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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Human Rogue
: Draw two cards. Target opponent gains control of Humble Defector. Activate this ability only during your turn.
3 months ago
I've tried to keep this deck nearly 50% White and 50% Red.
I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.
50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers
Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!
With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.
I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.
Fiery Emancipation gives me triple damage. Calamity Bearer works specifically to Brion's sac ability. Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.
Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim. Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win. Mangara, the Diplomat and Mila, Crafty Companion Flip serve to deter attacks and draw.
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others). Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.
Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature. Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.
Bringing them Back (and sometimes keep it!):
Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back! Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc. Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life. Angel of Serenity gives me the option of 3 recursion or 3 removal.
Stealing their Creatures:
Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!
3 months ago
Hey, nice to see we share a commander! Some tips when browsing your list.
- I see you’re running some ramp options that aren’t untap targets for Samut. I’m not running any cards like Cultivate but instead creatures like Bloom Tender, Ley Weaver and Sakura-Tribe Scout
- For cardraw there are similar options like Selvala, Explorer Returned and Humble Defector. That last one is a favorite of mine, especially when combining it with Sword of Hearth and Home or Homeward Path, which is easy to find with Weathered Wayfarer or Knight of the Reliquary
- Combat Celebrant allows for many ways to get infinite combat steps. For example with Sword of Hearth and Home but also with Kogla, the Titan Ape and enough mana dorks.
- I also really like Primal Surge for Samut decks.
Check out my primer here: Samut, Inspiring Warleader | V-SNC
5 months ago
Perhaps Chandra's Ignition instead of alpha brawl?
Humble Defector instead of mad prophet? or some cheaper loot effect? 4 mana tap to loot is expensive.
A few ideas I don't know where to suggest cutting.
7 months ago
I think Spelltwine doesn't work with your commander, because you are copying the cards and casting them instead of copying the spell. If that's right than Mizzix's Mastery and Arcane Bombardment also wouldn't work, sadly. Maybe they are good enough to keep anyway? Not sure. Cards with the Cipher mechanic are also so close to working but I don't think they do. This is actually kind of hard to brew around! Ugh, God-Eternal Kefnet wouldn't work either, ew.
Immolating Gyre and Volcanic Vision are really good boardwipes in a spells-y deck... as is Cyclonic Rift, which you definitely should still run. In fact, all the overload spells are pretty sweet here, since they only target things you don't control, so if you copy them opponent's can't even pay the 4 life to hit one of your things. Makes Vandalblast and friends possibly worth it.
It will be interesting to see if Lithoform Engine or Pyromancer's Goggles will be good enough here (I like Primal Amulet Flip). Maybe more spells that copy spells are better than these chunkier repeatable ones? Things like Galvanic Iteration or Reiterate if you like the buyback better. Or Increasing Vengeance for the beefier flashback. Hell, if its politics Bonus Round could be really fun. Chef's Kiss is a newer one that I forgot about
Maybe this is the kind of deck where Thrilling Encore shines?
Is Stunning Reversal here to try and copy and save other people with?? Seems like it may not be good enough when you have access to blue for card draw/protection anyway.
I wish, as I always do, that Cloven Casting wasn't soooo bad. Or like, any of the cards with Replicate. Those would be so perfect. Maybe Shattering Spree is good enough but I think it isn't. Ugh, that makes me think about how you're definitely supposed to play storm cards in this deck. Are there any storm cards that aren't miserable? Mind's Desire maybe...
Is Charmbreaker Devils good enough?
Wild Ricochet is an oldie but maybe enough of a goodie here with the copying theme?
Harmonic Prodigy since your commander is a wizard isn't a terrible idea...
Humble Defector might be too cute.
Cruel Ultimatum is the ultimate chunky spell and you're even in the right colors for it!
Also Chaos Warp is still good enough as universal instant speed removal and kind of fun/politics-y as well
7 months ago
You will draw 20 cards and deal all the damage. Once an ability is on the stack, it exists independently of its source, so you will draw all the cards when the abilities resolve.
In addition, sacrificing the creatures is a cost of Goblin Bombardment's ability. This means that by the time your opponent can cast Fiery Cannonade, all of your Humble Defector copies have already been sacrificed. There is no way to respond or interfere with a player paying a cost, unless you can do it before they can activate the ability at all (for example, Urabrask the Hidden to make it so the Defectors enter tapped).
7 months ago
I have Rionya, Fire Dancer in play, as well as Goblin Bombardment and Humble Defector. I have cast 9 total instants/sorceries during my pre-combat main phase. I move to combat; Rionya triggers, creating 10 copies of Humble Defector. I then tap all 10; while the trigger of the Defectors are on the stack, I then activate Goblin Bombardment with each one. In response to the final activation of Goblin Bombardment, my friend casts Fiery Cannonade, attempting to destroy them all. Do I still draw 20 cards? And if so, why? (I'm 99.99% sure that that's how it's supposed to work, but I'm not sure what the exact rules are on this)
7 months ago
Not gonna lie, I forgot that Homeward Path existed. lol Definitely worth considering.
I wasn't too keen on cutting Humble Defector. I didn't want to cut ramp or removal since I'm kind of light on both, but I agree that both cards you listed are a bit weak. I think Heraldic Banner might be the cut to make there.
Wheel of Misfortune has too much text and gives me a headache. That's why it's not included. lol I'm also not looking to mass fill my graveyard making it a prime Bojuka Bog (or similar) target. Just going for targeted discard at the moment.
Chandra, Torch of Defiance is a card that I think I have two or three of and they all see use in other decks at the moment. I agree that it's not needed but definitely useful. I'll have to take a second look some time.
Dualcaster Mage is a super sneaky one. I'm more prone to the big, splashy play but I totally agree that the utility is there. Great suggestion!
Thanks for all the advice! Gonna have to take a another look at tweaking this deck soon.
7 months ago
Homeward Path - Your entire deck is based on 1) Your commander 2) Big creatures in GY. If someone steals your commander or reanimates your creature's you're SOL unless you draw into 1 of your 2 boardwipes. Meta dependent but worth considering
Humble Defector - Synergy with above. I saw in your update you removed it because cuts are hard these days. I would remove smelt or heraldic banner for humble defector as they are your weakest cards by far
Wheel of Misfortune - Fills your yard, fills your hand. Not sure why this isn't included.
Vandalblast > Smelt - Strict upgrade
Chandra, Torch of Defiance - Draw, ramp, removal and wincon all in 1. Not needed, but helpful
Dualcaster Mage - Super utility. Counter counterspells, copy opposing removal, draw, extra turns, mass reanimation etc.... Moreover, with him in the grave, you can hold up feldon to copy whatever spell you might need. The flexibility in his utility is strong, don't sleep on it
Let me know what you think of each suggestion.