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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Aesi, Tyrant of Gyre Strait
Legendary Creature — Serpent
You may play an additional land on each of your turns.
Landfall — Whenever a land enters the battlefield under your control, you may draw a card.
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4 days ago
I wasn't able to play a multiplayer game this weekend but ran 9 games of 1v1. I won 7/9 games as unblocked angels seems to be consistently good. 6 games were against Necron Precron, 2 games against Faldorn Exiles & 1 game against Aesi Landfall. Made a couple swaps to give Pyre of Heroes a shot. Didn't touch the lifegain package but messed with the protection one. Since all 9 games were duels, some of the changes weren't great.
Lost 1 game against Necron Precon due to a combination of things. I missed 2 land drops early in the game and was forced to use Enlightened Tutor for a Sol Ring so I could play my hand. Later in the game Ioverplayed the hand and got hit by Shard of the Nightbringer followed by Their Name is Death on the next turn. I was definitely kicking myself at the end because I had Emeria Shepherd and played it when I should've held it. Necrons actually did pretty well against this deck overall as they had fliers which stopped some early attacks. In the end though, as with most precons, they ran out of gas while Angels could keep chugging along and beefing up.
I was able to get Pyre of Heroes out in several games. One of my favorite combinations was using it on Inspiring Overseer to drop in Serra Paragon and then recasting Inspiring Overseer for the extra life and draw. On the following turn I sacrificed it again to grab Battle Angels of Tyr and hit for even more draw.
During the final game against Aesi Landfall I wanted to see how much value I could get out of Pyre of Heroes so I kept an obviously risky hand. My starting hand consisted of Arid Mesa, Plains, Fabled Passage, Emergence Zone, Mutavault, Pyre of Heroes, and Path to Exile. Aesi had a pretty slow start without much ramp but dropped Aesi, Tyrant of Gyre Strait turn 5 which I promptly pathed. The only Angel I drew was Angelic Curator which I pyred into Inspiring Overseer. I also had Together Forever on the board so when I pyred Inspiring Overseer into Serra Paragon I was able to bounce it back to hand and recast Angelic Curator on the same turn. Next turn I cast Inspiring Overseer and pyred that into Thraben Watcher and started swinging for lots of damage.
In a multiplayer game other players would've had more answers for our board and Pyre of Heroes may not stick around. However, I don't think it seems threatening on its own and most times it's just a value engine. I think there may be a case for swapping it out for Eye of Vecna. They cost the same for 2 colorless. Their activations are also the same at 2 colorless. The differences are the 2 damage we take for Vecna and also that the draw occurs on upkeep before our draw phase and we have to pay the 2 and life if we want the card. If we drop Vecna early game and we're looking for something key, usually a land or a low cost angel and there's no guarantee that we'll get it. So if we're on turn 4, we've expended 2/3 available mana on drawing either a land or a 2cmc angel because we can't play anyting else. If we aren't dropping Vecna early and instead on turn 6-7 then it's pretty slow compared to its counterparts. Yes it replaces itself but nothing else we do will give us cards the turn we need it. All the other draw cards play into our strategy of either playing angels, attacking or gaining life. Also, the ones we pay into can be done on opponents turn when we're holding up answers, so there's no "wasted mana".
Out of the current swaps The Ozolith and Luminarch Ascension were very mediocre. This is likely due to the duel format and will need more testplaying in a 4-man setting. I was able to get The Ozolith up to 18 counters one game but it didn't matter since I was dead the next turn.
1 week ago
My typical decks are Muldrotha, the Gravetide recursion, Teysa Karlov aristocrats and a Shorikai, Genesis Engine mechs. Those three usually have big flashy plays for instant wins so this deck definitely plays different. I looked over your whole primer and took your advice to heart to reduce the number of changes and focus only on your new additions and lands. I ran a few games using your methodology for mid-range aggro decks and listed how the deck performed. Let me know if this helps helm the host!
T1 - Fetch to Plains
T5 - I drew 1 off Mangara, the Diplomat. Jhoira had played a Words of Wind forcing us to bounce Pearl Medallion. Yuriko saw our scary board state and hit us with a few unblockables but we still remained above 40 life.
T6 - I drew 1 off Smuggler's Share and 2 off Mangara, the Diplomat. Jhoira started building their boardstate with their commander out and a bunch of rocks. Yuriko had a few creatures out and was chipping away at our life totals.
