the costs and the amount of mana rocks in your deck but usually they run between 35-40. You also need more lands with many colors, it doesn't matter if they are not the top lands, just the common and uncommon that enter tapped are good, specially if your commander is slow like a CMC6, but don't get colour blocked. Command Tower, Nomad Outpost are no brainers.
Those are the basics, after that you will need to playtest and modify your deck to adapt to your meta.
3 months ago
Holy crap this deck is almost exactly like mine 2 months ago...
Anyways here is a few suggestions
Cards to take out: Baleful Strix Chief Engineer Phyrexian Arena Mystic Monastery Nomad Outpost Arcane Sanctum Evolving Wilds Painful Truths Slobad, Goblin Tinkerer Fact or Fiction Terramorphic Expanse
Some of these suggestions probably look weird to you...
For creatures: my suggestions are purely value creatures, but your creatures just aren't good enough because with Strix it is too mana entensive and with Chief you don't have enough creatures and Slobad isn't good because you aren't playing eggs or a deck that can effectively use his sac ability... this means that you are purely using his ability to protect your stuff.
For lands: tap lands just aren't good enough and evolving wilds isn't good enough either... having things come in tapped is terrible.
For everything else there is better stuff around for you to put in instead
One of the things about your deck is that it doesn't use the graveyard to its fullest extent. Artifacts are one of the best archetypes to abuse the graveyard and Scrap Trawler is another screw up that WOTC printed. If you add cards like Chromatic Star or Ichor Wellspring you are effectively dig through your entire deck with just Krark-Clan Ironworks. Self mill is an incredibly powerful thing to do in this game, cards like Yawgmoth's Will or even Scrap Trawler are some of the most degenerate things in the game. Because your graveyard effectively becomes your hand. And you don't really have to do much more to your deck to abuse these effects.
Another thing your deck isn't doing is abusing wheel effects, you have Notion Thief and Windfall should just make you win. You also really need to put in Isochron Scepter Because it is such a utility engine and another wincon for you deck to easily put in. And just put in Ad Nauseam while your curve is pretty high, drawing 10 cards at instant speed still wins you the game. You should also be playing Paradox Engine it will make you randomly win as it is basically a Omniscience but 5 mana and artifacts can generally abuse it.