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Were I building the deck I would probably do the following:
Vorel of the Hull Clade -> Coiling Oracle: Vorel is a 3 drop with no ETB and a slow activated ability with a that ties up 2 mana. He has exactly 3 targets on your side he could hit, and for -1/-1s on opponents creatures he's a pretty poor assassin. Oracle hits the board and immediately replaces itself, either by putting you ahead a turn or putting a card in your hand, which gives it added value as a reanimation tool.
Odric, Lunarch Marshal -> Angel of Finality: Odric is highly board dependent. For him to be effective you need your commander and multiple creatures out, and you're not particularly creature heavy. Yeah he spreads the goodness of Atraxa around, but he doesn't spread infect which is what you really need. Angel of Finality comes with evasion and attacks your opponents resources whether or not your commander or anything else is on the board. If it turns out you need more evasion to connect with infect you're probably better served with Archetype of Imagination or Wonder.
Fuel for the Cause -> Corrupted Conscience: See above for my opinion regarding counterspells in EDH, least of all counterspells that cost 4 when you aren't playing a control or combo deck. Effects that steal creatures are incredibly valuable in EDH as they remove an opponent's threat and give you one with a single card, giving them infect is icing on the cake.
Evolution Charm -> Cyclonic Rift: I wager in most cases Charm brings a creature back to your hand or gives a creature of yours flying, both of which are pretty unimpressive effects. Rift can reset everyone else's board, gets around indestructible and hexproof, and in a pinch can bounce a blocker for 2 to get your creatures through.
Any Signet -> Chromatic Lantern: There are a grand total of 8 symbols in your deck including the commander, and the only double is a 7 drop. In terms of mana fixing you're way better off with the Lantern.
Steady Progress -> Tezzeret's Gambit: The instant speed of Progress doesn't give you any huge advantage since you're not playing control and doing the same amount of proliferating between your turns either way. Drawing a single card only replaces itself, it doesn't really give you more than what you put in in terms of card efficiency. If it said "Kicker Pay 2 life: Draw another card" you'd pay it every single time in EDH, which is what Gambit gives you. You don't even need a blue source to play Gambit.
Glistener Elf/Swiftfoot Boots -> Wrath of God/Damnation: Wraths are invaluable card advantage in EDH. Glistener is practically useless outside of your opening hand, and I find the haste shoes are often disappointments.
But I'm not building the deck, so you do your thing! It's all judgement calls and only you know your meta, so it's really all up to you. Good luck!
May 24, 2018 3:20 p.m.
Looks good! Most of the obvious recommendations are already there in your sideboard; with Lantern, Corrupted Conscience, the Wraths, and Gambit at the top of the list.
A big hole I notice is zero graveyard hate. Bojuka Bog is an easy land slot solution. Scavenging Ooze is on point thematically, and Angel of Finality is a lot of value in a 4 drop if you can find a slot for it. The graveyard is a major resource in EDH, if you consider what a force Muldotha could be you know you need answers for those shenanigans.
You're also a little light on card draw. These games can go long and you need to keep that hand full. If you wanna stay on theme there's always Jin-Gitaxias, Core Augur, but I might not run Jin without a lot more ramp or many ways to cheat him in. Consecrated Sphinx is such an absolute force you can just throw it in anywhere you have blue, and most treat Rhystic Study the same way. Coiling Oracle, Urban Evolution, and Prime Speaker Zegana are all respectable cards I'd consider as well.
I don't think you wanna run counter magic without committing to it. Odds are you won't have it when you need it, and when you have it you'll have to hold back 3 or 4 mana you could have spent to advance your board. Being a multiplayer format weakens counter magic since you can't go card for card against 3 opponents, it's important if you need to protect a game winning combo but this isn't a combo deck.
As for cuts, Evolution Charm is pretty underwhelming for a slot, as is Glistener Elf. Vorel is a commander of mine, and he's slow enough that I'm not sure he'll be much help to you, especially since he can't target players and doesn't play into your infect strategy. Esper Charm isn't great, but Bant Charm is pretty spicy.
There are a lot of options for the mana base, I'm sure you know most of them already so I won't bore you listing all the filters and shocks and all that. I just wanted to mention the Vivids since they work with proliferate and turn on Reflecting Pool. I'm not a fan of the bounce lands, they tend to be really slow and losing them hurts that much more.
Hope that helps!
May 24, 2018 2:46 a.m.
A minor caveat: Your red instants and sorceries still have lifelink. They can still deal damage to players, planeswalkers, and creatures you control, so you will gain life from that damage. They functionally loose lifelink when targeting creatures your opponents control; they still have it, but they deal no damage so there's no life to be gained from it.
