Need advice for Tiny Leaders tournament

Commander Deck Help forum

Posted on June 7, 2015, 9:26 p.m. by EssTea

Hey guys I'm completely new to the tiny leaders format, but I'm pretty good at standard and that qualified me for an invitational tournament at my local game shop which will host 3 rounds of tiny leaders. I chose Varolz, the Scar-Striped as my leader and I'd like to have suggestions from more experienced players. Here's the link : Varolz Value $cavenge

As you can see I have no budget restrictions and built the deck with an incredible amount of value cards from eternal formats so don't be shy to suggest high cost cards.

Any other tip about the format would be greatly appreciated! One thing you could do to help me (and others) is mentioning what deck you play and what cards you fear the most!

Thanks a lot!

sirbar says... #2

So tiny leaders is a lot different than standard. Its a lot faster with more vital decisions. All in all it plays closer to legacy than anything else. Varolz is a really good commander for the format but he should be used in a different way than you currently have him. Instead of just general value you should go infect. Its fast and an auto win if you hit with a scavenged fatty. I play it and here is my list. DO YOU HAVE TOO MANY FRIENDS!?!?

The one major general that you are going to need to watch out for no matter what you play is Geist of Saint Traft. The deck is really good and very hard to interact with. I suggest sacrifice effects and Arcane Lighthouse to deal with it.

June 7, 2015 9:35 p.m.

EssTea says... #3

Yep I run two sacrifice effects specifically for him in the sideboard. Paired with Liliana that makes 3 edicts game 2. At 3 colorless mana I don't think I can afford Arcane Lighthouse, plus I don't like using 2 mana for lighthouse then 2 additional for lets say Abrupt Decay, thats a whole turn off and 4 mana...

I think there are two ways to build Varolz and value is one of the two (anyways, thats from what I've seen on the net). I'm not degrading infect, actually I'm totally sure it's incredibly strong but I feel it's too much on the combo side of things, not that it's bad, it's just not my style. Not running infect makes space for the best removal and disruption spells of legacy (instead of pump spells), and the value creatures give the deck a better late game and resilience. I like graveyard shenanigans and I like synergy, that is why I didn't go pure value with Anafenza.

June 7, 2015 9:52 p.m.

EssTea says... #4

Do you think Devour Flesh is better than Chainer's Edict?

June 7, 2015 9:56 p.m.

Arvail says... #5

I don't have time for a full review of your deck right now. It's midnight and I need sleep. Regardless, I pilot Bruce Lee's ONE-INCH PUNCH!. I'm pretty familiar with the format. Tag me in your deck and I'll help you sometime in the next few days.

June 7, 2015 11:19 p.m.

sirbar says... #6

No Devour Flesh is worse. There is practically nothing that will make the instant speed of devour better. Arcane Lighthouse is really just for the late game. Play test the match sometime online. I have found it to be useful even with its heavy cost.

Also going with the infect build of varolz doesn't limit you to less removal. Actually you should play more and less scavenge targets than what you have. The infect creatures take up very little space allowing for a very easily tuneable deck. To me personally it seems that if you want to just go G/B rock that you would run skullbriar as you commander. He is more useful since the scavenge value plan is kind of a win more thing.

June 7, 2015 11:25 p.m.

Khayon7970 says... #7

Glaring Spotlight would help with Geist of St. Traft

June 9, 2015 8:55 a.m.

This discussion has been closed