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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Ghired, Conclave Exile
Legendary Creature — Human Shaman
When Ghired, Conclave Exile enters the battlefield, create a 4/4 green Rhino creature token with trample.
Whenever Ghired attacks, populate. The token enters the battlefield tapped and attacking. (To populate, create a token that's a copy of a creature token you control.)
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5 months ago
I have four precons here that I'm upgrading: Ghired, Conclave Exile, Anje Falkenrath who is being swapped out for Chainer, Nightmare Adept, Kadena, Slinking Sorcerer who I just posted another help request about, and lastly the spirit precon here.
This one is by far the weakest and worth the least, and quite frankly spirits aren't great to begin with. Now, this question is really a matter of opinion I suppose, but it'd be great if someone could recommend a commander or some cards to really boost up the power level, but not ones that are super pricy.
The main problem with the deck is that it's hard to get set up, and once you are set up, a board wipe is basically impossible to recover from. Not to mention that if I am set up and not hit with a wrath then my 1/1s will only do so much.
The deck also seems to have some tapping synergy as well as investigation. I'd be more than willing to mostly revamp the deck, but I kinda need some suggestions first because I have zero clue how to start.
Sidenote ranty tangent here Show
Or for what happened to my dad, who bought these decks on a whim, was not knowing that spirits sucked balls and then, again, getting ROFL-stomped because someone else happened to pick a stronger deck.
I think this really comes down to playtesting and an approximate level of evenness between all of these precons. Not to mention that it can't even be power creep, since this bad boy came out 2021 and the others (I'm fairly certain) came out in 2019.
And I know the precons can't be, like, busted or have super valuable cards, but these other three are, in all honesty, pretty kick-ass. Why the downgrade?
At least I think they learned their lesson, somewhat. The WH40k precons were pretty heavy metal and had little-to-no fat in them, so that's good at least.
That said, the ghosts need to be doing the ROFL-stomping, WoTC.
And for the record, I'm not like totally livid about this, I'm just bored and rather verbose. It's a bummer, but that's about it.
Okay, rant ended.
6 months ago
Been a second since I changed anything, deck was overdue for a little update. A newer player in my playgroup plays a Kardur, Doomscourge deck, and I read an article recently that talked about how to combat power creep in a playgroup in ways that are fun and interesting for everyone. And the article talked about building decks with your meta in mind, or at least coming up with ways to combat specific decks that you are likely to see, and in the interest of full disclosure, I don't often do that. I find myself building decks that excite me from a mechanical perspective, and then fine tuning the deck relative to my playgroup through playtesting, and in this way letting the meta affect my card choices for slots in my 99. I don't think it's a bad way to deck build, but I think I ask others for their opinions a lot (sorry Crow-Umbra), and that it's a result of me not looking at my meta in particular. I think that thinking about my card slots in terms of what I'll sit down and face on any given play night would actually have me asking less, or maybe just different questions of what my deck should be doing to accomplish its game plan.
Okay, so that's a long ramble, and all of this is to say that against the players in my play group that field decks that put up big bodies that I can't swing into (Gargos, Vicious Watcher, Ghired, Conclave Exile) or their decks go wide enough that they can chump block my creatures to death (Edgar Markov, Ghired, Conclave Exile, Alela, Artful Provocateur, Marrow-Gnawer, Isperia, Supreme Judge, Lathril, Blade of the Elves), or they play Goad (Just the Kardur, Doomscourge Deck currently), I need more protection for my attackers. Now Crow-Umbra mentioned Reconnaissance way back, and I kind of slept on it because I thought (incorrectly) that it would hamper my ability to do damage, but still offer me the benefit of vigilance. But I realized that after the errata by Magic in creating multiple combat steps, that I can still use Reconnaissance to untap my attacking creatures after they've dealt damage, during the combat end step, thus allowing me to "have my cake and eat it too." So I was wondering what to cut, and I landed on cutting Curse of Opulence. It is irritating to the player that it gets put on, and it's hard to assess as early as turn one who the biggest threat will be, and it embitters whichever player I put it on against me, so even though I get ramp off of it, and other players do too, it doesn't really do me too many favors. So Curse is out, Reconnaissance is in.
7 months ago
Hey Crow-Umbra, I finally got the chance to play Isshin in a pod a few nights ago! All of my playtesting has just been me playing Isshin and a friend's Mayael the Anima against each other online. It has helped me learn to assess threats to my deck's strategy in a 1v1 setting, and in 1v1, my Isshin deck is feels solid. But since I'm the only one doing the playtesting, I don't play more than 1v1. But maybe I should. That's a good thought to explore.
But. 1) What's your win rate with Isshin in your pod? 2) How do you win with Isshin in multiplayer? Not you specifically, but more generally, how does one win with Isshin in multiplayer, thousand-foot strategy and all that, although obviously I also want to know how you specifically win with your Isshin deck.
