JaysomeDecks Builder

My name is Justin and I'm an EDH player from Charlotte, NC. All of my decks are self designed, for better or for worse, and completed in hard copy. My play locations are The Last Word and Scott's Collectibles.

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Said on Street Hustle...

#1

I would suggest Infect. Nekusar specifies that he deals the damage, so if you give him infect, you now win after doing 10 damage instead of 40. (And yes, it is still 10 damage in commander) That's one good when to victory.

  • Glistening Oil is the best bet for this. Yes, after a few turns it will weaken and kill your commander, but if it stays on Nekusar that long, you've likely already won. The benefit is that you regain the enchantment if your opponents manage to remove your commander.

  • Phyresis, Tainted Strike, and possibly Grafted Exoskeleton are the other options for infect. I would use at least two of you want to go this rout. (And don't underestimate Tainted Strike just because it is single use only. You can cast it with a wheel on the stack and take everyone by surprise)

May 23, 2017 10:49 a.m.

The Cathodion combo would produce infinite death/etb triggers, but with just the cards mentioned, you would gain no extra mana.

Nim Deathmantle requires to reanimate a creature. Cathodion produces and Phyrexian Altar produces , so you are netting exactly the amount of mana needed to keep the cycle going.

For this to work, you would need both Phyrexian Altar and Ashnod's Altar.

May 23, 2017 10:38 a.m.

So one that I rarely see played is Jolrael, Empress of Beasts. It's not an easy build, but I have many times seen it one-shot the table. Or pull off an easy Epic Struggle victory. Definitely a fun build to make.

May 23, 2017 10:27 a.m.

Said on Ghave, Guru of ......

#4

There are 6 cards that each let you directly convert mana into creature tokens at a 1=1 ratio.

You run 2: Juniper Order Ranger and Cathars' Crusade

The other 4 are: Ivy Lane Denizen, Champion of Lambholt, Sigil Captain, and Bloodspore Thrinax.

Any one of these cards with your commander, and you can make as many tokens as you have mana, turn after turn after turn. I would strongly suggest running all six, as that maximizes the chances of having one in your opening hand, and of drawing a replacement if one should meet an untimely end.

  • Any one of the above-mentioned "Six Keys" will go infinite with your Ashnod's Altar, but if you want to pursue having them go infinite I would recommend also adding an Earthcraft. It is fantastic mana ramp by itself, similar to your Cryptolith Rite, but allowing you to tap creatures the turn they come into play, thus giving you your mana sooner, and enabling infinite combos.

  • Geralf's Messenger deals infinite loss of life when combined with your altar and your commander, and can otherwise be exploited as a token generator.

  • Since you run Mikaeus, the Unhallowed, you could always add in a Triskelion for an infinite damage combo that does not rely upon your commander. Slotting in Tooth and Nail to fetch them out together makes for a nice single card wincon. (Triskelion would slot in nicely for Walking Ballista maybe)

Sacrifice effects are amazing in this deck, and a Dictate of Erebos or Grave Pact can give you control of the game. The one I would really recommend, however, is Martyr's Bond, as it bring retribution for any permanent of yours that is destroyed, while still working as a field wipe as you sac creatures.

Deathreap Ritual and Smothering Abomination lets you receive good card draw when you sacrifice tokens, and Eldrazi Monument give all your creatures Flying, Indestructible, and +1/+1, at the cost of 1 token per turn.

If you're interested, I have a Ghave deck that may have some ideas for you.


Keeper of the Six Keys

Commander / EDH JaysomeDecks

SCORE: 12 | 6 COMMENTS | 1255 VIEWS | IN 10 FOLDERS


May 20, 2017 1 p.m.

Said on Samut, Voice of ......

#5

Samut, Voice of Dissent is made to be tapped either during or after combat. (Hence Vigilance) This first means that commander damage should likely be a part of your strategy. It also means that combat step untap shenanagins are a thing. Cards like Copperhorn Scout and Aurelia, the Warleader allow you to attack, then with their untap trigger on the stack, tap Samut, finishing with her untapped, attacking, and having activated her ability.

Lets look at this in conjunction with Mother of Runes. We attack with Samut and Copperhorn Scout. The scout's untap ability goes on the stack. In response, we tap Mom to give protection to one of our attacking creatures, untap her with Samut, then tap her again for the other. Then our untap ability resolves, leaving Samut untapped and attacking, and Mom untapped waiting to use her ability again, while both attacking creatures have protection from the color of our choice.

Reconnaissance could also be a useful card for you here. It lets you attack with Samut, tap her, then untap her after damage is dealt. And is fantastic for all your other creatures as well.

