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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each".)
1 week ago
Some easy ways to add interaction to this deck would be to add some enchantment and creature removal spells. Krosan Grip, Return to Dust, Rapid Hybridization/Pongify, Arcane Denial to replace Dissolve, Anguished Unmaking, Damn, and Swords to Plowshares/Path to Exile are all clean and efficient methods of interaction. Saryth, the Viper's Fang, Lightning Greaves/Swiftfoot Boots, Shalai, Voice of Plenty, and Veil of Summer/Heroic Intervention are solid protection options for your creatures as well. Right now you're running Anger with only 2 Mountains in the entire deck, so that means either the mana base needs to be reworked or Anger needs to be replaced. Some easy ways to rectify the mana base a bit is to swap out some of your duals for the Red/x options (i.e, Blood Crypt, Stomping grounds, etc.). We can also make the deck more efficient by changing up the ramp so that it has utility or generates more than one color of mana. Cards like Deathrite Shaman, Kiora's Follower, Noble Hierarch/Ignoble Hierarch, Faeburrow Elder, and Birds of Paradise are all decent options. Right now Anger and Chainer, Nightmare Adept are the only cards that can give Garth haste. Since we only have a few creatures that actually benefit from the haste, cards that generate value outside of simply providing haste would be beneficial. Rhythm of the Wild would not only give our creatures haste, but would make it harder for opponents to counter the creatures and combos with the persist creatures in the deck by giving them +1/+1 counters. Temur Ascendancy is another decent option since we can draw cards even when our creatures don't benefit from haste and it synergizes with our Flicker and Undying/Persist effects. An infinite combo option would be Jeskai Ascendancy + Garth One-Eye + Any haster + Deadeye Navigator and even if we're not comboing, we can still generate value from each card individually. I personally feel that cards like Frantic Search and Careful Study are too good to not have in this type of deck, since a good majority of our cards benefit in some way from being in the graveyard or we have easy ways of getting them back. In tandem with this idea, I think that cards like Regrowth (even though Garth One-Eye already has a Regrowth) and Eternal Witness are musts, especially since Eternal Witness generates value with the Flicker effects and other revive effects in the deck. An honorable mention that didn't quite make it into my comment but could be effective is Spark Double since it would allow us to have multiple versions of legendary creatures if we so chose, 2 Muldrotha's could lead to quite the turn! Unfortunately, however, Commander has a deck maximum, which means that cards must be let go to make room for all the new fun stuff we want to play with. For this deck I suggest cutting Diamond Lion, Thespian Stage, Dark Depths, Kroxa, Titan of Death's Hunger, Arixmethes, Slumbering Isle, Kitchen Finks, Desperate Ravings, Nim Deathmantle, Harrow, Magus of the Will, Gaea's Will, Scapeshift, Chronozoa, Raving Visionary, Thought Courier, Dissolve, possibly Twilight Shepherd, possibly Rampant Growth, possibly Seize the Spoilsand possibly, Purphoros, God of the Forge. At the end of the day, this deck is yours and you should play it and build it in the way that best suits you! Have fun gayming!
2 weeks ago
Oh (bleep) you're right! LMAO. Like I said, I've been playing since Revised and have a LOT of decks. Always had a penchant for tribal knights (even though there have been/are better tribes for sure through the years). My Modern version does, in fact, run Giver of Runes. The Kor designation doesn't allow me to Cavern of Souls her in but I do run plenty of white sources. I'm sorry bud. 100% my bad. Sorry about that. I need to NOT drink my scotch and give advice. I just get soooooo excited when I see a solid knight tribal build I lose control.
I WILL post my ACTUAL MODERN legal version in the next few days. Giver of Runes is my only non-human or non knight creature in that deck. I run everything else human and/or knight in that deck-most are both. I announce my first Cavern of Souls as "knight" which prevents counter magic on all but the Giver of Runes and Noble Hierarch. Those both being (ideally) early drops-counter magic doesn't normally come into play.
My current, most regularly played, Modern deck is not knights (although I do play it still for a change of pace once in awhile but it's not my number one deck-hence my leading you astray). My current regular MODERN deck is as follows:
Deck: Greif Blade
Main: 4 Ephemerate 1 Poet's Quill 1 Batterskull 4 Giver of Runes 1 Sword of Fire and Ice 2 Plains 3 Godless Shrine 3 Concealed Courtyard 3 Skyclave Apparition 1 Takenuma, Abandoned Mire 3 Tidehollow Sculler 2 Malakir Rebirth Flip 2 Charming Prince 1 Kaldra Compleat 1 Silent Clearing 1 Shriekmaw 4 Grief 3 Feign Death 4 Marsh Flats 1 Lion Sash 1 Flooded Strand 3 Touch the Spirit Realm 1 Swamp 1 Castle Locthwain 2 Agadeem's Awakening Flip 2 Solitude 4 Stoneforge Mystic 1 Verdant Catacombs
This is the list I run most frequently so it's the one I know best and have readily available to share. This is NOT a net-deck AFAIK. If there is an identical or similar list floating around in Cyberspace it's purely coincidental. This list was home brewed and is one of my favorites I've ever made through the years.