Thoughts on the two mutliplayer Isshin games:
The deck had a very Purph feel to it, and it was fun to play at the table and watch people get burned down. But I was first out in game one and second out in game two. There was way more interaction and removal at the table than usual, mostly from my side, especially a few great board wipes in both games. But I lacked the card draw and mana to get back up and running faster than other players after the wipes.
So what do I do? Lean more into group slug, i.e. put in Impact Tremors? Lean away from wipes and focus on ramp and draw? More protection for my creatures? Anyway, these are just some thoughts I'm kicking around. The finer points of piloting that I'm still struggling with and would love some input on can be articulated as thus.
3) In thinking of actions I could have taken differently in my games to better my chances of winning, I reasoned that I could have assessed who was the biggest threat at the table (I actually knew this both games, but more on that in question two) and just directed all my damage output to them first, thus knocking them out. Then I would turn on the other two players and gut them. I COULD play this way, but my feelings on playing that way can best be described as distasteful. I don't want to be a bully. Maybe more specifically, I dont want another player to have to sit out for a long time because I gunned them down first and then have them watch me slowly debone the other two players. Seems like it might be unfun for them. But is that a route to victory? I mean, if I'm going to become the archenemy right away because of the fast aggression of the deck and the quick changes to my board state, do I have to embrace that mindset? Which leads me nicely to question...
4) As the only deck in the meta with a robust removal suite, I played both games with a strategy towards parity for all players so that everyone could be at the table for as long as possible. Is this a bad strategy? To better define "parity for all" I'll give you an example. I knew the biggest threat at the table in game 1 was the Ghired, Conclave Exile deck, and I rightly removed its Anointed Procession when it was played, because I knew how out of hand that could get, but I held myself back from using more removal on its Garruk's Uprising in the vain hope that the other players at the table would understand the threat it represented and use their own removal on it. I also held back because I didn't want the Ghired player to feel unfairly targeted by my removal, even though I knew how big of a threat their deck was (The other two decks were a SLOW and poorly tuned Arixmethes, Slumbering Isle and the Isperia, Supreme Judge pre-con unchanged). When playing aggro (or maybe even magic in general), is playing for parity possible if a player is trying to win?
Now the last question is probably more of a style of play choice, but comes from the same place as the others.
5) I noticed that board wipes kept me in the game, and kept the game going, but at what cost? As I may have mentioned before, our meta is very little permission and removal, and we often get 3-4 games in over a 3 hour period. We seem to like this pace of play, as it allows us to switch up decks, try new things out, and everyone gets to do their thing. With a board wipe, it kept everyone at the table longer because the games lasted longer, but we only got 2 games in over the course of 5 hours. They were much closer games, with lots of back and forth, which kept it engaging, but maybe it would have been better to scoop and get more games in? My problem with board wipes is more a two part question I guess. Part I) How do I recover more quickly after a board wipe than my opponents? Do I need more card draw? Do I need more protection to keep my creatures around? And Part II) I guess this is similar to question four, but when is the right time in an aggro deck to play a board wipe? How do I threat assess the table correctly to say board wiping now will help me close out the game in a turn or two? And maybe more broadly, if my philosophy has been in almost all of my decks so far to win in a big flashy play all in one moment (infinite combo or alpha strike), do I need to shift off that playstyle in order to play a low to the ground fast aggro deck with a hefty removal suite? Is there a way in Isshin to have a big flashy win besides building board state over turns? Is that leaning more towards group slug?
Anyway, this is a massive post, and I know that it is an investment of time and energy to read all of this let alone answer all or even any of these questions, so if you have any thoughts that you want to share I am very appreciative that you took the time to read all this and come up with a/some response(s).
7 months ago
Generally speaking, each of these commanders can be done in a powerful way, but they differ quite a lot in playstyle.
Emmara wants to enter early and get a way to tap her, resulting in incremental value. Neyali wants you to produce a few tokens and then drop her with more Mana to spend while already attacking that turn with some tokens.
If either of these playstyles is your jam, go for the seperate decks solution. If you want something else, take a look at possible commanders and go for it. Jetmir would work, but there are more options.
Ghired, Conclave Exile can be done, but he usually wants bigger tokens, and not puny 1/1s. This would be a great home for Neyalis anthem effect, and her attack trigger will do some work there, as well. Emmara isn't too good here, but the cards from her precon might still be fine (don't have the list at hand).
Hazezon, Shaper of Sand could be fun with the token focus, but he really needs deserts. Then again, many landfall cards produce tokens, so it could be done.
Jinnie Fay, Jetmir's Second could be quite fun as a way to improve your tokens (would also combine neatly into Ghired).
Marisi, Breaker of the Coil wants lots of small creatures, but isn't usually build as a token deck. It's possible, I guess.
