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If you're asking for help you should really put this into a decklist.
As for lands, Shocks/Fetches with support from the buddy lands is generally a good way to go.
May 27, 2018 9 p.m.
Since you have Dualcaster Mage, you could consider Twinflame as another combo outlet. Abrade feels like more value value than Return to Dust given how many other removal effect you already have. Arch of Orazca is good card advantage given your colour identity.
May 25, 2018 3:56 a.m.
TheRedGoat: The Land base is going to be mainly checks, buddy lands and shocks. Basically what I have spare. As for competitiveness of the deck, it is supposed to be played in a casual setting. But casual translates roughly to ~$500. And yeah, I am known for playing efficient combo. My most competitive deck is Triton Weaver if that puts it in perspective. I'm aiming for less than that to begin with at least.
May 25, 2018 2:53 a.m.
WHile there are some good effects in off colours, I think your best bet is to stick with mono black. Other colours will provide some nice support, but won't really feed into the rat tribal theme.
As for support cards, Obelisk of Urd and Dragon Throne of Tarkir are both great to run. I'm not a huge fan of Coat of Arms as tribal themes are quite common in EDH and it just ends up that everything gets buffed.
May 24, 2018 9:53 p.m.
So I've been attempting to build a General Tazri deck for a while now. I do not want ot build an FCT deck, mainly becuase it's been solved and for me a big part of building the deck is designing it and making it feel mine. and FCT barely has any flex spots, let alone full modification room.
So I've tried putting together a Tooth and Nail Tazri deck:
Commander / EDH*
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which has given me more room to play. The problem is that every time I look at it, I want it to be more efficient. But the best way to do that is to make it an FCT deck, which I don't want to do.
So any thoughts form people would be good. It's getting to the point where I can't really build a Tazri deck anymore due to the internal conflict, which is a bitch since I've always wanted to build a Tazri deck...
May 24, 2018 9:15 p.m.
If you're going to go artifact heavy, Glissa, the Traitor could work quite nicely in the deck to suppliment Muldrotha. You also have Wayfarer's Bauble as fart as artifcat ramp goes. No, it's not a creature but it does the same thing as Diligent Farmhand without the need for green mana.
May 24, 2018 2:49 a.m.
Without further raining on your parade, infinite tap/untap loops have been a thing for a long time now. You could do the same with Kiora's Follower or before that, with Tidewater Minion. And I Am Superman has been used in many combos for a while now. The fact that these particualr cards being used together hasn't been brought up isn't surprising.
Also, "infinite almost anything with 3 cards" is a bit of a misnomer, even in your example you brought in a 4th card to do something other than just generate infinite mana. If you were talking about a Selvala, Heart of the Wilds tapping fo sufficient mana to work (say using a Darksteel Colossus) with Staff of Domination, this combo does more by itself as you can also draw cards without any additional input.
As pointed out, its a cute combo that could be made more efficient in an EDH deck, but anything outside kitechen table legacy would find it too slow and too prone to being interrupted. Don't let that stop you from brewing stuff like this, but it is worth keeping it in mind.
May 24, 2018 12:28 a.m.
Dawntreader Elk will be better than Embodiment of Spring due to the lack of tap requirement. But as for the question about running a 1CMC who sacs for 2 or a 2CMC who sacs for 1; Technially the 1CMC who sacs for 2 is better as you can paly it turn 1 and sac it turn two rahter than playing it turn 2 and having to wait to sac it until turn 3.
Also on your comment - Yavimaya Elder is actually not ramp. While he's a source of card advantage, he is slow and only puts lands in your hand. A card I have been impresseed with however is Heart Warden. Acts as ramp early game but is repeatable card advantage late game with your commander.
There's also Primal Growth which while not repeatable, gets you two lands and lets you get benefit from another creature ETB with your commander. In the same vein is Far Wanderings which benefits from having a full graveyard.
May 23, 2018 9:42 p.m.
Selvala, Explorer Returned can fit both bills. You can either player her as group hug with lots of global mana doubling abilities or your can run her as a staxy elf ball/combo commander.
May 23, 2018 1:36 a.m.
If you're going to play Protean Hulk, I would highly recommend playing either Starved Rusalka or Drowned Rusalka. It lets you Flash hulk into rusalka + Karmic Guide, bringing back hulk and providing a sac outlet for him so you can do something like fetch Saffi Eriksdotter+ Trophy Mage who in turn gets Blasting Station. Outside ofthat, it just provides value which is only ok, but having it provide a direct line to your win condition (albeit requiring additional mana) makes it much better.