This is the mindset I would approach Samut with. Not just strait forward use, but exploitation.

I'm probably gonna do one of those things where I get really invested in this deck and give you suggestions for like 2 days strait as I think of other possible cards you could include.

May 18, 2017 4:42 p.m.

Said on Samut, Voice of ......

#6

I mentioned Mangara of Corondor before, but I want to take a moment to elaborate on why this is such a good card. It's all in the wording; more specifically, cost vs effect. Most cards that die (sacrificed, exiled, etc) as a part of their ability have that in the cost. E.g.: ", sacrifice x: ability." Here, the cost is simply "." She is exiled as a part of her ability. That means, with her ability on the stack, you can untap her with Samut, then activate her again. She will resolve, exiling two permanents, and herself twice. (Or however many times you are able to untap her)

It is also worth noting that it is any permanent. This is a must have card in your deck.

May 18, 2017 2:06 p.m.

Said on Samut, Voice of ......

#7

Now, when it comes to my personal recommendations, I would suggest at least a partial voltron approach. Basilisk Collar gives you life gain, and the Deathtouch is fantastic with Samut's Double Strike. It also would go wonderfully with Heartless Hidetsugu, who in turn benefits from your commander's untap ability.

Sword of Feast and Famine and Bear Umbra, as well as Nature's Will, untap your lands, which gives you mana for Samut's ability, as well as the abilities of whatever she untaps. Or just to cast another creature. Nature's Will especially, as it is effective against blue control decks to a degree.

Rancor is even a possibility, as it is a 1cmc enchantment that turns your commander into a double strike trample vigilant hasty 5/4. And once you draw it, you will always have it.

Cards like these let you maximize some of the aggro traits of the deck, putting pressure on your opponents, and making the most of your resources.

May 18, 2017 2 p.m.

Said on Samut, Voice of ......

#8

DISCLAIMER

I am particularly hard on this deck because I know the builder in person, and he has asked for some help. This is not a comment on a random deck tearing it a new one.

Samut, Voice of Dissent is not the easiest commander to build, because the deck is instantly torn between multiple possible play styles. She is strong enough to be a voltron commander, has the colors to be a general big-beast-beat-down commmander, and an ability that makes you want to play utility. Choosing what you want to focus on and sticking to it is going to be key in building her effectively.

One big problem at the moment is that your deck seems to lack focus. It has some generally good cards, like the Exert creatures, who were practically made to work with Samut, but then it has cards like Elvish Piper and Yisan Chord, while having very few creatures of particular use or great value to cheat out. (How often do you think this deck will have two high cmc creatures in hand to make use of Elvish Piper and Samut in one turn?)

Your creature choices suggest you run a big creature deck, yet you have 3 spells that copy instants and sorceries, with nothing in the deck that needs copying. You run Quicksilver Amulet, any only one creature of cmc 8 or greater. Your deck sifts through its creatures, but very few of them do anything, and a number of them reverse their effects when they leave the battlefield.

What you need to do is focus on how you want to win, not what you want to do or what would go well with your commander. Once you have the focus on that, you can find the cards in that vein that will have synergy with your commander.

There are a lot of cards in this deck that just don't need to be here. Maybe they are around from an earlier deck direction that didn't pan out, maybe some other reason, but as it is, they are generally of less value than many other cards could be.

  • Soul Warden and Essence Warden. This is not a particularly creature heavy deck. You currently have 30, and little to no token production. These cards do not have tap abilities, and so have no synergy with your commander, and your deck as a whole doesn't require a lot of life to function. It's two card slots for minimal life gain, which is a function separate from the deck as a whole.

  • Ranger of Eos. This card is strictly dedicated to fetching the two above-mentioned cards. It does not have a verity of targets, it does not benefit from untapping. It does not have significant combat value, and ultimately little value to the deck as a whole.

  • Banisher Priest and Fiend Hunter. These are just weak removal spells. They only target creatures, and they only temporarily remove them. They don't interact with Samut, and they can't be used for combat purposes since they return the exiled cards upon death. They also grant your opponents a stronger board state post-wipe.

  • Reiterate, Reverberate, and Increasing Vengeance. This is not an instant/sorcery deck. This is not a control deck. Sure, these are good for controlling blue decks, but again, not a control deck. If you want to go that direction, you have to dedicate more resources to it, otherwise, you're spreading yourself too thin and overall weakening your deck. Remember, you need to be building towards your win condition, your endgame, otherwise you end up with a deck that can delay someone else's, but without a goal of its own. (Which is essentially what this deck seems to do)

  • The Primordals. Not bad cards, but not that great. Not particularly on theme with the deck. Their abilities have situational uses, so they are cards that you hold in hand until needed, not cards that you cheat in early. They don't benefit from your commander's ability, nor do they contribute to her combat capabilities. They have ok bodies, but as far as big creatures are concerned, there are far better for the cost. Molten Primordial especially, since your current build isn't a rush deck, and you don't have many sac effects, his one-time swing won't be particularly game changing.

