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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Artifact Creature — Human Soldier
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays , where X is this creature's power.
2 weeks ago
Omen of the Sun on curve and useful.
Knight-Captain of Eos might be overkill but something to do with all those soldiers.
Field Marshal great lord.
Esper Sentinel quality 1 drop, artifact AND a soldier.
2 weeks ago
Thanks for your thoughtful feedback and I am glad you are enjoying Giada! I wanted to take a second here to make an important philosophical point about both playing this deck and playing commander in general. The point is simply that how one plays the deck is just as important as how one builds the deck. One of the deficiencies of a lot of deck hosting sites (not Tappedout) is that they only allow lists and not comments or primers, and some other sites that allow primers hide them (ex. Moxfield). This fosters the mentality that we solve most of our problems in magic gameplay with deckbuilding and not play sequencing.
I can't speak to your or anyone else's experience with play since I wasn't there, but I can say that often times when my friends play this deck they have had this problem, and yet I've never had this problem myself, despite playing with a lot of different play groups. This is why I take such care in writing my primers, because I know the deck won't be good if not played in a certain way.
Playing aggro is particularly challenging in EDH because the threat you pose is always obvious. I've played a lot of sneaky combo decks where people ignore you till you combo out, and where I have a lot of control pieces to threaten them with if they mess with me. Aggro is tougher, and learning to play aggro in EDH is more like playing midrange in other formats- you have to keep the pressure on while always resisting the urge to overextend yourself. You almost never want to dump your hand, and you need to make sure you have a card draw engine in place- don't keep an opening hand if you don't! There is an inherent tension between moving the game forward while holding back with a clear back up plan for when they blow you out. When you don't have that plan you need to be careful not to draw too much aggro until you do.
You mentioned Giada dying as well. There was at least one game where they killed Giada four times. I still kept the pressure on and won the game even without her, and even the mana to spare to recast her all those times. They later regretted targeting her and wasting their removal when there are much scarier threats in the deck. Once again, people try to solve this problem by putting in all sorts of protection pieces for her. In my view, this is unnecessary and wastes slots on stuff that doesn't synergize with the rest of the deck. If they are motivated to kill her they will, but you can win without her. In the storyline Giada died to save New Capenna, and we are happy to sacrifice her a few times as well since she is low cmc and comes back easy when we need her. Because we have low cmc, as long as we keep getting lands and cards we can just keep pumping threats out faster than they can keep up with.
I personally think the weenie approach is the optimal way to play Giada, but that isn't saying that other approaches are wrong, since some might want to play her this way and ultimately commander is a game of self-expression in both deckbuilding and play. Some, for example, just want to play battlecruiser angels because battlecruiser angels are fun. I don't personally feel this approach gets the most out of Giada's abilities, but if someone finds that it is fun to play and enjoys that approach then more power to them!
As regards budget, it ultimately doesn't have too much to do with it. I am adding Smuggler's Share now that the price is what it should be, but I don't think the deck would suffer much without it. And most people I play with are smart enough to pay the tithe on Esper Sentinel, meaning that it would be less reliable draw in this deck. I may eventually add it anyway since the tax is its own sort of advantage, but I am not quite convinced it is worth it yet (though I am open to hearing from those who have used it in this list). Avacyn, Angel of Hope feels like she belongs in the deck and may go in one day, but the high cmc is it's own drawback. I don't think more money will make this deck substantially better- it mostly improves via experience with play. I spend a lot of time after games analyzing moves I should have made better or whether I should have kept a given opening hand, and these things have improved gameplay the most.
I do want to emphasize that I don't say any of this to question the quality of your or anyone else's gameplay or tastes in deckbuilding, but merely to make a point I've found helpful in EDH generally and with this deck in particular. When I first started playing I modified my decks a lot when games didn't go right, and I found quickly that extensive modding often ended up breaking things that worked and often didn't fix the problems, causing me to be more conservative with deck modifications and more reflective on lines of play and the deckbuilding philosophy most suitable to a given general. At any rate, I hope these reflections are of help to someone!
1 month ago
So, this is my current thinking for this list - basically moving Thalia to the sideboard, and trimming some cards i’d rather not see multiples of. Also ditching Ephemerate:
3x Marsh Flats
2 months ago
Thanks! I will. I'll probably add some cards soon- I've been looking so slot in Esper Sentinel and/or Smuggler's Share, and I'd love to put Avacyn, Angel of Hope in, so those may be coming depending on how my experiences are going. I'll probably put down a few more gameplay reports too.
I'm not running Maskwood Nexus and never have. It's on the maybe-board because someone suggested it, more for the second ability than the first. Making a changeling every turn is a way to pump out angels/counters and some may choose this, but I personally don't like changelings in this deck and as such am not running it, and probably won't. Gauntlet of Power is a good card and is very similar to Caged Sun. The reason I am not running them is that they are too mana intensive and often get destroyed before you can take advantage of them. That being said in a slower or more removal-light meta they can be amazing.
2 months ago
Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.
You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.
I'd suggest going for some fetches, checks, and shocks like:
I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!
Don't tell Rett I gave you so many suggestions XD
2 months ago