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Pyramid of the Pantheon
sumbol:2, : Add one mana of any color to your mana pool. Put a brick counter on Pyramid of the Pantheon.
: Add three mana of any one color to your mana pool. Activate this ability only if there are three or more brick counters on Pyramid of the Pantheon.
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Pyramid of the Pantheon Discussion
5 days ago
Depending on which angle of control you want to take, I can offer different suggestions.
Some staples for Derevi you'll want to consider no matter what build you end up going for: Swords to Plowshares, Edric, Spymaster of Trest, Birds of Paradise, Tamiyo, Field Researcher, and Counterspell.
From your description, you could consider running a pillow-fort strategy. It's kind of like an extremely watered-down version of Stax that really just prevents opponents from attacking you, while they still have the resources to attack each other. It's definitely a politics-heavy strategy, making deals with opponents to convince them that other people are better targets until you start laying down wincons.
Your wincons are going to be big fatties that also lock down the board or take advantage of your protection: Stormtide Leviathan (can't recommend this one enough), Azor's Elocutors, Isperia, Supreme Judge, and Blazing Archon.
If you want more traditional control that utilizes tapping/untapping, the general good all-arounds are: Aven Mindcensor, Thalia, Heretic Cathar, Hokori, Dust Drinker, Trygon Predator, Bant Charm, Supreme Verdict, and Winter Orb.
For blink abuse, I suggest Deadeye Navigator.
As a general structure for your EDH deck, try to follow the pattern of 10 mana accelerators, 10 card draw effects, 5 spot removal, 5 boardwipes, and 4 tutor effects.
There's a few filler cards that don't fall in any of those categories, and don't necessary synergise. I recommend removing: Djinn of Infinite Deceits, Hada Spy Patrol, Kazandu Tuskcaller, Phantom Nantuko, Winged Coatl, Wonder, Curse of Predation, Pyramid of the Pantheon, Thunderstaff, AEthermage's Touch, Biomass Mutation, and Sprouting Vines.
1 week ago
Sivartus: Primarily cost, to be honest, but I also don't like it as a general mana rock. Since I almost never play to untap, it's like a worse Mana Vault (that costs 3 times as much $$$). I might include it if I owned one, but I'm not extremely motivated to find it.
PartialPride: Thanks for the kind words! I agree that Pyramid of the Pantheon does seem bad at first glance, but honestly it's proven to be surprisingly good. I often end up with 1 extra mana during my turns of setup, which I can use to get brick counters, and have it "fully armed and operational" during the combo turn (without having to invest significant mana in a single turn - compare Gilded Lotus).
And with regards to Mindbreak Trap - you've kinda hit upon something I've needed to change for a while. You see, I misread Mindbreak Trap as letting me cast it for zero if I had cast 3 spells in a turn. I wanted to use it as a defensive counterspell, but instead it 'only' stops Storm decks. I still prefer it over Summary Dismissal, because it lets me counter Prossh decks in my meta while holding up 0 mana, but it might get the axe regardless.
Thank you both for your thoughts! :)
1 week ago
+1 Pretty sweet deck and write up. I have two questions;
2 weeks ago
I like this build, and the commander.
Does Pyramid of the Pantheon work well for you? It seems to me that it would be a bit clunky. A Worn Powerstone or Thran Dynamo seems like they would work better, more smoothly. Is there something with it that I'm not seeing?
2 weeks ago
Welcome to the zany world of deckbuilding! I've got a couple suggestions that would have been very useful to me when I started out, which of course you're free to accept or ignore as they fit your style of design:
1. First, when you're starting out, it's pretty common to gravitate towards what I call "feel-good cards". These are cards that, for whatever reason, you're attached to. Maybe you've run them successfully in other decks, or you've seen a friend play them to great effect, or your dying father's last act was to push a Serra Angel in your trembling hands and rasp, "Take her to victory, child of my heart". Whatever the reason, it's always important to weigh the inclusion of your feel-good cards against your goals for the deck. For example, maybe Aura Shards feels like it's got so much value that you simply have to include it. But if you're aiming for a $100 budget, then maybe it's not worth 16% of your budget for that one card, especially when you don't have a ton of creatures and a sizable portion of your deck handles that function (i.e. artifact and enchantment removal) just fine without it. Everyone has their feel-good cards, and that's okay. But make sure you're not limiting your deckbuilding ability by relying on your feel-good cards exclusively.
