|Commander / EDH||Legal|
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|Archenemy: Nicol Bolas (E01)||Uncommon|
|Commander 2013 (C13)||Uncommon|
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Destroy two target nonblack creatures. You lose 5 life.
Reckless Spite Discussion
2 weeks ago
Hey man! I always liked zombies... it was one of my decks when I was growing up and still getting clubbed by my brother in Magic. I have some suggestions:
Zombie decks are, by nature, creature-based. Creature-based decks are, by nature, extremely vulnerable to boardwipes. Obviously, I don't know how your specific list plays, but experience tells me that this will be a problem. I suggest considering mass-recursion spells, the best of which for this deck is Patriarch's Bidding . After a boardwipe nukes your board, this card will get it back; or even if you don't get smacked with a Wrath of God , Patriarch's Bidding will reanimate creatures you bin with Varina, Lich Queen .
Path to Exile is a touch card to make work in EDH. In formats like this, people are all trying to do high-cost, busted things -- so ramping opponents is often actively dangerous. Additionally, one-for-ones are not the best in a format with three opponents (as having three opponents means you're facing three times as many cards). I suggest you consider things like Reckless Spite or Ashes to Ashes instead of your Path to Exile or Snuff Out , as these are invariably more efficient ways to kill threats.
Varina is blue, which means you have access to some of the best cards in the game. Though Ponder and Preordain may not look like much, there's a reason they're super-duper-banned in modern and Ponder is restricted in Vintage. These two give you a level of unparalleled card-selection, meaning marginal opening sevens go from ok to good really fast. Brainstorm is a similar card, though I am more reserved about it do to the potential of getting stuck with two dead cards on top of your deck (' Brainstorm Locked'). With your fetches, like Misty Rainforest or Flooded Strand , Brainstorm becomes very powerful; I advise you run it.
Card-advantage is real good in EDH. I realize that Varina, Lich Queen IS a sort of card-advantage herself (most good commanders are), but there's room for more -- especially since, sans other cards like Alhammarret's Archive , she is not card-POSITIVE. I see you're running Gravecrawler . Pairing this sucker with Skullclamp results in instant fun, as having the ability to ': Draw two cards' is kind of dumb. It is worth noting that this does not work if you have lords on the table who pump up the Gravecrawler 's toughness; however, with a sac-outlet like Carrion Feeder out, this problem is solved. Spell-based card advantage can also be very relevant. Painful Truths is a card I've been very impressed with in three-color black decks, and Fact or Fiction 's putting cards in your graveyard seems very synergistic with your Zombie theme.
I think you're running too many lands. Outside lands-matter strategies, I don't think most decks want to run more than thirty-two or thirty-three lands. Replacing a few with mana-rocks will speed up your deck, since mana-rocks are not limited by the 'one land-drop per turn' rule and can thus power out fatties faster than just hitting your land-drops would. With that same principle, it becomes evident that two-mana rocks are a lot better than three-mana rocks. I suggest you run a few of the following: Talisman of Hierarchy , Talisman of Progress , Talisman of Dominance , Dimir Signet , Fellwar Stone , Mind Stone , Prismatic Lens , Coldsteel Heart and/or the soon-to-release-and-drop-in-price Arcane Signet .
I may be stating the obvious, but if you can, you should include Demonic Tutor . It's like... really good.
3 weeks ago
So the main bonus of green in EDH is its access to mana dorks. Llanowar Elves , Elves of Deep Shadow and Orcish Lumberjack all belong in this deck, and you may want to find a place for Elvish Mystic , Priest of Titania , Fyndhorn Elves , Birds of Paradise , Deathrite Shaman , Arbor Elf and/or Bloom Tender . Note that Arbor Elf is especially powerful if you end up running cards like Wild Growth , Elvish Guidance and/or Wild Growth . Dorks will accelerate you early game and provide sac-fodder in the late game.
Faithless Looting is a really good source of card selection for one mana. You're probably going to want to run it, as it makes a lot of mediocre hands much more keepable.
Green Sun's Zenith is a great card to consider, especially since you're already running Dryad Arbor . If you cast Green Sun's Zenith turn one for X = 0, you can fetch Dryad Arbor right away. It's a good form of one mana ramp outside dorks and enchant-lands.
A lot of your dudes are gonna die in a sacrifice deck. In order to get card-advantage out of this, you should run Grim Haruspex , Midnight Reaper and/or Harvester of Souls . Unfortunately, these don't trigger with token-deaths, but they'll still help a lot. Deathreap Ritual is similarly powerful and triggers with token deaths, though it only triggers once a turn.
Speaking of card-draw, you have access to some good stuff there. Painful Truths is a three-mana draw-three I've been very impressed with, and Shamanic Revelation is also helpful. From a permanent-based point of view, Phyrexian Arena and Slate of Ancestry are the way to go.
A lot of your removal are one-for-ones (see Terminate , Hero's Downfall , Doom Blade , etc.). In general, I find one-for-ones are usually not very powerful in a format with three opponents, as you're facing three times as many cards as you have. Your Damnation is a great start; consider Toxic Deluge , Hull Breach , Decimate , Casualties of War , Windgrace's Judgment , Reckless Spite , By Force , Ancient Grudge , etc. I've found these to be more efficient, and therefore more powerful, than one-for-ones. Some one-for-ones, though, are so tough to counter or are so efficient as is that they're worth including: Nature's Claim and your Krosan Grip come to mind.
Runes of the Deus comes to mind as a good way to force through commander damage.
