Gyruda, Doom of Depths
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Gyruda, Doom of Depths

Legendary Creature — Demon Kraken

Companion — Your starting deck must contain only cards with even converted mana costs. (You may reveal this card from outside the game before you start and declare it as your companion. If you do, your deck must follow the companion's restrictions. You may pay to put this companion from your sideboard to your hand at any time you could cast a sorcery. This action can't be interacted with or countered. You may only choose one companion for your deck before the start of each round.)

When Gyruda enters the battlefield, each player mills four cards. Put a creature card with an even converted mana cost/mana value from among the milled cards onto the battlefield under your control. (To mill a card, put the top card of your library into your graveyard.)

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PolarisFluff on Marchy March and the Funky Bunch

1 year ago

scotchtapedsleeves Thank you for the reply!

Fell Stinger is cool, but they also just printed Triarch Praetorian! I guess I was worried that cards like this wouldn't have targets when they entered, but I don't have to sacrifice every creature that has a counter at once.

You're totally right about Blood Artist. I was thinking to myself, "Why the hell did I even add this?" lol. I kept pinging myself with it because I didn't want to be the highest life total.

Vengeful Ancestor was a pet card but it can totally go. Same with Gyruda, Doom of Depths. I wanted to try and make the deck different than most marchesa effects, but some of the cards just don't end up playing well.

Don't you diss Woe Strider! It costs a little more, sure. But it also makes a token itself so it functionally has scry 1 on etb attached, and it can escape from the yard with +1/+1 counters if it somehow gets dumped.

Faerie Artisans is unironically maybe one of the strongest cards in casual. The particular synergy in marchesa is that if you sacrifice it, you get to keep the last token that it just made even when it comes back, since it's a new object. It also draws much less hate than direct theft.

What's the point of Rakdos Cackler as sacrifice fodder if we're not running aristocrats effects?

Thran Vigil seems absolutely terrible. It gets you a single +1/+1 counter per round. Not even per turn. It only triggers on your turn, and only at most one counter on your turn.

Ravenous Chupacabra too expensive? What is cheaper and repeatable?

scotchtapedsleeves on Marchy March and the Funky Bunch

1 year ago

Hey! Coming over from Reddit to give some advice.

First off, some overarching themes that I notice:

  • Draw vs Card Advantage - A lot of the cards in your "Draw" category don't actually provide any impactful draw, only scrying and cantrips. I'm an enormous fan of Fell Stinger and Thought Sponge. Easily repeatable draw effects that dump cards in your hand. Scry isn't useful unless you're drawing a ton of cards or are doing some topdeck manipulation.

  • Your creatures are too big - Marchesa appreciates small bodies with big effects rather than big bodies with meh effects. For this reason, I would take out Combustible Gearhulk, Vindictive Lich, Vengeful Ancestor, and Gyruda, Doom of Depths. Playing lots of small, cheaper bodies lets your deck fly under the radar until it pops off. It will also give you more targets for Imperial Recruiter.

  • Aristocrats style - Marchesa doesn't play like your typical aristocrats deck, Blood Artist isn't very effective when you're only sacrificing 2-3 creatures a turn. It's also counterintuitive to Dethrone. Abusing ETB and LTB effects is more important than slowly draining opponents

  • Not enough counter distribution - You only have 5 cards under counters and they're all either situational or restrictive. Drop some Thran Vigil type cards in there and you'll go far

Overall, you're too reliant on creatures for draw, removal, etc. Run some efficient draw and removal spells

Next up, cards I recommend removing. I've playtested most of these and they're not nearly as impactful as they seem.