At this point I could've slow played it further but with 2 draw engines out I felt comfortable in restocking my hand.
T7+ - At this point my memory is foggy, I replayed Giada and a few low cost angels with Vanquisher's Banner which refilled my hand a bit. But Yuriko miracled a Devastation Tide and played an overloaded Damn. Eventually Jhoira got knocked out by Yuriko after trying to rebuild their board state twice. By the end I had whittled Yuriko down to lethal and played Bruna, the Fading Light Meld reanimating Gisela, the Broken Blade Meld from the graveyard but never got to swing with it as Yuriko conceded.
Starting hand was decent but I don't remember much of it since it got wheeled away with a turn 3 Windfall.
T1 - Fetch to Plains + Soul Warden
T3 - Plains + Crucible of Worlds
Lost 5 cards in hand to Windfall and drew a new 5. Jhoira played a Winter Orb and Yuriko played a Null Rod to shut down Jhoira's mana rocks. It also shut down my equipment in hand which was a Sword of the Animist and Mask of Memory. I stopped keeping track of the turns and cards played since the whole game slowed to a crawl. The one saving grace was that I never missed a land drop with the fetch land in the graveyard.
Yuriko kept playing Thieves' Guild Enforcer and changelings to try an alternate mill win strategy. I was hit with a board wipe and Giada was targeted twice. I overloaded Winds of Abandon which left the Jhoira open to be killed. I attempted to cast Emeria Shepherd which would've been perfect with my fetch land and 20+ cards in the graveyard but it was removed after it hit the board. Yuriko played 4 extra turns spells to try and whittle me down from high 30's to 8 but they ran out of answers and were dead on the crackback.
I should've mulliganed this hand as it didn't have a draw spell but I didn't want to hold up the table and the curve looked good.
I was able to build up a decent board state and there were no wipes all game. However, Faldron played a Wand of Wonder and began using my removal spells against my angels. Marneus dropped a Divine Visitation mid-game and started pumping out 4/4 Angels w/ Vigilance which stalled my attacks towards him signifcantly.
Towards the end of the game I was able to tap Starnheim Unleashed for 9 creating 4 Angels with Giada on the board pumping them to double digit beasts. Marneus had the scariest board state but only 4 Angels at the time so I figured I could swing wide and knock them out.
Starting hand was great against these commanders:
T1 - Plains
T2 - Plains + Giada, Font of Hope
T3 - Plains + Smuggler's Share
Mid-game Shorikai played an Organic Extinction doing a one-sided board wipe and started hitting for double digits with vehicles. I tried to rebuild with Emeria Shepherd but she was countered by Aesi. Fortunately, Shorikai ended up scooping to play Warhammer making it a 3-man pod and all our board states were pretty even. I had drawn a card on each of his turns due to their Shorikai ability. Aesi had provided me a couple treasures but wised up and started dropping lands on opponents turns with Burgeoning.
This game lasted quite awhile so there was plenty of back and forth and a lot of answers were used on my board. Both Muldrotha and Aesi had an Unnatural Growth and were staring down each other. I patiently waited until they were both tapped out and had no answers to pull off this sweet combo:
I had Bishop of Wings & Giada, Font of Hope on the battlefield and tons of mana. I cast Bruna, the Fading Light Meld into Emeria Shepherd. Cracked a Myriad Landscape for 2 Plains bringing back Righteous Valkyrie & Gisela, the Broken Blade Meld. Since they had no responses I was able to merge to Brisela, Voice of Nightmares Meld Meld. Due to all the Giada triggers and lifegain I shot up from 20 life to 62.
Aesi was hamstrung due to Brisela's static ability and their creatures weren't big enough to swing into my massive angels. Muldrotha on the other hand attempted to swing in for a massive 59 damage due to Unnatural Growth but I used Teferi's Protection and won the game on my turn.
Starting hand had no draw again but did have lifegain synergies so I decided to keep.
I was only able to get one use out of The Book of Exalted Deeds trigger before Archangel of Thune was blown up and The Scarab God exiled it and copied it for their board. I actually drew a Mutavault and decided to do the combo of putting the Enlightened Counter on it. However when we got to the mid-game I felt like that was the wrong move to do so early.
