A Commander Compulsion #6

A Commander Compulsion

squire1

2 March 2015

7444 views

Hello everyone and welcome to another edition of "A Commander Compulsion". I am squire1 and I am here to take you through the deckbuilding process of a Commander deck from a casual multiplayer perspective. As you should note (especially this edition) I am a Johnny and tend to build decks from that view. Many of you have noticed that the selection of Commanders for these articles has switched over to our Facebook page. After each article I post, I will have a random smattering of Commander options up for vote. Please join in the fun of selecting the next topic that I take on. The results of the last voting were as follows:

So our big winner is Ragnar. Now I feel like I skewed this a bit because I said that I had a cute idea for Ragnar, which I do, but people seemed to trust me way more than I thought they would. Anyway that is who we ended up with. I am happy of course because I truly did have an idea. So let's take a look at the commander and discuss the options that we have in building and the direction I started to take.

Are you excited yet?! Look at this guy, a glorious 2/2 for (foreshadowing)! Are you not impressed? Here is the thing. From the beginning of these article people asked about what would happen if I randomly selected a crappy Commander. they thought it would be boring and maybe they're right. The thing is that dealing with that problem is a challenge I welcome. This guy is pretty bad. The stats on him are mediocre at best since I can get a Rhox War Monk for the same cost. The ability to regenerate is fine and usable, but certainly not good. By all accounts I have heard, he should never be used because there are better options. So why use french vanilla or vanilla Commanders. From my perspective, they are more freeing. If I plan a Bant Commander like Roon of the Hidden Realm or Derevi, Empyrial Tactician, I start feeling like I have something to live up to or build toward in a specific manner. I start hearing questions like, how can you build that deck without this specific card? I wanted to avoid 'must haves' and create something different. I urge every Commander player to grab a vanilla Commander and get creative to build a deck around it.

I think everyone has had enough of that soap now. So I promised before that I had an idea for Ragnar, which I do. I am going to build a face down deck. What I mean by this is a bunch of morph, manifest and other face down card effects for my cards. Why am I building this? Well, I have wanted to build a morph deck for a while, but Ixidor, Reality Sculptor is just not very good as a Commander. The reason why is that he is mono-blue, which limits the amount and types of morphs you can pick from. I started to notice that a lot of morphs and manifest cards or things that cared about turning things face up popping up in other colors in Khans block. This re-inspired me to build a morph deck and just solidified choosing a commander that is as close vanilla as possible, so that I could build freely. On top of that, Ragnar is in the colors I wanted to focus on, he is a 2/2 for 3 (like morphs) and his ability might be useful very late game and as a slight subtheme.

I truly do hope that all of you enjoy this edition of "A Commander Compulsion" as I do have a true passion for building off the wall decks. Well lets dive right in and get started shall we.

Strategies

The segements of this article are going to be structured differently from the rest because morph creatures span a lot of strategies. So instead of discussing morph creature alone, I will discuss cards as they apply to different needed strategies throughout the deck.

Face up/Face down control

As we all know, morph cards and some other ancillary cards care about when things are turned face up. In order to take advantage of this, we need to embed some cards that control their own ability or the ability of other cards to turn face up or face down. Turning cards face up at unexpected times to unexpected effects is sort of the point of morph creatures and manifested creatures to begin with. Being able to turn them back to a face down position is integral to getting multiple uses out of each card. Here are the cards I looked at for this:

