|Commander / EDH||Legal|
Printings View all
|Ultimate Masters (UMA)||Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Amonkhet (AKH)||Mythic Rare|
|Eternal Masters (EMA)||Rare|
|Premium Deck Series: Graveborn (GRV)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
Search your library for a card and put that card into your graveyard, then shuffle your library.
1 hour ago
then the proper question would have been to ask how Chaos Maw is better than your current options, rather than ask how its good against aggro.
but how is Archfiend of Ifnir useful at all here? the only cycle or discard effects you have are Sire Of Insanity or Nahiri's Wrath . or the 2nd Archfiend of Ifnir if you draw it. so its highly unlikely you'll play 3 in a turn to get the same -3 as Chaos Maw .
and how are you "reliably" getting griselbrand into play turn 2 when the only early way you have of getting it into the grave is Entomb ?
9 hours ago
I was wondering, why not run Entomb for Squee instead of Goblin Matron?
I feel that that'll make him accessible no matter what (except for when Vessel of Endless Rest is used.)
5 days ago
Hi again realsoupersand,
Had to fly out to Ottawa, ON in Canada for a bit, so back in action.
50% of the time, I win with my primary win-con, which is Buried Alive + Reanimate , generally between T1-4 depending on how much tutoring and mana ramps I have available. It's CMC4, which happens on T1 occassionally, T2/T3 more realistically.
Karmic Guide is a critical component of that combo, also, yes she is playable with Kaalia of the Vast . Also enables Razaketh, the Foulblooded from the graveyard, and provides for sac/tutor. It's usually never a dead draw, and at CMC5 is still playable from hand, on occasion if the game is going on, and the Protection: with Flying also has assisted occasionally. Other than her obvious CMC as just a recursion tool, she's generally been good, and a requirement for the primary win-con.
Angel of Despair is just a Vindicate for CMC7, its ridiculous and only 5/5 flying. However, it's what I ALWAYS Tainted Pact to when Show and Tell + Omniscience , unless they have Leyline of Anticipation it's "usually" good enough. I can tutor Anguished Unmaking , however, I have to give priority up with an Omniscience on the table, so it's far too late by then. Can also destroy other random threats if needed too. She's borderline for sure. Red Elemental Blast is too slow in this case.
Angelic Arbiter was answering the Jeleva, Nephalia's Scourge but now it's always Kess, Dissident Mage . Also for Tooth and Nail type encounters (eg: Craterhoof Behemoth ) or any type of haste/recursion. All together stops a few. I usually just put 1 response to any situation, because I just tutor the exclusive solution needed.
Avacyn, Angel of Hope protects against MLD type situations, but she's not difficult to remove anyway, everyone's removal deals with her no problem. If she buys me an extra turn though, it's worth it. Can also put a player on a turn timer or make them act before prepared (no Force of Will for example), sometimes... Not the strongest for sure. Or like a The Gitrog Monster looping destroy maybe...
Balefire Dragon is again, just to solve specific issues or eliminate high value ground targets. Like the others, Tainted Pact to hand whenever, a situation calls for it. I tried to cut back on creature controls (ex: Damnation ) just because its not a creature world, but often creatures can be enablers.
Baneslayer Angel cut, served no purpose other than lifelink for the Hatred but the CMC5 was too much, and only removed a single opponent. Serra Ascendant T1 "usually" puts enough pressure on 1 player (usually )), who is now on a turn timer, spending life for tutoring becomes harder, and sometimes waste time removing it. Statistically found, I was usually nearly 1 turn earlier to win with Serra Ascendant , plus overcharges me for an early Necropotence or Razaketh, the Foulblooded win or Doom Whisperer win.
Phyrexian Arena is tough, high CMC, no return. It still the second highest played card in commander, and I don't know how else to draw? Mardu is a drawing nightmare. Have to think on it, how to deal with it but agreed, same issue is with Bloodgift Demon . I've had Skyline Despot recommended has a same turn impact (draw at EOT), but also, might be ramping oppponents draw too, especially if I have no way to reconnect on attack as Skyline Despot doesn't have trample.