  • Blood Artist - Covered this above, you don't want to gain life
  • Combustible Gearhulk - Opponents will often just take the damage early game and late game you do NOT want to be spending 6 mana on a 6/6 with no impactful ETB.
  • Vindictive Lich - An alright card, not fantastic though. I'm very pressed for 4 drops in my deck so it didn't make the cut.
  • Vengeful Ancestor - Not a very impactful card. You're running Kardur, Doomscourge so this card is just overshadowed.
  • Gyruda, Doom of Depths - 6 mana to maybe cheat in one creature? Not a huge fan. If you want to replace it with a grave robber effect Puppeteer Clique is better. Still not fantastic, it didn't make the cut in my deck
  • Aether Channeler - A fine card, the mode selection is okay. I'm not in love with the effects it gives though
  • Morbid Opportunist - Only one draw a turn? Blasphemy
  • Woe Strider Free sac outlets are nice, but I find I get overrun with them when I have more than 5 in a deck. Also more expensive just to scry? Not a fan
  • Dauthi Voidwalker Will generate so much hate. Unless you can fend off your opponents don't run it
  • Faerie Artisans Not the kind of stealing Marchesa likes, tokens aren't the name of the game here. Something like Zealous Conscripts will take you much further
  • Phantom Steed Same as above, tokens are nice but this isn't a great card
  • Ravenous Chupacabra Too much mana for removal. Black and blue have much cheaper options

There are more that I personally wouldn't run, but that's up to how you like to play your deck.

Now for some cards I would include in every Marchesa deck

  • Thran Vigil - Allows you to immediately sac creatures that come back + an extra layer of protection
  • Uncivil Unrest - Same as above but you can also give haste to fresh casts. Double damage doesn't hurt
  • Fell Stinger - Repeatable, powerful draw on a deathtouch body
  • Thought Sponge - Incredible draw engine. Sac it on opponents turns every time it enters and you'll draw AT LEAST 6 cards a turn cycle.
  • Iron Apprentice - Great 1 drop, can distribute counters if you're having trouble and is sacrifice fodder
  • Rakdos Cackler - sacrifice fodder
  • Flayer of the Hatebound - This card gets a bad rap but it's great in Marchesa
  • Herald of Secret Streams - Wincon alert! This card sneaks under the radar until you hit someone with 25 unblockable damage
  • The Ozolith - Expensive, but who doesn't want to keep their counters for 1 mana!

Of course, please take a look at my deck if you need inspiration. It's pretty casual, but the synergies can be backbreaking if your opponents don't keep you in check. I also have a ton of cards in my maybeboard that I'm considering or have saved for later.

https://tappedout.net/mtg-decks/guess-whos-back-back-again-and-again/?cat=custom&sort=&cb=1689648313

Deddo on Sultai Sea Monsters

1 year ago

Neat deck. Black is so good for sea monsters. I would reccommend Runo Stromkirk  Flip and Gyruda, Doom of Depths

ThassaUpYo@ssa on Be'Elz A'Boot

1 year ago

Apologies for the very delayed response, Andramalech. I tried out Gyruda, Doom of Depths for quite some time but on many occasions I'd either flip Demons with odd CMC's or nothing at all preventing any additional combo'ing with Be'Lakor, the Dark Master. Solid suggestion, and like I said I gave him the old college try, I just found Gyruda didn't quite make the cut. I really dig your list and it looks like it crushes! One suggestion I have is to add in the UBR artifact lands Seat of the Synod, Vault of Whispers, and Great Furnace (maybe even throw in Darksteel Citadel, too) to increase your artifact count for Mox Opal - the worst thing is not having enough artifacts for Metalcraft and not being able to utilize such a great mana rock. I would add Urza's Incubator as well since Demons aren't a cost-friendly tribe. Have you considered the Grixis Talismans as well? These could be solid additions to up your ramp package (which is already great), though the hard part is always figuring what to take out to free up space. Thanks for your feedback and, once more, sorry for taking so long to get back to you.

keizerbuns on Sea of Attrition [Physical] [Beta]

1 year ago

This is a very cool concept, however it seems a little scattered. With lifegain, mill, tokens, tap/bounce control, stat manipulation, and creature stealing, it seems like your deck is being pulled in too many different directions without enough focus on any one thing in particular to give it a clear identity. Mill especially is kind of an all or nothing strategy that requires the entire deck to be built around it in order to work. Unless you have a really good mill/graveyard payoff to justify splashing in some mill spells, milling your opponent for just a few cards here and there won’t do anything except take up slots in your deck.

The best advice I think I could give you, and probably the same advice most other people will give you too, is to find your favourite element or two of the deck, and make that the focus. However, if you don’t want to do that, and you do want to keep the deck as a little bit of everything, I do have some suggestions that I think you might like.

