|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Uncommon|
|Commander (2016 Edition)||Common|
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Rakdos Signet Discussion
7 hours ago
whenever you can, switch out the cluestone for signets : Golgari Signet Gruul Signet and Rakdos Signet, you lose the card draw advantage but you get plenty from fecundity, aside from that, it should lower your mana curve and give you the best turn 1 play if you get that with a sol ring. thats turn 2 with 5 mana
9 hours ago
I know that you had asked me personal for some input on your deck, and that you had planned to do a complete rewrite up of it. So with that in mine I got a list of some stuff you should probably consider running.
obligatory Sol Ring
Since kresh benefits from things dying mana dorks In my opinion are the way to go as after you have used them to ramp you can sac them or just freely let them die to pump up kresh. I have some other suggestions but I cannot give them until you have updated your list with the what ever changes you are working on at the moment.
18 hours ago
Looking to finish off my mana fixing for various EDH decks.
- Dimir Signet (MM3 art)
- Simic Signet
- Izzet Signet
- Rakdos Signet (MM3 art)
- Arid Mesa
- Sulfur Falls
- Reflecting Pool
- to a less extent, Scalding Tarn
2 days ago
Alrighty: my first suggestion is to bump up your land count. Even though this is a relatively low-curve deck, you still want to run probably around 36 lands. If you don't, you risk having a high percentage of unkeepable opening hands because of low land count. Again, this is a super low-curve deck, so you could probably get away with 35 or perhaps even 34, but I would only recommend cutting from 36 after extensive playtesting.
Next, you're gonna want way more ramp and waaaay more card draw. I'm pretty sure the only card I saw that draws you more cards is Mentor of the Meek (which is a good option!). You are playing with graveyard shenanigans, so the graveyard will act as an extension of your hand during the average game. But there's no replacement for drawing cards off the top - graveyard shenanigans won't help you dig for a board wipe when you desperately need one, etc., etc. Good card draw in these colors include Phyrexian Arena, Painful Truths, Dreamstone Hedron.
Faithless Looting could be a good option here. While it doesn't strictly draw you any more cards, it does dig you through your deck and puts stuff in your graveyard to boot for Alesha to play with later.
Additionally, I would recommend upping your ramp count as well. Sword of the Animist is an under-utilized card, and I like it in this list. But you should definitely be playing all of the signets: Rakdos Signet, Orzhov Signet, and Boros Signet. Having Turn 2 ramp can be super valuable in a game to help propel you forward at a quicker rate than some of your opponents. Additionally, swap out Phyrexian Lens for Chromatic Lantern. It's a strict upgrade (as the Lantern gives the same effect and doesn't cost you life), and having the mana-fixing properties of the lantern is always a relief in a 3-Color deck like this. It's a little pricier, but it's a necessary card for any deck running 3-Colors and up.
I would HIGHLY recommend watching this video: Command Zone Deck Building Template
These guys are commander pros, and this video is all of their advice on how to approach building a new EDH deck. Obviously take your own artistic license into account, but for hashing out your first deck, you could do much worse than to listen to their advice.
5 days ago
So, I just have a few suggestions real quick, but they are going to require 10+ cards in the deck to be changed.
First, this deck has a fairly high average mana cost, but only 31 lands. Less than 1/3rd of your deck is mana producing land. You'll want 36 land, at least, plus mana accelerators like Rakdos Signet. Even my more casual decks, like Ghave: Baby Makin' and Alimony, uses 35 lands plus 15 cards that ramp or can function as ramp- for a total of 50 cards that care about mana. This results in a deck that always has the mana to make its strong plays and develop early.
Now, I know what you're thinking. "Pook, don't you flood a lot having half of your deck devoted to mana production?"
No, I don't. Not with a Commander that has an activated ability, not with lots of mana hungry cards that, once they hit the table, I win. Your Commander also has an activated ability. A very powerful one. You're going to want the capacity to activate her throughout the game in order to change the flow of it-- someone not paying attention and swinging a Blightsteel Colossus at you isn't a big deal if you have 7 mana and Olivia on board (stealing creatures during combat is the best). Notwithstanding, you want Olivia to get big because it only takes 21 damage from her to win you the game.
You don't have to go that far into it, though. Simply having 36 lands + some number of mana rocks to smooth your draws so you are forced to mulligan less would be ideal. For this reason, I suggest these cuts:
Your worst creatures, like Twins of Mauer Estate, Falkenrath Reaver, Furyblade Vampire (he's not good. Spending a card for a minor damage boost isn't great in a multiplayer-centric format where life totals are 40), etc.. Put lands in their places, dropping at least 5 cards.