Gisela, Blade of Goldnight has the added benefit of removing 1-damage win-cons like Impact Tremors , Blasting Station , Goblin Bombardment , Dragon Tempest (with 1 dragon), Etc... Also puts pressure on. Usually just for a specific application though. I think my interaction package is more similar to a Thoughtseize type application, where if I can't win early, I tutor what I need to address the specific threats, instead of using Instant spell to do them? If that makes sense. Gisela, the Broken Blade i've cut.
Hellkite Tyrant was specifically answering an almost consistent Breya, Etherium Shaper deck. It's been a while since C16 set now, so definitely seeing it less and less. Might help with Teferi, Temporal Archmage or Urza, Lord High Artificer on occasion. It wasn't enough on it's own though, it also needed a Linvala, Keeper of Silence to go with it. Prior to this, I had nothing to compete with Breya, Etherium Shaper , had no way to win.
Lyra Dawnbringer is on my cut list now, might become the Sire Of Insanity or something like that. Mother of Runes works good with Master of Cruelties , also can protect Kaalia of the Vast , makes guys like Balefire Dragon unblockable too, or protects a Razaketh, the Foulblooded and becomes Tutor mana, or blocks an early Infect attack. Slow yes, but has some utility. Also can protect my Kiki-Jiki, Mirror Breaker or Worldgorger Dragon causing me to win (instead of lose). It's borderline for sure, have to think about it. Aven Mindcensor feels good, looking for a way to include him as well as the Sire Of Insanity .
Steel Hellkite I tried for over a year, I would either, not be able to connect (no trample), or when I did, not enough mana to get the threat that I really needed to remove. I gave up on Steel Hellkite , also needs a Mother of Runes for support.
Ancient Tomb is back in, can't recall why I removed it. Think it screwed me one game with the colorless, but now that I've removed most of the colorless, it makes sense. Prismatic Vista isn't great, only 2 basics (can put in the snow's but for why), I like that it filters a land out (lower probability of drawing a land), but also destroys my mana-fixing as well, so agreed, unnecessary in this build, but feels weird.
I'm probably going to continue reducing CMC and reducing land counts as you've recommended, but needs some expensive 0-CMC rocks which I don't have, or some resource planning around alt. mana sources.
Overall goal is still to build for cEDH, understanding that consistency isn't going to push into more than a Tier-2.5/3 categorization, so I'll go over High Power again later lol.
Thinking about Interaction, I really don't want to go heavy into that with things like, Dismember or Lightning Bolt would rather let the opponents use their removal, and PRAY that I can sneak through a combo. If I combo T1 it has a fairly high success rate (other than a Pact of Negation which eliminated themselves) usually don't get stopped (Odd Force of Will or Swords to Plowshares here and there), T2 is still decently good, often others are still tutoring for a T3 win, but outside of T3 or beyond, usually I need to wait until someone tries to combo, and then is stopped, before I have a chance. I just go for it whenever I can though, increases winning % over trying to strategically go for it and being too late.
I think perhaps Red Elemental Blast or Pyroblast or both perhaps will be handy, Silence I wish it had Split Second (like Teferi's Protection ) because most combos don't have a "sorcery" speed interaction so doesn't stop. Can protect me on the turn I'm going for it like another Grand Abolisher but outside of that not highly useful. Will do some playtesting with it and see if it improves my completion % for combo and increases my combo win % because that's all that matters.
I decided not to go MLD, can Stax/MLD certainly is a strategy, but prefer just to ignore others, and just go for the win myself, win or lose. Plus I don't repopulate my hand nor ramp, so probably just slowing myself down instead of the opponents. Plus I don't have a Ravages of War so would require a financial commitment, would rather focus on finding a way to go for the win on T1-T3 more consistently.