My first suggestion would be to replace Dreadwaters with a lower CMC mill spell, because spending 4 mana to make one opponent mill for what I assume averages to be around 4-6 cards isn't a great rate. For just 2 mana you could use Maddening Cacophony and make each opponent mill 8 cards, and for an extra 4 you could make them mill half of their decks. You could also replace a couple of Islands with a couple copies of Ipnu Rivulet for some added milling consistency, although activating its mill ability would cause you to lose a land.

Talrand's Invocation also suffers from the same issue as Dreadwaters of just being too mana intensive for such a small effect. Paying 4 mana just to get 2 2/2 flyers is a little slow. I think Murmuring Mystic would suit you better as a long term token generator.

Ichthyomorphosis and Time of Ice both kind of get in the way of your plan to steal your opponent's creatures. Ichthyomorphosis turns your opponent's creatures into something not worth stealing and Time of Ice could potentially cause a creature you just stole from your opponent to be sent back to their hand. Instead of using Time of Ice to tap your opponents creatures, you could use an instant or a sorcery such as Downpour, Impede Momentum, Choking Tethers, or Sleep to achieve the same result. And instead of Ichthyomorphosis to permanently turn your opponents creatures into something small, you could use Turn to Frog which you can use to catch your opponents by surprise during the combat stage. Swapping both Ichthyomorphosis and Time of Ice for instants and sorceries would also synergize great with Murmuring Mystic to spam tokens.

You could replace Staff of the Mind Magus with Diamond Mare, which is admittedly a weaker life gain spell since it can't gain life off of your lands entering the battlefield, plus it's more susceptible to removal. However it is a cheaper CMC card and another creature to beat your opponents down with.

I think Niblis of Frost is better than Dragon Turtle at keeping your opponent's creatures tapped if you go with the previously mentioned replacements for Ichthyomorphosis and Time of Ice, plus with the Prowess ability, it can get pretty big with all of the instants and sorceries. And Sower of Temptation is a lower CMC version of Mind Flayer.

I also realized as I was looking back through my suggestions, that if you do end up going with all of them, then that would mean your deck would meet the deck requirements to add Gyruda, Doom of Depths as a companion, which would serve as a pretty good payoff for your mill cards!

Hopefully this was helpful!

kirbysan on [Primer] Helming the Host of Heaven *Update*

1 year ago

Guerric

My typical decks are Muldrotha, the Gravetide recursion, Teysa Karlov aristocrats and a Shorikai, Genesis Engine mechs. Those three usually have big flashy plays for instant wins so this deck definitely plays different. I looked over your whole primer and took your advice to heart to reduce the number of changes and focus only on your new additions and lands. I ran a few games using your methodology for mid-range aggro decks and listed how the deck performed. Let me know if this helps helm the host!

Opponents: Jhoira, Weatherlight Captain & Yuriko, the Tiger's Shadow

Starting hand was very strong, I held a Youthful Valkyrie, Bishop of Wings, Righteous Valkyrie, Vanquisher's Banner as my draw card and 3 lands which included a fetch and Nykthos, Shrine to Nyx.

T1 - Fetch to Plains

T2 - Nykthos, Shrine to Nyx + Giada, Font of Hope

T3 - Plains + Bishop of Wings + Youthful Valkyrie

T4 - Plains + Using Nykthos, Shrine to Nyx to cast Pearl Medallion & Mangara, the Diplomat which I had drawn into.

T5 - I drew 1 off Mangara, the Diplomat. Jhoira had played a Words of Wind forcing us to bounce Pearl Medallion. Yuriko saw our scary board state and hit us with a few unblockables but we still remained above 40 life.

Land + Pearl Medallion + Smuggler's Share (drew) + Starnheim Aspirant (drew) + Righteous Valkyrie.

T6 - I drew 1 off Smuggler's Share and 2 off Mangara, the Diplomat. Jhoira started building their boardstate with their commander out and a bunch of rocks. Yuriko had a few creatures out and was chipping away at our life totals.

At this point I could've slow played it further but with 2 draw engines out I felt comfortable in restocking my hand.

I played Vanquisher's Banner + Archangel of Thune + Valkyrie Harbinger drawing 2 and swung in for a bunch bringing both of them to their low 20's while I shot up to 60+ life.

I drew 1 off Smuggler's Share and 1 off Mangara, the Diplomat but Yuriko played a Toxic Deluge for 11 wiping our creatures and bringing their life total into the low 10s.

