@Austin_Smith_of_Cards, Thanks for the suggestions on my zur deck. I have some questions: 1. Are more enchantments just kind of redundant, because why wouldn't I just grab vanishing, shielded by faith, and pariah first? This leads into my second question. 2. Can anything kill zur once he has vanishing, shielded, and pariah? I'm thinking maybe sacrifice but I'm unsure when I can revanish to prevent. If you come up with a target spell answer, lets assume I put shroud on him as his fourth buff. (does zur even need anything past 4 or 5 of these enchantments?) 3. I had noticed the signets before but was unsure what to replace with them. Should I get rid of lands or perhaps some enchantments to fit them in?
The theme of the deck started off as kind of a political stalwart unity spinoff, before I realized how broken zur is. I tried to put in less enchantments than some decks put for him because I want the rest of the deck to still be viable if he happens to get counter spelled several times.
Once again thanks for the suggestions and for reading this if you have the time. I'm kinda new to magic overall and was just forming some decks to go against my friends with.
January 29, 2017 3:09 p.m.
Cant remember how to tag people on here, wasnt sure if it was with @ symbol or what, but i replied back to you on my Master of Dragons deck.
January 27, 2017 1:37 a.m.
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Magewright's Stone and Rings of Brighthearth both allow you to remove two creatures at a time before needing to flicker your commander. Umbral Mantle allows you do it as many times as you have the mana for it.
February 21, 2017 10:18 p.m.
Stonecloaker is another Whitemane Lion variant that can still be tutored by Recruiter of the Guard, has flying and higher toughness, and can get rid of a choice card in a graveyard. Ought to include for more redundancy.
Voidmage Husher presents itself as a repeatable way to shut down planeswalker abilities and opposing commanders, as well as repeatably play itself for card advantage.
I disagree with your exclusions; Saltskitter should go back in. As something that blinks itself repeatably for free, the card advantage and value you get from it is incredible.
Deputy of Acquittals falls into the category of Whitemane Lion redundancy.
No Moorland Haunt? It's in your colors, and gives you something to do with extra mana floating around, that's also synergistic with your commander.
February 21, 2017 10:09 p.m.
February 21, 2017 9:54 p.m.
Mindslicer is an incredibly powerful creature that trashes hands when it dies. Reanimate it with Chainer repeatedly, then sacrifice it to any of your outlets to destroy control players.
While a little expensive, Sheoldred, Whispering One is a powerful multiplayer bomb that demands an immediate response. Culls your opponents creature for reanimation, and brings back yours without Chainer's downside exile clause.
Caged Sun is incredible in any monocolored EDH deck; you'll never run out of mana to cast things, plus it gives your creatures an additional anthem effect, including things stolen with Chainer.
Another expensive but great card is Demonic Tutor. Grabs exactly what you want for the low price of 2 cmc.
February 21, 2017 5:10 p.m.
For Keiga, the Tide Star and Deadeye Navigator, I would swap out Kheru Spellsnatcher and either Aura Thief or Archaeomancer. Spellsnatcher is too expensive to use efficiently and dies easily. Aura Thief is a strong card, but your deck doesn't have a way to take advantage of enchantments, and Archaeomancer, while useful, is off-theme.
For the other three cards I would swap out Ancient Excavation, Perplex, and either Telemin Performance or Necromantic Selection. Excavation doesn't actually provide any card advantage, just looting; Perplex is a worse Cancel with a transmute that can only grab 4 other cards in your deck; Performance is more unreliable than Bribery and mills only slightly; and Necromantic Selection has a limited ability to target.
February 20, 2017 1:18 p.m.
Mirko Vosk, Mind Drinker can be pretty punishing whenever he hits an opponent. At least four cards milled on hit, which is equal to his toughness, or potentially more. A lot more.
Wall of Frost has a big butt, and is annoying to attack into. Exploit as necessary.
Sphinx's Tutelage accelerates the milling for a small mana investment, and absolutely destroys monocolored decks. If you need to loot lategame, it can do that for you too.