7 months ago
For me, it depends on several factors.
One being what deck am I playing. I have (or rather, has) some decks that excelled at focused damage to drop a body asap. So all damage relentlessly went toward one opponent, who was chosen based on their Commander - e.g. the biggest potential of being a threat. Such as Edgar Markov. This is how my Lathliss, Dragon Queen deck would win.
Other decks, it makes more sense to literally "do nothing" and quietly piece out a winning combo and overrun the boardstate within a single turn. My old Ghired, Conclave Exile deck was able to do that quite effectively.
Other times, a deck played best via threat assessment; What was the most problematic boardstate, and how can I disrupt it? A prime example of this would have been my really old Mogis, God of Slaughter deck in which it was mostly just spot removal. Rakdos excels in creature removal, red has artifact and land removal, black has wraths and discarding. Then Mogis has indestructible and just sits there grinding down the game. A war of attrition, truly.
Then again sometimes the goal isn't to win but to just have fun. My Karametra, God of Harvests deck is a prime example. It was essentially Soul Sisters turned EDH and it's "wincon" was combat damage by overrunning the boardstate with a bagillion 1/1 tokens. But even if I had 647 power online ready to attack and 838 life, I wouldn't. Because at that point all three opponents would very obviously be seeing me as the biggest threat and it became a game of Archenemy. And the fun there is watching all three of them try to take me down, and fail. And when it finally did happen, we all had a blast.
Sometimes I build a deck just to let my inner Timmy take hold. That's my Miirym, Sentinel Wyrm deck. Can it win? Yes easily. Does it always win? No. Is it fun to play, even if I am losing? Absolutely.
So really, the "way" I play largely is determined by which deck I am currently using. That being said, sometimes there is a clear asshole player who needs to be put in their place. I've had experiences where I've been the sole focus for assault by a single player for several games in a row. So when I finally have the upper hand, I'll take what I can get and throw everything I've got at them. And of course, they'll bitch and moan and cry and throw a temper tantrum about it all, citing how it isn't fair that there are three opponents and I only attacked him. Well yeah, you have three opponents and I'm the only one you targeted for the past three games. So shut the fuck up, buttercup.
I would wager that while the way Command Zone / Game Knights plays is how most players would want it as their ideal, largely most players do not play this way. I am willing to bet that MOST tables don't play with politics in mind, making deals and crafting plans. I would wager MOST tables sit down with random players at an LGS or a college campus and take what they can get, which means you aren't all friends and don't know each other's experiences. And even if you do, Jimmy and James have decades of entertainment experience between them, whereas we do not. So the showboating and glamor and humor likely just isn't there. And with that, I highly doubt much focus is put on "OMG guys we REALLY need to get rid of XYZ! Okay, if someone lets me resolve this, then that can allow someone else to do this. I won't attack anyone for a turn but we need to stop XYZ or it's game over!"
No. Most of the time it's going to be: "Damn that sucks. Not my problem though. At most he can deal 13 damage and you're at 8 and I'm at 30. Good luck."
We may not actively want to see other players lose, but I bet we also don't actively try to stop it, either.
TLDR - Depends on the deck and if someone has been an outstanding asshole or not.
8 months ago
@Last_Laugh Got it. Do you feel like your meta doesn't have a lot of other go wide players in it? My meta has an Edgar Markov deck, a Lathril, Blade of the Elves deck, a Rat Colony deck, a Ghired, Conclave Exile deck, and a Purphoros, God of the Forge deck, among others. I guess that has kinda affected my viewpoint on what tapping a few creatures per player is worth. But I can see it still having value in terms of getting through if all the opponent has is one or two big threats. And that makes sense about making changes. I just built, online only currently, my first Isshin deck and I am looking around to see how other people have built theirs. Thanks for any tips and feedback in terms of how games have played out and what works well in your deck!
8 months ago
The plan was to make this token themed correct? Assuming that's still the case, I would definitely like to see more producers and support. Some ideas"
Deep Forest Hermit - producer Tempt with Vengeance - producer Anointed Procession - support Ghired, Conclave Exile - producer Jetmir, Nexus of Revels - support Assemble the Legion - producer One Dozen Eyes - producer Rith, Liberated Primeval - producer
Aside from that I feel like Master Warcraft is a must here. Soltari Foot Soldier is a cool possibility to trigger Marisi and Soltari Champion could be kinda scary. Mother of Runes also seems really good here. Trample lands like Kessig Wolf Run and the rage pits could also be nice.
8 months ago
I shall share everyone's hope that the new Atraxa is referencing tribal cards and not introducing a new card type, because why would the game need a new card type after all these years?
KBK7101, also, the new Tyvar is black/green, so I suppose that WotC did not feel that it was necessary to have two planeswalkers of that color in this set.