T7+ - At this point my memory is foggy, I replayed Giada and a few low cost angels with Vanquisher's Banner which refilled my hand a bit. But Yuriko miracled a Devastation Tide and played an overloaded Damn. Eventually Jhoira got knocked out by Yuriko after trying to rebuild their board state twice. By the end I had whittled Yuriko down to lethal and played Bruna, the Fading Light  Meld reanimating Gisela, the Broken Blade  Meld from the graveyard but never got to swing with it as Yuriko conceded.

Opponents: Jhoira, Weatherlight Captain & Yuriko, the Tiger's Shadow

Starting hand was decent but I don't remember much of it since it got wheeled away with a turn 3 Windfall.

T1 - Fetch to Plains + Soul Warden

T2 - Seraph Sanctuary + Giada, Font of Hope

T3 - Plains + Crucible of Worlds

Lost 5 cards in hand to Windfall and drew a new 5. Jhoira played a Winter Orb and Yuriko played a Null Rod to shut down Jhoira's mana rocks. It also shut down my equipment in hand which was a Sword of the Animist and Mask of Memory. I stopped keeping track of the turns and cards played since the whole game slowed to a crawl. The one saving grace was that I never missed a land drop with the fetch land in the graveyard.

Yuriko kept playing Thieves' Guild Enforcer and changelings to try an alternate mill win strategy. I was hit with a board wipe and Giada was targeted twice. I overloaded Winds of Abandon which left the Jhoira open to be killed. I attempted to cast Emeria Shepherd which would've been perfect with my fetch land and 20+ cards in the graveyard but it was removed after it hit the board. Yuriko played 4 extra turns spells to try and whittle me down from high 30's to 8 but they ran out of answers and were dead on the crackback.

Opponents: Marneus Calgar, Ulamog, the Ceaseless Hunger & Faldorn, Dread Wolf Herald

I should've mulliganed this hand as it didn't have a draw spell but I didn't want to hold up the table and the curve looked good.

2x Plains, Teferi's Protection, Angel of Condemnation, Starnheim Unleashed, Resplendent Angel, Herald of War

I was able to build up a decent board state and there were no wipes all game. However, Faldron played a Wand of Wonder and began using my removal spells against my angels. Marneus dropped a Divine Visitation mid-game and started pumping out 4/4 Angels w/ Vigilance which stalled my attacks towards him signifcantly.

Towards the end of the game I was able to tap Starnheim Unleashed for 9 creating 4 Angels with Giada on the board pumping them to double digit beasts. Marneus had the scariest board state but only 4 Angels at the time so I figured I could swing wide and knock them out.

Unfortunately the Ulamog player attacked with a single unblockable voltroned Wurmcoil Engine against Marneus who cast an Entrapment Maneuver netting 10 4/4 Angels.

In the end Marneus had 16 Angels attacking me and I tried to buy time with a Teferi's Protection which got countered with a Dovin's Veto.

Opponents: Shorikai, Genesis Engine, Muldrotha, the Gravetide & Aesi, Tyrant of Gyre Strait

Starting hand was great against these commanders:

4x Plains, Dowsing Dagger  Flip, Battle Angels of Tyr, Smuggler's Share

T1 - Plains

T2 - Plains + Giada, Font of Hope

T3 - Plains + Smuggler's Share

T4 - Plains + Dowsing Dagger  Flip & equipped, swing and flip to Lost Vale, cast Battle Angels of Tyr with Giada and Vale.

Mid-game Shorikai played an Organic Extinction doing a one-sided board wipe and started hitting for double digits with vehicles. I tried to rebuild with Emeria Shepherd but she was countered by Aesi. Fortunately, Shorikai ended up scooping to play Warhammer making it a 3-man pod and all our board states were pretty even. I had drawn a card on each of his turns due to their Shorikai ability. Aesi had provided me a couple treasures but wised up and started dropping lands on opponents turns with Burgeoning.

