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Zhur-Taa Swine Discussion
1 month ago
Hey, I also always find the hardest thing to do with EDH decks is to figure out what to take out, too, so I'll focus on that.
Cards that I don't think you need:
Apex Hawks - EDH is a strange format where mana is plentiful and the game doesn't really start until turn 6, so things that are overcosted but do ridiculous stuff are playable, but things that are costed fairly but don't do anything in particular are not. This falls into the latter: It's a 2/2 flyer for 3. The kicker doesn't matter, because you can use your general to add counters whenever you want for half the price. This isn't a bad card in limited or even really that bad in some constructed formats, but in EDH it doesn't do enough to be worth a deck slot.
Krakilin - It's a hydra, and there are better hydras than this.
Pale Recluse - Land cycling isn't that great. Cheap cards like Terramorphic Expanse do the job better, and more expensive cards do the job a whole lot better. The spider part of it isn't good enough to justify the added cost that is put in for the cycling.
Skarrg Goliath - Not terrible, but it's another card that's essentially a french vanilla. You've got cards that can do one thing or another thing, but you want cards that can just do both things. Craterhoof Behemoth is a good example of a card that can do both things.
Undergrowth Scavenger - Another vanilla card. It has the potential to be really big, but then it'll just sit there until you chump block with it. Taurean Mauler is a good card that does essentially the same thing, but is guaranteed to get huge no matter what unless someone takes the time to kill it.
Valley Rannet - Lol moar like Vanilla Rannet am i rite? If you cast this as a creature, it's a 6/3 for 6. Not good. If you're worried about your mana base, make your mana base better. Zhur-Taa Ancient is bigger, less expensive, and helps you more.
Whisperer of the Wilds - I feel bad every time I say this, because it might be just me, but I hate mana dorks in EDH. They're made to let you cast a 4 drop on turn 3, when in EDH you should be focusing on casting two 9 drops on turn 11. The first 6 turns or so almost don't count.
Zhur-Taa Swine - Another overcosted vanilla that you can play as an overcosted instant instead. Being able to be two things isn't that good in a format where everything should do two things at the same time.
Haunted Plate Mail - You should never have no creatures on the board. Your commander costs three mana and makes a ton of 1/1's Every time you think about making this a creature, play your commander again instead. Without the creature ability that is useless, it's a +4/+4 for 8 mana. You're better off just putting 4 +1/+1 counters on the creature you want to equip, something you can do with your commander for 8 mana and no cards.
Obelisk of Urd - What creature type are you choosing for this? You don't really have a tribal thing going. Maybe if you focused on elementals, or making a ton of 1/1 plant tokens or something, but you'd have to change your whole deck around to really get full use out of this.
Barrage of Boulders - No one has */1s in EDH, so this won't kill anything. It's good thinking, because it'll hit a lot of things, but it'll just poke them and they'll go back to killing you the next turn.
Harmonize - Card drawing is important in EDH, but there's better ways of doing it, a lot of which are also on creatures. Soul of the Harvest, Regal Force, and even Skullmulcher are better for your deck.
Mana Geyser - I don't know about this card. Keep it in there, but keep track of how often it helps you when you play with it. It might not be good.
Ancient Silverback - Essentially Vanilla.
Aven Sunstriker - Not a fan of morph in EDH, especially when there's only one or two morph cards in the deck. You can't be tricky with it, and that's it's main use.
Circle of Flame - One damage to a creature is like flicking them on their ear.
Door of Destinies - Just like the Obelisk, you don't have a big tribal component.
Life's Legacy - In a second I'm going to tell you to go all in on tokens, which means no one creature it going to draw you a lot of cards. Also, this card would be so much better if it was an instant. Nothing to do with you or your deck, but man, I'd play it if it was an instant.
Noble Quarry - In a token deck, you'll have enough creatures that a unicorn won't help you that much. This card is good if you've got one creature you want to make sure isn't blocked. You'll have a lot of creatures, so you know that your opponent can't block them all.
Nyxborn Wolf - Vanilla curse strikes again. This is slightly better than the bloodrush cards, but it's still not really helping.
Shrine of Boundless Growth - Eh, you'll always not want to use it to get more value, but then you won't have it when you need it. If you like the card, sure, but I personally don't. I think the white shrine makes Kittens, though. You might have better luck with that.
