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Kindred Dominance Discussion
1 week ago
Adds: Kokusho, the Evening Star , Ravenous Chupacabra , Go for the Throat , Hero's Downfall , Murder , Snuff Out , Solemn Simulacrum , Sidisi, Undead Vizier , Crux of Fate , Baleful Strix , Rapid Hybridization , Disallow , Negate , Beacon of Unrest , Rise of the Dark Realms (if you still have one), Ashnod's Altar , Hedron Archive , Gray Merchant of Asphodel , Buried Alive , Read the Bones , Deep Analysis , Night's Whisper , Swan Song , Meteor Golem , Living Death , Wayfarer's Bauble , Razaketh, the Foulblooded , Illusionist's Bracers , Training Grounds
Cuts: Body Double , Clone , Consuming Aberration , Necropolis Regent , Phenax, God of Deception , Sire of Stagnation , Stitcher Geralf , Syr Konrad, the Grim , Wrexial, the Risen Deep , Dire Undercurrents , Propaganda , Steal Enchantment , Blustersquall , Countersquall , Grisly Spectacle , Psychic Strike , Pull from Tomorrow , Sinister Sabotage , Thought Collapse , Undermine , In Garruk's Wake , Kindred Dominance , Psychic Drain , Time Warp
1 week ago
I dig it.
Generally, I'd include fewer Madness cards that buff your creatures and include more tutors, reanimation spells, and control pieces to help you buy time to find your combo. Black damage taxes are good, like Dread or No Mercy .
Archfiend of Ifnir over Archfiend of Spite . Maybe some more modular wipes (like Crux of Fate , Decree of Pain , or Kindred Dominance ) + spells like Grim Return or Endless Obedience . Have a way to win with other people's decks after they exile your graveyard or Worldgorger Dragon .
Maybe play Talisman of Dominance over any other rock than your signet. Play a cost reducer or two, as well, like Jet Medallion or Ruby Medallion , or more 2-drop rocks like Charcoal Diamond and Fire Diamond . I'd play the red and black cycle lands for extra draw/dig/loot, as well.
2 weeks ago
What I suspect is going on is that your opponents are doing a lot on the aggro front. There're a few ways you can deal with this.
First, you can discourage your opponents from attacking you. Propaganda is probably the best-known card for this, but there're plenty of others. No Mercy comes to mind -- it was one of my favorite cards when I was a kid. Crawlspace and Silent Arbiter are good ways to limit the number of attackers an opponent can pressure you with, and assuming no trample, you likely can just chump away whatever they're hitting you with. Finally, Meekstone will keep the most dangerous ones tapped. I think any of these will probably be better than AEtherize , especially since none of them are 'single use.'
You also seem to be light on wrath effects. Yuriko, the Tiger's Shadow ninjutsu ability gets around commander tax, meaning he'll really only ever cost to put down -- so feel totally free to wrath with him on the board. Kindred Dominance strikes me as being way too much mana to do real damage in the earlier stages of the game, especially if you're fighting a bunch of aggro decks. Damnation is, I think, preferable here, as are Toxic Deluge and Cyclonic Rift . Damnation and Toxic Deluge being four and three mana, respectively, means you can conceivably cast them before you're getting smacked but while your opponent has a summoning-sick army. Cyclonic Rift 's overload ability IS seven mana, but being instant speed makes up for that (at least in my opinion).
If you include wrath effects, non-creature token producers are worth including -- they'll give you creatures to 'return' with Yuriko's ability while surviving the wrath themselves. Bitterblossom is the best here, though like most good cards, it's relatively expensive. Other options include Breeding Pit , Graf Harvest (if you wrath Yuriko to the 'yard, you can exile him to the command zone to create a token, then ninjutsu him out on the token when it attacks), Spawning Pit and Volrath's Laboratory (which can make ninjas).
If you decide to run some of the above cards, they should replace your one-for-one removal cards. In general, EDH games will have you facing three opponents, and therefore three times the number of cards you have. You therefore want cards that will effect more than a single card your opponent has. Hero's Downfall and Grasp of Darkness may be great in one-on-one formats, but in EDH they simply don't pack enough punch. (One interesting exception to the 'limit your one-for-ones' rule is the inclusion of counter magic. In general, I think of counterspells in EDH as more than one-for-ones, since A) they can save more than one of your cards if you counter something like By Force or Fire Covenant , and B) they can stop combos cold, making your opponent waste all the combo pieces s/he/they cast before the countered card.)
