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Sapphire Medallion Discussion
1 week ago
You might enjoy some more artifact-based ramp;
You could also benefit from average cmc reduction; thingslike Stolen Identity, Jace, Unraveler of Secrets attracts too much attention for what he does. Tidespout Tyrant is a combo card, it isn't all that good without combo, and Windreader Sphinx is a win more card (it's ok when you don't need it basically and doesn't do anything when you're behind).
Overburden is a gem in Talrand, since it isn't triggered by tokens Talrand makes, potentially providing a great tempo boost.
1 week ago
I have a few suggestions if you are interested
Entomb - this is a must in reanimate edh decks.
Animate Dead - more reanimation
Attrition - is not needed but still good sac outlet if you needed
Grimoire of the Dead - i found this rather fun for zombies when I played it
Chainer, Dementia Master - one of my favorite edh cards. very good for reanimation in not only your creatures but your opponents
Memory Jar - wouldn't hurt to try out
The Scarab God - great for zombies. but honestly im waiting until rotation for price to drop
Damnation - best black boardwipe
Fleshbag Marauder - fun sacs
Crypt Ghast - never fails with mana
Necromancy - reanimation
Living Death - like to call it the chaos reanimation
Victimize - great reanimation
Necropotence - great great great card draw
Slaughter Pact - great removal
Black Market - great mana source
Exsanguinate - powerful card in multiplayer, can easily tip the odds to your favor in a heartbeat
Buried Alive - more graveyard tutor
Liliana Vess - why would you not
Cyclonic Rift - another powerful card in multiplayer. essentially ruining your opponents board presence and sealing the game in most situations
Dictate of Erebos - grave pact #2
Toxic Deluge - great board wipe for tight situations
I understand this is a long list, but this is not you have to 100% acquire all of these. this is just what i know from experience in edh reanimator/zombies and decks in general. feel free to use any cards you want to. These are just cards to spice up your deck. Other than that, fun zombies tribal +1
1 month ago
Hey, that makes a lot of sense you want creatures to use as blockers in the early game before Drakes. Another thing to consider is more mass bounce board wipes. Slivers rely on having an assortment of different Slivers in play each Sliver then gains a lot of different abilities. Bouncing the entire board of creatures breaks this interaction and slows your Sliver opponent down. This gives you more time to get Talrand into play without being pressured.
Bouncing the board of all creatures does hurt the game plan of Drakes because they're tokens, but you can recover from this. There's a few budget four and five drop bounce board wipes:
These bounce board wipes don't care if your opponents' creatures are attacking like AEtherize does. Engulf seems good vs Slivers because Slivers in the early game have 1 or 2 toughness and since you're playing a lot of Islands Engulf can bounce all Slivers at instant speed for four mana. Wash can bounce a bunch of permanents and not hurt you, just don't name blue.
Ramping into a fast Talrand is a good strategy. There's a few budget mana rocks that can help with this:
I always prefer two drop mana rocks over three drops. Playing a two drop rock turn two here gives you a good shot at playing Tarland turn three which is fast. Other than Sol Ring there's no budget 0 or one drop mana rocks they're all expensive Magic cards.
Sapphire Medallion is a powerful artifact with Talrand and it's the effect you're looking for. I consider it budget, but $5 is a still a lot. Baral, Chief of Compliance is also a very good creature with blue control. He doesn't help ramp for Talrand, but all spells that make a Drake are then reduced by one colorless mana. Getting to draw after countering something with a counterspell is also good.
Runechanter's Pike is another card to consider it gives you an alternative win condition needing only one Drake or even just Talrand. Give the Drake huge power and swing for a lot in the air or give Talrand huge power and swing for a lot of first strike Commander damage.
on Azami's Army
1 month ago
Nuu where did Arcanis go...
In any case, good luck, Mr. President :)
1 month ago
Maybe it's a daring idea but why not try to build a Tromokratis voltron deck? He is bulky and could easily deal 21 commander damage if you equip him with the right gear.
Play a lot of mana-rocks to get him out as early as possible like Lotus Bloom, Thran Dynamo, Caged Sun and Extraplanar Lens. Even Sapphire Medallion and High Tide help this strategy. Tromokratis wants to be blocked but that would be a set back for your gameplan so evasion is your friend. Archetype of Imagination could help your commander hit face for example.
If you go the voltron route I would definitely play these equipments:
- Swiftfoot Boots
- Lightning Greaves
- Eldrazi Conscription
- Argentum Armor
- Ronin Warclub
- Grafted Exoskeleton
Each Mirrodin sword would be an auto include but could maybe be to expensive to buy but I would at least try to fit in Sword of Feast and Famine.
Since you're in blue there are a lot of ways to search for artifacts.
And last of I would play some disruptive spells to ensure you're not overwhelmed by other tempo decks that tend to go wide like:
I love mono colored decks in EDH since they play the toughest game but excel at one main goal. It's hard to make them work against those fancy multi colored decks and it could become a big investment but from one mono-colored EDH player to another, it's worth it! +1
2 months ago
2 months ago
Hey, Nekusar is strong with wheel effects therefore I would play 8-10 mana rocks depending on budget with 36-38x lands to take advantage of wheels.
Using more rocks is good with control because then you can play more than one control spell per turn. This is especially important when playing wheels because then you can use mana from these rocks to play more cards per turn that you just drew from the wheel. A wheel also let you discard your hand if you draw too many rocks.