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January 30, 2018 7:58 p.m.
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I would argue that Nicol Bolas, God-Pharoah would be the most capable of winning the game. If you run things like Bump in the Night Countersquall Lightning Bolt Vapor Snag Blightning etc when bolas comes in it should just outright win. I would lean away from burn, and focus on control. Flame Slash Spell Pierce Inquisition of Kozilek Mana Leak
February 11, 2018 9:17 a.m.
Perhaps a good place to start would be with a control deck using Nicol Bolas, God-Pharoah or another iteration as your win condition. I would say this would force you to try and use blue for draw and counter magic, and leave you plenty of space for black and red removal/burn. Is there a format you'd prefer this be done in? I will be happy to try and guide you down a particular path. I am partial to grixis artifacts, land destruction and control.
February 11, 2018 7:53 a.m.
I agree that any effect like Act of Treason is what you want, so you can impact the board. Suns_Champion actually has a pretty competitive version of this deck I would suggest looking at. For some broad suggestions, things like Firewing Phoenix or any phoenix, and other creatures that have value you when they die like Tuktuk the Explorer or recursion are good cards that interact well with your commander. Why the focus on the equipment? If you want to go that route I am sure we could find a more suitable commander for you. If you woupd post a limit for what the deck should cost, or any one card could cost that would be a big help. For a simple framework, i tend to use 36 lands (as many sources that tap for all colors you need as possible) 30 or so creatures counting your commander, 6 mana rocks or color fixing cards, 7 board wipes, 7 utility cards, 7 draw spells or tutors, and 7 spot removal cards is a decent starting point
February 9, 2018 1:01 p.m.
If I can make a suggestion, you need to get some creatures in here. I have tried to do edh decks very similarly, and have always found that that with no creatures the walkers get removed too easily. For a deck like this, self replacing ones like Wall of Blossoms Wall of Omens and the like would be good, as would anything that fetches land. What to cut? No idea. I can say that without them it is very hard, especially against anything creature heavy.
February 8, 2018 3:09 a.m.
I agree you need some more fixing, also get rid of a lot of the 4 drops. You can use Thopter Spy Network and Thopter Engineer in most of the places of your 4 drop creatures that dont make tokens on entry, Pia and Kiran Nalaar are really solid too. Servo Exhibition is good also. Smuggler's Copter should be a 4 of for this deck to function well, Shrapnel Blast and Fiery Conclusion are solid removal pieces that cost you a single token. Artificer's Epiphany is good draw, and Court Homunculus might be a good addition as well. I would want 4 Fleetwheel Cruiser also.
February 7, 2018 12:29 p.m.
Since most of your effects exile the creatures instead of them dying, things like Ashnod's Altar will probably be better, since they actually die and it generates mana. Personally I like Culling Dais as you can refill your hand pretty easily. Also something that accomplishes both forcing the creature to die and deal damage is Barrage of Expendables. Infernal Plunge is a good way to generate some mana too.
February 4, 2018 12:59 p.m.
Red white giants might be better, as you get things like Feudkiller's Verdict and Hundred-Handed One. Also Sunrise Sovereign is really strong. Crush Underfoot is really good too. If you search for giants in the lorwyn block you will find some underused gems for sure. Also Palisade Giant will let you cast Thundercloud Shaman without killing off your mana helpers.
February 4, 2018 12:31 p.m.
I would cut Call to the Feast and 2 lands and get more 1 drop vamps in there, if you can keep your curve low 22 lands is fine. In standard right now, vamps are better as being aggressive so lots of 1 and 2 drops is good, the plan should be to overwhelm your opponents quickly. I would drop Radiant Destiny as well. It doesn't do anything till you have the city's blessing, and odds are if you get it once your opponent wont let it happen again. Those slots would be better as removal like Impeccable Timing Fatal Push and Moment of Craving.
February 4, 2018 12:14 p.m.
Hooting Mandrills is pretty crazy for 1 mana.
February 4, 2018 noon
Moment of Craving seems like the only card I would want to replace, maybe with Unsummon or Disperse, unless you in your meta the lifegain is that important. I am curious as to why you aren't running Siren Stormtamer and Deadeye Tracker, they are both great 1 drops, and provide a lot of value. Also, did you consider Kitesail Freebooter in the side instead of some of your other discard? He does an awful lot of work considering he flys and has that awesome etb trigger. A friend of mine made a similar list, he has 6 slots for non creature spells I think, but other than that they are very similar, he does run some 2 drop red black pirate that gets real big with other pirates instead of the mimic tho. Yours is probably better in that regard.
February 4, 2018 11:58 a.m.
For your side, Great Sable Stag is good against blue and black, Knight of Infamy is good against white. I am a big fan of Dragon's Claw since it renders burn worthless. I imagine it will depend on your meta what you ultimately play, but these three do well in mine.
February 2, 2018 3:57 p.m.
Your cruve is pretty low all things considered, you have some rocks and enchantments that help fix mana. I think you should keep Thrasios, Triton Hero as it is a great card. Maybe try dropping a land and see if you can keep it, if not then cut Lifecrafter's Bestiary, this is a great card too but you have a lot of ways to draw with creatures and I think you could manage well enough without it.
February 2, 2018 4:34 a.m.
When playing I dound the basics to be very important simply because of the amount of ramping I am doing that reads basic land. I dont have the budget for the 4 mana wrath effects, although I may try Comet Storm. I can say color fixing hasn't been an issue, I tend to have 1 or 2 ramp spells in my opening hand, and that lets me get going early enough to cast some sort of wipe turn 5-6. I do take a chunk of damage early, a lot of the life gain effects are there to mitigate this.
February 1, 2018 5:22 p.m.
Commander / EDH
SCORE: 3 | 1 COMMENT | 95 VIEWS | IN 2 FOLDERS
|Playing since||Starter 1999|
|Avg. deck rating||3.80|
|Favorite formats||Standard, Pre-release, Commander / EDH, Archenemy, Planechase, Tiny Leaders|
|Good Card Suggestions||49|
|Last activity||1 week|