  • Ixidor, Reality Sculptor - Before I stated that Ixidor was not really worth being a Commander. That however, does not preclude him from being a good card in a morph deck in general. Changing your creatures to all being a 3/3 for alone is very good, but his activated ability is really helpful. Ixidor, Reality Sculptor Is really good at changing the battlefield math and enabling you to possibly flip more cards than you could before. Another benefit to Ixidor, Reality Sculptor is that he can flip manifested cards even if they are not creatures underneath. So if you manifest you Secret Plans away to get a 2/2, you can block with it and before damage turn it face up into an enchantment. This is one of the only ways you can do this with manifested cards. note that this will not work with instants and sorceries though. But I think that type of tech is too good to leave out.
  • Ixidron - Ixidron is a great way to bring the power level of the board state down to your level. If we include ways to buff our whole team, this could leave us in a dominant board position. This guy also does us a potentially huge favor by turning all of our morph creatures face down again. This resets any face up triggers that they may have.
  • Master of the Veil - This guy is like a one time Ixidron for one of your creature. He is not amazing, but resetting a Counterspell or Spelljack effect is well worth having him in there.
  • Weaver of Lies - The Weaver of Lies is like the Master of the Veil's big brother. He will be able to reset all of your morph creatures, or at least the ones you want so that you can use them again. I thoroughly expect to flip cards back and forth several times for multiple effects in this deck.
  • Backslide - This card was considered, but can't really make the cut here. We have to think about this as a cheaper Master of the Veil with no body and no possibility of reuse. So the effect and cost are good, but in longer games, this is not where to be.
  • Wall of Deceit - I really liked the idea of flipping this over and over again, each time triggering Secret Plans or Trail of Mystery. With no other effect out though, this becomes just a really bad card. I think that we can't really afford to keep this in.

All in all, some solid choices for must adds and a potential flex spot in Master of the Veil. I would suggest as you build to not replace any flex spots with noncreatures. Creatures are imperative to this strategy as we move forward due to the chance of being manifested.

Creature buffs

Since we can all see that most of our creatures will spend at least some time as creatures with a base power and toughness of 2/2, we will need to increase their p/t as well as thier abilities. As we know, commander is the land of giant, flashy creatures and spells. I will focus on creatures that buff themselves and not just one creature, but some of those may remain as well.