King Macar, the Gold-Cursed has good synergy with the tapping ability. Mill three on end step, untap, exile a threat, get a one-shot mana rock! Repeat as desired to make opponents cry.
Dimir Signet is a quick way to accelerate early game to drop Phenax earlier. Also fixes mana, which is always great.
Wight of Precinct Six, while a bit vanilla, can get absolutely MASSIVE over the course of a game. Multiples of Mortivore never hurt anybody, except your opponents.
An EDH deck with access to blue that doesn't run Counterspell? BLASPHEMY AND SLANDER, I SAY :P
Psychic Strike is another on-theme counter spell. Might be worth playtesting.
February 19, 2017 10:25 p.m.
Crux of Fate is a useful boardwipe that will leave your commander alive afterwards. If you stole a planeswalker with Silumgar, you'll be able to keep him/her.
Deadeye Navigator allows you to permasteal something with Silumgar. Simply blink it, and you get to keep it even if your commander dies.
Phyrexian Arena is a powerful enchantment that provides massive card advantage over the course of the game; very important in Dimir colors, and the life loss is negligible given your beginning life pool.
Memory Plunder is another card that allows you to steal an opponent's used instant or sorcery spell from their graveyard for a turn.
Great decklist! +1 from me!
February 19, 2017 10:01 p.m.
Peanut3181 Thanks for checking out my decklist! That Brago deck sounds like a lot of fun, and I considered building one in my early days deciding which legendary creatures to focus building decks around. In the end, I picked Gwafa because his ability was super unique and flavorful, and I loved the political potential he offered.
I wouldn't be able to run the Disk + Lattice + Forge combo for multiple reasons. First, the Lattice and the Forge are way outside my budget range, and it's a three card combo that doesn't do much for me if I can't get all three pieces together. I could see running it in my Breya EDH deck if I decide to assemble that back together.
The (relatively) high price of Cyclonic Rift kept me away from considering it for a while, but since discovered that it's the fifth most ubiquitous EDH card of all time, I decided to include it on my to-buy list.
I'm assuming you meant to link Peacekeeper, which is a card I hadn't heard of before. It looks pretty powerful, but the problem is that it prevents all creatures from attacking anybody, which draws attention to me and does not go well politically.
Magus of the Moat looks incredibly strong and might be worth considering. What would you suggest I swap it in for to playtest?
Darksteel Mutation and Imprisoned in the Moon I don't care for; if a commander is causing me pain I have other ways to counter it (bribery counters, spot removal, Azorius Guildmage), otherwise my opponents will usually leave me alone and attack someone else.
I have Thalia, Heretic Cathar and Blind Obedience functioning as my Loxodon Gatekeeper of choice. The first is aggressive and defends well, and the second allows me to play a game of attrition. I don't like to include too much of this effect though, because it draws attention I don't want.
I used to run Dovescape, but without Guile or Leyline of Singularity, it just wasn't effective enough. I also traded it away for a Golgari Grave-Troll, which I'm still happy about even with the recent Modern ban.
Sphinx's Tutelage looks really weak against anything that isn't monocolored. This deck doesn't mill anyway, so it's not exactly a great wincon here.
Entreat the Angels is nice, but I think it's far more suited for something like Selesnya or Bant with access to green for ramp. Drawing it early in this decklist is just bad.
Tamiyo, the Moon Sage and Elesh Norn, Grand Cenobite are way too far outside my budget range. They're really good, but unless I run into someone who's willing to trade, I can't count on including these.
Thanks for the feedback! Again, let me know what you'd consider cutting for Magus of the Moat.
February 19, 2017 2:44 p.m.
After bouncing some ideas with some Magic players at my LGS after Friday Night Magic, it was suggested that I include a playset of Skull Collector to combo with Chittering Rats for potential endless draw denial. The Collector's downside will allow me to repeatedly recur and recast the Chittering Rats to ensure my opponent will never be able to draw a new card.