May 24, 2018 12:56 a.m.
Your life total goes negative. There's no lower bound to life total, and there's no state based action that automatically sets your life to 0 if your life total is less than 0.
May 22, 2018 6:16 p.m.
All appear to be working, though they break when the "card:" prefix is used. Have you tried without the prefix?
May 22, 2018 5:56 p.m.
[[card:Mirri, Weatherlight Duelist]] --> Mirri, Weatherlight Duelist
[[Mirri, Weatherlight Duelist]] --> Mirri, Weatherlight Duelist
The "card:" prefix seems to produce a bad link. I'm not sure a prefix was ever intended for cards, so it may simply be pointing to something other than the card when it sees a prefix. Were there any other specific cards you were having problems linking too?
May 22, 2018 5:17 p.m.
Do you mean that images marked with the following syntax aren't showing up?
It's probably because that functionally needs to be manually enabled for your account by yeaGO. Simply tag yeaGO here (I guess I already have) or on Discord requesting to have code processing enabled for your account. yeaGO has said it's a case-by-case evaluation, but typically agrees to do it assuming it's for an upstanding member of the community.
May 22, 2018 4:11 p.m.
The "Until end of turn" provision in Narset, Enlightened Master sets up a condition where Narset's ability resolves, then you have cards you can cast under the conditions set up by her ability. Etali, Primal Storm says "exile cards, then cast them", allowing you to cast those spells as part of the resolution of its ability, thus ignoring timing restrictions.
May 22, 2018 2:08 p.m.
Yes Elfhame Druid's second ability can pay for spells with multikicker. Kicker and multikicker both satisfy the "kicked" condition.
702.32d If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.
Elfhame Druid asks "has a spell been kicked?" to which the answer is yes. How many times it's been kicked doesn't matter.
May 22, 2018 12:40 p.m.
Y̶e̶s̶,̶ ̶H̶a̶r̶s̶h̶ ̶M̶e̶n̶t̶o̶r̶ ̶c̶a̶n̶ ̶s̶t̶i̶l̶l̶ ̶s̶h̶o̶c̶k̶ ̶P̶l̶a̶n̶e̶s̶w̶a̶l̶k̶e̶r̶s̶.̶ The change is that you no longer target the player and redirect damage to a Planeswalker, you now target Planeswalkers directly and they're going to change the language of targeted damage spells and abilities to reflect that. The errata is retroactive and is as follows:
- Spells that used the language "target creature or player" will be changed to "any target", which will be shorthand for "target creature, player, or Planeswalker"
- Spells that used the language "target player/opponent" will be changed to "target player/opponent or planeswalker"
- Spells that deal damage to players but DO NOT specify a target will not be changed, and will not affect Plansewalkers. Ex: Hurricane, Earthquake
H̶a̶r̶s̶h̶ ̶M̶e̶n̶t̶o̶r̶ ̶s̶a̶y̶s̶ ̶"̶t̶a̶r̶g̶e̶t̶ ̶c̶r̶e̶a̶t̶u̶r̶e̶ ̶o̶r̶ ̶p̶l̶a̶y̶e̶r̶"̶,̶ ̶m̶e̶a̶n̶i̶n̶g̶ ̶t̶h̶e̶ ̶O̶r̶a̶c̶l̶e̶ ̶t̶e̶x̶t̶ ̶w̶i̶l̶l̶ ̶b̶e̶ ̶"̶a̶n̶y̶ ̶t̶a̶r̶g̶e̶t̶"̶,̶ ̶a̶l̶l̶o̶w̶i̶n̶g̶ ̶i̶t̶ ̶t̶o̶ ̶h̶i̶t̶ ̶P̶l̶a̶n̶e̶s̶w̶a̶l̶k̶e̶r̶s̶.̶
EDIT: That's wrong. Harsh Mentor doesn't target, he falls into the 3rd category and cannot hit Planeswalkers.
May 22, 2018 2:35 a.m.
If it makes you feel any better I very nearly did the same thing, but saw the answer in there as I glanced down to the next ruling.
May 21, 2018 11:13 p.m.
This works how you'd like it to. From Odric's Gatherer rulings:
Odric’s ability triggers at the beginning of each combat, not just combat on your turn, whether or not any creatures you control have any of the listed abilities. If a creature gains one of the listed abilities before Odric’s triggered ability resolves, perhaps due to another ability that triggered at the beginning of combat, then creatures you control will gain that ability.
