Squirrel_of_War Deckspert

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@Force_of_Willb - Ancestral Knowledge will shuffle the library when it leaves so you need to pay the upkeep for a turn or two at least. it's also a bit pricey.

Deadbridge Chant is one of my favorite cards and I had it in here when I first built the deck but it never stuck around for more than the turn I cast it. I might find a spot for it but at the moment I don't think there are any cards in here that are less useful.

Dreamborn Muse is great and I put in Forgotten Creation which is similar but I ended up taking it out because in my playgroup if the card doesn't do something the turn it is cast or has an ability that can be activated at instant speed then it is very likely it will get removed before you get any use from it. Also muse can potentially help my opponents or make them hate me and target me more than usual.

I really appreciate you input on what to remove since that is always the hardest thing to decide when I get great suggestions.

Nyx Weaver is a card that is on the fence. I have him in currently because he is basically a draw 2 additional cards each turn but the main reason is that I can count him as an enchantment or creature for Muldrotha's ability.

Body Snatcher is part of the Hulk chain so he has to stay.

Aid from the Cowl is something I just added in but have not yet got to try it out. It seems promising since it will trigger at the end of the turn I cast it so I'm excited to see it play out and it costs less than Deadbridge Chant and doesn't rely on my graveyard. In my playgroup my yard usually gets exiled a few times each game so Cowl can still be an advantage without my yard.

Overeager Apprentice is an all star in a few of my other decks and I recently added him in here to see if he works out. I might remove him after some testing.

Other cards that I'm not 100% sure on are Spellskite and Mishra's Bauble. I may remove one to add in Tezzeret the Seeker since he can tutor any of the artifacts in the deck the turn he is cast (with the exception of Mindslaver).

Thanks for the comment! Don't for get to +1 if you like the deck!

May 16, 2018 1:27 p.m.

@Last_Laugh - Eternal Witness seems like a waste if my commander is out. I know it's good in here but not sure if it's better than what I already have in here. What would you remove for it, and how would you primarily use it?

@carpecanum - I keep putting Elephant Grass in and then removing it for other stuff. I just feel like I'd rather cast a different enchantment from my grave since I can only cast 1 per turn. It also doesn't slow down my opponents very much since they usually just pay the and smash face. Glacial Chasm is a great card but since I don't want to keep sac'ing a land each turn I play it, I would just pay the upkeep and that's not something I want to do in this deck. I also am more of an offensive player so it doesn't quite fit my style.

@bradtheimpaler13 - I bought a Kiora, the Crashing Wave for this deck because I thought it was the other one and so I took it outand put the other Kiora in but taking a second look, drawing a card and playing an extra land 2 times for mana doesn't suck so I'll giver her another chance. Thanks!

Don't forget to +1 if you like the deck! I appreciate all your comments and suggestions! Keep 'em coming!

May 14, 2018 10:46 p.m.

@ Last_Laugh, I don't have a way to get Primal Surge back from the yard and I'm not running very many tutors otherwise I would totally run it (especially if I was trying to make this competitive and oppressive). Both those land are good choices but I am running others in their place because I am trying to keep a decent number of basics for Sakura-Tribe Elder and Solemn Simulacrum to fetch repeatedly. To be a little more specific cards like Sequestered Stash and Ipnu Rivulet basically say "draw four/five cards" if Muldrotha is out and Geier Reach Sanitarium lets me trigger a dredge which I have found to be super helpful.

@ pyromaniac53, those lands just did't make the cut (see above). Dream Halls, holy crap I never even thought of using it. It would be absolutely bonkers! However the fact that my opponents would be able to take advantage of it makes me very wary of the card. I may test it out and see if it's worth dropping the $25 to snag one up (might also toss one in my Scion of the Ur-Dragon deck too since that would just be unfair!). Thanks for the Hulk suggestion, I run it in Meren so may as well put it in here. Seal of Doom and Seal of Removal were both in here but I always found myself recasting 'better' enchantments and using my Shriekmaw or something else to do the job of the seals. I decided to add Executioner's Capsule back in because I added Trinket Mage and he can fetch up the capsule or more importantly Amulet of Vigor to go with my awesomely stupid Hulk chain in the deck description.

I appreciate your comments, don't forget to +1 if you like the deck!

May 10, 2018 2:38 a.m.

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Finished Decks 74
Prototype Decks 39
Drafts 0
Playing since Starter 1999
Points 170
Avg. deck rating 16.82
T/O Rank 845
Helper Rank None yet
Favorite formats Standard, Pre-release, Commander / EDH, Modern
Good Card Suggestions 314
Venues Enchanted Realms
Last activity 1 week
Joined 5 years