I think if you found Kaalia of the Vast wasn't competitive using MLD before you dissolved that strategy, don't think it's the right course to go down either. Would rather try some out-of-the-box planning, and see if we can get her into a cEDH, which your comments are VERY helpful, and VERY appreciated. Think I've made some decent strides, still waiting for my card order to come in the mail so I can make some more cuts/adds to the deck!
I'll reply on high power shortly since it's lower priority, and hopefully you'll see my deck going in a stronger direction. Pushing that T1 probability up is key. I keep thinking there must be a T1 with Entomb and Goryo's Vengeance that I can do somehow? Razaketh, the Foulblooded would need another enabler, but there must be someone (like Griselbrand aka Griselbanned) to win with? Hmm.
5 days ago
Hey, nice version of Scarab, great first attempt.
Some upgrades within the budget to consider:
- Wonder > Grimoire of the Dead
- Windfall > Ancient Excavation
- Diabolic Intent > Exsanguinate
- Relentless Dead > Noosegraf Mob
- Graveborn Muse > Liliana's Reaver
- Arcane Signet or Talisman of Dominance > Commander's Sphere
- Arcane Denial > Countersquall
Wonder can give all your creatures flying including Scarab. It's great with Buried Alive and Entomb to tutor for it and put it into your graveyard. Grimoire has a powerful ability, but it's painfully slow, needing four turns before you can sac it. Scarab's ability can be used on your opponents' creatures in their individual graveyards and Windfall is a wheel which makes all players discard their hands and draw cards filling up their graveyards with potential creatures to exile. Windfall is one of the best blue cards in Commander.
Diabolic Intent is another tutor that can search for any one card. Exsanguinate is a fine card, but Torment of Hailfire is better and I don't see a need for both. Relentless Dead is a good two drop Zombie and there's not a lot of two drop options. Mob is lackluster for a six drop compared to the other six drops such as Titan and Mikaeus. Graveborn Muse is very good repeatable draw with Zombies and Scarab's upkeep trigger can gain you life that you loss from Muse. Reaver is fine, but not as impactful as Muse.
Whenever you can play a two drop mana rock in place of a three drop then this change can speed up gameplay. Arcane Signet is new in the ELD Brawl precons which right now can be hard to find, but you can buy it as a single online for less than $10. Arcane or Talisman of Dominance can make black mana the turn you play it which can be helpful with so many low mana cost Zombies. The single draw from Sphere is nice, but there's lots of three drop Zombie Lords here that would be a better three drop play then Sphere.
Denial is a two drop hard counter with only one in it's mana cost making it good with a heavy black manabase.
Others upgrades to consider:
- Lim-Dul's Vault > Pull from Tomorrow
- Dark Ritual > Vanquisher's Banner
- Ponder > Consuming Aberration
- Animate Dead > Havengul Lich
- Murderous Rider or Hero's Downfall > Grimgrin, Corpse-Born
These last upgrades to consider are cutting high mana cost cards and replacing them with low mana cost cards to speed up gameplay. The five drop spot has a lot of options with Scarab as the go to play having lots of other five drops can hinder gameplay since you don't really want to play them over Scarab and having a hand full of five drops doesn't help. Good luck with your deck.
1 week ago
i feel Path of Ancestry isn't the best in here since you have a total of one creature that triggers the effect and it comes in tapped, even though it pings you Mana Confluence would be a great replacement.
Consider some Tutors like Worldly Tutor , Demonic Tutor , Vampiric Tutor , Razaketh, the Foulblooded , Entomb etc. finding important pieces to your value engine faste is always better. Also as far as sac fodder goes in a recursion deck, Wurmcoil Engine is one of my favorites.
1 week ago
Hey! So I have some suggestions: feel free to ignore any/all of them.
