Artifact — Equipment
Equipped creature has deathtouch.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Gorgon's Head Discussion
1 month ago
Depending on competitiveness and mana curve etc. I avoided cards that use the exert mechanic and otherwise required combat phases to trigger their tap effects. All of these cards do something when either tapped/untapped or in some cases both. This is by no means an exhaustive list
Arbiter of the Ideal, Augusta, Dean of Order, Ballynock Trapper, Daring Thief, Fallowsage, Goblin Sharpshooter + Basilisk Collar/Gorgon's Head, Thermo-Alchemist, Wake Thrasher, Mikaeus, the Lunarch, Thraben Doomsayer, Merfolk Looter, Goblin Welder, Merrow Reejerey
6 months ago
Boy Howdy, that's a LOT of land! Your commander does scale with the amount of land you have in play, but I don't see a lot of interaction with opponents in the deck or card draw. So consider this: I agree that you'd probably want to play a bit more lands than in a typical EDH deck, but I could try to aim for somewhere around 40 lands. That way you still hit your land drops into the late game AND you reduce the risk of durdling into lands when you need action late game.
In terms of early interaction, I can see this deck being flooded by decks that go wide. So something like Hurricane may help, as it can even double as a wincon late game. Beast Within is a decent catchall answer for problem creatures. Terastodon and Bane of Progress are late game threats that sweep the board and can hinder opponents if ramped out early. Wood Elves is another just general green staple that ramps you at 3 cmc.
Also consider things that can give your creature deathtouch. With Deathtouch and Trample, 1 damage is enough to be considered lethal to any individual blocking creature, making the rest of the damage spill over. With your commander having the potential to be in the stratosphere with attack, it'd be a headache to block in combat. Basilisk Collar Gorgon's Head and Quietus Spike pair extremely well with your commander!
Also, just a recommendation, if you go more with a landfall theme, some of the fetch lands or things like Evolving Wild are ways to get multiple land drops per turn and thin the deck out a bit!
Good luck beating down some commander players!
6 months ago
Looks good so far. You might like these: Wyleth, Soul of Steel , Empyrial Plate , Kemba, Kha Regent , Valduk, Keeper of the Flame , Loyal Apprentice , Skyknight Vanguard , Koll, the Forgemaster , Captain's Claws , Haazda Marshal , Jor Kadeen, the Prevailer , Fireshrieker , Gorgon's Head , Blackblade Reforged , Krenko, Tin Street Kingpin , Bone Saw , Bonesplitter
6 months ago
Ok, here's a little bit of analysis to consider. Break it up into some comments to read. These are opinions based on experience, playing and watching lots of commander content over the years, doesn't account for your specific playstyle or how you have fun playing commander which are certainly as important of decisions, as is card selection.
You are very low in the mana curve, 11 1-drop, 21 2-drop, 15 3-drop, 16 4-drop, and Orzhov () has lots of pips, but mana ramp is critical to getting your plan onboard as quickly as others, having mana available to advance board state/gain advantage and have interaction, and landing your larger threats sooner.
Sol Ring (CMC1 for 2 = +1 mana) is a must include.
Orzhov Signet I personally don't like (CMC3 for 1 = -2 mana) but also you're in which doesn't ramp as it's core strength.
Arcane Signet (CMC2 for 1 = -1 mana) is a must include, there are only a few archetypes I wouldn't play this in and usually only .
Talisman of Hierarchy (CMC2 for 1 = -1 mana) is a must include in .
I would start with that at least, some fringe ones I like are: Burnished Hart (creature/recursion), Commander's Sphere (draw), Mycosynth Wellspring (to hand, fringe), Pristine Talisman (lifegain, fringe), Solemn Simulacrum (ramp+draw!), The Birth of Meletis (doesn't help with , but ramp, 0/4 blocker, lifegain? it has it all!), Wayfarer's Bauble (ramp).
On a premise of battlecruiser/low/mid power 3-6 I DO NOT recommend these, but there are stronger options out there beyond 6: Phyrexian Altar (combo builds), Mana Vault , Mana Crypt , Chrome Mox , Smothering Tithe , Land Tax (Might not be bad in this build)
Honestly on a Avg. CMC 2.99 mana curve, I would likely have 10-12 ramp.
Some potential cuts for these:
Gorgon's Head you've got plenty of deathtouch already, it's not pairing with a Viridian Longbow strategy or anything, it's redundant, but also the worst. Easy cut. (We can get to Open the Armory / Steelshaper's Gift later)
Pierce Strider CMC4 for a 3/3 is just plain bad, the idea is play, do 3 damage, block/sac it, noone going to pay 3 to prevent it? but they will because it's going to do 3 anyway on return, and if your using recursion on this, your making the wrong play as it has no value engine on it. Easy cut.