So my main advice to you is that I think your deck wants to do two things: Make a metric ton of small tokens, and then put +1/+1 counters on all of them. It's a pretty good strategy to have, but you have to go with it. The easy suggestion in deciding if a card should be in the deck is to put it into four categories:
1) This card helps my theme.2) This card is helped by my theme.3) This card does things all decks should (Mana, Card Draw, Removal, reanimation). 4) This card doesn't need to be in the deck.
All the essentially vanilla creatures, all the things that only help one creature (other than cards like Sigil of the Nayan Gods, which are in category 2), and all the cards that don't make tokens or counters are either in category 3 or 4, and most of them will be in category 4. It doesn't matter if the card is good, if it doesn't fit in the first three categories, it's in the fourth. Very few exceptions.
Here's some cards you may want to look into, because they'll help your theme, but keep in mind I'm not paying attention to your budget, so you'd only be able to get a few of them:
And none are coming to mind, but things that make a bunch of 1/1 tokens are always good. Rhys the Redeemed is a huge one that should be a priority if you decide to make a token deck.
Also the most fun/annoying for opponents thing about Marath is that it can never really be killed. Always have mana open to turn all of its +1/+1 counters into guys or damage. Keep replaying it and it'll create an army all by itself.
Long post, but I hope it helps. My opinions and advice aren't always right, so don't feel the need to listen to me if you disagree about something, and have fun playing EDH. The best part of the format is how much leeway it gives players. You don't need to be the best or to have the best deck to win every once in a while. I've got a friend who runs actively bad cards (think Stampeding Rhino), and yet still pulls out victories sometimes, and always is someone you need to account for in the game.
2 months ago
This is pretty good for being thrown together in an hour, but there's a lot of cards you can throw in to just make it strictly better so I'm just gonna throw as many of them as I can think of at you, hopefully that comes off as helpful. I'm gonna try to limit myself to stuff that's been printed recently and/or isn't too expensive.
Turn / Burn is great at removing anything that doesn't have counters on it.
Prophet of Kruphix is friggin Prophet of Kruphix, why is this deck not just 99 Prophets of Kruphix?
Sol Ring it's in every EDH precon for a reason son.
Atarka, World Render Because Dragons.
Stubborn Denial if you're doing things right it's a hard counter most of the time.
Ruric Thar, the Unbowed GRUUL WANT SMASH!
Malignus maybe it's just me, but giving this trample just seems hilarious.
Savage Knuckleblade nobody playing standard seems to have any love for him, but he's still a nice beater.
Bane of Progress if you want your friends to hate you.
Cards to cut, although you probably know most of this already:
Emrakul, the Aeons Torn isn't EDH legal so I'd ask your friend if it's okay first.
Dragon Fodder 1/1's aren't really gonna do much in commander other than die horribly.
Opaline Unicorn no self respecting green deck runs colorless ramp that isn't sol ring.
Scorchwalker, Zhur-Taa Swine, Rubblebelt Maaka, and Titan's Strength EDH games tend to run a bit longer than 60 card so one-off bursts of power aren't quite as good as stuff that sticks around and beats face until somebody deals with it.
Anyway that's all I got hope it's helpful, good luck with your EDH-ing!
5 months ago
There are many thing that makes people want to play MTG. The lores are great, the gameplay is addictive, and the artwork is pleasing to the eye.
Another thing that attract players, old and new alike, are the card flavor. What do you think is the best flavor cards in MTG?
I have a few select one, and unsurprisingly, most of them are Gruul cards:
Borborygmos: "It's easy to see why those Gruul dirtbags follow him--the only orders he gives are Crush them' and We eat'" --Teysa
Giant Solifuge: "We respect all lifeforms, but this one we respect from a distance." --Mandor, Selesnya ranger
Gruul War Plow: "Steering apparatus? What for? Rip it out, sharpen it, and lash it to the front" --Ktank, Gruul plowmaster
Scab-Clan Giant: For the Gruul, bone-crushing rage is the first priority. Accuracy comes in a distant ninetieth.
Zhur-Taa Swine: Gurley was the first to domesticate one, though his widow didn't take much solace in that accomplishment.
