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|Commander / EDH||Legal|
Sisay's Ring occurrence in decks from the last year
Latest Decks as Commander
Sisay's Ring Discussion
2 weeks ago
I also wouldn't be playing Desert in a deck with so many color requirements, it could probably be replaced with another snow land.
Most of your colorless rocks also don't seem that great with nothing to accelerate into, I'd probably cut at least Thought Vessel , Ur-Golem's Eye , and Sisay's Ring since you have so few cards that actually require 2 or more generic mana, and extra hand size is irrelevant most games. Mind Stone would be better, but I still don't know if it would be very good anyway.
You could use many more pieces to make your combo more consistent, including but not limited to: Displace , Izzet Chronarch , Mnemonic Wall , Scrivener , and Salvager of Secrets . Maybe not all of them though.
Good luck with your boring deck! :P
2 weeks ago
Etherium Sculptor seems good.
Blinkmoth Urn could generate some serious mana for you given your artifact base.
Forsaken Monument makes your colorless rocks tap for more and also goes inf with basalt monolith.
a couple thoughts, artifact hate is a big part of the EDH meta, with cards like Vandalblast , Bane of Progress , Austere Command all seeing regular play. given that you are pretty much all in on artifacts, you may want to consider upping your Counterspell game to ensure you don't essentially lose the game when an opponent lands removal like that, as you can't always rely on having darksteel forge out. Hurkyl's Recall and Retract are other options if you are not into counterspells.
also, suggest to cut
as soon as possible- any one of
are all better and way less risky.
also i would check out your point removal: possibly Generous Gift over topple the statue, Arcane Denial , Unsubstantiate , or Boomerang over steel sabotage, Swords to Plowshares or Impulse or Anguished Unmaking over esper charm.
more ideas, Padeem, Consul of Innovation can give your artifacts hexproof and Shimmer Dragon would go great with Unwinding Clock .
anyway those are just some thoughts. hope some of them are helpful and keep having fun! cheers!!!
2 months ago
Add Mox Amber for speed, as Rograkh is red and 0-mana.
All in all, nice deck!
2 months ago
Hey, you're welcome.
Group Hug draw theme is interesting, haven't seen this theme with Pirates. Breeches ability kind of goes against Group Hug though because the strategy is to make all your opponents exile cards and you want to cast them/play with your opponents cards. You can choose which opponents are dealt damage by Pirates, but sometimes you don't have a choice who you can attack due to the battlefield/board states. You attack the opponents who can't block your Pirates to get value from Malcolm and Breeches; makes politics difficult.
Drawing cards is excellent, but letting all your opponents draw cards does take away an advantage that Malcolm gives you. Because of Malcolm/Pirates you will have enough mana to cast all cards in your hand as well as your opponents exiled cards. If you're drawing cards then you can keep casting cards, advancing your game plan, because of treasures and exile, but if opponents are also drawing just as many cards then you lose this advantage.
Glint-Horn Buccaneer is the real reason right now to want to play Pirates especially using Malcolm as a Commander. When Buccaneer attacks the combo can be a win condition, lots of draw and lots of ramp/treasures which is amazing from one Pirate. It's really a one card combo since all you have to do is find/draw Buccaneer since Malcolm is in the Command Zone.
Some Cards to consider cutting:
- Brass's Bounty: doesn't do enough for seven mana since don't want to ramp into it with treasures instead needing at least six lands to get enough value for seven mana.
- Mirror March: Molten Echoes is a better repeatable token producer which makes Mirror six drop redundancy.
- Sisay's Ring: don't really need four drop ramp; it could be replaced by a low CMC Pirate with evasion to help to trigger Malcolm.
- Fell Flagship: +1/0 to all Pirates is subpar and rarely will you want to crew it to attack because it has no evasion and isn't a Pirate.
- Sailor of Means: all it does is make a treasure which is in my opinion not good enough when there's other options that do more.
- Trailblazer's Boots: the most situational equipment from the rest to potentially make a Pirate unblockable.
- Pongify: is fine, but there's better options for removal.
Some changes to consider:
3 months ago
3 months ago
Cuts from the Sideboard listed cards:
Prismatic Geoscope: Running 18 basics means you might not always get 3 mana from it, more like 2. Eitherway I feel it's bad as a rock and lackluster as a cage target.
