|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Magic Origins (ORI)||Uncommon|
|Duel Decks: Jace vs. Vraska (DDM)||Uncommon|
|Return to Ravnica (RTR)||Uncommon|
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Rogue's Passage Discussion
17 hours ago
So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD
With that being said, there are several places I might tune this deck, sorted into the rough categories below:
Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.
Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)
Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.
Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.
Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.
I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.
I hope that helps!! :)
5 days ago
Just looking at the deck list and your comments. What about Shizo, Death's Storehouse ? It does not affect your mana base, unlike Rogue's Passage, but still adds some evasion that could come in handy.
I'm also hesitating on Snapcaster Mage as a recommendation. There are at present 20 targets in the deck for snappy to reuse. Just making him unblockable to return him to your hand is the real problem. Have you already considered him?
Interesting build. Good day sir!
1 week ago
Homelessguy Thanks for the suggestions. Sleep isn't a bad idea but I'm not sure I like the one-off effect as opposed to a static ability. Levitation is probably closer but I want to be swinging before Turn 4.
DRmagic2017 Invisible Stalker was in the deck but I took it out because it doesn't do anything other than be unblockable. The hexproof is useless because no one is using their removal on my 1/1; they'll save it for the Ninja. Sun Quan, Lord of Wu is powerful but at 6 Mana it's too expensive for what I'm trying to do.
Mattrockj Rogue's Passage is a good suggestion. But 1) it's so expensive to activate 2) I'm very conscious of how many colorless lands I run and 3) giving one creature unblockable isn't really where I'm trying to be. But I'm sure that's just me and that most Yuriko lists have the card.
Thanks for the suggestions folks. The deck is a lot of fun and can win very quickly if not kept in check.
1 week ago
Really, it would be around tier 4 this build. I imagine a better version going with a more consistent stax plan that happens to run a few key enchantments, instead of this could even be tier 2.5, but the commander would be all but a major part of the deck.
If you want a real enchantment-based build, use Earthcraft and Squirrel Nest, drop the Enchanted Evening/Aura Thief, Starfield of Nyx, Sigil of the Empty Throne, and Solemnity/Phyrexian Unlife/Solemnity/Decree of Silence. You should run Altar of the Brood as support for both the earthcraft combo and Opalescence/Parallax Wave.
The other drops you should have are cards like Cultivate and Kodama's Reach, because they are bad cards and shouldn't be run in any non-landfall deck, Cleansing Meditation because it is bad, and Skyshroud Claim. Pendrell Mists is too much mana for this deck to handle, as is Omniscience, despite its power in some decks.
Leyline of Anticipation is weak for its mana cost, and is abd draw, only semi useful when in openning hand, but even then it isn't great.
Land Tax is a bad card, honestly unless you are monowhite or in a deck that benefits from discarding cards, it isn't worth it. The thinning is the best it does, and a card in your deck that thins only is trash. If it is used to help you hit land drops, your deck is either A: Not in need of land, or B: Awfully built or was mulliganned poorly.
Now the next part is on what to add. I talked about dropping around 27 cards, so there is some room. I would drop around 3 lands at least as well, which leaves us with a clean 30 cards to add.
Now, we'll add the cards I previously talked about, Altar of the Brood, Earthcraft, and Squirrel Nest. These help you win the game after we dropped a lot of your previous wincons. Greater Auramancy is also a card I prior suggested, and helps stop a Nature's Claim kill you. 26 cards left to go.
The next is to replace the lands we dropped. You want mana fast, so you can empty your hand, and use Tuvasa to draw more cards, aiming to hit a real enchantress or tutor for one. This means two things, more tutors, and more ramp.
Wild Growth, Utopia Sprawl, Overgrowth, and Fertile Ground help benefit Earthcraft when used to make more mana on combo turn, especially with an Opalescence out. Mana Crypt, Mana Vault, Sol Ring, Chrome Mox, Mox Diamond, and Lotus Petal allow the deck to get more mana faster as well. This leaves 16 cards.
Teferi's Protection, Swan Song, Flusterstorm, Seal Away, Ravages of War, Force of Will, Nature's Claim, Armageddon, and Cast Out are efficient pieces of interaction I would suggest. This leaves 4 cards.
Nature's Chosen is a card I have found success in, and suggest you try it too. Enchanting a Tuvasa makes it another land in essence, and can untap a Serra's Sanctum, it is under the radar, so pick it up before all of the Emmara, Soul of the Accord players find out about it. That is it!
After looking through, the following lands are must drops, as they aren't good in nearly any deck:
They don't have a place in this deck.
Similarly, you should optimize your deck to get your colors more on curve, fetchlands being a major part of that. Wooded Foothills, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Verdant Catacombs, Arid Mesa, and Marsh Flats are the missing ones in your colors. You can use them to fetch the shock/dual lands for colors, or basics for Back to Basics/Earthcraft.
Wooded Bastion, Flooded Grove, and Yavimaya Hollow should be dropped as well to fit them, as well as Brushland for Razorverge Thicket, Adarkar Wastes for City of Brass, Hinterland Harbor for Mana Confluence, Glacial Fortress for Exotic Orchard, and one of each basic because you have too many lands.
That's it. That would actually be a tier 3 enchantress deck, and doesn't stoop to just playing Tuvasa for colors for a stax-combo deck, running no enchantments.
1 week ago
Ok, first of i LOVE daxos
with that out of the way i really think that Sovereigns of Lost Alara can be an ok include.
hope this helped!
1 week ago
All: Mirrorpool Sea Gate Wreckage Worn Powerstone Mind Stone Hedron Archive Rogue's Passage Ashnod's Altar Swiftfoot Boots Blue: Insidious Will Neurok Stealthsuit Kefnet's Monument Green: Zendikar Resurgent Manglehorn Rhonas's Monument Red: Word of Seizing Mana Geyser Hazoret's Monument White: Oketra's Monument Black: Bontu's Monument Razaketh's Rite Green/Black: Creakwood Liege Golgari Signet Green/Blue: Murkfiend Liege Simic Signet Green/White: Dromoka's Command Selesnya Signet Red/Green: Decimate Gruul Signet Red/Blue: Izzet Signet
2 weeks ago
Darksteel Garrison seems weak to me because you're spending 5 mana on a glorified Darksteel Citadel crossed with Cathedral of War when you really could just be running said cards. Speaking of which, if you REALLY needed another indestructible land, you could run Cascading Cataracts, although its usefulness is limited in a monocolor deck.
I get that Madblind Mountain is cute with Sensei's Divining Top, but unless you're running Scroll Rack and at least a few more cards that care about deck manipulation, it's not worth losing a tempo by having your land per turn come in tapped.
If you're looking for more worthwhile utility lands, I'd suggest Hall of the Bandit Lord, Hanweir Battlements, and Flamekin Village if you wanted to give your commander haste, Inventors' Fair for artifact tutoring, Geier Reach Sanitarium and Mikokoro, Center of the Sea for draw, and Rogue's Passage for giving Kamahl unblockable
Once again, I know you love only relying on Kamahl for attacking, but Valduk, Keeper of the Flame could really be hilarious in this deck because of all the equipment!
Keep up the good work! This deck looks very annoying to play against :)