There's a reason Ponder and Preordain are banned in Modern, and it's because they're stupid-good cards. Being able to dig you to what you need and past what you don't for one blue mana is a REALLY powerful effect, even if the cards themselves may not look as powerful as they are. I highly suggest including them. I like that you're already running Brainstorm , though I think running two+ more fetches would be ideal; you don't want to get locked with two dead cards on top of your deck.
I do not think Path to Exile is good in EDH. Ramping your opponent in a format with everyone trying to do busted things is rarely anything short of a bad idea, and is frequently dangerous. (Note that your Ashiok, Dream Render does not stop opponents searching off YOUR spells.) As I see it, you may be better off just running another card-draw spell, which would dig you to more potent removal; I suggest Painful Truths . Three-mana: draw-three is a hard rate to beat, and I've been very impressed with it in my Tasigur, the Golden Fang list.
You have some good artifact ramp, but I think it can be improved. I really like that all your rocks are two or less mana -- three-mana mana-rocks are simply not good enough a lot of the time, especially with a four-mana commander. Unfortunately, a lot of the best ramp in EDH is very expensive: Mana Crypt and Mox Diamond come to mind. I do have some other suggestions though. Consider at least a few of the following: Talisman of Dominance , Talisman of Hierarchy , Talisman of Progress , Fellwar Stone (which is admittedly a worse Arcane Signet , but still good), Mind Stone , Everflowing Chalice and/or Thought Vessel .
Whir of Invention is a card you may wish to consider. It can grab your Bolas's Citadel late-game, but more importantly it acts as a to-battlefield tutor for things like your Cursed Totem or Skullclamp . Also, it's instant speed.
If you want to run things like Elesh Norn, Grand Cenobite or Consecrated Sphinx , I suggest you think about a reanimation package. In general, these duders will be tough to cast, and being able to cheat them into play will give you a competitive advantage. Entomb and Buried Alive are the best ways to bin your targets (though there are others, like Liliana of the Veil or your maybe-board Frantic Search ), and you can then use spells like Animate Dead , Dance of the Dead , Necromancy , Reanimate or Unburial Rites to profit for less mana than usual. Intuition is a fun (if not cheap) card to pair with Unburial Rites and some reanimation targets, thought the precise pile may be tough to determine. Also, due to your colors, you may even consider Dreams of the Dead . The cumulative upkeep can be tough, but if you run something like Jin-Gitaxias, Core Augur then you'll be able to do your damage within a turn-cycle or so, and the upkeep won't matter.
Your mana curve is pretty consistently low. I think you should at least playtest Counterbalance , since you already have the Sensei's Divining Top . Counterbalance does tend to be a high variance card, and it may end up being more of a preference-call than a meta-call. But I like it, so I figured I'd mention it.
Depending on how often you get to five mana, Divine Visitation could be a win-condition in itself in this deck. Making a 4/4 every time you cast an artifact or enchantment seems... good.
Mystic Remora is good. In less-experienced metas, it is often an Ancestral Recall ; even if people know that it's better just to wait it out, Mystic Remora will still buy you time to develop your board and make land-drops while opponents try to outlast it. Being one mana was a mistake, but it's here, so what the hell.
Right. That's all I got. Good luck!
1 week ago
Hey man! I got some suggestions. Feel free to ignore any/all of them:
There's a reason Ponder and Preordain are banned in Modern, and it's because they're good. I highly suggest running both in any blue deck -- they may not look like much, but being able to dig to what you need and past what you don't for one mana is a deal I'll take any day. You're running a good number of fetch lands, so Brainstorm is one you may want to add in there as well.
I don't know what your meta is like, but in general people need to draw a bunch of cards to win the game. Narset, Parter of Veils brings back thoughts of when Leovold, Emissary of Trest was legal... I think almost any blue deck should run her, especially since if you run Windfall (I think you should), she can win you the game. Or your Wheel of Fortune .