This game lasted quite awhile so there was plenty of back and forth and a lot of answers were used on my board. Both Muldrotha and Aesi had an Unnatural Growth and were staring down each other. I patiently waited until they were both tapped out and had no answers to pull off this sweet combo:

I had Bishop of Wings & Giada, Font of Hope on the battlefield and tons of mana. I cast Bruna, the Fading Light  Meld into Emeria Shepherd. Cracked a Myriad Landscape for 2 Plains bringing back Righteous Valkyrie & Gisela, the Broken Blade  Meld. Since they had no responses I was able to merge to Brisela, Voice of Nightmares  Meld  Meld. Due to all the Giada triggers and lifegain I shot up from 20 life to 62.

Aesi was hamstrung due to Brisela's static ability and their creatures weren't big enough to swing into my massive angels. Muldrotha on the other hand attempted to swing in for a massive 59 damage due to Unnatural Growth but I used Teferi's Protection and won the game on my turn.

Opponents: Isshin, Two Heavens as One, The Scarab God & Aesi, Tyrant of Gyre Strait

Starting hand had no draw again but did have lifegain synergies so I decided to keep.

2x Plains, Cavern of Souls, Windswept Heath, The Book of Exalted Deeds, Archangel of Thune, Angelic Field Marshal.

I was only able to get one use out of The Book of Exalted Deeds trigger before Archangel of Thune was blown up and The Scarab God exiled it and copied it for their board. I actually drew a Mutavault and decided to do the combo of putting the Enlightened Counter on it. However when we got to the mid-game I felt like that was the wrong move to do so early.

Late game I had the following:

Giada, Font of Hope

Soul Warden

Seraph Sanctuary & a bunch of other lands

Angel of Vitality w/ 3 +1/+1 counters

Angelic Field Marshal w/ 4 +1/+1 Counters

Thorough Investigation

4x Clue Tokens

Between the Soul Warden, Angel of Vitality and Seraph Sanctuary I was gaining 2 life whenever they cast a creature and 3 whenever I cast an angel. If I'd let the book stay on the battlefield longer I could've had a free 3/3 angel on each of my turns. Instead I cracked clues rather than play out my hand to draw into more answers and win the game. The Enlightened Counter never came into play, but I reminded the table at the end that without any land destruction, I could've gone to negative life and still not lose.

Opponents: Lazav, the Multifarious, Delina, Wild Mage & Faldorn, Dread Wolf Herald

Forgot to take a picture of my hand this game but I kept Smuggler's Share as my draw card which ended up doing nothing. The Faldron player had already played a few games against the Giada deck so purposely missed double land drops to not give me a treasure.

Faldron cast an Etali, Primal Storm turn 6 with no haste enablers so I blew it up my turn. However, Lazav decided to copy it and the board had no answers. Lazav began swinging and got 2 rounds of Etali triggers which was pretty brutal. Since Lazav became archenemy, we teamed up to take him down bringing his life total to 4.

Perhaps the most memorable moment this game was that Faldron had suspended a Wheel of Fate so the whole table was playing out their hands for 4 turns, completely expecting to draw 7. When he went to removing the last suspend counter, Lazav cast Notion Thief so instead of us each drawing 7, he drew 28 cards. Unfortunately for him, he didn't have any way to use those cards to stop the flood of salt from the table and was killed shortly after by a pissed angel.

I was able to clean up the table after a few rounds with this final board state:

Giada, Font of Hope

Angel of Jubilation - just an anthem and would've shut down my fetches but I played it late game

Serra Avenger

Angelic Skirmisher

Angelic Sleuth

Linvala, Keeper of Silence - didn't stop anything on my opponent's board because they were all triggered abilities

Smuggler's Share

Thorough Investigation

Opponents: Lazav, the Multifarious, Yidris, Maelstrom Wielder & Aesi, Tyrant of Gyre Strait

Starting hand was top heavy but decided to keep:

Plains, Nykthos, Shrine to Nyx, Pearl Medallion, Sword of Hearth and Home, Well of Lost Dreams, Sword of the Animist, Archangel of Thune

I figured with 2 ramp equipments and lifegain comboed with the well I'd be setup for mid-game pretty nicely. What I didn't plan for was missing land drops for 2 turns and having Giada blown up twice. By this time, the Aesi/Faldron player had figured out that Giada was consistently winning and decided to put a stop to it.

However, that let Ydris really take the game away. By the end I only had 4 lands, Archangel of Thune equipped with Sword of Hearth and Home and a Pearl Medallion. Aesi died to a single 30+ swing from Ydris leaving myself and Lazav to deal with the massive board state.

