Slobad - Self-Mill/Eggs (Competitive)

Commander / EDH Gerst

SCORE: 55 | 29 COMMENTS | 10752 VIEWS | IN 22 FOLDERS


Release 2 —Dec. 10, 2015

Since the first release of this list, a few changes have been made:

Thran Dynamo > Thought Vessel

Gilded Lotus > Fellwar Stone

Ugin's Nexus > Chrome Mox

Grinding Station > Bazaar of Baghdad

Thran Dynamo and Gilded Lotus were too slow and expensive, and were cut for cheaper rocks (Thought Vessel and Fellwar Stone). Ugin's Nexus was occasionally very good, but overall wasn't doing enough for its cost. I previously didn't have enough red cards to support Chrome Mox, but now I do, so in it goes. Grinding Station was a remnant of some infinite combos the deck used to run that have since been cut. I kept it around for self-mill, but have concluded that Bazaar of Baghdad serves that purpose better, since it allows me to actually filter my hand.

Gerst says... #1

Description updated with combos and more.

November 30, 2015 11:11 a.m.

Ihazadeck says... #2

you get a plus 1 from me cause i like unique/rare generals. How does the low count help you? do you ever get mana skrewed and cant draw into it or do you normally not have an issue with the mana?

December 2, 2015 6 a.m.

GobboE says... #3

  • 1 from me. I really like Slobad as your general. My main question would be exactly as the one phrased above.
December 2, 2015 6:01 a.m.

kengiczar says... #4

First time I've ever seen a Slobad deck on here and it's the morning after I learn about the card Slobad. Coincidence? I think not!

Anyways you have this combo listed for infinite mana: "Krark-Clan Ironworks + Salvaging Station + Voltaic Key = infinite mana". You could also use Flayer Husk though I'm not sure if it's worth it in EDH.

December 2, 2015 6:05 a.m.

Ihazadeck says... #5

well i am know the infinite mana combos. but what i mean is like, have you had to aggressively mulled to get a opening hand with a good amount of lands? how many lands do you draw into in a normal game? How many lands do you want to see in a game? i ask because 27 lands seems low to me but it can be compensated with a cheap general and the artifact mana you have. Normally i build decks with 37 lands or more sometime i have gone under but it was because it had ramp in it with out the rocks.

December 2, 2015 6:11 a.m.

Gerst says... #6

Ihazadeck and GobboE:

The deck's low land count means that as I am comboing off, I am more likely to draw into the gas I need. There are several reasons that the deck can function on so few lands. Most importantly, the deck has a low mana curve (currently the average CMC of non-land cards is 2.38). Second, I run an abundance of both mana rocks and cost reducers. Many of these mana rocks cost zero, so they are an effective replacement for lands, and additionally allow me to play multiple mana sources per turn. Finally, a number of the lands in the deck tap for more than one mana. When mulliganing with this deck, you never want to keep more than two lands. Having wheel effects and cheap mana rocks is the most important thing. Remember that we're aiming to kill our opponents around turn four - we don't need a lot of lands.

kengiczar:

That is true, I am aware of and could use Flayer Husk. I have chosen not to, because it is a dead card for the most part, outside of that particular combo. I have made an effort to minimize the number of cards in the deck that have a singular use as a combo piece. Too often they will do nothing, if they don't have the other pieces to support them. Currently the only card that falls into this category is Goblin Cannon, but having a way to actually kill my opponents is necessary.

December 2, 2015 7:10 a.m. Edited.

Ihazadeck says... #7

oh ok, thank you was just curious, a mistake people make is undervaluing lands. i didnt know if you went with a low land count because of the curve or because you wanted more gas. i see its a combination of both, most combo decks want as little land as possible.

December 2, 2015 1:38 p.m.

jsansoldo says... #8

Get your lands to at least 32. I know you have mana rocks, but the opening hand must have at least 2.

December 8, 2015 11:17 a.m.

Gerst says... #9

No, the opening hand does not need at least two. One is fine. I keep on zero sometimes. And you do not ever want to have three lands or more, though sometimes you'll end up there. This deck (and competitive combo decks in general) needs gas, not lands. If you are struggling for mana, it means you need to mulligan more aggressively.

December 8, 2015 2:30 p.m. Edited.