Late game I had the following:
Seraph Sanctuary & a bunch of other lands
Angel of Vitality w/ 3 +1/+1 counters
Angelic Field Marshal w/ 4 +1/+1 Counters
4x Clue Tokens
Between the Soul Warden, Angel of Vitality and Seraph Sanctuary I was gaining 2 life whenever they cast a creature and 3 whenever I cast an angel. If I'd let the book stay on the battlefield longer I could've had a free 3/3 angel on each of my turns. Instead I cracked clues rather than play out my hand to draw into more answers and win the game. The Enlightened Counter never came into play, but I reminded the table at the end that without any land destruction, I could've gone to negative life and still not lose.
Forgot to take a picture of my hand this game but I kept Smuggler's Share as my draw card which ended up doing nothing. The Faldron player had already played a few games against the Giada deck so purposely missed double land drops to not give me a treasure.
Faldron cast an Etali, Primal Storm turn 6 with no haste enablers so I blew it up my turn. However, Lazav decided to copy it and the board had no answers. Lazav began swinging and got 2 rounds of Etali triggers which was pretty brutal. Since Lazav became archenemy, we teamed up to take him down bringing his life total to 4.
Perhaps the most memorable moment this game was that Faldron had suspended a Wheel of Fate so the whole table was playing out their hands for 4 turns, completely expecting to draw 7. When he went to removing the last suspend counter, Lazav cast Notion Thief so instead of us each drawing 7, he drew 28 cards. Unfortunately for him, he didn't have any way to use those cards to stop the flood of salt from the table and was killed shortly after by a pissed angel.
I was able to clean up the table after a few rounds with this final board state:
Angel of Jubilation - just an anthem and would've shut down my fetches but I played it late game
Linvala, Keeper of Silence - didn't stop anything on my opponent's board because they were all triggered abilities
Starting hand was top heavy but decided to keep:
I figured with 2 ramp equipments and lifegain comboed with the well I'd be setup for mid-game pretty nicely. What I didn't plan for was missing land drops for 2 turns and having Giada blown up twice. By this time, the Aesi/Faldron player had figured out that Giada was consistently winning and decided to put a stop to it.
However, that let Ydris really take the game away. By the end I only had 4 lands, Archangel of Thune equipped with Sword of Hearth and Home and a Pearl Medallion. Aesi died to a single 30+ swing from Ydris leaving myself and Lazav to deal with the massive board state.
I thought I slowed him down by playing Darksteel Mutation on Ydris when he had no cards in hand but he topdecked Sakashima's Protege to copy Ydris and start the pain all over again. With Ydris having lethal on board next turn the only way to stop it would be to top deck the one board-wipe in the deck. But Lazav shot himself in the foot by playing Gyruda, Doom of Depths tossing my top 4 cards into the graveyard. The top card was Winds of Abandon and Lazav whiffed on the Gyruda trigger much to his chagrin.
T1 - Plains
T2 - Plains + Giada, Font of Hope
T3 - Plains + Thorough Investigation
T4 - Plains + Thraben Watcher
On turn 6 I was able to knock out Ghyrson Starn, Kelermorph with the sword setting him back a turn. He responded the next turn by blowing up my sword. After a 2 board wipes Ghyrson was back in a threatening position. I cast Darksteel Mutation on Ghyrson which completely shut down his strategy.
Closed out the game with an overloaded Winds of Abandon and swung lethal at Roon. I was also able to hardcast Sephara, Sky's Blade which would've stopped any board wipe coming from Ghyrson. Nykthos, Shrine to Nyx was amazing yet again this game. I was able to tap it for 10 white using 8 to pay for the Winds and God-Pharaoh's Statue tax.
There were some pretty wild swings this game as Jared got all 5 colors turn 4 with some ramp and started dropping Kavu's. He played Knight of New Alara turning them into 8/8 tramplers and started swinging in for 24 damage each turn. Isshin dropped a Tectonic Giant, Fervent Charge & Aurelia, the Warleader to swing in with 21 damage each combat & an additional 6 to the face. With so much damage flying around, the loss life from Eye of Vecna was actually pretty annoying. I used it 4 times during the course of the game when I probably should've played the bigger threats since a board wipe seemed unlikely.
