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Typically, Armageddon is no match for cards like Counterspell, so if it's legal, we play it: our decks have become better as a result. If you're really trying to be competitive, I don't see why you'd exclude certain cards, instead finding ways around them. That being said, I'm just experimenting: this isn't the final version of my deck.
Wild Research was a recent addition: it's on its way out, and I haven't used it in an actual game.
Boros Charm is quite good.
May 25, 2017 8:23 a.m.
Uril, the Mistwalker gets +2/+2 for each aura attached to him, so that's what I mean by the fact that he pumps up quicker, not necessarily that your deck sucks. I can kill an opponent on turn 6 or 7, just not on a consistent basis.
I pretty well explained the revenge aspect, and it's laid out in my deck's description.
Like I was saying, as a general, Uril pumps up faster that Sigarda, due to his ability, and I'm speaking from experience, not simply hypothesizing. I'm not claiming that my deck is better than yours: I'm simply referencing Uril's ability to pump up at a faster rate, and I'm trying to take advantage of that.
I play in a casual group, not a league, and my deck already rivals the fastest mono-green ramp deck at the table. The goal of this deck is to kill one person: winning the game is really a secondary objective. I built this deck to focus someone down and ruin his or her day: whether it wins or not is inconsequential. I play against MLD all the time, and there's no better feeling that humbling the guy who wiped out my lands and forced everyone to scoop. I don't know how to explain it any better. I may include some defensive countermeasures at a later time, but I want to get a sense of how it plays without disruption before I throw all of that in. I already have notebooks filled with control cards, should I feel the need to protect my investment, and it's just a matter of swapping them out if I need.
Again, your suggestions have been really beneficial, and your deck has been a great template for my own, but I want to avoid creating a prison deck, if at all possible. I'm actually a huge fan of control: my playgroup actually nick-named me "control freak" because of how my other decks are fucntion, but right now I want to focus on improving my speed before I work on my defense. Mana generation and ramp is somewhat of weakness for me, but control isn't, so that's my focus right now.
May 25, 2017 12:07 a.m.
The only reason I'm not really focused as much on defensive measures is because Uril, the Mistwalker pumps up much faster than Sigarda, even with my deck being in dire need of improvement. I want to play a purely offensive build in my current playgroup before I consider adding defensive countermeasures. It's really built as a revenge deck, so while winning the game is an added bonus, the point of this deck is to avenge my previous loss to the dude who wiped out my lands by murdering him before he can blink.
May 24, 2017 10:38 p.m.
Emzed, I'll follow your suggestion and cut the majority of the vigilance cards: the deck is about aggression anyway.
Thanks for the suggestions that concern dealing infect damage!
I'll check out your list, Jace. In regard to the amount of lands in the deck, I'm always concerned with getting land-screwed, so I try to ensure that it doesn't happen.
May 24, 2017 10:29 p.m.
Thanks for the great suggestions so far! I didn't even consider that Wild Research was an illegal inclusion, but it was a recent addition.
I do need some cards with vigilance, since my deck has very few creatures to defend with, and the ones that are there are just mana dorks or card draw.
I would consider Whispersilk Cloak, but it would make it impossible to pump my general with buffs, and he already has hexproof. Likewise, the only real advantage I would gain from Swiftfoot Boots is haste, since my commander already has hexproofbuilt-in.
Interesting, I didn't know that Menace was basically a form of intimidate, so Madcap Skills definitely deserves to be added back into my deck.
Great suggestions, everyone!
May 24, 2017 4:06 p.m.
I have three basic goals:
1 Get Uril, the Miststalker out on the Battlefield as quickly as possible on a consistent basis: turn two or three if possible.
2) Find a way to attach as many enchantments to him as possible in a single attempt.
3) Find some way of allowing him to inflict infect damage.
Feel free to recommend replacements for existing cards in my deck. Here is the link to me deck: Uril's Revenge
May 24, 2017 12:35 p.m.
First of all, I love the synergy in this deck and how affordable it is overall, but if any of you could make some costly upgrades to improve its overall efficiency, even though that kinda goes against the entire point, what would you choose? I figured I could save up for a few cards and throw them in at a later time.
Some obvious choices I've considered are: Mana Drain as a replacement for one of the 2-cmc counterspells and Force of Will as a replacement for pretty much any counterspell of your choice, considering the fact that it's practically a free spell. I considered Pact of Negation, but it goes against the low-cmc synergy of this deck.
Also, it might be overkill, but Gaea's Cradle would really take advantage of all creatures in play, allowing you to play most spells to your heart's content.
As far as single-target removal is concerned, what are your thoughts on Lignify and Reality Shift? They have a slightly higher cmc cost but arguably a more devastating effect. What control cards would you guys consider?
May 23, 2017 6:05 p.m.
Commander / EDH*
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