  • Archetype of Imagination - I really like the idea of manifesting this guy and have everyone thinking that I am not a threat. Then whenever I have a ton of 2/2s out, just flip this him and fly over whatever they have going on. I think that this is a very valuable keeper here. I though about the other archetypes available too, but they did not seem to be as applicable in a lot of situations. Hexproof for expensive is not that needed since they are taking a shot in the dark as to which creature is which and first strike is only applicable when I use Ixidron.
  • Aven Farseer - A two drop flyer would be nice especially since it grows. My apprehension with this card is at what rate it grows. i think you invest too much time to make this card worth it and hence will not make the cut. More extensive playtesting may prove me wrong here.
  • Beastmaster Ascension - You know what is better than playing a bunch of vanilla 2/2s for ? Having this on-line and getting 7/7s for . Getting this online should not be all that hard either. We will just need to be aggressive toward the slower decks in the early game. I think that this has to stay.
  • Cavalry Master - Delving into the mechanics of old, we come up with flanking. Flanking, unlike banding, is a surprisingly useful and good mechanic. In combat, it gives all of our interactions a slight advantage. The real problem with flanking is that it convolutes combat math even more. And in a deck like this, the battlefield will likely be very complex already. This is not a card that I wanted to remove, but for complexity sake and for space considerations, it could not make the cut.
  • Cloudform - While Cloudform only gets out one manifest creature, it gets out a good one for the same cost as a morph. If we hit a creature with it, then we will get even more value as it already has evasion and protection. I think that we keep this, but it is a loose keep and could easily be a flex spot.
  • Collective Blessing - This might actually be better than Beastmaster Ascension in this deck because it is guaranteed whereas the ascension is not. I would say that if playtesting dictates, that swap should happen. If playtesting does not dictate, this is not really needed for such a high cost.
  • Eldrazi Monument - This is an amazing buff spell in any deck that intends to go wide, which I think has to be the plan with a boat load of 2/2s. I think however, that unlike in token decks, we cannot afford a sacrifice each turn from our creatures that we desperately want to flip. For this reason, we can not include this.
  • Elesh Norn, Grand Cenobite - This card is Elesh Norn, Grand Cenobite, justification for adding over. In all reality, she is always amazing and will instantly level the playing field for us, but has some particularly great interactions with Ixidron If you can play one right after the other, it is pretty much a win for you.
  • Gaea's Anthem or Glorious Anthem- Not really strong enough to justify past the first round of cuts. They usually create buffs that barely matter. i would say in general that these are tiny leader maybe and Commander playable almost never.
  • Garruk Wildspeaker - I love me some Garruk, especially this one. I think they got him right the first time. He is a solid, but not overpowered walker. I am not sure that he really fits here though and as I started making cuts, he just fell to the floor.
  • Ixidor, Reality Sculptor - Already discussed above has great benefits and buffs all your morphs too.
  • Kamahl, Fist of Krosa - If we had an infinite combo in this deck, this is a no brainer. As is however, we have no combo and not really a huge glut of mana sources, so I think that Kamahl will have to terrorize you another day.
  • Leyline of Anticipation - I am putting the flash cards in the buffs section because the object of them is to make our creatures better. The leyline can really change the way you play this deck. Being able to leave up mana to either flip a creature or, if that is not necessary, flash in a morph at the end of turn. This becomes even better if we have a way to reduce the cost of morphs so you can flash in multiple at the end of an opponent's turn. This is a keeper for sure.
  • Lightform - Much like Cloudform, this may be a bit loose in this deck and could be a flex spot, but depending on what you have on top of your library, this could be very good.
  • Lumithread Field - I may have just considered this for novelty since it has morph, but basically this is a very low impact card and not needed.
  • Master of Pearls - I think that Master of Pearls is a solid morph card since we are planning to try to reuse our morphs over and over again. In addition, he gets pretty amazing as a manifest card since he is cheap to flip. He also does a good job of changing the combat math.
  • Mirari's Wake - Ramp and buff in our colors is a sneep.
  • Muraganda Petroglyphs - Alright so this was considered, just because I like odd cards. I figured it deserved a playtest or two. So that is what it got. A horrible horrible playtest. This did not work out at all. Fun fact, in an application to WOTC to design, I submitted an entire set that was based around this card.
  • parasite shaper - Parasite shaper almost makes the cut because it can surprise kill creatures, but in reality this is just bad.
  • Pine Walker - Now this guy is what we need. He has a nice beefy body, he has morph, and he makes morph creatures better as they become relevant blockers even if you attacked.
  • Soul of Theros - Soul of Theros is literally the only addition that I have made to my Hazezon Tamar deck since it was designed 2+ years ago. he is very worth the potential game swing he can offer.
  • Spear of Heliod - I wanted to add this because it is essentially a strictly better Glorious Anthem because it is a removal source as well. even with that benefit it did not have enough juice to make the final cut. +1/+1 is just not that great in this deck.
  • Sublime Archangel - Sublime Archangel is stupid strong in many decks. It might even be good here, but I made the decision early on that going wide and playing with the combat math was more of the direction we were going and so I think that Sublime Archangel works counter to that. Otherwise I would just use Rafiq of the Many as my commander.
  • Thunderfoot Baloth - This guy is possibly the best card to come out of Commander 2014 for actual Commander play. He gives a massive buff to all of our creatures including trample. I think he is a must have in this deck.
  • Winding Canyons and Alchemist's Refuge - These cards are both going in for a couple of reasons. First, more flash is always good. Secondly, they are only land slots. The reason why you will see a more sizable amount of utility lands in this deck that only produce colorless is that we can support that in this deck. We are able to cast a great many of our cards for and only need colored mana to flip them.
  • Vedalken Orrery - Since we already have Leyline of Anticipation, winding canyon and Alchemist's Refuge, I do not think we really have enough room to squeeze this in especially since it is functionally another leyline in most scenarios.

Removal

Removal is an important part of MTG in general, but i think even more so in Commander. in Commander, one turn can mean huge swings in power and being able to remove cards from opponents' control is an important thing to be able to do at the drop of a hat. Regarding removal, I tend to look at cards as removal at different points in the game. Remove Soul is just as much removal as Murder. Actually the only difference between them is timing. Additionally we can look at things as two categories:

  1. Hard removal - which includes destroy, counter, or exile strategies. Things removed like this, in most cases, do not come back.
  2. Soft removal - which would include bounce, tapping down, etc. strategies. Things removed like this, in most cases, do come back.

Either way one envisions this, removal can take many nuanced forms. In general we will be wanting to use soft removal in the form of bounce because it can serve a dual purpose for us.

