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(my tin foil hat theory about Premium and regular users is obviously wrong bc there are Premium users complaining about this too, my mistake)
January 18, 2018 12:48 p.m.
I can see both pictures your. I tried on 3 different browsers on 4 different devices with re-logging every time and the result is always the same, no pictures showing in my descriptions or comments. And the coding should be good because existing, and working, pictures disappeard from my descriptions.
Could it be that there is an intentinal difference between Premium and "regular" users?
January 18, 2018 12:46 p.m.
![Kefnet](http://media.wizards.com/2017/images/daily/cardart_AKH_Winds-of-Rebuke.jpg) <img src="http://media.wizards.com/2017/images/daily/cardart_AKH_Winds-of-Rebuke.jpg">
And supposed pictures:
January 18, 2018 7:06 a.m.
This is looking a bit better already.
First things firs, I put an Elvish Mystic and a Glimmer of Genius on the side for you. As for Glimmer's energy counters, I will tell you about energy mechanic if you want, but it's already good as scry2, draw 2 for 3U at instant speed. If you want me to borrow you that Eternal Witness we talked about, let me know. Also, I went through your maybeboard and I have many cards from there. Some I can't give away, but I can surely borrow for testing. And if you happen to like them, you can borrow my copies until you can get your own.
As I already mentioned, you need more lands. Riku costs 5 mana. That, frankly, is a lot. You do have manadorks, some artifact ramp and some spell-based manafixing and ramp. But that isn't enough. All kinds of ramp, save for lands, require some mana to work off (competitive rocks don't, but you get my point). So there is a minimal amount of mana your lands have to cover for and those mana sources take priority over any other kind of mana production to that point. To hit 3 mana by t3 (I don't have numbers to back this up, but with average mana cmc of 3 and only 3 1-mana manadorks, I myself would hesitate to rely on anything less) you would need 37 lands. We can work out the details after the rest is done, but for the time being, add 1 more basic of each type and see how it goes. It's always better to be flooded than screwed in my opinion, and this way your sorcery ramp spells have higher value, since you can use them for ramp without harming your chances of hitting higher land drops (and in all honesty, you both like and need them).
Creatures look better. There are better cards than Guttersnipe and Hypersonic Dragon; you aren't storming off nor are you playing a draw-go kind of deck. You would love Reclamation Sage. It's a Naturalize on a stick basically, you get a 2/1 for 1 mana more. And when you factor in Riku copy, you're getting 2 2/1 and 2 Naturalize for 5 mana. That's some value right there.
As for sorceries, you might want a Kodama's Reach. It's basically another Cultivate, and you actually love those in here, because they make sure that you have enough mana for Riku on your next turn. And since Riku kinda works as an engine in here, you want that early cast.
As for instants, you need Counterspell desperately. You could also use Dispel, since counter wars, and instants in general, are prevalent in our meta. As for removals; Counterflux and Voidslime are good, but kinda hard to cast so you might think about removing them just to see how it goes.
January 14, 2018 5:58 a.m.
First; you need more lands. With a commander costing 5 mana it wouldn't be vrazy to start around 37 or 38, 33 is waaaaaay too low. Lifelands are terrible. Brushland, Krosan Verge, Wooded Bastion and Reflecting Pool would be neat.
I'm not playing Sigarda myself,but my best friend is. So my ideas are based on his build as well as on my perception of core concepts such as mana efficiency and draw power.
Reduce number of creatures. Sigarda wants to go voltron here and all these don't help that gameplan. Avacyn, Hart, Mirri, Nazahn and Silverblade paladin have no business here. More enchantress effects would be helpful. Manadorks like Birds of Paradise, Arbor Elf, Llanowar Elves, Elvish Mystic and Avacyn's Pilgrim would be nice. Eidolon of Countless Battles could be fun. Stonehewer Giant or Stoneforge Mystic would be nice if you insist on keeping up the artifact theme.
As for artifacts, there are some underwhelming ones. Caged sun and Strata scythe depend heavily on number of certain basics you run, they aren't goiod outside monocolor decks. Empyrial Plate is unneeded because you aren't really keeping your hand full. Add more swords if you can.Even bad swords will do on a budget honestly. It's not much, but they're not terrible in voltron. Also add Talisman of Unity and Fellwar Stone because 5cmc commanders like to hit the field earlier than expected. Sensei's Divining Top can make your draws better,and since you lack conventional draw spells (most of Sigarda's draw is engine-like more than a good one-time boost), it could help.