I thought I slowed him down by playing Darksteel Mutation on Ydris when he had no cards in hand but he topdecked Sakashima's Protege to copy Ydris and start the pain all over again. With Ydris having lethal on board next turn the only way to stop it would be to top deck the one board-wipe in the deck. But Lazav shot himself in the foot by playing Gyruda, Doom of Depths tossing my top 4 cards into the graveyard. The top card was Winds of Abandon and Lazav whiffed on the Gyruda trigger much to his chagrin.

Opponents: Ghyrson Starn, Kelermorph & Roon of the Hidden Realm

Starting hand was decent: Plains, Plains, Thorough Investigation, Thraben Watcher, Search for Glory, Dowsing Dagger  Flip, Sword of Fire and Ice

T1 - Plains

T2 - Plains + Giada, Font of Hope

T3 - Plains + Thorough Investigation

T4 - Plains + Thraben Watcher

T5 - Nykthos + Dowsing Dagger  Flip & equipped, flipped to Lost Vale, Sword of Fire and Ice

On turn 6 I was able to knock out Ghyrson Starn, Kelermorph with the sword setting him back a turn. He responded the next turn by blowing up my sword. After a 2 board wipes Ghyrson was back in a threatening position. I cast Darksteel Mutation on Ghyrson which completely shut down his strategy.

Closed out the game with an overloaded Winds of Abandon and swung lethal at Roon. I was also able to hardcast Sephara, Sky's Blade which would've stopped any board wipe coming from Ghyrson. Nykthos, Shrine to Nyx was amazing yet again this game. I was able to tap it for 10 white using 8 to pay for the Winds and God-Pharaoh's Statue tax.

Opponents: Jared Carthalion & Isshin, Two Heavens as One

Starting hand was strong if a little slow: Fabled Passage, Windbrisk Heights, Eye of Vecna, Sanctuary Warden, Pearl Medallion, Battle Angels of Tyr, Serra Avenger

Ramp wasn't ideal and I saw the limitations of having too much colorless sources. The Plains, Windbrisk Heights and Giada, Font of Hope were the only 3 sources of white most of the game.

There were some pretty wild swings this game as Jared got all 5 colors turn 4 with some ramp and started dropping Kavu's. He played Knight of New Alara turning them into 8/8 tramplers and started swinging in for 24 damage each turn. Isshin dropped a Tectonic Giant, Fervent Charge & Aurelia, the Warleader to swing in with 21 damage each combat & an additional 6 to the face. With so much damage flying around, the loss life from Eye of Vecna was actually pretty annoying. I used it 4 times during the course of the game when I probably should've played the bigger threats since a board wipe seemed unlikely.

Battle Angels of Tyr was blown up immediately but I was able to drop a Angelic Skirmisher & Righteous Valkyrie mid-game. If I had attacked more early game with Skirmisher out I could've had this one but I made a huge misplay. Jared swung in with everything at me after pumping 2 Kavu's up to 13/13's. As I was only at 46 life, I didn't get the anthem off Righteous Valkyrie so I had to take 26 bringing me down to 20. Isshin swung in everything at Jared knocking them out and on second combat came at me when I was at 8. As Righteous Valkyrie was only a 6/7 blocking into their 7/8's I figured I could survive the turn with one unblocked and just gain the life back next turn. Isshin was tapped out but had 2 treasures that I forgot and used a Boros Charm to get lethal.

Opponents: Jared Carthalion, Isshin, Two Heavens as One & Tevesh Szat, Doom of Fools partnered w/ Armix, Filigree Thrasher

Starting hand was ok, no draw engine but great lifegain:

Flooded Strand, Secluded Steppe, Emergence Zone, Soul Warden, Starnheim Aspirant, Angelic Skirmisher, Segovian Angel

T1 Soul Warden netted me a ton of life over the course of the game as Jared & Isshin did not play any board wipes. After playing Angelic Skirmisher as well and a couple angels, I was developing an oppressive board state.

Tevesh/Arminx drew a lot of hate early game because they played a strong ramp turn with a bunch of expensive mana rocks but then durdled for most of the game. Jared played a Two-Headed Hellkite that they pumped to 10/10 and just started swinging. Isshin tried going wide with Adeline, Resplendent Cathar and a few combat tricks but with Soul Warden on the field I ended up always being net positive after thier attacks.