It was also suggested that I include more 1-drop discard spells, and cut down on my curve. I have also never found myself pulling the Befouls from the sideboard, because they are simply too expensive to cast, and the only matchup where they're actually good is against Tron.
Decklist Changes And Upcoming Edits:
Two copies of Despise have been added for a Ravenous Rats and a Swamp. More opening hand disruption was needed, and Duress won't always do the job, especially against aggro strategies. An additional Despise was added to the sideboard in place of the Pack Rat.
The two Mutilates have been exchanged with the two Victim of Nights from the sideboard. Since my new strategy will revolve more around the Skull Collector/Chittering Rats combo, boardwipe needs to be sideboarded for when I need to use it, not in the main.
The playset of Skull Collector is top of my to-buy list, since it facilitates my new strategy to grind out the game. The two remaining Ogre Slumlords and the Okiba-Gang Shinobi will be cut for these; Slumlords are too high-costing and are bad against matchups with efficient removal, and although the Rat Ninjas will be missed, their card disadvantage utility will be picked up by the interaction provided by the Collectors.
A Swamp and Beseech the Queen will be cut for two Funeral Charms. It was suggested as another 1-drop hand disruptor, but also for the instant-speed playability. I don't know if I would ever use the other two modes, but hey; utility is always welcome. The Beseech will probably be moved to the sideboard to replace a Befoul.
Lastly, two more Befoul will be cut from the sideboard for a couple Lashwrithe. It's a strong beater that is less vulnerable to creature removal since it lasts as an equipment.
If you have any comments or criticisms for these exchanges, let me know! This deck is incredibly fun to pilot, and absolutely ruthless to play.
February 18, 2017 2:41 p.m.
The reason I suggested Ryusei is exactly because it only hits grounded creatures; your army of flying dragons won't be affected by it, effectively making it a one-sided boardwipe. Even if it can't hit fliers, the amount of gigantic dragons this deck has should be able to dominate the flying creatures game.
February 17, 2017 1:17 p.m.
Stormbreath Dragon absolutely destroys control players and decks with a lot of card draw, plus he's great against white.
Hellkite Charger allows all your dragons to attack twice in a single turn, and if you have thirteen mana on the board you can do this the turn you play it without warning.
Flameblast Dragon is an awesome mana sink that removes potential blockers and hits the face for extra.
Fiery Confluence is your toolbox spell that lets you do whatever you need to with it; wipe board, finish off opponents, or wreck problematic artifacts.
Ryusei, the Falling Star is a delayed boardwipe on a stick that opponents will think twice about killing.
Dragonmaster Outcast is a cheap way to gain massive value in the mid-to-lategame, constantly pumping out 5/5 dragons.
Warstorm Surge is extra removal and face damage upon one of your creatures entering the battlefield.
Fire Diamond is a cheap mana rock early on so you can accelerate into your costly dragons.
Tyrant of Valakut is a pretty awesome dragon that gets better if you've played something else in the turn.
Hoard-Smelter Dragon is another way to eliminate pesky artifacts.
Awesome deck overall!
February 15, 2017 6:24 p.m.
Aura of Silence is another card that is annoying and taxes your opponent for playing powerful artifacts/enchantments and mana rocks. It's also threatens removal if you need it.
Since your opponents will be forced to pay so much through your multiple taxing effects, Rhystic Study will often allow you to collect plenty of card advantage since no one else will be able to pay the mana.
Dovin Baan shuts down creatures with activated abilities, draws you cards in a pinch, and his ultimate creates a harsh stax effect for opponents.
I run a similar Azorius control/pillowfort decklist, which you can find here, if you want more ideas or to give me feedback:
Commander / EDH*
SCORE: 10 | 7 COMMENTS | 1003 VIEWS | IN 5 FOLDERS
February 15, 2017 11:43 a.m.
Think Twice is a cheap way to get some card advantage at instant speed; plus you can cast it with flashback if you need a second spell trigger for Jori En.
Mystic Retrieval recurs instants and sorceries for extra uses, plus it has flashback.