Bounce

In this section, I will discuss the removal based bounce and the dual use of these. Later we will discuss self-bounce a bit more under protection methods. The following cards will also be able to function as self bounce in various situations as well.

  • Echo Tracer - I think that Echo Tracer is sort of a basic. He blocks then bounces while flipping. He can bounce pesky cards like Gaddock Teeg or Iona. He can even be used to bounce a card of your own for reuse in response to a variety of things. He is a sure thing.
  • Evacuation and Whelming Wave - Both of these cards are taking the place of Wrath of God effects in this deck since they bounce each players' cards. This allows us to hopefully bounce back faster since we play or less for out creatures usually. It also allows us to double down on ETB or upon flip triggers. An added bonus is being able to retrieve noncreature gems from under manifest.
  • Icefeather Aven - Falls into the same category as Echo Tracer. Can use it in the same way except it has flying. Keep.
  • Thousand Winds - This guy will act as a pseudo Evacuation and allows us to swing into things and play into situations that we would not otherwise be able to.

Hard removal

  • Aura Shards - This card will likely go into any deck that can support it from my perspective. I have never played a Commander game where I had shards out and I did not use it. You will just consistently stop all sorts of things from happening with it. It shuts down artifact decks, hoses mana rock strategies, kills most volton and enchantress deck. It is well worth the add in any deck.
  • Beast Within - If I had more room, this would be one of my first additions to the deck. Beast Within is a great utility card in any green deck. I would gladly kill Nicol Bolas, Planeswalker and give my opponent a 3/3. That is a great trade. Unfortunately, there was no room for this.
  • Brine Elemental - A morph card that can do some real damage to any player that becomes completely tapped out for some reason. Since we have some ways to flip him back down and bounce him, we should be able to squeeze extra uses out of him as well. I think this guy makes the cut. Some people might start to think that I am making questionable calls because of leaving out cards like Beast Within. As you will see by the end, we will have a fairly strong leaning toward cards that can become permanents, this is because we do not have to waste them if manifested, we will have other ways to flip them. Spells would not do anything in these situations.
  • Chromeshell Crab - Another example of soft removal. Here we could exchange a manifested land for a huge beater that your opponent has. This guy did not make the cut, but you might consider it for a flex spot depending on how the deck plays in your meta.
  • Daru Sanctifier - I thought this was okay at first because it is cheap, but not very good.
  • Disruptive Pitmage - You will get people with this a few times I think. After a while though, people will get wise to it. I see it as a Rhystic Study type card. Early game there is an impact but as you move to midgame and lategame, people have no issue paying the .
  • Draining Whelk - I love me some Draining Whelk. He...she...it is so good! Originally I was thinking about using a bit of flicker effects to also play with the flip and unflip status of cards, but that direction just became a Roon of the Hidden Realm deck with a few morphs. In that build this card is amazing, in this one it is a no go.
  • Glen Elendra Archmage - See everything I said about Draining Whelk.
  • Kheru Spellsnatcher - Instead of Draining Whelk we instead have this card. It is a Counterspell/Desertion/Spelljack on a stick. This is a great addition especially if we can get multiple uses out of it.
  • Luminate Primordial - Again, this guy works best in the flicker deck. But with a bit of self bounce or bouncing the board, he can be very good to use as a multiple Swords to Plowshares. I think he still stays
  • Mawcor - I have an unhealthy attachment to TIMs. This is not good, don't add it. I will make a TIM deck one day.
  • Mischievous Quanar - So a Fork effect is obviously very good in Commander. One that can battle is clearly better. But what really makes this guy good is that he can reset himself for reuse. He is a keeper for sure.
  • Nantuko Vigilante - You may not think it is worth it, but I actually use this a great deal in Commander. He does what he does very well and is cheap to flip. I think that if aura shards was not in here, then he would make the cut because we could reuse the ability a lot.
  • [[Path to Exile - Exile effects are important, next.
  • Serpentine Basilisk - These creatures were pretty amazing in 1v1 before indestructible effects became a thing. These days however, these effects are lackluster.
  • Spell Crumple - I have decided not to really use Counterspells that are not creatures in here. I just want to increase the ratio of permanents to nonpermanent cards. Otherwise, this would be a perfect card in any Commander deck just because it can be reused and and can tuck Commanders. Use this card in Commander if you have one. But not in this deck.
  • Temur War Shaman - This guy is a new addition to our world. He does a lot. First off, he manifests a card so you get two bodies from one card and on-theme. Already he is looking good, but we really want him for his second ability. He can optionally make creatures fight when you flip them. This could be just one more bonus that we gain each time we flip a creature. Now most of our creatures are small, but that is why we will have to be economical in the use of this ability. He is a sure keeper.
  • Venomspout Brackus - Big bodied morph creatures are hard enough to come by, but this guy has that and a bit more. His morph cost is very reasonable and 5 damage to a flyer takes out a lot of them. Additionally is a reasonable cost for the damage ability. This creature is also a potential bargaining tool in Commander. He can help in political matters quite a bit.
  • Voidmage Apprentice - A 2/2 that turns into a 1/1 and a Counterspell sounds like a fine value to me.
  • Voidmage Prodigy - After you have used your Voidmage Apprentice or other wizards for all they are work, you can start sacing them to this guy or he can sac himself for some more control. Now this is not a control deck, hence I am not worried about sacrificing creatures. If I have to sacrifice a wizard to stop Omniscience I will, but I am looking to only use this effect to stop win conditions.
  • Willbender - Hey look another wizard to sacrifice. He also has a fun time redirecting spells. I would really focus on redirecting a removal spell with this. Because this card effectively steals someone else's spell and you will likely steal something that is removal, this card can be considered removal. It could also be considered ramp or a win condition depending on what you are reacting to.
  • Wrath of God - As discussed earlier, we opted to use mass bounce effects instead of hard mass removal. Even with that, I considered putting in one sweeper, just because there are some situations that they solve better than anything else does.

