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|Commander / EDH
|Commander: Rule 0
Until your next turn, creatures target player controls have base power and toughness 1/1.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
2 months ago
Dread Return on theme reanimation.
Increasing Confusion on theme mill.
Mass Diminish helps you overrun.
Siphon Insight not on theme but still neat tempo removal.
Tyrite Sanctum commander tech.
3 months ago
Mark of Sakiko or Bear Umbra might do some work, mostly to enable you to play a lot more stuff? Belt of Giant Strength seems synergistic, it stacks with your +1 counters. Crystal Shard is a pretty good way to get your Commander back in hand, but it can also be used to punish any player who dares use all their mana up (some players are really bad at tracking stuff like this, depending on the playgroup). Rogue's Passage is an interesting way to guarantee the survival of your Goose. If you want more mass removal I have had some luck with Mass Manipulation, it's hard to cast but the effect is pretty strong if you steal more than 1 thing.
I'm not sure if your Goose gets big enough or not, but Tempting Licid is a decent Lure effect, and you can technically attach it to an opponent's creature that attacks (and remove it after blockers are declared) to either wipe out blockers (letting you/others get in) or get a creature killed, you can also use it to put a Lure on something you don't care about so The Goose can get in unblocked (you can save the Licid).
When it comes to ramp and fixing, I find 2 colour decks are extremely forgiving, and having one of those colours be Green makes it even easier to build. One of the annoyances of Enemy Pair decks (like Simic) is that their aren't as many dual lands to choose from, but their are still a few budget range dual lands that come with basic land types, these really pop with stuff like Nature's Lore, which can find a non-Basic Forest, enabling you to get your colours quickly and consistently, but IMHO it's really hard to not hit your colours in a Simic deck. It's really annoying that the only 'budget' typed dual I can think of is Breeding Pool, but that's a long way from budget, and you're only in 2 colours.
If you like +1 counters and drawing cards you might enjoy Generous Patron, if you're desperate you can give your own stuff the counters, but if you want cards you can do so (and still have a body). Another card that might be generally useful is Skullwinder, you can use this to generate political leverage, possibly getting to choose what the opponent will actually get back. Cultural Exchange is an obscure card that can very much take over a game if you time it right, ideally you use it after people have already wiped and hopefully don't have another at the ready. Mass Diminish might be better than Frogify, note that it lasts until your next turn and affects all of a player's creature, yet still comes with Flashback to boot. This is very good with something like Tempting Licid. Transmogrifying Wand might not look very good, but being able to remove the 3 most annoying creatures for a grand total of only 6 mana is pretty sweet, it's also a great deterrent piece once it's out and still has counters, people can't play key creatures until it's dealt with or out of counters. Return of the Wildspeaker is a good way to refill your hand, it's among the best of it's kind, but Momentous Fall is better if you're being wiped or something.
4 months ago
Verdaken Humiliator is interesting, DreadKahn! I feel like that might really be pushing the competitive factor of my group a little too much though. A similar effect is Mass Diminish, which I'm considering for sideboard maybe? I'm already over 60 cards on my existing decklist!
With Etched Champion and Knight of the Kitchen Sink A, especially Knight, I think I have some very very tough creatures. I am 99% certain the "protection from black borders" is gonna be a very, very nasty surprise. I'm more worried about my enchantments being targeted than any individual creatures besides for unflipped Erayo, anyway. I don't know of any specific enchantment protection. I suspect that Erayo might be protection enough, but flipping her is a lot to be relying on, and I'm paranoid lolz
4 months ago
Some simple swaps I'd recommend which are low budget (I think?). These are things that directly serve the same purpose, but better.
Armilliary Sphere => Thaumatic Compass Flip Thaumatic Compass serves the purpose you're using the sphere for, probably?, but with the bonus of extending in strength into the mid to late game as it turns into a Maze of Ith.
Sign in Blood => Tezzeret's Gambit 1 more mana, but proliferate and easier mana requirement. Or two more mana and no life cost.
Sisay's Ring => Thran Dynamo Self explanatory.
Fleetfeather Sandels => Swiftfoot Boots Hexproof is usually better than flying. The Equip cost is lower.
Leaden Myr => Dimir Signet Doesn't die to the next field wipe, which could be yours.
Some general cuts that are either working against you, not doing enough, or just to make space for other things. Cuts:
- Crowded Crypt (Meh mana rock, not stellar token maker)
- Illness in the Ranks (kills your slugs, could be kept with the right win cons)
- Infernal Genesis (too expensive, opponents get to use it first)
- Genesis Chamber (expensive, gives opponents creatures before you)
- Gifted Aetherborn (too small, low impact)
- Royal Assassin (Same)
- Cabal Ritual (-1 card for speed. Gotta get a lot out of this for it to be in deck.)
- Dark Ritual (Same)
- Mana Leak (Great early game, but dead draw midway and on usually.)