I don't know how this deck plays, but I suspect you'll have at least one or two creatures out at a time. If you do, Azra Oddsmaker can be a good source of card-advantage; Edric, Spymaster of Trest is similar, though better if you have dorks (see (5)). Painful Truths is another favorite of mine, as are Treasure Cruise , Dark Confidant , Dig Through Time and Thirst for Knowledge . Faithless Looting can also be pretty good.
A lot of decks run a lot of artifact ramp. Dack Fayden is a great way to capitalize on that, and if you run Notion Thief (which also pairs with your Windfall ), targeting your opponent with Dack's +1 can produce a four card swing.
Dorks. You're in green, so you have access to the best ramp in the game, aside from Sol Ring (which I think you should run). I highly suggest including any/all of the following in addition to your Deathrite Shaman : Birds of Paradise , Elves of Deep Shadow , Orcish Lumberjack , Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Bloom Tender , Arbor Elf ... Though they may not be 'dork'-ramp, I've also been impressed with Utopia Sprawl and Wild Growth , not least because these double the mana from Arbor Elf . If you end up running Edric, Spymaster of Trest , the dorks will draw you cards when you're not using them for mana.
If you're looking for the best way to generate infinite mana with your general, I think Isochron Scepter with Dramatic Reversal is the best way. You'd need to run either artifact ramp or dorks (I highly advise the latter), but it's a pretty busted combo and I think you should put some ramp in anyway. This lets you draw your deck with Thrasios, Triton Hero and then win through Torment of Hailfire or the like.
Reflecting Pool is an often-chromatic land you may wish to consider, and Exotic Orchard is frequently at least a tri-land. I may be missing something, but running Strip Mine and Wasteland to pair with your Crucible of Worlds and Ramunap Excavator seems... good.
You're running two artifacts (three, if you run the aforementioned Sol Ring ): You should give strong consideration to things like Collector Ouphe (if you don't like the Isochron Scepter loop) or even a janky Energy Flux . These'll make sure opponents don't do nasty things with their own Isochron Scepter while hardly touching you. Also, things like Ancient Grudge or By Force are powerful magic cards.
Spell Snare is a counterspell you may want to consider, as it counters a wide range of frequently played cards in EDH like Demonic Tutor , Cyclonic Rift (overloaded or not), Winter Orb , all the talismans/signets, Counterspell , Mana Drain , Arcane Denial , Sylvan Library , Chains of Mephistopheles , Abeyance , Baleful Strix , Nature's Lore ... Also, if you're in an Ad Nauseam -heavy meta (I sure as hell am), consider things like Dispel to keep those decks in check.
If your meta is blue-heavy (most are), consider some second-order countermagic. Things like Veil of Summer and Vexing Shusher can both make sure your spells resolve. Similarly, Carpet of Flowers is a good way to get free mana from blue opponents, and Pyroblast tends to be good as well.
Personally, I've found Mystic Remora to be better than Rhystic Study , if only because it is one mana. People are way less likely to pay four mana than one, and in less experienced metas people tend to let you pull off an Ancestral Recall or two in two-ish turn cycles. In more experienced metas, Mystic Remora slows the game down as your opponents wait for it to go away and you just make sure you hit your land-drops.
Multi-for-ones are pretty important in a format with three opponents. Fire Covenant has been a favorite piece of removal in my meta since it'll clear out opponents' creatures while leaving yours untouched. Hull Breach and Decimate are also good, although it is important to bare in mind that Decimate requires a bunch of different targets in order to be castable. Windgrace's Judgment and even Casualties of War are also good.