Battle Angels of Tyr was blown up immediately but I was able to drop a Angelic Skirmisher & Righteous Valkyrie mid-game. If I had attacked more early game with Skirmisher out I could've had this one but I made a huge misplay. Jared swung in with everything at me after pumping 2 Kavu's up to 13/13's. As I was only at 46 life, I didn't get the anthem off Righteous Valkyrie so I had to take 26 bringing me down to 20. Isshin swung in everything at Jared knocking them out and on second combat came at me when I was at 8. As Righteous Valkyrie was only a 6/7 blocking into their 7/8's I figured I could survive the turn with one unblocked and just gain the life back next turn. Isshin was tapped out but had 2 treasures that I forgot and used a Boros Charm to get lethal.
Starting hand was ok, no draw engine but great lifegain:
T1 Soul Warden netted me a ton of life over the course of the game as Jared & Isshin did not play any board wipes. After playing Angelic Skirmisher as well and a couple angels, I was developing an oppressive board state.
Tevesh/Arminx drew a lot of hate early game because they played a strong ramp turn with a bunch of expensive mana rocks but then durdled for most of the game. Jared played a Two-Headed Hellkite that they pumped to 10/10 and just started swinging. Isshin tried going wide with Adeline, Resplendent Cathar and a few combat tricks but with Soul Warden on the field I ended up always being net positive after thier attacks.
Eventually the board grew massive and any one of us could've knocked out Tevesh/Arminx as they were wide open. I was sitting comfortably at 60+ life due to Soul Warden and Angelic Skirmisher. Tevesh/Arminx ended up playing Ugin, the Spirit Dragon and wiping all our creatures.
We all rebuilt our boards pretty quickly with Tevesh only having Armix, Filigree Thrasher and a couple equipments. Isshin tried going for the combo and knock out 2 of us with Godo, Bandit Warlord & Helm of the Host but misplayed and couldn't equip Godo.
Jared and I knocked out the Isshin player because of the obvious combo but Tevesh/Arminx equipped their commander with Commander's Plate, Cranial Plating, Skullclamp and swung 17 commander damage at Jared. I blew up their Cranial Plating with a Generous Gift and brought them down to lethal. The game ended next turn like dominoes, Arminx killed Jared and I killed Arminx.
Game 3 loss was due to Marneus just having the better plays here. Even if I were able to prevent some of their bigger combos, they could've won off straight value. Removal and threat assessment by the other 2 were pretty light towards Marneus which definitely helped them win.
Game 7 loss was due to 2 players getting mana screwed. After not being able to curve out with Giada it was almost impossible to come back. Top-decking that Winds of Abandon may have helped but they were so far ahead it's doubtful.
Game 9 was a misplay. Playing against the Isshin deck I should've known that there would be combat tricks but I was used to slow battlecruiser decks and not 2 mid-range aggro decks.
Smuggler's Share has been hit or miss. If I'm playing against blue, I'll typically get the draw, if I'm playing against green, I'll get the treasures. However, if the opponents aren't playing either of those colors and/or play smart, they can often get around it and it's a dead enchantment on board. I'm still leaving it in because when it does work, it works very well.
Nykthos, Shrine to Nyx has been great overall. Early game it may not do much but mid to late game it really shines. I usually leave 2 lands and Nykthos up after T5/6 fully expecting a board wipe and using it to activate abilities or crack clues. I'd highly recommend this land over a basic plains.
Crucible of Worlds was a powerhouse in Game 2. Unfortunately I only ever drew it in 1 other game and it was immediately blown up after I used it once. I think it's worth it because if left unchecked provides you tons of ramp and if it draws out a threat then our draw artifacts or equipments live.
Emeria Shepherd is a bomb. 2 games it was instantly blown up because of how big a threat it was. When it was left unanswered, it absolutely carried the game. I think it's a definite swap for Karmic Guide to get that last push end game.
Darksteel Mutation was great the 2 times I used it. I think there's a need for another one-sided board wipe against decks that go wide and have flyers. In game 3 Marneus out angeled the angel deck and we simply didn't have enough token generation to get through.
Folk Hero wasn't mentioned in the gameplay reviews but I did draw and play it a few games. Unfortunately it was played later in the game when I already had other draw engines on board so its impact was minimal. However, it's definitely an improvement over Dawn of Hope as I didn't have to pay mana for the few cards I did draw.
You've mentioned that Avacyn, Angel of Hope deserves a place in this deck and I wholeheartedly agree, mostly because I bought the new borderless version from double masters specifically for this deck. However, her close cousin Sephara, Sky's Blade almost accomplishes the same thing except she only protects creatures. I think the only reason to end up running Avacyn is to lean into the land destruction that she's known for.
