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Fires applies to token creatures as well though, so when your tree people come in you can tap them. Then again, most of your saprolings are gonna be coming from your commander after combat, so you won't get to swing with them anyway. You can get some mana post combat with Cryptolith Rite, but that's probably not worth keeping it in alone. Wouldn't hurt to replace it. There are probably more fun effects out there to take it's place than haste and a small stat buff lol.
October 18, 2020 4:45 a.m.
Very nice. Something I forgot to mention is I would also remove Rhythm of the Wild since it's really only affecting your commander and handful of other creatures.
Looks like another deck done. Have fun playtesting!
October 17, 2020 9:02 p.m.
As it stands this deck is pretty solid. I can't believe I forgot to put Inquisitor's Flail in my Tahngarth deck. Biiig commander damage. The nice thing about voltron is you really can't seem to go wrong with your cards. A big fella is a big fella, doesn't matter how expensive your cards are lol.
Anyway there are really only a few changes I'd consider making. Your utility creatures could be subbed out. Normally having a body along with your removal is pretty nice, but in a deck like this I don't think it's worth the extra mana since you're getting a ton of little tree things all the time anyway. I'd also swap out Colossus Hammer since it's usually only good when you can cheat it onto something, like with Hammer of Nazahn. You can really replace these with whatever you want since you already have a nice spread of ramp and buffs and removal etc.
Cards you might like here are Brass Squire, Canopy Cover, Cindervines, Mask of Memory, and Regal Force to name a few. Couldn't hurt to throw in some wipes like Earthquake and Rolling Earthquake just in case either.
Now you just gotta figure out which one you're gonna put together. ;^)
October 17, 2020 6:46 p.m.
I meeeeean, you can never build too many decks. ;^)
If you're still thinking about potential commanders, there's also Ulasht, the Hate Seed if you wanna stay Gruul, and Ghave, Guru of Spores is a pretty good one too. Flavorful/themed decks are a lot of fun. I've been wanting to make a Weatherlight themed deck with all the original crew for a while now, but every time I go to do it I end up making something else lol. Maybe one day. Good luck with your little tree creatures. :^)
October 17, 2020 3:34 p.m.
Looks like this deck is all set then! Time to make another one... ;^)
October 16, 2020 10:55 p.m.
Yeah Tragic Slip probably isn't so good here, but I really like the art. :^)
Anyway, if you're attached to the idea of using the group hug mana elements, there are probably a few other take outs we can find. Truthfully Gargos, Vicious Watcher might be able to come out. Only reduces the cost of a handful of cards and his passive doesn't have a ton of synergy in this deck. Maga, Traitor to Mortals seems like a good card to sub out for a few reasons, the big two being it's very black intensive and it only kills one player. Black cards you have that also have the potential to kill a player Damnable Pact and Profane Command at least have some utility to them outside of slaying someone and they aren't quite as hard to cast. From what I can tell, the only time you're going to be using her is when you can go infinite, and even then you're only going to kill one person. You could also maybe take out another land since you have plenty of ramp.
Side note, I just realized that Stroke of Genius was in your maybeboard and it's $5. Maybe it was always like that, but I could've sworn when I first got my set it was only like $1.50 or something, maybe even less. Very unfortunate. :^(
October 16, 2020 9:24 p.m.
Never got a notification for this for some reason hmmmmm.. I might be a bit late but I'm definitely happy to help. :^)
Starting with your lands, they look pretty solid. This is SUPER nitpicky, but Path of Ancestry doesn't feel like a good fit here. This deck isn't exactly a tribal, and it only has 7 cards it can scry off of. It may give you any color you need, but the coming in tapped bit would make me steer clear. The decision is totally up to you though because it isn't necessarily a bad card, but just keep in mind I'm really finicky when it comes to mana coming in tapped lol. Alchemist's Refuge and Emergence Zone might be fun picks. Dropping 1000 1000/1000 Oozes or Wurms on your turn is certainly good, but even better would be your opponent's end step. >:^)
Your ramp might need a little more focusing between the auras, dorks, and rocks. I might recommend a few more rocks in Talisman of Curiosity and Talisman of Resilience, but I think auras are going to be your focus considering your untap synergies, so more cards like Wild Growth, Wolfwillow Haven, Overgrowth, and Verdant Haven would make for nice additions. That being said, I think the dorks should probably come out, along with maybe your more expensive auras Dawn's Reflection and Market Festival. Ramp cards that in my opinion definitely need to come out are Heartbeat of Spring and Dictate of Karametra purely because of their symmetry. Group hug effects like these are super dangerous, and I really don't think you need them in order to pull off your strat. That being said, I think you should cut Tidal Barracuda for similar reasons. Giving people flash is risky, even if they can't cast stuff on your turn.
Card draw suggestions I would make for now would be to consider targeted X draw spells like Blue Sun's Zenith and Stroke of Genius instead of Mind Spring, as they can also be used with infinite mana to deck your opponents. Brainstorm is almost always a good addition. I also think cutting Gadwick, the Wizened wouldn't be a bad move. He's difficult to cast outside of having infinite blue mana and he doesn't really have the best synergy with the rest of your deck.