If you want to go deep into magic history, there's another way to make infinite mana in your colors in addition to (6): Worldgorger Dragon . Entomb , Buried Alive or Faithless Looting to the graveyard this mo-fo, then cast Animate Dead , Necromancy or Dance of the Dead targeting him, and BOOM you win. (In case you aren't familiar with the combo, Animate Dead returns Worldgorger Dragon to the battlefield, and then Worldgorger Dragon triggers to exile Animate Dead . Animate Dead leaving then makes you sacrifice Worldgorger Dragon , bringing back Animate Dead and then Worldgorger Dragon ... rinse and repeat. Tapping your lands for mana in between each exile trigger yields infinite mana. WARNINGS: 1. You need a second creature in a graveyard to end the loop, or the game is a draw; 2. If someone Nature's Claim s your Animate Dead while the Worldgorger Dragon is entering the battlefield, you lose everything and you're boned. So make sure either your opponents are out of mana/counterspells or you've got your own protective backup.)
I think that's all I got. Good luck!
1 week ago
Wow, thanks realsoupersand, appreciate all the work you put into this review and comment. I have lot's to work on here.
I spent about an hour making a reply earlier today, but when I clicked preview forced me to login and it was gone forever. So I decided to make some updates to the deck before responding again, here it is.
I understand and appreciate your comments about Kaalia of the Vast and cEDH, of course, your correct the play analytics certainly support the position. The meta is fairly narrow on cEDH, however, like most formats (eg: Modern), there are non-meta decks that can be competitive in the format, but perhaps not with a high degree of consistency. I feel that the ability to have T1-T4 win-cons can make it competitive in the cEDH format, and with your help if we can get avg turn win under 4 or improve T1/T2 win %, it certainly can play although being mardu, it doesn't have access to the core strengths of the Tier1 decks.
I reduced my lands count a few. I read an article and ran their statistics through a bunch of models I created based on the raw data. Their conclusion, and my analysis verified, there is a co-relation between playing or missing a T3 land drop and your winning % in commander. At my previous lands, I still miss the T3 land about 20% of the time. I'll see how the reduction in lands impacts those statistics. I removed Rugged Prairie , but the other 2 filter lands, provide additional conversion avenues for a Turn 1 win, so although not the best lands, the higher T1 win % benefits from their inclusion.
I also hate any land that ETB tapped like Hall of the Bandit Lord . The way I was thinking about it was, Dragon Tempest is CMC2 (but active that turn if I have mana to play something), if I play Hall of the Bandit Lord tapped on T2, it is only CMC1 because I still have my T1 land available (although it doesn't do anything that turn). Haste is important for utility, I didn't include it for a long time, then added it back to see if it brought my avg win turn down, will do some testing with it in and out.
Yawgmoth's Will mostly has been beneficial. Although its CMC3 (terrible), assuming I have a Fetch land in the graveyard, and don't have a land drop in hand, it can play the fetch, so in some cases it's a modular ramp. Also, it can cast a Karmic Guide (we'll get to her) to start the Infinite Combo, also, it can cast a Reanimate or Animate Dead to do the same, or be a Demonic Tutor /modular tutor/removal, etc. Also, with the inclusion of Worldgorger Dragon Infinte Mana, going to allow me to play my entire graveyard in a single turn. It helps with improving the T3 and T4 land drops % and provides as good a ramp as mardu is going to get.
Mox Diamond unfortunately I don't have one, I have several decks including this one that need it, but it's not budget friendly either, so going to be a future add whenever I can get my hands on some. I'll see what I can do with artifacts to get to a reasonable consistency on Mox Opal going to take a while to make all the updates and buy some cards. Arcane Signet still shows as Illegal in commander, I assume the Brawl decks will be released soon or else tapped out will update their system. It's the best CMC2 rock, it will be in there whenever legal.
Diabolic Intent has only screwed me once so far, outside of Grand Abolisher there isn't anyone (including Kaalia of the Vast ) that I won't sacrifice to pull my combo piece and go for the win. It usually finds the last piece. Mausoleum Secrets works nicely with Buried Alive and Entomb to pull the Reanimate card. They are not the best, they were includes for testing purposes, I just find I need more tutoring to be consistent so having CMC1 and CMC2 tutors with conditions is still useful, I wish there was better options for mardu. I'll keep evaluating them, if they are unplayable when drawn in too high a % of circumstances they do not add value to the deck.
