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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Dragon
Delve (You may exile cards from your graveyard as you cast this spell. Each card you exile while casting this spell pays for .)
This enters the battlefield with a +1/+1 counter on it for each instant and sorcery card exiled with it.
Whenever an instant or sorcery card leaves your graveyard, put a +1/+1 counter on this.
1 week ago
If you're expecting to get Staff of Domination out, I feel like even a single Ezuri, Renegade Leader is probably about as much 'brute force' offense as you need, this would also free up cards vs using x4 Forerunners that could be too small vs life gain decks, infinite mana and Ezuri is infinite trample damage off of even 1 untapped elf. I also run Blossoming Bogbeast as an infinite finisher, but I have x2 Primal Command to recycle my graveyard while gaining life, making the Bogbeast potentially infinitely big. Primal Command is a really, really versatile card, even if it's a 5 mana spell, it's a great tutor if you've got tons of mana, it can remove annoying things, gain some life and even as noted recycle a graveyard, yours or someone else's. I use a Instill Energy as both an untapper (can be huge ramp) or as a haste source, at which point Bogbeast itself can swing to close.
It usually feels pretty good to have Once Upon a Time in an opener, it can burn you but rarely enough that it turns a lot of otherwise bad hands into solid keepers.
I'm also not sure about Steel Leaf Champion, I feel like you'd be better off with some Joraga Warcallers, these can protect your board from things like Plague Engineer, and are another potential payoff for infinite mana (though it won't give trample). I actually ended up running x2 Jagged-Scar Archers, which can be bigger than Champions while also hating on flyers like Murktide Regent, Delver of Secrets Flip, or Dragon's Rage Channeler.
I don't love Gelatinous Genesis in here because I don't see any way it can win the turn you cast it, so I'd cut them for something that can do so. I run Terastodon as a big clunky beater option, it can put out up to 18 power for 8 mana (costs me lands, but who cares in Elves?), or it can give my opponent some chumps if they have stuff I want removed (useful if they have exact mana and you expect a Wrath, this can make that Wrath uncastable in time for it to matter). If you use Genesis with 9 mana up, you make 4 4/4 bodies, I'm not sure that's as good as making a 9/9 and blowing up stuff (or just taking the obviously better 9/9 + 3 3/3s), but unless people in your meta do not use Wraths or Ensnaring Bridge type effects, it's worth taking a look at over Genesis. In the event you have infinite mana, you'd have been better off with an Ezuri, which can close that turn, or a Terastodon if you couldn't swing for some reason to clear the field/prevent a retaliatory wipe.
Interesting take on budget Elves! Hope some of my ideas are in your range
3 weeks ago
thanks ! My testing has definitely shown that there's not enough graveyard support to warrant playing 4x Murktide Regent. In an ideal world, Murktide Regent is meant to be a finisher that comes down backed up by Counterspell or Force of Negation. Grim Flayer and Jace, Vryn's Prodigy Flip are meant to be tempo plays that help fill the graveyard in the early to mid game. I think Grim Flayer is very vulnerable to Lightning Bolt and Unholy Heat. I am enjoying this deck, but I feel like I need to pick a direction, either focusing on early game with Delver of Secrets Flip or mid game tempo with planeswalkers like Liliana of the Veil and Jace, the Mind Sculptor.
3 weeks ago
Cool deck! +1
I think if you're playing Murktide Regent then you don't want Grim Flayer. They have different graveyard requirements that don't seem like they mesh well. Have you seen this at all with testing?
1 month ago
DotaFerShota Yes. It’s a decent body that can hit most relevant creatures in the format. Murktide Regent, Saga Tokens, Rhino Tokens, Death's Shadow, Ulamog, the Ceaseless Hunger, Omnath, Locus of Creation, and a bunch more. Plus it can get around removal with the Engulf ability if needed for smaller threats. It also works as a decoy for the opponent’s removal since 4 power can beat down pretty good.
on Jund Saga
1 month ago
Looks pretty solid. 7 burn spells seems high. I think you want 1 Terminate MB for Murktide Regent. Or another copy of Assassins Trophy depending on how many big mana matchups you expect. 2 Fatal Push could do better against Death's Shadow decks over bolt.
