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Slate of Ancestry
, , Discard your hand: Draw a card for each creature you control.
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Slate of Ancestry Discussion
3 weeks ago
Sweet recommendation Last_Laugh! I've brought in Reconnaissance and Stensia Masquerade in place of Sol Ring and New Blood. Although they do require red and white color mana, they are cheap to play and are better for the aggressive creatures focus of the deck.
As for Falkenrath Aristocrat, I haven't decided yet what to substitute her in for, but I'd like to include her. Let me know what she could replace.
I have tried Sorin Planeswalkers before and they are awesome Heliogabale. Because they are not vampire creatures they are too slow for my preferences with this deck.
Regarding card draw, I highly prefer the conditional repetitive card draw opportunities over single use draw spells. Each single use draw spell (Night's Whisper, Read the Bones, Promise of Power, Moonlight Bargain) causes problems for this deck because it's only time use. Slate of Ancestry, Dark Prophecy, Necropotence, Phyrexian Arena, Dark Tutelage, Vanquisher's Banner, and Herald's Horn can provide dozens of cards over several turns. That way if the vampires get killed or you empty your hand you get enough draw to keep going strong.
Regarding removal, Hyper Markov is not a control deck. Hyper Markov doesn't care what your opponents play in their first 5 turns. The wager is that this horde of vampires will be more aggressive and fun than anything the opponents bring out. The focus here is exclusively on consistent creature aggression and aristocrat strategies. That's why you won't see removal instants in this deck. Although some control cards would shut this down; Speed, Repetition, and Sympathetic Players are your Allies. This aggressive style makes for a different experience than the usual. It's a blast for you and a fun surprise for your opponents.
3 weeks ago
IronTiger the themematic nature of this deck is cool. I play Hyper Markov which lacks the connection to Sorin that you have created. A possible card about Sorin would be Declaration in Stone. Also the card Slate of Ancestry caught my eye for it's draw capabilities. Would it be worthwhile in your deck or Edgar Markov decks in general?
1 month ago
-2 lands and more mana rocks that are
I think focusing on outlets that make artifact tokens would be fun and have synergy with Saheeli. Recent sets have given options for treasure (Brass's Bounty), clues (Tamiyo's Journal), servos (Servo Schematic), and thopters (Pia and Kiran Nalaar). Adding in bounce/blink effects would let you keep the army growing.
A fun alternative win-con to ramping into a scary Eldrazi is transforming your token army. Day of the Dragons, Descent of the Dragons, and Dragonshift + Surge of Zeal/Burst of Speed allow a lethal strike out of pretty much nowhere.
More card draw too; Mind's Eye, Staff of Nin, Slate of Ancestry, Ichor Wellspring, Howling Mine, Temple Bell, etc. all get the job done in their own ways. Spell-based draw is good too; Jace's Ingenuity, Ponder, Telling Time, Faithless Looting etc.
Some cards that should also be considered: Trading Post, Kurkesh, Onakke Ancient, Goblin Welder, Slobad, Goblin Tinkerer, Solemn Simulacrum, Nevinyrral's Disk, Shimmer Myr, Feldon of the Third Path, and Hellkite Tyrant.
2 months ago
Have you tried Wren's Run Packmaster? I think you have enough Elves to make it work.
Riptide Replicator Its not the strongest, but it is usually pretty funny.
2 months ago
I would suggest focusing on having large numbers of low cost Goblins and ones with utility rather than big ones. Battle Squadron, Voracious Dragon, and Berserkers' Onslaught could be cut.
You might cut some of the anthems, or just play more efficient ones. Vanquisher's Banner gives card draw which is really helpful for this deck. Adaptive Automaton is worth a shot as a 2 CMC Goblin lord. Goblin King gives mountainwalk which could be relevant in multiplayer games. The new Goblin Trashmaster is a lord that also provides artifact removal. Ogre Battledriver and In the Web of War give haste and also pump your Goblins, so could replace Hammer of Purphoros.
Mana Echoes could be good to generate mana whenever you make or play Goblins, and also goes infinite with Umbral Mantle or Sword of the Paruns on Krenko if you would include those in your deck. Thornbite Staff can untap Krenko for free whenever a Goblin dies, so it goes infinite with any sac outlet. Ashnod's Altar is another good one.
2 months ago
@ForTheOldFrame: Thanks for your upvote and your detailed comment and sorry for posting so late. I was busy the last days and didn't find the time to reply.
I will try to answer to all your suggestion but I myself aren't an expert in EDH too. So maybe I am wrong with some choices and many cards depend on teh playgroup you are playing:
- Mentor of the Meek: Is already on my maybe list and goes in the deck as soon as I can get it.
- Concerted Effort: Is already on my maybe list and goes in the deck as soon as I can get it. But I will probably not build the deck around it. So Lost Auramancers, Plea for Guidance and Windbrisk Heights are out. Especially Windbrisk Heights as my rebels normally only attack once with three creatures or more.
- Land drops are an issue so Journeyer's Kite and Thawing Glaciers are great choice and I will try them out.
- Temple of the False God: I tend to have it on my starting hand nearly every time I play it in a deck. So I am not a big fan of this card. But with Journeyer's Kite and Thawing Glaciers it is maybe worth a try.
