RedUndead40 Deckspert

Praise the Sun!

Deck Brewer at heart

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Said on Scion of the ......

#1

Scourge of the Throne fits your theme pretty well. Also you should make full use of Scion's ability by running cards like Living Death, Patriarch's Bidding, even Bring to Light to search up either of those options after dumping a bunch of dragons into the yard. Throw in a Karrthus, Tyrant of Jund or Dragonlord Kolaghan to make those mass reanimates really end games out of nowhere.

Scion is probably my favorite commander, +1 from me!

July 16, 2018 12:34 p.m.

I would put money on the Esper looking lady with the masks has some kind of ability that lets her become a copy of the top card of your library if it's a creature card. Probably plays with the top revealed.

July 14, 2018 4:09 p.m.

I wouldn't read too much into that text stating "call on powerful planeswalkers".

For one thing planeswalker commanders were somewhat divisive and not super confirmed to be returning.

Secondly planeswalker is basically mtg's buzzword. Just makes things sound fancy.

Thirdly that text has been out forever and considering how long it took just to announce the colors / themes I doubt they secretly announced walker commanders months ago

July 13, 2018 7:23 p.m.

I would strongly consider running Talrand, Sky Summoner instead since he gives you a reliable win condition. Your list right now has a few win conditions but not many. You can't really rely on Desertion type effects to end games and that seems to be the majority of your board presence. The discount from Baral is nice but that doesn't win games.

Talrand can run most of the same package (although I would still lower your curve considerably, run a bit more draw power, and add some mana rocks for acceleration) letting you keep your control element but without needing crazy good luck or a Metallurgic Summonings to end games.

If you do go with Talrand then Favorable Winds and Gravitational Shift are great additions that can end games very quickly. Also cheap, instant cantrips like Opt and Brainstorm are excellent for information advantage while pumping out cheap drakes.

July 13, 2018 4:19 p.m.

In case you missed it the decks are

-Izzet artificer

-Bant Enchanter

-Jund Lands Matter

-Esper "Top Deck Matters"

What could each of these decks bring to the table? What are some Izzet themes that can translate to this deck? How could it work? Who would the reprint commander be since this color isn't properly represented in artifact legends? Seems too early to reprint the only option I could think of, Jhoira, Weatherlight Captain.

Bant enchantress could be a pillow fort-y deck. Lot of directions they could go with this one.

Jund Lands Matter could obviously just be a landfall-y deck but I hope they make lands matter in a different way here. Perhaps some variation of The Gitrog Monster type effects since Jund is fond of sacrificing?

Esper top deck... this is the one I am most curious to see how it could work. Your top deck matters? Opponents top deck? Casting spells from top deck? Lantern control type shenanigans?

Let me know what you think!

July 13, 2018 4:07 p.m.

Said on $160 Spirits Tempo...

#6

The main reason that Think Twice goes in over Opt is because the latter doesn't actually give you any card advantage, it's just a cantrip. I did end up taking Think Twice out of my list in favor of Curious Obsession and I've been happy with the change.

If you aren't playing some counterspells I wouldn't really call this deck "tempo". You only have a handful of cards that reliably slow down your opponent's game plan (Path to Exile and Spell Queller, situationally a Mausoleum Wanderer) so you're fitting more into the aggro category by slamming in as many spirits as you can. But either way you can't go wrong with lots of spirits but I personally prefer the reactive tempo approach.

Here is my updated list with M19 if you want to take a look. Hands down my favorite modern deck. I don't run Phantasmal Image but it does seem really good, I may have to consider that in place of Nebelgast Herald.

Modern Spirits

July 11, 2018 11:20 a.m.

Looks cool man. I would say maybe replace Selesnya Signet with Sunscape Familiar. Also don't forget to find a spot for Eerie Interlude. Also I know you already have a bit of redundancy for Arcades but Assault Formation should still warrant a spot here to cover your butt if someone does something nasty like Darksteel Mutation Arcades. Plus Arcades gives you enough draw power to warrant a "dead" card if you don't need it. Better safe than sorry

July 11, 2018 11:04 a.m.

Said on $160 Spirits Tempo...

#8

I also play UW Spirits. I'd say drop Opt and sideboard Remorseful Cleric for a playset of Mana Leak.

I run a couple Favorable Winds as well but that's up to you, it's not necessary. Remorseful Cleric should definitely be sideboard though.