- Dispel (Good enough, but I needed to make space)
- Fuel for the Cause (Same)
- Dramatic Reversal (I don't see a combo with this in deck)
- Morbid Opportunist (slow draw)
- Altar's Reap (I don't see enough excess creatures until commander is in play, so you might as well turn it into a draw engine instead, see below)
- Village Rites (Same)
Add: 6 lands. Duals are preferable, but basics are just fine as well. Harvester of Souls (draw engine) Vampiric Rites (draw engine) Mass Diminish (wipe) Mirkwood Bats (win con) Zulaport Cutthroat (win con) Bastion of Remembrance (win con) 2+ Mana rocks from list below
Slightly Higher cost stuff that goes really well with what you're doing.
- Black Sun's Zenith => Infest (It's better usually, even at 3 mana)
- Massacre Wurm => Vampire Nighthawk (Vampire is good enough, just not pulling weight at this point)
- Asinine Antics => Grim Affliction (Another Polymorphist's Jest, but permanent)
- Skullclamp => Slum Reaper (You already kill everything consistently, and this gives a S* load of draw) (Add a Trinket Mage to tutor it)
5 months ago
Out of curiosity, what did you find clunky about Kresh? it does require your opponents to have creatures, but most decks have at least a Commander out, and many have way more creatures. There is an endless number of ways to kill a bunch of creatures, and once Kresh has survived a few you can use almost any wipe that is -X/-X or deals damage, meaning he can swing vs a cleared board with some regularity. Jund has a lot of great wipes in it that can be one-sided, and even if all you give Kresh is Trample he's suddenly an actual threat, one that requires an answer or people will start losing. I've recently put together a list, so I'm curious for myself as well the issues you've identified. Is the 'Achilles Heel' that people just remove Kresh?
Queen Marchesa's tokens are useful, but I think Sauron's army will be a more impactful threat, the Assassins are mostly blockers in practice, the army can swing very hard, and Sauron is much stickier once he's out (both bigger and with that sweet, sweet Ward). I think Mardu has a lot of crazy effects that can make for a memorable game. There are few cards funnier for an Archenemy to use than stuff like Axis of Mortality, this not only can make the most dangerous threat the easiest to kill, it can also pump your own life total while tanking an opponent's, it's hilarious with stuff like Exquisite Blood or Sanguine Bond, since changing life totals counts as life gain or loss. White has some really great shenanigan cards for an Archenemy, though Blue offers fun surprises like Mass Diminish (which lasts until your next turn, which always struck me as absurd), so I think either could work well.
I just had a thought from thinking about how good both White and Blue can be for this, are ghosts iconic enough for you? One of the nastiest Commanders that has ever been printed is Brago, King Eternal, he's from the same setting as Marchesa I think. Brago is incredible with stuff like Meekstone, Static Orb, Stasis, etc etc, I'm not sure if that's too 'unfun', but since Brago can also run counters in Blue it's a very valid 'archenemy', representing a villain in the form of a monarch that refuses to give up power. Azorius conveniently is very good at not losing, but is also not very good at actually winning, meaning it can survive for awhile even with a lot of attention, and might kill off a player or two before they can beat him. I can think of very few decks that are better at forcing the table to work together to fight the archenemy than Brago, if they don't follow the plan to deal with him first he'll become a true menace, but if they gang up on him Brago should fold quickly enough.
7 months ago
In Simic there are options like Koma, Cosmos Serpent which can just overwhelm tables by itself, especially if you can protect it. Not the cheapest card though, some cheaper options are Overwhelming Stampede, which can help close games by making your creatures a lot bigger, even if you don't have a huge number of them, as long as you have a creature with decent power out you'll be good. There is also Blossoming Bogbeast, this wants ways to gain life, but Green has some out there, Primal Command is a great budget card IMHO, solves problems and has pretty impressive synergy with the Bogbeast. You might like using Spawning Kraken, any time an appropriate creature gets in you get another big token. Finally, not sure if you have enough Islandwalk, but Stormtide Leviathan is a big unblockable attacker that makes you fairly hard to attack. Resolving any of those cards tends to end games pretty quickly in my experience, and most reward you for simply having a big board, a thing you always want to be doing.
I also like some of Blue's fairly nasty interaction, one alternative to making your guys big is to make someone else's guys way smaller, Mass Diminish is frankly an absurd amount of value in more Casual pods, such as lower budget games. Note it has Flashback and the effect lasts an entire turn cycle, meaning it can also eliminate an archenemy that's gotten ahead. Since you're running higher MV stuff, you might try out Curse of the Swine, this can make your opponent's defenses quite paltry, and it also can deal with problem creatures (like the aforementioned Koma) since it's an Exile effect. Another way to chip away at your opponent (and empower yourself) is to use something like Mass Diminish, I don't know how long your games go, but if you expect to end up with +10 mana available, this card starts looking interesting. I'd skip it if people run a lot of counterspells though, it's a 'go big or go home' kinda card but by all means hold up your own Negate.
Green has some interaction of it's own, if people run flyers in your meta and you're losing to them there are many ways in Green to wipe them, I like Squallmonger and Silklash Spider, but there are a ton more including Hurricane. If you don't have many flyers, this does nothing to you. Green also has Ezuri's Predation if people like to make lots of tokens that are usually smaller than 4/4 (if you run anthem effects that affect the beasts the card is much better obviously).