Eventually the board grew massive and any one of us could've knocked out Tevesh/Arminx as they were wide open. I was sitting comfortably at 60+ life due to Soul Warden and Angelic Skirmisher. Tevesh/Arminx ended up playing Ugin, the Spirit Dragon and wiping all our creatures.

We all rebuilt our boards pretty quickly with Tevesh only having Armix, Filigree Thrasher and a couple equipments. Isshin tried going for the combo and knock out 2 of us with Godo, Bandit Warlord & Helm of the Host but misplayed and couldn't equip Godo.

Jared and I knocked out the Isshin player because of the obvious combo but Tevesh/Arminx equipped their commander with Commander's Plate, Cranial Plating, Skullclamp and swung 17 commander damage at Jared. I blew up their Cranial Plating with a Generous Gift and brought them down to lethal. The game ended next turn like dominoes, Arminx killed Jared and I killed Arminx.

Out of the 10 games played, I won 7 so those odds are pretty good and I'm happy with the result.

Game 3 loss was due to Marneus just having the better plays here. Even if I were able to prevent some of their bigger combos, they could've won off straight value. Removal and threat assessment by the other 2 were pretty light towards Marneus which definitely helped them win.

Game 7 loss was due to 2 players getting mana screwed. After not being able to curve out with Giada it was almost impossible to come back. Top-decking that Winds of Abandon may have helped but they were so far ahead it's doubtful.

Game 9 was a misplay. Playing against the Isshin deck I should've known that there would be combat tricks but I was used to slow battlecruiser decks and not 2 mid-range aggro decks.

Smuggler's Share has been hit or miss. If I'm playing against blue, I'll typically get the draw, if I'm playing against green, I'll get the treasures. However, if the opponents aren't playing either of those colors and/or play smart, they can often get around it and it's a dead enchantment on board. I'm still leaving it in because when it does work, it works very well.

Nykthos, Shrine to Nyx has been great overall. Early game it may not do much but mid to late game it really shines. I usually leave 2 lands and Nykthos up after T5/6 fully expecting a board wipe and using it to activate abilities or crack clues. I'd highly recommend this land over a basic plains.

Crucible of Worlds was a powerhouse in Game 2. Unfortunately I only ever drew it in 1 other game and it was immediately blown up after I used it once. I think it's worth it because if left unchecked provides you tons of ramp and if it draws out a threat then our draw artifacts or equipments live.

Emeria Shepherd is a bomb. 2 games it was instantly blown up because of how big a threat it was. When it was left unanswered, it absolutely carried the game. I think it's a definite swap for Karmic Guide to get that last push end game.

Darksteel Mutation was great the 2 times I used it. I think there's a need for another one-sided board wipe against decks that go wide and have flyers. In game 3 Marneus out angeled the angel deck and we simply didn't have enough token generation to get through.

Folk Hero wasn't mentioned in the gameplay reviews but I did draw and play it a few games. Unfortunately it was played later in the game when I already had other draw engines on board so its impact was minimal. However, it's definitely an improvement over Dawn of Hope as I didn't have to pay mana for the few cards I did draw.

You've mentioned that Avacyn, Angel of Hope deserves a place in this deck and I wholeheartedly agree, mostly because I bought the new borderless version from double masters specifically for this deck. However, her close cousin Sephara, Sky's Blade almost accomplishes the same thing except she only protects creatures. I think the only reason to end up running Avacyn is to lean into the land destruction that she's known for.

Delphen7 on Gyruda and Replacement Effects that …

2 years ago

Say I am enchanted by Wheel of Sun and Moon. One player casts Gyruda, Doom of Depths.

The four cards I milled are sent to the bottom of my library, but they were still milled. Does that mean a player can look at the bottom of my library to grab an even cmc creature?

Say instead of being enchanted by Wheel, I mill a Progenitus. Can a player search my library to grab it for Gyruda's effect?

Gidgetimer on How in the heck is …

2 years ago

TypicalTimmy: I must be missing something, how is Gyruda, Doom of Depths able to be a commander at the same time as a "choose a background"/background pair? Because if you are running it as a companion, it is not a commander. It is a companion.

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