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Looks good. I would probably add Kemba, Kha Regent (who would also make a damn fine commander, btw).
November 15, 2017 8:34 a.m.
Woops, forgot to mention:Add some protection for Kambal like Lightning Greaves or Swiftfoot Boots; he draws a lot of hate once he's on the field and you want keep him there since he is key to victory.
November 15, 2017 2:53 a.m.
Kambal is a great commander. I like how you are aiming for drawn out games in which players will cast themselves to death :) There are however, some changes I would like to propose:
change three or four of your lands for additional mana rocks or land tutoring; that will increase the speed of your deck somewhat. Good mana rocks would be Fellwar Stone, Worn Powerstone and Thran Dynamo. Pearl Medallion and Jet Medallion could also prove useful. In terms of land tutoring, I find Oreskos Explorer and Weathered Wayfarer to be exceptionally good, although the latter is not a cheap card.
you have several cards that force your opponents' creatures to enter the battlefield tapped. Royal Assassin would combine very well with that.
If you have Illness in the Ranks on the battlefield, Storm Herd becomes useless to you. I always try to prevent these kind of things in my own decks. I would recommend replacing one of these with something else.
I presume the main reason for adding Angel of Jubilation, is her secondary power. Her primary one seems a bit weird in this deck, considering almost 50% of your creatures are black.
I think your deck could become even more of a nuisance for your opponents if you would add some more extort effects. Ideas on this front: Treasury Thrull, Tithe Drinker, Syndic of Tithes and Pontiff of Blight.
November 15, 2017 2:49 a.m.
First, you might want to remove one of the Grave Exchange's from the deck; you are only allowed one.
Second, I am a bit confused about how you intend to win with this deck; what is the strategy you are aiming for? Most Thrax decks are about forcing opponents to sacrifice ridiculous amounts of creatures. Your deck does not seem to have many options for that. If you want some ideas on what cards to add, either look up other Thrax decks on tappedout or visit the website edhrec.com and look up Thraximundar there.
Third, I think you really need to fix your mana in this deck. Most commander decks use at least 35 lands; especially when using colors that are not that good at acquiring lands through spells.
November 13, 2017 3:02 a.m.
I like this :) I think Firebrand Archer, Harsh Mentor and Viashino Heretic can all add some excellent value to your deck. Other cards I would definitely consider would be Smash to Smithereens, Sizzle and Insult.
November 8, 2017 1:52 a.m.
Hi, nice start. Might I direct your attention to this rather awesome Sharuum deck (not mine). I have used it as a source of inspiration for my own Sharuum deck.
November 7, 2017 5:37 a.m.
You are welcome m8. As for the Color-War thing, you could have just put that in the description; I would have picked up on it :):) I like that Unlife + Solemnity combo you have pointed out; did not know about it yet. Hope you have fun.
November 6, 2017 3:03 p.m.
I think your current draft is an improvement over the previous draft, in that it looks more consistent in terms of adhering to clear strategies (wipes/Angel-tribe/voltron). There are still some cards however, I would really consider replacing:
- Crovax, Ascendant Hero: you are regularly wiping boards AND you have creatures who are already strong by themselves. That makes adding this card a bit moot, really.
- Dragon Hunter: a wall against a single dragon or a creature that is unblockable in a deck that just uses dragon creatures. That seems like waaaay too specific a card to use.
- Guardian of the Guildpact: has the same problem as Dragon Hunter, though it is slightly more powerful. In the end, this is just a wall against mono-colored creatures/spells or an unblockable creature against opponents who only use mono-colored creatures. The variation you come across in EDH is just too diverse to make such cards very useful. If you made this creature part of a deck that is specifically made to benefit from unblockable creatures, it would be another matter. But in this deck, I think it just takes up valuable space.
- Odric, Master Tactician: Odric's ability does not seem all that useful to me in a deck that wipes the board every few turns (or even every turn).
- Tundra Wolves: why is this in here? Just as a cheap creature to summon in the early stages of a game? In that case, I would really recommend something more powerful like Mother of Runes or, if affordable to you, something like Serra Ascendant or Weathered Wayfarer.
- Wakening Sun's Avatar: As this deck is about wipes, I understand why you would add this. Considering the current popularity of Ixalan though, I would not recommend it. Players using dinosaurs will not be affected by this wipe. I think Magus of the Disk would make more sense.
- Axis of Mortality : Am I correct in assuming this has been added as an insurance policy of some sort? Since your main strategy consists of wiping the board of creatures, the only consistent way other players will be able to whittle down your life total, is by using (targeted) spells. Considering that, I think it would be more useful to add Aegis of the Gods or Leyline of Sanctity instead of this card. Combined with Avacyn and your wiping abilities, this make you very difficult to defeat.
- Black Ward: did you not just remove all wards/scarabs/circles and stuff? :)
- Pacifism: in a deck that often wipes multiple creatures, I question the use of a card that puts only one creature out of action (Swords to Plowshares seems more useful in this regard; just remove the thing that is bothering you permanently).