Just a general point, in Simic it's nice to avoid artifact ramp because you have so many amazing options to ramp with, artifacts tend to die more easily than lands, so effects that get extra lands into play are better than Command Sphere, especially in a 2 colour deck I'd argue. Myriad Landscape and Blighted Woodland are both fairly interesting ramp cards, you can always leave them as lands until you need them. Another feature of land ramp is that you can run cards like Rampaging Baloths and Scute Swarm, either gets a lot better if you're getting more landfall trigger, artifacts rarely have synergy with Simic game plans.
8 months ago
Surprised you're not running Folio of Fancies here? Not sure if Geier Reach Sanitarium is worth it (it's technically 3 mana to discount your mana by 3, but that is for each spell fwiw), but if you can double/triple spell after that's pretty useful. If you include Folio, you might want to throw in some X mana spells, Curse of the Swine is budget, as is Mass Manipulation, though Mass requires 4 Blue, which can't be discounted. Cut a Deal seems good, you get cards and the spell can be discounted to only W. Love Song of Night and Day is a good way to get cards/discount, the other abilities are kinda meh, but it's great if it only costs W to cast. If you don't intend to keep it around you could try Tenuous Truce, you can play it for W on any opponent's turn (after their attacking is done for turn) to get the discount, it's also situationally handy if you want to ally with someone. I think my final one is Your Temple is Under Attack, this is even modal and can be discounted to cost W, both modes can be very useful. These card draw spells also make your deck more consistent.
It's over your budget, but Standstill seems like hilarious maybe? Either you get 3 cards and -6 on your spells, or a whopping -9 to casts if opponents draw.
I love Mass Diminish if you can net a discount on it, you can also use it as an Instant, which is busted beyond words IMHO, it's the only limitation on one of the best at what it does. I can't believe they made it last until your next turn, so you get less 'value' if you play it on an opponent's turn, but any other opponents going before you still have a sitting duck to swing at. Another Sorcery that looks a lot better as an Instant is Single Combat, if you keep your Commander you can cast on your opponent's turn, so there will be a turn cycle where nobody can do much with creatures. I think Tragic Arrogance is pretty solid as well, even without Flash it's devastating, but with it I think it's quite scary, I think it's much better than Aetherize for example. Finally, Promise of Loyalty is neat, you won't be getting swung at for awhile by what's left, and it gets a big discount potentially. While it'd sometimes be a dead effect, Visions of Duplicity seems made for your Commander, it's very easy to make that UUU to create quite a bit of chaos, and at Instant speed.
9 months ago
I have a Chaos deck, maybe a few of the cards would work here too? I'm a huge fan of Exquisite Blood, even if you play it without the combo, the effect has big synergy with your Commander's ability, and it helps keep you alive when you're ahead. Another enchantment that works with Esquisite Blood (and your Commander) is Rite of the Raging Storm, this is often good for damage and it makes everyone else play way more cautiously (because anyone but you can be stuck taking 15 damage in a cycle if they can't handle the tokens). Rite itself likes a number of other cards that might work here too, one really sneaky one is Mask of Griselbrand, Lifelink is useful (and stacks with Blood), Flying is useful, and the card draw can be very powerful, obviously this is hilarious with Rite since you can equip the token with the Mask, at which point it's probably getting in for damage and when it dies inevitably you can draw 5 cards. It seems like a good piece of gear for your Commander especially. Berserkers' Onslaught is a funny card sometimes, you do need some kind of board, but even your Commander is openly terrifying with Double Strike. Another card that Rite and your Commander both would love is Dauthi Embrace, Shadow is really good evasion (you might look into Dauthi Voidwalker as well, very useful dual purpose card). Scavenged Brawler is a creature I'm testing in that deck atm, it seems good, offering a useful body that can be 'scavenged' when a wipe happens. If your deck doesn't run combos and is in Black Protection Racket can be a source of life loss for your Commander, your average MV is probably high enough to matter, it can also give cards. It will never give you any lands or 0 MV cards, so it's not a perfect card. Make an Example is a generically good card in my experience, you always get (at minimum) each opponent's most problematic creature. Shinka, the Bloodsoaked Keep and Shizo, Death's Storehouse are two cards that might help your Commander out, and they're untapped lands, very few drawbacks to those!
Cultural Exchange is a Blue Chaos feeling card I love, I can't decide if you've got enough tokens/creatures you don't care about to make it work, but if you can trade off some small stuff for the best stuff on board then you're doing good I think. I guess it doesn't say anything about untapping, so you can use it to open someone up to attack by trading away all their blockers for already tapped creatures in a pinch. Mass Diminish seems worse than stuff like Sudden Spoiling and Polymorphist's Jest (both great cards though!), but the ability to cast it twice is big, and the effect weirdly lasts a turn cycle, this can help eliminate 2 players sometimes.
My final ideas are War Tax and War Cadence, Cadence can easily make your stuff unblockable if people are tapped out, Tax can make it very hard for people to attack in draw out games, but Cadence is probably the better fit.