Treasure Cruise gives you something to do with all those extra instants and sorceries in your graveyard; delve them for more cards!
Goblin Electromancer makes your spells cheaper to cast and is extremely storm-friendly.
February 14, 2017 1:55 p.m.
Break of Day is strictly better than Glorious Charge. No reason not to run it.
Accomplished Automaton seems like a better late game option than Bastion Mastodon.
February 14, 2017 10:02 a.m.
Spine of Ish Sah is a bit high in cost, but it returns itself to your hand after sacrificing it, plus it can blow up specific permanents your Commander can't force opponent to sacrifice.
Blood Artist is a great way to take advantage of all the creatures that are dying on the board. Left unchecked, he can create some nice life advantage.
Mazirek, Kraul Death Priest has tons of synergy with your commander, and will quickly buff your board by forcing everyone to sacrifice their permanents.
February 13, 2017 4:46 p.m.
February 12, 2017 12:28 a.m.
V. Izzet Fiend
Game One: An early Duress told me exactly what I was playing against, so I tried to use my removal and discard to empty my opponents hand and deal with the threats (Kiln Fiend and Thing in the Ice). Apostle's Blessing caught me off-guard, though, and Thing in the Ice flipped and proceeded to beat my face in. Luckily, it bounced two Ravenous Rats, so I was able to make sure my opponent had an empty hand before killing the Awoken Horror. Attrition slowly won me the game.
Game Two: -3 Ogre Slumlord -3 Disfigure +2 Victim of Night +2 Corrupt +1 Duress +1 Pack Rat
My opponent was forced to mulligan down to five cards in hand and failed to draw a second land for most of the game. Easy win by stocking up on removal, using Chittering Rats to deny draw, and ending with a face Corrupt for 11.
February 11, 2017 11:43 p.m.
I'm pretty sure there's an easy way to break Paradox Engine in this kind of deck. Now your Gobbos will untap after every spell you play, which means you can use the same two creatures to copy each of your spells.
Howl of the Horde potentially allows you to copy a single spell four times over. If that's going towards a direct damage X spell, this usually spells game over.
Regrowth is the best recursion tool your deck has access to; it effectively trades itself for two cards in your graveyard.
Beast Within is your removal spell to take care of anything. Hard removal that can get rid of lands, planeswalkers, artifacts, enchantments, and creatures all in one card should be respected.
Shamanic Revelation refuels your hand and buffers up your life total a bit.
Purphoros, God of the Forge is essential to any red token strategy. Hard to remove, and directly attacks ALL your opponents.
Second Harvest has the potential to triple the number of tokens on your board.
Hull Breach blows up every single mana rock and pillow fort enchantment standing in your way to victory.
Treacherous Terrain finishes games. Not much else to say here; the basic landcycling versatility can be useful as well.
Clan Defiance can remove up to two creatures and still have enough energy to give your opponent a nice beating to the face. Copying it a second time opens a world of options.
Boundless Realms will ensure you will have all the mana you will ever need to play on your X spells.
Great decklist! Always love commander decks built around a theme.
February 11, 2017 11:33 p.m.
With the release of Aether Revolt, Rishkar's Expertise and Heroic Intervention both look interesting. After looking up the rulings on the Expertise, apparently you can cast one of the cards you've drawn with its first effect, which is pretty useful for digging into the top of your deck. Heroic Intervention protects you from a boardwipe while punishing opponent's lands with Kamahl. Both might be worth playtesting.
February 11, 2017 9:29 p.m.
Commander / EDH*
SCORE: 11 | 10 COMMENTS | 1175 VIEWS | IN 5 FOLDERS
Commander / EDH
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SCORE: 4 | 10 COMMENTS | 683 VIEWS | IN 1 FOLDER
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SCORE: 3 | 2 COMMENTS | 582 VIEWS | IN 1 FOLDER
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SCORE: 3 | 2 COMMENTS | 605 VIEWS
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3 COMMENTS | 223 VIEWS
|Avg. deck rating||4.33|
|Favorite formats||Commander / EDH, Casual|
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