And an old-time favorite:
Gorilla Titan: "I want a banana this big"
8 months ago
maybe lands? I've noticed that this deck doesn't need that much mana to function properly, it seems it can usually win on turn 4 or 5 with all the haste and bloodrush. I wouldn't put four in unless you wanted to take out something else, maybe the Ember Weavers and two lands. I actually do really like ember weaver, but if the deck speeds up, as it will with the ram gangs, it will usually be on the offensive when reach doesn't matter. If you want the four and the ember weavers... maybe Ruric Thar, the Unbowed or Zhur-Taa Swine? i'm not sure, it's up to you what you think you want to take out, but I'd definitely consider taking out two lands for two ram gangs at least
11 months ago
1 year ago
I am currently working on a Jund fatties deck. I am not new to MTG, but I suck at the game and at deck building. The way this deck works is I start out by playing some mana creatures and mana ramp spells. the next few turns, I start playing some creatures like Centaur Battlemaster and Polis Crusher . Then, around turn 6, I start playing really fat fatties to crush my opponent such as Polukranos, World Eater and Mistcutter Hydra . Now I just attack them with my very fat fatties and kill them in one attack. I went through my collection of cards in search of cards that would perform well in this deck. I have now come up with an extremely long list of them. Now, friendly people on www.tappedout.net, I need your help in deciding which cards to take out, and which cards to put in. Here is my list:
x4 Phytoburst x1 Bow of Nylea x1 Jarad, Golgari Lich Lord x3 Ivy Lane Denizen x3 Defend the Hearth x4 Voyaging Satyr x4 Adaptive Snapjaw x1 Garruk, Caller of Beasts x2 Nylea's Emissary x4 Centaur Battlemaster x1 Polukranos, World Eater x1 Ember Swallower x3 Time to Feed x1 Mistcutter Hydra x4 Rakdos Cackler x4 Nessian Asp x4 Vulpine Goliath x2 Font of Fertility x2 Humbler of Mortals x2 Pheres-Band Tromper x1 Swarmborn Giant x4 Slaughterhorn x3 Giant Growth x4 Nemesis of Mortals x3 Alpha Authority x1 Into the Wilds x1 Trollhide x4 Verdant Haven x2 Satyr Wayfinder x2 Deadbridge Goliath x4 Dreg Mangler x1 Heroes' Bane x3 Golden Hind x1 Carnival Hellsteed x2 Slitherhead x1 Five-Alarm Fire x1 Signal the Clans x1 Master of the Feast x1 Wrecking Ogre x1 Ghor-Clan Rampager x1 Archetype of Aggression x1 Master of Cruelties x1 Archetype of Endurance x4 Golgari Longlegs x2 Reaper of the Wilds x2 Skarrg Guildmage x1 Deadbridge Chant x2 Xenagos, The Reveler x1 Pharagax Giant x2 Burning-Tree Emissary x4 Zhur-Taa Swine x4 Hellhole Flailer x2 Polis Crusher x3 Auger Spree x1 Scorchwalker x3 Armed/Dangerousx1 Rakdos, Lord of Riots x1 Rubblebelt Maaka x3 Ruination Wurm x2 Gruul Charm x1 Rakdos Charm x2 Golgari Charm x1 Lotleth Troll x4 Spawn of Rix Maadi x4 Titan's Strength x1 Maze Abomination x2 Dynacharge x1 Minotaur Abomination x1 Rotted Hulk x1 Deviant Glee x4 Cobblebrute x3 Borderland Minotaur x4 Ember Beast x4 Ripscale Predator x2 Tenement Crasher x1 Maze Rusher x1 Minotaur Aggressor x2 Bloodfray Giant x1 Chaos Imps
That is my list of possible cards (yes I know it is very long). I am trying to make a standard deck, so only recommend standard cards. Please only make recommendations from the cards in this list and cards that I am very likely to have. I don't feel like going off and buying x3 Polukranos, World Eater . I don't have the money to go off buying cards, so don't recommend crazy rare cards. Please just help me to remove enough cards from this list to make it a deck so that I can go wreck faces at FNM. I aslo have R/W Human Enchantment deck on my profile. Please check it out too and give me some pointers.Thank you.
1 year ago
I really like this idea, haven't seen anything like it. I would highly recommend using Zhur-Taa Swine for two reasons.
1.) More bloodrush is always a good thing in this deck, to help with Strength from the Fallen
2.) Giving your prophetic flamespeaker +5/+4 for three mana is just insane.