Card advantage

Card advantage is a very important facet of MTG in general. I do not know who said it first, but I have heard many time that "drawing cards wins games". This is no less true in Commander. Now I am not going to go into a deep discussion of the nuances and types of card advantage, from knowledge to removal base card advantage to just drawing. There is a glut of data and articles dealing with this topic if you are interested.

For the purposes of our article, we will discuss the cards that were considered for card draw and card sifting purposes mainly. i am sure you are all familiar with card draw and the obvious reasons why it is good. Card sifting is the ability to manipulate what cards you are going to draw in a variety of ways. For this deck sifting has a second purpose. Being able to sift through our potential draws may also inform us as to what we are going to manifest. So lets take a look at some of the cards that were considered for both draw and sifting purposes in this deck.

Card draw

  • Aphetto Runecaster - This is the perfect draw engine for this deck. The flavor and mechanics are spot on and we will hopefully be triggering it very often. I also really like that this is repeatable draw which should last at least a few rounds.
  • Fathom Seer - A one time use draw of two with a decent drawback is not too bad. I think that reuse can be cumbersome with this guy. I think that in Commander we can do better.
  • Hystrodon - This guy is not great, but I think at worst he is an ok body and you will draw one card off of it more than not.
  • Recycle - Some people might not like this one, but in decks that can pump out cheap creatures, like morphs, Recycle can be a really strong card. If we can drop the cost of morphs to free or almost free, we can nearly play our entire deck.
  • Secret Plans - So Secret Plans gives a tiny buff to our morphs, but it is really only good because you can draw cards from it. It is in effect a strictly better Aphetto Runecaster. Cheaper, stronger and harder to get rid of sounds good to me. A solid addition.
  • Soul of the Harvest - I feel like these cards are right around when WOTC started to toy with designing for Commander specifically. This is a big boy with all relevant abilities and comes close to being just as good a draw engine as Recycle. A must add.
  • Riptide Survivor - This is a cute trick to put in, but I do not plan to have a ton of recursion in this deck, so discarding seems unpalatable now.

Card sifting

  • Mirri's Guile - Sometimes this card feels like a second top. Obviously more limited due to the timing and inability to actually draw, but very good nonetheless.
  • Sensei's Divining Top - Unfortunately not yet reprinted, but almost a must in Commander decks.
  • Unblinking Bleb - I think now that we have just left Theros, people should be very clear how good scrying is. I like it because it is a mechanic that tests the players' skills. Scrying is really good or really bad depending on you. Anyway, I think this card can be very helpful, if for no other reason than to inform manifest.

