Commander / EDH
SCORE: 17 | 18 COMMENTS | 6590 VIEWS | IN 10 FOLDERS
Change Log 11 —July 30, 2018
+City of Traitors
I finally got a hold of a City of Traitors. Drownyard Temple comes out to fit in City. On paper Drownyard seems like it is a perfect land for the deck, but it’s recursion is rarely relevant and it mostly acts like a Wastes in the deck.
Calsifer Sorry for the extremely late response. I never got a notification for the comment and rarely looked for them when I update the deck.
Thanks for the compliment on the deck.
I think Earthcraft, Cryptolith Rite, and Paradox engine could do some crazy things, but I’m not really sure where that takes this deck. Cryptolith Rite I think is probably too slow unless you have a haste enabler in play, but those are the turns I find I want to be turning my creatures sideways to end the game. The deck is much better suited to using its land for mana than creatures because you generally have so much of it in play. Also, the deck so want always have a lot of creatures in play. Usually it’s an explosive turn that creates and army and draws in to a win condition. The turns I’d spend casting those cards could be better spent ramping or drawing cards.
I hope my reply is still relevant and if you’ve had testing with the proposed cards in the mean time, I’d love to hear.
June 9, 2018 10:49 p.m.
I kind of butchered that last sentence and unfortunately can’t edit it.
What I meant to say is that the deck does not always have a lot of creatures in play to take advantage of cards like Cryptolith and earthcraft. They usually appear in one explosive turn.
I think Earthcraft has the most merit since you can use your newly created elemental immediately. Cryptolith Rite is probably too slow and Paradox engine doesn’t do enough on its own in this deck. I’ve tried to streamline the deck to ramp, draw cards, and kill.