25 cards I'll suggest for <15$ (EDHREC TCGPLAYER listed prices, may be higher or lower):
Cephalid Inkshrouder: Discard which doesn't matter to make shrouded Mairsil? Hell yeah. (Price: 0.29)
Soliton: Another U: untap is solid. (Price: 0.10)
Forbidden Alchemy: Basically a draw 4 most of the time for 3 mana and can be flashed back if you discard it or mill it another way. (Price: 0.11)
Pestilent Souleater: Can be a backup win con with a card or two that can also pump. (Price: 0.10)
Twisted Abomination: Get a land with it then give Mairsil regenerate for a black when his commander tax is too high. Can never have too much protection when the commander is the whole gameplan. (Price: 0.03)
Magus of the Bazaar: Draw 5 for tap on Mairsil. What's not to like? (Price: .46)
Etherium-Horn Sorcerer: 3 To replay Mairsil isn't bad. Also can just be a cascade card if need be. (Price: 0.15)
Cinderhaze Wretch: Untap affect + can be used to disrupt enemies. Also can be used on yourself if you really want for some weird reason? (Price 0.26)
Dreamscape Artist: Discard isn't a downside, and it ramps. Can be put on Mairsil as well if need be. (Price: 0.26)
Vector Asp: B: infect is very strong. Especially with following card. (Price: 0.20)
Spikeshot Elder: This plus infect is a gross combo. Even without R to deal 4 to any target is strong, better than lightning bolt! (Price: 0.21)
Grinning Ignus: A way to bounce Mairsil that's ALSO ramp. Pays for a commander tax! (Price: 0.16)
Frantic Search: Free loot isn't ever bad. Instant speed too. (Price 0.47)
Sinister Sabotage: You don't have much interaction. These next 3 are just interactive pieces to stop your opponents from racing you. Sinister is a good counter that also can basically draw a card with Surveil. (Price: 0.12)
Terminate: No regen for them! Instant speed kill. Nice. (Price: 0.44)
Arcane Denial: Great counterspell that's not mana intensive. (Price: 0.46)
Perplex: Either a counter, makes an opponent lose their hand, or you can transmute to tutor for a 3 drop such as Rings or Commander's Sphere. Very versatile. (Price: 1.24)
AEtherize: Bounce all attackers is a good way to protect yourself, since you already have many ways to protect Mairsil. (Price: 0.23)
Whispering Madness: Wheel that can be repeated. With GY synergies it's amazing. 10/10 (Price 0.57)
Chain Reaction: Boardwhipe most of the time. You need some mass removal. (Price: 0.67)
Pyroclasm: Clears tokens easily. (Price: 0.16)
Total Price: $12.94
Some pump activated abilities may be a good other add.
3 months ago
So as far as ramp cards I can give you, I have:
Mind Stone - Worn Powerstone - Dowsing Dagger Flip - Prismatic Lens - Darksteel Ingot - Arcane Signet - Boros Signet - Heraldic Banner - Hedron Archive - Talisman of Conviction - Coldsteel Heart - Dreamstone Hedron - Burnished Hart - Commander's Sphere
Cards I don't have that you may want to consider:
Sword of the Animist - Wayfarer's Bauble - Gilded Lotus - Nyx Lotus - Thran Dynamo - Fire Diamond - Marble Diamond - Solemn Simulacrum (can be thrown with Brion!) - Star Compass - Sisay's Ring - Ur-Golem's Eye - Firemind Vessel - Cloud Key - Empowered Autogenerator - Lavabrink Floodgates - Guardian Idol
I would recommend at least ten pieces of ramp, perhaps even twelve. Definitely no fewer than ten in my opinion. Perhaps six that add 1 mana and four than add 2+ mana? Something like that. Getting Brion out a turn early, while not vital, can be convenient as he can pad your life total.
I would recommend 36-38 lands.
6 months ago
A combination of 2-drop and 4-drop rocks can get Thrax out as early as turn 4: turn two play the 2-drop rock, which lets you play a 4-drop rock on turn 3, leading to 7 mana on turn 4 assuming you have 4 lands (odds are good).