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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
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
1 month ago
Into the Roil, Druid's Deliverance and Sundering Growth seems to be a good fit for sideboard, I think counters should be sorted with Metallic Rebuke and Disallow in the main board, however the cost effectiveness of AEtherize and Aetherspouts dont really fit
1 month ago
For counterspells, Counterspell is a classic. Brine Shaman could be a cute trick, as long as you keep the Zombies coming. Countersquall adds a touch of damage on. Disallow is a little more expensive, but hits pretty much everything. Diplomatic Escort, Wizard Replica, Spiketail Drake, and Siren Stormtamer are inexpensive options that can fill your graveyard with creatures.
2 months ago
I think I can help with this deck! I've built a lot of tribal decks and have pondered building Varina myself. I like to help thoroughly, so I am going to give a bit of feedback, and might separate the posts out for convenience. I'll also upvote it and draw some others to this page to provide feedback as well!
To begin with, I commend the choice of avoiding infinite combos. Though Varina has a few, she can be plenty powerful without them and while I play a lot of combo decks myself, it gets boring sometimes. I guess we'll start with cards to cut, and then we'll get to direction and cards to add! To begin with, the first thing to cut is lands. 43 is way too many for any deck that isn't a landfall deck. I realize that you are playing Field of the Dead and that lands help it, but you won't see that card every dame due to no tutors, and its potential is limited without access to green. Playing Field is fine, and you may even want to play Crucible of Worlds so you can just discard your lands and play them from your graveyard and for synergy with Field, but don't get too excited about it. 37 is the golden mean for most decks in EDH, and with an engine commander like Varina I'd play 35 personally, though 36 could be a compromise. I also don't think you need Flawless Maneuver. When your zombies die you can just bring them back! I don't think you need Reconnaissance either. Your Zombies are fodder for the horde, and you can just bring them back. Just don't attack with Varina and you have nothing you need to worry about protecting. Lazotep Plating is fine, but you'll mostly use it to protect Varina, so I'd think of it as a protection spell. Void Rend's mana cost is prohibitively highly (3 colors is too much). I'd just play Generous Gift instead. Smothering Tithe is a great card that I play in three of my decks, but I wouldn't play it in Varina. Its a slow grindy card more suitable to control and combo decks, and you'd rather be casting Varina on turn 3 and Zombies or Zombie spells every turn after. I'm not sure if cEDH is what you usually play, but cards like Stifle and Songs of the Damned are often a bit one off and limited for standard EDH. The latter could maybe be fine for flavor, but I'd definitely cut the prior. If you want a more flexible spell play Disallow which will be a lot more flexible. Nykthos Paragon is a neat idea because it does something with your life gain, but it is pretty high costed at six and isn't a Zombie, so I might not play it, but it will bring slow value if it isn't killed.
I'd also cut down on your card draw pieces. I never say this, but with Varina you'll see lots of cards, and can play a lot from discard or the graveyard, so I'd focus on the highest impact one and cut some of the bad ones like Plumb the Forbidden. Cards like this have limitations because you have to sac them (versus letting them die in combat), and you won't always want to do that. The best ones are the high impact ones like Teferi's Ageless Insight and Alhammarret's Archive. I'd also cut Bontu's Monument. The ramp isn't very good and the aristocratic effect isn't as good as you think its going to be.
Now for what's great here- all of your Zombies. Seriously, it's a great list, all of them! You also really want to play a few cards from your maybe board too. Syr Konrad, the Grim is a must play. Seriously, it'll be the best card in the deck bard none. It's not an infinite combo, but he's amazing with recursion cards, board wipes, and death (more on that below). You also need to play Haunting Voyage and Patriarch's Bidding. They are in your maybe board and are must plays!
3 months ago
4 months ago
One, maybe it would be funny to call the list Hinata-Kun XD
Hullbreaker Horror: I have been really loving this card lately, it is expensive (CMC) but helps to keep control of the board
Drannith Magistrate: stop you oppnenets from casting their commanders
You could run Orbs with Urza and Opposition
Thassa, Deep-Dwelling: slow, but consistent
Spellseeker: search your X spells
Cyberdrive Awakener: if you want to win off your rocks and treasure tokens
Disorder in the Court: this can help for draw, protection, and "Blinking"
Smoke Spirits' Aid: I don't know if it fits, but could be spicy
win cons (Outside of combos)
Metallurgic Summonings: you make big tokens and gives recursion.
Monastery Mentor: tokens
Shark Typhoon: tokens
Jin-Gitaxias, Progress Tyrant is made for this list
Urza, Lord High Artificer: can make use of a lot of artifact tokens that can be created in this list and can be an outlet for infinite mana to cast your deck
Elesh Norn, Grand Cenobite: probably good if you run a lot of token producing cards like Saheeli, Sublime Artificer, Monastery Mentor, Shark Typhoon, Metallurgic Summonings, Manaform Hellkite, Talrand, Sky Summoner, Kykar, Wind's Fury
5 months ago