January 13, 2018 6:12 a.m.
HTML links stopped working, but new formating doesn't work for me either. I tried it and the result was same as with HTML; neither code or picture show up outside editor while the code looks the same after editor is reopened.
January 12, 2018 5:28 a.m.
I love the deck, a well-earned +1
I'm currently interested in making a Tasigur myself. However, not only am I on a budget (relatively so; if a card is under 20$ I either have it or can get it, especially if it's blue, and I would invest in anything below 50$ over time if it's worth it), but my meta is more creature-heavy. A bit more serious than 75% decks, most of us have shock/fetch based manabases and tutorable combo wincons. Wins before t7-8 are a rare occurence and sometimes, if we counter out eachother, it gets down to combat dmg. However it's nowhere near as fast, tuned or consistent as cEDH. Casual/75% decks would have slim chances of winning in my group, while a cEDH deck would outrun us all probably.
My concern is that, as you yourself have stated in the deck tech, your build would have problems in such meta. So what would you suggest in my case? Should I play more removal? More prison-ish effects? Or do I try to beat them at their own game and just turn to reanimator strategy?
Thank you in advance!
January 11, 2018 1:08 p.m.
It's not just pictures, linnks don't work either. I noticed the problem about a week ago, but I thought it was just me.
January 11, 2018 11:39 a.m.
You might enjoy some more artifact-based ramp;
You could also benefit from average cmc reduction; thingslike Stolen Identity, Jace, Unraveler of Secrets attracts too much attention for what he does. Tidespout Tyrant is a combo card, it isn't all that good without combo, and Windreader Sphinx is a win more card (it's ok when you don't need it basically and doesn't do anything when you're behind).
Overburden is a gem in Talrand, since it isn't triggered by tokens Talrand makes, potentially providing a great tempo boost.
January 11, 2018 5:02 a.m.
January 6, 2018 7:04 a.m.
Assault suit is heavily meta-dependent. I've considered it for a bit, but for me it wasn't justified. And if you take a look at my updates section (which is quite messy and I'm sorry for that), I myself used to play Grafdigger's Cage. It's a decent option you should include if decks like Meren pose a problem to you in your particular meta.
All listed artifacts are cool options and could be tested, although those changes might steer the deck away from general control idea. Which doesn't necessarily have to be bad in itself, but it demands considering further changes to make the most of these.
January 6, 2018 6:37 a.m.
Polupus, thank you for taking interest in the deck!
In my experience, considering decks I played against here and there and my usual playgroup, a deck with a lot of edict effects, such as Meren of Clan Nel Toth, and stax/dnt decks, such as Alesha, Who Smiles at Death.
Edict effects are a problem because they can deal with Kefnet easily, and therefore we have a problem, since he is the deck's main value (draw) engine and protection from random attacks. That being said, when Merenstarts doing her thing, Kefnet has hard time doing anything since she can maintain the engine easily and this deck has hard time interacting with it. When pit against each other in a 1v1-ish environment, Kefnet's win percentage is only 30-ish percent.
There are few deck's weaknesses that stax/dnt can exploit; resource denial, doing things on other people's turns and reliance on creature effects. Resource denial is relative; the deck doesn't get hosed as some other decks do, but it can be a problem. Grand Abolisher type effects are a nuisance. Those can be played around to an extent, but it significantly limits our options and it's much easier for our opponents to get away with dangerous plays. Lastly, the deck relies on creature effects a lot. Activated abilities are mandatory for the deck's main win conditions (the deck still has options, but it takes removal and/or some out-of-the-box thinking). And when we're denied triggered abilities, the deck is practically out of combos (at this point it's about feeding Kefnet tons of mana to draw into a removal, meaning that if trigger denial is paired with severe resource denial, we can scoop).
Please refer to the "metagame" section for more details. The deck might be weak in several other matchups too, but I can only speculate about those so I'd refrain from commenting here. I hope this was of help to you. I'm open for any questions you might have.
January 3, 2018 4:09 a.m.
Commander / EDH
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