I have some non-combat related suggestions, too -- I hope I'm not being presumptuous in offering them:
I'm sure you've noticed how awesome your Treasure Cruise is: being eight on a Yuriko flip but often costing around two or three mana at most to cast is pretty busted. There're other delve cards to consider, though I do think it is likely more than one or two in a list will occasionally cause issues when delve gets in its own way. Dig Through Time is a primary candidate here, as it is also eight mana, but it also happens to be an instant (yay!). Temporal Trespass also comes to mind.
In magic, there're a bunch of alternate casting-cost cards that work well with your general, as their CMC is usually pretty high. Unfortunately, some of them are expensive -- I'll just mention them, in case you have more money to blow than I typically do: Force of Will and Commandeer . Spinning Darkness , Gush and Misdirection are all more affordable and alright cards in their own right, though they are significantly less powerful.
Nexus of Fate is a pet card of mine, and I think it'd be genuinely good here. It hits for seven, but doesn't 'really' make you tap out since if it resolves you get another untap step right away.
A creature to consider is Baleful Strix . Having deathtouch and flying make it really hard to block, and if you keep ninjutsu-ing it back to your hand you can keep casting it for the draw trigger.
Top-deck manipulation is a good way to make sure your general hits his hardest, and your Brainstorm is a good start. Mystical Tutor isn't too much money, though the black version, Vampiric Tutor , definitely is a lot of money nowadays. Scheming Symmetry is an alright replacement, though you'll want to be sure to kill the opponent who searches, or at least remove his top card. Though they're pricey, Sensei's Divining Top and Jace, the Mind Sculptor really are the best ways to mess with your top few cards in the game; Jace has the added bonus, like Brainstorm , of being able to top cards that you want to reveal with Yuriko's trigger again. Dream Cache and Telling Time are both OK top deck manipulation.
Cantrips are good. I suggest running Preordain in addition to your Ponder and Brainstorm . It's not as good as the two you have (in this deck), since it can only leave one card on top of your deck for Yuriko triggers, but I still think it's worth playing. As a turn one play, it's gonna be hard to beat. (Of course, Ponder does still beat it.)
Finally, mass card-draw is a good thing. Even if it doesn't trigger Yuriko, having spells to cast is always preferable to not having them (exception: Mindslaver ). Windfall is excellent, especially if you put in Narset, Parter of Veils (I think you should). Fact or Fiction and Chemister's Insight are both good instant-speed draw spells.
Only good things! Hope this helped.
1 month ago
Wow lots of suggestions here.
Mj3913: Kindred Dominance is a fantastic boardwipe in just about any tribal deck, but in this case I actually run a few non-shade cards (including the commander) so I think I'll stick to Disk and Bontu's Last Reckoning
TypicalTimmy: Ooooo Vilis the card is busted especially with K'rrik, the only thing is he doesn't ramp and he doesn't kill, soooo. I'll definitely try him though...
Suns_Champion: In the original deck, I was running Shade's Form because It's funny and ya know...shades! The card doesn't seem necessary but now with K'rrik it may be nice to have, I'll have to test it!
1 month ago
Welcome to building commander! I'd recommend 2-4 more lands for one thing. a personal favorite is Temple of Deceit , strictly better than Salt Marsh . if price isn't too much of an issue, also look at Morphic Pool
To support your zombie theme, some cards I'd look at are Endless Ranks of the Dead and Ghoulcaller Gisa to generate more tokens, Graveborn Muse and Undead Augur for card draw, and Noxious Ghoul as a potential one sided board wipe. You can also go with generic tribal stuff like Kindred Dominance
To get the most out of the activated ability on your commander, maybe look at a mill sub-theme with cards like Undead Alchemist , Lich Lord of Unx , Dread Summons , and Stitcher Geralf . You probably won't kill anyone with mill, but it will load the graves with useful cards.
1 month ago
Butcher of Malakir
In: Purphoros, God of the Forge
Included another win condition with Purphoros, God of the Forge in exchange for a really expensive vampire which doesn't help the most important part of the deck.
In: Expedition Map
Took out a costly vampire which has a specific effect for another piece of ramp, which is especially great for some of the utility lands (e.g. Urborg, Tomb of Yawgmoth & Cabal Coffers ).
1 month ago
Looks funny. I love changelings +1 from me
You should also stick Morophon, the Boundless in here! That'll make em cost a heck of a lot less haha
Kindred Dominance occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%