2.A. Speaking of deck goals, it's always a good idea to begin by figuring out your constraints and go from there. Budget is always a good consideration, because you can settle on that before looking at any cards. You've got 40 basic lands, which I'm going to assume you've got lying around somewhere, which means that you can afford to spend an average of $1.67 per card. Right off the bat, that tells you that you can probably ignore any card that costs more than a couple bucks, unless you buy exceptions with cheap cards. (That number will change if you've already got cards for the deck, or need to buy some nonbasic landsyou've got this information and I don't, so I can't help you there). Knowing your average card value makes your research much simpler.
2.B. Next, you'll want to decide on the themes of your deck. If you're not totally sure, here's a handful of questions you can ask yourself to get the process rolling:
- "What do I like about these colors?"
- "What excites me about this commander? What strategies does it enable and what does it make harder to do?"
- "What sorts of things do I want to pull off in games where I run this deck?"
If you're having trouble deciding, write down your options and choose one at random. I'm serious! The reason you're having trouble deciding is probably because you're trying to weigh your feelings against each other, and feelings are indeterminate enough you'll never get a clear answer. Think about it this way: the fact that you're having trouble deciding means that the options are all about the same level of value, so choosing one at random won't affect your future enjoyment. And, of course, if you get partway through the design and decide you don't like it after all, you can always go back and choose another option.
2.C. Next, you'll want to generate your constraints for card selection to help you be more intentional. You can do this by thinking about the implications of your theme. For example, let's say you want to focus on your commander's ability to block every attacking creature. That suggests a couple things. Begin by paying attention to the conditions that need to be achieved before your deck works:
First, you'll want him on the field as much as possible (otherwise he can't block things). What effects help with that? Mana ramp? Mana fixing, to make sure you have the right colors? Maybe something unexpected like Vedalken Orrery, so you can cast him at instant speed?
Second, you'll want to make sure that, once on the field, he stays there. Hexproof? Shroud? Indestructible? One of the few non-blue counterspells? Token copies that you populate as soon as someone targets them?
Third, you want to make sure that keeping him on the field actually does the job you want it to--for example, how will you deal with a board full of flying creatures, or a massive, trampling threat? Maybe you want to use board wipes, but you don't want to make it harder to keep your commander on the board. That becomes a constraint on your card selection.
Fourth, you can look for interesting synergies that increase existing potential. For example, since he's already got first strike, and you know he's going to fighting a lot of creatures at once, why not give him deathtouch? If you're gaining life all the time, what effects combo with lifegain? Flicker effects so he can exit combat after first strike but before normal combat damage?
Fifth--and this is an important one--how does adhering to your theme make you win? Maybe blocking every creature lets you protect a backline of planeswalkers, or maybe you want to capitalize on all this effort you're devoting to protect your commander and go voltron. Perhaps you'd like to build a group hug deck, using Sir Guinelot to make you an unattractive target until the end of the game.
2.D. Once you know what sorts of effects you're looking for, list them all, and divide your 59 card slots among the different categories. Then, if e.g. you know you want 10 cards to ramp, you can start searching on Gatherer or Scryfall (the latter is much more useful, in my opinion). EDHrec is also a great site for seeing what other people have come up with, but keep in mind that they might not have the same playstyle, goals, or budget constraints as you do. Also, since you're using a custom card, that's not really an option for you in this specific situation--still, if you've got the time, you might find it instructive to see what people run for similar commanders.
When searching, always try to go for cards that count toward multiple categories in your checklist--they're basically free deck slots. Also keep in mind the conditions under which you'll be playing the card. In the first draft of my Marath, Will of the Wild deck, I counted Realm Seekers as a mana ramp card, and was quite embarrassed when I got mana screwed and it was stuck in my hand, mocking my lack of foresight.