- Approach of the Second Sun: adding this card to an EDH deck (in which you are only allowed one of these) without tutors and/or ways to draw lots of cards every turn seems extremely inefficient to me.
- Act of Heroism: I see a tendency in your deck to try and stop single opposing creatures in their tracks by giving one of your own creatures an edge (like protection or a buff to strength/toughness) over the thing it is trying to stop. Act of Heroism is one of the cards you do this with. My advice is to try and incorporate more cards that will allow you to stop all (or most of the) opposing creatures simultaneously. Even better would be to incorporate permanents that can do this all the time, because Avacyn protects those from destruction. This is why I advised you earlier on using stuff like Ghostly Prison and Norn's Annex.
That's it. I hope my comments are useful to you. Please let me know in case you would post a third draft.
With kind regards,
November 6, 2017 7:02 a.m.
For starters, I would drop all 'protection' stuff (with the exception of Baneslayer Angel). I know wards, scarabs and circles look useful, but they are not. The wards and scarabs only affect single creatures and will only help against a single color at a time. This means in multiplayer games, in which often enough you will face all MTG colors simultaneously, these will not help very much. Circles on top of that, are also very mana intensive to use. Especially against token decks, they become effectively useless.
Also, please note that there are now two Akroma, Angel of Wrath's in this deck. This is not allowed, so you need to get rid of one.
I would also recommend you take a good look at the cards I have suggested and compare them with the non-Angel creatures in this deck and decide for yourself which creatures would augment your strategies better. If it were me, I would use that list to make another 8-10 replacements.
Hope any of this helps. Happy gaming!
With kind regards,
November 2, 2017 3:48 a.m.
November 1, 2017 4:33 a.m.
This deck lacks focus. It looks a bit like an Avacyn-wipe/Angel-tribe deck, to which you have added a whole host of cards that imho prevent you from executing a predictable, repeatable, solid game-plan. If this is not what you want, all power to you. However, if this is what you do want, I think you would have to make at least some of the improvements I am about to suggest:
A typical commander deck contains at least 36 lands and between 8-10 mana rock/ramp cards, depending on the color(s) that are being played. Especially when you want to cast big creatures like Angels, this becomes pretty important. Aside from adding some land, I would recommend some artifact mana rocks like Sol Ring (which is the most included card in EDH/Commander of all time), Mind Stone, Worn Powerstone and/or Thran Dynamo. As you are using snow-covered plains, you could also consider adding Extraplanar Lens; that way you can profit from double-mana, while opponents using normal plains cannot. There are also some great ramping creatures for mono-white decks, like Knight of the White Orchid, Oreskos Explorer and if you want to throw some money around, Weathered Wayfarer.
There are a few fantastic creatures available that synergize really well with an Avacyn-wipe/Angel tribe deck. Herald of War has the potential to make casting your Angels, including Avacyn, much cheaper. Sunblast Angel provides you with a one-sided wipe, making it unnecessary for Avacyn to be under your control and still be wiping the place effectively :) Admonition Angel is a great point-remover, and a powerful Angel to boot! Angel of Jubilation is fantastic at restricting the power of many decks; especially those who rely on infinite combo's through sacrifice. Angel of Finality is fantastic if you do not just want to wipe your opponents' stuff, but exile it too. Last but not least, Platinum Angel can be a lot of fun; especially when you have Avacyn on the battlefield to protect her from harm. And since you seem to like cards that grant protection, how about Mother of Runes and Eight-and-a-Half-Tails? I think they are a lot more versatile than the protection cards you have included now.
Some really great wipes/wipe-enablers that do not just target creatures (like the Akroma's Vengeance you already have included), could be Nevinyrral's Disk and Worldslayer. Also, since you are playing mono-white, Mass Calcify could be really useful. If you want to wipe creatures, but Avacyn is not available yet, some great options to protect your own stuff are Rootborn Defenses and Make a Stand.
Last but not least, I would like to propose some all-purpose cards. First of which are Lightning Greaves and Swiftfoot Boots. Avacyn, though indestructible, is not impervious to harm. These will ensure that removing her will prove much more difficult. A great way to slow your opponents down is by letting his/her artifacts and/or creatures enter the battlefield tapped. Authority of the Consuls and Blind Obedience are awesome, cheap ways to make this happen. Also, you could consider adding tax cards to make your opponents pay for attacking you. Ghostly Prison, Sphere of Safety and/or Norn's Annex could fulfill those needs. As white is terrible at allowing you to draw more per turn, I would also suggest maybe adding artifacts like Mask of Memory, Staff of Nin or even Mind's Eye.
Ok, that's it for the additions I would suggest. If you want, I can also dedicate a post on what I would cut in order to make room for the above. Let me know.
November 1, 2017 3:33 a.m.
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