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I love this deck. PDH games go long and your deck help stall out the board and wins through those stalls using your commander. It's a solid strategy.
You want to maximize your creature count as much as possible to take advantage of your commander. There are a few effects in your instants, sorceries and enchantments that could be replaced with creatures.
Diligent Farmhand makes sense in this build, even as a worse Sakura Tribe Elder.
I'm a big fan of Elvish Skysweeper in slow decks like this. The effect is expensive, but it can lock a player out of the game.
Because most of your creatures have a lot of toughness, this makes damage-based sweepers very strong. I would play the full gambit of Crypt Rats , Pestilence , Evincar's Justice and Gangrenous Zombies . Two of them are creatures, so that's a nice bonus.
Heart Warden is ramp that also turns into card draw later, like a Mind Stone.
Slum Reaper is great removal and puts a creature in your graveyard.
Spore Frog is a good political tool that can encourage opponents to attack elsewhere. I could see it over Terrifying Presence, even if you lose on spider flavour.
Vulturous Aven is very similar to some of your card draw, but is has a body.
In terms of cuts, I don't understand Wildsize. You can also easily cut Spider Climb. Most of your creatures have reach already and +0/+3 is not great, even for 1 mana. Arachnus Web is also pretty weak removal. Rancor is a good card, but is it really useful for your game plan? How often will you win by attacking with your spiders? Naturalize feels a bit vanilla and could be replaced with another creature that gives you a similar effect. You also have quite a few cantripping creatures that I don't quite get the purpose of. Are they chump blockers? You have quite a bit of card advantage in black already. Wander in Death could be Death Denied or Reaping the Graves instead.
September 13, 2019 9:26 a.m.
Konrad is likely going to be a great commander in PDH (maybe even one of the best!). I really like your list. I would build it almost the same way.
Bitter Revelation is a good card for stocking your hand and graveyard.
Shred Memory has a lot of good applications in your deck.
I am not a fan of Prowling Pangolin. Vicious Rumors and Rakshasa's Secret also seem pretty weak. I am also not sure if running that much ramp is really necessary, especially the colorless ones like Fractured Powerstone .
Anyway, great deck! I look forward to seeing how it plays out and trying it for myself.
September 10, 2019 7:18 p.m.
Cool idea for a deck! I think you could try to build around your commander even more.
In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.
All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.
There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.
With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.
Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.
Chainflinger is decent in PDH and would fit nicely in a deck like yours.
Firebolt is very good in general and gets even better if you're milling it into your graveyard.
Fortitude can make a big creature a bigger problem and feed your graveyard lands.
Mother Bear seems like a good fit, like most cards that generate value in the graveyard.
Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.
Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.
A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.
In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.
Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.
Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.
A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.
Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.
Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?
September 9, 2019 5:35 p.m.
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|Favorite formats||Commander / EDH, Pauper, Pauper EDH|
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