3. If you find you need an expensive card, ask yourself whether you need that card specifically, or if you couldn't go for a less powerful but more reasonably priced equivalent. For example, that foil Gilded Lotus you've got up there certainly looks exciting, but it might be better to go for Prismatic Geoscope (which is cheaper and more versatile) or Pyramid of the Pantheon (which is a little more inconvenient, but lets you allocate budget elsewhere).
4. For EDH, I generally prefer not to put tutors in my decks. For one, the point of a singleton format is to increase the variance of games, and tutors allow you to pull out the same cards every game. For another, good tutors tend to be fairly expensive, which means a budget deck probably can't afford the ones that are actually useful. The four you're running--1/15th of your card slots--cost about $40, which comes out to about six times greater than you can afford per card. A budget deck can only afford a handful of cards like that, and the rule of thumb is they should probably win you the game when you draw them.
Alright, that was a lot, so I hope at least part of it was helpful to you. Have a great day, and best of luck with your deck construction!
1 month ago
Potential Cuts:Liliana, the Last Hope - 1bb is hard to hit on curve since you're primarily GWU
Norn's Annex 2 life is pretty cheap
1 month ago
Fair, your current deck does lack a lot of the ramp tools that most blue decks would make use of such as Gauntlet of Power, Thran Dynamo, Gilded Lotus, Pyramid of the Pantheon, Mind Stone, Hedron Archive, Burnished Hart, and Wild-Field Scarecrow. So running higher cost cards can be a bit hard. Side note you could also switch your Islands for Snow-covered Islands. This will make it so your opponents that run islands won't get the extra mana from your Extraplanar Lens.
Personal preference is fine, this is meant to be a casual format after all. Though devils advocate here, Delve spells are proven to be good in every format you can play them in. They just are. Unless your whole strategy revolves around pulling things from your graveyard, most of those cards are just a dead resource that you could be putting to better use. Also your deck is built around your commander so your opponents are going to actively be trying to kill it. When (Not If) that happens would you rather put it back into your command zone straight away and not trigger his ability or get the trigger and use his corpse to cast a good spell for less mana?
Elixir of Immortality on the other hand, well I have opinions about this card in this format and they are not favorable. I think it is generally overrated. Sure it might work in some decks, but it is not universally good. Is it good for this deck? No not really. This deck doesn't have a lot of draw for a blue deck or any self mill so the recycle effect should never matter. Most commander games don't go long enough for anyone to deck out naturally and even if you come up against a mill deck it still won't usually matter. This is because it can be milled itself and you lack a good way to pull it out of your yard once it happens. Even if it isn't milled, most mill decks use infinite combos to finish the game anyway.
So that five life it gives you needs to make it worth playing all on its own and it doesn't. Cards that only gain you life are historically bad in all formats, but it is even more true for commander since commander damage is a thing and infinite combos are far more common place. My view is that if you are spending a card in your hand to gain five life and doing nothing else, not putting a threat on the board, not removing an opposing threat, or even drawing a card to replace the one you used, then you're doing it wrong. This format is about value plays, getting the most out of every resource.
Trinket Mage is a value card. You don't play it because it gets you your combo pieces, of course you would if it did, but that isn't all that matters. This card gets you Sol Ring, usually four mana is worth rampping by two in this game. It also gets a cheap card out of your deck so you don't draw it later when its usefulness has fallen off. However, if you draw Trinket Mage in the late game you can just go grab Top to start fixing your draws from then on or Elixir to refill your deck if you are so inclined. Also it is still a warm body on the ground that can dish out or soak up some damage for you. This card has flexibility and that is what makes it great.
1 month ago
I think I would cut some of the non-ramp artifacts for the aforementioned cantrips. Pyramid of the Pantheon, Alhammarret's Archive, Paradox Engine and Memory Jar would be the cards I look at at first. Maybe Paradox Engine, because while it is a nice value card I feel it doesn't contribute enough to the main game plan. Same goes for Alhammarret's Archive, I had it in my original TLC list but I felt it just did not do enough for 5 mana most times (but I had really fun time when it got to stick around and my opponents were drawing blanks :D).