sonnet666 Deckspert

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buildingadeck says... #1

Haven't heard anything; still down to trade your Umbral Mantle for my Ezuri, Claw of Progress and Pithing Needle?

April 30, 2017 5:34 a.m.

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Ramos is essentially an expensive mana rock as a commander. If it wasn't for the "once per turn" bit I could see some storm shenanigans, but meh. T4 probably.

As for Taigam, a lot of draw spells become much better when you give them rebound. Cantrips would net you card advantage for instance. Maybe a storm deck that spreads out over two turns or something? What combos are there in blue/white that you could draw into?

May 26, 2017 3:30 a.m.

Said on I Need Help ......

#2

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

May 25, 2017 5:31 a.m.

Said on Can you chain ......

#3

Just a note:

The Legend Rule doesn't actually cause you to sacrifice anything. Aetherworks Marvel is just put into the graveyard as a state-based action. This can be important if you have something that triggers "whenever you sacrifice a permanent." Same goes for the Planeswalker Uniqueness Rule.

May 25, 2017 2:29 a.m.

Said on Rain of Gore...

#4

Epochalyptik, players can gain life with Rain of Gore out, they just lose life if a spell or ability they control would cause them to gain life.

In this scenario your opponent controls both Exquisite Blood and Sanguine Bond, so it goes like this:

  1. Your opponent's spell or ability would cause them to gain 3 life: They lose 3 life instead. Sanguine Bond does not trigger.

  2. Your spell or ability would cause your opponent to gain 3 life: They gain 3 life. Sanguine Bond triggers and causes you to lose 3 life. Exquisite Blood blood triggers and tries to have them gain 3 more life, but they lose 3 life instead. Your opponent life total is back to what it was, and you've lost 3 life. (Don't do this.)

  3. Exquisite Blood triggers if you lose 3 life no matter who controlled the source of your life loss. You opponent will lose 3 life when it resolves. (Any life you lose causes your opponent to lose the same amount of life. Good for you.)

  4. Rain of Gore's only gatherer ruling states: "4/15/2013: This does not apply to life gain caused by combat damage from a creature with lifelink." If your opponent hits you with a 3/3 lifelink, they will gain 3 life, and it will play out like #2. (Effectively this means lifelink creatures deal double damage to you without hurting your opponent, which is very good in their position.)

  5. Like Neotrup said, paying costs are not covered by Rain of Gore no matter who controlls the spell or ability. If your opponent somehow pays a cost that involves them gaining 3 life (I can't think of an example either) then they will still gain the 3 life. See #2.

Basically, Sanguine Bond triggers some of the time but not usually, and Exquisite Blood always triggers but has the opposite effect, therefore shutting down the combo.

May 25, 2017 2:25 a.m.

Athraithe, Exploration is played a lot in decks that want to ramp turn 1 or decks that have a lot of draw power or a land high land count. Burgeoning is played less often because not getting to play things with the lands you drop until your next turn is a downside, but it still has a place in certain decks.

May 24, 2017 5:53 p.m.

TheDevicer, It's one of those things where the upsides outweigh the downsides even if both are minimal. It usually goes like this:

"Yes."

  • Do you want 1 mana ramp?

"Oh hell yeah! I need to get my commander down a turn early."

  • Would you rather not flood your spell slots with cards that don't generate card advantage?

"Well... I do have 10 ramp spells already..."

  • Can you afford to have one tap-land that's vulnerable to removal?

"Probably?"

"Uhh, I guess so..."

The reason it's good is just that making GSZ double as a Llanowar Elves is good enough to include in most decks that wanted GSZ, whether or not you have that much else built around it. And even if you don't get GSZ, having one land be a tap land isn't the end of the world. It's the same reason people will sometimes run Bojuka Bog.

That said, it's not an auto-include by any means. If it's not helping out enough then there's probably something better that could go in it's spot. Some decks it really shines in though. Like my Edric list where I need the T1 ramp, and having a 1/1 that I can attack with later is just gravy.