2 weeks ago
Mana Drain is nice, but I am usually not a fan of it in a deck with 4 or more colors
With this being 5 color, I am trying to debate the best early game package
5 counterspells (from below)
4-5 board wipes
7 2 drop ramps (need all)
4 spot removal
3 weeks ago
3 weeks ago
Hey Eldmoi, thanks for the info. There's a quite a bit I would recommend optimizing. The long story short is that most of the dragons I'd recommend are already on my budget primer that you've seen and my super budget deck list that was part of the primer but is also available here if you're interested here.
First of all, you need to make sure your deck has a decent amount of ramp to cast your awesome dragons within a reasonable amount of time. If you are on a budget then I'd recommend Cultivate, Kodama's Reach, and Sakura-Tribe Elder at the very least. Other options for cheap ramp are Farseek, Wild Growth, and Fertile Ground. If you want to further optimize ramp, then adding in Nature's Lore and Three Visits on top of some forest based shock lands (e.g. Stomping Ground or triomes (e.g. Ziatora's Proving Ground would be ideal.
Second, you want to optimize your mana base by minimizing the number of taplands and ensuring you have the colors you need. Any tap lands that tap for only 2 colors (e.g. guild gates) could safely be dropped for basic lands. Tri-lands like you mentioned are decent enough to start off, because they can tap for 3 colors, but even those are suboptimal in the face of options like Dragonskull Summit and Blood Crypt. Furthermore, almost 50% of your deck requires red mana, so I'd ensure your lands reflects that.
Some things off the top of my head for instants and sorceries: I would consider Crucible of Fire to be a win more card. Lozhan, Dragons' Legacy is almost a strictly better Sarkhan's Unsealing. Damn and Farewell are really good board wipes that aren't as mana intensive as some you're running. Garruk's Uprising is a very potent form of card draw. Monster Manual is probably better than Thran Temporal Gateway in most cases.
Finally the dragons. There are so many good dragons to consider, many of which I've mentioned in my deck primer, and many of which are available on most dragon lists online, that I'll focus on highlighting dragons I would recommend removing:
Acid-Spewer Dragon - Overcosted and doesn't do much. Deathtouch isn't as useful on a dragon that should be big enough to kill most thing it hits in the first place.
Backdraft Hellkite - Most instant and sorceries you have are too expensive or are simply aren't as immediately useful (e.g. don't want to board wipe your own dragons). The most useful ones you run are removal, but at that point you can just play dragons that can inherently remove things like Steel Hellkite.
Crosis, the Purger - Hard to save mana to take advantage of its effect. It'll feel bad to take advantage of its effect in casual metas anyways. If you really want to run a dragon like this then Teneb, the Harvester might be more fitting but even then I wouldn't really recommend it, because of the mana investment needed to make it work.
Dragonmaster Outcast - Not a good early game play and easy to kill later on.
Kargan Dragonlord - Costs too much to do too little. We have so many dragon options, even in budget decks, that vanilla dragons simply aren't worth it.
Malfegor - Discarding our hand isn't good to do unless it involves redrawing more cards (e.g. Knollspine Dragon).
Necromaster Dragon - Summoning vanilla 2/2 zombie tokens for 2 mana isn't good value in a dragon deck, and you have to go through combat to get it off. In a world where Ancient Gold Dragon exists, it's hard to justify an effect like this. Dragon Broodmother and Lathliss, Dragon Queen and Miirym, Sentinel Wyrm would be far more effective token generators.
There's always more we could do to optimize any deck, including mine for sure, so I'd be happy to comment more later if you'd like. But I also want to emphasize that as long as you and your playgroup are having fun, you really can't go wrong :)
1 month ago
@Swebb87 - Yes, even if Damn was overloaded (which is an alternate cost, not an additional cost btw), it wouldn't have changed the order that things resolved in the situation. Myojin of Grim Betrayal would have been indestructible due to having the indestructible counter on it when Damn resolved. The only possible change in the situation would be Player 3 getting more creatures.
1 month ago
Q2: I'm not sure what you mean by this question, but there is nothing mentioned in your scenario that allows a player to choose how something resolves.
Since you might have misunderstood how things happen, hopefully this will clarify things better:
After Damn resolves, it is no longer on the stack. When the game checks state-based actions here, it sees that Guile was put into the graveyard, so Guile's triggered ability triggers and is put to the stack. Player 1 (Active Player since it is their turn) passes priority. Player 2 passes priority.
Guile's ability resolves. The game doesn't find Guile in Player 2's graveyard. Player 2 shuffles their library though Guile will remain on the battlefield under Player 3's control (see Guile's oracle rulings).
1 month ago
Hi, player 1 casts a Damn, it resolves, then in response to the effect, player 2 states they will shuffle Guile into their library and passes priority, in response player 3 removes the indestructibility counter from Myojin of Grim Betrayal and states they will put all creatures onto the battlefield, including the Guile
Question 2: does player 1 get any choice in how it resolves with regards to passing priority etc?