May 21, 2018 10:43 p.m.
May 21, 2018 10:38 p.m.
Yes. Soul's Attendant has an "enters the battlefield" trigger, meaning that for it to trigger Archangel of Thune must be on the battlefield. When Soul's Attendant's trigger resolves you will gain a life, and Archangel of Thune will trigger, putting +1/+1 counters on your creatures.
Just remember, whenever you see "when ... enters the battlefield" that means whatever triggered it has entered the battlefield, so it's there for the purposes of any interaction that follows.
May 21, 2018 7:35 p.m.
Yeah, the crux of the problem is that Stuffy Doll on its own demands 2 or 3 additional effects to achieve an even average effectiveness. Those effects demand card slots, and offer very little synergy with other cards. At the end of the day you've committed 10 slots to facilitate making a card you might not even see average.
Of course you can just build Atraxa, Praetors' Voice infect and throw in Muldrotha, the Gravetide. I don't think it's as effective as just straight budget Muldrotha card value beatdown, but it's relatively viable.
Atraxa doesn't have infect, so I'd build toward getting that first counter on and getting as many proliferate triggers as possible. DrukenReaps mentioned Ichor Rats, which is so essential to this game plan it's basically your lieutenant. Pick up anything with infect and evasion, anything that gives you an effect with a proliferation, and take advantage of things you can proliferate yourself. The vivid lands, Fathom Mage, Gyre Sage, Astral Cornucopia, Everflowing Chalice, and Pentad Prism all come to mind from my own counter counter deck building experience, but I'm sure there are others outside of .
Muldotha will just be a good card in the deck. Use her to rebuild your board or reuse dead ETBs whenever possible, but don't build expecting to have her in any given game.
May 21, 2018 6:36 p.m.
Both are activated abilities. Activated abilities are anything that has the syntax
Walking Ballista's ping ability clearly meets that criteria. Cost (removal of counters), colon, effect. Crew is a bit more ambiguous, but just look at Ballista Charger, it's there in the reminder text. Anything where you pay a cost of some description to cause an effect is an activated ability, as distinct from triggered abilities which watch for conditions to be met.
May 21, 2018 6:10 p.m.
Of course you can! I'm just afraid there's no way to really be competitive in your meta doing that.
Let's break this down: Atraxa, Praetors' Voice is your commander. She has to be to give you the color identity to play her, so Muldrotha, the Gravetide and Stuffy Doll are in your 99. In 4 colors, on a budget, you're going to be running many taplands and any rock/dork that gives you "any color." Flexibility comes at the expense of output, which hurts the odds of you having enough of the right kind of mana to cast any given card during the first 5 turns.
We're building towards infect. With that in mind, let's look at Stuffy Doll. Stuffy Doll doesn't have infect, it must be given infect, so Stuffy Doll is dependent. There are 6 cards in the game that can give a creature infect; Glistening Oil kills Stuffy Doll, Tainted Strike and Triumph of the Hordes are one-shots, and Corrupted Conscience is a waste on your own creatures. That leaves you with 2 ways in a 99 card deck to give Stuffy Doll infect.
Assume best case scenario: you've tutored (expensive or slow) or drawn into Stuffy Doll, Grafted Exoskeleton, and the mana to play Atraxa, Praetors' Voice. Let's go one further and assume you've curved out perfectly with an opening Sol Ring. Grafted drops on turn 2, Stuffy on 3, Atraxa and equip/swing with Stuffy on 4. Let's also assume your opponents have no walls or other chump blockers to diminish Stuffy's effectiveness.
With this 4 card combo you've managed to put 4 poison counters on a single opponent, and you're tapped out with 4 cards in your hand having destroyed nothing. Most decks with 2 specific cards they've built around, their commander, and optimal circumstances can truly blow out the game. Skithiryx, the Blight Dragon on his own can put 4 poison counters on someone and he gets around Wall of Blossoms.
Pariah only adds to Stuffy Doll's fundamental problem. Stuffy Doll sets up a choice; your opponent is always going to choose what's best for them, and on its own the consequences Stuffy Doll sets up are really underwhelming. Your opponent can play Desolation Twin but you can't force them to attack into Stuffy Doll or to block Stuffy Doll without committing and depending on more cards like Lure or Bident of Thassa. Even then they'll have choices, it just makes them a little worse. All Pariah does is limit the choice of who they attack.
On top of it all Pariah and Shield are dead draws if you don't have Stuffy Doll. The most they'll do without Stuffy is buy you a turn at the cost of whatever creature that likely could've just blocked and given the same result.