Also I love to run a few cards to refill your hand. I'm a pretty big fan of Curious Obsession. Yeah it has the downside of any aura but it's cheap and therefore easy to protect with a Mana Leak or Rattlechains in handd, or if Drogskol Captain is out, the power bump is nice, and it can give you a nice advantage over a couple of turns. Alternatively you could run Think Twice since it can be cast reactively if you don't need to counter something or flash in a spirit.

July 10, 2018 4:35 p.m.

Said on Chitter Critters...

#9

This looks awesome! Maybe a copy of Pack Rat to help fuel your graveyard shenanigans?

Also this one may be too slow but Ratcatcher seems decent.

July 10, 2018 1:44 p.m.

Maybe this depends on your meta but Spidersilk Armor seems very useful in this deck

July 10, 2018 11:41 a.m.

Said on Need more power!!...

#11

I highly recommend Duelist's Heritage. Cheap, powerful, and stays around if your commander dies unlike auras and doesn't need to be equipped like equipment. Also has some interesting political ramifications.

July 9, 2018 12:04 p.m.

Said on Show me your ......

#12

Also make sure to throw in the old Platinum Angel Darksteel Forge combo, Swiftfoot Boots on there to seal the deal

July 9, 2018 11:57 a.m.
July 6, 2018 3:05 p.m.

Said on What do you ......

#14

Seems weird that you ask people's personal opinion on the best superfriends general just to immediately discount Atraxa in your first sentence.

Are you asking for a real answer or are we making up cards here?

July 6, 2018 10:52 a.m.

Said on EDH Mana Base...

#15

My (and many others') general rule of thumb is to run 36 lands, 10 ramp cards (Chromatic Lantern, Rampant Growth, Wayfarer's Bauble, things like that), and 10 draw power cards.

Ramp is super important to get your deck running faster, but to make up for that you need to refill your hand to make use of all that mana, so draw power is really important.

These numbers can fluctuate depending on your deck or game plan. For instance my The Ur-Dragon deck runs closer to 20 ramp cards because it has a really high average cmc. As another example I have an Edric, Spymaster of Trest deck. Since my commander gives me reliable access to card draw I only run about 3-5 dedicated card draw options in the main deck, and only about 5 ramp cards because the deck runs really low cmc cards.

It can feel boring to add so many slots dedicated to just mana and card draw but I guarantee it will make your decks run much more efficiently and will make the decks more fun overall because you actually get to do what the deck wants to do.

July 6, 2018 10:48 a.m.

Taking a quick look I can already tell some options to make the deck more efficient-

  1. Cut lands. I would run about 37 lands. Replace 3 or so of those cuts with more mana ramp so you can get your game plan going faster. Wayfarer's Bauble, Chromatic Lantern, Coalition Relic, things like that. Colorless cards that make colors are great in 5 color decks and can get you moving faster.

  2. If losing your commander is the issue then protect them. Lightning Greaves, Swiftfoot Boots, Shield of the Oversoul, Darksteel Plate, things like that.

  3. Run at least a few ways to better interact with your opponents' boards. Boardwipes and spot removal are key to ensuring your strategy goes unhindered. Merciless Eviction, Anguished Unmaking, etc. Versatile cards that can deal with multiple types of threats.

July 6, 2018 10:43 a.m.

As far as stopping The Immortal Sun, I prefer to run a handful of versatile removal options in my superfriends deck. Depends on what colors you go with, but I strongly recommend having some slots for about 5 boardwipes and 3-5 spot removal effects, preferably wide-ranged effects like Merciless Eviction, Grasp of Fate, Anguished Unmaking, Utter End, Nevinyrral's Disk, etc.

Here is a link to my superfriends deck if you want some ideas. It's had some changes since I made this list but its a good starting point-

Super-Duper Friends

July 6, 2018 10:39 a.m.

Hell for that mana you could just cast Vitalizing Wind and get 7x more power in one go and end the game right there

June 29, 2018 4:22 p.m.

Yeah I suppose so. But at that point you've paid for 1 counter on each creature, more if you have to recast her or activate it again. There are much more efficient ways to pump your tokens.

June 29, 2018 4:16 p.m.

Said on True Pillowfort...

#20

I would cut Crown of Doom. Yeah, it slightly accelerates your opponents into killing each other but it's just not as good overall as Righteous Aura. Especially since Righteous Aura doesn't target so it can stop big hexproof threats like Uril, the Miststalker.

June 29, 2018 4:12 p.m.

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