  • Viridian Shaman. Why? It's half a Naturalize on a weak body for more mana. I could see this in an Animar deck, where casting creatures gains you additional benefits, but this deck gains nothing from weak bodies. He neither contributes to Samut, nor does he benefit from her ability. This card is actually a prime example of why this deck doesn't work. "Too much for too little." Card slots dedicated to minor contro/removal aspects, with no advancement towards your own victory.

I'm gonna stop there. A lot of cards don't work in this deck, and as you said, this deck doesn't work. I'm not trying to be mean, I know I'm coming down hard, but hopefully these examples emphasize the core of what's wrong with this deck. I'd suggest a redesign towards a more focused approach with your end game in mind.

Better tap abilities should be included if you want to make the most of your commander's utility ability. Cards like Mother of Runes, Mangara of Corondor, and Intrepid Hero have abilities that are easy to reuse and will actually gain you value to use multiple times in a turn.

If you want to continue the cheating in mentality, big creatures that actually pose a threat, and/or empower your commander should be included. Stonehoof Chieftain is a perfect example of the cards you should be looking for for this style. By itself it's an 8/8 Indestructible with Trample. That's a threat, hard to remove. Instant boardstate. Additionally, however, it gives Indestructible and Trample to your commander, (as well as any other attacking creatures), advancing you towards a commander damage win.

Elesh Norn, Grand Cenobite buffs your commander, the rest of your field, and is a soft wipe to your opponents. And the buff synergizes well with your commander's Double Strike.

Avacyn, Angel of Hope is a fantastic cheat in. That said, you're in green. I prefer ramp to cheating in creatures as it is. But I will not deny the potential of tapping Elvish Piper twice, so long as you have useful cards to put in with her.

Bastion Protector gives your commander +2/+2, which synergizes with her Double Strike, and also provides Indestructibility. Paired with your Odric, Lunarch Marshal this is a powerful synergy indeed.

My point is that you need to find things that serve an ongoing purpose to your boardstate. If you're going big creatures, find some that work together, as well as stand alone. Think of them in conjunction to your commander, and ask what value they will have together, continuing, and towards the end of the game. During a match, you are always pushing towards the win. During deckbuilding, that same mentality should be applied.

May 18, 2017 11:52 a.m.

Said on Ghave, The Guru ......

#9

Been looking through, and this is a very strong build. You have the key elements, and the rest of it differs enough that I can't offer too much constructive criticism without running against it 1v1 a few times.

It definitely seems to favor a hard win, swinging out, often a couple of times, for victory. Though it does have the ability to pump out infinite tokens and win with one massive swing.

You seem to largely ignore the death potential of the deck, excluding sacrifice and graveyard triggers in favor of planeswalkers and focusing on growing your ranks. This is likely a deliberate focus, and I would have to play against it a few times to see how well it works out. If you find that you do often sacrifice or are in a position to sacrifice creatures, cards like Martyr's Bond, Dictate of Erebos, Grave Pact, Mazirek, Kraul Death Priest, Smothering Abomination, Deathreap Ritual, and Skullclamp would do you well, but those are only considerations if that's a direction you want to take the deck.

A couple of generally good cards you may look into here are Eldrazi Monument, since +1/+1, flying, and indestructible is very strong in a token army, with its cost easily offset by your creature production, and Chord of Calling, an instant speed tutor that can be cast with your tokens.

The only two cards I would say you should add would be Mikaeus, the Unhallowed, as he allows you to exploit most of your non-token creatures, and Geralf's Messenger, since he is an instant win with Ashnod's Altar and your commander.

May 17, 2017 12:21 p.m.

Said on Derevi Stasis...

#10

Just to keep them in your maybeboard, I'm gonna mention Rising Waters and Temporal Distortion, two other good stax enchantments.

May 15, 2017 6:21 a.m.

Said on Derevi Stasis...

#11

Rather, not enough that produce colored mana, I should say. It's not a bad card at the moment, but since you already have a decent amount of untap shenanigans, you may get more use out of an open slot.

May 15, 2017 6:19 a.m.

Said on Derevi Stasis...

#12

Unwinding Clock can be cut at the moment. You don't run enough mana rocks to warrant it, and your current list doesn't seem like you have room to make cuts for more rocks.

May 15, 2017 5:34 a.m.

Said on Half a Clean ......