Gates88, You should link cards when you think people might not be familiar with them. It saves people time looking things up. You can do so like this:

[[Nomads En-Kor]]

And while that combo is neat in that Grand Abolisher would stop your opponent's interaction, putting in 4 creatures that are totally useless outside of your combo (Nomads en-Kor, Cephalid Illusionist, Angel of Glory's Rise, and Hapless Researcher) is a bit of a problem for something that's supposed to be the "best Protean Hulk pile available." Part of what makes a lot of the top EDH combos "the best" is that the cards in them are very interchangeable and function in a bunch of other combos as well. Also, what happens if you draw one of those creatures and can't cast it?

May 24, 2017 2:50 a.m.

Zenaku17, Ok, seriously, stop.

This isn't deck help, your list is not going to make Bontu cEDH material, you probably aren't going to want a cEDH deck if you're looking to play with friends, and posting your deck here does not add anything meaningful to the discussion of this list.

Go post your deck here if you want advice. I'm sure you will find plenty of people who will be happy to give you their opinion on it. However, this is not the place for this.

May 21, 2017 10:29 p.m.

It's not dead, I just have schoolwork and wasn't planning on writing all these blurbs myself.

I'll do some updates in a week or two.

May 21, 2017 10:14 p.m.

Simpler way to do it by choosing not to perform "may" actions:

Perform (and demonstrate) the loop in whatever order works. I'm assuming you are able to perform the loop indefinitely using something like Ashnod's Altar.

Assuming you have 15 basic lands in your library, state the following:

"For the 15 iterations of the loop, I'm going to choose not to draw a card on the resolution of SS's draw trigger. Then for every iteration afterwards, I will choose not to perform SS's search trigger, but I will perform its draw trigger."

Both abilities are "mays," meaning you can choose not to do them when they resolve. If your opponent accepts this proposed loop (i.e. they don't want to cast or activate anything along the way) then this gives you 15 land searches in a row, followed by however many draw triggers you want. You are technically shuffling after every search trigger, but since you're not interacting with your library in any other way at that time, you only have to physically shuffle once before starting the draw triggers.

May 20, 2017 6:09 p.m.

Ps. NorainJS, If you're linking cards in the title of something, just put them in brackets. You don't need the "card:" bit, and it will show up weird on the Q&A page if you put it.

May 19, 2017 11:39 p.m.

If your going to claim Judge status you should probably read the rulebook once in a while. The comp rules specifically go over why Consuming Aberration would stay alive in this case:

704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.

Example: A player controls a creature with the ability This creatures power and toughness are each equal to the number of cards in your hand and casts a spell whose effect is Discard your hand, then draw seven cards. The creature will temporarily have toughness 0 in the middle of the spells resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.

May 19, 2017 11:36 p.m.

Athraithe, This list is for ranking commanders based off of the best possible deck that can be made for them, not ranking individual people's decklists. While we do sometimes critique decklists here, it's usually to discuss whether that list is the "best" representation of that commander's abilities, not to improve the decklist for that person.

If you're looking for help improving your deck, I suggest making a thread over in the "Commander Deck Help" section of the forums. You'll get more focused help there than you will in this comment stream.

As far as improving your list, some general advice for taking it competitive would be to cut down your mana curve (like, way down); figure out what your main strategy is, then cut all cards that don't contribute to that strategy or do so inefficiently; and finally to include all the best acceleration and tutors available to you, since they're the most efficient and ubiquitous cards in the format. (As far as optimized decklists for this page go, price is no issue. We don't expect anyone submitting a decklist to actually own or play their list in real life.)

Also, I see in your description that you want to keep your deck at a none competitive level. That's totally your prerogative, and there's nothing wrong with it, but the discussion here is really more devoted to the competitive aspects of Commander, so again, probably not the best place for you to look for help.

Good luck.

May 19, 2017 1:25 a.m.

GardenGnome, the Sram deck that is up there right now already plays almost exactly the same, and while I think your inclusion of stax elements to the deck does improve it, it still doesn't change how the deck is super vulnerable to any sort of control, and how the deck is 99% reliant on its commander (Puresteel Paladin is untutorable).

Mono-white is just a terrible color identity, and even if Sram mitigates its main weakness well (not being able to draw cards), he still does it at the expense of at least 35% of your deck being devoted to cards that are otherwise dead at all other times.