Protection

Protection is not a core component of all Commander decks but it is in some. If you think about it, some decks are much happier about thier things getting destroyed. I do not think that we are on the the type of plan where we can have that happen. Our cards will be more specific utility and we will want to keep them around. Due to that, we will want to add in some protection. Also Ragnar has a slight protection theme to play off of as well. So here are some of the cards that I considered to protect our cards.

  • Asceticism - In keeping with the regeneration from Ragnar, ascetism is a solid card that can protect all or some of your board throughout the entire game. The addition hexproof for all of your creatures makes this an obvious addition.
  • Dauntless Escort - This guy is not exactly an amazing body in Commander, but the ability is pretty solid. I think the ability is actually better in this deck than others since you could have him manifested and pay 3 to save your entire board from a Wrath of God effect. I think he is a pretty solid keep.
  • Frontline Strategist - A morph that fogs is ok, but just ok which is not really for us here.
  • Glory - Glory is a solid card in many decks, here I think it lets us protect face down cards that we are not ready to flip that opponents just happen to pick the correct one. As a manifest it is good because we won't mind swinging with it.
  • Loxodon Hierarch - If the activation cost to regenerate was not there, it would be almost another Dauntless Escort for us. How it actually is designed, we will never get the 4 life unless we lose out on the surprise factor.
  • Mistfire Weaver - Just not good enough. One or two uses of instant hexproof is just meh. in some cases, this will be great, but not often.
  • Temur Sabertooth - Pretty amazing card. You can reset morphs via the self bounce and make this indestructible which makes it a decent blocker and attacker.
  • Whisperwood Elemental - This does everything that this deck wants to do. you get to manifest every turn and whenever someone wraths you get a full rebuild of your army. Very needed.
  • Wrap in Vigor - Works poorly from manifest and is single use. no a big fan here.

Ramp/Cost reduction

The next thing for us to talk about in here is ramp. Ramp is an important part of any Commander deck. Commander is often about playing big impressive spells. To do that you need lots of mana. For our purposes, I went with some traditional ramp, but focused a lot on cost reduction for creature spells. I thought about this because they usually reduce colorless costs which works for morph and that will allow us to use our mana for flipping the cards and casting spells to be a bit more reactive.

  • Azorius Signet, Selesnya Signet and Simic Signet: As I indicated above, we are looking for more cost reduction than actual ramp. A solid card, but not for us this time.
  • Cloud Key: This is exactly what we need. This is a snap add to this deck. Cost reduction for whatever we need. Almost always creature.
  • Cultivate: I think that a few regular ramp spells are good in this deck. This is one of my favorite for a versatile and well costed ramp spell.
  • Dream Chisel: The only deck that this card can ever go in, so let's play the hell out of it.
  • Farseek: Just one land is not that great here. I think that we have better options.
  • Helm of Awakening: This can make the game crazy and is not everyone's style, but could be fun to shake things up. Alas, the symmetrical effect makes it just not that worth it.
  • Kodama's Reach: Cultivate 2 electric rampaloo.
  • Planar Gate: Another cost reducer. This one is expensive but makes all morphs cost . So its pretty good.
  • Semblance Anvil: Seems pretty good on the surface. I actually like it overall. My only issue with this is having to exile a creature. It's good, but I am going to look elsewhere.
  • Skyshroud Claim: Are you playing green? Are you playing Forests and/or shocks that say Forest? We good here?
  • Sol Ring: Almost always.
  • Stone Calendar: Another old card that is a reducer of the costs. We should play this. I mean how many times will your group ask what it does? Good to play just for that. Also reduces the cost of all spells you play.
  • Trail of Mystery: Adds a nice buff and mid game ramp. Seems like a card we should have in here.