1 month ago
Yeah, I'm not entirely sold on the Cryptic Commands either. The idea was that it would allow me to play the long game better against the Omnath, Locus of Creation decks and UW Control decks, but I'm not sure if it's the best choice for that. I like Go for the Throat because it lets me kill Murktide Regent and Primeval Titan, since both of them often can't be hit by Drown in the Loch.
2 months ago
I can normally get UU turn 2 but it's not 100% and delay is just in a spot where it's the next best 2cmc counter I think. A suggestion for something else that isn't dependant on my opponent's yard like Drown in the Loch or Anticognition is something I'd for sure look into.
UR Murktide was about 1/3 of the decks last week. It's legit insane. I don't run Rest in Peace purely because of my snap package and instead rely on my other cards to handle it in conjunction with my snaps being able to support it by flashing back a Kaya's Guile if I need to.
Your point here on Murktide Regent vs Shark Typhoon makes sense. I'll for sure keep that in mind as it hasn't been long since I added both of them to the list but I for sure see why I'd run Sharknado instead. I'll see how it plays both ways since I do already have murktides but only one Sharknado so I'd have to borrow other copies to test.
Burn isn't a part of my meta that was just an example of why it's there as there are situations where thaT concept is applicable. It's really a card that I probably should get rid of and I agree but I'm not quite sure what to replace it with.
I'm working on making a top list and I have looked at both UW and WUB control lists while making and editing this list. I know it'll take some tuning and a couple revisions more than I've done to get it solidly where I want it though. How would you feel about some changes that look like this?
-2 Murktide Regent
-2 Sunset Revelry
+4 Rune Snag
+1 Shark Typhoon
+1 Dovin's Veto/Archmage's Charm
2 months ago
Symph0nyS0ldier, replying to your reply:
Delay works fine if you both have drawn a Teferi, Time Raveler to cast, and can have it stay in play long enough for the delayed spell to come off suspend. Imo, it's very gimmicky as there are just too many conditions towards it being useful, with lots of scenarios where it's not. And realistically, the cost between running Delay and Counterspell is negligible (if your landbase is having trouble presenting UU on turn 2, then that's a landbase issue. 3-colour control decks should have zero problems presenting UU early).
It's really surprising if Murktide is common enough at your store for Prismatic Ending to not be the top-tier removal. It makes me think that, if that's the case, you should be running more dedicated graveyard hate (Rest in Peace/Leyline of the Void etc) so that you can actually shut those decks down properly. There's no real reason for a Murktide safely resolving post-game-1.
I'm not denying Murktide Regents power. But Murktide works very well in tempo decks, which you are not. Shark Typhoon lets you safely hold up counter-magic every turn (or, at least represent having counter-magic, to mess with your opponent). It's also immune from graveyard hate, replaces itself on-cycle (so that even if your opponent kills it, you're ahead card-wise). Murktide represents trying for a quick-but-fragile win, which isn't what control decks want. You want something that is both reliable and inevitable, which Sharknado provides.
Your entire paragraph about Sunset Revelry concerns me. If burn decks are a big part of your meta, then there are better options than this card. But in any case, running it mainboard still seems like a big punt to me - there's too many situations where this card is nigh-on useless, and will cost you the game by allowing your opponent to cast a critical spell. Generally speaking, control decks don't care about life total or creatures, and most-certainly should always have more cards in hand than their opponent.
From looking at your deck, its evident you have the funds to create a top-tier decklist, though I'm not sure you've invested the time in working-out what the archtype is about, and what cards are valuable. I think a good exercise would be to have a look through all the other top-tier Azorius/Dimer/Esper control lists and see what cards are run there, and why. Your deck isn't far-off being something great, but a few odd choices are going to really set-back your odds of performing well with this build.