May 22, 2018 11:12 p.m.
You could use Teferi, Temporal Archmage and just keep using his -1 ability and then use Nissa, Vital Force's -3 to return him to your hand and keep the loop going. A bit janky but might be a way to keep the loop alive.
May 22, 2018 9:36 p.m.
I also think for your sideboard you should be running ~3 copies of Maelstrom Pulse. This will help you deal with Liliana of the Veils as well as token strategies (yay, Lingering Souls). You probably want a couple of Dismembers as well since Bloodbraid Elf is a thing. It also takes some stress of needing discard then and there.
Death Denied could be an interesting one since all your dudes are small. Not a mainboard card but against a lot of removal it lets you run out all your threats. Especially since you only have 16 creatures total you're packing and 4 of those are lands.
You may also want some Field of Ruins in your sideboard to deal with tron. That or Fulminator Mages (assuming you have tron in your meta). I'm not sure if Relic of Progenitus is still the graveyard hate goto but a couple of these could be good too. Shuts down Goyf, New Lili, Delirium, snapcasters, etc.
May 21, 2018 8:59 p.m.
ay.lobo: I appreciate that's it's a older discussion, however Twinflame is generally the goto over Heat Shimmer as it reduces the cost of the combo by one. It also has the benefit (especially in an ETB heavy deck) of copying multiple targets to get more value.
Reading your primer, I'm trying to figure out why you're not running any infinite combos. You just say they're not used, but don't elude to why. Since you're already running Dualcaster Mage and since Twinflame would do work in your deck by itself, it seems like an auto include. However if you're not running combos (you mentioned that you weren't) it would be good to know the reasoning why.
May 21, 2018 7:37 p.m.
May 21, 2018 2:06 a.m.
Saw your forum post. Honestly I'm kind of confused what you're trying to do with the lsit. You have a maish mash of competitive and non-competitive cards here, as well as a mix of themes and combos that don't really synergise wll with each other.
Also, it sounds like you're aiming for a stax deck. Aggro control is loosely this, however would be more akin to an Edric, Spymaster of Trest deck which wails on players while keeping up a clutch of counterspells. You're not playing this kind of deck. Stax works well with your commander as you're probably looking to play some kind of "make everybody repeatedly sacrifice everything" kind of deck.
May 20, 2018 11:34 p.m.
I would drop the Isochron Scepter, you have 2 targets for it and both of them are meh. I would also drop the Paradox Engine, it doesn't do much other than with the aforementioned Isochron Scepter. Staff of the Mind Magus does basically nothing in this deck as well, I would cut it for more ramp.
You should be running more card advantage with Bruna so that you can see more buff effects (plus card advantage is just good in general). Sphinx's Revelation, Blue Sun's Zenith, Rhystic Study, Jace's Ingenuity, Mystic Confluence are all really good cards to help you dig.
May 20, 2018 9:38 p.m.
Personally I would recommend dropping the Woodland Cemeterys for more fetches - You want to make sure you can do something turn 1 and drawing Inkmoth Nexus and Woodland Cemetery in your oppeneing hand makes for sad pandas.
May 20, 2018 8:28 p.m.
As others have mentioned, it's worth talking to your playgroup. But it can as just be the people you play with. Sometimes people get an idea in their head and they can't seem to shake it. So no matter what deck you play, people will focus you because they've just been conditioned to.
Playing control? "I have to kill you so my spells will resolve". Playing beats? "You have something scary". Playing pillow fort? "I have to kill you so you don't fort down too much". People will always find a reason.
Though my recommendation would be that if you were to put a new deck together, make sure you diversify your ramp and card advantage package. Then you should be able to at least play through your opponents' spells. Muldrotha, the Gravetide value could be good.
May 20, 2018 9:46 a.m.
SirSh4ggy: Not sure if that would work. I think all that happens is you attempt to exile all other permanents you control twice, as the souce of the ability comes from Worldgorger Dragon, so both instances of the exile point to the same object.
May 18, 2018 12:24 a.m.
If you're playing blue/white, Chasm Skulker could work nicely. You get value off any cantrips, however even just the you drawing a card each turn is decent. And other than Path to Exile, your opponent still suffers if they remove it.
Plus, if you ever end up running Jace, the Mind Sculptor then it gets bigger by 4 each turn.
May 17, 2018 11:45 p.m.
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