Other tech

  • now here is when I talk about all of the other things I put in that do not fit in a good category all by themselves. Some of these are just beaters with morph while others are just odd tech.
    • Exalted Angel:Just a solid morph creature that will be good in the deck.
    • Illusionary Mask: "Why?", you might ask. because it is odd and I want just one more way of messing with my opponents so that they cannot tell which creature is which.
    • Maelstrom Djinn: Nice big creature that could help close out a game.
    • Mastery of the Unseen: The main reason that I want white in this deck is to play this card. This is a very good card when you are able to use it.
    • Praetor's Counsel: A board wipe could be a big deal for us, but a Praetor's Counsel with a couple of cost reducers will rebuild us in a turn.
    • Quicksilver Dragon:Again, A beater with morph that could be a game ender. It is also nice that it has an almost hexproof.
    • Sagu Mauler: Big dumb game winner.
    • Vesuvan Shapeshifter: Have fun getting this card right. It usually confuses everyone at the table. Very good and cheap Clone effect.

    For lands, I chose to go with the list below in addition to basic lands. Not much to explain here. Just your standard issue Commander land list.

    Scorprix says... #1

    Just being honest, Roon is better, since when you bounce your face down guys, they come back face up.

    March 2, 2015 8:46 p.m.

    Steaditup says... #2

    It's not about being better. It's about being Ragnar.

    March 2, 2015 11:30 p.m.

    Quaritch87 says... #3

    I'm sad to see you go. You're articles have been a pleasure to read. Thanks for all the helpful advice and best of luck with schooling!

    March 3, 2015 1:34 a.m.

    Ninja_Fish says... #4

    well written! I have enjoyed reading your articles and am sad to hear of your absence. Loved the write up and analysis of many not so well known pieces. I applaud you for your clear vision and going off the beaten path. Wish we could play and good luck in your studies!

    March 3, 2015 8:14 p.m.

    evil_caprino says... #5

    Nice article! I have always liked Apprentice Wizard in my morph-decks. Have you considered it?

    March 5, 2015 4:46 a.m.

    JexInfinite says... #6

    I would like to see something silly like Ertai, Wizard Adept.

    March 6, 2015 8:12 a.m.

    GraBug says... #7

    Ragnar isn't doing anything to the deck though...

    June 24, 2015 1:48 p.m.

    Memnarchitect says... #8

    Ragnar is protecting the creatures from removal.The deck is a toolbox of specific utility and you want to do everything you can to keep the wrong creature from biting it at the wrong time, or before the right time.Ragnar is being not-Roon. Which means it is not presenting the flag to the table that Roon tends to.

    January 7, 2016 5:16 a.m.

    piebandit says... #9

    NICE! You, sir, are my hero.

    I started playing in Khans, and I've played morph decks in standard ever since. 4-Color Facedown fun stuff, Mighty Morphin Temur Rangers, Simic Morph Mastery, and by far the best iteration, Bant Morph Master. I'm in the process of building a morph commander deck, but I decided to cut white in favor of Ezuri, Claw of Progress's synergy with 2/2s. Many of the cards you go over are on my short list of includes or auto-includes, but I feel like you missed a couple.

    I'm pretty sure I'm missing a lot, but I'm still building, this is mostly from notes right now. Because of Ezuri, I'm also going to run Sage of Hours as an infinite turn combo. Have fun playing this!

    January 18, 2016 11:10 a.m.

    Memnarchitect says... #10

    @piebandit

    Prophet of Kruphix just got hit with the banhammer.

    Thassa, God of the Sea seems like an upgrade over Hedron Alignment here. She's not Hexproof, but she's got Indestructible and another useful ability, as well as the potential to be a 5/5.Crystal Ball is also a good Scry Engine. Again, no Hexproof, but colorless in this three color deck and sees two cards per go.

    January 21, 2016 5:24 p.m.

    piebandit says... #11

    Memnarchitect, yep, posted this a little bit before the ban came down. Obviously, it's out now.

    Thassa is amazing, but where hedron alignment has an advantage is that its scry is not during upkeep. You can scry before deciding to manifest during an opponent's end step. I'm not saying to cut Thassa, but both may serve a purpose

    January 21, 2016 7:29 p.m.

    dukersassin says... #12

    Why no Whisperwood Elemental? I do not understand why this card would not be in here

    March 15, 2017 1:44 p.m.

    Please login to comment