For your removal I would suggest perhaps adding in some lower CMC options like Pongify or Rapid Hybridization as nice cheap spot removal. Dismember or Tragic Slip are also nice black options that get around indestructible. Any removal will do, really, and so it's again all up to you. I just like these a lot.
I'll leave it at that for now, and when you've made changes we can figure out what else needs to be added/cut. :^)
October 16, 2020 5:02 p.m.
@XinZhao Thank you for your nice comment. :^)
I don't run Urborg because I don't really benefit from running it. I don't have any cards that present strong synergies with it and it would mostly just serve to potentially fix my opponents' mana. I could change the text on it, sure, but even then I don't see the strength of doing so outside of fixing my own mana in a janky way. I'd rather save my valuable text changing cards for stronger synergies.
Along with Drought and several text changes it could cause some mayhem at the table, but I don't think that setup is for me. :^)
October 16, 2020 12:42 p.m.
I don't play legacy but the deck name made me giggle
October 15, 2020 6:33 a.m.
For sure, I'm glad I could help. If you ever want more help or input just let me know. Helping other people with their decks sates my desire to build my own decks. Very vicariously fulfilling, and my wallet appreciates that a lot. :^)
October 12, 2020 7:09 p.m.
AR25V Goldnight Castigator seems really fun in some sort of damage deflection deck. I don't know if there's anything I'd feel comfortable taking out for it in this particular deck, but you've given me an idea for something new, so thank you that and thank you for your nice comment. :^)
October 12, 2020 3:21 p.m.
I think after taking out Assemble and all those cards, then replacing Improbable and Mad Ratter, your deck as far as its main strategy and win cons goes is pretty solid. At this point I believe it would be a good move to work towards rounding out the deck with general purpose removal/hate/counters, because you should have no problem netting wins with the tools you have, but you also need to make sure you get to use your tools and your opponents don't get to use theirs. 2 more counters of your choice, and the aforementioned Swords to Plowshares and Chaos Warp would be my personal recommendations.
Adding in Banishing Knack also sounds like a good idea just for the sake of consistency.
I believe as this deck stands it's just about finished. :^) There's always room for tweaks and whatnot but I think you've got all the pieces for success put together and now you just gotta playtest it. I would be wary about adding too much more, or incorporating other strats that spread your deck thin and end up weakening your main focus. Even if you took out a few more cards I don't think you're working with a lot of potential slots for new additions, so you gotta make sure those slots count and really enhance what you're trying to do as a whole. This is the part of deck building I hate lol. Never enough card slots. :^(
October 12, 2020 3:12 p.m.
I would recommend against using Urborg, Tomb of Yawgmoth when most of your lands are swamps anyway. You might just end up helping your opponents out by fixing their mana for them, while you yourself aren't really getting any of the benefit of using it. Other than that, I'd just recommend running a few more mana rocks like Mind Stone and Fellwar Stone for ramping up quicker.
Fun deck. Hope this helps. :^)
October 11, 2020 3:57 p.m.
I would just recommend cutting 4 or so lands and replacing them with mana rocks. Sol Ring, Fellwar Stone, more talismans and signets are all good options. You might also benefit from cutting some other things that you aren't as attached to and including some control magic like Counterspell, Swan Song, and Dovin's Veto just to make sure your big stuff actually resolves and to police the board a bit.
Hope this helped. :^)
October 11, 2020 3:51 p.m.
Assemble I feel lacks synergy with the rest of your token generation and it costs a lot for what it does. Eventually it'll accumulate a lot of counters and pump out an absurd number of little dudes every turn, but that'll take some time to get there, and there's a good chance it'll get blown up before it does.
Sram's I'm iffy about. It's 2 spells in 1 but it's also just a one time token generator where you could have something potentially more impactful but idk. That's really gonna be up to you.
The buffs I feel are nice but potentially unnecessary. The way I see it they could potentially end up being win more cards as you'll probably be able to flood the board with little creatures and win that way (or at least be able to hold until you have your combo pieces), but at the same time it's worth keeping some in just in case you need the little extra oomph to beat someone down. That's why I'm leaving it at 1 or 2 of them, so it's up to you which ones you want in and how many you want to take out.
I'd suggest swapping out Mizzium Mortars for another boardwipe. If Wrath and Cyclonic Rift are out of reach for now, Earthquake is a solid option that misses Kykar and your spirits, can also hit players, and serves as a potential mana sink. There's also Sublime Exhalation, basically just Wrath in EDH minus the no regen clause.
Finally you might also like some artifact/enchantment hate with Wear. Never hurts to have options.
If you end up making more changes and still want to modify what you have, then we can keep going from there. :^)
October 11, 2020 3:44 p.m.
Glad you're making progress! :^)
It wasn't my intention to get you to overhaul the cantrip aspect of your deck. I try not to recommend things that just completely conflict with what the actual maker of the deck wants to do lol. I just wanted to let you know about some nice win conditions for your commander that you can slot in along with your cantrip and token strat without warping it into a nasty cEDH Kykar storm deck or something like that.