I've always liked Smallpox , both in general and in EDH. You might have luck with it in this deck; similar cards include Innocent Blood , Smokestack and the card Pox itself. If you choose to go the Smokestack route, Bitterblossom and/or Ophiomancer are worth considering. They might be worth considering anyways, though.
Spellbreaker Behemoth is an efficient creature that disrupts countermagic. Harsh Mentor , Pyrostatic Pillar , Eidolon of the Great Revel , Shattergang Brothers or Stranglehold are similar ways to punish opponents while having good cards on your side.
Finally, you should consider Overrun effects as secondary win-conditions. Using Natural Order to grab Craterhoof Behemoth while you have a wide board can easily win you the game; Green Sun's Zenith or Chord of Calling also do the job, though they're more expensive mana-wise and therefore worse. Triumph of the Hordes is a similar card that can snatch games, though it cannot be tutored as easily.
Ok! Good luck -- that's all I got.
3 weeks ago
Ok. So, here're my suggestions; feel free to ignore any or all of them, if you so choose:
CARD DRAW/SELECTION: This is a big part of EDH.
Faithless Looting : This is a powerhouse in Modern, and it's pretty good in EDH too. It makes a lot of one-land sevens or land-heavy sevens into keepable opening hands.
Sorin, Grim Nemesis : He's good.
Champion of Dusk : This card can easily be a mass-draw spell, depending on your board, and his body isn't insignificant.
Throne of the High City : Using the monarch mechanic in an aggro deck is pretty good. Since you're running Anowon, the Ruin Sage , you don't want to run any of the monarch-making creatures, as none of them are vampires. Marchesa's Decree is also worth considering.
TUTORS: These will make your deck more consistent.
RAMP: I think you're running too many lands for an aggro deck; also, your ramp package has room for improvement. Replacing a few lands with rocks and potentially some more creatures can make the deck a lot better.
Ancient Tomb : This is a great piece of land-ramp and can land a signet or talisman on turn one.
REMOVAL: You have a lot of good removal spells, mainly because a lot of your removal is more than a one-for-one (see Fell the Mighty , Crackling Doom and Return to Dust ). In a format with three opponents, you typically want to be doing more than trading one-for-ones, a notable exception being Swords to Plowshares , which is an absurdly powerful card. I suggest running some of the following:
Fire Covenant : This is EXCELLENT spot removal, as it differentially kills what you need to kill.
Wear / Tear : Usually a two-for-one. Any red-white deck in EDH should run this.
Reckless Spite : Costing five life isn't a big deal, especially if you have life-linking vampires.
Despark : I know I just said one-for-one's aren't typically good, but I've been very impressed with this one. At instant-speed, it's a powerful effect. Worth considering.
MANA BASE: Untapped lands are the best lands, but once you hit three colors, it can be tough to make your mana work while coming in untapped. Consider the following:
CREATURES: There're some creatures I think you should upgrade from the Maybeboard:
MISCELLANEOUS: There're some other cards you might like. Consider the following:
Shared Animosity : One time, many moons ago, I built a modern goblins deck with this. It was alright/terrible in Modern, but in a relatively slow-moving format like EDH it can be a real powerhouse.
Smallpox / Pox : Smallpox is easily one of my favorite cards in EDH, and may be good with your high land count, even if you choose to cut three or four lands. It'll depend on your meta and your final deck list. It could be awful, but it could be good. Pox is much more likely to be terrible, but is worth having on your radar.
Suppression Field : You're running very few planeswalkers, fetches, and with a little crafting, you can have very few creatures and/or artifacts with activated abilities. In my meta, this card is absurd. Especially against me.
Price of Glory : This discourages instant-speed interaction. In a deck like this, it's very likely to hose blue-players without really touching you.
Stranglehold : Everyone searches. Make 'em stop.
Aura of Silence : This is good in most metas. The tax effect is brutal, and the sacrifice has the ability to break a combo in a pinch.
Rule of Law : This'll hose pretty much any combo deck. I hate playing against this card. (I play Storm.)
Authority of the Consuls : This is a good way to make sure opponents can't poop out blockers too quick.
4 weeks ago
This seems like a pretty mean deck against creatures. A big dumb splashy thing that would benefit from that is Rise of the Dark Realms . It gives you a pretty ridiculous board-state made up of all the monsters Toshi-sama has killed. If you're looking to make tokens, Endrek Sahr, Master Breeder and Ghoulcaller Gisa are good options. Exsanguinate may also be a good finisher or a good way to put you ahead life-wise.
5 months ago
6 months ago
I'm not sure about Reckless Spite in a mono-red deck... :P
1 year ago
You probably want more instant speed removal to deal with Voltron creatures, as well as non-targeted removal. You can try Curtains' Call, Dismember, Doom Blade, Geth's Verdict, Go for the Throat, Hero's Demise, Hero's Downfall, Malicious Affliction, Murderous Cut, Reckless Spite, Slaughter Pact, Snuff Out, Terror, Ultimate Price, Victim of Night, and Vona's Hunger. Attrition is also good if you have Zombies to sacrifice. Glaring Spotlight and Arcane Lighthouse are useful for dealing with hexproof and shroud.
1 year ago
Illusionist's Bracers would greatly help out your commander's ability. Also, consider Training Grounds. You could also seriously use a Sol Ring and probably a Thran Dynamo to help accelerate your ability to use Oona. You also might want to consider Notorious Throng and Stinkdrinker Bandit to take advantage of the fact that you are creating a bunch of flying faerie rogues which are presumably attacking, especially the latter.
I'm not sure whether Wydwen, the Biting Gale is quite worth it in your deck, unless I'm missing something, so I'd consider dropping it.
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