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So why do you even have black? If you were playing Tezzeret or some tutors that might make sense, but you appear to be a very combo heavy build that doesn't need targeted removal as much as board wipes. I feel like adding white or red might be a better fit for what you're trying to do. Either colors could add strong board control, but because of how the new set is turning out you even get good artifact support in both colors.
April 17, 2018 3:55 p.m.
I would very much advise against blink effects as they actually do not work with Sedris. Because the unearth keyword also has the clause of "when this creature would leave play" you can't just blink the creature to keep it around as that is just going to exile the creature early. And ending the turn early does not help either since that clause is still in place at the end of the next turn. I would replace those cards with effects that trigger from either your creatures dying, or from them entering the battlefield (preferably in creature form).
April 15, 2018 9:44 a.m.
That is adorable and I want to build voltron with it. Also can I get some advice on how to combine Harness the Storm and Pyromancer Ascension? Or is that just too much of a stretch to do anyway? (disclaimer: this is not for commander)
April 11, 2018 4:17 p.m.
I believe for one that Midnight Oil is a bit of a non-bo in that the card draw it provides is pretty okay at best, and it ends up killing you with its trigger unless you just play all of the cards you draw instead. That is not unlikely, but also not worth relying on given your deck's average cmc.
I would point out a perfect replacement though in the form of Tainted Remedy. To my understanding, a life total changing to a specific amount is considered a life gain or loss based on whether the new total is higher or lower. Therefore, triggering your commander with Remedy out and targeting an already low player can induce even greater life loss, or possibly even a kill.
April 10, 2018 11:46 a.m.
I mean, you could do it, but reasonably wouldn't a pox deck never play an 8 drop anyway except in cases when you're pumping a spell like Torment of Hailfire?
April 9, 2018 6:48 p.m.
So I saw your other deck, and have left some notes there on this idea, but to spread the attention around I'm saying this part here. You need more interaction.
I'm a commander player at heart, so I'm not experienced at 2HG or modern interactions, but in commander I have played a Nekusar, The Mindrazor deck that did pretty much all of what you're doing here (and then some of what the other deck does too). From my experience with that, the worst that you can do is give cards away and then not restrict what the opponent plays.
Think of what happens if your teammate just dumped their hand to trigger hellbent on a Rakdos Pit Dragon, but your forced draw gave the opponent removal? Granted your ally could have a creature light build that just blanks removal, but the point remains true of anything your opponent does to disrupt your team. You don't need to go so far as to have counterspells, but a few bounce spells for opposing permanents should act like pseudo draw right? and if the opponent has cards in hand, then your ally can more easily trigger forced discard effects right?
One other idea, that I sort of touch on with in the comment on the other deck, is having one of your two builds have all of the punishment effects, and the other one has the forced discard and the forced draw. Something else you could do alongside that though I mention above and you seem to have some of in this deck already. Wheeling. Wheeling and full hand shuffling amounts to scaling power for your draw pain cards. The bigger their hand, the faster you can take them out.
There's a difference though in hand shuffle, which doesn't help your discard partner, and true wheel/windfall effects. Hand shuffling does better imo with draw pain because you can sculpt the size of your opponents hand to better empower your triggers, while the other focuses less about interacting with the opponent's hand and just tries to get as many triggers from your card as possible. If you were to take the playstyle of only one deck have the "trigger" cards, then the wheeling and windfall effects are what you want, but otherwise you might look into the hand shuffle cards so that each of your decks and have a more unique gameplan. In that case, they will still work well together, but they also will have their own ways of winning the game.
April 7, 2018 3:26 p.m.
This is certainly an interesting idea, but I feel that if you know the opponent will have cards to discard, then there's less of a need to have self discard and pay off effects from that, as there is having forced discard and more punishments for the opponent discarding since you're more likely to trigger them. As in why play Anthem of Rakdos when you could wheel twice and trigger Megrim 10 times?
Since you're meaning to have this pair up with a partner, and then also be facing down 2 foes, I see 2 routes of play. One is a shift of all the punishment effects, both discard and draw pain, are placed into a single deck, and then the other deck is the one that forces both of their partners enchantments to trigger (I'm assuming the card types). This would be like have a min-max build in most video games I imagine.
Alternatively, you have one build be exclusively the draw pain, and the other is forced discard, but you emphasize one sided effects instead of group hate. This creates more of a dual control shell in your decks, where each one might even have similar cards, but just the punishment effects have changed. This latter sounds fitting since you say you're a twin, so then it creates a less asymmetrical play-style between each deck.
April 7, 2018 3:04 p.m.
I mean, don't get me wrong, I love the card and can't wait to make shenanigan pays with it, but still.
April 5, 2018 10:33 a.m.
@Argy: Currently, I only have cards thrown in here to see if there even were enough artifacts and colorless lands to play it. As soon as the full set of Dominaria is released, I intend to make the cuts as necessary for it to be at least playable.
I will take note about the equipment/vehicles problem. I know this deck will never get past the gimmicky/themed tag, but I do want it to work at least.
April 3, 2018 4:06 p.m.
It sounds to me that you really want to make an energy deck. Energy representing Vibranium of course. In that case, to fully match the theme of the movie you could have partner commanders like Bruse Tarl, Boorish Herder and Kraum, Ludevic's Opusto represent T'challa and Killmonger. For other options you could have Ishai, Ojutai Dragonspeaker and Akiri, Line-Slinger respectively representing Shuri (the sister) and Okoye (the really badass one). I got nothing for Martin Freeman's character I'm afraid.
In any case, I again would recommend an artifacts/energy build, with a possible sub-theme of equipment voltron (to show off when Killmonger wanted to drop all tradition and just got to war with everyone).
April 3, 2018 3:28 p.m.
I actually had this up before, but I feel you should take a look and give some pointers maybe?
Also I do have a deck I've started specifically in response to your word choice for deck title. I'll have it out soon. Your days are numbered Hazoret!
April 2, 2018 8:54 a.m.
This is nice, but I feel I have to ask whether you'll consider using cards from other blocks as well, since you've decidedly retired it from standard I mean.
April 1, 2018 11:34 a.m.
First I would point out that your name (both user and the deck name) are pretty cool, but also that this really doesn't feel like a control deck as much as a force feed/mid range ordeal. The life gain tag also seems out of place given only the single source of life gain, but I am unsure how consistently that is anyway without personal testing.
Secondly, why in particular do you have Treasure Map Flip? I figure of course that it is a source of card advantage for cheap, but is there really not faster options? If not, then wouldn't some hand control or extra removal be good for the deck?
To my knowledge, if you were to play efficient card advantage for this build, then you might as well go up in mana for the black tutors (there are currently 2 in standard). With those you could more effectively get the key cards you need for the win (other decks that rely on collective value of cards could make do with basic card draw, yours does not appear to be that kind of deck). In the control side though, you have a lot more options in the 2-3 mana slot. Or if you still went up to 4 mana you could use the "catch all" removal spells like Vraska's Contempt. But that is in support of the control tag you have at least. I imagine that Desert's Hold was originally suggested for this exact reason as it deals with the God cards like Hazoret and the Scarab.
I actually would think a card like Supernatural Stamina could have made into your build with its ability to re-trigger your "bansiher" creatures. For a last moment thought as least. I can't figure where space could be made given your current build.
April 1, 2018 11:25 a.m.
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