Now we come to the plan of using Muldrotha, the Gravetide to recast a sacrificed Stuffy Doll to change its target. This is using a 6 drop to cast a 5 drop that gives you no card advantage on its own, and to then re-equip the Grafted Exoskeleton we're assuming you have in play you have to then sacrifice that creature. This is fighting a war of attrition against yourself to the benefit of an indestructible 3/3 with infect and no evasion.
May 21, 2018 4:54 p.m.
"Until end of turn" always means "the end of >>this<< turn." All "until end of turn" effects are wiped out at the cleanup step of the ending phase.
514.2 Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end. This turn-based action doesn’t use the stack.
Savage Ventmaw adds the mana to your mana pool during your Combat Phase. After your Combat Phase you have a Post-Combat Main Phase where you can cast creatures and other non-instant speed spells as you can in your first Main Phase.
May 21, 2018 4:29 p.m.
May 21, 2018 4:26 a.m.
Colorless EDH is paradoxically highly competitive. At least, in that space between actually competitive EDH and casual EDH, it's often a heavyweight due to the fact that colorless mana is relatively very easy to produce. Half a dozen playable sol lands, monoliths, vault, ring, crypt. There's a lot of utility and power in colorless as long as you can pay.
If you're trying to punch up on a budget I wouldn't go with Atraxa. She may be strong casually, but building effectively around her is expensive. Rolling 4 colors means your mana base is either going to give you a permanent two turn handicap or cost $2000, and themes she plays well to (Superfriends, Infect, etc.) are either expensive or better served with other commanders.
Forgive my candor, but as you asked for guidance I have to tell you that Stuffy Doll is not a good EDH card. You can stick to your guns and run it because you like it, goodness knows half the cards in my decks are there because they're dumb and I love them, but if you're struggling this needs attention. Stuffy Doll is a 5 drop that doesn't affect the board at all on its own, only targets a single opponent in a multiplayer format, and does virtually nothing on its own. For Stuffy Doll to be powerful you need multiple other effects (make it a threat and attack, force them to attack with something it can block, or force them to attack with Pariah on it) or play and burn it. All told it's 8 ways dependent on other things just to be ok, let alone strong, in a game where two turns later Ulamog, the Ceaseless Hunger is just going to sneeze it out of existence.
Muldrotha, the Gravetide is your diamond in the rough here. is probably the strongest combination of colors you could ask for in sub-competitive EDH, three colors is a lot more manageable than 4 on a budget (and with as one of three rather than one of four you can lean on ramp), and your commander is a recursion engine which is supremely valuable in EDH. If you wanna build her cheap:
- Go heavy on card-value (one card nets you more than one card) ramp cards (ex: Cultivate, Skyshroud Claim) and plan on playing a little top heavy. Big explosive cards tend to be cheaper dollar-wise than low CMC, efficient cards
- For your mana base favor green and ramp into the other colors. Stick to or duals, avoid (which is generally a more expensive combination anyway). Splurge and get the duals that have the subtype Forest so you can grab them with forest tutors
- Small creatures should be utility pieces you can get added value out of reanimating (ex: Reclamation Sage, Solemn Simulacrum), not "good" creatures unless they offer a major advantage (ex: Vampire Nighthawk will never amount to more than a body, Nether Traitor might fuel sac engines cheaply depending on how you build the deck)
- Roll big card advantage sweepers (ex: Decree of Pain, Bane of Progress)
- Have versatile removal; exile and bounce are stronger than destroy (ex: Cyclonic Rift, Curse of the Swine
- Have plenty of effects that can reload your hand (ex: Disciple of Bolas, Skullclamp)
- Recursion is as strong for your opponents as it is for you, so have a handful of cards to apply graveyard hate (ex: Bojuka Bog, Agent of Erebos)
- Have a couple threats that can legitimately end the game if not dealt with. We can't all afford to Tooth and Nail into Craterhoof Behemoth, but something like Worldspine Wurm or Dread Cacodemon won't break your bank.
Beyond that, just make sure that whenever you're slotting in a card it really does something for you, and if that something is dependent on something else that it's either a really dominant affect or a really common trigger (ex for both: Consecrated Sphinx). If all else fails steal your opponents more expensive things with clone effects and grave robbing (ex Phyrexian Metamorph, Geth, Lord of the Vault, Sepulchral Primordial).
Anyway, that's my take. Hope you find some of it useful!
May 21, 2018 4:14 a.m.
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|Avg. deck rating||39.00|
|Favorite formats||Commander / EDH, Casual|
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