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Everyone above seems to have some solid advice, but for myself I'm wondering why the split focus between +1/+1 counter synergies/hydras and "flying/bird tribal". Wouldn't it be better to exclude cards that are only good for one of those ideas, even if it is just to make room for the cards that support the strategy you're focusing on?
To give an example, if you only use a handful of actual flying creatures, and no ways to give your non-flyers flying, then a suggestion of Bower Passage is no good. Conversely, Gleam of Authority is not much help in a deck that plays a bunch of birds and hates on non-flyers, unless it was using +1/+1 counter specific ways of boosting those birds.
November 17, 2017 12:22 a.m.
BWAHAHAHAHAHA! I'VE FOUND YOU AND NOW VENGEANCE WILL BE MINE! (its eathon)
November 13, 2017 12:32 p.m.
I'm a little confused, wouldn't it be better to get the gift out sooner than turn 4? Or is the symbolism just a little to appropriate? I've not had to play with or against the gift card, nor have I heard of the "4 horsemen" of Magic and thought of the cards you're using here so I'm a bit of a newb here.
November 10, 2017 12:34 p.m.
So before I dig deep into this, do you have any kind of budget/card restrictions, either in what you will or will not use, and how much are you wanting to utilize life gain besides as a means of decreasing the casting cost and removing the drawback of the commander's ability?
November 9, 2017 11:53 p.m.
As a side note, I personally figured from your deck title that this was artifacts/voltron by equipment, and if that was not what you meant your title to come across as then you may wish to rename it to better reflect the cards, or else have the cards match up better with the name? (simplest idea to me is just copy this and rename it so that you can still use that name for another deck)
November 9, 2017 4:27 p.m.
Just a small recommendation here that you actually may want to drop the "aggro" tag for your deck, as it feels more mid-rangey with all your removal and varied utility, and you definitely should drop the "group slug" tag as it isn't really group slug just because you're attacking with a lot of creatures. Group slug, to my knowledge, is about dealing out non-combat damage/life loss to as many players as possible at once, even yourself at times (some symmetrical control effects happen as well). Think on how most Mogis, God of Slaughter decks might be built as a simple example.
November 9, 2017 4:25 p.m.
For one I believe Myr Sire is Pauper legal, and if it is not then I need a refresher on Pauper legality, but also if you wanted to use the puzzleknot then why not run Terrarion in stead of, or in addition to, Ichor Wellspring?
November 8, 2017 1:27 p.m.
Okay, I had only clicked on here to ask what the picture card was, but I am legit curious on whether instant speed fight mechanic cards, such as Pit Fight would be better to use than the sorcery speed ones that also pump your creatures up. In case it comes up I would remind your brother that you need not have red at all to play a card like Pit Fight.
November 8, 2017 1:01 p.m.
November 8, 2017 9:13 a.m.
November 7, 2017 1:49 a.m.
Take note that without Tezzeret's ult, and opposing removal, you have no way to trigger the other part of Servo Schematic.
November 7, 2017 1:37 a.m.
Personally, knowing how the Kolaghan clan works, I feel the rig should come with haste, but that's just me I suppose. Main thing is I understand better that Hero's Blade also doesn't make the cut for exactly that reason that it is not worth just the potential for a free equip (though I do see it as better than Piston Sledge personally).
Regardless, have you done any playtesting with Elspeth, Knight-Errant or Duelist's Heritage? In my mind these would come in for Power Matrix and Battle Mastery respectively, but I do not know if you had tried those cards already. Also, I see Empyrial Armor, but if you run that then why not Empyrial Plate as well? Aren't they the same thing?
Lastly, how often have you felt you needed to recur or resuse any of your cards? I know white doesn't have much for recurring cards, unless it is creatures and probably through attacking, but would this deck benefit or suffer from making space for cards that either can recur themselves or can be brought back?
November 5, 2017 1:46 a.m.
Okay, so there's a bit of a mix up here I think. You have your deck beginning to go in too many directions. Winds of Change and any card like it act as a great source of damage when you have your commander out, even the "whirlpool" creatures you're running that normally would have no place in most EDH decks.
What I' seeing as an issue, and I think somebody else pointed this out, is that this isn't strictly congruous with being a control deck, at least not in the usual sense. Playing the heavy wheel effects to me means you're treating your commander as a "pinger" style of card (a creature that taps for a single point of damage). You get higher bursts of damage by playing the wheeling cards (see anything built around Nekusar for proof), but the inconsistency in the exact cards you're drawing is rarely seen as worth it to veteran control players (hint: I'm not one but I know several).
By my account, if you're really wanting to play stronger control, then you'll need to place more emphasis on the infinite combo interactions of your commander, but also your removal will need to be less Fireball type burn spells and more of the Earthquake variety. Fair warning though that this is extremely boring and lacking in originality.
For a more fun iteration of your particular commander, I would actually direct you to an EDHrec article over the pinger creature archetype that ends with a Niv Mizzet deck. I'll post a link later if you're interested, but that deck is of course not a control build and therefore may not be what you're going for.
November 1, 2017 9:26 p.m.
November 1, 2017 5:25 p.m.
Quick question: thematically, wouldn't your title be better suited to say an aristocrat deck?
November 1, 2017 2:07 p.m.
I'm basing my assumptions on the cards from the initial set mainly. Like how the black legendary enchantment talks about a temple to a forgotten bat god being discovered, and there is Overflowing Insight that hints at my merfolk idea, along side a couple of red cards that mention the minotaur (also they're pirates, why not have a mutiny?).
October 30, 2017 5:02 p.m.
Now that is a real T-Rex right there.
Also, this likely will lead to the Rivals of Ixalan being about "the old gods" coming back to light. This dino would be up against Gishath for instance, and the vampires are clearly getting an Elder Bat now to deal with either monstrosity. The pirates themselves won't have some elder god to look for, but I suspect there will be a mutiny to deal with and a new pirate lord will try to establish dominance (could even be this mystery minotaur that I suspect is from the same plane as Tahngarth, Talruum Hero). The Merfolk may undergo a similar upheaval from one of their own trying to steal the secret power/treasure away and becoming a god-like entity (planeswalker?) in the process.
October 30, 2017 4:48 p.m.
So how come you don't actually have Selvala, Heart of the Wilds? You're also missing other "high power matters" cards, but I understand not all of them are competitive level of strong.
You're not running this tagged as voltron either, is that on purpose or is this just kind of a generic beat-down green with Omnath and not meant to pretend that the elder dino is at the helm? Cause, if you're wanting to talk competitive voltron I can think of a few additions that are pretty damn OP.
October 30, 2017 4:14 p.m.
I'm personally torn between ETB effects, aristocratic sacrifice, and simple "turn sideways" strats for my own Inalla build, and that seems like an easy way to streamline my focus. Thoughts?
October 29, 2017 1:42 a.m.
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