Creeping Chill for CMC4 sorcery is not great, you're not playing a mill strategy so you're not really casting it for free often. It's not a strong play, we can find better ones, like ramping into Athreos, God of Passage sooner.
Font of Return for CMC6? Yikes. (CMC2+CMC4 for 3 creatures to hand is not great, we can get them on the battlefield for that high a CMC).
Angelic Gift hmm we have flyers, with deathtouch, it replaces itself (draw a card) but unless we flickering it ( Ephemerate or Brago, King Enternal something like that, it sets up easy 2-for-1 if an opponent has instand speed removal.
Topic: Lands! (Umm!)
Average Distribution Build: 38 lands
Average Budget Build: 36 lands
Average Expensive Build: 37 lands
Average Aristocrats Build: 35 lands
Average Reanimator Build: 31 lands (closer)
Your Build: 30 lands (Umm!)
No way you can run 30 lands, and 0 ramp in this deck. I wouldn't shuffle this deck with less than 33 lands, probably 34-36 if I'm playing enters tapped/utility lands. I might (maybe not) go to 33 lands with 9+ ramp spells, but even then, 34 would feel better.
Do you have a combo with Piranha Marsh like Worldgorger Dragon does, if not, just delaying yourself for little value (1 damage). Kabira Crossroads in this same bucket, it's just not work the tapped mana.
Let's be honest, lands SUCK, they are too expensive! Here is a list of lands you should look at:
Lands I don't suggest: Evolving Wilds / Terramorphic Expanse (<$1 fixed color), Scoured Barrens (<$1 fixed color), Isolated Chapel ($6, Not bad but not T1 land), Myriad Landscape (<$1, slow), Temple of Silence (<$1, scry/slow).
Have to head out, I'll review more topics and recs later, but here are some other cards can come out for mana. Gorgon Flail it's on theme and not bad, but let's get that Basilisk Collar or Quietus Spike instead. Soul Stair Expedition I would rather Animate Dead or Reanimate to the battlefield right away, not have to wait for lands (it still sacrifices itself). Not Forgotten we have better removal. Have to head out now! More later to read. :) If it's too much info, let me know!
7 months ago
Hey! Sounds like you have two cool decks brewing!
I'd recommend playing around 37-39 lands in a deck like this! Your average mana curve is between 5 and 7 mana, meaning that you really want to play a land every turn for the first 4-5 in addition to your ramp so you can start playing your big creatures!
On the first look, I'd suggest cutting the following:
Also some minor budget upgrades: I'd switch out Manalith for something like Pristine Talisman or Darksteel Ingot , as it acts like a manalith with an upside. And Trading Post is an awesome utility card that just does a little bit of everything!
Also, with your abundance of big mana producing rocks, Voltaic Key and Manifold Key accelerate your plan further, so maybe cut some of the more expensive creatures that produce mana for a few of these smaller cmc stuff!
Good luck with your brew!
8 months ago
Looks good. You might like these: Darksteel Myr , Adorned Pouncer , Fencing Ace , Aven Sunstriker , Signal Pest , Haazda Marshal , Celestial Crusader , Paragon of New Dawns , Accorder Paladin , Consul's Lieutenant , Kangee's Lieutenant , Pianna, Nomad Captain , Soltari Champion , Inspiring Unicorn , Skeleton Key , Gorgon's Head
8 months ago
You might like these: Puresteel Paladin , Wyleth, Soul of Steel , Valduk, Keeper of the Flame , Armament Master , Champion of the Flame , Kemba, Kha Regent , Settle the Wreckage , Sword of the Animist , Reyav, Master Smith , Gorgon Flail , Gorgon's Head , Weathered Wayfarer , Expedition Map , Halvar, God of Battle Flip, Evolving Wilds , Ruin Ghost
9 months ago
A commander deck needs to be 100 cards (including your commander) so we should try to find some cards to cut. Lobe Lobber is an obvious first choice since it's not legal in EDH. I think you could also cut some enchantments and artifacts since your commander already gives your creatures deathtouch. Gorgon Flail, Gorgon's Head, Gift of Doom, Archetype of Finality are all probably good places to start. Playtesting should also be able to help you find which cards don't come up often/just can't be played. Kiki-Jiki, Mirror Breaker, Phage the Untouchable, Magus of the Wheel, Wurmcoil Engine, and Xathrid Gorgon are all good cards but might not be useful in this specific deck. I'll try doing some playtests too, but I think getting to 100 should be your top priority for now. Commander is a tricky format to build for, but your definitely on the right track! :)