1 month ago
It's a massive, playable gimmick and I'm Living for it! Have you considered Aesi, Tyrant of Gyre Strait for the build? Could be worth looking into for more synergy options- plus it's more land!
1 month ago
What do you think about the big MDFC cycle (Turntimber Symbiosis Flip, Sea Gate Restoration Flip, Emeria's Call Flip)? Also, Jadzi, Oracle of Arcavios Flip is very fun for a deck that needs to ramp quickly, especially if combined with Aesi, Tyrant of Gyre Strait.
The MDFCs will allow your deck to be a bit more flexible when it needs to be, with them never really being a dead draw.
3 months ago
3 months ago
Some recently released commanders that are extremely powerful, even in budget decks, that I would recommend would be -
Three color :
Two color :
Most of these could easily be powerful even on a low budget. Most of them are also pretty easy to follow for newer players. Isshin cares about cards that have "Whenever ~ attacks" triggers, Miirym cares about anything relating to dragons, Muldrotha loves graveyard shenanigans and Alela cares about artifacts, enchantments and faeries. Lathril is all about elves and tokens, Sythis is enchantment focused and Aesi is lands-centric (and is available as a precon!).
It all really comes down what type of playstyle you enjoy. Given what you have, I think I'd recommend Alela, Artful Provacateur. You have some cards from your precons already, is in perfect colors for disruption/interaction with opponents and she could be built in literally any way that has enchantments and/or artifacts as a focus. Auras such as All That Glitters and Ethereal Armor? Sure! Anthems such as Favorable Winds or Glorious Anthem? Yep! Artifact-centric cards such as Sai, Master Thopterist, Etherium Sculptor, Foundry Inspector and Bident of Thassa can make your board state explode from one turn to the next. I had an Alela deck for my brother for a bit that focused on playing cheap artifacts/enchantments and then buffing the tokens with cards like Favorable Winds. With a few effects like that on the field, casting a single artifact/enchantment could net you something like a 7/6 flier, which is insane! She could very easily be built on a budget as well.
Again, it all depends on your playstyle. If you could specify your favorite colors/strategies it would help us recommend you something that you would find more fun!
4 months ago
I could be wrong, but I think more lands would be an asset here, in particular how about some utility lands on top of what you've already got? War Room is a nice draw effect, if you can bounce and replay it you get access to extra activations. Bant Panorama can find either a Forest or Island and counts for extra landfall. Blighted Woodland and Myriad Landscape are nifty lands that offer another mana sink you can turn to if your Commander is removed. Castle Vantress is a pretty big mana sink that's never bad to have around, and you're likely to have Islands out.
Tatyova, Benthic Druid nets you extra draw when you hit landfall (as does Aesi, Tyrant of Gyre Strait), stuff like Scute Swarm and Rampaging Baloths can make an army for you to help serve as a win con.
This is pretty out there, but stuff like Oboro Breezecaller and ramp on landfall creatures like Stone-Seeder Hierophant in particular can generate enough mana to go infinite with Gretchen if you have a land that taps for 2 or more out, infinite mana and card draw and ramp sounds really good to me, you might even deck yourself. Flooded Shoreline in particular seems like a nice land bounce effect, as long as you're not particular about the specific land you bounce, it even works with Mystic Sanctuary.
6 months ago
You have a lot of lands for a deck that doesn't seem to care about landfall very much. Rampaging Baloths, Tatyova, and Avenger of Zendikar are powerful, yes, but there isn't enough support for those effects. As ramp ends to be played in the first half of the game, those sorceries will likely not be triggering those abilities. If you want to lean into the lands more, consider adding effects like Azusa, Lost but Seeking and Aesi, Tyrant of Gyre Strait and more landfall cards. The flicker spells are good, and I would recommend adding a layer of redundancy with cards like Conjurer's Closet. You have a ton of ways to draw, which is excellent, though the general lack of control magic is concerning. Because Yarok works best with creature ETB effects, it can often be dealt with in the turn that it is cast. Flicker spells can be used to get around that, but it's preferable to use those spells to replicate triggers rather than save your commander.
Overall, this deck looks like a good toolkit that doesn't yet have a unified direction. To plug myself, I have my own Yarok brew with ETB time.