- Sword of the Animist: Mostly I need my rebels to control the table and don't have a chance to attack the first rounds.
- Rebels mitigate the lack of good carddraw in white by tutoring for your creatures. Normally I tend to keep 4-6 cards in my hand and use my mana to tutor for rebels or recast Lin Sivvi, Defiant Hero so I don't need Jayemdae Tome, Armistice or Slate of Ancestry. Especially the later I think is not a good option with rebels. If you have enough rebels on the field you normally search for Mirror Entity and attack with your army.
- Light of Day synergices very well with Scuttlemutt and Distorting Lens so I will try it out.
- Cataclysm: Great suggestion and I will try to get one ;-)
- Fated Retribution is not the only instant wrath in white. There is also Rout. And I think if I add Cataclysm I am fine with wrath effects.
- Catastrophe and Armageddon are good option, but as I mostly play casual I leave them out.
- Cessation is better than Pacifism but at the moment Pacifism is only a placeholder and will get out of the deck. Presumable for an other suggestion form you.
- My playgroup mostly plays with older cards and so we decided to ban all planeswalkers. So Elspeth Tirel and Gideon of the Trials are out for me.
- Angel's Trumpet is a good card but not in my build, I think it is possibly in rebels but you have to build the deck differently.
- The runes cycle: Great suggestion. As rebels have already good answers against red and black I will try to find room for the three other runes.
- Icatian Store: I don't like the old storage land and I think that Fountain of Cho is strictly better. But normally I need my mana every turn and not a lot of mana in one turn. The only exception is Mirror Entity so I think I don't need it. But maybe I will try it out some day.
- Kongming, "Sleeping Dragon": For mone white Benalish Marshal is better and I will get one for this deck.
- Elesh Norn, Grand Cenobite is great but to expensive (money) for me.
- Pariah and Pariah's Shield: I think you are right and the runes are better suited for the deck.
So thanks again for your comment and now I have the problem to find cards to take out for your suggestions ;-)
2 months ago
Upvoted and saving for future reference; I'm debating building something similar myself at some point. Rebels strike me as an archetype that's strong to the point of being dishonorable -- even today when a 4/4 for 4 is a little expensive.
If it weren't for Lin-Sivvi, I'd suggest going WB for black's excellent card draw, and access to Deathtouch and a few black rebels; but I think Lin-Sivvi is stronger than the entire color black, in this deck.
Understand that I know very little about EDH -- I've only played a few games, and never won any -- but I've been reading up and gathering advice; hopefully what follows will be worth it.
Thoughts, from how I understand EDH so far:
- Rebels are playing a long game by definition; use land fixing to match. Journeyer's Kite and Thawing Glaciers can thin out the deck as well as Green can. Land Tax might also be worth it, but definitely keep your Tithe.
- Run Concerted Effort (tutor it out with Lost Auramancers, Plea for Guidance, or Windbrisk Heights), and tutor out Rebels with abilities you want to share. It looks like you're running most of them already -- I'm especially happy to see Thermal Glider and Rappelling Scouts.
- Mana ramp? I've heard it says that whoever gets the most mana tends to win an EDH game, and I can particularly believe it for this deck. Temple of the False God is reliable, especially with the tutoring solutions I mentioned. Sword of the Animist would also work.
- Card draw: use Mentor of the Meek, Slate of Ancestry, maybe Jayemdae Tome and Armistice.
- Light of Day if your play group will tolerate it.
Breaking off here, since there's only so many cards you can propose in one comment. Will resume in a moment.
2 months ago
@louisjrt No worries at all. I made changes to this deck just a couple days ago, so I'm definitely not above improving it. If you want a great resource for commander deck-building edhrec.com is what I use for a lot of ideas and then test out what I like best. So since you made so many suggestions, I've decided to give each one a quick blurb based on my experience and a letter grade for simplicity's sake.
-Arcane Lighthouse C, by my quick count there are only 8 cards in this deck that would target opponents' creatures and most of them are of little consequence, more useful in other decks
-Buried Ruin A, there are several useful artifacts in this deck and if they are destroyed or milled this can be a saviour
-Myriad Landscape C+, can be useful if you get stuck on 3 lands and need to cast Krenko, Mob Boss, but more often than not I find it slows me down because it enters tapped and only taps for colourless
-Combat Celebrant A, a good, cheap way to get an extra combat, don't expect him to last long though
-Voracious Dragon B+, good way to deal quick damage and can be a powerhouse with evasion, though it can be taken out with targeted removal and lose your goblins for almost nothing
-Paradox Engine A, great card in general, but if you have a way to generate a lot of mana and can keep refilling your hand this can be very, very powerful
-The Immortal Sun C+, solid card that provides several benefits, but I think it's better served in other decks, the cmc is a bit high for goblins as well
-Kyren Negotiations C+, can be good for getting through blockers/pillow forts or comboing with infinite untaps, usually better to attack though
-Kindred Charge B-, can be useful as a finisher, requires a fairly good board state to be worth it though
-Burn at the Stake B-, pretty much same as above
-Last-Ditch Effort B-, pretty much also same as above, cmc is a lot more affordable though of course you lose your goblins