As for infinites in EDH and whether or not people will get upset by them, there are pretty much 2 camps from my experience. Some people think that they're cheesy and/or unfair and generally frown upon them being used in their playgroup. Other people, like me and my group, just see them as another wincon. My big thing is that infinites can be stopped or shut down pretty easily if you stay prepared and you know what to look for. For example, all of your combos in this deck would involve Kykar, so people probably shouldn't let Kykar stick to the board for too long, you know? Otherwise they're risking you getting to combo off whenever you please. Or if you try and cast your Isochron and imprint Dramatic Reversal, people should definitely do their best to stop that from resolving, and if they can't do that, a Krosan Grip would shut it down. But even if you or someone else does just win right there with a big combo, you get to start a new game and have fun again. PERSONALLLLLY, I don't see a downside. ;^) Ultimately it's all up to you and how you feel about certain strategies, but there's no wrong approach. EDH is a social game, so as long as you find other like-minded people, you can make whatever rules you want.
As it stands right now what you have is looking really really nice. Overall I'd suggest trying to work in a little more control magic. If you're still wanting to make room for cards I could definitely try to help, I'm just reluctant to recommend anything in particular at this moment because I don't know what cards you're really attached to lol. I want your first deck to be your own and have some personality to it. :^)
October 11, 2020 2:36 p.m.
So I'm not a Kykar pilot, but from what I've seen of them they're a big fan of infinite combos. A few that I know of involve achieving infinite cast triggers to feed Kykar's token generation, coupled with damaging etb effects like Impact Tremors and Purphoros, God of the Forge. Sac damage outlets such as Goblin Bombardment and Barrage of Expendables also do the trick. Dramatic Reversal + Isochron Scepter is a big go to not only for infinite cast triggers, but infinite mana as well when combined with nonland mana producers. Another option would be to combine your Jeskai Ascendancy with a Retraction Helix and any 0-1 mana artifact. Use Helix to return your own artifact to your hand and then cast it. You'll then untap your creatures, make a spirit, sac the spirit for mana, and use Helix again to repeat the cycle. If you can do this with a 0 mana artifact it's also limitless creatures and mana. Good artifacts to use with this would be Everflowing Chalice, Spellbook, Sensei's Divining Top (not budget, I know, but it's a good pick for Kykar if you ever want to add more to it), and Sol Ring. There's also Arcane Adaptation and Bishop of Wings.
For general EDH deck building I think can be of some more use lol. Starting with your lands, I would recommend subbing out a lot of your lands that come in tapped. There are a lot of nice (fairly) budget options for multicolored lands like pain, filter, and check lands. If you can't find multicolored lands within your price range I would suggest just going with basics. Personally, I think that the speed benefit of a basic coming in untapped trumps the versatility that tapped lands will eventually provide.
As for rocks I'd recommend running the aforementioned Sol Ring and Everflowing Chalice. Sol Ring is just one of those cards that slots into just about every commander deck. As a general rule I try to avoid mana rocks at 3 cmc or above, just because that's around the point where they stop generating enough value to be worth running or even casting. You want your ramp to be hard and fast so that you can transition into making plays sooner. You don't want to be ramping on turn 5 when you could be pulling off big combos. In this regard you've already done really well in your selection, but I would suggest cutting Commander's Sphere and Chromatic Lantern. Lantern has its place in certain more color intensive decks, but I don't necessarily think you'll be needing it in a 3 color deck. Other good 2 cost options are Fellwar Stone, Mind Stone, and Prismatic Lens. Wayfarer's Bauble in your maybeboard is a good choice for this deck too.
You could probably use more efficient counters for controlling the board, like Counterspell. Some good commander counters include Swan Song, Flusterstorm, Delay, Negate, Dovin's Veto. Muddle the Mixture is a fantastic pick for flexible control and fetching your combo pieces. It hits both pieces of the Isochron combo, Bishop of Wings, and it can hit other valuable targets like Cyclonic Rift (another big commander card. Almost an auto include in blue decks). You'll also probably want to run more removal like Path to Exile, Swords to Plowshares, and Chaos Warp.
Finally, just as misc recommendations, I'd suggest swapping out Fumigate for Wrath of God. I'd also suggest adding in some mana sinks to win the game off of once you go infinite, like Comet Storm and Kumano, Master Yamabushi.
Overall this is really solid for a first time draft! I like your deck a lot and if you do decide to expand into commander I really hope you enjoy it. Hope this helped. :^)
October 11, 2020 12:17 a.m.
Nice deck. Hope this helps. :^)
October 9, 2020 11:36 p.m.
@Lanzo493 Thanks for the recommendation!
While your combo does have the potential to kill a player, I'm generally seeking to pull of more than one elimination at a time. Like I said in the description, worst case scenario for me is typically only being able to kill one player at a time with a pumped Skithiryx or Atarka. That being said, I'd be a little reluctant to add in another similar combo with more steps.
October 8, 2020 8:02 p.m.
Commander / EDH
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Commander / EDH
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|Playing since||Ravnica: City of Guilds|
|Avg. deck rating||11.25|
|Favorite formats||Commander / EDH, Modern|
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