Other cards that can be cut because they're not great in Commander- Eliminate the Competition (Hex exists for 1 mana more, and doesn't make you sacrifice 6 creatures to play it. Also, it's not very good and no one runs it, so EtC is even worse in comparison). Fiery Temper is meh, 3 for 3 damage isn't exactly great in 40 life formats. Sure Strike (Loxodon Warhammer is better because it sticks around for longer than 1 turn and gives evasion, for example). Voldaren Duelist. Ravenous Bloodseeker. Markov Crusader.... honestly, there's a lot of creatures that could probably be dropped for more efficient ones, but dropping about 6-10 cards for the following will help:
Sol Ring, Rakdos Signet, Talisman of Indulgence, Worn Powerstone, Darksteel Ingot, Commander's Sphere, etc., would be a good start. Ones like Coldsteel Heart, Charcoal Diamond, Fire Diamond, could be useful if you needed even more mana rocks.
Once you get your mana base settled, the deck should start rolling more smoothly and you can see what you're able to do with it. Adding more draw (Phyrexian Arena, Skullclamp) would be important, more tutors are always helpful, and fun stuff like Contamination and Bloodghast could keep your opponents from interacting with you while you beat them down, etc., but I'll save that for another time once your mana situation is sorted, as that's a far larger issue right now (not having mana = you can't do anything, after all).
5 days ago
First off, welcome to the world of EDH! I think you'll find it's definitely one of the most fun formats you'll experience. As someone who has played tribal vampires before, I think I can offer you some suggestions based on my experience. Now I'm not sure what you're budget is for cards so feel free to ignore any suggestions that are out of your budget range.
Vampires are tricky because they don't have as much tribal support as say Goblins, Elves, or even Zombies so you really want the best they have to offer. I think that 44 creatures is a bit too high, even for a tribal deck, so I would cut and refine some of your weaker vampires.
These are a few ideas of some very powerful vampires that could easily be swapped in for some of the less optimal brood.
As with any EDH deck, your mana base is going to always be tweaked and upgraded to make your plays faster and more reliable. Now this is something you can do over time and as budget allows but some major lands to consider are:
Now the latter 3 lands are included for explosive ramping and because I've found most tribal vampire decks are more black than red. Another thing to keep in mind is that generally, you don't want less than 36 lands in your deck unless you have a lot of mana rocks to support less. Olivia is a very mana hungry commander so I would suggest about 38 lands.
Along similar lines, I would include the following mana rocks to further ramp/filter your mana:
While not traditional "ramp", Urza's Incubator can be very helpful in this deck since vampires tend to be a bit higher mana costed.
You'll want to include a few cards to help you draw more cards just to get more power from the deck. There's a lot of options out there but one card I strongly suggest is Phyrexian Arena.
The same goes for your removal. A little spot removal and a few board wipes should have you covered.
I hope these ideas help! Best of luck to you with your deck!
1 week ago
If the combo is your primary kill, then you needs to run more than one copy of each.
I would look at some artifact based mana ramp like Springleaf Drum, Leaden Myr, Rakdos Signet, Talisman of Indulgence, Mind Stone, or similar cards to help get to the 5 mana for enchantments faster. Depending on budget or collection, you could even look at Lotus Bloom.
You'll notice that I suggested the cards that tap for red as well as black. This opens you up to Insolent Neonate, Stromkirk Noble, and Rakish Heir for more creatures. Splashing red man also get you Faithless Looting or Cathartic Reunion. Card draw is always better than tutoring.
1 week ago
I like a lot about the deck and I don't feel like there is a lot of input needed on the creature part - that is pretty straight forward. However... I would like to offer some suggestions for the rest:
There are no wraths in the deck. I would try to get my hands on a Damnation after the reprint in MM17. If you want to go more budget, you could try Blasphemous Act and definitely In Garruk's Wake. Decree of Pain is also very interesting for the deck. Since you might probably try to avoid killing your own stuff, you could also go more heavily on groud-wraths like Earthquake, Subterranean Tremors or anything in that flavor. Having around 5 wraths in the deck could really make it a lot better.
I would cut some of the expensive cards with only minor impact in your specific list like Chancellor of the Dross and the Sorin-Cards - even though they are super flavorful :)
Lastly I think your mana is over-fixed and comes into play tapped to often. Things like the gain-lands as well as the fast-land are actually not that good in commander if you are just two-colour. I would recommend sticking with the ones that come into play untapped always. Once you are in only two colours there is not shortage of them. There is the BR-Odysse-Filterland (Forgot the name), The Painland and also any other fetchland that finds either Mountain or Swamp. The only tapped lands I really would run is the Ravnice-Bounce-Land and the temple. Also maybe cut Mortuary Mire for Bojuka Bog.
That would be my suggestions :)