To replace the Swiftfoot Boots I added Idyllic Tutor , I know you didn't suggest, but with Worldgorger Dragon in, any way to pull Dragon Tempest for haste or Infinite damage or Animate Dead feels right? Steelshaper's Gift with just Lightning Greaves does feel weird. I'm wondering on the Swiftfoot Boots though, the Equip 0 is key certainly on Lightning Greaves , but usually just throw it on Kaalia of the Vast maybe a Grand Abolisher so Steelshaper's Gift + Lightning Greaves is similar CMC to Swiftfoot Boots and equip () but of course not playable on T1 (boo). I'll try with boots out and keep the tutors in, see how consistently I get to haste when I need it to drop a Razaketh, the Foulblooded , would never want to be waiting for haste when I have a win-con in hand.
As you mentioned Sensei's Divining Top works well with Dark Confidant , but mostly I use it to enable same turn Vampiric Tutor / Imperial Seal or to ensure I get the lands I need or try and find an ADD to resolve if Kaalia of the Vast is available and don't really need the mana. Also, if I have nothing else, it's a good random draw chance to stop a win-con or pull a tutor (and shuffle it away! happens so often).
I'm thinking on Tymna the Weaver seems not bad, I don't play to her strengths but still viable as mardu can't draw properly.
About 40% of my wins are my primary win-con of Buried Alive + Reanimate , Karmic Guide is the enabler. Even when I draw her to hand, CMC5 is still playable, or cheat-able with Kaalia of the Vast . She did combo with Reveillark but that wasn't working, Reveillark was too high CMC. She re-pops a Razaketh, the Foulblooded then he sac's her, outside of the primary win-con, its never a dead draw usually. I put Dance of the Dead in, but now, I'm thinking Necromancy is better, because it also works with Kiki-Jiki, Mirror Breaker as well. Might swap the Dance of the Dead to Necromancy if I have one, I'll check tomorrow.
Dismember I like, play it in Modern even, Fire Covenant makes sense, but feel I would rather just Tutor Toxic Deluge which can remove indestructible and not have the duplication. Usually, I just try and win instead of disrupting, just let the Counterspell players stop the others, that opens a windows sometimes for me to try going for combo. I hate how Red Elemental Blast and Pyroblast are potential dead draws, but realistically always of value. Similar to a more generic Silence (wish it had Split Second), probably need them, need to review for more cuts. Path to Exile is a CMC1 exile, so it's good for decks that rely on commander (understanding they often don't care if they are removed because that is too late), I also use it as a modular ramp card, CMC1 to pull a land into play. I haven't found it hurts me most of the time, it's usually stopping a go for the win (like a Laboratory Maniac or something), usually wouldn't play it to enable a win.
Thoughtseize and the like, one of my favorite cards BTW, I found just hurts me and 1 player. Gives a wide opening to the other 2 players to go for the win, and now I'm short on card advantage, draw poorly, and disabled a player potentially that could have stopped the win. If it's pre-emptive (like Silence ) before going for the win, do I really want to increase my Win-Con by CMC1 or wait that extra turn to have the mana, or just go for it now, and maybe win? Tough to tell. Again too, wherever I can would rather go for my win than stop others win.
I'll have to go over creatures responses tomorrow as I'm out of time tonight, my earlier message addressed everything plus a bunch of cards I'm considering putting in and your opinion on those. For another night!
Thanks again for the fantastic input, I'm really working on making the changes. I ordered a bunch more cards on Card Kingdom today, so in 7 days free shipping, should see some more changes coming down the pipe. Also going to continue reviewing your recommendations and deciding on cuts tomorrow and over the upcoming weekend.
Entomb occurrence in decks from the last year
All decks: 0.39%
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 0.69%