He's should stay in tier 3.

Also, after playtesting your list a little, It seems to me that you inclusion of other elements might have hurt the list a little. You still haven't solved the problem of "if you don't draw into Puresteel, you can't chain equipment forever." I just started cycling on turn three with 8 mana off of Metalworker, but I couldn't keep going after just 3 equipments, despite hitting an Enlightened Tutor. If you don't include an extra draw engine like Memory Jar, Alhammarret's Archive, or Kuldotha Forgemaster, Then Sram is giving you a net 0 in card advantage, and you're basically guaranteed to run out of steam if you don't get Puresteel. The more equipments you cut for stax elements the more you increase that likelihood.

May 15, 2017 1:41 p.m.

Well, I made an additional question before I realized thewyzman had already asked himself, so lets wait and see.

Also, it's a good rule of thumb to never read too much into the implication of the phrasing of a card. There are a lot of keywords in MTG that have defined rules characteristics or connotations within the rules, and quite often they run counter to the typical English subtext. I'm certain based on how other cards are phrased that the "this turn" at the end was put there to define the timeframe that the game is looking at, not to total up damage. It possible that it works the way you claim, I still don't think it does, but if so it's likely more of an oversight than the intention for the card.

We'll see. If there's not a good answer in the Q&A I'll post the question to AskAJudge on Tumblr.

May 12, 2017 4:44 a.m.

I'm getting conflicting answers in another thread, so I think I'm going to leave this up until somebody comes up with something more in depth.

Also I wasn't sure if I could mark my own comment as an answer.

May 12, 2017 4:31 a.m.

*sigh

This is the problem with contradictory answers:

http://tappedout.net/mtg-questions/impact-resonance/

Winterblast, Even if that interpretation of the rules is correct (and I'm pretty sure it's not) that Gatherer ruling is not evidence in support of it, since Earthquake dealt its damage as one event.

If anything, all that is clarifying it that it doesn't combine the damage it dealt all players and permanents into a single total.

May 12, 2017 2:49 a.m.

Annnnndddd.... I see thewyzman has already asked the question here as well.

I probably should have checked that before posting.

May 12, 2017 2:42 a.m.

You could if something was making it more to cast, like an opponent's Grand Arbiter Augustin IV, but in general you're not allowed to pay more mana than the cost of a spell.

May 12, 2017 2:40 a.m.

I'm trying to advise someone on EDH and I ran into an interaction where I think it doesn't interact the way they'd like it to, but I can't find anything specific to cite in the comp. rules or Gatherer rulings to explain why.

Specifically, does Impact Resonance add up each instance of Purphoros's trigger to total into X, i.e. "the greatest amount of damage dealt by a source to a permanent or player this turn."

Example: With Purphoros on the board, I play Siege-Gang Commander. Everything resolves, I get 3 goblins, and my opponents take 8 total. Then I play Impact Resonance. Is X 8, or is it 2?

Arguments for 8:

  • Purphoros is a single source (assuming he doesn't change zones)
  • "This turn" suggests that the source has the entire turn to rack up a total on the permanent or player it's damaging.

Arguments for 2:

  • "Amount of damage" typically refers to a specific instance of damage being dealt.
  • "This turn" is a timeframe telling the game where to look for the amount of greatest damage.
  • Shit never works like this.

Thoughts?

May 12, 2017 2:35 a.m.

It also says "greatest amount of damage dealt by a source to a permanent or player," as in, the specific, singular instance of damage dealt that was the greatest. The "this turn" is just there to establish the time-frame the effect is looking as (could also say "this game," "this phase," or "this step," although those are less common).

BUT, since I can't find anything in the comp. rules or Gatherer rulings that specifically deals with this, I will get a second opinion and get back to you.

May 12, 2017 2:30 a.m.

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Finished Decks 35
Prototype Decks 27
Drafts 0
Playing since Mirrodin
Avg. deck rating 4.64
T/O Rank 81
Helper Rank 858
Favorite formats Commander / EDH, Planechase, Casual
Good Card Suggestions 156
Last activity 15 hours
Joined 3 years