#13

Rzepkanut, thanks for the suggestions. Ancient Tomb was ruled out in the original build due to budget constrictions, and after that was apparently forgotten as I improved upon and increased the budget for the deck. Thanks for reminding me of it, it will likely find a place now.

I already run Emeria, but I may consider Extraplanar Lens if I find the resources to upgrade all my lands into their snow-covered counterparts.

Expedition Map may have its place in some decks where a particular land is of unique import, but that place is not here. As a card, it offers neither acceleration nor card advantage. And as Nykthos rarely nets a profit before Avacyn hits the field, it would be a wasted resource here.

Now Boompile and Serenity are interesting. I did not consider their soft-lock potential once my commander has hit the field. That said, if Avacyn were to be removed, Serenity would abolish my board state, making it unlikely I'd be able to cast my commander again. Boompile is a possibility, but considering that it is unreliable, and both Nevinyrral's Disk and Magus of the Disk are in the deck, I doubt it will end up being valuable enough to remove another part of the deck for it.

Glad you liked the deck, and thanks again for the advice. Once I am willing to spend money on this deck again, I will surely keep your suggestions in mind.

May 13, 2017 12:46 p.m.

Said on Oona, Queen of ......

#14

WhrThRdFrnGr0w5, mainly because I had them and had no place for them. They enter untapped, so I figured they essentially functioned as fancy basics with no real penalty. (I had not become acquainted with Blood Moon at the time)

Minamo does let me attack with Oona and then untap her to block, and Shizo is fantastic for letting her swing through defenses. While I rarely play my commander until the turn I win now, I did utilize commander damage in previous builds, and these are largely left over from that time.

May 13, 2017 12:18 p.m.

Said on Animar EDH - ......

#15

Shrieking Drake and Man-o'-War are fantastic for repeatable counters on Animar. per +1/+1 counter, just like you Dream Stalker.

They go off really well with Chromatic Lantern and Vizier of the Menagerie. (I will also strongly recommend the Vizier just by himself, as you can, with a few counters on Animar, easily cast through a large portion of your deck before hitting a non-creature card)

Deepglow Skate really gets Animar up to lethal quickly. 1 counter on cast, then double the total.

Increasing Savagery puts counters on way faster than casting creatures, and is fantastic for recovering from a boardwipe.

Paradoxical Outcome is probably my highest recommended card. Bounce all your creatures except Animar, keeping his counters so you can dump them all back for cheap, regaining your ETBs, extra counters, etc. heck, that's good enough. But you also draw a card for each creature bounced this way. With enough counters on Animar, this could be a game winning card. And it's second use, bounce everything including Animar to save from a boardwipe.

May 12, 2017 9:23 a.m.

Yavimaya Hollow is also fantastic at protecting Animar and all the counters he worked so hard to accrue.

May 9, 2017 8:21 p.m.

My favorite non-creature spells for Animar:

  • Paradoxical Outcome. This card works on a few levels. You can cast it and bounce all of your creatures except for Animar, letting you not only recast all those creatures (with Animar's discount) but also draw a large number of cards. The other possible use for this card is to protect from a boardwipe. It saves all your creatures, so you can build Animar back up and retrigger their ETBs, and it also allows you to recast Animar without any commander tax.

  • Increasing Savagery. Sometimes Animar dies. Nothing you can do about it. This lets you quickly power him back up even if you don't have a full hand of creatures. And if he dies twice, well, it's even better the second time.

  • Evolutionary Escalation. This enchantment builds Animar up far faster than casting creatures usually does. (Save those few creatures like Ancestral Statue) It quickly pumps him up to the levels that allow you to start dropping your big creatures for free. And, because +1/+1 counters mean so much more on your commander, the 1/1 black or white tokens that you have to buff in recompense is hardly a fair exchange.

  • Heroic Intervention. Because protecting Animar from a boardwipe is always a good thing. (This is my least recommended card, but I still wanted to offer it up for consideration if you lose your commander often)

May 9, 2017 8:18 p.m.

You can win turn 3 with Deranged Hermit. It is set to come in the turn after Ezurnie, and give you 5 experience counters. That alone is amazing. But, you can then tap those 5 creatures to cast Chord of Calling, fetching Sage of Hours, and with enough experience to go infinite right there.

May 9, 2017 2:53 p.m.

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Finished Decks 9
Prototype Decks 0
Drafts 0
Playing since Scars of Mirrodin
Points 2910
Avg. deck rating 10.29
T/O Rank 35
Helper Rank 8
Favorite formats Commander / EDH
Good Card Suggestions 207
Venues The Last Word, Scott's Collectibles
Last activity 5 days
Joined 5 months