deadmanwaltzing Deckling

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Based on the conditions that GAA4 has permanents and other players in higher tiers tend not to, I've found that, whilst a full stax suite can be really meh for high tiered games, Tangle Wire can be situationally good. However - I'm largely inclined to agree with BigLupu, having moved from a heavy stax variant to a more control oriented list, able to fight faster at the expense of being less oppressive when ahead - the sleeker version feels a lot stronger, although that's just my anecdotal evidence.

May 13, 2017 9:36 a.m.

TheDevicer Aye, I'm very thankful for my playgroup, I literally don't know of a single one in the country more competitive, and 2 years ago it was so casual!

Now I get almost daily games with GAA4 against a dizzying variety of top-tier strategies, very lucky!

As a result, I don't think there are many pilots who have put more hours playing and brewing the guy as me. Always happy to talk to someone as excited about theorycrafting him as I am. Now to sleeve this version up and take it for a spin.

May 6, 2017 10:20 p.m.

@ TheDevicer, Have you experimented with Manifold Insights? The card is a lot stronger than you might expect, especially in a deck like this, where almost any draw is gas.

RE: Bad 2 mana rocks, I was basically looking for anything that ETB untapped for 2 or less for Paradox Engine, I'd be willing to run more of the mediocre rocks instead of none of them, although; to balance this more cantrips may be necessary to avoid running out of gas. (Currently no Ponder, Preordain etc.)

Non-basic count is very similar to my current list (although have noticed Ancient Tomb is missing, should replace ruins. B2B numbers are still pretty comfortable imo. Especially when cross-checking with similar competitive lists that run it.

Snappy I may be with you on, he really feels like he should be a lot stronger than he turns out to be in most games, on occassion - he can be back-breaking (double tutor etc). Will look to replace.

If we're running Fabricate, I feel Idyllic Tutor is of similar quality; a lot of our enchantments are incredibly powerful - especially Humility and Power Artifact, but in the developing stages of the game, a Mystic Remora could be just as brutal.

I'm also not sure the Aetherflux Reservoir is really necessary, we can win without it by using/recycling stroke, might just feel like a dead card, mirroring the weaknesses of the old deck. Thoughts? Although it does serve as an alternate for decks that play Eldrazi titans, The Gitrog Monster combo, Animar, Soul of Elements etc.

May 6, 2017 10 p.m.

Said on [Obey] - Ultra ......


Ohthenoises & TheDevicer

Thrown together in half an hour after a few beers - but here it is:

Win conditions are: Infinite mana (I kept the Power Artifact, tighter focus on artifacts makes it better, more tutors for both halves Muddle the Mixture is back to help us find Power Artifact into draw deck and then you can aetherflux your opponents to death, or stroke them all to death (recycling with twister). More streamlined control suite, some grittier hate. Likely lots of issues with it as-is - but as a baseline to work from I don't think it's too bad. Let me know your thoughts.

May 6, 2017 9:17 p.m.

Said on [Obey] - Ultra ......



Thanks for your comments man, although a shame about the deletion. Firstly, what do you mean by 'hasn't been explored enough?' Do you mean it's untested? sub-optimal? I'd be very interested to hear your thoughts.

Secondly, and more importantly - the heart of the matter, the deck critique - I've heard a lot of talk about a shift to a Paradox Engine fuelled list; and I'm certainly not adverse to re-tuning the deck for testing (the deck has gone through so many 'final' iterations it's beyond a joke). What would be the heart of the combo then if you remove Help/Rip? (RIP is good in the meta, but where possible, this deck looks to 'take on all challengers', having as much game againsts DD, FC, BW, CVT etc. rather than focusing on beating two or three archetypes).

Serra Ascendant is actually on the chopping block at the moment, currently in the deck as a hangover from previous iterations. I'm in agreement that the deck's win condition has forever been its weakest aspect; and finding a solid way to consistently close out games is high up on my priorities list.

I'd be interested to see what your revised combo suite looks like, and I'd happily review and go for a few weeks of testing. I've got some reservations about some of your card evaluations; but I'll wait until I've seen what you'd cut and add. If it helps your evaluation, a Timetwister has just been acquired for the deck.

May 6, 2017 6:58 p.m.

Said on [Obey] - Ultra ......


Ohthenoises It's a powerful card; I'd possibly also look at cutting Grim Monolith without it, at that loses a lot of power without the combo. I'd drop in an Etherium Sculptor to improve your Top/Future Sight/Key combo, JtMS, or Muddle the Mixture. All solid calls. Dispel is great for dealing with Flash Hulk and AdNaus.

I've seen very good things from Telepathy recently, and the other GAAIV pilots I respect are starting to warm to Narset Transcendent - lots of good cards to replace it with, but an auto-include if you can pick one up for cheap.

May 6, 2017 12:31 a.m.

Said on [Obey] - Ultra ......

May 5, 2017 11:56 p.m.

Said on [Obey] - Ultra ......


Ohthenoises -

RE: Approach of the Second Sun

1) Relying on Grand Arbiter staying on the field is a dangerous proposition.

2) Tapping 6/7 mana for a spell that does literally nothing useful in a competitive game is a sure-fire way to lose to the next player way before drawing it again is ever a concern. Competitive games are fast, and you're often the deck with the best suite of answers at the table; tapping yourself out at Sorcery speed is tantamount to suicide. The deck doesn't run Consecrated Sphinx for the same reason, and the Sphinx is a lot better than sun.

3) You very, very, very rarely Helm/RIP without going infinite first. Going infinite is safer, easier to achieve and harder for your opponents to successfully respond to. I'll update the description to make this clearer.

4) RE: 'and/or' - Cheers, hadn't noticed what I'd written (description is oooold), will update the error soon.

5) For competitive games, yes, it really, really is. There are far, far easier ways of winning the game than that spell. I'm not saying it's not cool; I'm not saying you won't steal one or two games with it (and it'll be funny as hell), I am saying it is not a card that you should ever play if your only goal is to win games against other competitive players.

May 5, 2017 11:55 p.m.

Said on [Obey] - Ultra ......


Ohthenoises - It's slow, costing fourteen mana over a minimum of two cards (more if you're tutoring/drawing to get it back out) Existing combos in this deck tend to cap out at around about 8 mana in the deck, and their individual pieces tend to also have some other uses. Future Sight is a draw engine Grim Monolith is mana acceleration Voltaic Key can either work as another mana rock (by untapping Sol Ring or Mana Vault or a value piece with Scroll Rack etc.

I'm sure there's some sweet casual version of this deck that could pull some really fun wins with it - but that's not this deck, this deck is as cut throat as possible and Approach of the Second Sun is no way near good enough.

May 5, 2017 11:12 p.m.






[Obey] - Ultra Competitive Control

Commander / EDH deadmanwaltzing


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